In this section, we will examine a program that loads an image file with the extension .png into the main window via surface and texture.
When the program runs,
Used texture functions
The main.c file content will be as follows:
#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_Surface *surface_img = NULL; // Surface variable for image
SDL_Texture *texture = NULL; // Texture variable for image
SDL_Renderer *renderer = NULL; // Renderer variable
// Function prototypes
int init_window(void); // Create window and renderer
void init_vals(void); // Initialize values
void load_img(void); // Load image to surface
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 image surface
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 - Load png image with surface and texture", 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)
{
}
// Load image to surface
void load_img(void)
{
// Load image to surface
surface_img = IMG_Load("horse.png");
if(surface_img == NULL) {
SDL_Log("Load image error: %s\n", SDL_GetError());
}
// Create a texture from a surface
texture = SDL_CreateTextureFromSurface(renderer, surface_img);
}
// 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) { // Indicates that the pressed key is the Esc key.
is_running = false; // Terminates the execution of the program main loop.
}
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.
// Copy texture to main window
SDL_RenderTexture(renderer, texture, NULL, NULL);
// 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_DestroySurface(surface_img);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
}