SDL_image | Image decoding for many popular formats | Computer Vision library
kandi X-RAY | SDL_image Summary
kandi X-RAY | SDL_image Summary
The latest version of this library is available from: This is a simple library to load images of various formats as SDL surfaces. This library supports BMP, PNM (PPM/PGM/PBM), XPM, LBM, PCX, GIF, JPEG, PNG, TGA, TIFF, and simple SVG formats. or SDL_Surface *IMG_Load_RW(SDL_RWops *src, int freesrc); or SDL_Surface *IMG_LoadTyped_RW(SDL_RWops *src, int freesrc, char *type);. where type is a string specifying the format (i.e. "PNG" or "pcx"). Note that IMG_Load_RW cannot load TGA images.
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Community Discussions
Trending Discussions on SDL_image
QUESTION
I'm attempting to build a C++ program with SDL2 and SDL_Image using CMake by fetching them from their respective GitHub repositories; and it works for the most part! When I ran my code with SDL2 everything built fine, and when I added the code for SDL_Image everything compiled without a problem.
However, things break when I try to add SDL_Image. I get:
...ANSWER
Answered 2022-Mar-16 at 17:01There are two problems with your CMake file:
GIT_TAG release-2.0.5
If you look at the SDL_Image repo at that tag, there's no CMakeLists.txt
file. That is indeed the most recent tag, though. But fortunately, according to the docs you can use a git SHA for GIT_TAG
. With the most recent git SHA at the time of writing, that would look like this:
GIT_TAG 97405e74e952f51b16c315ed5715b6b9de5a8a50
The other error is that SDL2_image-static
doesn't exist. You need to change that in your set(SDL_LIBRARIES ...)
line to just SDL2_image
.
With those two changes, I'm able to #include SDL_Image.h
.
QUESTION
I have a C++ project where I'm initially trying to display a PNG image to the screen.
This is my code.
RenderWindow.hpp
...ANSWER
Answered 2022-Mar-08 at 16:50I think that the call to SDL_CreateTextureFromSurface
fails because it is called before SDL_CreateWindow
and SDL_CreateRenderer
, thereby initializing texture
to NULL
.
Please move the initizalization of texture
(and image
) to after window
and renderer
are initialized.
To further help with such issues, please check if the result of SDL functions != NULL
and print SDL_GetError()
to get more information about what went wrong.
QUESTION
I have trouble including and linking SDL_ttf
and SDL_image
to my project. I have a cmake file that works only for SDL
and SDL_gfx
on Clion. I guess the problem is from the cmake file.
I got several errors when I build the project:
undefined reference to `FUNCTION'
The libraries which I used for my project: https://github.com/satayyeb/sdl2-libraries
sdl2 folder (where library files are located) tree:
...ANSWER
Answered 2022-Feb-06 at 20:54I found the problem:
In
sdl2-image-lib
andsdl2-ttf-lib
directory there arelibSDL2_image.dll.a
andlibSDL2_ttf.dll.a
binary files that must be linked instead oflibSDL2_image.a
andlibSDL2_ttf.a
files.dll files must be copied to the directory where the EXE file is located. the dll files are in bin folders of the library.
The libraries which I used for my project: https://github.com/satayyeb/sdl2-libraries
and the modified CMakeLists.txt:
QUESTION
Sorry for the lot of code, I don't like to put everything in one file and you need to see all the files. Anyway, the problem is that the init
function in the Window
class (initialized in SDL.cpp and declared in SDL.hpp), the renderer isn't working? Of course, that means that the images and textures will also not load, but I'm thinking this is all because of the renderer failing. Can you figure out why it's doing this and help me out?
If I haven't explained it very well just let me know, thanks.
Main.cpp
...ANSWER
Answered 2022-Jan-31 at 10:39SDL.hpp contains two
SDL_Renderer*
members:renderer
andgRenderer
. Remove the former and update this line in SDL.cpp to use the latter:
QUESTION
I am trying to figure out how to use SDL2 on VSCODE. I've got basic code and windows working but when I add additional functions and files, it doesn't seem to want to compile. I'm new to this but I thought I included the necessary things in my headers and in my build.
For the main
...ANSWER
Answered 2022-Jan-02 at 22:08You can use g++
to build your program in two ways:
In two stages, first by compiling the individual
.cpp
files as translation units to object files.o
and then in another invocation ofg++
to link them together into an executableOr you can use a single invocation of
g++
to compile and link the executable.
You are currently trying to mix the two modes somehow. For the single-invocation build you should call g++
only once and add all .cpp
files to it:
QUESTION
There are a lot of libraries' packages which do not provide a CMake config file, and in order to find and use them with cmake, one would have to resort to using a FindPackage.cmake
script. Some scripts (i.e. SDL) are available within the cmake itself, so finding a package is relatively easy.
Though in my case, SDL-searching scripts (SDL, SDL_image, SDL_mixer) are available almost since the dawn of modern cmake (at least 3.1), they do not provide the means for the modern approach - they do not define imported cmake Targets. SDL as a target is available only since 3.19, and it does not define IMPORTED_LOCATION
property.
So, the logical thing is to define those targets and properties.
A naive approach would possibly be to just copy the contents of FindSDL.cmake
from a newer cmake bundle and paste it with modifications.
But I would like to keep those files from a cmake bundle (or another good enough script from external source) intact and just wrap them.
So, the main CMakeLists.txt
would be like:
ANSWER
Answered 2021-Nov-14 at 20:04The first thing that comes to mind is to delete the current path from CMAKE_MODULE_PATH
before calling find_package()
, and then restore it.
QUESTION
I am currently working on an user interface with gtk. What I've done for now is that you can select an image from your file and display it with the button "open". The problem is that when I open a second image it add the image to the window without removing the current one. I would like to know how to change the displayed image when the user choose to open another image. My code:
...ANSWER
Answered 2021-Nov-30 at 21:09You can try multiple approaches.
Remove old image and add new image
Usegtk_container_get_children
to retrieve your old image if present and remove it usinggtk_container_remove
. Then add as you have done before.You can replace the content of the image
Again, usegtk_container_get_children
to retrieve your old image if present and replace the content usinggtk_image_set_from_pixbuf
.(additionally to 1 or 2 above)
You can also create an image already when you create the container and use the pointer to that image asuser_data
for your callback. That would remove the need for retrieving the child from your container.
QUESTION
I have a Game class that through its constructor initializes the window and the SDL renderer. I understand from what I read so far (not much) that there should only be one renderer for each window.
Then I have a Player class where through the constructor I want to load a texture with an image, for which I need the renderer, therefore, I put the renderer as the constructor parameter and in this way I am forced to pass from the constructor from Game the renderer to the Player constructor (since it instantiated the Player class in The Game class).
The fact is that the renderer is passed before being created, and I don't know if there is another way to invoke the constructor of the Player from Game, since it forces me to put it that way. I leave the code for you to see:
Game class:
...ANSWER
Answered 2021-Nov-26 at 21:51The only thing I can think of is not to create the texture through the constructor, but through a function, but it wouldn't be the right thing to do, right? that's what the constructor is for
Right. However, SDL is a C library so it doesn't use C++ RAII, which is responsible for construction/destruction. First, we call constructors in the member initializer list (: foo{}, bar{foo}
), which provides us with fully constructed member objects. Then, we do whatever we want in the constructor body ({ use(foo); }
). However, in your case the constructor body ({ SDL_CreateWindowAndRenderer(...); }
) is needed before member initialization (: player{renderer}
).
The question is how to call the Player constructor after the renderer has been created?
Construct all that SDL_
stuff before constructing the Player
:
QUESTION
I am using SDL2
and SDL_image.h
. My current attempt was trying to fit the .PNG image in a SDL_Rect
which only hid my image in the rectangle's area and thus did not work. I was following this tutorial to load the .PNG image. I'm looking to make the image stretch to the same size of the screen which is 640x480. This was my attempt:
ANSWER
Answered 2021-Nov-23 at 16:00Looking at documentation maybe you should try using SDL_BlitScaled
instead of SDL_BlitSurface
QUESTION
I am using Debian and i downloaded SDL_image.h succesfully. (sudo apt-get install libsdl2-image-dev)
I wrote a simple code to tell if it sees PNG images, but I'm getting an error.
Code:
...ANSWER
Answered 2021-Jul-31 at 07:21Edit: It seems from your latest edit that you've [already] solved your problem, so the following may be moot.
Install the development package for SDL2_image
[which it appears you've already done--sigh].
On fedora, this is:
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