/* libSDL2pp - C++11 bindings/wrapper for SDL2 Copyright (C) 2013-2015 Dmitry Marakasov This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #include #include #include #include #include #include #include #include #include #include using namespace SDL2pp; static const float pi = 3.14159265358979323846f; int main(int, char*[]) try { SDL sdl(SDL_INIT_VIDEO); SDLImage image(IMG_INIT_PNG); // optional Window window("libSDL2pp demo: loading", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_RESIZABLE); Renderer render(window, -1, SDL_RENDERER_ACCELERATED); // Load sprite texture; sprite1 and sprite2 are actually the same // however first one is loaded directly into texture, and second // one is loaded through an intermediary surface Surface surf(TESTDATA_DIR "/test.png"); Texture sprite1(render, TESTDATA_DIR "/test.png"); Texture sprite2(render, surf); sprite1.SetBlendMode(SDL_BLENDMODE_BLEND); sprite2.SetBlendMode(SDL_BLENDMODE_BLEND); render.SetDrawBlendMode(SDL_BLENDMODE_BLEND); while (1) { // Process input SDL_Event event; while (SDL_PollEvent(&event)) if (event.type == SDL_QUIT || (event.type == SDL_KEYDOWN && (event.key.keysym.sym == SDLK_ESCAPE || event.key.keysym.sym == SDLK_q))) return 0; // Clear screen render.SetDrawColor(255, 255, 255); render.Clear(); // Simple copy float angle = SDL_GetTicks() / 5000.0f * 2.0f * pi; render.Copy(sprite1, NullOpt, Rect(320 - 64, 240 - 64, 128, 128), angle / pi * 180.0f); render.Copy(sprite1, NullOpt, Rect(320 - 32 + (int)(std::sin(angle) * 40.0f), 240 - 32 + (int)(std::cos(angle) * 40.0f), 64, 64)); render.Copy(sprite2, NullOpt, Rect(320 - 32 - (int)(std::sin(angle) * 40.0f), 240 - 32 - (int)(std::cos(angle) * 40.0f), 64, 64)); render.Present(); // Frame limiter SDL_Delay(1); } return 0; } catch (std::exception& e) { std::cerr << "Error: " << e.what() << std::endl; return 1; }