lobby_menu.cpp builds, as does all of client/menu_scenes

This is great progress, but I think I should turn the common directory into a subnmodule, since
I've been constantly tabbing back and forward between this folder, and the debug folder, making
and committing identical edits to both.

 Scene list:
        > disconnected_screen.*pp
        > lobby_menu.*pp
        > main_menu.*pp
        > options_menu.*pp
        > splash_screen.*pp
        * world*.*pp

        * unfinished
        > building
This commit is contained in:
2015-08-14 21:47:04 +10:00
parent e8347cb9fb
commit 2f86511254
6 changed files with 109 additions and 97 deletions
+3 -2
View File
@@ -95,7 +95,7 @@ SDL_Texture* Image::Load(SDL_Renderer* renderer, std::string fname) {
return texture;
}
SDL_Texture* Image::Create(SDL_Renderer* renderer, Uint16 w, Uint16 h) {
SDL_Texture* Image::Create(SDL_Renderer* renderer, Uint16 w, Uint16 h, SDL_Color blank) {
Free();
//make the texture
@@ -124,8 +124,9 @@ SDL_Texture* Image::Create(SDL_Renderer* renderer, Uint16 w, Uint16 h) {
//blank (black) texture
SDL_SetRenderTarget(renderer, texture);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
SDL_SetRenderDrawColor(renderer, blank.r, blank.g, blank.b, blank.a);
SDL_RenderFillRect(renderer, nullptr);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
SDL_SetRenderTarget(renderer, nullptr);
return texture;
+1 -1
View File
@@ -39,7 +39,7 @@ public:
Image& operator=(Image&&);
SDL_Texture* Load(SDL_Renderer* renderer, std::string fname);
SDL_Texture* Create(SDL_Renderer* renderer, Uint16 w, Uint16 h);
SDL_Texture* Create(SDL_Renderer* renderer, Uint16 w, Uint16 h, SDL_Color blank = {0, 0, 0, 255});
SDL_Texture* CopyTexture(SDL_Renderer* renderer, SDL_Texture* ptr);
SDL_Texture* SetTexture(SDL_Texture*);
SDL_Texture* GetTexture() const;
+1 -1
View File
@@ -33,7 +33,7 @@ public:
TextLine();
TextLine(SDL_Renderer* r, TTF_Font* f, std::string s, SDL_Color c)
{ SetText(r, f, s, c); }
~TextLine();
virtual ~TextLine();
void DrawTo(SDL_Renderer*, int posX, int posY);