One menu scene works, but I need some more UI widgets
Namely, I need a text box widget, which can display text without having to re-create and destroy the texture every frame.
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@@ -23,6 +23,7 @@
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#include "channels.hpp"
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#include "config_utility.hpp"
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#include "text_util.hpp"
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#include "udp_network_utility.hpp"
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#include <stdexcept>
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@@ -35,20 +36,17 @@ DisconnectedScreen::DisconnectedScreen() {
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ConfigUtility& config = ConfigUtility::GetSingleton();
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//setup the utility objects
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image.LoadSurface(config["dir.interface"] + "button_menu.bmp");
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image.SetClipH(image.GetClipH()/3);
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font.LoadSurface(config["dir.fonts"] + "pk_white_8.bmp");
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//TODO: (1) resource tool, to prevent reloading like this
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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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//pass the utility objects
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backButton.SetImage(&image);
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backButton.SetFont(&font);
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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", COLOR_WHITE);
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//set the button positions
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backButton.SetX(50);
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backButton.SetY(50 + image.GetClipH() * 0);
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//set the button texts
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backButton.SetText("Back");
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backButton.SetY(50);
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//full reset
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UDPNetworkUtility::GetSingleton().Unbind(Channels::SERVER);
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@@ -71,7 +69,7 @@ void DisconnectedScreen::FrameStart() {
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void DisconnectedScreen::Update() {
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if (std::chrono::steady_clock::now() - startTick > std::chrono::duration<int>(10)) {
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SetNextScene(SceneList::MAINMENU);
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SetSceneSignal(SceneSignal::MAINMENU);
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}
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//Eat incoming packets
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@@ -86,7 +84,13 @@ void DisconnectedScreen::RenderFrame(SDL_Renderer* renderer) {
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ConfigUtility& config = ConfigUtility::GetSingleton();
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backButton.DrawTo(renderer);
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font.DrawStringTo(config["client.disconnectMessage"], screen, 50, 30);
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//render output message
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SDL_Texture* tex = renderPlainText(renderer, font, config["client.disconnectMessage"], COLOR_WHITE);
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int w = 0, h = 0;
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SDL_QueryTexture(tex, nullptr, nullptr, &w, &h);
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SDL_Rect d = {50, 30, w, h};
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SDL_RenderCopy(renderer, tex, nullptr, &d);
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SDL_DestroyTexture(tex);
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}
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//-------------------------
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