Beispiel #1
0
Point TextTexture::load(const TextLabelInfo &ti)
{
    m_ti = ti;
    TTF_Font *font = TTF_OpenFont(ti.fontName.c_str(), ti.fontSize);
    if(!font)
    {
	std::cerr << "Could not load font \"" << ti.fontName <<"\" : "<< TTF_GetError() <<std::endl;
	exit(-1);
    }
    SDL_Color c = {ti.color.r(), ti.color.g(), ti.color.b(), ti.color.a() };
    SDL_Surface * pictureSurface = NULL;
    pictureSurface = TTF_RenderText_Blended(font, ti.text.c_str(), c);
    if(pictureSurface == NULL)
    {
        std::cerr<<"Could not render text : "<<TTF_GetError()<<std::endl;
	exit(-1);
    }
    dumpSurface(pictureSurface);
    TTF_CloseFont(font);

    SDL_Surface * convertedSurface = NULL;
    //First convert the texture to a format that is more suitable for openGL loading
    convertedSurface = Texture::convertSurface(pictureSurface);

    //this texture is not needed any more
    SDL_FreeSurface(pictureSurface);

    //then create a texture form the surface
    surfaceToTexture(convertedSurface);

    //get the size of the surface before deleting it
    Point textureSize(convertedSurface->w, convertedSurface->h);
    SDL_FreeSurface(convertedSurface);
    return textureSize;
}
Beispiel #2
0
Sprite::Sprite(SDL_Surface* const surface_) :
	sdlTexture(surfaceToTexture(surface_)),
	width(0),
	height(0),
	path("font"),
	flipHorizontal(false)
{
	// Display error log if image wasn't loaded.
	if(this->sdlTexture == nullptr){
		Log(ERROR) << "Sprite load failed: " << this->path;
	}
}
Beispiel #3
0
void TextObject::createTextTexture()
{
	if (texture != nullptr)
		SDL_DestroyTexture(texture);

	SDL_Surface* surface = TTF_RenderText_Solid(font, text.c_str(), color);
	texture = surfaceToTexture(surface);

	SDL_QueryTexture(texture, NULL, NULL, &rect.w, &rect.h);
	rect.x = p.getX();
	rect.y = p.getY();
}
Beispiel #4
0
void Sprite::loadFrom(const std::string& path_){
	assert(Window::getRenderer() != nullptr && "Window renderer should not be null!");


	SDL_Surface* loadedSurface = IMG_Load(path_.c_str());

	// Returns whether the Sprites texture is null or not.
	this->sdlTexture = surfaceToTexture(loadedSurface);

	// Display error log if image wasn't loaded.
	if(this->sdlTexture == nullptr){
		Log(ERROR) << "Sprite load failed: " << path_;
	}
}
Beispiel #5
0
Texture::Texture(std::string filename)
{
	sdl_tex = load_image(filename);
	// Loads texture into memory.
	tex = surfaceToTexture(sdl_tex);
}