make refresh function public for sb::Text
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fb68938889
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c7fb948e39
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@ -68,7 +68,7 @@ void Text::refresh()
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{
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/* Render the text with transparent background as RGBA pixel data using the SDL image library. */
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// std::shared_ptr<SDL_Surface> blended {TTF_RenderText_Blended(_font.get(), _content.c_str(), _foreground), SDL_FreeSurface};
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std::shared_ptr<SDL_Surface> blended {TTF_RenderText_Blended_Wrapped(_font.get(), _content.c_str(), _foreground, 3000), SDL_FreeSurface};
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std::shared_ptr<SDL_Surface> blended {TTF_RenderUTF8_Blended_Wrapped(_font.get(), _content.c_str(), _foreground, 3000), SDL_FreeSurface};
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if (!blended)
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{
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Log::sdl_error("Could not create text");
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15
src/Text.hpp
15
src/Text.hpp
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@ -25,16 +25,12 @@ namespace sb
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std::optional<glm::vec2> _dimensions;
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GLint _scaling_quality = GL_LINEAR;
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/*!
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* Load the texture with the appropriate SDL_Surface pixels created by the SDL TTF library.
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*/
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void refresh();
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public:
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/*!
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* Construct a sb::Text object from a font, string, and background and foreground colors. A texture with the text rendered in the
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* given colors will be created and attached to this object.
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* Construct a sb::Text object from a font, string, and background and foreground colors. A texture will be created and attached. The
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* texture is not generated or rendered. Text::refresh() must be called afterward with the GL context loaded. The content, dimensions,
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* foreground, background, font, and scaling quality functions call Text::refresh() automatically.
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*
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* The font must be wrapped in a shared pointer. A default loaded font is available from Game::font().
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*
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@ -103,6 +99,11 @@ namespace sb
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*/
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void scaling_quality(GLint quality);
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/*!
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* Load the texture with the appropriate SDL_Surface pixels created by the SDL TTF library.
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*/
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void refresh();
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/*!
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* Convert the text object to a string with some debugging information.
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*/
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