view docs/html/guidebasicsinit.html @ 2884:9dde605c7540

Date: Fri, 19 Dec 2008 20:17:35 +0100 From: Couriersud Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions > For consistency you'd probably want: > SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a); > SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode); > SDL_RenderLine(int x1, int y1, int x2, int y2); > SDL_RenderFill(SDL_Rect *rect); > > You probably also want to add API functions query the current state. > I have implemented the above api for the opengl, x11, directfb and software renderers. I have also renamed *TEXTUREBLENDMODE* constants to BLENDMODE*. The unix build compiles. The windows renderer still needs to be updated, but I have no windows development machine at hand. Have a look at the x11 renderer for a sample. Vector games now run at 90% both on opengl and directfb in comparison to sdlmame's own opengl renderer. The same applies to raster games. The diff also includes a) Changed XDrawRect to XFillRect in x11 renderer b) A number of changes to fix blending and modulation issues in the directfb renderer.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 20 Dec 2008 12:00:00 +0000
parents 355632dca928
children
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>Initializing SDL</TITLE
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>Initializing SDL</H1
><P
>SDL is composed of eight subsystems - Audio, CDROM, Event Handling, File I/O, Joystick Handling, Threading, Timers and Video. Before you can use any of these subsystems they must be initialized by calling <A
HREF="sdlinit.html"
><TT
CLASS="FUNCTION"
>SDL_Init</TT
></A
> (or <A
HREF="sdlinitsubsystem.html"
><TT
CLASS="FUNCTION"
>SDL_InitSubSystem</TT
></A
>). <TT
CLASS="FUNCTION"
>SDL_Init</TT
> must be called before any other SDL function. It automatically initializes the Event Handling, File I/O and Threading subsystems and it takes a parameter specifying which other subsystems to initialize. So, to initialize the default subsystems and the Video subsystems you would call:
<PRE
CLASS="PROGRAMLISTING"
>    SDL_Init ( SDL_INIT_VIDEO );</PRE
>
To initialize the default subsystems, the Video subsystem and the Timers subsystem you would call:
<PRE
CLASS="PROGRAMLISTING"
>    SDL_Init ( SDL_INIT_VIDEO | SDL_INIT_TIMER );</PRE
></P
><P
><TT
CLASS="FUNCTION"
>SDL_Init</TT
> is complemented by <A
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><TT
CLASS="FUNCTION"
>SDL_Quit</TT
></A
> (and <A
HREF="sdlquitsubsystem.html"
><TT
CLASS="FUNCTION"
>SDL_QuitSubSystem</TT
></A
>). <TT
CLASS="FUNCTION"
>SDL_Quit</TT
> shuts down all subsystems, including the default ones. It should always be called before a SDL application exits.</P
><P
>With <TT
CLASS="FUNCTION"
>SDL_Init</TT
> and <TT
CLASS="FUNCTION"
>SDL_Quit</TT
> firmly embedded in your programmers toolkit you can write your first and most basic SDL application. However, we must be prepare to handle errors. Many SDL functions return a value and indicates whether the function has succeeded or failed, <TT
CLASS="FUNCTION"
>SDL_Init</TT
>, for instance, returns -1 if it could not initialize a subsystem. SDL provides a useful facility that allows you to determine exactly what the problem was, every time an error occurs within SDL an error message is stored which can be retrieved using <TT
CLASS="FUNCTION"
>SDL_GetError</TT
>. Use this often, you can never know too much about an error.</P
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><P
><B
>Example 1-1. Initializing SDL</B
></P
><PRE
CLASS="PROGRAMLISTING"
>#include "SDL.h"   /* All SDL App's need this */
#include &#60;stdio.h&#62;

int main(int argc, char *argv[]) {
    
    printf("Initializing SDL.\n");
    
    /* Initialize defaults, Video and Audio */
    if((SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO)==-1)) { 
        printf("Could not initialize SDL: %s.\n", SDL_GetError());
        exit(-1);
    }

    printf("SDL initialized.\n");

    printf("Quiting SDL.\n");
    
    /* Shutdown all subsystems */
    SDL_Quit();
    
    printf("Quiting....\n");

    exit(0);
}&#13;</PRE
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