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C++ SDL Image Install

This guide will provide step-by-step instructions on how to add the Image library to the Simple DirectMedia Layer (SDL) library in a Visual Studio C++ project.

Download SDL Image

Download
  • Unzip the downloaded .zip file
Zip
  • Copy the SDL2 Image include and lib directory to the ThirdParty/SDL2 folder
    • This will add the SDL2 Image files to SDL2
Zip Zip

Add SDL Image to the Solution Project(s)

If the Solution contains multiple Projects, the following steps will need to be done for each project. This is because each project needs the path to the SDL2 Image includes and libraries.

Projects

SDL2 should’ve already been setup with the include directories and library directories for the projects, the only step necessary is to add the library (.lib) in the project properties.

Add SDL Image Library

The sdl2_image.lib only needs to be added to the project that is the application (Game). Do not add it to the library project (Engine). If it is added to both, there will be a warning reported when built.

  • Open the Project Properties that SDL will be used in
    • Right-click the Project and select Properties
Project Properties
  • Add the SDL2 Image .lib files that the project needs to function
    • Additional Dependencies is located in Librarian>General or Linker>General
    • Add sdl2_image.lib
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sdl2_image.lib
Lib
  • Create a folder in the Solution directory called “Build”
    • This step may have already been completed earlier.
    • The Build folder will contain the SDL Image dll (dynamic link library) files.
Build
  • Copy the sdl2_image.dll file from the ThirdParty\sdl2\lib\x64 directory to the Build folder.
    • The project is a x64 project (64-bit application).
DLL DLL

If SDL2 Image was properly added, building and running the project will result in no errors.

Add Images to the Build

  • Find image to use in the program
    • Place the .bmp, .jpg, or .png images into the Build folder
    • Assets are now placed in the Assets folder inside the Build folder
Build

Update Code for SDL Images

Add Image header (.h) to the Renderer

  • In the Renderer.h header, include the SDL Image header
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    #include <SDL_image.h>
    

Initialize and Shutdown SDL Image

  • Add the code to initialize and quit SDL Image in the Initialize() and Shutdown() method to the Renderer
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bool Renderer::Initialize()
{
	... (existing initialization code) ...

	// initialize Image SDL, supports BMP, JPG, and PNG
	if (IMG_Init(IMG_INIT_JPG | IMG_INIT_PNG) == 0)
	{
		std::cerr << "Error initializing SDL Image: " << SDL_GetError() << std::endl;
		return false;
	}
		
	return true;
}
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void Renderer::Shutdown()
{
    ... (existing shutdown code) ...

    IMG_Quit();
}

Create Texture Class

  • Create Texture.h file in the Source/Renderer directory
    • Make sure to add the neccessary #include or forward declarations
    • If doing a forward declaration on SDL_Texture, use struct instead of class as SDL_Texture is a struct
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class Texture
{
public:
	Texture() = default;
	~Texture();

	bool Load(const std::string& filename, class Renderer& renderer);

	Vector2 GetSize();

	friend class Renderer;

private:
	struct SDL_Texture* m_texture{ nullptr };
};
  • Create Texture.cpp file
    • Texture will need to be a friend class of Renderer so it can access the Renderer private data m_renderer
    • You will need to add the neccessary #include
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Texture::~Texture()
{
    // if texture exists, destroy texture
    if (...texture is not null...) SDL_DestroyTexture(m_texture);
}

bool Texture::Load(const std::string& filename, Renderer& renderer)
{
    // load image onto surface
    SDL_Surface* surface = IMG_Load(...get the c-string of filename...);
    if (...surface is null...)
    {
        std::cerr << "Could not load image: " << filename << std::endl;
        return false;
    }

    // create texture from surface, texture is a friend class of renderer
    m_texture = SDL_CreateTextureFromSurface(...look at parameters of function...);
    // once texture is created, surface can be freed up
    SDL_FreeSurface(surface);
    if (...m_texture is null...)
    {
        std::cerr << "Could not create texture: " << filename << std::endl;
        return false;
    }

    return true;
}

Vector2 Texture::GetSize()
{
    ASSERT(m_texture != nullptr);

    // query the texture for the size
    // https://wiki.libsdl.org/SDL2/SDL_QueryTexture
    SDL_Point size;
    SDL_QueryTexture(m_texture, NULL, NULL, ...pass address of size.x and size.y...);

    return ...Vector2 with size.x and size.y...;
}

Add the Texture.h include in Engine.h.

Add Draw Texture to Renderer Class

  • In the Renderer.h
    • Make Texture a friend class of the Renderer
    • Add a DrawTexture() function declaration
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friend class Texture;
void DrawTexture(...forward declaration... Texture* texture, float x, float y, float angle...use default value 0.0f...);
  • In the Renderer.cpp
    • Include the Texture.h
      • Required since a forward declaration was used in the Renderer.h
    • Add DrawTexture() function
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void Renderer::DrawTexture(Texture* texture, float x, float y, float angle)
{
	Vector2 size = ...get texture size...

	SDL_FRect destRect;
	destRect.x = x;
	destRect.y = y;
	destRect.w = ...size x...;
	destRect.h = ...size y...;

	// https://wiki.libsdl.org/SDL2/SDL_RenderCopyExF
	SDL_RenderCopyExF(m_renderer, texture->m_texture, NULL, &destRect, angle, NULL, SDL_FLIP_NONE);
}

Draw Texture in Main

  • In main() create a Texture before the while loop
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// create texture, using shared_ptr so texture can be shared
std::shared_ptr<Texture> texture = std::make_shared<Texture>();
texture->Load(...texture filename... , ...renderer from engine...);
  • Draw the texture between the renderer BeginFrame() and EndFrame()
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engine->GetRenderer().DrawTexture(...get() texture pointer..., 30, 30);

Build and run the program and the image will show up on the screen at the set location.

Lib
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