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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@@ -25,6 +25,7 @@
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#include "config_utility.hpp"
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#include "udp_network_utility.hpp"
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#include <sstream>
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#include <stdexcept>
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//-------------------------
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@@ -39,6 +40,13 @@ DisconnectedScreen::DisconnectedScreen() {
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image.Load(GetRenderer(), config["dir.interface"] + "button.png");
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font = TTF_OpenFont(config["client.font"].c_str(), 12);
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//check that the font loaded
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if (!font) {
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std::ostringstream msg;
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msg << "Failed to load a font file; " << SDL_GetError();
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throw(std::runtime_error(msg.str()));
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}
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//setup the button
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backButton.SetBackgroundTexture(GetRenderer(), image.GetTexture());
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backButton.SetText(GetRenderer(), font, "Back", {255, 255, 255, 255});
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@@ -105,6 +113,10 @@ void DisconnectedScreen::MouseButtonUp(SDL_MouseButtonEvent const& event) {
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}
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}
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void DisconnectedScreen::MouseWheel(SDL_MouseWheelEvent const& event) {
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//
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}
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void DisconnectedScreen::KeyDown(SDL_KeyboardEvent const& event) {
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switch(event.keysym.sym) {
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case SDLK_ESCAPE:
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