In this section, we will examine a program that loads 5 image files with .png extensions into the main window in order with a slide show.
When the program runs, in addition to the basic operations, the following operations occur:
The 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_index;
// 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("Load multi png images with texture for slide show - 1.image", 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_index = 0;
}
// Load image to texture
void load_img(void)
{
char file_name[12];
switch (img_index) {
case 0:
strcpy(file_name, "sample1.png");
break;
case 1:
strcpy(file_name, "sample2.png");
break;
case 2:
strcpy(file_name, "sample3.png");
break;
case 3:
strcpy(file_name, "sample4.png");
break;
case 4:
strcpy(file_name, "sample5.png");
break;
}
// Load an image into a GPU texture.
texture = IMG_LoadTexture(renderer, file_name);
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 + 1000) {
last_time = current_time;
img_index = img_index==4 ? 0 : img_index+1;
load_img();
char cdizi[100];
sprintf(cdizi, "Load multi png images with texture for slide show - %d.image", img_index+1);
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_FRect frect_dst = { (WINDOW_WIDTH-400)/2, (WINDOW_HEIGHT-300)/2, 400, 300 };
// 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();
}