In this section, we will examine a program that makes the background color of an image transparent using the pixel method and loads it into the main window.
When the program runs, in addition to the basic operations, the following operations occur:
main.c file content will be as follows:
#include <stdio.h>
#include <stdlib.h>
#include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h>
#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_img = NULL; // Texture variable
SDL_Renderer *renderer = NULL; // Renderer variable
int image_width; // Image width
int image_height; // Image height
// 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();
// Initialize variables
init_vars();
// 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;
}
// Load image to texture
void load_img(void)
{
// Load image
SDL_Surface *surface_img = IMG_Load("front.png");
if(surface_img == NULL){
SDL_Log("Unable to load image! SDL_image Error: %s\n", SDL_GetError());
SDL_Log("Unable to load texture!\n");
}
else {
// Get image dimensions
image_width = surface_img->w;
image_height = surface_img->h;
// Get pixel data
Uint32* pixels = surface_img->pixels;
int pixelCount = (surface_img->pitch / 4) * image_height;
// Map colors
Uint32 colorKey = SDL_MapSurfaceRGBA(surface_img, 255, 240, 70, 255);
Uint32 transparent = SDL_MapSurfaceRGBA(surface_img, 0, 0, 0, 0);
// Color key pixels
for(int i=0; i<pixelCount; i++) {
if(pixels[i] == colorKey) {
pixels[i] = transparent;
}
}
// Create texture from surface pixels
texture_img = SDL_CreateTextureFromSurface(renderer, surface_img);
if(texture_img == NULL) {
SDL_Log("Unable to create texture from loaded pixels! SDL Error: %s\n", SDL_GetError());
SDL_Log("Unable to load texture from surface!\n");
}
else {
// Get image dimensions
image_width = surface_img->w;
image_height = surface_img->h;
}
SDL_DestroySurface(surface_img);
surface_img = NULL;
}
}
// Initialization function that runs only once at the beginning of the program
void init_vars(void)
{
image_width=0;
image_height=0;
}
// 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;
break;
case SDL_EVENT_KEY_DOWN: // Key pressed
if(event.key.key==SDLK_ESCAPE) {
is_running = false; break;
}
break;
}
}
}
// Updates objects in the main window
void update_screen(void)
{
}
// 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.
SDL_FRect frect_dst = { (WINDOW_WIDTH - image_width) / 2, ( WINDOW_HEIGHT - image_height ) / 2, image_width, image_height };
SDL_RenderTexture(renderer, texture_img, NULL, &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_img);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
}