SDL_Texture* renderText(char* message, TTF_Font* font,
	SDL_Color color, SDL_Renderer *renderer)
{
	//Open the font
	/*TTF_Font *font = TTF_OpenFont(fontFile.c_str(), fontSize);
	if (font == nullptr){
		logSDLError(std::cout, "TTF_OpenFont");
		return nullptr;
	}	*/

	//We need to first render to a surface as that's what TTF_RenderText
	//returns, then load that surface into a texture
	SDL_Surface *surf = TTF_RenderText_Blended(font, message, color);
	if (surf == NULL){
		TTF_CloseFont(font);
		logSDLError("TTF_RenderText");
		return NULL;
	}
	SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, surf);
	if (texture == NULL){
		logSDLError("CreateTexture");
	}
	//Clean up the surface and font
	SDL_FreeSurface(surf);
	//TTF_CloseFont(font);
	return texture;
}
Esempio n. 2
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SDL_Texture* LoadTextureFromFile(const String &file, SDL_Renderer *renderer)
{
	SDL_Texture *texture = nullptr;
	SDL_Surface *loadedImage = nullptr;

	//android
	#if defined(__ANDROID__)
		SDL_RWops *f = SDL_RWFromFile(file.c_str(), "rb");
		loadedImage = IMG_Load_RW(f , 1);

		if(f > 0)
			__android_log_write(ANDROID_LOG_INFO, "Chain Drop", "File Loaded");
	#elif defined(_WIN32)
		loadedImage = IMG_Load(file.c_str());
	#endif

	//If the loading went ok, convert to texture and return the texture
	if (loadedImage != nullptr)
	{
		texture = SDL_CreateTextureFromSurface(renderer, loadedImage);
		SDL_FreeSurface(loadedImage);
		//Make sure converting went ok too
		if (texture == nullptr)
			logSDLError(std::cout, "LoadTextureFromFile");
	}
	else
		logSDLError(std::cout, "LoadTextureFromFile");

	return texture;
}
Esempio n. 3
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int main( int argc, char* args[] ) {
	SDL_Window* window = NULL;

	if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) {
		logSDLError(std::cout, "SDL_Init");
		return 1;
	}

//	window = SDL_CreateWindow( "SDL Game", 100, 100, 640, 480, SDL_WINDOW_SHOWN );
	window = SDL_CreateWindow( "SDL Game", 100, 100, 640, 480, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN );
	if( window == nullptr ) {
		logSDLError(std::cout, "CreateWindow");
		SDL_Quit();
		return 1;
	}

	SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 2 );
	SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 1 );
//	SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE );

	SDL_GLContext glcontext = SDL_GL_CreateContext(window);

	int kbsize;
	const Uint8 * kb = SDL_GetKeyboardState(&kbsize);

	std::cerr << "pregame" << std::endl;	
	Game game;
	std::cerr << "preinput" << std::endl;
//	game.addInput((void*)kb, kbsize, sizeof(Uint8));

	bool quit = false;
	SDL_Event event;

	while( !quit ) {

		while( SDL_PollEvent( &event ) != 0 ) {
			switch( event.type ) {
			case SDL_QUIT:
				quit = true;
				break;
			}
		}
//		std::cerr << " Loop ";
		game.Loop();

		SDL_GL_SwapWindow(window);

//		SDL_Delay( 50 );
	}


	cleanup(&glcontext,window);
	SDL_Quit();

	return 0;
}
Esempio n. 4
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bool Graphic_Util::init_sdl() {
	// Initialisation de la librairie SDL
    if (SDL_Init(SDL_INIT_EVERYTHING) != 0 )
    {
        logSDLError(cout, "SDL_Init");
        return false;
    }

	//Init OpenGL windows
	window = SDL_CreateWindow("Photobooth",SDL_WINDOWPOS_CENTERED,
														  SDL_WINDOWPOS_CENTERED,
														  g_config.screen_width,
														  g_config.screen_height,
														  SDL_WINDOW_FULLSCREEN | SDL_WINDOW_OPENGL);
	check();
	
	if( window )
    {
		glContext = SDL_GL_CreateContext(window);
		check();
		glEnable(GL_BLEND);
		check();
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
		check();
		SDL_GL_SetSwapInterval(1); //This makes our buffer swap syncronized with the monitor's vertical refresh
		check();
		SDL_GetWindowSize(window, &w_width, &w_height);
		cout << "Windows size : " << w_width << ":" << w_height << endl;
    }
    else
    {
       logSDLError(cout, "Erreur de création de la fenêtre");
	   return false;
	}
	
	//Init SDL_Image
	int flags = IMG_INIT_JPG|IMG_INIT_PNG;
	int initted = IMG_Init(flags);
		
	if((initted & flags) != flags) {
		cerr << "IMG_Init: Failed to init required jpg and png support!\n" << "IMG_Init: " << IMG_GetError() << endl;
		return false;
	}
	
	SDL_ShowCursor(0);
	
	 //Initialize SDL_mixer
    if( Mix_OpenAudio( 22050, MIX_DEFAULT_FORMAT, 2, 4096 ) == -1 )
    {
        return false;    
    }
	
	return true;
}
Esempio n. 5
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SDL_Texture *loadBmp(char *loc, SDL_Renderer *ren) {
	SDL_Texture *tex = NULL;
	SDL_Surface *loadedImg = SDL_LoadBMP(loc);

	if (loadedImg != NULL) {
		tex = SDL_CreateTextureFromSurface(ren, loadedImg);
		SDL_FreeSurface(loadedImg);

		if (tex == NULL) logSDLError("CreateTextureFromSurface");
	} else {
		logSDLError("LoadBMP");
	}

	return tex;
}
Esempio n. 6
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SDL_Texture *loadHeader(char **loc, SDL_Renderer *ren) {
	SDL_Texture *tex = NULL;
	SDL_Surface *loadedSource = IMG_ReadXPMFromArray(loc);

	if (loadedSource != NULL) {
		tex = SDL_CreateTextureFromSurface(ren, loadedSource);
		SDL_FreeSurface(loadedSource);

		if (tex == NULL) logSDLError("CreateTextureFromSource");
	} else {
		logSDLError("LoadSRC");
	}

	return tex;
}
Esempio n. 7
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int Saloon::init(const char* title, int width, int height, bool windowed, int x, int y) {
	if (SDL_Init(SDL_INIT_EVERYTHING) != 0){
		logSDLError(std::cout, "SDL_Init");
		return 1;
	}

	SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);

	SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);

	// Slight optimization to prepare the PNG loader prior to loading any images
	if ((IMG_Init(IMG_INIT_PNG) & IMG_INIT_PNG) != IMG_INIT_PNG){
		logSDLError(std::cout, "IMG_Init");
		return 1;
	}

	if (TTF_Init() != 0){
		logSDLError(std::cout, "TTF_Init");
		return 1;
	}

	if(windowed) {
		_window = SDL_CreateWindow(title, x, y, width, height,
				SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL);
	}
	else {
		_window = SDL_CreateWindow(title, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
				width, height,
				SDL_WINDOW_FULLSCREEN | SDL_WINDOW_OPENGL);
	}

	if (_window == nullptr){
		logSDLError(std::cout, "CreateWindow");
		return 2;
	}

	_displayWidth = width;
	_displayHeight = height;

	_halfDisplayWidth = width/2.0f;
	_halfDisplayHeight = height/2.0f;

	return 0;
}
SDL_Texture* loadTexture(const char* file, SDL_Renderer *ren)
{
	SDL_Texture *texture = IMG_LoadTexture(ren, file);
	if (texture == NULL)		
		logSDLError("LoadTexture");
	return texture;
}
Esempio n. 9
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SDL_Renderer* InitSDLRenderer(SDL_Window* window)
{
	//SDL_Renderer* renderer = SDL_CreateRenderer(window, -1,SDL_RENDERER_ACCELERATED);
	SDL_Renderer* renderer = SDL_CreateRenderer(window, -1,	0);
	
	if(renderer != nullptr)
	{
		SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
		#ifdef __ANDROID__
			SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "best");
		#elif _WIN32
			SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "best");
		#endif
		//SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");
		
		SDL_RenderSetLogicalSize(renderer, 640, 360);
		SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
	}
	if (renderer == nullptr)
	{
		logSDLError(std::cout, "InitSDLRenderer");
		return nullptr;
	}
	
	return renderer;
}
int init_SDL_all()
{
    SDL_Init(SDL_INIT_VIDEO);              // Initialize SDL2

    //init image loader
    if ((IMG_Init(IMG_INIT_PNG) & IMG_INIT_PNG) != IMG_INIT_PNG){
	    logSDLError("IMG_Init");
	    return 1;
    }

    if (TTF_Init() != 0){
	    logSDLError("TTF_Init");
	    return 1;
    }
    return 0;
}
Esempio n. 11
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/*
 * Loads an image into a texture on the rendering device
 * @param file The image file to load
 * @param ren The renderer to load the texture onto
 * @return the loaded texture, or nullptr if something went wrong.
 */
SDL_Texture* loadTexture(const std::string &file, SDL_Renderer *ren){
	SDL_Texture *texture = IMG_LoadTexture(ren, file.c_str());
	if (texture == nullptr){	
		logSDLError(std::cout, "LoadTexture");
	}
	return texture;
}
Esempio n. 12
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SDL_Surface * Font::toSurface(std::string text, Color color) {
	SDL_Surface *surf = TTF_RenderText_Blended(font_, text.c_str(), color.getSDLColor());
	if (surf == 0) {
		logSDLError(std::cout, "TTF_RenderText");
		return 0;
	}
	return surf;
}
Esempio n. 13
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/*{{{ loadTexture: Loads file, returns a texture*/
SDL_Texture *loadTexture(const std::string &file, SDL_Renderer *ren) {
	SDL_Texture *texture = nullptr;
	SDL_Surface *loadedImage = IMG_Load(file.c_str());
	
	if(loadedImage != nullptr) {
	
		//transparency ffs! (Foer fasen!)
		SDL_SetColorKey(loadedImage,true,SDL_MapRGB(loadedImage->format,255,0,255));
		
		texture = SDL_CreateTextureFromSurface(ren, loadedImage);
		SDL_FreeSurface(loadedImage);
		if(texture == nullptr)
			logSDLError(std::cerr, "CreateTextureFromSurface");
	} else 
		logSDLError(std::cerr, "LoadBMP");

	return texture;
}
Esempio n. 14
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SDL_Surface* LoadSurfaceFromFile(const String &file)
{
	SDL_Surface *surface = IMG_Load(file.c_str());

	if (surface == nullptr)
		logSDLError(std::cout, "LoadSurfaceFromFile");

	return surface;
}
Esempio n. 15
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/*
 * Loads a BMP image into a texture on the rendering device
 * @param file The BMP image file to load
 * @param ren The renderer to load the texture onto
 * @return the loaded texture, or nullptr if something went wrong.
 */
SDL_Texture* loadTexture(const std::string &file, SDL_Renderer *ren){
	SDL_Texture *texture = nullptr;
	//Load the image
	SDL_Surface *loadedImage = SDL_LoadBMP(file.c_str());
	//If the loading went ok, convert to texture and return the texture
	if (loadedImage != nullptr){
		texture = SDL_CreateTextureFromSurface(ren, loadedImage);
		SDL_FreeSurface(loadedImage);
		//Make sure converting went ok too
		if (texture == nullptr){
			logSDLError(std::cout, "CreateTextureFromSurface");
		}
	}
	else {
		logSDLError(std::cout, "LoadBMP");
	}
	return texture;
}
Esempio n. 16
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Font::Font(std::string font, int size) {
	ttf_file_ = font;
	this->size_ = size;
	this->font_ = TTF_OpenFont(ttf_file_.c_str(), size);

	if (this->font_ == 0) {
		logSDLError(std::cout, "TTF_OpenFont");
	}
	scale_ = 1.0;
}
Esempio n. 17
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SDL_Texture* Game::loadTexture(const char* file, SDL_Renderer* ren)
{
	SDL_Texture* tex = IMG_LoadTexture(ren, file);

	if (tex == nullptr) {
		logSDLError(std::cout, "LoadTexture");
	}

	return tex;
}
Esempio n. 18
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void TextLine::loadText(std::string message)
{
  //We need to first render to a surface as that's what TTF_RenderText
  //returns, then load that surface into a texture
  TTF_Font * font = mTextMaker->getFont(); 
  SDL_Renderer * renderer = mTextMaker->mRenderer; 
  SDL_Surface * surf = TTF_RenderText_Blended(font, mText.c_str(), mColour);
  if (surf == nullptr){
    logSDLError(std::cout, "TTF_LoadTextLine");
    mTexture = nullptr;
  }
  SDL_Texture * texture = SDL_CreateTextureFromSurface(renderer, surf);
  if (texture == nullptr){
    logSDLError(std::cout, "CreateTexture");
  }
  //Clean up the surface and font
  SDL_FreeSurface(surf);
  mTexture = texture;
}
Esempio n. 19
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Font::Font() {
	ttf_file_ = "./resources/DejaVuSans.ttf";
	size_ = 20;
	font_ = TTF_OpenFont(ttf_file_.c_str(), size_);

	if (font_ == 0) {
		logSDLError(std::cout, "TTF_OpenFont");
	}
	scale_ = 1.0;
}
Esempio n. 20
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bool init_drawing(SDL_Renderer* ren)
{
    font = TTF_OpenFont(fontFile, fontSize);
	if (font == NULL){
		logSDLError("TTF_OpenFont");
        return false;
	}

    fontLarge = TTF_OpenFont(fontFile, fontSizeLarge);
	if (fontLarge == NULL){
		logSDLError("TTF_OpenFont");
        return false;
	}

    sheet = loadTexture("images/tile_sheet.png", ren);

    init_animation();

    return true;
}
Esempio n. 21
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void Font::scale(double s) {
	if (s != scale_) {
		scale_ = s;
		TTF_CloseFont(font_);
		font_ = TTF_OpenFont(ttf_file_.c_str(), scale_ * size_);

		if (font_ == 0) {
			logSDLError(std::cout, "TTF_OpenFont");
		}
	}
}
Esempio n. 22
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/**
* Loads a BMP image into a texture on the rendering device
* @param file The BMP image file to load
* @param ren The renderer to load the texture onto
* @return the loaded texture, or nullptr if something went wrong.
*/
SDL_Texture* CKT::GFX::loadTextureBmp(const std::string &file, SDL_Renderer *ren)
{
	//Initialize to nullptr to avoid dangling pointer issues
	SDL_Texture *texture = nullptr;
	//Load the image
	SDL_Surface *loadedImage = SDL_LoadBMP(file.c_str());
	//If the loading went ok, convert to texture and return the texture
	if (loadedImage != nullptr)
	{
		texture = SDL_CreateTextureFromSurface(ren, loadedImage);
		SDL_FreeSurface(loadedImage);
		//Make sure converting went ok too
		if (texture == nullptr)
		{
			logSDLError(std::cout, "CreateTextureFromSurface()");
		}
	}
	else
	{
		logSDLError(std::cout, "LoadBMP()");
	}
	return texture;
}
Esempio n. 23
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SDL_Texture *renderText(const std::string &msg, const std::string &fontPath, SDL_Color color, int fontSize, SDL_Renderer *ren) {
    TTF_Font *font = TTF_OpenFont(fontPath.c_str(), fontSize);
    if(font == nullptr) {
        logSDLError("Unable to open font");
        return nullptr;
    }

    SDL_Surface *surface = TTF_RenderText_Blended(font, msg.c_str(), color);
    if(surface == nullptr) {
        TTF_CloseFont(font);
        logSDLError("Unable to render text to a surface");
        return nullptr;
    }

    SDL_Texture *tex = SDL_CreateTextureFromSurface(ren, surface);
    if(tex == nullptr) {
        logSDLError("Unable to render surface to texture");
    }

    SDL_FreeSurface(surface);
    TTF_CloseFont(font);

    return tex;
}
Esempio n. 24
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TTF_Font* LoadFont(const String &file, int fontSize)
{
	TTF_Font *font = nullptr;

	#if defined(__ANDROID__)
		SDL_RWops *f = SDL_RWFromFile(file.c_str(), "rb");
		font = TTF_OpenFontRW(f, 1, fontSize);
	#elif defined(_WIN32)
		font = TTF_OpenFont(file.c_str(), fontSize);
	#endif

	if (font == nullptr)
		logSDLError(std::cout, "OpenFont");

	return font;
}
Esempio n. 25
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void Painter::paintText(std::string text, int x, int y) {
	if (text.length() == 0)
		return;

	SDL_Surface * surface = status.font->toSurface(text, status.pen);
	SDL_Rect r = status.font->textBounds(text);
	r.x = x;
	r.y = y;
	status.transformation->applyTransformation(r.x, r.y);
	SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, surface);
	if (texture == 0) {
		logSDLError(std::cout, "CreateTexture");
	}
	SDL_RenderCopy(renderer, texture, NULL, &r);
	SDL_FreeSurface(surface);
	SDL_DestroyTexture(texture);
}
Esempio n. 26
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SDL_Window* InitSDL(const char* windowName, int windowWidth, int windowHeight)
{
	SDL_Init(SDL_INIT_EVERYTHING);
	IMG_Init(IMG_INIT_PNG);

	SDL_Window *window;
	#if defined(_WIN32)
		window = SDL_CreateWindow(windowName, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, windowWidth, windowHeight, SDL_WINDOW_OPENGL);
	#elif defined(__ANDROID__)
		window = SDL_CreateWindow(windowName, 0, 0, windowWidth, windowHeight, SDL_WINDOW_OPENGL);
	#endif

	if (window == nullptr)
	{
		logSDLError(std::cout, "InitSDL");
		return nullptr;
	}

	return window;
}
Esempio n. 27
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SDL_Rect Font::textBounds(std::string text) {
	if (text.length() == 0) {
		return SDL_Rect();
	}
	Color c;
	SDL_Surface *surf = TTF_RenderText_Blended(font_, text.c_str(),
			c.getSDLColor());
	SDL_Rect r;

	if (surf == 0) {
		logSDLError(std::cout, "TTF_RenderText");
		r.x = 0;
		r.y = 0;
		r.w = 0;
		r.h = 0;
		return r;
	}
	r = surf->clip_rect;
	SDL_FreeSurface(surf);
	return r;
}
Esempio n. 28
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int main(int argc, char** argv)
{
    if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
    {
        logSDLError(std::cout, "SDL_INIT");
        return __LINE__;
    }
    SDL_Window *window = SDL_CreateWindow("Lesson 2", 100, 100, SCREEN_WIDTH, SCREEN_HEIGHT)

    SDL_RenderClear(ren);
    SDL_RenderCopy(ren, tex, NULL, NULL);
    SDL_RenderPresent(ren);

    SDL_Delay(2000);

    SDL_DestroyTexture(tex);
    SDL_DestroyRenderer(ren);
    SDL_DestroyWindow(win);
    SDL_Quit();

}
Esempio n. 29
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SDL_Surface* CreateSurface(int width, int height)
{
	#if SDL_BYTEORDER == SDL_BIG_ENDIAN
    const int rmask = 0xff000000;
    const int gmask = 0x00ff0000;
    const int bmask = 0x0000ff00;
	const int amask = 0x000000ff;	
	#else
    const int rmask = 0x000000ff;
    const int gmask = 0x0000ff00;
    const int bmask = 0x00ff0000;
	const int amask = 0xff000000;
	#endif

	SDL_Surface* surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 32, rmask, gmask, bmask, amask);

	if (surface == nullptr)
		logSDLError(std::cout, "CreateSurface");

	return surface;
}
Esempio n. 30
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SDL_Texture *loadTexture(char *loc, SDL_Renderer *ren) {
	SDL_Texture *tex = IMG_LoadTexture(ren, loc);
	if (tex == NULL) logSDLError("LoadTexture");

	return tex;
}