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https://github.com/libSDL2pp/libSDL2pp.git
synced 2025-08-03 10:55:57 -04:00

Though these are broken and error prone, as they ignore the possibility of conflicts between SDL, SDL2 and wrappers thereof discarding useful include path prefix (SDL2/), since SDL and satellite libraries follow these it's too hard to stay away. So don't use prefixes for SDL include paths any longer.
86 lines
2.8 KiB
C++
86 lines
2.8 KiB
C++
/*
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libSDL2pp - C++11 bindings/wrapper for SDL2
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Copyright (C) 2013-2015 Dmitry Marakasov <amdmi3@amdmi3.ru>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include <cmath>
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#include <iostream>
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#include <SDL.h>
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#include <SDL_image.h>
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#include <SDL2pp/SDL.hh>
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#include <SDL2pp/SDLImage.hh>
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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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using namespace SDL2pp;
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static const float pi = 3.14159265358979323846f;
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int main(int, char*[]) try {
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SDL sdl(SDL_INIT_VIDEO);
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SDLImage image(IMG_INIT_PNG); // optional
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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; 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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while (1) {
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// Process input
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SDL_Event event;
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while (SDL_PollEvent(&event))
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if (event.type == SDL_QUIT || (event.type == SDL_KEYDOWN && (event.key.keysym.sym == SDLK_ESCAPE || event.key.keysym.sym == SDLK_q)))
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return 0;
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// Clear screen
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render.SetDrawColor(255, 255, 255);
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render.Clear();
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// Simple copy
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float angle = SDL_GetTicks() / 5000.0f * 2.0f * pi;
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render.Copy(sprite1, NullOpt, Rect(320 - 64, 240 - 64, 128, 128), angle / pi * 180.0f);
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render.Copy(sprite1, NullOpt, Rect(320 - 32 + (int)(std::sin(angle) * 40.0f), 240 - 32 + (int)(std::cos(angle) * 40.0f), 64, 64));
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render.Copy(sprite2, NullOpt, Rect(320 - 32 - (int)(std::sin(angle) * 40.0f), 240 - 32 - (int)(std::cos(angle) * 40.0f), 64, 64));
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render.Present();
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// Frame limiter
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SDL_Delay(1);
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}
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return 0;
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} catch (std::exception& e) {
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std::cerr << "Error: " << e.what() << std::endl;
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return 1;
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}
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