Atlas - textures.c
Home / ext / SDL / examples / renderer / 06-textures Lines: 1 | Size: 4836 bytes [Download] [Show on GitHub] [Search similar files] [Raw] [Raw (proxy)][FILE BEGIN]1/* 2 * This example creates an SDL window and renderer, and then draws some 3 * textures to it every frame. 4 * 5 * This code is public domain. Feel free to use it for any purpose! 6 */ 7 8#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ 9#include <SDL3/SDL.h> 10#include <SDL3/SDL_main.h> 11 12/* We will use this renderer to draw into this window every frame. */ 13static SDL_Window *window = NULL; 14static SDL_Renderer *renderer = NULL; 15static SDL_Texture *texture = NULL; 16static int texture_width = 0; 17static int texture_height = 0; 18 19#define WINDOW_WIDTH 640 20#define WINDOW_HEIGHT 480 21 22/* This function runs once at startup. */ 23SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) 24{ 25 SDL_Surface *surface = NULL; 26 char *png_path = NULL; 27 28 SDL_SetAppMetadata("Example Renderer Textures", "1.0", "com.example.renderer-textures"); 29 30 if (!SDL_Init(SDL_INIT_VIDEO)) { 31 SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); 32 return SDL_APP_FAILURE; 33 } 34 35 if (!SDL_CreateWindowAndRenderer("examples/renderer/textures", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) { 36 SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); 37 return SDL_APP_FAILURE; 38 } 39 SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX); 40 41 /* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D 42 engines refer to these as "sprites." We'll do a static texture (upload once, draw many 43 times) with data from a bitmap file. */ 44 45 /* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access. 46 Load a .png into a surface, move it to a texture from there. */ 47 SDL_asprintf(&png_path, "%ssample.png", SDL_GetBasePath()); /* allocate a string of the full file path */ 48 surface = SDL_LoadPNG(png_path); 49 if (!surface) { 50 SDL_Log("Couldn't load bitmap: %s", SDL_GetError()); 51 return SDL_APP_FAILURE; 52 } 53 54 SDL_free(png_path); /* done with this, the file is loaded. */ 55 56 texture_width = surface->w; 57 texture_height = surface->h; 58 59 texture = SDL_CreateTextureFromSurface(renderer, surface); 60 if (!texture) { 61 SDL_Log("Couldn't create static texture: %s", SDL_GetError()); 62 return SDL_APP_FAILURE; 63 } 64 65 SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */ 66 67 return SDL_APP_CONTINUE; /* carry on with the program! */ 68} 69 70/* This function runs when a new event (mouse input, keypresses, etc) occurs. */ 71SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) 72{ 73 if (event->type == SDL_EVENT_QUIT) { 74 return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */ 75 } 76 return SDL_APP_CONTINUE; /* carry on with the program! */ 77} 78 79/* This function runs once per frame, and is the heart of the program. */ 80SDL_AppResult SDL_AppIterate(void *appstate) 81{ 82 SDL_FRect dst_rect; 83 const Uint64 now = SDL_GetTicks(); 84 85 /* we'll have some textures move around over a few seconds. */ 86 const float direction = ((now % 2000) >= 1000) ? 1.0f : -1.0f; 87 const float scale = ((float) (((int) (now % 1000)) - 500) / 500.0f) * direction; 88 89 /* as you can see from this, rendering draws over whatever was drawn before it. */ 90 SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */ 91 SDL_RenderClear(renderer); /* start with a blank canvas. */ 92 93 /* Just draw the static texture a few times. You can think of it like a 94 stamp, there isn't a limit to the number of times you can draw with it. */ 95 96 /* top left */ 97 dst_rect.x = (100.0f * scale); 98 dst_rect.y = 0.0f; 99 dst_rect.w = (float) texture_width; 100 dst_rect.h = (float) texture_height; 101 SDL_RenderTexture(renderer, texture, NULL, &dst_rect); 102 103 /* center this one. */ 104 dst_rect.x = ((float) (WINDOW_WIDTH - texture_width)) / 2.0f; 105 dst_rect.y = ((float) (WINDOW_HEIGHT - texture_height)) / 2.0f; 106 dst_rect.w = (float) texture_width; 107 dst_rect.h = (float) texture_height; 108 SDL_RenderTexture(renderer, texture, NULL, &dst_rect); 109 110 /* bottom right. */ 111 dst_rect.x = ((float) (WINDOW_WIDTH - texture_width)) - (100.0f * scale); 112 dst_rect.y = (float) (WINDOW_HEIGHT - texture_height); 113 dst_rect.w = (float) texture_width; 114 dst_rect.h = (float) texture_height; 115 SDL_RenderTexture(renderer, texture, NULL, &dst_rect); 116 117 SDL_RenderPresent(renderer); /* put it all on the screen! */ 118 119 return SDL_APP_CONTINUE; /* carry on with the program! */ 120} 121 122/* This function runs once at shutdown. */ 123void SDL_AppQuit(void *appstate, SDL_AppResult result) 124{ 125 SDL_DestroyTexture(texture); 126 /* SDL will clean up the window/renderer for us. */ 127} 128 129[FILE END](C) 2025 0x4248 (C) 2025 4248 Media and 4248 Systems, All part of 0x4248 See LICENCE files for more information. 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