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@injust90
Created November 16, 2022 02:21
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#include <stdio.h>
#include <string>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_ttf.h>
#include <SDL2/SDL_mixer.h>
const int SCREEN_WIDTH = 1280;
const int SCREEN_HEIGHT = 960;
// Texture wrapper class
class LTexture
{
public:
// Initializes variables
LTexture();
// Deallocates memory
~LTexture();
// Loads image at specified path
bool loadFromFile(std::string path);
// Deallocates textures
void free();
// Renders texture at a given point
void render(int x, int y);
// Gets image dimensions
int getWidth();
int getHeight();
private:
// The actual hardware texture
SDL_Texture* mTexture;
// Image dimensions
int mWidth;
int mHeight;
};
// Starts up SDL and creates a window
bool init();
// Loads media
bool loadMedia();
// Frees media and shuts down SDL
void close();
// The window we'll be rendering to
SDL_Window* gWindow = NULL;
// The window renderer
SDL_Renderer* gRenderer = NULL;
// Scene textures
LTexture gFooTexture;
LTexture gBackgroundTexture;
LTexture::LTexture()
{
// Initialize
mTexture == NULL;
mWidth = 0;
mHeight = 0;
}
LTexture::~LTexture()
{
// Deallocate
free();
}
bool LTexture::loadFromFile(std::string path)
{
// Get rid of preexisting texture
free();
// The final texture
SDL_Texture* newTexture = NULL;
// Load image at specified path
SDL_Surface* loadedSurface = IMG_Load(path.c_str());
if (loadedSurface == NULL)
{
printf("Unable to load image %s! SDL_image Error: %s\n", path.c_str(), IMG_GetError());
}
else
{
// Color key image
SDL_SetColorKey(loadedSurface, SDL_TRUE, SDL_MapRGB(loadedSurface->format, 0, 0xFF,0xFF));
// Create texture from surface pixels
newTexture = SDL_CreateTextureFromSurface(gRenderer, loadedSurface);
if(newTexture == NULL)
{
printf("Unable to create texture from %s! SDL Error: %s\n", path.c_str(), SDL_GetError());
}
else
{
// Get image dimensions
mWidth = loadedSurface->w;
mHeight = loadedSurface->h;
}
// Get rid of old loaded surface
SDL_FreeSurface(loadedSurface);
}
// Return success
mTexture = newTexture;
return mTexture != NULL;
}
void LTexture::free()
{
// Free Texture if it exists
if (mTexture != NULL)
{
SDL_DestroyTexture(mTexture);
mTexture = NULL;
mWidth = 0;
mHeight = 0;
}
}
void LTexture::render(int x, int y)
{
// Set rendering space and render to screen
SDL_Rect renderQuad = {x, y, mWidth, mHeight};
SDL_RenderCopy(gRenderer, mTexture, NULL, &renderQuad);
}
int LTexture::getWidth()
{
return mWidth;
}
int LTexture::getHeight()
{
return mHeight;
}
bool init()
{
// Initialization flag
bool success = true;
// Initilize SDL
if (SDL_Init(SDL_INIT_VIDEO) < 0)
{
printf("SDL could not initialize! SDL_Error: %s\n", SDL_GetError());
success = false;
}
else
{
// Set texture filtering to linear
if (!SDL_SetHint (SDL_HINT_RENDER_SCALE_QUALITY, "1"))
{
printf("Warning: Linear texture filtering not enabled!");
}
// Create window
gWindow = SDL_CreateWindow("Lazy Foo Tutorial Chapter 9", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
if (gWindow == NULL)
{
printf("Window could not be created! SDL Error: %s\n", SDL_GetError());
success = false;
}
else
{
// Create renderer for window
gRenderer = SDL_CreateRenderer(gWindow, -1, SDL_RENDERER_ACCELERATED);
if (gRenderer == NULL)
{
printf("Renderer could not be created! SDL Error: %s\n", SDL_GetError());
success = false;
}
else
{
// Initialize renderer color
SDL_SetRenderDrawColor(gRenderer, 0xFF, 0xFF, 0xFF, 0xFF);
// Initialize PNG loading
int imgFlags = IMG_INIT_PNG;
if (!(IMG_Init(imgFlags) & imgFlags))
{
printf("SDL_image could not initialize! SDL_image Error: %s\n", IMG_GetError());
success = false;
}
}
}
}
return success;
}
// Since texture loading is abstracted with our image loading function,
// the loadMedia() function works pretty much the same as before.
bool loadMedia()
{
// Loading success flag
bool success = true;
// Load Foo' texture
if (!gFooTexture.loadFromFile("foo.png"))
{
printf("Failed to load Foo' texture image!\n");
success = false;
}
// Load texture
if (!gBackgroundTexture.loadFromFile("background.png"));
{
printf("Failed to load texture!\n");
success = false;
}
return success;
}
void close()
{
// Free loaded image
gFooTexture.free();
gBackgroundTexture.free();
// Destroy window
SDL_DestroyRenderer(gRenderer);
SDL_DestroyWindow(gWindow);
gWindow = NULL;
gRenderer = NULL;
// Quit SDL Subsystems
IMG_Quit();
SDL_Quit();
}
int main(int argc, char* args[])
{
// Startup SDL and create window
if (!init())
{
printf("Failed to initialize\n");
}
else
{
// Load media
if (!loadMedia())
{
printf("Failed to load media!\n");
}
else
{
// Main loop flag
bool quit = false;
// Event handler
SDL_Event e;
// While application is running. Hack to keep window open
while (!quit)
{
while (SDL_PollEvent(&e) != 0)
{
// User requests quit
if(e.type == SDL_QUIT)
{
quit = true;
}
}
// Clear screen
SDL_SetRenderDrawColor(gRenderer, 0xFF, 0xFF, 0xFF, 0xFF);
SDL_RenderClear(gRenderer);
// Render texture to screen
gBackgroundTexture.render(0, 0);
// Render Foo to the screen
gFooTexture.render(240, 190);
// Update screen
SDL_RenderPresent(gRenderer);
}
}
}
close();
return 0;
}
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