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SDL2源代码分析2:窗口(SDL_Window)
SDL播放视频的代码流程如下所示。
初始化:
SDL_Init(): 初始化SDL。
SDL_CreateWindow(): 创建窗口(Window)。
SDL_CreateRenderer(): 基于窗口创建渲染器(Render)。
SDL_CreateTexture(): 创建纹理(Texture)。
循环渲染数据:
SDL_UpdateTexture(): 设置纹理的数据。
SDL_RenderCopy(): 纹理复制给渲染器。SDL_RenderPresent(): 显示。
上篇文章分析了该流程中的第一个函数SDL_Init()。本文继续分析该流程中的第二个函数SDL_CreateWindow()。
SDL_Window
SDL_Window结构体定义了一个SDL2中的窗口。如果直接使用SDL2编译好的SDK的话,是看不到它的内部结构的。有关它的定义在头文件中只有一行代码,但是这一行定义前面的注释非常之多,如下所示:
/** * \brief The type used to identify a window * * \sa SDL_CreateWindow() * \sa SDL_CreateWindowFrom() * \sa SDL_DestroyWindow() * \sa SDL_GetWindowData() * \sa SDL_GetWindowFlags() * \sa SDL_GetWindowGrab() * \sa SDL_GetWindowPosition() * \sa SDL_GetWindowSize() * \sa SDL_GetWindowTitle() * \sa SDL_HideWindow() * \sa SDL_MaximizeWindow() * \sa SDL_MinimizeWindow() * \sa SDL_RaiseWindow() * \sa SDL_RestoreWindow() * \sa SDL_SetWindowData() * \sa SDL_SetWindowFullscreen() * \sa SDL_SetWindowGrab() * \sa SDL_SetWindowIcon() * \sa SDL_SetWindowPosition() * \sa SDL_SetWindowSize() * \sa SDL_SetWindowBordered() * \sa SDL_SetWindowTitle() * \sa SDL_ShowWindow() */ typedef struct SDL_Window SDL_Window;
在源代码工程中可以看到它的定义,位于video\SDL_sysvideo.h文件中。它的定义如下。
/* Define the SDL window structure, corresponding to toplevel windows */ struct SDL_Window { const void *magic; Uint32 id; char *title; SDL_Surface *icon; int x, y; int w, h; int min_w, min_h; int max_w, max_h; Uint32 flags; Uint32 last_fullscreen_flags; /* Stored position and size for windowed mode */ SDL_Rect windowed; SDL_DisplayMode fullscreen_mode; float brightness; Uint16 *gamma; Uint16 *saved_gamma; /* (just offset into gamma) */ SDL_Surface *surface; SDL_bool surface_valid; SDL_bool is_destroying; SDL_WindowShaper *shaper; SDL_WindowUserData *data; void *driverdata; SDL_Window *prev; SDL_Window *next; };
可以看出其中包含了一个“窗口”应该包含的各种属性。这个结构体中的各个变量还没有深入研究,暂不详细分析。下面来看看如何创建这个SDL_Window。
SDL_CreateWindow()
函数简介
SDL_CreateWindow()用于创建一个视频播放的窗口。SDL_CreateWindow()的定义如下。
SDL_Window * SDLCALL SDL_CreateWindow(const char *title, int x, int y, int w, int h, Uint32 flags);
参数含义如下。
title :窗口标题
x :窗口位置x坐标。也可以设置为SDL_WINDOWPOS_CENTERED或SDL_WINDOWPOS_UNDEFINED。
y :窗口位置y坐标。同上。
w :窗口的宽
h :窗口的高
flags :支持下列标识。包括了窗口的是否最大化、最小化,能否调整边界等等属性。
::SDL_WINDOW_FULLSCREEN, ::SDL_WINDOW_OPENGL,
::SDL_WINDOW_HIDDEN, ::SDL_WINDOW_BORDERLESS,
::SDL_WINDOW_RESIZABLE, ::SDL_WINDOW_MAXIMIZED,
::SDL_WINDOW_MINIMIZED, ::SDL_WINDOW_INPUT_GRABBED,
::SDL_WINDOW_ALLOW_HIGHDPI.
返回创建完成的窗口的ID。如果创建失败则返回0。
源代码分析
SDL_CreateWindow()的源代码位于video\SDL_video.c中,如下所示。
SDL_Window * SDL_CreateWindow(const char *title, int x, int y, int w, int h, Uint32 flags) { SDL_Window *window; const char *hint; if (!_this) { /* Initialize the video system if needed */ if (SDL_VideoInit(NULL) < 0) { return NULL; } } /* Some platforms can‘t create zero-sized windows */ if (w < 1) { w = 1; } if (h < 1) { h = 1; } /* Some platforms have OpenGL enabled by default */ #if (SDL_VIDEO_OPENGL && __MACOSX__) || __IPHONEOS__ || __ANDROID__ flags |= SDL_WINDOW_OPENGL; #endif if (flags & SDL_WINDOW_OPENGL) { if (!_this->GL_CreateContext) { SDL_SetError("No OpenGL support in video driver"); return NULL; } if (SDL_GL_LoadLibrary(NULL) < 0) { return NULL; } } /* Unless the user has specified the high-DPI disabling hint, respect the * SDL_WINDOW_ALLOW_HIGHDPI flag. */ if (flags & SDL_WINDOW_ALLOW_HIGHDPI) { hint = SDL_GetHint(SDL_HINT_VIDEO_HIGHDPI_DISABLED); if (hint && SDL_atoi(hint) > 0) { flags &= ~SDL_WINDOW_ALLOW_HIGHDPI; } } window = (SDL_Window *)SDL_calloc(1, sizeof(*window)); if (!window) { SDL_OutOfMemory(); return NULL; } window->magic = &_this->window_magic; window->id = _this->next_object_id++; window->x = x; window->y = y; window->w = w; window->h = h; if (SDL_WINDOWPOS_ISUNDEFINED(x) || SDL_WINDOWPOS_ISUNDEFINED(y) || SDL_WINDOWPOS_ISCENTERED(x) || SDL_WINDOWPOS_ISCENTERED(y)) { SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window); int displayIndex; SDL_Rect bounds; displayIndex = SDL_GetIndexOfDisplay(display); SDL_GetDisplayBounds(displayIndex, &bounds); if (SDL_WINDOWPOS_ISUNDEFINED(x) || SDL_WINDOWPOS_ISCENTERED(x)) { window->x = bounds.x + (bounds.w - w) / 2; } if (SDL_WINDOWPOS_ISUNDEFINED(y) || SDL_WINDOWPOS_ISCENTERED(y)) { window->y = bounds.y + (bounds.h - h) / 2; } } window->flags = ((flags & CREATE_FLAGS) | SDL_WINDOW_HIDDEN); window->last_fullscreen_flags = window->flags; window->brightness = 1.0f; window->next = _this->windows; window->is_destroying = SDL_FALSE; if (_this->windows) { _this->windows->prev = window; } _this->windows = window; if (_this->CreateWindow && _this->CreateWindow(_this, window) < 0) { SDL_DestroyWindow(window); return NULL; } if (title) { SDL_SetWindowTitle(window, title); } SDL_FinishWindowCreation(window, flags); /* If the window was created fullscreen, make sure the mode code matches */ SDL_UpdateFullscreenMode(window, FULLSCREEN_VISIBLE(window)); return window; }
下面总结一下SDL_CreateWindow()的大致流程。
1. 一些为了保证各个平台的兼容性的初始化工作。各个平台创建窗口的条件不同。例如,某些平台不支持创建大小为0的窗口。再例如,某些平台默认开启OpenGL。
2. 调用SDL_calloc()为SDL_Window结构体分配一块内存。同时设置一些基本属性,例如窗口的宽高,位置等等。
PS:上篇文章中已经提过,在这里重复一下SDL中内存分配函数的知识。在SDL中分配内存使用SDL_malloc(),SDL_calloc(),这些函数实际上就是malloc(),calloc()。它们的定义位于stdlib\SDL_malloc.c文件中。如下所示:
#define memset SDL_memset #define memcpy SDL_memcpy #define malloc SDL_malloc #define calloc SDL_calloc #define realloc SDL_realloc #define free SDL_free
3. 调用VideoDevice的CreateWindow()方法创建窗口。这是创建窗口这个函数中最关键的一环。在这里有一点需要注意,SDL中有一个SDL_VideoDevice类型的静态全局变量_this。SDL调用视频驱动的功能都是通过调用该指针完成的。定义如下。
static SDL_VideoDevice *_this = NULL;
该_this变量代表了当前视频驱动设备。该变量在SDL_Init()中被赋值。如果是Windows下使用,则会被赋值为“Windows视频驱动”;Android下使用,则会被赋值为“Android视频驱动”。这是上篇文章中的内容,不再重复记录。
下面我们以“Windows视频驱动”为例,看看CreateWindow()都会执行哪些函数。
首先回顾一下上篇文章中的一个知识。从上一篇文章的SDL_Init()函数的分析中我们可以得知,Windows视频驱动初始化的时候会给SDL_VideoDevice一系列的函数指针赋值,如下所示。
static SDL_VideoDevice *WIN_CreateDevice(int devindex) { SDL_VideoDevice *device; SDL_VideoData *data; SDL_RegisterApp(NULL, 0, NULL); /* Initialize all variables that we clean on shutdown */ device = (SDL_VideoDevice *) SDL_calloc(1, sizeof(SDL_VideoDevice)); if (device) { data = http://www.mamicode.com/(struct SDL_VideoData *) SDL_calloc(1, sizeof(SDL_VideoData));>
从上文中可以看出,“Windows视频驱动”初始化之后,调用该SDL_VideoDevice的CreateWindow()实际上就等同于调用WIN_CreateWindow()这个函数。因此,我们来看一下WIN_CreateWindow()这个函数的定义(位于video\windows\SDL_windowswindow.c)。int WIN_CreateWindow(_THIS, SDL_Window * window) { HWND hwnd; RECT rect; DWORD style = STYLE_BASIC; int x, y; int w, h; style |= GetWindowStyle(window); /* Figure out what the window area will be */ rect.left = window->x; rect.top = window->y; rect.right = window->x + window->w; rect.bottom = window->y + window->h; AdjustWindowRectEx(&rect, style, FALSE, 0); x = rect.left; y = rect.top; w = (rect.right - rect.left); h = (rect.bottom - rect.top); hwnd = CreateWindow(SDL_Appname, TEXT(""), style, x, y, w, h, NULL, NULL, SDL_Instance, NULL); if (!hwnd) { return WIN_SetError("Couldn‘t create window"); } WIN_PumpEvents(_this); if (SetupWindowData(_this, window, hwnd, SDL_TRUE) < 0) { DestroyWindow(hwnd); return -1; } #if SDL_VIDEO_OPENGL_WGL /* We need to initialize the extensions before deciding how to create ES profiles */ if (window->flags & SDL_WINDOW_OPENGL) { WIN_GL_InitExtensions(_this); } #endif #if SDL_VIDEO_OPENGL_ES2 if ((window->flags & SDL_WINDOW_OPENGL) && _this->gl_config.profile_mask == SDL_GL_CONTEXT_PROFILE_ES #if SDL_VIDEO_OPENGL_WGL && (!_this->gl_data || !_this->gl_data->HAS_WGL_EXT_create_context_es2_profile) #endif ) { #if SDL_VIDEO_OPENGL_EGL if (WIN_GLES_SetupWindow(_this, window) < 0) { WIN_DestroyWindow(_this, window); return -1; } #else return SDL_SetError("Could not create GLES window surface (no EGL support available)"); #endif /* SDL_VIDEO_OPENGL_EGL */ } else #endif /* SDL_VIDEO_OPENGL_ES2 */ #if SDL_VIDEO_OPENGL_WGL if (window->flags & SDL_WINDOW_OPENGL) { if (WIN_GL_SetupWindow(_this, window) < 0) { WIN_DestroyWindow(_this, window); return -1; } } #endif return 0; }
从该函数的代码中我们可以看到很多的Win32的API。最核心的函数只有一个,就是CreateWindow()。正是这个Win32的API最终创建了SDL的窗口。当然,为了创建出来的窗口更“优质”,包含了一些初始化的工作,例如AdjustWindowRectEx();以及一些收尾工作,例如SetupWindowData()(该函数主要用于设置SDL_Window的参数)。
4. 完成一些收尾工作。例如设置窗口的标题,如果是“全屏模式”则设置全屏显示等等。在这里简单介绍几个函数。
SDL_SetWindowTitle()用于设置窗口的标题,它的代码如下。void SDL_SetWindowTitle(SDL_Window * window, const char *title) { CHECK_WINDOW_MAGIC(window, ); if (title == window->title) { return; } SDL_free(window->title); if (title && *title) { window->title = SDL_strdup(title); } else { window->title = NULL; } if (_this->SetWindowTitle) { _this->SetWindowTitle(_this, window); } }
该函数调用了SDL_VideoDevice的SetWindowTitle()。在“Windows视频驱动”中,实际的执行函数是WIN_SetWindowTitle()。该函数的代码如下。void WIN_SetWindowTitle(_THIS, SDL_Window * window) { HWND hwnd = ((SDL_WindowData *) window->driverdata)->hwnd; LPTSTR title; if (window->title) { title = WIN_UTF8ToString(window->title); } else { title = NULL; } SetWindowText(hwnd, title ? title : TEXT("")); SDL_free(title); }
从代码中可以看出,该函数调用了Win32的API函数SetWindowText()设置窗口的标题。
SDL_FinishWindowCreation()完成一些窗口的收尾工作。该函数的代码如下。static void SDL_FinishWindowCreation(SDL_Window *window, Uint32 flags) { window->windowed.x = window->x; window->windowed.y = window->y; window->windowed.w = window->w; window->windowed.h = window->h; if (flags & SDL_WINDOW_MAXIMIZED) { SDL_MaximizeWindow(window); } if (flags & SDL_WINDOW_MINIMIZED) { SDL_MinimizeWindow(window); } if (flags & SDL_WINDOW_FULLSCREEN) { SDL_SetWindowFullscreen(window, flags); } if (flags & SDL_WINDOW_INPUT_GRABBED) { SDL_SetWindowGrab(window, SDL_TRUE); } if (!(flags & SDL_WINDOW_HIDDEN)) { SDL_ShowWindow(window); } }从代码中可以看出,如果创建窗口的时候:
指定了“最大化”,则会执行SDL_MaximizeWindow();
指定了“最小化”,则会执行SDL_MinimizeWindow();
指定了“全屏”,则会执行SDL_SetWindowFullscreen();
指定了“抓取”(这个没有试过),则会执行SDL_SetWindowGrab();
指定了“隐藏”,则会执行SDL_ShowWindow()。
下面分别看一下SDL_MaximizeWindow(),SDL_MinimizeWindow(),SDL_SetWindowFullscreen(),SDL_ShowWindow()的代码。
SDL_MaximizeWindow()代码如下。
void SDL_MaximizeWindow(SDL_Window * window) { CHECK_WINDOW_MAGIC(window, ); if (window->flags & SDL_WINDOW_MAXIMIZED) { return; } /* !!! FIXME: should this check if the window is resizable? */ if (_this->MaximizeWindow) { _this->MaximizeWindow(_this, window); } }
从代码中可以看出,SDL_MaximizeWindow()调用了SDL_VideoDevice的MaximizeWindow()函数。在“Windows视频驱动”下,实际上调用了WIN_MaximizeWindow()函数,该函数的定义如下。void WIN_MaximizeWindow(_THIS, SDL_Window * window) { SDL_WindowData *data = http://www.mamicode.com/(SDL_WindowData *)window->driverdata;>从上述代码中可以看出WIN_MaximizeWindow()调用了Win32的API函数ShowWindow()。
SDL_MinimizeWindow()代码如下。
void SDL_MinimizeWindow(SDL_Window * window) { CHECK_WINDOW_MAGIC(window, ); if (window->flags & SDL_WINDOW_MINIMIZED) { return; } SDL_UpdateFullscreenMode(window, SDL_FALSE); if (_this->MinimizeWindow) { _this->MinimizeWindow(_this, window); } }从代码中可以看出,SDL_MinimizeWindow()调用了SDL_VideoDevice的MinimizeWindow()函数。在“Windows视频驱动”下,实际上调用了WIN_MinimizeWindow()函数,该函数的定义如下。
void WIN_MinimizeWindow(_THIS, SDL_Window * window) { HWND hwnd = ((SDL_WindowData *) window->driverdata)->hwnd; ShowWindow(hwnd, SW_MINIMIZE); }
从上述代码中可以看出WIN_MinimizeWindow()调用了Win32的API函数ShowWindow()。SDL_SetWindowFullscreen()代码如下。
int SDL_SetWindowFullscreen(SDL_Window * window, Uint32 flags) { CHECK_WINDOW_MAGIC(window, -1); flags &= FULLSCREEN_MASK; if ( flags == (window->flags & FULLSCREEN_MASK) ) { return 0; } /* clear the previous flags and OR in the new ones */ window->flags &= ~FULLSCREEN_MASK; window->flags |= flags; SDL_UpdateFullscreenMode(window, FULLSCREEN_VISIBLE(window)); return 0; }从代码中可以看出,SDL_SetWindowFullscreen()调用了SDL_UpdateFullscreenMode()函数,该函数的代码如下。
static void SDL_UpdateFullscreenMode(SDL_Window * window, SDL_bool fullscreen) { SDL_VideoDisplay *display; SDL_Window *other; #ifdef __MACOSX__ if (Cocoa_SetWindowFullscreenSpace(window, fullscreen)) { window->last_fullscreen_flags = window->flags; return; } #endif display = SDL_GetDisplayForWindow(window); if (fullscreen) { /* Hide any other fullscreen windows */ if (display->fullscreen_window && display->fullscreen_window != window) { SDL_MinimizeWindow(display->fullscreen_window); } } /* See if anything needs to be done now */ if ((display->fullscreen_window == window) == fullscreen) { if ((window->last_fullscreen_flags & FULLSCREEN_MASK) == (window->flags & FULLSCREEN_MASK)) { return; } } /* See if there are any fullscreen windows */ for (other = _this->windows; other; other = other->next) { SDL_bool setDisplayMode = SDL_FALSE; if (other == window) { setDisplayMode = fullscreen; } else if (FULLSCREEN_VISIBLE(other) && SDL_GetDisplayForWindow(other) == display) { setDisplayMode = SDL_TRUE; } if (setDisplayMode) { SDL_DisplayMode fullscreen_mode; if (SDL_GetWindowDisplayMode(other, &fullscreen_mode) == 0) { SDL_bool resized = SDL_TRUE; if (other->w == fullscreen_mode.w && other->h == fullscreen_mode.h) { resized = SDL_FALSE; } /* only do the mode change if we want exclusive fullscreen */ if ((window->flags & SDL_WINDOW_FULLSCREEN_DESKTOP) != SDL_WINDOW_FULLSCREEN_DESKTOP) { SDL_SetDisplayModeForDisplay(display, &fullscreen_mode); } else { SDL_SetDisplayModeForDisplay(display, NULL); } if (_this->SetWindowFullscreen) { _this->SetWindowFullscreen(_this, other, display, SDL_TRUE); } display->fullscreen_window = other; /* Generate a mode change event here */ if (resized) { SDL_SendWindowEvent(other, SDL_WINDOWEVENT_RESIZED, fullscreen_mode.w, fullscreen_mode.h); } else { SDL_OnWindowResized(other); } SDL_RestoreMousePosition(other); window->last_fullscreen_flags = window->flags; return; } } } /* Nope, restore the desktop mode */ SDL_SetDisplayModeForDisplay(display, NULL); if (_this->SetWindowFullscreen) { _this->SetWindowFullscreen(_this, window, display, SDL_FALSE); } display->fullscreen_window = NULL; /* Generate a mode change event here */ SDL_OnWindowResized(window); /* Restore the cursor position */ SDL_RestoreMousePosition(window); window->last_fullscreen_flags = window->flags; }SDL_UpdateFullscreenMode()代码很长,在这里我们只选择最关键的代码进行分析。SDL_UpdateFullscreenMode()最关键的地方在于它调用了SDL_VideoDevice的SetWindowFullscreen()函数。在“Windows视频驱动”下,实际上调用了WIN_SetWindowFullscreen()函数,该函数的定义如下。
void WIN_SetWindowFullscreen(_THIS, SDL_Window * window, SDL_VideoDisplay * display, SDL_bool fullscreen) { SDL_WindowData *data = http://www.mamicode.com/(SDL_WindowData *) window->driverdata;>
从代码中可以看出,该函数通过WIN_GetDisplayBounds()获得屏幕的尺寸,然后通过SetWindowPos()函数设置全屏窗口的大小和位置。
SDL_ShowWindow()的代码如下。void SDL_ShowWindow(SDL_Window * window) { CHECK_WINDOW_MAGIC(window, ); if (window->flags & SDL_WINDOW_SHOWN) { return; } if (_this->ShowWindow) { _this->ShowWindow(_this, window); } SDL_SendWindowEvent(window, SDL_WINDOWEVENT_SHOWN, 0, 0); }
SDL_ShowWindow ()调用了SDL_VideoDevice的ShowWindow()函数。在“Windows视频驱动”下,实际上调用了WIN_ShowWindow()函数,该函数的定义如下。void WIN_ShowWindow(_THIS, SDL_Window * window) { HWND hwnd = ((SDL_WindowData *) window->driverdata)->hwnd; ShowWindow(hwnd, SW_SHOW); }
该函数比较简单,直接调用了Win32中的ShowWindow()方法。函数调用关系图
SDL_ CreateWindow ()关键函数的调用关系可以用下图表示。上面的函数调用关系图本来是一张高清大图,但是由于博客对图片尺寸有限制,因而显得不太清晰。相册里面上传了一份原始的大图片:
http://my.csdn.net/leixiaohua1020/album/detail/1793195
打开上述相册里面的图片,右键选择“另存为”即可保存原始图片。SDL2源代码分析2:窗口(SDL_Window)