Setting negative values for x and y in the destination rectangle in SDL2 can lead to interesting and sometimes unexpected results. Let's explore what happens and how we can use this knowledge:
#include <SDL.h>
#include <iostream>
class Image {
public:
Image(const char* file) : surface{
SDL_LoadBMP(file)} {
if (!surface) {
std::cerr << "Failed to load image: " <<
SDL_GetError() << '\n';
}
}
void Render(SDL_Surface* destSurface, int x,
int y) {
if (!surface || !destSurface) return;
SDL_Rect srcRect{
0, 0, surface->w, surface->h};
SDL_Rect destRect{
x, y, surface->w, surface->h};
SDL_BlitSurface(surface, &srcRect,
destSurface, &destRect);
std::cout << "Rendered area: x=" << destRect
.x << ", y=" << destRect.y
<< ", w=" << destRect.w << ", h=" <<
destRect.h << '\n';
}
private:
SDL_Surface* surface;
};
int main() {
SDL_Init(SDL_INIT_VIDEO);
SDL_Window* window =
SDL_CreateWindow(
"Negative Coordinates Test",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED, 640, 480, 0);
SDL_Surface* screenSurface =
SDL_GetWindowSurface(window);
Image img{"example.bmp"};
// Test different coordinates
img.Render(screenSurface, 0, 0);
// Normal rendering
img.Render(screenSurface, -50, -50);
// Partially off-screen
img.Render(screenSurface, -200, -200);
// Mostly off-screen
SDL_UpdateWindowSurface(window);
SDL_Delay(3000); // Display for 3 seconds
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
When you set negative values for x and y in the destination rectangle, SDL2 will attempt to render the image at those coordinates. This means part of the image may be rendered off-screen. Here's what happens in different scenarios:
The Render()
method in our example prints out the actual rendered area after blitting. This can help you understand what's happening:
// Fully visible
Rendered area: x=0, y=0, w=100, h=100
// Partially visible
Rendered area: x=0, y=0, w=50, h=50
// Not visible at all
Rendered area: x=0, y=0, w=0, h=0
Using negative coordinates can be useful in several scenarios:
Remember that while SDL2 handles negative coordinates gracefully, it's generally a good practice to check your rendering coordinates to ensure they produce the desired visual effect and don't waste resources rendering invisible content.
Answers to questions are automatically generated and may not have been reviewed.
Learn to precisely control image display using source and destination rectangles.