sdl-texture-from-memory/main.c

123 lines
2.4 KiB
C

#include "aliases.h"
#include <SDL2/SDL.h>
#include <SDL2/SDL_events.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_rect.h>
#include <SDL2/SDL_render.h>
#include <SDL2/SDL_rwops.h>
#include <SDL2/SDL_video.h>
#include <stdbool.h>
#include <stdio.h>
#include <stdlib.h>
#define WINDOW_WIDTH 800
#define WINDOW_HEIGHT 600
#define IMAGE_WIDTH 300
#define IMAGE_HEIGHT 300
typedef struct {
u64 size;
u8 *buf;
} img_t;
img_t load_image(const char *filepath);
SDL_Texture *load_texture(SDL_Renderer *renderer, const char *filepath);
int main(void) {
SDL_Init(SDL_INIT_EVERYTHING);
IMG_Init(IMG_INIT_PNG);
SDL_Window *window =
SDL_CreateWindow("Window", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_SHOWN);
SDL_Renderer *renderer = SDL_CreateRenderer(
window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
bool running = true;
SDL_Event event = {0};
SDL_Texture *texture1 = IMG_LoadTexture(renderer, "ball.png");
SDL_Texture *texture2 = load_texture(renderer, "ball.png");
SDL_Rect dest1 = {
.x = 50,
.y = 150,
.w = IMAGE_WIDTH,
.h = IMAGE_HEIGHT,
};
SDL_Rect dest2 = {
.x = 450,
.y = 150,
.w = IMAGE_WIDTH,
.h = IMAGE_HEIGHT,
};
while (running) {
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
running = false;
break;
}
}
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, texture1, NULL, &dest1);
SDL_RenderCopy(renderer, texture2, NULL, &dest2);
SDL_RenderPresent(renderer);
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
IMG_Quit();
SDL_Quit();
return 0;
}
img_t load_image(const char *filepath) {
FILE *fp = fopen(filepath, "rb");
if (!fp) {
return (img_t){0};
}
img_t img = {0};
fseek(fp, 0, SEEK_END);
img.size = ftell(fp);
fseek(fp, 0, SEEK_SET);
img.buf = (u8 *)malloc(img.size);
fread((void *)(img.buf), img.size, 1, fp);
fclose(fp);
return img;
}
SDL_Texture *load_texture(SDL_Renderer *renderer, const char *filepath) {
img_t img = load_image("ball.png");
if (!(img.buf)) {
return NULL;
}
SDL_RWops *ctx = SDL_RWFromMem(img.buf, img.size);
SDL_Texture *texture = IMG_LoadTexture_RW(renderer, ctx, 1);
free(img.buf);
return texture;
}