项目创建步骤
1. 使用Qt Creator创建一个C项目
2. 将SDL库文件放到源文件目录下

在项目pro文件中添加库文件
win32{
	INCLUDEPATH += $$PWD/SDL2-2.0.10/include
	LIBS += $$PWD/SDL2-2.0.10/lib/x86/SDL2.lib
}使用SDL创建一个窗口
#include <stdio.h>
#include <SDL.h>
#undef main    // 先取消main函数(因为SDL内部使用了main函数)
int main()
{
    // 创建一个SDL_VIDEO窗口
    SDL_Window* window = NULL;
    SDL_Init(SDL_INIT_VIDEO);
    window = SDL_CreateWindow("Title",
                              SDL_WINDOWPOS_UNDEFINED,       // 默认x y 显示到窗口中间
                              SDL_WINDOWPOS_UNDEFINED,
                              640,
                              480,
                              SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);// 设置窗口属性
    if(!window)
    {
        printf("Can't create window, err:%s\n", SDL_GetError());
        return 666;
    }
    SDL_Delay(5000);                // 延迟5000ms
    SDL_DestroyWindow(window);      // 销毁窗口
    SDL_Quit();                     // 释放资源
    return 0;
}
运行效果
 
SDL简单显示案例
#include <stdio.h>
#include <SDL.h>
#undef main
int main()
{
    SDL_Window* window = NULL;          // 窗口
    SDL_Renderer* renderer = NULL;      // 渲染器
    SDL_Texture* texture = NULL;        // 纹理
    SDL_Init(SDL_INIT_VIDEO);
    // 创建窗口
    window = SDL_CreateWindow("Window Title",
                              SDL_WINDOWPOS_UNDEFINED,
                              SDL_WINDOWPOS_UNDEFINED,
                              640,
                              480,
                              SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
    if(NULL == window)
    {
        printf("Create Window error: %s\n", SDL_GetError());
        return -1;
    }
    // 创建渲染器(一个窗口可有多个渲染器)
    renderer = SDL_CreateRenderer(window, -1, 0);
    if(NULL == renderer)
    {
        printf("Create Renderer error: %s\n", SDL_GetError());
        // 销毁窗口,释放资源
        SDL_DestroyWindow(window);
        SDL_Quit();
        return -1;
    }
    // 基于渲染器创建纹理
    texture = SDL_CreateTexture(renderer,
                                SDL_PIXELFORMAT_RGBA8888,
                                SDL_TEXTUREACCESS_TARGET,
                                640,
                                480);
    if(NULL == texture)
    {
        printf("Create Texture error: %s\n", SDL_GetError());
        // 销毁渲染器 窗口 释放资源
        SDL_DestroyRenderer(renderer);
        SDL_DestroyWindow(window);
        SDL_Quit();
        return -1;
    }
    int showCnt = 0;    // 显示次数
    int run = 1;        // 循环退出条件
    SDL_Rect rect;      // 定义一个SDL矩形
    rect.w = 50;
    rect.h = 50;
    while(run)
    {
        // 随机rect的位置
        rect.x = rand() % 600;
        rect.y = rand() % 400;
        // 设置渲染目标为纹理
        SDL_SetRenderTarget(renderer, texture);
        // 设置渲染绘制颜色
        SDL_SetRenderDrawColor(renderer, 255, 0, 255, 255);
        // 刷新渲染
        SDL_RenderClear(renderer);
        // 设置渲染绘制颜色
        SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
        // 绘制矩形
        SDL_RenderDrawRect(renderer, &rect);
        // 绘制填充矩形
        SDL_RenderFillRect(renderer, &rect);
        // 恢复渲染目标为窗口
        SDL_SetRenderTarget(renderer, NULL);
        SDL_RenderCopy(renderer, texture, NULL, NULL);
        // 显示纹理
        SDL_RenderPresent(renderer);
        SDL_Delay(300);
        if(showCnt++ >= 30)
            run = 0;
    }
    // 销毁 纹理 渲染器 窗口,释放资源
    SDL_DestroyTexture(texture);
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();
    return 0;
}




















