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Differences between revisions 5 and 6
Revision 5 as of 2015-05-31 17:51:21
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Comment: Fixed formatting, handling of only one event per frame and undefined key access in example.
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    SDL_Event e;
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 SDL_Event e;
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    /* Enable standard application logging */
    SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
 /* Enable standard application logging */
 SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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    while (!done) {
        loop();
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  loop();

SDL_CreateSoftwareRenderer

Use this function to create a 2D software rendering context for a surface.

Syntax

SDL_Renderer* SDL_CreateSoftwareRenderer(SDL_Surface* surface)

Function Parameters

surface

the SDL_Surface structure representing the surface where rendering is done

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"

SDL_Window *window;
SDL_Renderer *renderer;
int done;

void
DrawChessBoard(SDL_Renderer * renderer)
{
        int row = 0,column = 0,x = 0;
        SDL_Rect rect, darea;

        /* Get the Size of drawing surface */
        SDL_RenderGetViewport(renderer, &darea);

        for ( ; row < 8; row++) {
                column = row%2;
                x = x + column;
                for ( ; column < 4+(row%2); column++) {
                        SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0xFF);

                        rect.w = darea.w/8;
                        rect.h = darea.h/8;
                        rect.x = x * rect.w;
                        rect.y = row * rect.h;
                        x = x + 2;
                        SDL_RenderFillRect(renderer, &rect);
                }
                x = 0;
        }
}

void
loop()
{
        SDL_Event e;
        while (SDL_PollEvent(&e)) {
                if (e.type == SDL_QUIT) {
                        done = 1;
                        return;
                }

                if ((e.type == SDL_KEYDOWN) && (e.key.keysym.sym == SDLK_ESCAPE)) {
                        done = 1;
                        return;
                }
        }

        DrawChessBoard(renderer);

        /* Got everything on rendering surface,
           now Update the drawing image on window screen */
        SDL_UpdateWindowSurface(window);
}

int
main(int argc, char *argv[])
{
        SDL_Surface *surface;

        /* Enable standard application logging */
        SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);

        /* Initialize SDL */
        if (SDL_Init(SDL_INIT_VIDEO) != 0) {
                SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_Init fail : %s\n", SDL_GetError());
                return 1;
        }


        /* Create window and renderer for given surface */
        window = SDL_CreateWindow("Chess Board", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_SHOWN);
        if (!window) {
                SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Window creation fail : %s\n",SDL_GetError());
                return 1;
        }
        surface = SDL_GetWindowSurface(window);
        renderer = SDL_CreateSoftwareRenderer(surface);
        if (!renderer) {
                SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Render creation for surface fail : %s\n",SDL_GetError());
                return 1;
        }

        /* Clear the rendering surface with the specified color */
        SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
        SDL_RenderClear(renderer);


        /* Draw the Image on rendering surface */
        done = 0;

        while (!done) {
                loop();
        }

        return 0;
}

Remarks

Two other API which can be used to create SDL_Renderer:
1) SDL_CreateRenderer()
2) SDL_CreateWindowAndRenderer()


CategoryAPI, CategoryRender

None: SDL_CreateSoftwareRenderer (last edited 2016-03-31 22:22:10 by PhilippWiesemann)

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