I\'m starting with SDL2 and having some trouble trying to understand what an SDL_Renderer is.
What is it? What does it do? What\'s the difference between SDL_Rendere
SDL_Window is the struct that holds all info about the Window itself: size, position, full screen, borders etc.
SDL_Renderer is a struct that handles all rendering. It is tied to a SDL_Window so it can only render within that SDL_Window. It also keeps track the settings related to the rendering. There are several important functions tied to the SDL_Renderer
SDL_SetRenderDrawColor(renderer, r, g, b, a);
This sets the color you clear the screen to ( see below )
SDL_RenderClear(renderer);
This clears the rendering target with the draw color set above
SDL_RenderCopy(
This is probably the function you'll be using the most, it's used for rendering a SDL_Texture and has the following parameters :
SDL_Renderer* renderer,SDL_Texture* texture,const SDL_Rect* srcrect,
The part of the texture you want to render, NULL if you want to render the entire texture const SDL_Rect* dstrect)SDL_Rect is smaller or larger than the dimensions of the texture itself, the texture will be stretched according to this SDL_Rect SDL_RenderPresent(renderer);The SDL_Renderer renders SDL_Texture, which stores the pixel information of one element. It's the new version of SDL_Surface which is much the same. The difference is mostly that SDL_Surface is just a struct containing pixel information, while SDL_Texture is an efficient, driver-specific representation of pixel data.
You can convert an SDL_Surface* to SDL_Texture using
SDL_Texture* SDL_CreateTextureFromSurface(SDL_Renderer* renderer,
SDL_Surface* surface)
After this, the SDL_Surface should be freed using
SDL_FreeSurface( SDL_Surface* surface )
Another important difference is that SDL_Surface uses software rendering (via CPU) while SDL_Texture uses hardware rendering (via GPU).
The simplest struct in SDL. It contains only four shorts. x, y which holds the position and w, h which holds width and height.
It's important to note that 0, 0 is the upper-left corner in SDL. So a higher y-value means lower, and the bottom-right corner will have the coordinate x + w, y + h
You can read more about SDL2 on my blog.
Think of SDL_Window as physical pixels, and SDL_Renderer and a place to store settings/context.
So you create a bunch of resources, and hang them off of the renderer; and then when its ready, you tell renderer to put it all together and send the results to the window.