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Size: 2131
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| Deletions are marked like this. | Additions are marked like this. |
| Line 12: | Line 12: |
| int index, | int index, |
| Line 29: | Line 29: |
| SDL_Window *win = NULL; SDL_Renderer *renderer = NULL; SDL_Texture *bitmapTex = NULL; SDL_Surface *bitmapSurface = NULL; int posX = 100, posY = 100, width = 320, height = 240; |
SDL_Window *win = NULL; SDL_Renderer *renderer = NULL; SDL_Texture *bitmapTex = NULL; SDL_Surface *bitmapSurface = NULL; int posX = 100, posY = 100, width = 320, height = 240; |
| Line 35: | Line 35: |
| win = SDL_CreateWindow("Hello World", posX, posY, width, height, 0); | win = SDL_CreateWindow("Hello World", posX, posY, width, height, 0); |
| Line 37: | Line 37: |
| renderer = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED); | renderer = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED); |
| Line 39: | Line 39: |
| bitmapSurface = SDL_LoadBMP("img/hello.bmp"); bitmapTex = SDL_CreateTextureFromSurface(renderer, bitmapSurface); SDL_FreeSurface(bitmapSurface); |
bitmapSurface = SDL_LoadBMP("img/hello.bmp"); bitmapTex = SDL_CreateTextureFromSurface(renderer, bitmapSurface); SDL_FreeSurface(bitmapSurface); |
| Line 43: | Line 43: |
| while (1) { SDL_Event e; if (SDL_PollEvent(&e)) { if (e.type == SDL_QUIT) { break; } } |
while (1) { SDL_Event e; if (SDL_PollEvent(&e)) { if (e.type == SDL_QUIT) { break; } } |
| Line 51: | Line 51: |
| SDL_RenderClear(renderer); SDL_RenderCopy(renderer, bitmapTex, NULL, NULL); SDL_RenderPresent(renderer); } |
SDL_RenderClear(renderer); SDL_RenderCopy(renderer, bitmapTex, NULL, NULL); SDL_RenderPresent(renderer); } |
| Line 56: | Line 56: |
| SDL_DestroyTexture(bitmapTex); SDL_DestroyRenderer(renderer); SDL_DestroyWindow(win); |
SDL_DestroyTexture(bitmapTex); SDL_DestroyRenderer(renderer); SDL_DestroyWindow(win); |
| Line 60: | Line 60: |
| return 0; | return 0; |
SDL_CreateRenderer
Use this function to create a 2D rendering context for a window.
Contents
Syntax
SDL_Renderer* SDL_CreateRenderer(SDL_Window* window,
int index,
Uint32 flags)
Function Parameters
window |
the window where rendering is displayed |
index |
the index of the rendering driver to initialize, or -1 to initialize the first one supporting the requested flags |
flags |
0, or one or more SDL_RendererFlags OR'd together; see Remarks for details |
Return Value
Returns a valid rendering context or NULL if there was an error; call SDL_GetError() for more information.
Code Examples
#include "SDL.h"
int main(int argc, char *argv[]) {
SDL_Window *win = NULL;
SDL_Renderer *renderer = NULL;
SDL_Texture *bitmapTex = NULL;
SDL_Surface *bitmapSurface = NULL;
int posX = 100, posY = 100, width = 320, height = 240;
win = SDL_CreateWindow("Hello World", posX, posY, width, height, 0);
renderer = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED);
bitmapSurface = SDL_LoadBMP("img/hello.bmp");
bitmapTex = SDL_CreateTextureFromSurface(renderer, bitmapSurface);
SDL_FreeSurface(bitmapSurface);
while (1) {
SDL_Event e;
if (SDL_PollEvent(&e)) {
if (e.type == SDL_QUIT) {
break;
}
}
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, bitmapTex, NULL, NULL);
SDL_RenderPresent(renderer);
}
SDL_DestroyTexture(bitmapTex);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(win);
return 0;
}
Remarks
flags may be any of the following OR'd together:
SDL_RENDERER_SOFTWARE |
the renderer is a software fallback |
SDL_RENDERER_ACCELERATED |
the renderer uses hardware acceleration |
SDL_RENDERER_PRESENTVSYNC |
present is synchronized with the refresh rate |
SDL_RENDERER_TARGETTEXTURE |
the renderer supports rendering to texture |
Note that providing no flags gives priority to available SDL_RENDERER_ACCELERATED renderers.
