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To display an SDL texture on a canvas, you need to perform the following steps:

  1. Create an SDL texture from an image file or specifically generated graphics or text using SDL functions.
  2. Create an SDL_Renderer to render the texture.
  3. Create an SDLSurface to attach the SDLTexture.
  4. Set the color blend mode to "SDLBLENDMODEBLEND” mode and create an SDL_Rect structure to specify the target location on the canvas.
  5. Copy the texture into the surface using SDL_RenderCopy.
  6. Set the surface as a target for rendering using SDL_RenderReadPixels.
  7. Clear the canvas screen using SDL_RenderClear.
  8. Render the surface on the canvas using SDL_RenderPresent.

Here is an example SDL code snippet to demonstrate how to display an SDL texture on a canvas:

SDL_Texture* texture;
SDL_Renderer* renderer;
SDL_Surface* surface;
SDL_Rect dest;

// create texture from file “image.png”
texture = SDL_CreateTextureFromSurface(renderer, surface);
// create an empty SDL_Surface
surface = SDL_CreateRGBSurface(0, width, height, 32, 0, 0, 0, 0);

// Set the color blend mode to “SDL_BLENDMODE_BLEND” mode
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);

// Define target location for surface
dest.x = 0;
dest.y = 0;
dest.w = width;
dest.h = height;

// Copy texture into surface
SDL_RenderCopy(renderer, texture, NULL, &dest);

// Set the surface as a target for rendering
SDL_SetRenderTarget(renderer, surface);

// Clear the screen
SDL_RenderClear(renderer);

// Render the surface on the renderer
SDL_RenderPresent(renderer);

Note: You also need to initialize SDL, create a window, and initialize SDL_Image to create a texture from an image file, among other things, before you can display a texture on the canvas. Also, the above code snippet is for illustration purposes only, and it may differ depending on the specific scenario.