In this section, we will examine a program that moves a 20-pixel-sized ball up, down, left, right, left up, right up, left down and right down using the arrow keys, taking the edges of the main window and the edges of a 200-pixel-wide and 300-pixel-high rectangle in the middle of the main window as the border, changes the ball's movement distance with the PageUp and PageDown keys, disables or activates the blocking feature of the rectangular area with the R key, and starts the ball's coordinates, movement distance and the blocking status of the rectangular area in its latest state when closed and reopened.
When the program runs, the following operations are performed in addition to the basic operations:
struct objects { float x; float y; float width; float height; float vel_x; float vel_y; } ball;
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
unsigned int last_frame_time; // Last frame time
SDL_FRect frect_col; // Rectangle variable
int move_size; // Move size
bool rect_enabled; // Rectangle state variable
// Struct declaration
struct objects {
float x;
float y;
float width;
float height;
float vel_x;
float vel_y;
} ball;
// 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;
}
// Initialization function that runs only once at the beginning of the program
void init_vars(void)
{
last_frame_time = 0;
move_size = 200;
rect_enabled = true;
frect_col.x = 220.00;
frect_col.y = 90.00;
frect_col.w = 200.00;
frect_col.h = 300.00;
ball.x = 0;
ball.y = 0;
ball.width = 20;
ball.height = 20;
ball.vel_x = 0;
ball.vel_y = 0;
// Open options file for reading
SDL_IOStream* file = SDL_IOFromFile("options.dat", "r+b");
// File does not exist
if(file == NULL) {
SDL_Log("Can not open options file! SDL Error: %s\n", SDL_GetError());
// Create options file for writing options
file = SDL_IOFromFile("options.dat", "w+b");
if(file != NULL) {
SDL_Log("Options file created!\n");
SDL_WriteIO(file, &ball.x, sizeof(float));
SDL_WriteIO(file, &ball.y, sizeof(float));
SDL_WriteIO(file, &move_size, sizeof(int));
SDL_WriteIO(file, &rect_enabled, sizeof(bool));
// Close file handler
SDL_CloseIO(file);
}
else {
SDL_Log("Can not create file! SDL Error: %s\n", SDL_GetError());
}
}
// File exists
else {
// Load data
SDL_ReadIO(file, &ball.x, sizeof(float));
SDL_ReadIO(file, &ball.y, sizeof(float));
SDL_ReadIO(file, &move_size, sizeof(int));
SDL_ReadIO(file, &rect_enabled, sizeof(bool));
// Close file handler
SDL_CloseIO(file);
}
}
// Load image to texture
void load_img(void)
{
// Loading image to texture
texture = IMG_LoadTexture(renderer, "ball.png");
if(texture == NULL) {
SDL_Log("IMG_LoadTexture 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: // Key pressed.
if(event.key.repeat == 0) {
switch(event.key.key) {
case SDLK_UP: ball.vel_y -= move_size; break;
case SDLK_DOWN: ball.vel_y += move_size; break;
case SDLK_LEFT: ball.vel_x -= move_size; break;
case SDLK_RIGHT: ball.vel_x += move_size; break;
case SDLK_R: rect_enabled = !rect_enabled; break;
case SDLK_PAGEUP: if(move_size<1000) move_size += 20; break;
case SDLK_PAGEDOWN: if(move_size>0) move_size -= 20; break;
case SDLK_ESCAPE: is_running = false; break;
}
}
break;
case SDL_EVENT_KEY_UP: // Key released.
if(event.key.repeat == 0) {
switch(event.key.key) {
case SDLK_UP: ball.vel_y += move_size; break;
case SDLK_DOWN: ball.vel_y -= move_size; break;
case SDLK_LEFT: ball.vel_x += move_size; break;
case SDLK_RIGHT: ball.vel_x -= move_size; break;
}
}
break;
}
}
}
// Updates objects in the main window
void update_screen(void)
{
SDL_Rect rect_control = { ball.x, ball.y, 20, 20 };
SDL_Rect rect_col = { 220, 90, 200, 300};
// Get the difference between the active time and the previous time of loop in seconds
float time_delta = (SDL_GetTicks() - last_frame_time) / 1000.0;
// Assign the active time to use in the next iteration of the loop
last_frame_time = SDL_GetTicks();
// Calculate moving size
// Multiplication of ball.vel_x and the loop repeat time (delta time) assigned to move_x variable.
float move_x = ball.vel_x * time_delta;
// Ball x coordinate increased by move_x
ball.x += move_x;
rect_control.x = ball.x;
// If ball.x is lower than 0 or, sum of ball.x and ball.width is greater than windows width
// ball.x gets its previous value.
if((ball.x<0) || (ball.x + ball.width > WINDOW_WIDTH) || (rect_enabled && SDL_HasRectIntersection(&rect_control, &rect_col))) {
ball.x -= move_x;
rect_control.x = ball.x;
}
// Multiplication of ball.vel_y and the loop repeat time (delta time), assigned to move_y variable.
float move_y = ball.vel_y * time_delta;
// Ball y coordinate increased by move_y
ball.y += move_y;
rect_control.y = ball.y;
// If ball.yx is lower than 0 or, sum of ball.y and ball.height is greater than windows height
// ball.y gets its previous value.
if((ball.y < 0) || (ball.y + ball.height > WINDOW_HEIGHT) || (rect_enabled && SDL_HasRectIntersection(&rect_control, &rect_col))) {
ball.y -= move_y;
rect_control.y = ball.y;
}
char cdizi[120];
sprintf(cdizi, "ball.x: %.2f ball.y: %.2f ball.vel_x: %.2f ball.vel_y: %.2f - Rectangle: %s",
ball.x, ball.y, ball.vel_x, ball.vel_y, rect_enabled ? "Enabled" : "Disabled");
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.
SDL_SetRenderDrawColor(renderer, rect_enabled ? 255 : 0, !rect_enabled ? 255 : 0, 0, 255);
SDL_RenderRect(renderer, &frect_col);
SDL_FRect rect_dst = { ball.x, ball.y, 20, 20 };
// Load texture content to main window
SDL_RenderTexture(renderer, texture, NULL, &rect_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)
{
// Open file for writing
SDL_IOStream* file = SDL_IOFromFile("options.dat", "w+b");
if(file != NULL) {
SDL_WriteIO(file, &ball.x, sizeof(float));
SDL_WriteIO(file, &ball.y, sizeof(float));
SDL_WriteIO(file, &move_size, sizeof(int));
SDL_WriteIO(file, &rect_enabled, sizeof(bool));
// Close file handler
SDL_CloseIO(file);
}
SDL_DestroyTexture(texture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
}