运行效果:在骏马窗口中,按下ctrl + t 键,就可以看到定时回调,同时可以看出timer_callback和main()真的不在同一线程中运行
代码如下:仅给出main.cpp, 其他的头文件和源文件和Page355~375的代码一样,可参看上一篇博文
//main.cpp
#include <iostream>
#include <SDL2/SDL.h>
#include "sdl_initiator.hpp"
#include "sdl_error.hpp"
#include "sdl_window.hpp"
#include "sdl_surface.hpp"
#include "sdl_renderer.hpp"
#include "sdl_texture.hpp"
#include <SDL2/SDL_timer.h>
#include <thread>
using namespace std;
//加载图片为纹理,并设置透明色
SDL_Texture* LoadBMPTexture(SDL_Renderer* renderer
, char const* filename
, Uint8 key_r, Uint8 key_g, Uint8 key_b)
{
sdl2::BitmapSurface bmp(filename);
if(!bmp)
{
return nullptr;
}
bmp.EnableColorKey(key_r, key_g, key_b, 0);
return sdl2::Texture(renderer, bmp._surface).Release();
}
//加载图片为纹理,不透明,不混色
SDL_Texture* LoadBMPTexture(SDL_Renderer* renderer
, char const* filename)
{
sdl2::BitmapSurface bmp(filename);
if(!bmp)
{
return nullptr;
}
return sdl2::Texture(renderer, bmp._surface).Release();
}
//加载图片为纹理,并设置透明色和混色
SDL_Texture* LoadBMPTexture(SDL_Renderer* renderer
, char const* filename
, Uint8 key_r, Uint8 key_g, Uint8 key_b
, Uint8 alpha_mod
, SDL_BlendMode blend_mode = SDL_BLENDMODE_BLEND)
{
sdl2::BitmapSurface bmp(filename);
if(!bmp)
{
return nullptr;
}
bmp.EnableColorKey(key_r, key_g, key_b, 0);
bmp.SetAlphaMod(alpha_mod);
bmp.SetBlendMode(blend_mode);
return sdl2::Texture(renderer, bmp._surface).Release();
}
//回调第二个入参param被注释掉,因为暂时不需要传递附加数据
Uint32 timer_callback(Uint32 interval, void* /*param*/)
{
cout << "hello sdl timer\r\n";
cout << "timer_callback thread id: " << std::this_thread::get_id() << endl;
return interval;
}
int main(int argc, char* argv[])
{
sdl2::Initiator::Instance().Init(SDL_INIT_VIDEO
| SDL_INIT_AUDIO
| SDL_INIT_EVENTS
| SDL_INIT_TIMER);
if(!sdl2::Initiator::Instance())//重载转换符
{
cerr << "初始化就出错,没得玩了!"
<< sdl2::last_error() << endl;
}
//创建并居中显示宽640,高480的游戏窗口
sdl2::Window wnd("hello sdl"
, sdl2::WindowPosition()
, 640, 480
//去除原来的全屏标志
, sdl2::WindowFlags());
if(!wnd)
{
cerr << sdl2::last_error() << endl;
return -1;
}
//准备窗口的渲染器
sdl2::Renderer renderer(wnd._window);
if(!renderer)
{
cerr << sdl2::last_error() << endl;
return -1;
}
//重要!修改缩放质量配置
sdl2::RendererDriver::HintScaleQuality();
//重要!设置虚拟大小
renderer.SetLogicalSize(640, 480);
//准备背景图(不需要透明和混色)
sdl2::Texture bkgnd(LoadBMPTexture(renderer._renderer, "bkgnd.bmp"));
if(!bkgnd)
{
cerr << sdl2::last_error() << endl;
return -1;
}
//准备小马图,透明色为白色
sdl2::Texture horse(LoadBMPTexture(renderer._renderer
, "sdl.bmp"
, 0xff, 0xff, 0xff));
if(!horse)
{
cerr << sdl2::last_error() << endl;
return -1;
}
//准备白云图纹理,透明色为红色,不透明度188(0~255)
sdl2::Texture cloud(LoadBMPTexture(renderer._renderer
, "cloud.bmp"
, 0xff, 0, 0, 188));
if(!cloud)
{
cerr << sdl2::last_error() << endl;
return -1;
}
//事件循环
bool Q = false;
while(!Q)//一直循环,直到Q为真
{
SDL_Event event;
//会将队列中拖出的event数据存储到event中
while(SDL_PollEvent(&event))
{
switch(event.type)
{
case SDL_QUIT:
Q = true;
break;
case SDL_KEYDOWN:
if(event.key.keysym.sym == SDLK_t)//按键 ctrl + t
{
SDL_AddTimer(2000, timer_callback, nullptr);
cout << "main thread id: " << std::this_thread::get_id() << endl;
}
break;
}
}//内循环
/*外循环:贴骏马图*/
//贴背景->窗口
renderer.CopyFrom(bkgnd._texture);
//贴第一朵白云
SDL_Rect cloud_rect_1{200, 20, 156, 78};
renderer.CopyFrom(cloud._texture, nullptr, &cloud_rect_1);
//贴第二朵白云
SDL_Rect cloud_rect_2{340, 6, 156, 78};
renderer.CopyFrom(cloud._texture, nullptr, &cloud_rect_2);
//贴骏马
SDL_Rect dst_rect{86, 65, 468, 350};
renderer.CopyFrom(horse._texture, nullptr, &dst_rect);
renderer.Present();
SDL_Delay(1);//防止cpu占用率太高
// Q = true; //开发过程中,为方便程序退出,暂时这样
}//外循环
return 0;
}
如果将64行的代码改为 return 0,即可停止后续定时,效果如下: