allow for writeText to use a different texture background that the one we will be write on
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0bdb9a18fe
commit
6393d1d7f3
4 changed files with 12 additions and 11 deletions
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@ -20,7 +20,7 @@ int initFont(TTF_Font **, char *, int);
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* Renvoie 2 en cas de problème de surface avec la SDL
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*
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* Renvoie 0 en cas de succès */
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int writeText(GLuint *, TTF_Font *, const char *, SDL_Color, GLboolean);
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int writeText(GLuint *, TTF_Font *, const char *, SDL_Color, GLuint *);
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// Libère une police de la mémoire
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void freeFont(TTF_Font *);
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@ -54,7 +54,7 @@ static void init(void) {
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"- Audio : beepbox\n"
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"- Talent : aucun\n"
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"- Librairies : GL4D, SDL2 et extensions",
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(SDL_Color){255, 255, 255, 255}, GL_FALSE)) {
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(SDL_Color){255, 255, 255, 255}, NULL)) {
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exit(errStatus);
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}
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17
src/font.c
17
src/font.c
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@ -15,7 +15,7 @@ int initFont(TTF_Font **font, char *filename, int size) {
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}
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int writeText(GLuint *_textTexId, TTF_Font *font, const char *text,
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SDL_Color color, GLboolean keep_previous) {
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SDL_Color color, GLuint *backgroundTextureId) {
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SDL_Surface *d, *s;
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// Create text
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if (!(d = TTF_RenderUTF8_Blended_Wrapped(font, text, color, 0))) {
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@ -32,10 +32,10 @@ int writeText(GLuint *_textTexId, TTF_Font *font, const char *text,
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return 2;
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}
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if (keep_previous) {
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if (backgroundTextureId) {
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// On garde la texture déjà présente
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assert(_textTexId);
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glBindTexture(GL_TEXTURE_2D, *_textTexId);
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assert(*backgroundTextureId);
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glBindTexture(GL_TEXTURE_2D, *backgroundTextureId);
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GLint w, h;
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w);
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@ -57,16 +57,17 @@ int writeText(GLuint *_textTexId, TTF_Font *font, const char *text,
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SDL_BlitScaled(old, NULL, s, NULL);
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SDL_FreeSurface(old);
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} else {
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// Aucune texture existante, donc on la créée
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glGenTextures(1, _textTexId);
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assert(_textTexId);
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glBindTexture(GL_TEXTURE_2D, *_textTexId);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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glBindTexture(GL_TEXTURE_2D, *_textTexId);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// Copie le texte sur la surface finale
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SDL_BlitSurface(d, NULL, s, NULL);
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SDL_FreeSurface(d);
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@ -44,7 +44,7 @@ static void init(void) {
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exit(3);
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}
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if (writeText(&_texId[1], font, "macron = loser", (SDL_Color){0, 0, 0, 255},
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GL_TRUE)) {
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&_texId[0])) {
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exit(3);
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}
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freeFont(font);
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