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