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| SDL_Window *window; SDL_Renderer *renderer; SDL_Surface *surface; SDL_Texture *texture; SDL_Event event; |
SDL_Window *window; SDL_Renderer *renderer; SDL_Surface *surface; SDL_Texture *texture; SDL_Event event; |
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| if (SDL_Init(SDL_INIT_VIDEO) < 0) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError()); return 3; |
if (SDL_Init(SDL_INIT_VIDEO) < 0) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError()); return 3; } if (SDL_CreateWindowAndRenderer(320, 240, SDL_WINDOW_RESIZABLE, &window, &renderer)) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window and renderer: %s\n", SDL_GetError()); return 3; } surface = SDL_LoadBMP("sample.bmp"); texture = SDL_CreateTextureFromSurface(renderer, surface); SDL_FreeSurface(surface); while (1) { SDL_PollEvent(&event); if (event.type == SDL_QUIT) { break; |
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| SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00); SDL_RenderClear(renderer); SDL_RenderCopy(renderer, texture, NULL, NULL); SDL_RenderPresent(renderer); } |
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| if (SDL_CreateWindowAndRenderer(320, 240, SDL_WINDOW_RESIZABLE, &window, &renderer)) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window and renderer: %s\n", SDL_GetError()); return 3; } |
SDL_DestroyTexture(texture); SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); |
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| surface = SDL_LoadBMP("sample.bmp"); texture = SDL_CreateTextureFromSurface(renderer, surface); SDL_FreeSurface(surface); while (1) { SDL_PollEvent(&event); if (event.type == SDL_QUIT) break; SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00); SDL_RenderClear(renderer); SDL_RenderCopy(renderer, texture, NULL, NULL); SDL_RenderPresent(renderer); } |
SDL_Quit(); |
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| SDL_DestroyTexture(texture); SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); SDL_Quit(); return 0; |
return 0; |
SDL_CreateWindowAndRenderer
Use this function to create a window and default renderer.
Contents
Syntax
int SDL_CreateWindowAndRenderer(int width,
int height,
Uint32 window_flags,
SDL_Window** window,
SDL_Renderer** renderer)
Function Parameters
width |
the width of the window |
height |
the height of the window |
window_flags |
the flags used to create the window (see SDL_CreateWindow()) |
window |
a pointer filled with the window, or NULL on error |
renderer |
a pointer filled with the renderer, or NULL on error |
Return Value
Returns 0 on success, or -1 on error; call SDL_GetError() for more information.
Code Examples
#include "SDL.h"
int main(int argc, char *argv[])
{
SDL_Window *window;
SDL_Renderer *renderer;
SDL_Surface *surface;
SDL_Texture *texture;
SDL_Event event;
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
return 3;
}
if (SDL_CreateWindowAndRenderer(320, 240, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window and renderer: %s\n", SDL_GetError());
return 3;
}
surface = SDL_LoadBMP("sample.bmp");
texture = SDL_CreateTextureFromSurface(renderer, surface);
SDL_FreeSurface(surface);
while (1) {
SDL_PollEvent(&event);
if (event.type == SDL_QUIT) {
break;
}
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, texture, NULL, NULL);
SDL_RenderPresent(renderer);
}
SDL_DestroyTexture(texture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
Remarks
You can add useful comments here
