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Add a way to reset render target to default (e.g. screen)
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@ -74,6 +74,11 @@ void Renderer::SetDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a) {
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throw Exception("SDL_SetRenderDrawColor failed");
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throw Exception("SDL_SetRenderDrawColor failed");
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}
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}
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void Renderer::SetTarget() {
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if (SDL_SetRenderTarget(renderer_, nullptr) != 0)
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throw Exception("SDL_SetRenderTarget failed");
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}
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void Renderer::SetTarget(Texture& texture) {
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void Renderer::SetTarget(Texture& texture) {
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if (SDL_SetRenderTarget(renderer_, texture.Get()) != 0)
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if (SDL_SetRenderTarget(renderer_, texture.Get()) != 0)
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throw Exception("SDL_SetRenderTarget failed");
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throw Exception("SDL_SetRenderTarget failed");
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@ -56,6 +56,7 @@ public:
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void Copy(Texture& texture, const Rect& srcrect, const Rect& dstrect, double angle, const Point& center, SDL_RendererFlip flip);
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void Copy(Texture& texture, const Rect& srcrect, const Rect& dstrect, double angle, const Point& center, SDL_RendererFlip flip);
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void SetDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a = 255);
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void SetDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a = 255);
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void SetTarget();
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void SetTarget(Texture& texture);
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void SetTarget(Texture& texture);
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void SetDrawBlendMode(SDL_BlendMode blendMode);
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void SetDrawBlendMode(SDL_BlendMode blendMode);
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