Issues with rendering 2 images in one window in SDL - c++

I am making a simples possible jigsaw game using SDL.
Currently i am having trouble applying image texutes to Rects that serve as a puzzle pieces.
The way I applied texture to background doesnt work for pieces(rect1-9).
All pieces are 100x100 and picture is 300x300.
Tell me what is wrong, how to do it right and also explain how to Clip render(apply only part of the texture) with SDL_RenderCopy
#include <list>
#include <SDL.h>
int main(int argc, char ** argv)
{
// variables
bool quit = false;
SDL_Event event;
bool leftMouseButtonDown = false;
SDL_Point mousePos;
SDL_Point clickOffset;
// init SDL
SDL_Init(SDL_INIT_VIDEO);
SDL_Window * window = SDL_CreateWindow("SDL2 Drag and Drop",
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 600, 400, 0);
SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, 0);
SDL_Surface* bgSurface = SDL_LoadBMP("background.bmp");
SDL_Texture* bgTexture = SDL_CreateTextureFromSurface (renderer,bgSurface);
SDL_Surface* picSurface = SDL_LoadBMP("picture.bmp");
SDL_Texture* picTexture = SDL_CreateTextureFromSurface (renderer,bgSurface);
SDL_Rect rect1 = { 52, 51, 100, 100 };
SDL_Rect rect2 = { 152, 51, 100, 100 };
SDL_Rect rect3 = { 250, 51, 100, 100 };
SDL_Rect rect4 = { 52, 151, 100, 100 };
SDL_Rect rect5 = { 152, 151, 100, 100 };
SDL_Rect rect6 = { 250, 151, 100, 100 };
SDL_Rect rect7 = { 52, 249, 100, 100 };
SDL_Rect rect8 = { 152, 249, 100, 100 };
SDL_Rect rect9 = { 250, 249, 100, 100 };
SDL_Rect background = { 0, 0, 600, 400 };
SDL_Rect * selectedRect = NULL;
std::list<SDL_Rect *> rectangles;
rectangles.push_back(&rect1);
rectangles.push_back(&rect2);
rectangles.push_back(&rect3);
rectangles.push_back(&rect4);
rectangles.push_back(&rect5);
rectangles.push_back(&rect6);
rectangles.push_back(&rect7);
rectangles.push_back(&rect8);
rectangles.push_back(&rect9);
// handle events
while (!quit)
{
SDL_Delay(10);
SDL_PollEvent(&event);
switch (event.type)
{
case SDL_QUIT:
quit = true;
break;
case SDL_MOUSEBUTTONUP:
if (leftMouseButtonDown && event.button.button == SDL_BUTTON_LEFT)
{
leftMouseButtonDown = false;
selectedRect = NULL;
}
break;
case SDL_MOUSEBUTTONDOWN:
if (!leftMouseButtonDown && event.button.button == SDL_BUTTON_LEFT)
{
leftMouseButtonDown = true;
for (auto rect : rectangles)
{
if (SDL_PointInRect(&mousePos, rect))
{
selectedRect = rect;
clickOffset.x = mousePos.x - rect->x;
clickOffset.y = mousePos.y - rect->y;
break;
}
}
}
break;
case SDL_MOUSEMOTION:
{
mousePos = { event.motion.x, event.motion.y };
if (leftMouseButtonDown && selectedRect != NULL)
{
selectedRect->x = mousePos.x - clickOffset.x;
selectedRect->y = mousePos.y - clickOffset.y;
}
}
break;
}
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer,bgTexture,NULL,&background );
SDL_RenderCopy(renderer,bgTexture,NULL,&rect1 );
for (auto const& rect : rectangles)
{
if (rect == selectedRect)
SDL_SetRenderDrawColor(renderer, 255, 0, 255, 100);
else
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 0);
SDL_RenderFillRect(renderer, rect);
}
SDL_RenderPresent(renderer);
}
// cleanup SDL
SDL_DestroyTexture (bgTexture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}

Related

MapRGB in sdl with cairo , the color is error

i use SDL2 with MapRGB to let win10 window transparent, and use cairo to draw something, but the color is not true, like that cairo use rgb(0.9, 0, 0) draw rect, SDL2 with SDL_MapRGB, and final the rect color is not red rgb.
#include <SDL.h>
#include <cairo.h>
#include <SDL_syswm.h>
#include "windows.h"
COLORREF defaultTransparentColor = RGB(255, 0, 255);
bool windowColorKey(SDL_Window *window, COLORREF colorKey) {
SDL_SysWMinfo wmInfo;
SDL_VERSION(&wmInfo.version); // Initialize wmInfo
SDL_GetWindowWMInfo(window, &wmInfo);
HWND hWnd = wmInfo.info.win.window;
// Change window type to layered
SetWindowLong(hWnd, GWL_EXSTYLE, GetWindowLong(hWnd, GWL_EXSTYLE) | WS_EX_LAYERED);
// Set transparency color
return SetLayeredWindowAttributes(hWnd, colorKey, 0, LWA_COLORKEY);
}
int main(int argc, char* argv[])
{
SDL_Init(SDL_INIT_VIDEO);
SDL_Window *window;
SDL_Renderer *renderer;
SDL_CreateWindowAndRenderer(640, 480, SDL_WINDOW_SHOWN, &window, &renderer);
windowColorKey(window, defaultTransparentColor);
SDL_SetWindowTitle(window, "Cairo test");
cairo_surface_t *surface;
cairo_t *cr;
#if 1
// 方式一 : 建立cairo, 建立texture, 在cairo上画图,然后update过去
int windowWidth = 640, windowHeight = 480;
surface = cairo_image_surface_create(CAIRO_FORMAT_ARGB32, windowWidth, windowWidth);
cr = cairo_create(surface);
cairo_set_line_width(cr, 1);
// cairo use red color
cairo_set_source_rgb(cr, .9, 0, 0);
cairo_rectangle(cr, 100, 100, 180, 90);
cairo_stroke(cr);
unsigned char *data;
data = cairo_image_surface_get_data(surface);
SDL_Texture *texture;
SDL_Rect rect = {.x=0, .y=0, .w=windowWidth, .h=windowHeight};
texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, windowWidth, windowHeight);
// SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_MUL);
int widthPitch = windowWidth << 2;
SDL_UpdateTexture(texture, &rect, data, widthPitch);
#else
// 方式二 : 建立texture, 从texture的像素数据建立cairo, 直接画到texture上去
// 可能比方式一快, 我没读过cairo_image_surface_create_for_data的源码,不敢妄下定论
SDL_Texture *texture;
SDL_Rect rect = {.x=0, .y=0, .w=100, .h=100};
texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, 100, 100);
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
void *pixel;
int pitch = 400; // 一行的像素字节 ARGB32=4 byte, w = 100
SDL_LockTexture(texture, &rect, &pixel, &pitch);
surface = cairo_image_surface_create_for_data(
(unsigned char*) pixel,
CAIRO_FORMAT_ARGB32, 100, 100, pitch
);
SDL_UnlockTexture(texture);
cr = cairo_create(surface);
cairo_set_line_width(cr, 10);
cairo_set_source_rgb(cr, 255, 0, 0);
cairo_arc(cr, 50, 50, 20, 0.0, 0.785);
cairo_stroke(cr);
#endif
SDL_Event event;
bool is_working = true;
while (is_working) {
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
SDL_DestroyWindow(window);
SDL_DestroyRenderer(renderer);
SDL_Quit();
is_working = false;
break;
}
}
SDL_SetRenderDrawColor(renderer, 255, 0, 255, 255);
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, texture, NULL, NULL);
SDL_RenderPresent(renderer);
SDL_Delay(66);
}
return 0;
}
the rect is not red, what should i do ?

Rendering Sprites with SDL2

I am extremely new to game development. I am attempting to move sprites on a window with SDL. I was using http://gamedevgeek.com/tutorials/moving-sprites-with-sdl/ as a reference for this to help me get a feel for SDL. However, this method of blit doesn't work with SDL2. I researched and found that I must convert surfaces to textures and render those, but I am running into some frustrating difficulties. When ran, the background image seems to render fine, but the sprite only appears in the corner of the window, and when moved, it seems to be overwritten by the background. Here is the code:
#include <iostream>
#include "stdafx.h"
#include <SDL.h>
#include <SDL_image.h>
const int WIDTH = 900;
const int HEIGHT = 360;
const int SPRITE_SIZE = 256;
int main(int argc, char *argv[])
{
SDL_Surface *imageSurface = NULL;
SDL_Surface *windowSurface = NULL;
SDL_Surface *temp = NULL;
SDL_Surface *sprite = NULL;
SDL_Surface *SDL_DisplayFormat(SDL_Surface *surface);
SDL_Rect rcSprite;
SDL_Rect gdSprite;
SDL_Event windowEvent;
SDL_Event event;
SDL_Renderer *renderer = NULL;
SDL_Texture *texture;
SDL_Texture *spriteTexture;
const Uint8 *keystate;
int colorkey;
int count;
int xPosition = 0;
int yPosition = 0;
int gameover = 0;
SDL_Window *window = SDL_CreateWindow("ABDUCTO", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WIDTH, HEIGHT, SDL_WINDOW_ALLOW_HIGHDPI);
windowSurface = SDL_GetWindowSurface(window);
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
imageSurface = IMG_Load("farm.png");
sprite= IMG_Load("sprite6.png");
texture = SDL_CreateTextureFromSurface(renderer, imageSurface);
spriteTexture = SDL_CreateTextureFromSurface(renderer, sprite);
SDL_FreeSurface(sprite);
SDL_FreeSurface(imageSurface);
//rcSprite used as source rectangle, gdSprite as destination rectangle. Initialize them to the same position
rcSprite.x = xPosition;
rcSprite.y = yPosition;
rcSprite.w = SPRITE_SIZE;
rcSprite.h = SPRITE_SIZE;
gdSprite.x = xPosition;
gdSprite.y = yPosition;
gdSprite.w = SPRITE_SIZE;
gdSprite.h = SPRITE_SIZE;
while (!gameover)
{
if (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_QUIT:
gameover = 1;
break;
case SDL_KEYDOWN:
switch (event.key.keysym.sym)
{
case SDLK_ESCAPE:
case SDLK_q:
gameover = 1;
break;
}
break;
}
}
keystate = SDL_GetKeyboardState(NULL);
// When key pressed, update the destination rectangle
if (keystate[SDL_SCANCODE_LEFT]) {
gdSprite.x -= 2;
}
if (keystate[SDL_SCANCODE_RIGHT]) {
gdSprite.x += 2;
}
if (keystate[SDL_SCANCODE_UP]) {
gdSprite.y -= 2;
}
if (keystate[SDL_SCANCODE_DOWN]) {
gdSprite.y += 2;
}
if (gdSprite.x < 0) {
gdSprite.x = 0;
}
else if (gdSprite.x > WIDTH - SPRITE_SIZE) {
gdSprite.x = WIDTH - SPRITE_SIZE;
}
if(gdSprite.y < 0) {
gdSprite.y = 0;
}
else if (gdSprite.y > HEIGHT - SPRITE_SIZE) {
gdSprite.y = HEIGHT - SPRITE_SIZE;
}
//Render the window
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, texture, NULL, NULL);
SDL_RenderCopy(renderer, spriteTexture, &rcSprite, &gdSprite);
SDL_RenderPresent(renderer);
//SDL_BlitSurface(imageSurface, NULL, windowSurface, NULL);
//SDL_BlitSurface(sprite, NULL, imageSurface, &rcSprite);
//SDL_UpdateWindowSurface(window);
//update the source rectangle to move with the sprite??
rcSprite.x = gdSprite.x;
rcSprite.y = gdSprite.y;
}
SDL_DestroyTexture(spriteTexture);
SDL_DestroyTexture(texture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
return 0;
SDL_Quit();
}
Any input is appreciated. Thank you.
probably has to do something with the path of your images, or copying the files into the resources on compilation.
are you on windows, osx or linux?
What IDE are you using?
But i noticed two things:
1)
Before the SDL_CreateWindow you should initialize SDL:
SDL_Init(SDL_INIT_EVERYTHING);
2)
SDL_Quit(); will never be called because one line above you quit the main function with return 0;
=> you should swap the lines!
noticed some more:
3) DON'T update the source rectangle to move with the sprite
just render the whole sprite to the gdSprite loction:
SDL_RenderCopy(renderer, sTexture, NULL, &gdSprite);

Trouble getting 8-bit palette output working with SDL 2.0

Here's my code, using SDL 2.0.4 on OSX 10.11.4:
SDL_Surface *output_surface = SDL_CreateRGBSurface(0, width, height, 8, 0, 0, 0, 0);
SDL_Texture *output_texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGB24, SDL_TEXTUREACCESS_STREAMING, width, height);
SDL_Color c[256];
// Setting each color to red as a test.
for(u8 i = 255; i--;) {
c[i].r = 255;
c[i].g = 0;
c[i].b = 0;
}
SDL_SetPaletteColors(output_surface->format->palette, c, 0, 256);
Then later...
SDL_Rect r = {
.x = 0,
.y = 0,
.w = width,
.h = height
};
// Doesn't fill with red.
SDL_FillRect(output_surface, &r, 4);
SDL_UpdateTexture(output_texture, NULL, output_surface->pixels, output_surface->pitch);
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, output_texture, NULL, NULL);
SDL_RenderPresent(renderer);
What I would expect to see is the full window all red but I'm getting something entirely different. Changing the color number passed to SDL_FillRect shows that I'm getting a grayscale palette (0 is black, 255 is white) even though SDL_SetPaletteColors doesn't return an error and i've looped through output_surface->format->palette->colors to verify the palette's been changed.
What am I missing here?
edit: I was asked to post an entire program. Here it is:
int main(int argc, const char *argv[]) {
SDL_Window *window = NULL;
SDL_Renderer *renderer = NULL;
SDL_Surface *output_surface = NULL;
SDL_Texture *output_texture = NULL;
int width = 640;
int height = 480;
if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_TIMER) < 0) return 0;
window = SDL_CreateWindow("Sample", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, 0);
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
output_surface = SDL_CreateRGBSurface(0, width, height, 8, 0, 0, 0, 0);
output_texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGB24, SDL_TEXTUREACCESS_STREAMING, width, height);
SDL_Color c[256];
for(u8 i = 255; i--;) {
c[i].r = 255;
c[i].g = 0;
c[i].b = 0;
c[i].a = 255;
}
SDL_SetPaletteColors(output_surface->format->palette, c, 0, 255);
SDL_Rect r = {
.x = 0,
.y = 0,
.w = width,
.h = height
};
bool running = true;
while(running) {
SDL_Event event;
while(SDL_PollEvent(&event)) {
switch(event.type){
case SDL_KEYDOWN:
running = false;
break;
}
}
SDL_FillRect(output_surface, &r, 124);
SDL_UpdateTexture(output_texture, NULL, output_surface->pixels, output_surface->pitch);
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, output_texture, NULL, NULL);
SDL_RenderPresent(renderer);
}
SDL_FreeSurface(output_surface);
SDL_DestroyTexture(output_texture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
Passing 0 to SDL_FillRect is black, 255 is white, and any number in-between is a shade of grey.
Alright, found the solution.
Remove this line:
output_texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGB24, SDL_TEXTUREACCESS_STREAMING, width, height);
And instead add this line somewhere after the call to SDL_SetPaletteColors or after you change the surfaces' pixels (like in the game loop):
output_texture = SDL_CreateTextureFromSurface(renderer, output_surface);

SDL 2 program uses 1.4 GB of memory?

Okay, so I've been working on this little bouncing DVD logo thingy and I'm running to it slowly taking up more and more memory. Eventually it ends up taking a whopping 1.4 GB then slows down and crashes. Here is the code, what is wrong with it that causes it to do this?
#include <iostream>
#include <stdlib.h>
#include <time.h>
#include <SDL2/SDL.h>
#include <SDL2_ttf/SDL_ttf.h>
#include <SDL2_image/SDL_image.h>
// This sets ups the display.
SDL_Window* window = SDL_CreateWindow("DVD Thingy", 100, 100,
800, 600, SDL_WINDOW_SHOWN
| SDL_RENDERER_ACCELERATED
| SDL_RENDERER_PRESENTVSYNC);
SDL_Renderer* screen = SDL_CreateRenderer(window, -1, 0);
void drawText(char text[], int origX, int origY, SDL_Renderer* ren, TTF_Font* font, SDL_Color color) {
SDL_Surface* surfaceMessage = TTF_RenderText_Blended(font, text, color);
SDL_Texture* Message = SDL_CreateTextureFromSurface(ren, surfaceMessage);
int w = surfaceMessage->w;
int h = surfaceMessage->h;
SDL_Rect messageRect = {origX, origY, w, h};
SDL_RenderCopy(ren, Message, NULL, &messageRect);
SDL_DestroyTexture(Message);
}
int main() {
// This initializes the font class.
srand(time(NULL));
TTF_Init();
int skyboxColor = 240;
bool done = false;
int dirX = 1, dirY = 1;
TTF_Font* font = TTF_OpenFont("./Impact.ttf", 18);
TTF_SetFontOutline(font, 1);
int dvdX = rand() % 800, dvdY = rand() % 600-20;
SDL_Color white = {255, 255, 255};
SDL_Event event;
while (!done) {
while (SDL_PollEvent(&event)) {
switch(event.type) {
case SDL_QUIT:
SDL_Quit();
return 0;
default:
break;
}
}
dvdX += dirX;
dvdY += dirY;
if (dvdX > 770) {
dirX = -1;
}
if (dvdX < 0) {
dirX = 1;
}
if (dvdY < -3) {
dirY = 1;
}
if (dvdY > 580) {
dirY = -1;
}
SDL_SetRenderDrawColor( screen, 0, 0, 0, 255);
SDL_RenderClear(screen);
drawText("DVD", dvdX, dvdY, screen, font, white);
SDL_RenderPresent(screen);
SDL_Delay (1/1000 * 60);
}
return 0;
}
It would appear that in the drawText() function you are creating a new SDL_Surface by means of a call to TTF_RenderText_Blended().
You must ensure to free this surface when you are finished with it, which would appear to be at the end of the function it is created in. You already destroy the texture which you create from the surface so all you need to add is one line after that:
SDL_DestroyTexture(Message);
SDL_FreeSurface(surfaceMessage); <- Free the surface
As drawText() was being called constantly in the main while loop, it was bloating memory with SDL_Surfaces.
Just one other point, as you don't seem to be changing the text from "DVD" you could create the texture once and then just draw it where ever you need to. This would be much more efficient than creating, drawing and then destroying every single drame.

SDL2: Generate fully transparent texture

How using SDL_CreateTexture create transparent texture? By default I'm creating texure with such code:
SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888,SDL_TEXTUREACCESS_TARGET, x, y);
And then I'm paining on this texture with redirecting output to this texture. However at the end what I want to render this on screen any (nonupdated) pixel is black.
I have tried different ways with using of:
SDL_RenderClear(_Renderer);
or even with drawing and on created texture with painting transparent Rect with different blending modes but all I had as a result was still nontransparent texture :/
SDL_Rect rect={0,0,Width,Height};
SDL_SetRenderDrawBlendMode(_Renderer,SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(_Renderer,255,255,255,0);
SDL_RenderFillRect(_Renderer,&rect);
To be more specific:
//this->texDefault.get()->get() = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888,SDL_TEXTUREACCESS_TARGET, x, y);
SDL_SetRenderTarget(_Renderer.get()->get(), this->texDefault.get()->get());
SDL_SetRenderDrawBlendMode(this->_Renderer.get()->get(),SDL_BLENDMODE_NONE);
SDL_SetRenderDrawColor(this->_Renderer.get()->get(),255,0,255,0);
SDL_RenderClear(this->_Renderer.get()->get());
//SDL_Rect rect={0,0,Width,Height};
//SDL_SetRenderDrawColor(this->_Renderer.get()->get(),255,255,255,255);
//SDL_RenderFillRect(this->_Renderer.get()->get(),&rect);
//SDL_RenderClear(this->_Renderer.get()->get());
//SDL_SetRenderDrawBlendMode(this->_Renderer.get()->get(),SDL_BLENDMODE_NONE);
SDL_SetRenderTarget(_Renderer.get()->get(), NULL);
SDL_Rect rect= {relTop+Top,relLeft+Left,Height,Width};
SDL_SetRenderDrawBlendMode(this->_Renderer.get()->get(),SDL_BLENDMODE_BLEND);
SDL_RenderCopy(this->_Renderer.get()->get(), this->texDefault->get(), NULL, &rect);
This code is always producing nontransparent Texture independenty what i will set for blending and alpha
The result is :
Maybe there is some other simple method to create transparent empty texture in SDL2 something like x/y-sized fully transparent png but loading having such image in file is little bit pointless :/
First, you need to set renderer blend mode: SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);.
Second, you need to set texture blend mode: SDL_SetTextureBlendMode(textures[i], SDL_BLENDMODE_BLEND);.
Here is working example I created. You can use keys A and S to change alpha channel of third texture, which is invisible at start of the application.
#include <iostream>
#include <vector>
#include <SDL.h>
void fillTexture(SDL_Renderer *renderer, SDL_Texture *texture, int r, int g, int b, int a)
{
SDL_SetRenderTarget(renderer, texture);
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
SDL_SetRenderDrawColor(renderer, r, g, b, a);
SDL_RenderFillRect(renderer, NULL);
}
void prepareForRendering(SDL_Renderer *renderer)
{
SDL_SetRenderTarget(renderer, NULL);
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(renderer, 128, 128, 128, 255);
}
void checkSdlError()
{
const char *sdlError = SDL_GetError();
if(sdlError && *sdlError)
{
::std::cout << "SDL ERROR: " << sdlError << ::std::endl;
}
}
int main(int argc, char *argv[])
{
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_HAPTIC);
SDL_Window *window = SDL_CreateWindow("SDL test",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
320, 240,
SDL_WINDOW_OPENGL);
SDL_Renderer *renderer = SDL_CreateRenderer(
window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
const int width = 50;
const int height = 50;
::std::vector<SDL_Texture*> textures;
SDL_Texture *redTexture = SDL_CreateTexture(renderer,
SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, width, height);
textures.push_back(redTexture);
SDL_Texture *greenTexture = SDL_CreateTexture(renderer,
SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, width, height);
textures.push_back(greenTexture);
SDL_Texture *purpleTexture = SDL_CreateTexture(renderer,
SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, width, height);
textures.push_back(purpleTexture);
// Here is setting the blend mode for each and every used texture:
for(int i = 0; i < textures.size(); ++i)
{
SDL_SetTextureBlendMode(textures[i], SDL_BLENDMODE_BLEND);
}
int purpleAlpha = 0;
fillTexture(renderer, redTexture, 255, 0, 0, 255);
fillTexture(renderer, greenTexture, 0, 255, 0, 128);
fillTexture(renderer, purpleTexture, 255, 0, 255, purpleAlpha);
prepareForRendering(renderer);
bool running = true;
while(running)
{
SDL_Rect rect;
rect.w = width;
rect.h = height;
SDL_RenderClear(renderer);
rect.x = 50;
rect.y = 50;
SDL_RenderCopy(renderer, redTexture, NULL, &rect);
rect.x = 75;
rect.y = 70;
SDL_RenderCopy(renderer, greenTexture, NULL, &rect);
rect.x = 75;
rect.y = 30;
SDL_RenderCopy(renderer, purpleTexture, NULL, &rect);
SDL_RenderPresent(renderer);
// Process events
{
SDL_Event event;
while(SDL_PollEvent(&event) == 1)
{
if(event.type == SDL_QUIT)
{
running = false;
}
else if(event.type == SDL_KEYDOWN)
{
switch(event.key.keysym.sym)
{
case SDLK_ESCAPE:
running = false;
break;
case SDLK_a:
purpleAlpha = ::std::max(purpleAlpha - 32, 0);
fillTexture(renderer, purpleTexture, 255, 0, 255, purpleAlpha);
prepareForRendering(renderer);
::std::cout << "Alpha: " << purpleAlpha << ::std::endl;
break;
case SDLK_s:
purpleAlpha = ::std::min(purpleAlpha + 32, 255);
fillTexture(renderer, purpleTexture, 255, 0, 255, purpleAlpha);
prepareForRendering(renderer);
::std::cout << "Alpha: " << purpleAlpha << ::std::endl;
break;
}
}
}
checkSdlError();
}
}
for(int i = 0; i < textures.size(); ++i)
{
SDL_DestroyTexture(textures[i]);
}
textures.clear();
SDL_DestroyRenderer(renderer);
renderer = NULL;
SDL_DestroyWindow(window);
window = NULL;
SDL_Quit();
checkSdlError();
return 0;
}
EDIT: Completely rewritten the answer, original one basically contained blend mode of renderer.