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
+3 -1
View File
@@ -28,6 +28,7 @@
//-------------------------
SplashScreen::SplashScreen() {
//TODO: I need a logo that isn't partially invisible
logo.Load(GetRenderer(), ConfigUtility::GetSingleton()["dir.logos"] + "krstudios.png");
startTick = std::chrono::steady_clock::now();
}
@@ -49,5 +50,6 @@ void SplashScreen::FrameStart() {
void SplashScreen::RenderFrame(SDL_Renderer* renderer) {
int w = 0, h = 0;
SDL_RenderGetLogicalSize(renderer, &w, &h);
logo.DrawTo(renderer, (w - logo.GetClipW()) / 2, (h - logo.GetClipH()) / 2);
//TODO: fix logo position
logo.DrawTo(renderer, (w - logo.GetClipW() / 4) / 2, (h - logo.GetClipH() / 4) / 2, .25, .25);
}