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SDL Game Programming

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Timer functions

In this section, we will examine a program that moves a ball in the main window with the arrow keys and moves the ball to the coordinates (0, 0) with a timer function that is activated every 5 seconds with a texture created from an image file with the extension .png.

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

  1. At the beginning of the program, the following global variables are first defined:
    • unsigned int time_start: Timer start time
    • unsigned int last_frame_time: Last frame time
    • int move_size: Move size
    • SDL_TimerID timer_id: Timer ID
    • 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. The init_vars() function assigns initial values ​​to global variables. A timer that is activated every 5 seconds is added with the SDL_AddTimer() function.
  3. In the load_img() function, an image file for the ball is loaded into the texture variable with the IMG_LoadTexture() function.
  4. In the main() function, 0 is assigned to the frame_no variable and the program start time is assigned to the time_start variable with the SDL_GetTicks() function.
  5. In the process_event() function,
    • When the arrow keys are pressed, the movement size variable value called move_size in the direction the arrow points to is added to the ball.vel_x or ball.vel_y variable, which has a value of 0. Thus, movement is achieved.
    • When the arrow keys are released, the movement size variable value called move_size in the direction the arrow points to is subtracted from the ball.vel_x or ball.vel_y variable and the values ​​of these variables are set to 0. Thus, the movement ends.
    • The speed of the ball movement is increased and decreased with the PageUp and PageDown keys.
  6. 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.
    • If the time-dependent movement option (delta_move) is active, the product of ball.vel_x and the loop iteration time (time_delta), otherwise ball.vel_x is assigned to the move_x variable.
    • The ball.x value is increased by the move_x value.
    • If ball.x is less than 0 or the sum of ball.x and ball.width is greater than the width of the window if greater, ball.x takes its previous value.
    • If the time-dependent move option (delta_move) is enabled, the product of ball.vel_y and the loop iteration time (time_delta), otherwise ball.vel_y is assigned to the variable move_y.
    • The value of ball.y is incremented by the value of move_y.
    • If ball.y is less than 0 or the sum of ball.y and ball.height is greater than the height of the window, ball.y takes its previous value.
  7. Inside the draw_screen() function,
    • With the SDL_RenderTexture() function, the ball is displayed in its position in the main window.
    • Hour, minute, second and millisecond values ​​are obtained by taking the difference between the active time obtained with the SDL_GetTicks() function and the time value obtained in the timer function.
    • With the new coordinate and speed values ​​of the ball and the timer elapsed time since it was activated is shown in the main window title.
  8. In the timer function that is activated every 5 seconds,
    • The active time value obtained with SDL_GetTicks() is assigned to the time_start variable.
    • The play.x and play.y variables are assigned the value 0, and the ball is sent to the upper left corner of the main window.
  9. When the program ends by exiting the while loop, the timer is removed with the SDL_RemoveTimer() function.

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 time_start;       // Program start time
unsigned int last_frame_time;  // Last frame time
int move_size;                 // Movement size
SDL_TimerID timer_id;

// 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
Uint32 timer_callback(void *userdata, SDL_TimerID timerID, Uint32 interval); // Timer function

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)
    }

    SDL_RemoveTimer(timer_id);

    // 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;
    time_start = 0;
    move_size = 200;

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

    timer_id = SDL_AddTimer(5000, timer_callback, NULL);
}

// 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_PAGEUP: if(move_size<500) move_size += 10; break;
                     case SDLK_PAGEDOWN: if(move_size>0) move_size -= 10; 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)
{
    // 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
    // if time dependent movement option (delta_move) is on, multiplication of ball.vel_x and
    // the loop repeat time (delta time), otherwise ball.vel_x 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 windows width
    // ball.x gets its previous value.
    if((ball.x<0) || (ball.x + ball.width > WINDOW_WIDTH)) {
	   ball.x -= move_x;
    }

    // if time dependent movement option (delta_move) is on, multiplication of ball.vel_y and
    // the loop repeat time (delta time), otherwise ball.vel_y 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 windows height
    // ball.y gets its previous value.
    if((ball.y<0) || (ball.y + ball.height > WINDOW_HEIGHT)) {
       ball.y -= move_y;
    }
}

// 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 = { ball.x, ball.y, 20, 20 };
    // Load texture content 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

    int milliseconds = SDL_GetTicks()-time_start;
    int seconds = milliseconds / 1000;
    milliseconds %= 1000;
    int minutes = seconds / 60;
    seconds %= 60;
    int hours = minutes / 60;
    minutes %= 60;

    char cdizi[200];
    sprintf(cdizi, "ball.x: %.2f ball.y: %.2f ball.vel_x: %.2f ball.vel_y: %.2f Timer: %.2d:%.2d:%.2d:%.4d",
                    ball.x, ball.y, ball.vel_x, ball.vel_y, hours, minutes, seconds, milliseconds);
    SDL_SetWindowTitle(window, cdizi);
}

// Destroy Renderer and SDL window, exit from SDL3
void destroy_window(void)
{
    SDL_DestroyTexture(texture);
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();
}

Uint32 timer_callback(void *userdata, SDL_TimerID timerID, Uint32 interval)
{
    time_start = SDL_GetTicks();

    ball.x = 0;
    ball.y = 0;

	return interval;
	// return 0; Disable further runs of the callback.
}