This document is not done. On Going!!#
Intro#
How Chapter 7 works?#
- init()
SDL_Init()
SDL_SetHint()
SDL_CreateWindow()
SDL_CreateRenderer()
SDL_SetRenderDrawColor()
IMG_Init()
- loadMedia()
- loadTexture()
- load PNG file on intermediate surface with
IMG_Load()
.
- create texture from loaded surface with
SDL_CreateTextureFromSurface()
.
- free memory of intermediate surface with
SDL_FreeSurface()
.
- start loop untill variable
quit
is true.
- start loop that calls
SDL_PollEvent()
untill it returns 0.
- if
SDL_Event
.type is SDL_QUIT
, quit is true( which means first loop will end).
- clear screen(render) with
SDL_RenderClear()
.
- render texture(copy) on screen with
SDL_RenderCopy()
.
- update screen(of window) with
SDL_RenderPresent()
to refresh and show what we’ve done.
- close()
SDL_DestroyTexture()
SDL_DestroyRenderer()
SDL_DestroyWindow()
IMG_Quit()
SDL_Quit()
- now we are not using screen surface as our primary canvas anymore; instead renderer!
- loadSueface() -> loadTexture()
- SDL_GetWindowSurface() is gone from init()
- instead, SDL_SetHint(), SDL_CreateRenderer() and SDL_SetRenderDrawColor() are required
- SDL_BlitSurface() is replaced into SDL_RenderClear() and SDL_RenderCopy()
- SDL_UpdateWindowSurface() is replaced into SDL_RenderPresent()
- SDL_FreeSurface() is gone from close()
- instead, SDL_DestroyTexture() and SDL_DestroyRenderer() are required
Function#
SDL_SetHint()#
SDL_CreateRenderer()#
SDL_SetRenderDrawColor()#
SDL_CreateTextureFromSurface()#
SDL_RenderClear()#
SDL_RenderCopy()#
SDL_RenderPresent()#
SDL_DestroyTexture()#
SDL_DestroyRender()#
Struct#
SDL_Renderer#
SDL_Texture#
Term#
SDL_SetHint()#
- SDL_HINT_RENDER_SCALE_QUALITY
SDL_CreateRender()#