英文:
SDL2 draw a rectangle in an image without window
问题
我能否在图像上方绘制一个矩形而不创建弹出窗口?我能够使用以下代码在图像上方绘制一个矩形,但我不想弹出窗口,这可能吗?
我想要的是加载jpg图像 -> 绘制矩形 -> 将图像保存为jpg。
英文:
Is it possible to draw a rectangle on top of an image without creating a pop up window? I was able to draw a rectangle on top of an image with following code, but I don't want the window to be popped up, is it possible?
What I want is load jpg image -> draw rectangles -> save image as jpg.
int main(int argc, char** argv)
{
        bool quit = false;
        SDL_Event event;
        SDL_Init(SDL_INIT_VIDEO);
        IMG_Init(IMG_INIT_JPG);
        SDL_Window* window = SDL_CreateWindow("Test",
                SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, 0);
        SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, 0);
        SDL_Surface* image = IMG_Load("test.jpg");
        if (!image) {
                printf("Image NULL\n");
                return -1;
        }
        SDL_Texture* texture = SDL_CreateTexture(renderer,
                SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STATIC,
                image->w, image->h);
        image = SDL_ConvertSurfaceFormat(image, SDL_PIXELFORMAT_ARGB8888, 0);
        while (!quit)
        {
                SDL_UpdateTexture(texture, NULL, image->pixels,
                        image->w * sizeof(Uint32));
                SDL_WaitEvent(&event);
                switch (event.type)
                {
                case SDL_QUIT:
                        quit = true;
                        break;
                }
                SDL_SetRenderDrawColor(renderer, 136, 8, 8, 255);
                SDL_Rect dstrect = { 20, 10, 320, 145};
                SDL_RenderCopy(renderer, texture, NULL, NULL);
                SDL_RenderDrawRect(renderer, &dstrect);
                SDL_RenderPresent(renderer);
        }
        SDL_DestroyTexture(texture);
        SDL_FreeSurface(image);
        SDL_DestroyRenderer(renderer);
        SDL_DestroyWindow(window);
        IMG_Quit();
        SDL_Quit();
        return 0;
}
答案1
得分: 1
你可以使用SDL2的软件渲染器来绘制到表面,然后将这个表面保存到文件中。
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <stdio.h>
#include <stdbool.h>
int main(int argc, char** argv)
{
	SDL_Init(SDL_INIT_VIDEO);
	IMG_Init(IMG_INIT_JPG);
	// 加载输入图像
	SDL_Surface* image = IMG_Load("test.jpg");
	if (!image) {
		printf("Image NULL\n");
		return -1;
	}
	// 创建目标表面
	SDL_Surface *output_surface = SDL_CreateRGBSurface(0,
			image->w, image->h, 32,
			0, 0, 0, 0);
	// 创建渲染器,用于渲染到目标表面
	SDL_Renderer *renderer = SDL_CreateSoftwareRenderer(output_surface);
	// 从输入表面创建纹理
	SDL_Texture* texture = SDL_CreateTextureFromSurface(renderer, image);
	SDL_SetRenderDrawColor(renderer, 136, 8, 8, 255);
	SDL_Rect dstrect = { 20, 10, 320, 145};
	SDL_RenderCopy(renderer, texture, NULL, NULL);
	SDL_RenderDrawRect(renderer, &dstrect);
	SDL_RenderPresent(renderer);
	// 将目标表面保存为JPEG文件
	IMG_SaveJPG(output_surface, "test_output.jpg", 90);
	SDL_DestroyTexture(texture);
	SDL_FreeSurface(image);
	SDL_DestroyRenderer(renderer);
	SDL_FreeSurface(output_surface);
	IMG_Quit();
	SDL_Quit();
	return 0;
}
另一种方法是创建SDL_Surface并使用SDL_BlitSurface等函数将图像复制到其上,以及使用SDL_FillRect来绘制填充的矩形(例如,绘制未填充矩形的四边)。
英文:
You can use SDL2's software renderer to draw to surface, then save this surface to a file.
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <stdio.h>
#include <stdbool.h>
int main(int argc, char** argv)
{
	SDL_Init(SDL_INIT_VIDEO);
	IMG_Init(IMG_INIT_JPG);
	// load input image
	SDL_Surface* image = IMG_Load("test.jpg");
	if (!image) {
		printf("Image NULL\n");
		return -1;
	}
	// create target surface
	SDL_Surface *output_surface = SDL_CreateRGBSurface(0,
			image->w, image->h, 32,
			0, 0, 0, 0);
	// create software renderer that renders to target surface
	SDL_Renderer *renderer = SDL_CreateSoftwareRenderer(output_surface);
	// create texture from input surface
	SDL_Texture* texture = SDL_CreateTextureFromSurface(renderer, image);
	SDL_SetRenderDrawColor(renderer, 136, 8, 8, 255);
	SDL_Rect dstrect = { 20, 10, 320, 145};
	SDL_RenderCopy(renderer, texture, NULL, NULL);
	SDL_RenderDrawRect(renderer, &dstrect);
	SDL_RenderPresent(renderer);
	// save target surface to JPEG file
	IMG_SaveJPG(output_surface, "test_output.jpg", 90);
	SDL_DestroyTexture(texture);
	SDL_FreeSurface(image);
	SDL_DestroyRenderer(renderer);
	SDL_FreeSurface(output_surface);
	IMG_Quit();
	SDL_Quit();
	return 0;
}
Other way would be to create SDL_Surface and use functions like SDL_BlitSurface to copy your image on top of it, and SDL_FillRect to draw filled rectangle (e.g. draw 4 sides of not-filled rectangle).
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