/* 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 using namespace SDL2pp; #define RGBA(r, g, b, a) r, g, b, a static const unsigned char pixels[4 * 4 * 4] = { RGBA(0xff, 0x00, 0x00, 0xff), RGBA(0xff, 0x80, 0x00, 0xff), RGBA(0xff, 0xff, 0x00, 0xff), RGBA(0x80, 0xff, 0x00, 0xff), RGBA(0xff, 0x00, 0x80, 0xff), RGBA(0xff, 0xff, 0xff, 0xff), RGBA(0x00, 0x00, 0x00, 0x00), RGBA(0x00, 0xff, 0x00, 0xff), RGBA(0xff, 0x00, 0xff, 0xff), RGBA(0x00, 0x00, 0x00, 0x00), RGBA(0x00, 0x00, 0x00, 0xff), RGBA(0x00, 0xff, 0x80, 0xff), RGBA(0x80, 0x00, 0xff, 0xff), RGBA(0x00, 0x00, 0xff, 0xff), RGBA(0x00, 0x80, 0xff, 0xff), RGBA(0x00, 0xff, 0xff, 0xff), }; enum { MY_SPRITE_SIZE = 4, MY_SCREEN_WIDTH = 640, MY_SCREEN_HEIGHT = 480, MY_RENDERTARGET_SIZE = 512, }; int main() try { SDL sdl(SDL_INIT_VIDEO); Window window("libSDL2pp demo: sprites", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, MY_SCREEN_WIDTH, MY_SCREEN_HEIGHT, SDL_WINDOW_RESIZABLE); Renderer render(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE); render.SetDrawBlendMode(SDL_BLENDMODE_BLEND); // Necessary checks according to SDL docs SDL_RendererInfo ri; render.GetInfo(ri); if (!(ri.flags & SDL_RENDERER_TARGETTEXTURE)) { std::cerr << "Sorry, your renderer doesn't support texture targets" << std::endl; return 1; } // Sprite data Texture sprite(render, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STATIC, MY_SPRITE_SIZE, MY_SPRITE_SIZE); sprite.Update(NullOpt, pixels, MY_SPRITE_SIZE * MY_SPRITE_SIZE); sprite.SetBlendMode(SDL_BLENDMODE_BLEND); // Two render target textures Texture target1(render, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, MY_RENDERTARGET_SIZE, MY_RENDERTARGET_SIZE); target1.SetBlendMode(SDL_BLENDMODE_BLEND); Texture target2(render, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, MY_RENDERTARGET_SIZE, MY_RENDERTARGET_SIZE); target2.SetBlendMode(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; // Note we fill with transparent color, not black render.SetDrawColor(0, 0, 0, 0); // Fill base texture with sprite texture render.SetTarget(target1); render.Clear(); render.Copy(sprite); // Repeat several cycles of flip-flop tiling for (int i = 0; i < 4; i++) { render.SetTarget(target2); render.Clear(); render.Copy(target1, NullOpt, Rect(0, 0, MY_RENDERTARGET_SIZE / 2, MY_RENDERTARGET_SIZE / 2), SDL_GetTicks() / 10000.0 * 360.0); render.Copy(target1, NullOpt, Rect(MY_RENDERTARGET_SIZE / 2, 0, MY_RENDERTARGET_SIZE / 2, MY_RENDERTARGET_SIZE / 2), SDL_GetTicks() / 10000.0 * 360.0); render.Copy(target1, NullOpt, Rect(0, MY_RENDERTARGET_SIZE / 2, MY_RENDERTARGET_SIZE / 2, MY_RENDERTARGET_SIZE / 2), SDL_GetTicks() / 10000.0 * 360.0); render.Copy(target1, NullOpt, Rect(MY_RENDERTARGET_SIZE / 2, MY_RENDERTARGET_SIZE / 2, MY_RENDERTARGET_SIZE / 2, MY_RENDERTARGET_SIZE / 2), SDL_GetTicks() / 10000.0 * 360.0); // Swap textures to copy recursively std::swap(target1, target2); } // Draw result to screen render.SetTarget(); render.Clear(); render.Copy(target1, NullOpt, Rect((MY_SCREEN_WIDTH - MY_SCREEN_HEIGHT) / 2, 0, MY_SCREEN_HEIGHT, MY_SCREEN_HEIGHT), SDL_GetTicks() / 10000.0 * 360.0); render.Present(); // Frame limiter SDL_Delay(1); } return 0; } catch (std::exception& e) { std::cerr << "Error: " << e.what() << std::endl; return 1; }