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SDL::Tutorial::Images(User Contributed Perl DocumentatSDL::Tutorial::Images(3)

NAME
       SDL::Tutorial::Images

SYNOPSIS
	       # to read this tutorial
	       $ perldoc SDL::Tutorial::Images

	       # to create a demo animation program based on this tutorial
	       $ perl -MSDL::Tutorial::Images=sdl_images.pl -e 1

ANIMATING IMAGES
       Since you're already familiar with the concepts behind animation, it's
       time to learn how to work with images.  As usual, the important point
       is that computer animation is just simulating motion by painting
       several slightly different frames to the screen every second.

       There are two ways to vary an image on screen.  One is to change its
       coordinates so it's at a slightly different position.  This is very
       easy to do; it's just like animating a rectangle.  The other way is to
       change the image itself so it's slightly different.  This is a little
       more difficult, as you'll need to draw the alternate image beforehand
       somehow.

   Loading Images
       As usual, start with an SDL::App object representing the image window.
       Then preload the image file.  This is easy; just pass the "name"
       parameter to the SDL::Surface constructor:

	       use SDL::Surface;

	       my $frame = SDL::Surface->new( -name => 'frame1.png' );

       Note: you'll need to have compiled SDL Perl (and probably SDL) to
       support JPEG and PNG files for this to work.

       That's it; now you have an SDL::Surface object containing the image.
       You can use the "height()", "width()", and "bpp()" methods to retrieve
       its height, width, and bits per pixel, if you need them.

   Displaying Images
       Drawing an image onto the screen requires blitting it from one surface
       to another.  (Remember, "blitting" means copying bits in memory.)  The
       "blit()" method of SDL::Surface objects comes in handy.	Its arguments
       are a little odd, though.  Assuming $app is the SDL::App object, as
       usual:

	       use SDL::Rect;

	       my $frame_rect = SDL::Rect->new(
		       -height => $frame->height(),
		       -width  => $frame->width(),
		       -x      => 0,
		       -y      => 0,
	       );

	       my $dest_rect  = SDL::Rect->new(
		       -height => $frame->height(),
		       -width  => $frame->width(),
		       -x      => 0,
		       -y      => 0,
	       );

	       $frame->blit( $frame_rect, $app, $dest_rect );
	       $app->update( $dest_rect );

       Here we have two SDL::Rect objects which represent rectangular regions
       of a Surface.  $frame_rect represents the entire area of $frame, while
       $dest_rect represents the area of the main window in which to blit the
       frame.  This may be clearer with more descriptive variable names:

	       $source_surface->blit(
		       $area_of_source_to_blit,
		       $destination_surface,
		       $destination_area
	       );

       As usual, call "update()" on $app to see the change.

       Requiring the source and destination Rect objects may seem tedious in
       this simple example, but it's highly useful for copying only part of
       surface to part of another.  For example, animating this image is a
       matter of changing the "x" and "y" coordinates of $dest_rect:

	       for my $x ( 1 .. 100 )
	       {
		       $dest_rect->x( $x );
		       $frame->blit( $frame_rect, $app, $dest_rect );
		       $app->update( $dest_rect );
	       }

       Of course, you'll have to redraw all or part of the screen to avoid
       artifacts, as discussed in the previous tutorial.

   Multi-Image Animation
       That covers moving a single image around the screen.  What if you want
       something more?	For example, what if you want to animate a stick
       figure walking?

       You'll need several frames, just as in a flip-book.  Each frame should
       be slightly different than the one before it.  It's probably handy to
       encapsulate all of this in a "Walker" class:

	       package Walker;

	       use SDL::Surface;

	       sub new
	       {
		       my ($class, @images) = @_;
		       my $self = [ map { SDL::Surface->new( -name => $_ ) } @images ];

		       bless $self, $class;
	       }

	       sub next_frame
	       {
		       my $self	 = shift;
		       my $frame = shift @$self;

		       push @$self, $frame;
		       return $frame;
	       }

       To use this class, instantiate an object:

	       my $walker = Walker->new( 'frame1.png', 'frame2.png', 'frame3.png' );

       Then call "next_frame()" within the loop:

	       for my $x ( 1 .. 100 )
	       {
		       my $frame = $walker->next_frame();

		       $dest_rect->x( $x );
		       $frame->blit( $frame_rect, $app, $dest_rect );
		       $app->update( $dest_rect );
	       }

       Again, the rest of the frame drawing is missing from this example so as
       not to distract from this technique.  You'll probably want to abstract
       the undrawing and redrawing into a separate subroutine so you don't
       have to worry about it every time.

       It'd be easy to make "next_frame()" much smarter, selecting an image
       appropriate to the direction of travel, using a bored animation when
       the character is no longer moving, or adding other characteristics to
       the character.  As you can see, the hard part of this technique is
       generating the images beforehand.  That can add up to a tremendous
       amount of art and that's one reason for the popularity of 3D models...
       but that's another tutorial much further down the road.

       More importantly, it's time to discuss how to make these animations run
       more smoothly.  More on that next time.

SEE ALSO
       SDL::Tutorial
	   basic SDL tutorial

       SDL::Tutorial::Animation
	   non-image animation

AUTHOR
       chromatic, <chromatic@wgz.org>

       Written for and maintained by the Perl SDL project,
       <http://sdl.perl.org/>.

BUGS
       No known bugs.

COPYRIGHT
       Copyright (c) 2004, chromatic.  All rights reserved.  This module is
       distributed under the same terms as Perl itself, in the hope that it is
       useful but certainly under no guarantee.

perl v5.14.1			  2011-07-18	      SDL::Tutorial::Images(3)
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