Reputation: 83
So, I'm working on a command prompt game, and right now I'm starting small. I've gotten the basics down for a slow printing text system, but I've encountered a problem that I'm unsure how to fix.
Basically; the text stretches to fit the predefined box:
and by predefined box, I mean the SDL_Rect's I defined as srcrect and dstrect.
Now, a solution would be to simply extend the SDL_Rect's to fit my text, and as I'm using a Monospaced font, this would be fairly easy. But I'm just left thinking; "There must be a better way!".
Finally, here's my code if you need it:
#include<iostream>
#include<SDL.h>
#include<string>
#include<SDL_ttf.h>
std::string text = "";
std::string textToAdd = "Hello there, how are you doing?";
int pos = 0;
void handleEvents(SDL_Event e, bool* quit){
while(SDL_PollEvent(&e) > 0){
if(e.type == SDL_QUIT){
*quit = true;
}
}
}
void render(SDL_Renderer* renderer, SDL_Texture* textToRender, SDL_Rect srcrect, SDL_Rect dstrect){
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, textToRender, &srcrect, &dstrect);
SDL_RenderPresent(renderer);
}
Uint32 calcText(Uint32 interval, void *param){
if(pos < textToAdd.length()){
text = text + textToAdd[pos];
pos++;
}
return interval;
}
int main( int argc, char *argv[] ) {
SDL_Init(SDL_INIT_EVERYTHING);
TTF_Init();
SDL_Window* window = SDL_CreateWindow("Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 600, 600, SDL_RENDERER_ACCELERATED);
SDL_Renderer* renderer = SDL_CreateRenderer(window, 0, 0);
bool quit = false;
SDL_Event e;
SDL_TimerID repeatText = SDL_AddTimer(70, calcText, NULL);
TTF_Font* font = TTF_OpenFont("Hack-Regular.ttf", 28);
SDL_Color color = {255, 255, 255};
SDL_Surface* textSurface;
SDL_Texture* textTexture;
SDL_Rect srcrect;
SDL_Rect dstrect;
srcrect.x = 0;
srcrect.y = 0;
srcrect.w = 580;
srcrect.h = 32;
dstrect.x = 10;
dstrect.y = 10;
dstrect.w = 580;
dstrect.h = 32;
while(!quit){
handleEvents(e, &quit);
render(renderer, textTexture, srcrect, dstrect);
textSurface = TTF_RenderText_Solid(font, text.c_str(), color);
textTexture = SDL_CreateTextureFromSurface(renderer, textSurface);
}
SDL_DestroyWindow(window);
SDL_DestroyRenderer(renderer);
window = NULL;
renderer = NULL;
TTF_Quit();
SDL_Quit();
return 0;
}
Upvotes: 2
Views: 509
Reputation: 262
I made it using a little bit different methods. First of all, I suggest you to read this tutorial: http://lazyfoo.net/tutorials/SDL/index.php. Secondly: try to use initialization checks at critical points, like in this example:
//...
if (!myInitFunction())
{
//error message and quit without crash
}
else
{
//continue game
}
//...
Let's get back to your problem:
Yes it's possible, what you want, getting dstrect.w
from surface->w
. But not so simply. Because at first run of while loop we get into a crash if we do dstrect.w = surcface->h
then your game crashes. Why? Because the string is equal with nothing: ""
.
To avoid that, you should simply start with a spaced string or put the 'H'
character in the string before start. (Actually I made it in an another way without using SDL_TimerID
but I don't want to complicate it.)
Also, you should follow the "order rule": INPUT >>> HANDLING >>> RENDER
.
So your code should look like this:
//...
std::string text = "H";
std::string textToAdd = "ello there, how are you doing?";
//...
while(!quit)
{
handleEvents(e, &quit);
textSurface = TTF_RenderText_Solid(font, text.c_str(), color);
dstrect.w = textSurface->w; //change the width of rectangle
textTexture = SDL_CreateTextureFromSurface(renderer, textSurface);
render(renderer, textTexture, srcrect, dstrect);
}
//...
Another suggestion is that try to generalize this render method, and try to do it in console application if you haven't did it.
IMPORTANT EDIT:
I made it to repeat text, and it slowed down. I realized that there is a memory leak! So after using or before recreating surface you must delete it with SDL_FreeSurface
and delete texture by using SDL_DestroyTexture
.
Edit 2: So, responding to your comment, here it is your while loop:
{
handleEvents(e, &quit);
if (textSurface != NULL)
{
SDL_FreeSurface(textSurface);
//textSurface = NULL; //optional
}
textSurface = TTF_RenderText_Solid(font, text.c_str(), color);
dstrect.w = textSurface->w; //change the width of rectangle
if (textTexture != NULL)
{
SDL_DestroyTexture(textTexture);
//textTexture = NULL;
}
textTexture = SDL_CreateTextureFromSurface(renderer, textSurface);
render(renderer, textTexture, srcrect, dstrect);
}
Note: you must declare Surface
and Texture
pointers as NULLs so the if part can work.
Upvotes: 2