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Render.cpp
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Render.cpp
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#include
<SDL_render.h>
#include
<SDL_ttf.h>
#include
<iostream>
#include
"Globals.h"
#include
"Render.h"
namespace
{
const
char
*
NO_TEXT
=
" "
;
}
TexturePtr
checkAndConvert
(
SDL_Renderer
&
renderer
,
SurfacePtr
surface
,
const
char
*
text
)
{
if
(
!
surface
)
{
std
::
cerr
<<
"Fatal error! Failed to render text
\"
"
<<
text
<<
"
\"
to texture! Error:"
<<
TTF_GetError
()
<<
std
::
endl
;
std
::
terminate
();
}
TexturePtr
ret
=
TexturePtr
(
SDL_CreateTextureFromSurface
(
&
renderer
,
surface
.
get
()));
if
(
!
ret
)
{
std
::
cerr
<<
"Fatal error! Failed to create texture from surface! ("
<<
text
<<
"):"
<<
SDL_GetError
()
<<
std
::
endl
;
std
::
terminate
();
}
return
ret
;
}
TexturePtr
textureFromText
(
SDL_Renderer
&
renderer
,
TTF_Font
&
font
,
const
char
*
text
,
SDL_Color
color
)
{
if
(
!
text
||
!*
text
)
{
// Make sure we return a texture even if there is no text provided.
text
=
NO_TEXT
;
}
return
checkAndConvert
(
renderer
,
SurfacePtr
(
TTF_RenderUTF8_Blended
(
&
font
,
text
,
color
)),
text
);
}
TexturePtr
titleTextureFromText
(
SDL_Renderer
&
renderer
,
const
char
*
text
,
SDL_Color
color
,
int
width
)
{
if
(
!
text
||
!*
text
)
{
// Make sure we return a texture even if there is no text provided.
text
=
NO_TEXT
;
}
int
w
;
TTF_SizeUTF8
(
fontTitle
,
text
,
&
w
,
NULL
);
if
(
w
<=
width
)
{
return
textureFromText
(
renderer
,
*
fontTitle
,
text
,
color
);
}
TTF_SizeUTF8
(
fontGUI
,
text
,
&
w
,
NULL
);
if
(
w
<=
width
)
{
return
textureFromText
(
renderer
,
*
fontGUI
,
text
,
color
);
}
return
textureFromText
(
renderer
,
*
fontGUISmall
,
text
,
color
);
}
TexturePtr
textureFromTextShaded
(
SDL_Renderer
&
renderer
,
TTF_Font
&
font
,
const
char
*
text
,
SDL_Color
fg
,
SDL_Color
bg
)
{
if
(
!
text
||
!*
text
)
{
text
=
NO_TEXT
;
}
return
checkAndConvert
(
renderer
,
SurfacePtr
(
TTF_RenderUTF8_Shaded
(
&
font
,
text
,
fg
,
bg
)),
text
);
}
void
applyTexture
(
int
x
,
int
y
,
SDL_Texture
&
texture
,
SDL_Renderer
&
renderer
,
const
SDL_Rect
*
clip
)
{
if
(
clip
)
{
const
SDL_Rect
dstRect
=
{
x
,
y
,
clip
->
w
,
clip
->
h
};
SDL_RenderCopy
(
&
renderer
,
&
texture
,
clip
,
&
dstRect
);
}
else
{
//Get width/height from the texture.
const
SDL_Rect
dstRect
=
rectFromTexture
(
x
,
y
,
texture
);
SDL_RenderCopy
(
&
renderer
,
&
texture
,
clip
,
&
dstRect
);
}
}
SurfacePtr
createSurface
(
int
width
,
int
height
)
{
return
SurfacePtr
(
SDL_CreateRGBSurface
(
0
,
width
,
height
,
SCREEN_BPP
,
RMASK
,
GMASK
,
BMASK
,
AMASK
));
}
void
drawTitleTexture
(
int
screenWidth
,
SDL_Texture
&
texture
,
SDL_Renderer
&
renderer
)
{
SDL_Rect
dstRect
=
rectFromTexture
(
0
,
40
-
TITLE_FONT_RAISE
,
texture
);
dstRect
.
x
=
(
screenWidth
-
dstRect
.
w
)
/
2
;
SDL_RenderCopy
(
&
renderer
,
&
texture
,
NULL
,
&
dstRect
);
}
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Render.cpp (2 KB)
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