Animated UI Transitions in SDL

How can I create animated transitions between different UI states or screens?

Creating animated transitions between UI states or screens can greatly enhance the user experience. In SDL, we can achieve this by implementing a simple animation system. Here's how you can create basic animated transitions:

First, let's define an Animation class:

#include <SDL.h>
#include <functional>

class Animation {
private:
  Uint32 startTime;
  Uint32 duration;
  std::function<void(float)> updateFunc;
  bool isComplete{false};

public:
  Animation(Uint32 durationMs,
            std::function<void(float)> update)
    : duration{durationMs},
      updateFunc{update} {}

  void Start() {
    startTime = SDL_GetTicks();
    isComplete = false;
  }

  void Update() {
    if (isComplete)
      return;

    Uint32 currentTime = SDL_GetTicks();
    Uint32 elapsedTime =
        currentTime - startTime;

    if (elapsedTime >= duration) {
      updateFunc(1.0f);
      isComplete = true;
    } else {
      float progress =
          static_cast<float>(elapsedTime) /
          duration;
      updateFunc(progress);
    }
  }

  bool IsComplete() const { return isComplete; }
};

Now, let's create a Screen base class and two example screens:

class Screen {
public:
  virtual void Update() = 0;
  virtual void Render(SDL_Surface* surface) = 0;
};

class MenuScreen : public Screen {
private:
  SDL_Rect bounds;
  float alpha{1.0f};

public:
  MenuScreen(int w, int h)
    : bounds{0, 0, w, h} {}

  void Update() override {}

  void Render(SDL_Surface* surface) override {
    SDL_Rect fillRect = bounds;
    fillRect.w =
        static_cast<int>(bounds.w * alpha);
    SDL_FillRect(surface, &fillRect,
                 SDL_MapRGB(surface->format,
                            200, 100, 100));
  }

  void SetAlpha(float a) { alpha = a; }
};

class GameScreen : public Screen {
private:
  SDL_Rect bounds;
  float alpha{0.0f};

public:
  GameScreen(int w, int h)
    : bounds{0, 0, w, h} {}

  void Update() override {}

  void Render(SDL_Surface* surface) override {
    SDL_Rect fillRect = bounds;
    fillRect.w =
        static_cast<int>(bounds.w * alpha);
    SDL_FillRect(surface, &fillRect,
                 SDL_MapRGB(surface->format,
                            100, 200, 100));
  }

  void SetAlpha(float a) { alpha = a; }
};

Finally, let's implement the main application loop with transitions:

#include <iostream>
#include <memory>

class Application {
private:
  std::unique_ptr<Screen> currentScreen;
  std::unique_ptr<Screen> nextScreen;
  std::unique_ptr<Animation> transition;
  bool isTransitioning{false};

public:
  Application(int w, int h) {
    currentScreen =
        std::make_unique<MenuScreen>(w, h);
  }

  void HandleEvent(const SDL_Event& event) {
    if (event.type == SDL_KEYDOWN &&
        event.key.keysym.sym == SDLK_SPACE) {
      if (!isTransitioning) {
        StartTransition(
            std::make_unique<GameScreen>(800,
              600));
      }
    }
  }

  void StartTransition(
      std::unique_ptr<Screen> newScreen) {
    nextScreen = std::move(newScreen);
    isTransitioning = true;

    transition = std::make_unique<Animation>(
        1000, [this](float progress) {
          dynamic_cast<MenuScreen*>(
                currentScreen.get())
              ->SetAlpha(1.0f - progress);
          dynamic_cast<GameScreen*>(
                nextScreen.get())
              ->SetAlpha(progress);
        });

    transition->Start();
  }

  void Update() {
    if (isTransitioning) {
      transition->Update();
      if (transition->IsComplete()) {
        currentScreen = std::move(nextScreen);
        isTransitioning = false;
      }
    }
    currentScreen->Update();
  }

  void Render(SDL_Surface* surface) {
    SDL_FillRect(surface, nullptr,
                 SDL_MapRGB(surface->format,
                            255, 255, 255));
    currentScreen->Render(surface);
    if (isTransitioning) {
      nextScreen->Render(surface);
    }
  }
};

int main(int argc, char* argv[]) {
  if (SDL_Init(SDL_INIT_VIDEO) < 0) {
    std::cerr << "SDL could not initialize! "
        "SDL_Error: "
        << SDL_GetError() << "\n";
    return 1;
  }

  SDL_Window* window = SDL_CreateWindow(
      "SDL Transitions",
      SDL_WINDOWPOS_UNDEFINED,
      SDL_WINDOWPOS_UNDEFINED, 800, 600,
      SDL_WINDOW_SHOWN);
  if (window == nullptr) {
    std::cerr << "Window could not be created! "
        "SDL_Error: "
        << SDL_GetError() << "\n";
    return 1;
  }

  SDL_Surface* screenSurface =
      SDL_GetWindowSurface(window);

  Application app(800, 600);

  SDL_Event e;
  bool quit = false;

  while (!quit) {
    while (SDL_PollEvent(&e) != 0) {
      if (e.type == SDL_QUIT) { quit = true; }
      app.HandleEvent(e);
    }

    app.Update();
    app.Render(screenSurface);
    SDL_UpdateWindowSurface(window);
  }

  SDL_DestroyWindow(window);
  SDL_Quit();

  return 0;
}

This implementation creates a simple transition between a menu screen and a game screen. The transition is triggered by pressing the space bar. The Animation class handles the progress of the transition, updating the alpha values of both screens.

In a real-world application, you'd want to expand on this basic framework:

  • Implement more complex animations (e.g., sliding, fading, scaling)
  • Use more sophisticated rendering techniques (e.g., SDL's hardware-accelerated rendering)
  • Create a more robust screen management system
  • Add support for reversible transitions

Remember to handle edge cases, such as rapid screen changes or interrupting an ongoing transition. Also, consider using easing functions to create more natural-looking animations.

This example provides a foundation for creating smooth transitions between different UI states or screens in your SDL application, enhancing the overall user experience.

Structuring SDL Programs

Discover how to organize SDL components using manager classes, inheritance, and polymorphism for cleaner code.

Questions & Answers

Answers are generated by AI models and may not have been reviewed. Be mindful when running any code on your device.

Using Inheritance Without Polymorphism in SDL/C++
Do I *have* to use polymorphism if I use inheritance?
Removing UI Components from a std::vector in SDL/C++
How would I remove a component from the UI manager's std::vector?
The virtual Keyword and Polymorphism in C++
What does the virtual keyword do, and why might I need it for polymorphism in SDL UI components?
How C++ Calls the Correct Method with virtual Functions (Dynamic Dispatch)
How does the computer know whether to call Rectangle::Render() or GreenRectangle::Render() when using pointers?
Controlling Drawing Order for Overlapping UI Components in SDL
How is the drawing order determined if components overlap in this UI structure?
Importance of Event Handling Order for UI Components in SDL
Does the order I call HandleEvent() on children matter?
Implementing Resizable UI Components in SDL
What's the best way to handle resizable UI components in SDL?
Creating a Scrollable Container in SDL
How do I create a scrollable container for UI elements that exceed the window size?
Implementing a Modal Dialog in SDL UI
How would I implement a modal dialog box using this component hierarchy?
Ask Your Own Question
Temporarily unavailable while we roll out updates. Back in a few days!