Example #1
0
void Init()
{
  window->loadSprite( Mario, ASSET("sprites/mario.png") ) ;
  window->loadSprite( MouseCursor, ASSET("sprites/mouseCursor.png" ) ) ;

  // Set the background clearing color to dk blue-gray
  window->setBackgroundColor( D3DCOLOR_ARGB( 255, 35, 35, 70 ) ) ;

  // Create a few fonts
  window->createFont( Fonts::Arial16, "Arial", 16, FW_BOLD, false ) ;
  window->createFont( Fonts::TimesNewRoman24, "Times New Roman", 24, FW_BOLD, true ) ;





  window->createButtonSprite(
    Buttons::ButtonOK, "Start!",
    new Callback0( 0, OKClicked ),

    Mario,
    D3DCOLOR_ARGB( 180, 0, 0, 255 ),

    Color::White, Color::Green,
    Fonts::TimesNewRoman24, 350, 250, 180, 55 ) ;


  window->createTextFieldWithLabel(
    TextFieldK,
    TextField::TextEntryType::Numeric,
    "type something!",
    "label text",
    new Callback0( 0, TextFieldModified ),

    Color::Black, Color::OldLace,
    Fonts::Arial16, 0, 0, 180, 55 
    ) ;

  window->createTextFieldSprite(
    TextFieldR,
    (TextField::TextEntryType)(TextField::AlphaLower | TextField::Numeric),
    "its me!!",
    new Callback0( 0, tfr ),
    Sprites::Mario,
    Color::White, Color::Black,
    Color::White, Fonts::Arial16,
    200, 200, 200, 44 ) ;

}
Example #2
0
int main(int argc, char** argv){
	//Start up SDL and make sure it went ok
	if (SDL_Init(SDL_INIT_EVERYTHING) != 0){
		logSDLError(std::cout, "SDL_Init");
		return 1;
	}
	//Also need to init SDL_ttf
	if (TTF_Init() != 0){
		logSDLError(std::cout, "TTF_Init");
		SDL_Quit();
		return 1;
	}

	//Setup our window and renderer
	SDL_Window *window = SDL_CreateWindow("Lesson 6", SDL_WINDOWPOS_CENTERED,
			SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
	if (window == nullptr){
		logSDLError(std::cout, "CreateWindow");
		TTF_Quit();
		SDL_Quit();
		return 1;
	}
	SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
	if (renderer == nullptr){
		logSDLError(std::cout, "CreateRenderer");
		cleanup(window);
		TTF_Quit();
		SDL_Quit();
		return 1;
	}

	//We'll render the string "TTF fonts are cool!" in white
	//Color is in RGB format
	SDL_Color color = { 255, 255, 255, 255 };
	SDL_Texture *image = renderText("TTF fonts are cool!", ASSET("Lesson6/sample.ttf"), color, 64, renderer);
	if (image == nullptr){
		cleanup(image, renderer, window);
		TTF_Quit();
		SDL_Quit();
		return 1;
	}

	//Get the texture w/h so we can center it in the screen
	int iW, iH;
	SDL_QueryTexture(image, NULL, NULL, &iW, &iH);
	int x = SCREEN_WIDTH / 2 - iW / 2;
	int y = SCREEN_HEIGHT / 2 - iH / 2;

	SDL_Event e;
	bool quit = false;
	while (!quit){
		//Event Polling
		while (SDL_PollEvent(&e)){
			if (e.type == SDL_QUIT){
				quit = true;
			}
			if (e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_ESCAPE){
				quit = true;
			}
		}
		SDL_RenderClear(renderer);
		//We can draw our message as we do any other texture, since it's been
		//rendered to a texture
		renderTexture(image, renderer, x, y);
		SDL_RenderPresent(renderer);
	}
	//Clean up
	cleanup(image, renderer, window);
	TTF_Quit();
	SDL_Quit();

	return 0;
}
Example #3
0
void Init()
{
  // Load sounds
  #pragma region load up sounds
  window->loadSound( HumanMusic, ASSET("sounds/Human1.mp3"), FMOD_CREATESTREAM ) ;
  window->loadSound( TreeWhat, ASSET("sounds/What2.wav") ) ;
  window->loadSound( ColdArrow1, ASSET("sounds/ColdArrow1.wav") ) ;
  window->loadSound( ColdArrow2, ASSET("sounds/ColdArrow2.wav") ) ;
  window->loadSound( ColdArrow3, ASSET("sounds/ColdArrow3.wav") ) ;

  window->loadSound( NerzuhlWillHaveYourHead, ASSET("sounds/Odpissd3.wav") ) ;
  
  window->playSound( TreeWhat ) ;
  window->loopSound( HumanMusic ) ; // Loop this sound forever
  #pragma endregion

  // sprite loading
  #pragma region load up sprites
  window->loadSprite( Mario, ASSET("sprites/mario.png") ) ;

  // Animated sprite
  window->loadSprite( SixteenCounter, ASSET("sprites/16counter.png"), 0, 32, 32, 16, 0.5f ) ;

  // other sprites
  window->loadSprite( Astos, ASSET("sprites/ff/Astos.png") ) ;
  window->loadSprite( Eye, ASSET("sprites/ff/Eye.png") ) ;
  window->loadSprite( Garland, ASSET("sprites/ff/Garland.png") ) ;
  window->loadSprite( Kary, ASSET("sprites/ff/Kary.png") ) ;
  window->loadSprite( Kraken, ASSET("sprites/ff/Kraken.png") ) ;
  window->loadSprite( Lich, ASSET("sprites/ff/Lich.png") ) ;
  window->loadSprite( Phantom, ASSET("sprites/ff/Phantom.png") ) ;
  window->loadSprite( Pirate, ASSET("sprites/ff/Pirate.png") ) ;
  window->loadSprite( Chaos, ASSET("sprites/ff/Chaos.gif") ) ;
  #pragma endregion

  #pragma region create boxed text sprites
  // Create boxed text as a sprite.  If you do this
  // to your text before hand, it may run faster than if you
  // simply running drawBox() and drawString() every call.
  window->boxedTextSprite( BoxedTextTest,
    "Some boxed text",
    D3DCOLOR_ARGB( 255, 255, 0, 0 ), // fg color
    D3DCOLOR_ARGB( 200, 129, 47, 0 ),// bg color
    15  // "padding" around the edges of the text,
    // try increasing / reducing this value to see
    // the way it looks
  ) ;
  #pragma endregion

  // Set the background clearing color to dk blue-gray
  window->setBackgroundColor( D3DCOLOR_ARGB( 255, 35, 35, 70 ) ) ;


  // Create a few fonts
  window->createFont( Fonts::Arial8, "Arial", 8, FW_NORMAL, false ) ;
  
  window->createFont( Fonts::TimesNewRoman24, "Times New Roman", 24, FW_BOLD, true ) ;

  // If you don't have this font, you should get Arial instead.
  window->createFont( Fonts::Elephant16, "Elephant", 16, FW_NORMAL, false ) ;


  char cwd[260];
  GetCurrentDirectoryA( 260, cwd ) ;
  info( "Current working directory is '%s'", cwd ) ;

}