Loading and Displaying Images

Implementing Image Zoom

How can I implement zooming functionality for images?

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Implementing zooming functionality for images in SDL2 involves manipulating the source and destination rectangles when blitting.

Here's how you can modify our Image class to support zooming:

#include <SDL.h>
#include <algorithm>
#include <iostream>
#include <string>

class Image {
public:
  Image(std::string File,
        SDL_PixelFormat* PreferredFormat =
          nullptr)
    : ImageSurface{SDL_LoadBMP(File.c_str())},
      ZoomLevel{1.0f} {
    // Constructor code remains the same
  }

  void Render(SDL_Surface* DestinationSurface,
              int x, int y) {
    int zoomedWidth = static_cast<int>(
      ImageSurface->w * ZoomLevel);
    int zoomedHeight = static_cast<int>(
      ImageSurface->h * ZoomLevel);

    SDL_Rect srcRect{
      0, 0, ImageSurface->w, ImageSurface->h};
    SDL_Rect destRect{
      x, y, zoomedWidth, zoomedHeight};

    SDL_BlitScaled(ImageSurface, &srcRect,
                   DestinationSurface,
                   &destRect);
  }

  void SetZoom(float zoom) {
    // Prevent negative or zero zoom
    ZoomLevel = std::max(0.1f, zoom);
  }

  float GetZoom() const { return ZoomLevel; }

  // Rest of the class remains unchanged

private:
  SDL_Surface* ImageSurface;
  float ZoomLevel;
};

int main() {
  SDL_Init(SDL_INIT_VIDEO);
  SDL_Window* window =
    SDL_CreateWindow("Zoomable Image",
                     SDL_WINDOWPOS_UNDEFINED,
                     SDL_WINDOWPOS_UNDEFINED,
                     800, 600, 0);
  SDL_Surface* screenSurface =
    SDL_GetWindowSurface(window);

  Image img{
    "example.bmp", screenSurface->format};

  bool quit = false;
  SDL_Event e;
  while (!quit) {
    while (SDL_PollEvent(&e) != 0) {
      if (e.type == SDL_QUIT) {
        quit = true;
      } else if (e.type == SDL_KEYDOWN) {
        switch (e.key.keysym.sym) {
        case SDLK_PLUS:
        case SDLK_KP_PLUS:
          // Zoom in
          img.SetZoom(img.GetZoom() * 1.1f);
          break;
        case SDLK_MINUS:
        case SDLK_KP_MINUS:
          // Zoom out
          img.SetZoom(img.GetZoom() / 1.1f);
          break;
        }
      }
    }

    SDL_FillRect(screenSurface, nullptr,
      SDL_MapRGB(
        screenSurface->format,
        255, 255, 255
      )
    );
    // Center of 800x600 window
    img.Render(screenSurface, 400, 300);
    SDL_UpdateWindowSurface(window);
  }

  SDL_DestroyWindow(window);
  SDL_Quit();
  return 0;
}

In this implementation, we've added a ZoomLevel member to our Image class. The SetZoom() method allows us to change the zoom level, while GetZoom() lets us retrieve the current zoom level.

The Render() method now calculates the zoomed dimensions and uses SDL_BlitScaled() to draw the image at the correct size. In the main loop, we handle keyboard events to zoom in and out using the plus and minus keys.

For a more advanced zoom implementation, you might want to:

  1. Implement smooth zooming by interpolating between zoom levels over time.
  2. Add panning functionality to navigate zoomed images larger than the screen.
  3. Optimize performance by pre-rendering zoomed versions of the image at common zoom levels.

Remember, frequent scaling operations can be computationally expensive. For complex scenes or low-end devices, consider using texture rendering with SDL's GPU acceleration features for better performance.

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

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