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📄 alpha-sdl.c

📁 Linux游戏编程源码
💻 C
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/* Example of alpha blending with SDL. */#include <SDL/SDL.h>#include <SDL/SDL_image.h>#include <stdio.h>#include <stdlib.h>int main(){    SDL_Surface *screen;    SDL_Surface *background;    SDL_Surface *image_with_alpha;    SDL_Surface *image_without_alpha;    SDL_Rect src, dest;    /* Initialize SDL's video system and check for errors. */    if (SDL_Init(SDL_INIT_VIDEO) != 0) {	printf("Unable to initialize SDL: %s\n", SDL_GetError());	return 1;    }    /* Make sure SDL_Quit gets called when the program exits! */    atexit(SDL_Quit);    /* Attempt to set a 320x200 hicolor (16-bit) video mode. */    screen = SDL_SetVideoMode(320, 200, 16, 0);    if (screen == NULL) {	printf("Unable to set video mode: %s\n", SDL_GetError());	return 1;    }    /* Load the bitmap files. The first file was created with       an alpha channel, and the second was not. Notice that       we are now using IMG_Load instead of SDL_LoadBMP. */    image_with_alpha = IMG_Load("with-alpha.png");    if (image_with_alpha == NULL) {	printf("Unable to load bitmap.\n");	return 1;    }    image_without_alpha = IMG_Load("without-alpha.png");    if (image_without_alpha == NULL) {	printf("Unable to load bitmap.\n");	return 1;    }    background = IMG_Load("background.png");    if (background == NULL) {	printf("Unable to load bitmap.\n");	return 1;    }    /* Draw the background. */    src.x = 0;    src.y = 0;    src.w = background->w;    src.h = background->h;    dest.x = 0;    dest.y = 0;    dest.w = background->w;    dest.h = background->h;    SDL_BlitSurface(background, &src, screen, &dest);    /* Draw the first image, which has an alpha       channel. We must specifically enable alpha       blending. */    SDL_SetAlpha(image_with_alpha, SDL_SRCALPHA, 0);    src.w = image_with_alpha->w;    src.h = image_with_alpha->h;    dest.w = src.w;    dest.h = src.h;    dest.x = 40;    dest.y = 50;    SDL_BlitSurface(image_with_alpha, &src, screen, &dest);    /* Draw the second image, which has no alpha       channel. Instead, we will set a 50% transparency       factor for the entire surface. */    SDL_SetAlpha(image_without_alpha, SDL_SRCALPHA, 128);    src.w = image_without_alpha->w;    src.h = image_without_alpha->h;    dest.w = src.w;    dest.h = src.h;    dest.x = 180;    dest.y = 50;    SDL_BlitSurface(image_without_alpha, &src, screen, &dest);    /* Ask SDL to update the entire screen. */    SDL_UpdateRect(screen, 0, 0, 0, 0);    /* Pause for a few seconds as the viewer gasps in awe. */    SDL_Delay(3000);    /* Free the memory that was allocated to the bitmaps. */    SDL_FreeSurface(background);    SDL_FreeSurface(image_with_alpha);    SDL_FreeSurface(image_without_alpha);    return 0;}

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