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Use surface in example
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@ -27,6 +27,7 @@
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#include <SDL2pp/Window.hh>
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#include <SDL2pp/Renderer.hh>
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#include <SDL2pp/Texture.hh>
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#include <SDL2pp/Surface.hh>
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#include <SDL2pp/Exception.hh>
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using namespace SDL2pp;
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@ -36,9 +37,16 @@ int Run() {
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Window window("libSDL2pp demo: loading", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_RESIZABLE);
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Renderer render(window, -1, SDL_RENDERER_ACCELERATED);
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// Load sprite texture
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Texture sprite(render, TESTDATA_DIR "/test.png");
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sprite.SetBlendMode(SDL_BLENDMODE_BLEND);
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// Load sprite texture; sprite1 and sprite2 are actually the same
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// however first one is loaded directly into texture, and second
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// one is loaded through an intermediary surface
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Surface surf(TESTDATA_DIR "/test.png");
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Texture sprite1(render, TESTDATA_DIR "/test.png");
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Texture sprite2(render, surf);
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sprite1.SetBlendMode(SDL_BLENDMODE_BLEND);
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sprite2.SetBlendMode(SDL_BLENDMODE_BLEND);
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render.SetDrawBlendMode(SDL_BLENDMODE_BLEND);
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@ -55,9 +63,9 @@ int Run() {
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// Simple copy
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float angle = SDL_GetTicks() / 5000.0 * 2.0 * M_PI;
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render.Copy(sprite, NullOpt, Rect(320 - 64, 240 - 64, 128, 128), angle / M_PI * 180.0);
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render.Copy(sprite, NullOpt, Rect(320 - 32 + sin(angle) * 40, 240 - 32 + cos(angle) * 40, 64, 64));
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render.Copy(sprite, NullOpt, Rect(320 - 32 - sin(angle) * 40, 240 - 32 - cos(angle) * 40, 64, 64));
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render.Copy(sprite1, NullOpt, Rect(320 - 64, 240 - 64, 128, 128), angle / M_PI * 180.0);
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render.Copy(sprite1, NullOpt, Rect(320 - 32 + sin(angle) * 40, 240 - 32 + cos(angle) * 40, 64, 64));
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render.Copy(sprite2, NullOpt, Rect(320 - 32 - sin(angle) * 40, 240 - 32 - cos(angle) * 40, 64, 64));
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render.Present();
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