In this section, we will examine a program that gradually expands a .png image file with a timer and displays it in 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 <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 for image
SDL_Renderer *renderer = NULL; // Renderer variable
unsigned int last_time;
unsigned int current_time;
int img_width, img_height;
// 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)
{
last_time = 0;
current_time = 0;
img_width = 200;
img_height = 150;
}
// Load image to texture
void load_img(void)
{
// Load an image into a GPU texture.
texture = IMG_LoadTexture(renderer, "flowers.png");
if(texture == 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.
if(event.key.key==SDLK_ESCAPE) {
is_running = false;
}
break;
}
}
}
// Updates objects in the main window
void update_screen(void)
{
current_time = SDL_GetTicks();
if(current_time > last_time + 100 && img_width<WINDOW_WIDTH) {
img_width += 20;
img_height = (img_width*img_height)/(img_width-20);
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.
SDL_FRect frect_dst = { (WINDOW_WIDTH-img_width)/2, (WINDOW_HEIGHT-img_height)/2, img_width, img_height };
// Copy texture to main window
SDL_RenderTexture(renderer, texture, 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);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
}