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Simple program to explain SDL rendering

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SDL stands for Simple DirectMedia Layer library. SDL is a cross-platform graphics library that provides low-level access to graphics, audio, keyboard hardware via OpenGL and Direct3D. SDL is well-ported to Windows, Mac OS, Linux, Android, and iOS. 

SDL is written in C, works with minimal effort with C++, also there are many bindings available for other languages like C#.


Simple SDL program example to explain rendering and keyboard handling

cpp
#include <SDL2/SDL.h> #include <SDL2/SDL_image.h> #include <SDL2/SDL_timer.h> int main() { // retutns zero on success else non-zero if (SDL_Init(SDL_INIT_EVERYTHING) != 0) { printf("error initializing SDL: %s\n", SDL_GetError()); } SDL_Window* win = SDL_CreateWindow("SDL Example", // creates a window SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1000, 1000, 0); // triggers the program that controls // your graphics hardware and sets flags Uint32 render_flags = SDL_RENDERER_ACCELERATED; // creates a renderer to render our images SDL_Renderer* rend = SDL_CreateRenderer(win, -1, render_flags); // creates a surface to load an image into the main memory SDL_Surface* surface; // please provide a path for your image surface = IMG_Load("path"); // loads image to our graphics hardware memory. SDL_Texture* tex = SDL_CreateTextureFromSurface(rend, surface); // clears main-memory SDL_FreeSurface(surface); // let us control our image position // so that we can move it with our keyboard. SDL_Rect dest; // connects our texture with dest to control position SDL_QueryTexture(tex, NULL, NULL, &dest.w, &dest.h); // adjust height and width of our image box. dest.w /= 6; dest.h /= 6; // sets initial x-position of object dest.x = (1000 - dest.w) / 2; // sets initial y-position of object dest.y = (1000 - dest.h) / 2; // controls annimation loop int close = 0; // speed of box int speed = 300; // annimation loop while (!close) { SDL_Event event; // Events mangement while (SDL_PollEvent(&event)) { switch (event.type) { case SDL_QUIT: // handling of close button close = 1; break; case SDL_KEYDOWN: // keyboard API for key pressed switch (event.key.keysym.scancode) { case SDL_SCANCODE_W: case SDL_SCANCODE_UP: dest.y -= speed / 30; break; case SDL_SCANCODE_A: case SDL_SCANCODE_LEFT: dest.x -= speed / 30; break; case SDL_SCANCODE_S: case SDL_SCANCODE_DOWN: dest.y += speed / 30; break; case SDL_SCANCODE_D: case SDL_SCANCODE_RIGHT: dest.x += speed / 30; break; } } } // right boundary if (dest.x + dest.w > 1000) dest.x = 1000 - dest.w; // left boundary if (dest.x < 0) dest.x = 0; // bottom boundary if (dest.y + dest.h > 1000) dest.y = 1000 - dest.h; // upper boundary if (dest.y < 0) dest.y = 0; // clears the screen SDL_RenderClear(rend); SDL_RenderCopy(rend, tex, NULL, &dest); // triggers the double buffers // for multiple rendering SDL_RenderPresent(rend); // calculates to 60 fps SDL_Delay(1000 / 60); } // destroy texture SDL_DestroyTexture(tex); // destroy renderer SDL_DestroyRenderer(rend); // destroy window SDL_DestroyWindow(win); return 0; }

 Read more: SDL tutorials

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