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.
This commit is contained in:
2015-08-20 20:45:13 +10:00
parent dc5b09a9b4
commit 3d6509b5a5
15 changed files with 100 additions and 22 deletions
+11
View File
@@ -43,6 +43,13 @@ World::World(int* const argClientIndex, int* const argAccountIndex):
buttonImage.Load(GetRenderer(), config["dir.interface"] + "button.png");
font = TTF_OpenFont(config["client.font"].c_str(), 12);
//check that the font loaded
if (!font) {
std::ostringstream msg;
msg << "Failed to load a font file; " << SDL_GetError();
throw(std::runtime_error(msg.str()));
}
//setup the buttons
disconnectButton.SetBackgroundTexture(GetRenderer(), buttonImage.GetTexture());
disconnectButton.SetText(GetRenderer(), font, "Disconnect", {255, 255, 255, 255});
@@ -216,6 +223,10 @@ void World::MouseButtonUp(SDL_MouseButtonEvent const& event) {
}
}
void World::MouseWheel(SDL_MouseWheelEvent const& event) {
//
}
void World::KeyDown(SDL_KeyboardEvent const& key) {
//hotkeys
switch(key.keysym.sym) {