Lazy Foo' Productions

Setting up SDL Extensions in Anjuta

Last Updated 12/09/07
1) Open up your SDL project go to the compiler and linker settings:

2)Under the libraries tab, add in:
SDL_image

If you were linking SDL_ttf you'd put
SDL_ttf
If you were linking SDL_mixer you'd put
SDL_mixer
etc, etc.

3)To use SDL_image make sure to include the header file.
#include "SDL/SDL_image.h"
If you were setting up SDL_ttf you'd put
#include "SDL/SDL_ttf.h"
If you were setting up SDL_mixer you'd put
#include "SDL/SDL_mixer.h"
etc, etc.

Now the extension library is all set up.
Now you can use SDL_image functions.

The main one you want to know about is IMG_Load().
SDL_Surface *load_image( std::string filename ) { //The image that's loaded SDL_Surface* loadedImage = NULL; //The optimized image that will be used SDL_Surface* optimizedImage = NULL; //Load the image using SDL_image loadedImage = IMG_Load( filename.c_str() ); //If the image loaded if( loadedImage != NULL ) { //Create an optimized image optimizedImage = SDL_DisplayFormat( loadedImage ); //Free the old image SDL_FreeSurface( loadedImage ); } //Return the optimized image return optimizedImage; }
Here is a revised version of the image loading function from the previous tutorial.

As you can see IMG_Load() functions exactly the same as SDL_LoadBMP(), but there's one big exception: IMG_Load() can load BMP, PNM, XPM, LBM, PCX, GIF, JPEG, TGA and PNG files.

From this tutorial on, PNG image files will be the primary image format used. PNGs have excellent lossless compression.
Download the media and source code for this tutorial here.

I highly recommend that you download the documentation for SDL_image and keep it handy.

It can be found here.

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