C++ 如何在SDL2中的不透明矩形上绘制透明或半透明矩形?
下面是我绘制C++ 如何在SDL2中的不透明矩形上绘制透明或半透明矩形?,c++,sdl,render,sdl-2,rect,C++,Sdl,Render,Sdl 2,Rect,下面是我绘制SDL_Rect对象Rect和rect2的代码: #include <iostream> #include <SDL2/SDL.h> int main(){ SDL_Window *window= SDL_CreateWindow("Test", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, SDL_WINDOW_SHOWN); if(window == 0)
SDL_Rect
对象Rect
和rect2
的代码:
#include <iostream>
#include <SDL2/SDL.h>
int main(){
SDL_Window *window= SDL_CreateWindow("Test", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, SDL_WINDOW_SHOWN);
if(window == 0)
std::cout << SDL_GetError() << std::endl;
SDL_Renderer *renderer= SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if(renderer == NULL)
std::cout << SDL_GetError() << std::endl;
SDL_Rect rect;
rect.x= 100;
rect.y= 100;
rect.w= 100;
rect.h= 100;
SDL_Rect rect2;
rect2.x= 150;
rect2.y= 150;
rect2.w= 100;
rect2.h= 100;
while(true){
Uint8 r,g,b,a;
r= 32;
g= 32;
b= 32;
a= 255;
if(SDL_SetRenderDrawColor(renderer, r, g, b, a) == -1)
std::cout << SDL_GetError() << std::endl;
if(SDL_RenderClear(renderer) == -1)
std::cout << SDL_GetError() << std::endl;
r= 255;
g= 255;
b= 255;
a= 255;
if(SDL_SetRenderDrawColor(renderer, r, g, b, a) == -1)
std::cout << SDL_GetError() << std::endl;
if(SDL_RenderFillRect(renderer, &rect) == -1)
std::cout << SDL_GetError() << std::endl;
r= 100;
g= 100;
b= 100;
a= 0;
if(SDL_SetRenderDrawColor(renderer, r, g, b, a) == -1)
std::cout << SDL_GetError() << std::endl;
if(SDL_RenderFillRect(renderer, &rect2) == -1)
std::cout << SDL_GetError() << std::endl;
SDL_RenderPresent(renderer);
}
return 0;
}
#包括
#包括
int main(){
SDL_Window*Window=SDL_CreateWindow(“测试”,SDL_WINDOWPOS_居中,SDL_WINDOWPOS_居中,640480,SDL_Window_显示);
如果(窗口==0)
std::cout您只需打电话
SDL\u SetRenderDrawBlendMode(渲染器,SDL\u BLENDMODE\u混合);
在创建渲染器以启用与RenderDraw函数的alpha混合后。(可能重复的