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csdl-2

how to change the image when pressing the keyboard on sdl2


I have been working on this game using SDL2.0 and C and hit a snag. As title say, I want to make image change when users press the keyboard, but it doesn't work.So I want to konw where the code is wrong.

Here is the code.

#include <stdio.h>
#include <sdl2/SDL.h>
#include <sdl2/SDL_image.h>


int main(int argc, char* args[]){
    bool quit = false;
    SDL_Event event;
 
    SDL_Init(SDL_INIT_VIDEO);
 
    SDL_Window * window = SDL_CreateWindow("SDL2 Displaying Image",
    SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, 0);
    SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, 0);
    SDL_Surface * image = SDL_LoadBMP("opening_ps1.bmp");     
    SDL_Texture * texture = SDL_CreateTextureFromSurface(renderer, image);
 
    while (!quit){
        SDL_WaitEvent(&event);
        SDL_RenderCopy(renderer, texture, NULL, NULL);
        SDL_RenderPresent(renderer);
        
        while(SDL_PollEvent(&event)){
            if(event.type == SDL_QUIT){
                quit = true;
                break;
            }
            
            if(event.type == SDL_KEYDOWN){
                switch(event.key.keysym.sym){
                    case SDL_SCANCODE_A:
                        quit = false;
                        SDL_Renderer * renderer1 = SDL_CreateRenderer(window, -1, 0);
                        SDL_Surface * image1 = SDL_LoadBMP("opening_2.bmp");     
                        SDL_Texture * texture1 = SDL_CreateTextureFromSurface(renderer1, image1);
                        SDL_RenderClear(renderer);
                        SDL_RenderCopy(renderer1, texture1, NULL, NULL);
                        SDL_RenderPresent(renderer1);
                        break;
                }
            }
        }
    }

    SDL_FreeSurface(image);    
    SDL_DestroyWindow(window);

    SDL_Quit();
 
    return 0;
    }
    

Solution

  • Here is your code working perfectly, let me explain how it works! Please don't forget to change the file names, I have used pngs, but you can do the same thing with bmps.

    SDL_image.h

    First of all I have assumed that you might want to load other types of files than only bmps, and since you had that library in import I thought I can include that in the code!

    The main loop

    You had a double loop which is something you don't really need here, we can just have an infinite loop and the break condition inside.

    The SDL_FreeSurface

    Since after the textures have been created we no longer need surface, we can free them immediately

    SDL_SCANCODE_A

    This is what you were comparing the result of event.key.keysym.sym to, however the type of event.key.keysym.sym is SDL_Keycode so you had to compare it to SDLK_a in order to trigger the change of the image when the key a is pressed

        #include <SDL2/SDL.h>
        #include <SDL2/SDL_image.h>
        #include <stdbool.h>
        
        int main(int argc, char *args[])
        {
            SDL_Event event;
        
            SDL_Init(SDL_INIT_VIDEO);
            IMG_Init(IMG_INIT_PNG);
        
            SDL_Window *window = SDL_CreateWindow("SDL2 Displaying Image",
                                                  SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, 0);
            SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, 0);
            SDL_Surface *image = IMG_Load("akward.png");
            SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, image);
            SDL_FreeSurface(image);
            SDL_RenderCopy(renderer, texture, NULL, NULL);
            SDL_RenderPresent(renderer);
        
            while (1)
            {
                SDL_PollEvent(&event);
                if (event.type == SDL_QUIT)
                {
                    break;
                }
        
                if (event.type == SDL_KEYDOWN)
                {
                    switch (event.key.keysym.sym)
                    {
                    case SDLK_a:
                        SDL_Surface *image1 = IMG_Load("output.png");
                        SDL_Texture *texture1 = SDL_CreateTextureFromSurface(renderer, image1);
                        SDL_FreeSurface(image1);
                        SDL_RenderClear(renderer);
                        SDL_RenderCopy(renderer, texture1, NULL, NULL);
                        SDL_RenderPresent(renderer);
                        break;
                    }
                }
            }
            
            SDL_DestroyWindow(window);
        
            SDL_Quit();
        
            return 0;
        }
    

    EDIT:

    Here is the code that will allow you to take all images from a directory and show them! I will do a brief explanation if you are interested. First of all I have written a macro that will allow you to specify the number of images in a directory, please make sure it is the correct number! I have put 5 for testing purposes! #define IMG_NUMBER 5

    I have created two more functions, the my_str_concat is just to concatenate the directory name and the file name so it can be opened by IMG_Load. The create_texture_array creates an array of textures so that they can be used by the main function afterwards

        #include <SDL2/SDL.h>
        #include <SDL2/SDL_image.h>
        #include <stdbool.h>
        #include <dirent.h>
        #include <errno.h>
        
        #define IMG_NUMBER 5
        
        char * my_str_concat(const char * input_directory, char * file_name)
        {
            size_t input_directory_size = strlen(input_directory);
            //The + 257 is for the max size of file_name
            char * res = malloc(sizeof(char)*(input_directory_size+257));
            strcpy(res,input_directory);
            strcat(res,file_name);
            return res;
        }
        
        SDL_Texture ** create_texture_array(const char * input_directory,SDL_Renderer *renderer)
        {
            SDL_Texture ** texture_array = malloc(sizeof(SDL_Texture *) * IMG_NUMBER);
            int i = 0;
            DIR *images_dir;
        
            if (NULL == (images_dir = opendir(input_directory)))
            {
                fprintf(stderr, "Error : Failed to open input directory - %s\n", strerror(errno));
                return NULL;
            }
            struct dirent * image_file;
            while((image_file = readdir(images_dir)))
            {
                //We don't want to read current and parent directories!
                if (!strcmp (image_file->d_name, "."))
                {
                    continue;
                }
                if (!strcmp (image_file->d_name, ".."))
                {
                    continue;
                }
        
                char * relative_file_path = my_str_concat(input_directory,image_file->d_name);
                printf("%s\n",relative_file_path);
                SDL_Surface *image = IMG_Load(relative_file_path);
                free(relative_file_path);
                SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, image);
                SDL_FreeSurface(image);
                texture_array[i] = texture;
                i++;
            }
            return texture_array;
        }
        
        void free_array(SDL_Texture ** arr, size_t size)
        {
            for (size_t i = 0; i < size; i++)
            {
                SDL_DestroyTexture(arr[i]);
            }
        }
        
        int main(int argc, char *args[])
        {
            SDL_Event event;
        
            int i = 0;
        
            SDL_Init(SDL_INIT_VIDEO);
            IMG_Init(IMG_INIT_PNG);
        
        
            SDL_Window *window = SDL_CreateWindow("SDL2 Displaying Image",SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, 0);
        
            SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, 0);
        
            SDL_Texture ** texture_array = create_texture_array("img/",renderer);
        
            SDL_RenderCopy(renderer, texture_array[0], NULL, NULL);
            SDL_RenderPresent(renderer);
        
        
            while (1)
            {
                SDL_PollEvent(&event);
                if (event.type == SDL_QUIT)
                {
                    break;
                }
        
                if (event.type == SDL_KEYDOWN && i+1 < IMG_NUMBER)
                {
                    switch (event.key.keysym.sym)
                    {
                    case SDLK_a:
                        i++;
                        SDL_RenderClear(renderer);
                        SDL_RenderCopy(renderer, texture_array[i], NULL, NULL);
                        SDL_RenderPresent(renderer);
                        break;
                    }
                }
            }
        
            free_array(texture_array,IMG_NUMBER);
            SDL_DestroyWindow(window);
        
            SDL_Quit();
        
            return 0;
        }
    

    I hope this will be helpful! If this does answer your question please don't hesitate to mark this answer as correct! Best regards,