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