In this section, we will examine the program that automatically loads the frames of the animation that we created with a .gif file in the previous section into the window by creating a .png file.
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 = NULL; // Texture variable
SDL_Renderer *renderer = NULL; // Renderer variable
Uint32 frame_time; // Frame time in milliseconds
Uint32 last_time; // Current time
int current_frame; // Current frame
// Function prototypes
int init_window(void); // Create window and renderer
void init_vars(void); // Initialize variables
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();
// Load .png file
load_img();
// Initialize variables
init_vars();
// 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;
}
// Load image
void load_img(void)
{
// Loading player images
texture = IMG_LoadTexture(renderer, "fire.png");
if(texture == NULL) {
SDL_Log("IMG_LoadTexture error: %s\n", SDL_GetError());
}
}
// Initialization function that runs only once at the beginning of the program
void init_vars(void)
{
frame_time = 1000 / 19; // Frame time in milliseconds
last_time = SDL_GetTicks(); // Current time
current_frame = 0; // Current frame
char cdizi[100];
sprintf(cdizi, "Animation - Width: %d Height: %d Number of frames: %d Frame time: %d",
96, 96, 19, frame_time);
SDL_SetWindowTitle(window, cdizi);
}
// 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: // Key pressed.
switch(event.key.key) {
case SDLK_ESCAPE: is_running = false; break;
}
break;
}
}
}
// Updates objects in the main window
void update_screen(void)
{
// Update current frame
Uint32 current_time = SDL_GetTicks();
if(current_time - last_time >= frame_time) {
current_frame = (current_frame + 1) % 19;
last_time = current_time;
}
}
// 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.
// Render current frame
SDL_FRect frect_src = { current_frame * 96, 0, 96, 96 };
SDL_FRect frect_dst = { (WINDOW_WIDTH - frect_src.w) / 2, (WINDOW_HEIGHT - frect_src.h) / 2, frect_src.w, frect_src.h};
SDL_RenderTexture(renderer, texture, &frect_src, &frect_dst);
// 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);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
}