在SDL中,旋转SDL_Surface可能会导致错误的结果,因为旋转操作会改变原始图像的大小和像素布局。为了解决这个问题,可以使用旋转函数SDL_RenderCopyEx()来在渲染器上绘制旋转的纹理。下面是一个示例代码:
#include
int main(int argc, char* argv[]) {
SDL_Init(SDL_INIT_VIDEO);
SDL_Window* window = SDL_CreateWindow("SDL Rotation Example", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_SHOWN);
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
SDL_Surface* imageSurface = SDL_LoadBMP("example.bmp");
SDL_Texture* texture = SDL_CreateTextureFromSurface(renderer, imageSurface);
int angle = 45; // 旋转角度
int width = imageSurface->w;
int height = imageSurface->h;
SDL_Rect sourceRect = {0, 0, width, height};
SDL_Rect destinationRect = {0, 0, width, height};
SDL_Point center = {width/2, height/2}; // 旋转中心点
SDL_RenderClear(renderer);
SDL_RenderCopyEx(renderer, texture, &sourceRect, &destinationRect, angle, ¢er, SDL_FLIP_NONE);
SDL_RenderPresent(renderer);
bool quit = false;
SDL_Event event;
while (!quit) {
while (SDL_PollEvent(&event) != 0) {
if (event.type == SDL_QUIT) {
quit = true;
}
}
}
SDL_DestroyTexture(texture);
SDL_FreeSurface(imageSurface);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
上述代码使用SDL_CreateTextureFromSurface()函数将SDL_Surface转换为纹理,然后使用SDL_RenderCopyEx()函数在渲染器上绘制旋转的纹理。通过指定旋转角度、源矩形、目标矩形和旋转中心点,可以实现旋转效果。