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16
src/Main.cpp
16
src/Main.cpp
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@ -50,6 +50,22 @@ class ExampleState : public sdfml::sdState {
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example.y -= 1;
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example.y -= 1;
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if (sdfml::key_pressed(SDL_SCANCODE_DOWN))
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if (sdfml::key_pressed(SDL_SCANCODE_DOWN))
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example.y += 1;
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example.y += 1;
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if (sdfml::key_pressed(SDL_SCANCODE_A))
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sdfml::camera.x -= 1;
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if (sdfml::key_pressed(SDL_SCANCODE_D))
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sdfml::camera.x += 1;
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if (sdfml::key_pressed(SDL_SCANCODE_W))
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sdfml::camera.y -= 1;
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if (sdfml::key_pressed(SDL_SCANCODE_S))
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sdfml::camera.y += 1;
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if (sdfml::key_pressed(SDL_SCANCODE_J))
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sdfml::camera.zoom_x -= 0.1;
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if (sdfml::key_pressed(SDL_SCANCODE_L))
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sdfml::camera.zoom_x += 0.1;
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if (sdfml::key_pressed(SDL_SCANCODE_K))
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sdfml::camera.zoom_y -= 0.1;
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if (sdfml::key_pressed(SDL_SCANCODE_I))
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sdfml::camera.zoom_y += 0.1;
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if (sdfml::key_just_pressed(SDL_SCANCODE_R))
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if (sdfml::key_just_pressed(SDL_SCANCODE_R))
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sdfml::switchState(this);
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sdfml::switchState(this);
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@ -192,16 +192,21 @@ namespace sdfml {
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ShaderProg shader;
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ShaderProg shader;
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bool antialiasing = true;
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virtual void create(int x, int y, string path) {
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virtual void create(int x, int y, string path) {
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this->x = x;
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this->x = x;
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this->y = y;
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this->y = y;
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_tex_gpu = GPU_LoadImage(path.c_str());
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SDL_Surface* temp_surf = STBIMG_Load(path.c_str());
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_tex_gpu = GPU_CopyImageFromSurface(temp_surf);
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GPU_SetBlendMode(_tex_gpu, GPU_BLEND_NORMAL);
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GPU_SetBlendMode(_tex_gpu, GPU_BLEND_NORMAL);
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_tex_gpu->is_alias = antialiasing;
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width = _tex_gpu->w;
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width = _tex_gpu->w;
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height = _tex_gpu->h;
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height = _tex_gpu->h;
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color.r = 255;
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color.r = 255;
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color.g = 255;
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color.g = 255;
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color.b = 255;
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color.b = 255;
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SDL_FreeSurface(temp_surf);
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}
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}
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virtual void addShader(std::string path) {
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virtual void addShader(std::string path) {
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shader.loadShader(path, FRAGMENT, mContext.gpu_render, _tex_gpu);
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shader.loadShader(path, FRAGMENT, mContext.gpu_render, _tex_gpu);
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@ -555,6 +560,8 @@ namespace sdfml {
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SDL_Delay(floor((1000.0f/FRAMERATE) - elapsedMS));
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SDL_Delay(floor((1000.0f/FRAMERATE) - elapsedMS));
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GPU_SetCamera(mContext.gpu_render, &camera);
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GPU_Flip(mContext.gpu_render);
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GPU_Flip(mContext.gpu_render);
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}
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}
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