/* libSDL2pp - C++11 bindings/wrapper for SDL2 Copyright (C) 2013-2014 Dmitry Marakasov This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #include //#include #include #include #include #include #include #include #include using namespace SDL2pp; int Run() { SDL sdl(SDL_INIT_VIDEO); SDLTTF ttf; Window window("libSDL2pp demo: font", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_RESIZABLE); Renderer render(window, -1, SDL_RENDERER_ACCELERATED); Font font(TESTDATA_DIR "/Vera.ttf", 30); Surface solid = font.RenderText_Solid("Hello, world! (solid mode)", SDL_Color({255, 255, 255, 255})); Surface shaded = font.RenderText_Shaded("Hello, world! (shaded mode)", SDL_Color({255, 255, 255, 255}), SDL_Color({127, 127, 127, 255})); Surface blended = font.RenderText_Blended("Hello, world! (blended mode)", SDL_Color({255, 255, 255, 255})); font.SetOutline(1); Surface outline = font.RenderText_Blended("Hello, world! (blended + outline)", SDL_Color({255, 255, 255, 255})); Texture solid_tex(render, solid); Texture shaded_tex(render, shaded); Texture blended_tex(render, blended); Texture outline_tex(render, outline); while (1) { // Process input SDL_Event event; while (SDL_PollEvent(&event)) if (event.type == SDL_QUIT || (event.type == SDL_KEYDOWN && (event.key.keysym.sym == SDLK_ESCAPE || event.key.keysym.sym == SDLK_q))) return 0; // Clear screen render.SetDrawColor(0, 63, 63); render.Clear(); // Render 3 strings int h = 0; render.Copy(solid_tex, NullOpt, Rect(0, h, solid.GetWidth(), solid.GetHeight())); h += solid.Get()->h; render.Copy(shaded_tex, NullOpt, Rect(0, h, shaded.GetWidth(), shaded.GetHeight())); h += shaded.Get()->h; render.Copy(blended_tex, NullOpt, Rect(0, h, blended.GetWidth(), blended.GetHeight())); h += blended.Get()->h; render.Copy(outline_tex, NullOpt, Rect(0, h, outline.GetWidth(), outline.GetHeight())); render.Present(); // Frame limiter SDL_Delay(1); } return 0; } int main() { try { return Run(); } catch (Exception& e) { std::cerr << "Error: " << e.what() << " (" << e.GetSDLError() << ")" << std::endl; } catch (std::exception& e) { std::cerr << "Error: " << e.what() << std::endl; } return -1; }