Fixed SDL2 demo to not render text on every frame. (#81)

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Nichole Mattera 2020-06-26 04:41:59 -04:00 committed by GitHub
parent ea27fe123d
commit cb01bf3c37
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@ -43,21 +43,19 @@
#define SCREEN_W 1280
#define SCREEN_H 720
void render_text(SDL_Renderer *renderer, int x, int y, const char* text, TTF_Font *font, SDL_Rect *rect, SDL_Color *color)
SDL_Texture * render_text(SDL_Renderer *renderer, const char* text, TTF_Font *font, SDL_Color color, SDL_Rect *rect)
{
SDL_Surface *surface;
SDL_Texture *texture;
surface = TTF_RenderText_Solid(font, text, *color);
surface = TTF_RenderText_Solid(font, text, color);
texture = SDL_CreateTextureFromSurface(renderer, surface);
rect->x = x;
rect->y = y;
rect->w = surface->w;
rect->h = surface->h;
SDL_FreeSurface(surface);
SDL_RenderCopy(renderer, texture, NULL, rect);
SDL_DestroyTexture(texture);
return texture;
}
int rand_range(int min, int max){
@ -74,12 +72,11 @@ int main(int argc, char** argv) {
int trail = 0;
int wait = 25;
SDL_Texture *switchlogo_tex = NULL, *sdllogo_tex = NULL;
SDL_Texture *switchlogo_tex = NULL, *sdllogo_tex = NULL, *helloworld_tex = NULL;
SDL_Rect pos = { 0, 0, 0, 0 }, sdl_pos = { 0, 0, 0, 0 };
Mix_Music *music = NULL;
Mix_Chunk *sound[4] = { NULL };
SDL_Event event;
SDL_Rect rect;
SDL_Color colors[] = {
{ 128, 128, 128, 0 }, // gray
@ -133,6 +130,13 @@ int main(int argc, char** argv) {
// load font from romfs
TTF_Font* font = TTF_OpenFont("data/LeroyLetteringLightBeta01.ttf", 36);
// render text as texture
SDL_Rect helloworld_rect = { 0, SCREEN_H - 36, 0, 0 };
helloworld_tex = render_text(renderer, "Hello, world!", font, colors[1], &helloworld_rect);
// no need to keep the font loaded
TTF_CloseFont(font);
SDL_InitSubSystem(SDL_INIT_AUDIO);
Mix_AllocateChannels(5);
Mix_OpenAudio(48000, AUDIO_S16, 2, 4096);
@ -221,13 +225,24 @@ int main(int argc, char** argv) {
}
// put text on screen
render_text(renderer, 0, SCREEN_H - 36, "Hello, world!", font, &rect, &colors[1]);
if (helloworld_tex)
SDL_RenderCopy(renderer, helloworld_tex, NULL, &helloworld_rect);
SDL_RenderPresent(renderer);
SDL_Delay(wait);
}
// clean up your textures when you are done with them
if (sdllogo_tex)
SDL_DestroyTexture(sdllogo_tex);
if (switchlogo_tex)
SDL_DestroyTexture(switchlogo_tex);
if (helloworld_tex)
SDL_DestroyTexture(helloworld_tex);
// stop sounds and free loaded data
Mix_HaltChannel(-1);
Mix_FreeMusic(music);