Merge branch 'readme-vs-doxygen'

This commit is contained in:
Dmitry Marakasov 2015-03-16 23:52:35 +03:00
commit 78ccebea38
2 changed files with 59 additions and 53 deletions

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@ -859,7 +859,7 @@ IMAGE_PATH =
# code is scanned, but not when the output code is generated. If lines are added
# or removed, the anchors will not be placed correctly.
INPUT_FILTER =
INPUT_FILTER = "sed -e '/^\[!\[/d' -e '/^```/,/^```/ s|^| &|' -e '/^ ```/ d'"
# The FILTER_PATTERNS tag can be used to specify filters on a per file pattern
# basis. Doxygen will compare the file name with each pattern and apply the
@ -868,7 +868,7 @@ INPUT_FILTER =
# filters are used. If the FILTER_PATTERNS tag is empty or if none of the
# patterns match the file name, INPUT_FILTER is applied.
FILTER_PATTERNS =
FILTER_PATTERNS = *.md
# If the FILTER_SOURCE_FILES tag is set to YES, the input filter (if set using
# INPUT_FILTER ) will also be used to filter the input files that are used for

108
README.md
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@ -7,66 +7,68 @@ This library provides C++11 bindings/wrapper for SDL2 and satellite libraries.
## Synopsis ##
try {
using namespace SDL2pp;
```c++
try {
using namespace SDL2pp;
// Init SDL; will be automatically deinitialized when the object is destroyed
SDL sdl(SDL_INIT_VIDEO);
// Init SDL; will be automatically deinitialized when the object is destroyed
SDL sdl(SDL_INIT_VIDEO);
// Likewise, init SDL_ttf library
SDLTTF sdl_ttf;
// Likewise, init SDL_ttf library
SDLTTF sdl_ttf;
// Straightforward wrappers around corresponding SDL2 objects
// These take full care of proper object destruction and error checking
Window window("libSDL2pp demo",
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
640, 480, SDL_WINDOW_RESIZABLE);
Renderer renderer(window, -1, SDL_RENDERER_ACCELERATED);
Texture sprite1(renderer, SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STATIC, 16, 16);
Texture sprite2(renderer, "sprite.png"); // SDL_image support
// Straightforward wrappers around corresponding SDL2 objects
// These take full care of proper object destruction and error checking
Window window("libSDL2pp demo",
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
640, 480, SDL_WINDOW_RESIZABLE);
Renderer renderer(window, -1, SDL_RENDERER_ACCELERATED);
Texture sprite1(renderer, SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STATIC, 16, 16);
Texture sprite2(renderer, "sprite.png"); // SDL_image support
Font font("Vera.ttf", 20); // SDL_ttf font
Font font("Vera.ttf", 20); // SDL_ttf font
// Create texture from surface containing text rendered by SDL_ttf
Texture text(renderer, font.RenderText_Solid("Hello, world!",
SDL_Color{255, 255, 255, 255}));
// Create texture from surface containing text rendered by SDL_ttf
Texture text(renderer, font.RenderText_Solid("Hello, world!",
SDL_Color{255, 255, 255, 255}));
unsigned char pixels[16 * 16 * 4];
unsigned char pixels[16 * 16 * 4];
// Note proper constructor for Rect
sprite1.Update(Rect(0, 0, 16, 16), pixels, 16 * 4);
// Note proper constructor for Rect
sprite1.Update(Rect(0, 0, 16, 16), pixels, 16 * 4);
// Most setter methods are chainable
renderer.SetLogicalSize(640, 480).SetRenderColor(0, 16, 32).Clear();
// Most setter methods are chainable
renderer.SetLogicalSize(640, 480).SetRenderColor(0, 16, 32).Clear();
// Also note a safe way to specify null rects and points
renderer.Copy(sprite1, NullOpt, NullOpt);
// Also note a safe way to specify null rects and points
renderer.Copy(sprite1, NullOpt, NullOpt);
// There are multiple convenient ways to construct e.g. a Rect;
// Objects provide extensive set of getters
renderer.Copy(text, NullOpt, Rect(Point(0, 0), text.GetSize()));
// There are multiple convenient ways to construct e.g. a Rect;
// Objects provide extensive set of getters
renderer.Copy(text, NullOpt, Rect(Point(0, 0), text.GetSize()));
// Copy() is overloaded, providing access to both SDL_RenderCopy and SDL_RenderCopyEx
renderer.Copy(sprite2, NullOpt, NullOpt, 45.0);
// Copy() is overloaded, providing access to both SDL_RenderCopy and SDL_RenderCopyEx
renderer.Copy(sprite2, NullOpt, NullOpt, 45.0);
renderer.Present();
renderer.Present();
// You can still access wrapped C SDL types
SDL_Renderer* sdl_renderer = renderer.Get();
// You can still access wrapped C SDL types
SDL_Renderer* sdl_renderer = renderer.Get();
// Of course, C SDL2 API is still perfectly valid
SDL_Delay(2000);
// Of course, C SDL2 API is still perfectly valid
SDL_Delay(2000);
// All SDL objects are released at this point or if an error occurs
} catch (SDL2pp::Exception& e) {
// Exception stores SDL_GetError() result and name of function which failed
std::cerr << "Error in: " << e.GetSDLFunction() << std::endl;
std::cerr << " Reason: " << e.GetSDLError() << std::endl;
} catch (std::exception& e) {
// This also works (e.g. "SDL_Init failed: No available video device")
std::cerr << e.what() << std::endl;
}
// All SDL objects are released at this point or if an error occurs
} catch (SDL2pp::Exception& e) {
// Exception stores SDL_GetError() result and name of function which failed
std::cerr << "Error in: " << e.GetSDLFunction() << std::endl;
std::cerr << " Reason: " << e.GetSDLError() << std::endl;
} catch (std::exception& e) {
// This also works (e.g. "SDL_Init failed: No available video device")
std::cerr << e.what() << std::endl;
}
```
## Features ##
@ -165,19 +167,23 @@ still recommended).
Just place the library into dedicated directory in your project
(for example, extlib/libSDL2pp) and add
SET(SDL2PP_WITH_IMAGE ON) # if you need SDL_image support
SET(SDL2PP_WITH_TTF ON) # if you need SDL_ttf support
ADD_SUBDIRECTORY(extlib/libSDL2pp)
```cmake
SET(SDL2PP_WITH_IMAGE ON) # if you need SDL_image support
SET(SDL2PP_WITH_TTF ON) # if you need SDL_ttf support
ADD_SUBDIRECTORY(extlib/libSDL2pp)
```
into your core CMakeLists.txt. This will act as similar to what
FIND_PACKAGE usually does, and will provide ${SDL2PP_INCLUDE_DIRS}
and ${SDL2PP_LIBRARIES} variables for your project. You will then
be able to use them as usual:
INCLUDE_DIRECTORIES(${SDL2PP_INCLUDE_DIRS})
```cmake
INCLUDE_DIRECTORIES(${SDL2PP_INCLUDE_DIRS})
ADD_EXECUTABLE(mytarget ...)
TARGET_LINK_LIBRARIES(mytarget ${SDL2PP_LIBRARIES})
ADD_EXECUTABLE(mytarget ...)
TARGET_LINK_LIBRARIES(mytarget ${SDL2PP_LIBRARIES})
```
if bundled, libSDL2pp does not build examples and becomes a static
library, providing required SDL2 includes/libs in the mentioned