Adds essentially nothing. Some convenience functions. That is all

This commit is contained in:
Linus Probert 2018-03-07 19:15:08 +01:00
parent 5e0bbe423d
commit d564a559dc
6 changed files with 77 additions and 16 deletions

View File

@ -4,6 +4,12 @@ SET(CMAKE_COLOR_MAKEFILE ON)
project(breakhack C) project(breakhack C)
set(breakhack_GAME_TITLE "BreakHack")
set(breakhack_MAJOR_VERSION 0)
set(breakhack_MINOR_VERSION 1)
set(breakhack_PATCH_VERSION 1)
set(breakhack_RELEASE_TYPE "(early access)")
include(FindLua) include(FindLua)
include(FindPhysFS) include(FindPhysFS)
include(cmake/FindSDL2.cmake) include(cmake/FindSDL2.cmake)

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@ -21,4 +21,10 @@
#cmakedefine _WIN32 ${WIN32} #cmakedefine _WIN32 ${WIN32}
#define GAME_TITLE "@breakhack_GAME_TITLE@"
#define MAJOR_VERSION @breakhack_MAJOR_VERSION@
#define MINOR_VERSION @breakhack_MINOR_VERSION@
#define PATCH_VERSION @breakhack_PATCH_VERSION@
#define RELEASE_TYPE "@breakhack_RELEASE_TYPE@"
#endif // CONFIG_H_ #endif // CONFIG_H_

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@ -499,7 +499,7 @@ gui_render_log(Gui *gui, unsigned int width, unsigned int height, Camera *cam)
void void
gui_render_event_message(Gui *gui, Camera *cam) gui_render_event_message(Gui *gui, Camera *cam)
{ {
static SDL_Color color = { 255, 255, 255, 255 }; static SDL_Color fg_color = { 255, 255, 255, 255 };
static SDL_Rect box = { 0, 0, 150, 50 }; static SDL_Rect box = { 0, 0, 150, 50 };
if (timer_started(gui->event_message_timer) if (timer_started(gui->event_message_timer)
@ -512,7 +512,7 @@ gui_render_event_message(Gui *gui, Camera *cam)
if (event_messages.count > 0) { if (event_messages.count > 0) {
texture_load_from_text(gui->event_message, texture_load_from_text(gui->event_message,
event_messages.messages[0], event_messages.messages[0],
color, fg_color,
cam->renderer); cam->renderer);
box.x = (GAME_VIEW_WIDTH/2) - (gui->event_message->dim.width/2); box.x = (GAME_VIEW_WIDTH/2) - (gui->event_message->dim.width/2);

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@ -122,7 +122,9 @@ bool initSDL(void)
mixer_init(); mixer_init();
gWindow = SDL_CreateWindow("Breakhack", char title_buffer[100];
m_sprintf(title_buffer, 100, "%s %d.%d.%d %s", GAME_TITLE, MAJOR_VERSION, MINOR_VERSION, PATCH_VERSION, RELEASE_TYPE);
gWindow = SDL_CreateWindow(title_buffer,
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
(int)(SCREEN_WIDTH * renderScale), (int)(SCREEN_WIDTH * renderScale),

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@ -84,20 +84,9 @@ texture_load_font(Texture *t, const char *path, unsigned int size)
} }
} }
void static void
texture_load_from_text(Texture *t, load_from_surface(Texture *t, SDL_Surface *surface, SDL_Renderer *renderer)
const char *text,
SDL_Color c,
SDL_Renderer *renderer)
{ {
SDL_Surface *surface = TTF_RenderText_Solid( t->font, text, c );
if (surface == NULL)
{
error("Unable to create texture from rendered text: %s",
IMG_GetError());
return;
}
if (t->texture) { if (t->texture) {
SDL_DestroyTexture(t->texture); SDL_DestroyTexture(t->texture);
t->texture = NULL; t->texture = NULL;
@ -116,6 +105,51 @@ texture_load_from_text(Texture *t,
SDL_FreeSurface(surface); SDL_FreeSurface(surface);
} }
void
texture_load_from_text(Texture *t,
const char *text,
SDL_Color c,
SDL_Renderer *renderer)
{
SDL_Surface *surface = TTF_RenderText_Solid( t->font, text, c );
if (surface == NULL)
{
error("Unable to create texture from rendered text: %s",
IMG_GetError());
return;
}
load_from_surface(t, surface, renderer);
}
void
texture_load_from_text_shaded(Texture *t, const char * text, SDL_Color fg, SDL_Color bg, SDL_Renderer *renderer)
{
SDL_Surface *surface = TTF_RenderText_Shaded( t->font, text, fg, bg );
if (surface == NULL)
{
error("Unable to create texture from rendered text: %s",
IMG_GetError());
return;
}
load_from_surface(t, surface, renderer);
}
void
texture_load_from_text_blended(Texture *t, const char * text, SDL_Color fg, SDL_Renderer *renderer)
{
SDL_Surface *surface = TTF_RenderText_Blended( t->font, text, fg );
if (surface == NULL)
{
error("Unable to create texture from rendered text: %s",
IMG_GetError());
return;
}
load_from_surface(t, surface, renderer);
}
void void
texture_render(Texture *texture, SDL_Rect *box, Camera *cam) texture_render(Texture *texture, SDL_Rect *box, Camera *cam)
{ {

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@ -46,6 +46,19 @@ texture_load_from_text(Texture*,
SDL_Color, SDL_Color,
SDL_Renderer*); SDL_Renderer*);
void
texture_load_from_text_shaded(Texture*,
const char *text,
SDL_Color,
SDL_Color,
SDL_Renderer*);
void
texture_load_from_text_blended(Texture*,
const char *text,
SDL_Color,
SDL_Renderer*);
void void
texture_render(Texture*, SDL_Rect*, Camera*); texture_render(Texture*, SDL_Rect*, Camera*);