Hi I am a c++ sdl2 noob and I am trying to hack together a couple of online tutorials to make a game.
Can anyone help me fix this code to display a picture?
Thanks.
//Using SDL, SDL_image, standard IO, vectors, and strings
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <stdio.h>
#include <string>
//Screen dimension constants
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
//Texture wrapper class
class LTexture
{
public:
//Initializes variables
LTexture();
//Deallocates memory
~LTexture();
//Loads image at specified path
bool loadFromFile( std::string path );
#if defined(SDL_TTF_MAJOR_VERSION)
//Creates image from font string
bool loadFromRenderedText( std::string textureText, SDL_Color textColor );
#endif
//Deallocates texture
void free();
//Set color modulation
void setColor( Uint8 red, Uint8 green, Uint8 blue );
//Set blending
void setBlendMode( SDL_BlendMode blending );
//Set alpha modulation
void setAlpha( Uint8 alpha );
//Renders texture at given point
void render( int x, int y, SDL_Rect* clip = NULL, double angle = 0.0, SDL_Point* center = NULL, SDL_RendererFlip flip = SDL_FLIP_NONE );
//Gets image dimensions
int getWidth();
int getHeight();
private:
//The actual hardware texture
SDL_Texture* mTexture;
//Image dimensions
int mWidth;
int mHeight;
};
//The dot that will move around on the screen
class Dot
{
public:
//The dimensions of the dot
static const int DOT_WIDTH = 20;
static const int DOT_HEIGHT = 20;
//Maximum axis velocity of the dot
static const int DOT_VEL = 10;
//Initializes the variables
Dot();
//Takes key presses and adjusts the dot's velocity
void handleEvent( SDL_Event& e );
//Moves the dot
void move();
//Shows the dot on the screen
void render();
int getPosX(){return mPosX;}
int getPosY(){return mPosY;}
int fire;
SDL_Renderer *renderer;
SDL_Window *window;
SDL_Texture * texture;
int x;
int y;
int dx;
int dy;
private:
//The X and Y offsets of the dot
int mPosX, mPosY;
//The velocity of the dot
int mVelX, mVelY;
};
class Laser
{
public:
int x;
int y;
int dx;
int dy;
int health;
SDL_Texture * texture;
};
//The dot that will be moving around on the screen
Dot dot;
Laser laser;
//Starts up SDL and creates 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 gDotTexture;
LTexture gLazerTexture;
LTexture gBGTexture;
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
{
//Clear alpha
Uint32 colorKey = SDL_MapRGB(loadedSurface->format,255,255,255);
//Color key image
SDL_SetColorKey( loadedSurface, SDL_TRUE, colorKey );
//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;
}
#if defined(SDL_TTF_MAJOR_VERSION)
bool LTexture::loadFromRenderedText( std::string textureText, SDL_Color textColor )
{
//Get rid of preexisting texture
free();
//Render text surface
SDL_Surface* textSurface = TTF_RenderText_Solid( gFont, textureText.c_str(), textColor );
if( textSurface != NULL )
{
//Create texture from surface pixels
mTexture = SDL_CreateTextureFromSurface( gRenderer, textSurface );
if( mTexture == NULL )
{
printf( "Unable to create texture from rendered text! SDL Error: %s\n", SDL_GetError() );
}
else
{
//Get image dimensions
mWidth = textSurface->w;
mHeight = textSurface->h;
}
//Get rid of old surface
SDL_FreeSurface( textSurface );
}
else
{
printf( "Unable to render text surface! SDL_ttf Error: %s\n", TTF_GetError() );
}
//Return success
return mTexture != NULL;
}
#endif
void LTexture::free()
{
//Free texture if it exists
if( mTexture != NULL )
{
SDL_DestroyTexture( mTexture );
mTexture = NULL;
mWidth = 0;
mHeight = 0;
}
}
void LTexture::setColor( Uint8 red, Uint8 green, Uint8 blue )
{
//Modulate texture rgb
SDL_SetTextureColorMod( mTexture, red, green, blue );
}
void LTexture::setBlendMode( SDL_BlendMode blending )
{
//Set blending function
SDL_SetTextureBlendMode( mTexture, blending );
}
void LTexture::setAlpha( Uint8 alpha )
{
//Modulate texture alpha
SDL_SetTextureAlphaMod( mTexture, alpha );
}
void LTexture::render( int x, int y, SDL_Rect* clip, double angle, SDL_Point* center, SDL_RendererFlip flip )
{
//Set rendering space and render to screen
SDL_Rect renderQuad = { x, y, mWidth, mHeight };
//Set clip rendering dimensions
if( clip != NULL )
{
renderQuad.w = clip->w;
renderQuad.h = clip->h;
}
//Render to screen
SDL_RenderCopyEx( gRenderer, mTexture, clip, &renderQuad, angle, center, flip );
}
int LTexture::getWidth()
{
return mWidth;
}
int LTexture::getHeight()
{
return mHeight;
}
Dot::Dot()
{
//Initialize the offsets
mPosX = 0;
mPosY = 0;
//Initialize the velocity
mVelX = 0;
mVelY = 0;
}
void Dot::handleEvent( SDL_Event& e )
{
//If a key was pressed
if( e.type == SDL_KEYDOWN && e.key.repeat == 0 )
{
//Adjust the velocity
switch( e.key.keysym.sym )
{
case SDLK_UP: mVelY -= DOT_VEL; printf("up key pressed!"); break;
case SDLK_DOWN: mVelY += DOT_VEL; break;
case SDLK_LEFT: mVelX -= DOT_VEL; break;
case SDLK_RIGHT: mVelX += DOT_VEL; break;
}
}
//If a key was released
else if( e.type == SDL_KEYUP && e.key.repeat == 0 )
{
//Adjust the velocity
switch( e.key.keysym.sym )
{
case SDLK_UP: mVelY += DOT_VEL; break;
case SDLK_DOWN: mVelY -= DOT_VEL; break;
case SDLK_LEFT: mVelX += DOT_VEL; break;
case SDLK_RIGHT: mVelX -= DOT_VEL; break;
}
}
}
void Dot::move()
{
//Move the dot left or right
mPosX += mVelX;
//If the dot went too far to the left or right
if( ( mPosX < 0 ) || ( mPosX + DOT_WIDTH > SCREEN_WIDTH ) )
{
//Move back
mPosX -= mVelX;
}
//Move the dot up or down
mPosY += mVelY;
//If the dot went too far up or down
if( ( mPosY < 0 ) || ( mPosY + DOT_HEIGHT > SCREEN_HEIGHT ) )
{
//Move back
mPosY -= mVelY;
}
}
void Dot::render()
{
//Show the dot
gDotTexture.render( mPosX, mPosY );
}
bool init()
{
//Initialization flag
bool success = true;
//Initialize 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( "SDL Tutorial", 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 vsynced renderer for window
gRenderer = SDL_CreateRenderer( gWindow, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC );
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;
}
bool loadMedia()
{
//Loading success flag
bool success = true;
//Load dot texture
if( !gDotTexture.loadFromFile( "ship.bmp" ) )
{
printf( "Failed to load dot texture!\n" );
success = false;
}
//Load lazer texture
if( !gLazerTexture.loadFromFile( "lazer.bmp" ) )
{
printf( "Failed to load lazer texture!\n" );
success = false;
}
//Load background texture
if( !gBGTexture.loadFromFile( "space.png" ) )
{
printf( "Failed to load background texture!\n" );
success = false;
}
return success;
}
void close()
{
//Free loaded images
gDotTexture.free();
gBGTexture.free();
//Destroy window
SDL_DestroyRenderer( gRenderer );
SDL_DestroyWindow( gWindow );
gWindow = NULL;
gRenderer = NULL;
//Quit SDL subsystems
IMG_Quit();
SDL_Quit();
}
static void doKeyUp(SDL_KeyboardEvent *event)
{
if (event->repeat == 0)
{
if (event->keysym.scancode == SDL_SCANCODE_LCTRL)
{
dot.fire = 0;
}
}
}
static void doKeyDown(SDL_KeyboardEvent *event)
{
if (event->repeat == 0)
{
if (event->keysym.scancode == SDL_SCANCODE_LCTRL)
{
dot.fire = 1;
}
}
}
void doInput(void)
{
SDL_Event event;
while (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_QUIT:
exit(0);
break;
case SDL_KEYDOWN:
doKeyDown(&event.key);
break;
case SDL_KEYUP:
doKeyUp(&event.key);
break;
default:
break;
}
}
}
void blit(SDL_Texture *texture, int x, int y)
{
SDL_Rect dest;
dest.x = x;
dest.y = y;
SDL_QueryTexture(texture, NULL, NULL, &dest.w, &dest.h);
SDL_RenderCopy(dot.renderer, texture, NULL, &dest);
}
SDL_Texture *loadTexture(char *filename)
{
SDL_Texture *texture;
SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, "Loading %s", filename);
texture = IMG_LoadTexture(dot.renderer, filename);
return texture;
}
int main( int argc, char* args[] )
{
//Start up 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;
//The background scrolling offset
int scrollingOffset = 0;
memset(&laser, 0, sizeof(dot));
laser.texture = loadTexture("playerLaser.png");
//While application is running
while( !quit )
{
//Handle events on queue
while( SDL_PollEvent( &e ) != 0 )
{
//User requests quit
if( e.type == SDL_QUIT )
{
quit = true;
}
//Handle input for the dot
dot.handleEvent( e );
}
//Move the dot
dot.move();
//Scroll background
--scrollingOffset;
if( scrollingOffset < -gBGTexture.getWidth() )
{
scrollingOffset = 0;
}
//Clear screen
SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
SDL_RenderClear( gRenderer );
//Render background
gBGTexture.render( scrollingOffset, 0 );
gBGTexture.render( scrollingOffset + gBGTexture.getWidth(), 0 );
//Render objects
dot.render();
doInput();
dot.x += dot.dx;
dot.y += dot.dy;
if (dot.fire && laser.health == 0)
{
laser.x = dot.x;
laser.y = dot.y;
laser.dx = 16;
laser.dy = 0;
laser.health = 1;
}
laser.x += laser.dx;
laser.y += laser.dy;
if (laser.x > SCREEN_WIDTH)
{
laser.health = 0;
}
blit(dot.texture, dot.x, dot.y);
if (laser.health > 0)
{
blit(laser.texture, laser.x, laser.y);
}
//Update screen
SDL_RenderPresent( gRenderer );
}
}
}
//Free resources and close SDL
close();
return 0;
}