mirror of
https://github.com/libSDL2pp/libSDL2pp.git
synced 2025-08-03 19:05:59 -04:00
88 lines
2.9 KiB
C++
88 lines
2.9 KiB
C++
/*
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libSDL2pp - C++11 bindings/wrapper for SDL2
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Copyright (C) 2013-2015 Dmitry Marakasov <amdmi3@amdmi3.ru>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include <iostream>
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#include <SDL2pp/SDL.hh>
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#include <SDL2pp/SDLTTF.hh>
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#include <SDL2pp/Font.hh>
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#include <SDL2pp/Window.hh>
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#include <SDL2pp/Renderer.hh>
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#include <SDL2pp/Texture.hh>
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using namespace SDL2pp;
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int main() try {
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SDL sdl(SDL_INIT_VIDEO);
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SDLTTF ttf;
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Window window("libSDL2pp demo: font", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_RESIZABLE);
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Renderer render(window, -1, SDL_RENDERER_ACCELERATED);
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Font font(TESTDATA_DIR "/Vera.ttf", 30);
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Surface solid = font.RenderText_Solid("Hello, world! (solid mode)", SDL_Color{255, 255, 255, 255});
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Surface shaded = font.RenderText_Shaded("Hello, world! (shaded mode)", SDL_Color{255, 255, 255, 255}, SDL_Color{127, 127, 127, 255});
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Surface blended = font.RenderText_Blended("Hello, world! (blended mode)", SDL_Color{255, 255, 255, 255});
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font.SetOutline(1);
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Surface outline = font.RenderText_Blended("Hello, world! (blended + outline)", SDL_Color{255, 255, 255, 255});
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Texture solid_tex(render, solid);
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Texture shaded_tex(render, shaded);
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Texture blended_tex(render, blended);
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Texture outline_tex(render, outline);
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while (1) {
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// Process input
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SDL_Event event;
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while (SDL_PollEvent(&event))
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if (event.type == SDL_QUIT || (event.type == SDL_KEYDOWN && (event.key.keysym.sym == SDLK_ESCAPE || event.key.keysym.sym == SDLK_q)))
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return 0;
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// Clear screen
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render.SetDrawColor(0, 63, 63);
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render.Clear();
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// Render 3 strings
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int h = 0;
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render.Copy(solid_tex, NullOpt, Rect(0, h, solid.GetWidth(), solid.GetHeight()));
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h += solid.Get()->h;
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render.Copy(shaded_tex, NullOpt, Rect(0, h, shaded.GetWidth(), shaded.GetHeight()));
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h += shaded.Get()->h;
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render.Copy(blended_tex, NullOpt, Rect(0, h, blended.GetWidth(), blended.GetHeight()));
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h += blended.Get()->h;
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render.Copy(outline_tex, NullOpt, Rect(0, h, outline.GetWidth(), outline.GetHeight()));
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render.Present();
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// Frame limiter
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SDL_Delay(1);
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}
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return 0;
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} catch (std::exception& e) {
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std::cerr << "Error: " << e.what() << std::endl;
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return 1;
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}
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