C++ 设置窗口大小后SDL不会渲染到完整窗口
以下是我使用SDL加载图像的步骤C++ 设置窗口大小后SDL不会渲染到完整窗口,c++,sdl,sdl-2,C++,Sdl,Sdl 2,以下是我使用SDL加载图像的步骤 创建窗口并使用默认大小进行渲染,例如100x100 使用IMG\u LoadTexture 查询纹理信息并获取纹理尺寸,例如800x600,然后使用SDL\u SetWindowSize将大小调整为所需大小 执行渲染 结果是,创建窗口时,SDL仅渲染到100x100区域,其他部分不渲染 如何在SDL\u SetWindowSize之后使SDL渲染为完整窗口 下面是我的示例代码 #include <iostream> #include <SDL_
100x100
IMG\u LoadTexture
800x600
,然后使用SDL\u SetWindowSize
将大小调整为所需大小100x100
区域,其他部分不渲染
如何在SDL\u SetWindowSize
之后使SDL渲染为完整窗口
下面是我的示例代码
#include <iostream>
#include <SDL_image.h>
#include "SDL.h"
int main(int argc, char *argv[])
{
SDL_Window* sdlWindow;
SDL_Renderer* sdlRenderer;
SDL_CreateWindowAndRenderer(100, 100, 0, &sdlWindow, &sdlRenderer);
IMG_Init(IMG_INIT_JPG);
SDL_Texture* sdlTexture = IMG_LoadTexture(sdlRenderer, "test-wallpaper-800x600.jpg");
Uint32 format;
int access, w, h;
if (SDL_QueryTexture(sdlTexture, &format, &access, &w, &h) == 0) {
SDL_SetWindowSize(sdlWindow, w, h);
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");
SDL_RenderSetLogicalSize(sdlRenderer, w, h);
}
SDL_RenderClear(sdlRenderer);
SDL_RenderCopy(sdlRenderer, sdlTexture, NULL, NULL);
SDL_RenderPresent(sdlRenderer);
SDL_Event sdlEvent;
while (SDL_WaitEvent(&sdlEvent)) {
if (sdlEvent.type == SDL_WINDOWEVENT
&& sdlEvent.window.event == SDL_WINDOWEVENT_CLOSE) {
break;
}
if (sdlEvent.type == SDL_KEYDOWN
&& sdlEvent.key.keysym.sym == SDLK_ESCAPE) {
break;
}
}
SDL_DestroyRenderer(sdlRenderer);
SDL_DestroyWindow(sdlWindow);
return 0;
}
#包括
#包括
#包括“SDL.h”
int main(int argc,char*argv[])
{
SDL_窗口*sdlWindow;
SDL_渲染器*SDLRender;
SDL_CreateWindowAndRenderer(100、100、0和sdlWindow以及sdlRenderer);
IMG_Init(IMG_Init_JPG);
SDL_纹理*sdlTexture=IMG_加载纹理(SDLRender,“test-wallpar-800x600.jpg”);
Uint32格式;
int访问,w,h;
如果(SDL_查询结构(SDL结构、格式和访问、w和h)==0){
SDL_设置窗口大小(sdlWindow,w,h);
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY,线性);
SDL_渲染逻辑尺寸(SDL渲染器,w,h);
}
SDL_渲染器(SDLRender);
SDL_渲染副本(SDLRender、sdlTexture、NULL、NULL);
SDL_RenderPresent(SDLRender);
SDL_事件等级;
while(SDL_WaitEvent(&sdlEvent)){
if(sdlEvent.type==SDL\u WINDOWEVENT
&&sdlEvent.window.event==SDL\u WINDOWEVENT\u CLOSE){
打破
}
if(sdlEvent.type==SDL\u KEYDOWN
&&sdlEvent.key.keysym.sym==SDLK\u转义){
打破
}
}
SDL_(SDLRender);
SDL_窗口(sdlWindow);
返回0;
}
您看不到更新的渲染,因为在帧循环之前只渲染一次。要解决此问题,请将渲染移动到帧循环中,如下所示:
SDL_Event sdlEvent;
while (SDL_WaitEvent(&sdlEvent))
{
if (sdlEvent.type == SDL_WINDOWEVENT
&& sdlEvent.window.event == SDL_WINDOWEVENT_CLOSE) {
break;
}
if (sdlEvent.type == SDL_KEYDOWN
&& sdlEvent.key.keysym.sym == SDLK_ESCAPE) {
break;
}
// Render here
SDL_RenderClear(sdlRenderer);
SDL_RenderCopy(sdlRenderer, sdlTexture, NULL, NULL);
SDL_RenderPresent(sdlRenderer);
}
您看不到更新的渲染,因为在帧循环之前只渲染一次。要解决此问题,请将渲染移动到帧循环中,如下所示:
SDL_Event sdlEvent;
while (SDL_WaitEvent(&sdlEvent))
{
if (sdlEvent.type == SDL_WINDOWEVENT
&& sdlEvent.window.event == SDL_WINDOWEVENT_CLOSE) {
break;
}
if (sdlEvent.type == SDL_KEYDOWN
&& sdlEvent.key.keysym.sym == SDLK_ESCAPE) {
break;
}
// Render here
SDL_RenderClear(sdlRenderer);
SDL_RenderCopy(sdlRenderer, sdlTexture, NULL, NULL);
SDL_RenderPresent(sdlRenderer);
}