I agree with the commenters about dedicated texture loader being a correct solution, but if you only want this behavior for one particular texture it may be an overkill. In that case you can write a separate function which loads this particular texture and make sure it is only called once.
Alternatively, you can use static variables. If a variable declared in a function is marked as static
it will retain its value across calls to that function. You can find a simple example here (it's a tutorial-grade source but it shows basic usage) or here (SO source).
By modifying your code ever so slightly you should be able to make sure that the texture is loaded only once. By marking a pointer to it as static
you ensure that its value (so address of the loaded texture) is not lost bewteen calls to the function. Afterwards the pointer will live in memory until the program terminates. Thanks to this, we do not have to free the texture's memory (unless you explicitly want to free it at some point, but then the texture manager is probably a better idea). A memory leak will not occur, since we are never going to lose the reference to the texture.
void Display_nosignal(SDL_Texture* Scene, SDL_Renderer* Rendu)
{
static SDL_Texture* Scene_cache = NULL; // Introduce a variable which remembers the texture across function calls
SDL_Rect dest = {416, 0, 416, 416};
SDL_Rect dest2 = {SCENE};
SDL_SetRenderTarget(Rendu, Scene);
SDL_Rect src = {(1200-500)/2,0,500,545};
if (Scene_cache == NULL) // First time we call the function, Scene_cache will be NULL, but in next calls it will point to a loaded texture
{
Scene_cache = IMG_LoadTexture(Rendu, "mages/No_Signal.jpg"); // If Scene_cache is NULL we load the texture
if (Scene_cache == NULL){printf("Erreur no signal : %s\n", SDL_GetError());}
}
Scene = Scene_cache; // Set Scene to point to the loaded texture
SDL_RenderCopy(Rendu, Scene, NULL, &src);
SDL_SetRenderTarget(Rendu, NULL);
}
If you care about performance and memory usage etc you should read about consequences of static
variables, for instance their impact on cache and how they work internally. This might be considered a "dirty hack" but it might be just enough for a small project that does not need bigger solutions.