Expanding the Image API

Understanding the MatchAspectRatio Function

Can you explain how the MatchAspectRatio function works in more detail?

Abstract art representing computer programming

Certainly! The MatchAspectRatio function is a crucial part of our Image class, especially when dealing with the ScalingMode::Contain option. Let's break it down step by step to understand how it works.

First, let's look at the function signature:

SDL_Rect Image::MatchAspectRatio(
  const SDL_Rect& Source,
  const SDL_Rect& Target) const {
  // Implementation...
}

This function takes two SDL_Rect structures as input:

  • Source: Represents the original image dimensions
  • Target: Represents the desired dimensions

The goal is to fit the source image into the target area while maintaining its aspect ratio. Let's go through the implementation:

float TargetRatio{
  Target.w / static_cast<float>(Target.h)};
float SourceRatio{
  Source.w / static_cast<float>(Source.h)};

Here, we calculate the aspect ratios of both the target and source rectangles. We use static_cast<float> to ensure floating-point division.

SDL_Rect ReturnValue = Source;

We start with a copy of the source rectangle. We'll modify this and return it at the end.

if (SourceRatio < TargetRatio) {
  ReturnValue.h = static_cast<int>(
    Source.w / TargetRatio);
} else {
  ReturnValue.w = static_cast<int>(
    Source.h * TargetRatio);
}

This is the core of the function. Let's break it down:

  1. If SourceRatio < TargetRatio, it means the source image is taller relative to its width than the target area. In this case, we need to fit the width and adjust the height.
  2. Otherwise, the source image is wider relative to its height than the target area. We fit the height and adjust the width.

Let's visualize this with an example:

int main() {
  // 4:3 aspect ratio
  SDL_Rect Source{0, 0, 800, 600};

  // 16:9 aspect ratio
  SDL_Rect Target{0, 0, 1920, 1080};

  Image MyImage{"example.png"};
  SDL_Rect Result = MyImage.MatchAspectRatio(
    Source, Target
  );

  std::cout << "Original: "
    << Source.w << "x" << Source.h << "\n";
  std::cout << "Target: "
    << Target.w << "x" << Target.h << "\n";
  std::cout << "Result: "
    << Result.w << "x" << Result.h << "\n";
}
Original: 800x600
Target: 1920x1080
Result: 1440x1080

In this case, SourceRatio (4:3) is less than TargetRatio (16:9), so we fit the height and adjust the width.

The function ensures that the image fits within the target area while maintaining its original aspect ratio. This prevents stretching or distortion of the image.

Potential Improvements

While our current implementation works well, there are some potential improvements we could consider:

  1. Rounding: We're currently using static_cast<int>, which truncates. We might want to round instead for more accurate results.
  2. Centering: Our function doesn't center the result within the target area. We could add this functionality.
  3. Error Handling: We might want to add checks for zero dimensions to prevent division by zero.

Here's how we might implement these improvements:

SDL_Rect Image::MatchAspectRatio(
  const SDL_Rect& Source, const SDL_Rect& Target
) const {
  if (Source.w == 0 || Source.h == 0 ||
    Target.w == 0 || Target.h == 0
  ) {
    // Return empty rect for invalid inputs
    return {0, 0, 0, 0};
  }

  float TargetRatio{
    Target.w / static_cast<float>(Target.h)};
  float SourceRatio{
    Source.w / static_cast<float>(Source.h)};

  SDL_Rect Result;
  if (SourceRatio < TargetRatio) {
    Result.h = Target.h;
    Result.w = static_cast<int>(
      std::round(Target.h * SourceRatio));
  } else {
    Result.w = Target.w;
    Result.h = static_cast<int>(
      std::round(Target.w / SourceRatio));
  }

  // Center the result within the target area
  Result.x = (Target.w - Result.w) / 2;
  Result.y = (Target.h - Result.h) / 2;

  return Result;
}

This improved version handles error cases, uses rounding for more accurate results, and centers the resulting image within the target area.

Answers to questions are automatically generated and may not have been reviewed.

sdl2-promo.jpg
Part of the course:

Game Dev with SDL2

Learn C++ and SDL development by creating hands on, practical projects inspired by classic retro games

Free, unlimited access

This course includes:

  • 51 Lessons
  • 100+ Code Samples
  • 91% Positive Reviews
  • Regularly Updated
  • Help and FAQ
Free, Unlimited Access

Professional C++

Comprehensive course covering advanced concepts, and how to use them on large-scale projects.

Screenshot from Warhammer: Total War
Screenshot from Tomb Raider
Screenshot from Jedi: Fallen Order
Contact|Privacy Policy|Terms of Use
Copyright © 2024 - All Rights Reserved