Client builds & runs, can't test the gameplay without the server
SDL_ttf is now being initialized, and all usages of fonts are now checked for nullptr. A bug where the renderer's logical size was not properly set has been fixed. The FPS counter is disabled for now.
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@@ -44,11 +44,16 @@ void ClientApplication::Init(int argc, char* argv[]) {
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//create and check the window
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//-------------------------
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//get the config values
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int w = config.Int("client.screen.w");
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int h = config.Int("client.screen.h");
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int f = config.Bool("client.screen.f") ? SDL_WINDOW_FULLSCREEN : 0;
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window = SDL_CreateWindow(argv[0], SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, w ? w : 800, h ? h : 600, f);
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//default sizes
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w = w ? w : 800;
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h = h ? h : 600;
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window = SDL_CreateWindow(argv[0], SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, w, h, f);
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if (!window) {
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std::ostringstream msg;
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@@ -86,12 +91,21 @@ void ClientApplication::Init(int argc, char* argv[]) {
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//initialize SDL_net
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if (SDLNet_Init()) {
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std::ostringstream msg;
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msg << "Failed to initialize SDL_net: " << SDL_GetError();
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msg << "Failed to initialize SDL_net 2.0: " << SDL_GetError();
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throw(std::runtime_error(msg.str()));
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}
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UDPNetworkUtility::GetSingleton().Open(0);
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std::cout << "Initialized SDL_net" << std::endl;
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std::cout << "Initialized SDL_net 2.0" << std::endl;
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//setting up SDL2_ttf
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if (TTF_Init()) {
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std::ostringstream msg;
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msg << "Failed to initialize SDL_ttf 2.0: " << SDL_GetError();
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throw(std::runtime_error(msg.str()));
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}
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std::cout << "Initialized SDL_ttf 2.0" << std::endl;
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//-------------------------
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//debug output
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@@ -181,6 +195,7 @@ void ClientApplication::Quit() {
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//clean up after the program
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std::cout << "Shutting down" << std::endl;
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UDPNetworkUtility::GetSingleton().Close();
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TTF_Quit();
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SDLNet_Quit();
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BaseScene::SetRenderer(nullptr);
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SDL_DestroyRenderer(renderer);
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