1 /*
2   libSDL2pp - C++11 bindings/wrapper for SDL2
3   Copyright (C) 2013-2015 Dmitry Marakasov <amdmi3@amdmi3.ru>
4 
5   This software is provided 'as-is', without any express or implied
6   warranty.  In no event will the authors be held liable for any damages
7   arising from the use of this software.
8 
9   Permission is granted to anyone to use this software for any purpose,
10   including commercial applications, and to alter it and redistribute it
11   freely, subject to the following restrictions:
12 
13   1. The origin of this software must not be misrepresented; you must not
14      claim that you wrote the original software. If you use this software
15      in a product, an acknowledgment in the product documentation would be
16      appreciated but is not required.
17   2. Altered source versions must be plainly marked as such, and must not be
18      misrepresented as being the original software.
19   3. This notice may not be removed or altered from any source distribution.
20 */
21 
22 #include <iostream>
23 
24 #include <SDL.h>
25 
26 #include <SDL2pp/SDL.hh>
27 #include <SDL2pp/Window.hh>
28 #include <SDL2pp/Renderer.hh>
29 #include <SDL2pp/Texture.hh>
30 
31 using namespace SDL2pp;
32 
33 #define RGBA(r, g, b, a) r, g, b, a
34 static const unsigned char pixels[4 * 4 * 4] = {
35 	RGBA(0xff, 0x00, 0x00, 0xff), RGBA(0xff, 0x80, 0x00, 0xff), RGBA(0xff, 0xff, 0x00, 0xff), RGBA(0x80, 0xff, 0x00, 0xff),
36 	RGBA(0xff, 0x00, 0x80, 0xff), RGBA(0xff, 0xff, 0xff, 0xff), RGBA(0x00, 0x00, 0x00, 0x00), RGBA(0x00, 0xff, 0x00, 0xff),
37 	RGBA(0xff, 0x00, 0xff, 0xff), RGBA(0x00, 0x00, 0x00, 0x00), RGBA(0x00, 0x00, 0x00, 0xff), RGBA(0x00, 0xff, 0x80, 0xff),
38 	RGBA(0x80, 0x00, 0xff, 0xff), RGBA(0x00, 0x00, 0xff, 0xff), RGBA(0x00, 0x80, 0xff, 0xff), RGBA(0x00, 0xff, 0xff, 0xff),
39 };
40 
41 enum {
42 	MY_SPRITE_SIZE = 4,
43 	MY_SCREEN_WIDTH = 640,
44 	MY_SCREEN_HEIGHT = 480,
45 	MY_RENDERTARGET_SIZE = 512,
46 };
47 
main(int,char * [])48 int main(int, char*[]) try {
49 	SDL sdl(SDL_INIT_VIDEO);
50 	Window window("libSDL2pp demo: sprites", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, MY_SCREEN_WIDTH, MY_SCREEN_HEIGHT, SDL_WINDOW_RESIZABLE);
51 	Renderer render(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
52 	render.SetDrawBlendMode(SDL_BLENDMODE_BLEND);
53 
54 	// Necessary checks according to SDL docs
55 	SDL_RendererInfo ri;
56 	render.GetInfo(ri);
57 
58 	if (!(ri.flags & SDL_RENDERER_TARGETTEXTURE)) {
59 		std::cerr << "Sorry, your renderer doesn't support texture targets" << std::endl;
60 		return 1;
61 	}
62 
63 	// Sprite data
64 	Texture sprite(render, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STATIC, MY_SPRITE_SIZE, MY_SPRITE_SIZE);
65 
66 	sprite.Update(NullOpt, pixels, MY_SPRITE_SIZE * MY_SPRITE_SIZE);
67 	sprite.SetBlendMode(SDL_BLENDMODE_BLEND);
68 
69 	// Two render target textures
70 	Texture target1(render, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, MY_RENDERTARGET_SIZE, MY_RENDERTARGET_SIZE);
71 	target1.SetBlendMode(SDL_BLENDMODE_BLEND);
72 
73 	Texture target2(render, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, MY_RENDERTARGET_SIZE, MY_RENDERTARGET_SIZE);
74 	target2.SetBlendMode(SDL_BLENDMODE_BLEND);
75 
76 	while (1) {
77 		// Process input
78 		SDL_Event event;
79 		while (SDL_PollEvent(&event))
80 			if (event.type == SDL_QUIT || (event.type == SDL_KEYDOWN && (event.key.keysym.sym == SDLK_ESCAPE || event.key.keysym.sym == SDLK_q)))
81 				return 0;
82 
83 		// Note we fill with transparent color, not black
84 		render.SetDrawColor(0, 0, 0, 0);
85 
86 		// Fill base texture with sprite texture
87 		render.SetTarget(target1);
88 		render.Clear();
89 		render.Copy(sprite);
90 
91 		// Repeat several cycles of flip-flop tiling
92 		for (int i = 0; i < 4; i++) {
93 			render.SetTarget(target2);
94 			render.Clear();
95 			render.Copy(target1, NullOpt, Rect(0, 0, MY_RENDERTARGET_SIZE / 2, MY_RENDERTARGET_SIZE / 2), SDL_GetTicks() / 10000.0 * 360.0);
96 			render.Copy(target1, NullOpt, Rect(MY_RENDERTARGET_SIZE / 2, 0, MY_RENDERTARGET_SIZE / 2, MY_RENDERTARGET_SIZE / 2), SDL_GetTicks() / 10000.0 * 360.0);
97 			render.Copy(target1, NullOpt, Rect(0, MY_RENDERTARGET_SIZE / 2, MY_RENDERTARGET_SIZE / 2, MY_RENDERTARGET_SIZE / 2), SDL_GetTicks() / 10000.0 * 360.0);
98 			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);
99 
100 			// Swap textures to copy recursively
101 			std::swap(target1, target2);
102 		}
103 
104 		// Draw result to screen
105 		render.SetTarget();
106 		render.Clear();
107 
108 		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);
109 
110 		render.Present();
111 
112 		// Frame limiter
113 		SDL_Delay(1);
114 	}
115 
116 	return 0;
117 } catch (std::exception& e) {
118 	std::cerr << "Error: " << e.what() << std::endl;
119 	return 1;
120 }
121