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无法在 CodeBlocks 中使用 SDL_LoadBMP 加载 bmp 文件

转载 作者:行者123 更新时间:2023-11-30 16:59:44 34 4
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我正在遵循 LazyFoo 的 SDL2.0 教程,使用 Code::Blocks 16.01。我无法使用 SDL_LoadBMP() 加载图像。

这是我第一次在这里提问。我在 Google 上寻找答案并搜索此处现有的问题/答案,但无法解决问题。

这是我的代码:

/*This source code copyrighted by Lazy Foo' Productions (2004-2015)
and may not be redistributed without written permission.*/

//Using SDL and standard IO
#include <SDL.h>
#include <stdio.h>

//Screen dimension constants
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;

//Starts up SDL and creates window
bool init();

//Loads media
bool loadMedia();

//Frees media and shuts down SDL
void close();

//The window we'll be rendering to
SDL_Window* gWindow = NULL;

//The surface contained by the window
SDL_Surface* gScreenSurface = NULL;

//The image we will load and show on the screen
SDL_Surface* gHelloWorld = NULL;

bool init()
{
//Initialization flag
bool success = true;

//Initialize SDL
if( SDL_Init( SDL_INIT_VIDEO ) < 0 )
{
printf( "SDL could not initialize! SDL_Error: %s\n", SDL_GetError() );
success = false;
}
else
{
//Create window
gWindow = SDL_CreateWindow( "SDL Tutorial - Lesson 02", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN );
if( gWindow == NULL )
{
printf( "Window could not be created! SDL_Error: %s\n", SDL_GetError() );
success = false;
}
else
{
//Get window surface
gScreenSurface = SDL_GetWindowSurface( gWindow );
}
}

return success;
}

bool loadMedia()
{
//Loading success flag
bool success = true;

//Load splash image
gHelloWorld = SDL_LoadBMP( "/02_getting_an_image_on_the_screen/hello_world.bmp" );
if( gHelloWorld == NULL )
{
printf( "Unable to load image %s! SDL Error: %s\n", "02_getting_an_image_on_the_screen/hello_world.bmp", SDL_GetError() );
success = false;
}

return success;
}

void close()
{
//Deallocate surface
SDL_FreeSurface( gHelloWorld );
gHelloWorld = NULL;

//Destroy window
SDL_DestroyWindow( gWindow );
gWindow = NULL;

//Quit SDL subsystems
SDL_Quit();
}

int main( int argc, char* args[] )
{
//Start up SDL and create window
if( !init() )
{
printf( "Failed to initialize!\n" );
}
else
{
//Load media
if( !loadMedia() )
{
printf( "Failed to load media!\n" );
}
else
{
//Apply the image
SDL_BlitSurface( gHelloWorld, NULL, gScreenSurface, NULL );

//Update the surface
SDL_UpdateWindowSurface( gWindow );

//Wait two seconds
SDL_Delay( 2000 );
}
}

//Free resources and close SDL
close();

return 0;
}

当我指定整个路径时,此代码可以正确工作。但是有没有一种更简单的方法来做到这一点,而不是总是指定整个路径?

我将图像放置在哪里,以及如何指定它的路径?

最佳答案

删除hello_world.bmp中的/02_getting_an_image_on_the_screen/。如果您不在 IDE 中,则必须将该文件放置在项目文件夹中/与可执行文件位于同一目录中。

关于无法在 CodeBlocks 中使用 SDL_LoadBMP 加载 bmp 文件,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/38012690/

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