allow for writeText to use a different texture background that the one we will be write on

This commit is contained in:
Mylloon 2023-05-21 21:31:41 +02:00
parent 0bdb9a18fe
commit 6393d1d7f3
Signed by: Anri
GPG key ID: A82D63DFF8D1317F
4 changed files with 12 additions and 11 deletions

View file

@ -20,7 +20,7 @@ int initFont(TTF_Font **, char *, int);
* Renvoie 2 en cas de problème de surface avec la SDL
*
* Renvoie 0 en cas de succès */
int writeText(GLuint *, TTF_Font *, const char *, SDL_Color, GLboolean);
int writeText(GLuint *, TTF_Font *, const char *, SDL_Color, GLuint *);
// Libère une police de la mémoire
void freeFont(TTF_Font *);

View file

@ -54,7 +54,7 @@ static void init(void) {
"- Audio : beepbox\n"
"- Talent : aucun\n"
"- Librairies : GL4D, SDL2 et extensions",
(SDL_Color){255, 255, 255, 255}, GL_FALSE)) {
(SDL_Color){255, 255, 255, 255}, NULL)) {
exit(errStatus);
}

View file

@ -15,7 +15,7 @@ int initFont(TTF_Font **font, char *filename, int size) {
}
int writeText(GLuint *_textTexId, TTF_Font *font, const char *text,
SDL_Color color, GLboolean keep_previous) {
SDL_Color color, GLuint *backgroundTextureId) {
SDL_Surface *d, *s;
// Create text
if (!(d = TTF_RenderUTF8_Blended_Wrapped(font, text, color, 0))) {
@ -32,10 +32,10 @@ int writeText(GLuint *_textTexId, TTF_Font *font, const char *text,
return 2;
}
if (keep_previous) {
if (backgroundTextureId) {
// On garde la texture déjà présente
assert(_textTexId);
glBindTexture(GL_TEXTURE_2D, *_textTexId);
assert(*backgroundTextureId);
glBindTexture(GL_TEXTURE_2D, *backgroundTextureId);
GLint w, h;
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w);
@ -57,16 +57,17 @@ int writeText(GLuint *_textTexId, TTF_Font *font, const char *text,
SDL_BlitScaled(old, NULL, s, NULL);
SDL_FreeSurface(old);
} else {
// Aucune texture existante, donc on la créée
glGenTextures(1, _textTexId);
assert(_textTexId);
glBindTexture(GL_TEXTURE_2D, *_textTexId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
glBindTexture(GL_TEXTURE_2D, *_textTexId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Copie le texte sur la surface finale
SDL_BlitSurface(d, NULL, s, NULL);
SDL_FreeSurface(d);

View file

@ -44,7 +44,7 @@ static void init(void) {
exit(3);
}
if (writeText(&_texId[1], font, "macron = loser", (SDL_Color){0, 0, 0, 255},
GL_TRUE)) {
&_texId[0])) {
exit(3);
}
freeFont(font);