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SDL Game Programming

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Ana sayfa > Oyun programlama > SDL3 programming > Large area operations and camera

Large area operations and camera

In a program made with SDL, if the image in the main window and being moved on is not larger than the main window size, all movements made according to user inputs can be followed on the main window. However, when the image being moved on is larger than the main window size, a system called camera is used.

A camera system, which usually allows navigation on a large image such as a large world map or a game scene, works according to the principles shown below:

  • Image loading: First, a large image or map is loaded. This can be done using SDL_Surface or SDL_Texture.
  • Camera definition: The "camera" determines where on the screen will be shown. This is usually defined using an SDL_Rect, and this rectangle represents the area to be seen on the large image.
  • Camera movement: The camera movement is updated depending on user inputs (keyboard, mouse, etc.). The x and y coordinates of the camera rectangle are changed according to user inputs.
  • Rendering process: Only the part of the big image that is inside the camera rectangle is displayed on the screen.

In this section, we will examine the program that moves a 20 pixel ball up, down, left, right, left up, right up, left down and right down with the arrow keys on a map that is 4 times the size of the main window area, transferring the main window sized part of the map to the main window depending on the ball's coordinates.

When the program is run, in addition to the basic operations, the following operations are performed:

  1. At program startup, the following global variables are first defined:
    • SDL_Texture *texture_ball: Texture variable for the ball
    • SDL_Texture *texture_bg: Texture variable for the map
    • unsigned int last_frame_time: Last frame time
    • SDL_FRect camera: Rectangle variable for the camera
    • int move_size: Motion size variable
    • int map_width: Map width variable
    • int map_height: Map height variable
    • A variable named ball is defined from the following structure data type:
      struct objects {
        float x;
        float y;
        float width;
        float height;
        float vel_x;
        float vel_y;
      } ball;
      
  2. Initial values ​​are assigned to global variables with the init_vars() function.
  3. In the load_img() function, a texture is created for the ball image and the map with the IMG_LoadTexture() function.
  4. User inputs are processed with the process_event() function. When any of the arrow keys are pressed, the ball movement is increased or decreased depending on the arrow direction. When the key is released, the movement in the same direction is returned to 0.
  5. In update_screen() function,
    • The difference between the active time and the previous time of the loop is taken in seconds and assigned to the time_delta variable.
    • The active time is taken with the SDL_GetTicks() function and assigned to the last_frame_time variable to be used in the next iteration of the loop.
    • The product of ball.vel_x and the loop iteration time (time_delta) is assigned to the move_x variable.
    • The ball.x value is incremented by the move_x value.
    • If the ball.x value is less than 0 or its sum with ball.width is greater than the map width, the ball.x variable returns to its previous value.
    • The product of ball.vel_y and the loop iteration time (time_delta) is assigned to the move_y variable.
    • The ball.y value move_y value is increased.
    • If the ball.y value is less than 0 or if the sum of ball.width and map height is greater, the ball.y variable takes its previous value.
    • The new coordinates of the ball and camera and the differences of their coordinates are shown in the main window title.
  6. Within the draw_screen() function,
    • With the SDL_RenderTexture() function, the part of the map area determined by the camera is transferred to the main window.
    • With the SDL_RenderTexture() function, the entire map area is reduced by 1/8 and copied to the upper right corner of the main window, and a gray rectangular frame is drawn around it.
    • With the SDL_RenderRect() function, a red frame showing the area covered by the camera and a red square frame of 3 pixels in size showing the position of the ball are drawn inside the small window showing the map area.
    • With the SDL_RenderTexture() function, the moving ball is loaded onto the screen with its new coordinates.
    • With the SDL_RenderPresent() function, the drawings and loadings are shown on the screen.

main.c file content will be as follows:


#include <stdio.h>
#include <stdlib.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_ball = NULL; // Texture variable
SDL_Texture *texture_bg = NULL;   // Texture variable
SDL_Renderer *renderer = NULL;    // Renderer variable

unsigned int last_frame_time;     // Last frame time
SDL_FRect camera;                 // Camera rectangle variable
int move_size;                    // Move size variable
int map_width;                    // Map width variable
int map_height;                   // Map height 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;
    camera.x = 0.00;
    camera.y = 0.00;
    camera.w = WINDOW_WIDTH;
    camera.h = WINDOW_HEIGHT;
    move_size = 200;
    map_width = 1280;
    map_height = 960;

    ball.x = 0;
    ball.y = 0;
    ball.width = 20;
    ball.height = 20;
    ball.vel_x = 0;
    ball.vel_y = 0;
}

// Load image to texture
void load_img(void)
{
    // Loading image to texture
	texture_ball = IMG_LoadTexture(renderer, "ball.png");

	if(texture_ball == NULL) {
       SDL_Log("IMG_LoadTexture error: %s\n", SDL_GetError());
	}

    // Loading background image to texture
	texture_bg = IMG_LoadTexture(renderer, "bg.png");

	if(texture_bg == 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: // Bir tuşa basıldığını gösterir.
               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_ESCAPE: is_running = false; break;
                  }
               }
               break;

          case SDL_EVENT_KEY_UP: // Bir tuşun bırakıldığını gösterir.
               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)
{
    // 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;
	// If ball.x is lower than 0 or, sum of ball.x and ball.width is greater than map width
    // ball.x gets its previous value.
    if((ball.x<0) || (ball.x + ball.width > map_width)) {
	   ball.x -= move_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;
	// If ball.yx is lower than 0 or, sum of ball.y and ball.height is greater than map height
    // ball.y gets its previous value.
    if((ball.y<0) || (ball.y + ball.height > map_height)) {
       ball.y -= move_y;
    }

    // Center camera on ball
    camera.x = (ball.x + ball.width/2) - WINDOW_WIDTH/2;
    camera.y = (ball.y + ball.height/2) - WINDOW_HEIGHT/2;

    // Protect camera limits
    if(camera.x < 0) {
       camera.x = 0;
    }
    if(camera.y < 0) {
       camera.y = 0;
    }
    if(camera.x > map_width - camera.w) {
       camera.x = map_width - camera.w;
    }
    if(camera.y > map_height - camera.h) {
       camera.y = map_height - camera.h;
    }

    char cdizi[100];
    sprintf(cdizi, "ball.x: %.2f ball.y: %.2f camera x: %.2f y: %.2f diff x: %.2f y: %.2f",
                    ball.x, ball.y, camera.x, camera.y, ball.x-camera.x, ball.y-camera.y);
    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.

    // Render background
    SDL_RenderTexture(renderer, texture_bg, &camera, NULL);

    SDL_FRect rect_dst = { WINDOW_WIDTH-(WINDOW_WIDTH/4) - 30, 30, WINDOW_WIDTH/4, WINDOW_HEIGHT/4 };
    SDL_RenderTexture(renderer, texture_bg, NULL, &rect_dst);
    SDL_SetRenderDrawColor(renderer, 180, 180, 180, 255);
    SDL_RenderRect(renderer, &rect_dst);

    // Render camera in small window
    float rate = map_width/(WINDOW_WIDTH/4); // 8
    rect_dst.x = 450 + (camera.x/rate);
    rect_dst.y = 30 + (camera.y/rate);
    rect_dst.w = WINDOW_WIDTH/rate;
    rect_dst.h = WINDOW_HEIGHT/rate;
    SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
    SDL_RenderRect(renderer, &rect_dst);

    // Render ball in small window
    rect_dst.x = 450 + (ball.x/rate);
    rect_dst.y = 30 + (ball.y/rate);
    rect_dst.w = 3;
    rect_dst.h = 3;
    SDL_RenderFillRect(renderer, &rect_dst);

    // Render ball
    rect_dst.x = ball.x-camera.x;
    rect_dst.y = ball.y-camera.y;
    rect_dst.w = 20;
    rect_dst.h = 20;
	SDL_RenderTexture(renderer, texture_ball, 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)
{
    SDL_DestroyTexture(texture_ball);
    SDL_DestroyTexture(texture_bg);
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();
}