In this section, we will examine a program that loads one of the textures created from two .png image files into the background and the other into the foreground, and adjusts the transparency of the foreground texture with the up and down arrow keys.
When the program runs, in addition to the basic operations, the following operations are performed:
SDL_SetTextureBlendMode() function
The SDL_SetTextureBlendMode() function sets the blend mode on an SDL_Texture. The blend mode determines how an image will blend with another image or the background. This process affects how the images blend together and how they will appear.
bool SDL_SetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode blendMode);
texture: The SDL_Texture object to set.
blendMode: The blend mode to set. Possible values: SDL_BLENDMODE_NONE, SDL_BLENDMODE_BLEND, SDL_BLENDMODE_ADD, SDL_BLENDMODE_MOD.
Function: This function applies the specified blend mode to the SDL_Texture. The blend mode determines the blending method used in rendering.
SDL_SetTextureAlphaMod() function
The SDL_SetTextureAlphaMod() function sets an additional alpha value on an SDL_Texture. This alpha value is added to the source alpha value used in the rendering process and dynamically changes the opacity of the image.
bool SDL_SetTextureAlphaMod(SDL_Texture *texture, Uint8 alpha);
texture: The SDL_Texture object to set.
alpha: The alpha value to add (a number in the range 0-255).
Function: This function adds the specified alpha value to the alpha channels of all pixels on the SDL_Texture. This changes the opacity of the image.
This function activates the specified color key and this color causes all pixels on the SDL_Surface to be considered transparent. For example, you can use this function to make a blue pixel transparent.
main.c file content will be as follows:
#include <stdio.h>
#include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h>
// Window width and height
#define WINDOW_WIDTH 640
#define WINDOW_HEIGHT 480
// Global variables
int is_running = false; // Variable that controls the execution of the main loop of the program
SDL_Window *window = NULL; // Main window variable
SDL_Texture *texture_back = NULL; // Texture variable for background image
SDL_Texture *texture_front = NULL; // Texture variable for foreground image
SDL_Renderer *renderer = NULL; // Renderer variable
int level_alpha; // Alpha level variable
// Function prototypes
int init_window(void); // Create window and renderer
void init_vals(void); // Initialize values
void load_img(void); // Load image to texture
void process_event(void); // Process events
void update_screen(); // Update values
void draw_screen(void); // Draw screen
void destroy_window(void); // Destroy window
int main(int argc, char* argv[])
{
// Create window and renderer
is_running = init_window();
// Initialize values
init_vals();
// Load .png file to texture
load_img();
// Main loop
while (is_running) {
process_event(); // Processing SDL events (Here keyboard inputs).
update_screen(); // Updating variables
draw_screen(); // Drawing objects on the window (Rendering)
}
// Destroy renderer and SDL window
destroy_window();
return 0;
}
// Create window and renderer
int init_window(void)
{
// Initialize the SDL library.
if(SDL_Init(SDL_INIT_VIDEO) == false) {
SDL_Log("SDL init error: %s\n", SDL_GetError());
return false;
}
// Create a window and a 2D rendering context for the window.
if(!SDL_CreateWindowAndRenderer("SDL3 window", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
return false;
}
return true;
}
// Initialization function that runs only once at the beginning of the program
void init_vals(void)
{
level_alpha = 255;
}
// Load image to texture
void load_img(void)
{
// Load image into a GPU texture.
texture_back = IMG_LoadTexture(renderer, "image_back.png");
if(texture_back == NULL) {
SDL_Log("Load texture error: %s\n", SDL_GetError());
}
// Load image into a GPU texture.
texture_front = IMG_LoadTexture(renderer, "image_front.png");
if(texture_front == NULL) {
SDL_Log("Load texture error: %s\n", SDL_GetError());
}
}
// Function to control SDL events and process keyboard inputs
void process_event(void)
{
SDL_Event event;
// Creating a loop to process user inputs
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_EVENT_QUIT: // Logout action by the user (x button at the top right of the window)
is_running = false; // Terminates the execution of the program main loop.
break;
case SDL_EVENT_KEY_DOWN: // Indicate that a key was pressed.
switch (event.key.key) {
case SDLK_UP:
if(level_alpha<255) level_alpha+=5;
break;
case SDLK_DOWN:
if(level_alpha>0) level_alpha-=5;
break;
case SDLK_ESCAPE:
is_running = false;
break;
}
break;
}
}
}
// Updates objects in the main window
void update_screen(void)
{
char cdizi[40];
sprintf(cdizi, "SDL3 window - Alpha level: %d", level_alpha);
SDL_SetWindowTitle(window, cdizi);
}
// Render function used to draw game objects in the main window
void draw_screen(void)
{
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); // Set the color used for drawing operations.
SDL_RenderClear(renderer); // Clear the current rendering target with the drawing color.
// Loading background texture
SDL_RenderTexture(renderer, texture_back, NULL, NULL);
// Set the blend mode for the texture
SDL_SetTextureBlendMode(texture_front, SDL_BLENDMODE_BLEND);
// Set an additional alpha value multiplied into render copy operations.
SDL_SetTextureAlphaMod(texture_front, level_alpha);
// Loading foreground texture
SDL_RenderTexture(renderer, texture_front, NULL, NULL);
// Loading all objects drawn one by one to the back buffer to the front buffer at once and loading them onto the screen
// This process prevents each drawn object from being displayed on the screen one by one.
SDL_RenderPresent(renderer); // Update on screen all operations performed since the previous call
}
// Destroy Renderer and SDL window, exit from SDL3
void destroy_window(void)
{
SDL_DestroyTexture(texture_front);
SDL_DestroyTexture(texture_back);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
}