spdlog使用方式

This commit is contained in:
Ziyu
2025-06-16 14:44:47 +08:00
parent 63340f10cb
commit 2e4935f2df
+11 -119
View File
@@ -8,127 +8,19 @@
#include <spdlog/spdlog.h>
int main(int, char**) {
// 设置日志等级,不设置的话默认为 info
spdlog::set_level(spdlog::level::err);
// 不同等级的log
spdlog::trace("最低级别log!");
spdlog::debug("调试信息!");
spdlog::info("你好,世界!");
nlohmann::json json_data = {{"a",10}};
auto num = json_data["a"].get<int>();
spdlog::warn("json: {}", num);
glm::vec2 a = glm::vec2(1.0f, 2.0f);
glm::vec2 b = glm::vec2(3.0f, 4.0f);
auto c = a * b;
auto d = glm::distance(a, b);
SDL_Log("d = (%f)", d);
spdlog::warn("警告!,很可能会出错");
spdlog::error("程序出错啦!");
spdlog::critical("最高级别的log!, 比error还严重!");
SDL_Log("c = (%f, %f)", c.x, c.y);
std::cout << "Hello, World!" << std::endl;
// SDL初始化
if (!SDL_Init(SDL_INIT_AUDIO | SDL_INIT_VIDEO)) {
std::cerr << "SDL_Init Error: " << SDL_GetError() << std::endl;
return 1;
}
// 创建窗口
SDL_Window *window = SDL_CreateWindow("Hello World!", 800, 600, 0);
// 创建渲染器
SDL_Renderer *renderer = SDL_CreateRenderer(window, NULL);
// SDL3_Image不需要手动初始化
// 加载图片
SDL_Texture *texture = IMG_LoadTexture(renderer, "assets/textures/Props/big-crate.png");
// SDL_Mixer初始化
if (!Mix_OpenAudio(0, NULL)) {
std::cerr << "Mix_OpenAudio Error: " << SDL_GetError() << std::endl;
return 1;
}
// 读取音乐
Mix_Music *music = Mix_LoadMUS("assets/audio/hurry_up_and_run.ogg");
// 播放音乐
Mix_PlayMusic(music, -1);
// SDL_TTF初始化
if (!TTF_Init()) {
std::cerr << "TTF_Init Error: " << SDL_GetError() << std::endl;
return 1;
}
// 加载字体
TTF_Font *font = TTF_OpenFont("assets/fonts/VonwaonBitmap-16px.ttf", 24);
// 创建文本纹理
SDL_Color color = {255, 255, 255, 255};
SDL_Surface *surface = TTF_RenderText_Solid(font, "Hello, SDL! 中文也可以", 0, color);
SDL_Texture *textTexture = SDL_CreateTextureFromSurface(renderer, surface);
// SDL3 新的绘制文本方法
TTF_TextEngine *textEngine = TTF_CreateRendererTextEngine(renderer);
TTF_Text *text = TTF_CreateText(textEngine, font, "SDL3 新的文本渲染方式", 0);
TTF_SetTextColor(text, 255, 0, 0, 255);
TTF_SetTextWrapWidth(text, 50);
// Do something with the window and renderer here...
// 渲染循环
glm::vec2 mousePos = glm::vec2(0.0f, 0.0f);
while (true) {
SDL_Event event;
if (SDL_PollEvent(&event)) {
if (event.type == SDL_EVENT_QUIT) {
break;
}
}
auto state = SDL_GetMouseState(&mousePos.x, &mousePos.y);
// SDL_Log("Mouse Pos: (%f, %f)", mousePos.x, mousePos.y);
if (state & SDL_BUTTON_LMASK) {
SDL_Log("Left Button Down");
}
if (state & SDL_BUTTON_RMASK) {
SDL_Log("Right Button Down");
}
// 清屏
SDL_RenderClear(renderer);
// 画一个长方形
SDL_FRect rect = {100, 100, 200, 200};
SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
SDL_RenderFillRect(renderer, &rect);
// 画图片
SDL_FRect dstrect = {200, 200, 200, 200};
SDL_RenderTexture(renderer, texture, NULL, &dstrect);
// 画文本
SDL_FRect textRect = {300, 300, static_cast<float>(surface->w), static_cast<float>(surface->h)};
SDL_RenderTexture(renderer, textTexture, NULL, &textRect);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
// 新的画文本方法:
TTF_DrawRendererText(text, 400, 400);
// 更新屏幕
SDL_RenderPresent(renderer);
}
// 清理图片资源
SDL_DestroyTexture(texture);
// 清理音乐资源
Mix_FreeMusic(music);
Mix_CloseAudio();
Mix_Quit();
// 清理字体资源
SDL_DestroySurface(surface);
SDL_DestroyTexture(textTexture);
TTF_CloseFont(font);
TTF_Quit();
// 清理并退出
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
// 格式化输出
spdlog::info("日志格式化输出: {} {} {}", 1, "hello", 3.14);
return 0;
}