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以下是我使用SDL加载图像的步骤。设置窗口大小后,SDL未呈现到完整窗口
- 创建窗口,并用默认大小渲染,如
100x100
- 与
IMG_LoadTexture
- 查询纹理信息创建图像的纹理,并得到纹理尺寸,例如
800x600
,然后用SDL_SetWindowSize
来调整到所需的大小 - 执行渲染
结果是SDL只渲染到100x100
区域时窗口已创建,另一部分未渲染。
我该如何让SDL渲染为全屏后SDL_SetWindowSize
?
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;
}