Merge branch 'SDL2'
This commit is contained in:
commit
c682e5ee44
2
.gitignore
vendored
2
.gitignore
vendored
|
@ -43,4 +43,6 @@ install_manifest.txt
|
|||
# unsuported build
|
||||
windows*
|
||||
|
||||
build/src
|
||||
build/tetris
|
||||
.kdev4*
|
||||
|
|
|
@ -1,53 +0,0 @@
|
|||
[Buildset]
|
||||
BuildItems=@Variant(\x00\x00\x00\t\x00\x00\x00\x00\x01\x00\x00\x00\x0b\x00\x00\x00\x00\x01\x00\x00\x00\x0c\x00T\x00e\x00t\x00r\x00i\x00s)
|
||||
|
||||
[CMake]
|
||||
Build Directory Count=1
|
||||
CMakeDir=/usr/share/cmake-3.0/Modules
|
||||
Current Build Directory Index=0
|
||||
ProjectRootRelative=./
|
||||
|
||||
[CMake][CMake Build Directory 0]
|
||||
Build Directory Path=file:///home/juraj/projects/Tetris/build
|
||||
Build Type=Debug
|
||||
CMake Binary=file:///usr/bin/cmake
|
||||
Environment Profile=
|
||||
Extra Arguments=
|
||||
Install Directory=file:///usr/local
|
||||
|
||||
[Defines And Includes][Compiler]
|
||||
Name=GCC
|
||||
Path=gcc
|
||||
Type=GCC
|
||||
|
||||
[Launch]
|
||||
Launch Configurations=Launch Configuration 0
|
||||
|
||||
[Launch][Launch Configuration 0]
|
||||
Configured Launch Modes=execute
|
||||
Configured Launchers=nativeAppLauncher
|
||||
Name=Tetris
|
||||
Type=Native Application
|
||||
|
||||
[Launch][Launch Configuration 0][Data]
|
||||
Arguments=
|
||||
Debugger Shell=
|
||||
Dependencies=@Variant(\x00\x00\x00\t\x00\x00\x00\x00\x00)
|
||||
Dependency Action=Nothing
|
||||
Display Demangle Names=true
|
||||
Display Static Members=true
|
||||
EnvironmentGroup=default
|
||||
Executable=
|
||||
External Terminal=xterm -hold -e %exe
|
||||
GDB Path=
|
||||
Project Target=Tetris,tetris
|
||||
Remote GDB Config Script=
|
||||
Remote GDB Run Script=
|
||||
Remote GDB Shell Script=
|
||||
Start With=ApplicationOutput
|
||||
Use External Terminal=true
|
||||
Working Directory=
|
||||
isExecutable=false
|
||||
|
||||
[SourceFileTemplates]
|
||||
LastUsedTemplate=/home/juraj/.kde/share/apps/kdevfiletemplates/template_descriptions/cpp_basic.desktop
|
|
@ -1,20 +0,0 @@
|
|||
[Containments][1]
|
||||
ActionPluginsSource=Global
|
||||
activity=tetris
|
||||
activityId=
|
||||
desktop=-1
|
||||
formfactor=0
|
||||
geometry=0,0,1098,581
|
||||
immutability=1
|
||||
lastDesktop=-1
|
||||
lastScreen=0
|
||||
location=0
|
||||
orientation=2
|
||||
plugin=newspaper
|
||||
screen=0
|
||||
zvalue=0
|
||||
|
||||
[Project]
|
||||
Manager=KDevCMakeManager
|
||||
Name=tetris
|
||||
VersionControl=
|
|
@ -1,57 +0,0 @@
|
|||
[Buildset]
|
||||
BuildItems=@Variant(\x00\x00\x00\t\x00\x00\x00\x00\x00)
|
||||
|
||||
[CMake]
|
||||
Build Directory Count=2
|
||||
CMakeDir=/usr/share/cmake-2.8/Modules
|
||||
Current Build Directory Index=0
|
||||
ProjectRootRelative=./
|
||||
|
||||
[CMake][CMake Build Directory 0]
|
||||
Build Directory Path=file:///home/juraj/projects/tetris/build
|
||||
Build Type=
|
||||
CMake Binary=file:///usr/bin/cmake
|
||||
Environment Profile=default
|
||||
Extra Arguments=
|
||||
Install Directory=file:///usr/local
|
||||
|
||||
[CMake][CMake Build Directory 1]
|
||||
Build Directory Path=file:///home/juraj/projects/tetris/releare
|
||||
Build Type=Release
|
||||
CMake Binary=file:///usr/bin/cmake
|
||||
Environment Profile=Release
|
||||
Extra Arguments=
|
||||
Install Directory=file:///usr/local
|
||||
|
||||
[Launch]
|
||||
Launch Configurations=Launch Configuration 0
|
||||
|
||||
[Launch][Launch Configuration 0]
|
||||
Configured Launch Modes=execute
|
||||
Configured Launchers=nativeAppLauncher
|
||||
Name=Tetris
|
||||
Type=Native Application
|
||||
|
||||
[Launch][Launch Configuration 0][Data]
|
||||
Arguments=
|
||||
Debugger Shell=
|
||||
Dependencies=@Variant(\x00\x00\x00\t\x00\x00\x00\x00\x00)
|
||||
Dependency Action=Nothing
|
||||
Display Demangle Names=true
|
||||
Display Static Members=true
|
||||
EnvironmentGroup=default
|
||||
Executable=
|
||||
External Terminal=xterm -hold -e %exe
|
||||
GDB Path=
|
||||
Project Target=tetris,tetris
|
||||
Remote GDB Config Script=
|
||||
Remote GDB Run Script=
|
||||
Remote GDB Shell Script=
|
||||
Start With=GdbConsole
|
||||
Use External Terminal=true
|
||||
Working Directory=
|
||||
isExecutable=false
|
||||
|
||||
[MakeBuilder]
|
||||
Number Of Jobs=3
|
||||
Su Command=2
|
|
@ -1,27 +1,17 @@
|
|||
cmake_minimum_required(VERSION 2.8)
|
||||
set(EXE_NAME tetris)
|
||||
|
||||
project(tetris)
|
||||
project(${EXE_NAME})
|
||||
|
||||
add_executable(
|
||||
tetris
|
||||
scoreitem.cpp
|
||||
scorestate.cpp
|
||||
stringinput.cpp
|
||||
part.cpp
|
||||
main.cpp
|
||||
global.cpp
|
||||
map.cpp
|
||||
resource.cpp
|
||||
game.cpp
|
||||
pausestate.cpp
|
||||
playstate.cpp
|
||||
menustate.cpp
|
||||
menuitem.cpp
|
||||
menu.cpp
|
||||
)
|
||||
list(APPEND CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cmake)
|
||||
|
||||
|
||||
find_package(SDL2 REQUIRED)
|
||||
find_package(SDL2_ttf REQUIRED)
|
||||
include_directories(${SDL2_INCLUDE_DIR} ${SDL2TTF_INCLUDE_DIRS})
|
||||
set(TETRIS_LIBRARIES ${SDL2_LIBRARY} ${SDL2TTF_LIBRARY} )
|
||||
|
||||
add_subdirectory(src)
|
||||
|
||||
target_link_libraries(tetris SDL SDL_ttf)
|
||||
|
||||
set(CMAKE_CXX_FLAGS "-Wextra -ftabstop=4 -march=native -std=gnu++11 -fshow-column -ftabstop=4 -frounding-math -pipe")
|
||||
|
||||
install(TARGETS tetris RUNTIME DESTINATION bin)
|
||||
|
|
|
@ -1,2 +1,11 @@
|
|||
<<<<<<< HEAD
|
||||
# Tetris
|
||||
Basic tetris write in C++ and SDL
|
||||
|
||||
## Changelog
|
||||
* 4/6/2015
|
||||
* Replaced SDL with SDL2
|
||||
=======
|
||||
# Tetris
|
||||
My tetris game
|
||||
>>>>>>> master
|
||||
|
|
171
cmake/FindSDL2.cmake
Normal file
171
cmake/FindSDL2.cmake
Normal file
|
@ -0,0 +1,171 @@
|
|||
# Locate SDL2 library
|
||||
# This module defines
|
||||
# SDL2_LIBRARY, the name of the library to link against
|
||||
# SDL2_FOUND, if false, do not try to link to SDL2
|
||||
# SDL2_INCLUDE_DIR, where to find SDL.h
|
||||
#
|
||||
# This module responds to the the flag:
|
||||
# SDL2_BUILDING_LIBRARY
|
||||
# If this is defined, then no SDL2main will be linked in because
|
||||
# only applications need main().
|
||||
# Otherwise, it is assumed you are building an application and this
|
||||
# module will attempt to locate and set the the proper link flags
|
||||
# as part of the returned SDL2_LIBRARY variable.
|
||||
#
|
||||
# Don't forget to include SDLmain.h and SDLmain.m your project for the
|
||||
# OS X framework based version. (Other versions link to -lSDL2main which
|
||||
# this module will try to find on your behalf.) Also for OS X, this
|
||||
# module will automatically add the -framework Cocoa on your behalf.
|
||||
#
|
||||
#
|
||||
# Additional Note: If you see an empty SDL2_LIBRARY_TEMP in your configuration
|
||||
# and no SDL2_LIBRARY, it means CMake did not find your SDL2 library
|
||||
# (SDL2.dll, libsdl2.so, SDL2.framework, etc).
|
||||
# Set SDL2_LIBRARY_TEMP to point to your SDL2 library, and configure again.
|
||||
# Similarly, if you see an empty SDL2MAIN_LIBRARY, you should set this value
|
||||
# as appropriate. These values are used to generate the final SDL2_LIBRARY
|
||||
# variable, but when these values are unset, SDL2_LIBRARY does not get created.
|
||||
#
|
||||
#
|
||||
# $SDL2DIR is an environment variable that would
|
||||
# correspond to the ./configure --prefix=$SDL2DIR
|
||||
# used in building SDL2.
|
||||
# l.e.galup 9-20-02
|
||||
#
|
||||
# Modified by Eric Wing.
|
||||
# Added code to assist with automated building by using environmental variables
|
||||
# and providing a more controlled/consistent search behavior.
|
||||
# Added new modifications to recognize OS X frameworks and
|
||||
# additional Unix paths (FreeBSD, etc).
|
||||
# Also corrected the header search path to follow "proper" SDL guidelines.
|
||||
# Added a search for SDL2main which is needed by some platforms.
|
||||
# Added a search for threads which is needed by some platforms.
|
||||
# Added needed compile switches for MinGW.
|
||||
#
|
||||
# On OSX, this will prefer the Framework version (if found) over others.
|
||||
# People will have to manually change the cache values of
|
||||
# SDL2_LIBRARY to override this selection or set the CMake environment
|
||||
# CMAKE_INCLUDE_PATH to modify the search paths.
|
||||
#
|
||||
# Note that the header path has changed from SDL2/SDL.h to just SDL.h
|
||||
# This needed to change because "proper" SDL convention
|
||||
# is #include "SDL.h", not <SDL2/SDL.h>. This is done for portability
|
||||
# reasons because not all systems place things in SDL2/ (see FreeBSD).
|
||||
|
||||
#=============================================================================
|
||||
# Copyright 2003-2009 Kitware, Inc.
|
||||
#
|
||||
# Distributed under the OSI-approved BSD License (the "License");
|
||||
# see accompanying file Copyright.txt for details.
|
||||
#
|
||||
# This software is distributed WITHOUT ANY WARRANTY; without even the
|
||||
# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||
# See the License for more information.
|
||||
#=============================================================================
|
||||
# (To distribute this file outside of CMake, substitute the full
|
||||
# License text for the above reference.)
|
||||
|
||||
if(CMAKE_SIZEOF_VOID_P EQUAL 8)
|
||||
set(SDL2_ARCH_64 TRUE)
|
||||
set(SDL2_PROCESSOR_ARCH "x64")
|
||||
else()
|
||||
set(SDL2_ARCH_64 FALSE)
|
||||
set(SDL2_PROCESSOR_ARCH "x86")
|
||||
endif(CMAKE_SIZEOF_VOID_P EQUAL 8)
|
||||
|
||||
SET(SDL2_SEARCH_PATHS
|
||||
~/Library/Frameworks
|
||||
/Library/Frameworks
|
||||
/usr/local
|
||||
/usr
|
||||
/sw # Fink
|
||||
/opt/local # DarwinPorts
|
||||
/opt/csw # Blastwave
|
||||
/opt
|
||||
)
|
||||
|
||||
FIND_PATH(SDL2_INCLUDE_DIR SDL.h
|
||||
HINTS
|
||||
$ENV{SDL2DIR}
|
||||
PATH_SUFFIXES include/SDL2 include SDL2
|
||||
PATHS ${SDL2_SEARCH_PATHS}
|
||||
)
|
||||
|
||||
FIND_LIBRARY(SDL2_LIBRARY_TEMP
|
||||
NAMES SDL2
|
||||
HINTS
|
||||
$ENV{SDL2DIR}
|
||||
PATH_SUFFIXES lib64 lib lib/${SDL2_PROCESSOR_ARCH}
|
||||
PATHS ${SDL2_SEARCH_PATHS}
|
||||
)
|
||||
|
||||
IF(NOT SDL2_BUILDING_LIBRARY)
|
||||
IF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
|
||||
# Non-OS X framework versions expect you to also dynamically link to
|
||||
# SDL2main. This is mainly for Windows and OS X. Other (Unix) platforms
|
||||
# seem to provide SDL2main for compatibility even though they don't
|
||||
# necessarily need it.
|
||||
FIND_LIBRARY(SDL2MAIN_LIBRARY
|
||||
NAMES SDL2main
|
||||
HINTS
|
||||
$ENV{SDL2DIR}
|
||||
PATH_SUFFIXES lib64 lib lib/${SDL2_PROCESSOR_ARCH}
|
||||
PATHS ${SDL2_SEARCH_PATHS}
|
||||
)
|
||||
ENDIF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
|
||||
ENDIF(NOT SDL2_BUILDING_LIBRARY)
|
||||
|
||||
# SDL2 may require threads on your system.
|
||||
# The Apple build may not need an explicit flag because one of the
|
||||
# frameworks may already provide it.
|
||||
# But for non-OSX systems, I will use the CMake Threads package.
|
||||
IF(NOT APPLE)
|
||||
FIND_PACKAGE(Threads)
|
||||
ENDIF(NOT APPLE)
|
||||
|
||||
# MinGW needs an additional library, mwindows
|
||||
# It's total link flags should look like -lmingw32 -lSDL2main -lSDL2 -lmwindows
|
||||
# (Actually on second look, I think it only needs one of the m* libraries.)
|
||||
IF(MINGW)
|
||||
SET(MINGW32_LIBRARY mingw32 CACHE STRING "mwindows for MinGW")
|
||||
ENDIF(MINGW)
|
||||
|
||||
IF(SDL2_LIBRARY_TEMP)
|
||||
# For SDL2main
|
||||
IF(NOT SDL2_BUILDING_LIBRARY)
|
||||
IF(SDL2MAIN_LIBRARY)
|
||||
SET(SDL2_LIBRARY_TEMP ${SDL2MAIN_LIBRARY} ${SDL2_LIBRARY_TEMP})
|
||||
ENDIF(SDL2MAIN_LIBRARY)
|
||||
ENDIF(NOT SDL2_BUILDING_LIBRARY)
|
||||
|
||||
# For OS X, SDL2 uses Cocoa as a backend so it must link to Cocoa.
|
||||
# CMake doesn't display the -framework Cocoa string in the UI even
|
||||
# though it actually is there if I modify a pre-used variable.
|
||||
# I think it has something to do with the CACHE STRING.
|
||||
# So I use a temporary variable until the end so I can set the
|
||||
# "real" variable in one-shot.
|
||||
IF(APPLE)
|
||||
SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} "-framework Cocoa")
|
||||
ENDIF(APPLE)
|
||||
|
||||
# For threads, as mentioned Apple doesn't need this.
|
||||
# In fact, there seems to be a problem if I used the Threads package
|
||||
# and try using this line, so I'm just skipping it entirely for OS X.
|
||||
IF(NOT APPLE)
|
||||
SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} ${CMAKE_THREAD_LIBS_INIT})
|
||||
ENDIF(NOT APPLE)
|
||||
|
||||
# For MinGW library
|
||||
IF(MINGW)
|
||||
SET(SDL2_LIBRARY_TEMP ${MINGW32_LIBRARY} ${SDL2_LIBRARY_TEMP})
|
||||
ENDIF(MINGW)
|
||||
|
||||
# Set the final string here so the GUI reflects the final state.
|
||||
SET(SDL2_LIBRARY ${SDL2_LIBRARY_TEMP} CACHE STRING "Where the SDL2 Library can be found")
|
||||
# Set the temp variable to INTERNAL so it is not seen in the CMake GUI
|
||||
SET(SDL2_LIBRARY_TEMP "${SDL2_LIBRARY_TEMP}" CACHE INTERNAL "")
|
||||
ENDIF(SDL2_LIBRARY_TEMP)
|
||||
|
||||
INCLUDE(FindPackageHandleStandardArgs)
|
||||
|
||||
FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2 REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR)
|
163
cmake/FindSDL2_ttf.cmake
Normal file
163
cmake/FindSDL2_ttf.cmake
Normal file
|
@ -0,0 +1,163 @@
|
|||
# Locate SDL2 library
|
||||
# This module defines
|
||||
# SDL2_LIBRARY, the name of the library to link against
|
||||
# SDL2_FOUND, if false, do not try to link to SDL2
|
||||
# SDL2_INCLUDE_DIR, where to find SDL.h
|
||||
#
|
||||
# This module responds to the the flag:
|
||||
# SDL2_BUILDING_LIBRARY
|
||||
# If this is defined, then no SDL2main will be linked in because
|
||||
# only applications need main().
|
||||
# Otherwise, it is assumed you are building an application and this
|
||||
# module will attempt to locate and set the the proper link flags
|
||||
# as part of the returned SDL2_LIBRARY variable.
|
||||
#
|
||||
# Don't forget to include SDLmain.h and SDLmain.m your project for the
|
||||
# OS X framework based version. (Other versions link to -lSDL2main which
|
||||
# this module will try to find on your behalf.) Also for OS X, this
|
||||
# module will automatically add the -framework Cocoa on your behalf.
|
||||
#
|
||||
#
|
||||
# Additional Note: If you see an empty SDL2_LIBRARY_TEMP in your configuration
|
||||
# and no SDL2_LIBRARY, it means CMake did not find your SDL2 library
|
||||
# (SDL2.dll, libsdl2.so, SDL2.framework, etc).
|
||||
# Set SDL2_LIBRARY_TEMP to point to your SDL2 library, and configure again.
|
||||
# Similarly, if you see an empty SDL2MAIN_LIBRARY, you should set this value
|
||||
# as appropriate. These values are used to generate the final SDL2_LIBRARY
|
||||
# variable, but when these values are unset, SDL2_LIBRARY does not get created.
|
||||
#
|
||||
#
|
||||
# $SDL2DIR is an environment variable that would
|
||||
# correspond to the ./configure --prefix=$SDL2DIR
|
||||
# used in building SDL2.
|
||||
# l.e.galup 9-20-02
|
||||
#
|
||||
# Modified by Eric Wing.
|
||||
# Added code to assist with automated building by using environmental variables
|
||||
# and providing a more controlled/consistent search behavior.
|
||||
# Added new modifications to recognize OS X frameworks and
|
||||
# additional Unix paths (FreeBSD, etc).
|
||||
# Also corrected the header search path to follow "proper" SDL guidelines.
|
||||
# Added a search for SDL2main which is needed by some platforms.
|
||||
# Added a search for threads which is needed by some platforms.
|
||||
# Added needed compile switches for MinGW.
|
||||
#
|
||||
# On OSX, this will prefer the Framework version (if found) over others.
|
||||
# People will have to manually change the cache values of
|
||||
# SDL2_LIBRARY to override this selection or set the CMake environment
|
||||
# CMAKE_INCLUDE_PATH to modify the search paths.
|
||||
#
|
||||
# Note that the header path has changed from SDL2/SDL.h to just SDL.h
|
||||
# This needed to change because "proper" SDL convention
|
||||
# is #include "SDL.h", not <SDL2/SDL.h>. This is done for portability
|
||||
# reasons because not all systems place things in SDL2/ (see FreeBSD).
|
||||
|
||||
#=============================================================================
|
||||
# Copyright 2003-2009 Kitware, Inc.
|
||||
#
|
||||
# Distributed under the OSI-approved BSD License (the "License");
|
||||
# see accompanying file Copyright.txt for details.
|
||||
#
|
||||
# This software is distributed WITHOUT ANY WARRANTY; without even the
|
||||
# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||
# See the License for more information.
|
||||
#=============================================================================
|
||||
# (To distribute this file outside of CMake, substitute the full
|
||||
# License text for the above reference.)
|
||||
|
||||
SET(SDL2TTF_SEARCH_PATHS
|
||||
~/Library/Frameworks
|
||||
/Library/Frameworks
|
||||
/usr/local
|
||||
/usr
|
||||
/sw # Fink
|
||||
/opt/local # DarwinPorts
|
||||
/opt/csw # Blastwave
|
||||
/opt
|
||||
)
|
||||
|
||||
FIND_PATH(SDL2TTF_INCLUDE_DIR SDL_ttf.h
|
||||
HINTS
|
||||
$ENV{SDL2TTFDIR}
|
||||
PATH_SUFFIXES include/SDL2 include
|
||||
PATHS ${SDL2TTF_SEARCH_PATHS}
|
||||
)
|
||||
|
||||
FIND_LIBRARY(SDL2TTF_LIBRARY_TEMP
|
||||
NAMES SDL2_ttf
|
||||
HINTS
|
||||
$ENV{SDL2TTFDIR}
|
||||
PATH_SUFFIXES lib64 lib
|
||||
PATHS ${SDL2TTF_SEARCH_PATHS}
|
||||
)
|
||||
|
||||
IF(NOT SDL2TTF_BUILDING_LIBRARY)
|
||||
IF(NOT ${SDL2TTF_INCLUDE_DIR} MATCHES ".framework")
|
||||
# Non-OS X framework versions expect you to also dynamically link to
|
||||
# SDL2TTFmain. This is mainly for Windows and OS X. Other (Unix) platforms
|
||||
# seem to provide SDL2TTFmain for compatibility even though they don't
|
||||
# necessarily need it.
|
||||
FIND_LIBRARY(SDL2TTFMAIN_LIBRARY
|
||||
NAMES SDL2_ttf
|
||||
HINTS
|
||||
$ENV{SDL2TTFDIR}
|
||||
PATH_SUFFIXES lib64 lib
|
||||
PATHS ${SDL2TTF_SEARCH_PATHS}
|
||||
)
|
||||
ENDIF(NOT ${SDL2TTF_INCLUDE_DIR} MATCHES ".framework")
|
||||
ENDIF(NOT SDL2TTF_BUILDING_LIBRARY)
|
||||
|
||||
# SDL2TTF may require threads on your system.
|
||||
# The Apple build may not need an explicit flag because one of the
|
||||
# frameworks may already provide it.
|
||||
# But for non-OSX systems, I will use the CMake Threads package.
|
||||
IF(NOT APPLE)
|
||||
FIND_PACKAGE(Threads)
|
||||
ENDIF(NOT APPLE)
|
||||
|
||||
# MinGW needs an additional library, mwindows
|
||||
# It's total link flags should look like -lmingw32 -lSDL2TTFmain -lSDL2TTF -lmwindows
|
||||
# (Actually on second look, I think it only needs one of the m* libraries.)
|
||||
IF(MINGW)
|
||||
SET(MINGW32_LIBRARY mingw32 CACHE STRING "mwindows for MinGW")
|
||||
ENDIF(MINGW)
|
||||
|
||||
IF(SDL2TTF_LIBRARY_TEMP)
|
||||
# For SDL2TTFmain
|
||||
IF(NOT SDL2TTF_BUILDING_LIBRARY)
|
||||
IF(SDL2TTFMAIN_LIBRARY)
|
||||
SET(SDL2TTF_LIBRARY_TEMP ${SDL2TTFMAIN_LIBRARY} ${SDL2TTF_LIBRARY_TEMP})
|
||||
ENDIF(SDL2TTFMAIN_LIBRARY)
|
||||
ENDIF(NOT SDL2TTF_BUILDING_LIBRARY)
|
||||
|
||||
# For OS X, SDL2TTF uses Cocoa as a backend so it must link to Cocoa.
|
||||
# CMake doesn't display the -framework Cocoa string in the UI even
|
||||
# though it actually is there if I modify a pre-used variable.
|
||||
# I think it has something to do with the CACHE STRING.
|
||||
# So I use a temporary variable until the end so I can set the
|
||||
# "real" variable in one-shot.
|
||||
IF(APPLE)
|
||||
SET(SDL2TTF_LIBRARY_TEMP ${SDL2TTF_LIBRARY_TEMP} "-framework Cocoa")
|
||||
ENDIF(APPLE)
|
||||
|
||||
# For threads, as mentioned Apple doesn't need this.
|
||||
# In fact, there seems to be a problem if I used the Threads package
|
||||
# and try using this line, so I'm just skipping it entirely for OS X.
|
||||
IF(NOT APPLE)
|
||||
SET(SDL2TTF_LIBRARY_TEMP ${SDL2TTF_LIBRARY_TEMP} ${CMAKE_THREAD_LIBS_INIT})
|
||||
ENDIF(NOT APPLE)
|
||||
|
||||
# For MinGW library
|
||||
IF(MINGW)
|
||||
SET(SDL2TTF_LIBRARY_TEMP ${MINGW32_LIBRARY} ${SDL2TTF_LIBRARY_TEMP})
|
||||
ENDIF(MINGW)
|
||||
|
||||
# Set the final string here so the GUI reflects the final state.
|
||||
SET(SDL2TTF_LIBRARY ${SDL2TTF_LIBRARY_TEMP} CACHE STRING "Where the SDL2TTF Library can be found")
|
||||
# Set the temp variable to INTERNAL so it is not seen in the CMake GUI
|
||||
SET(SDL2TTF_LIBRARY_TEMP "${SDL2TTF_LIBRARY_TEMP}" CACHE INTERNAL "")
|
||||
ENDIF(SDL2TTF_LIBRARY_TEMP)
|
||||
|
||||
INCLUDE(FindPackageHandleStandardArgs)
|
||||
|
||||
FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2_ttf REQUIRED_VARS SDL2TTF_LIBRARY SDL2TTF_INCLUDE_DIR)
|
25
src/CMakeLists.txt
Normal file
25
src/CMakeLists.txt
Normal file
|
@ -0,0 +1,25 @@
|
|||
cmake_minimum_required(VERSION 2.8)
|
||||
|
||||
add_executable(
|
||||
${EXE_NAME}
|
||||
scoreitem.cpp
|
||||
scorestate.cpp
|
||||
stringinput.cpp
|
||||
part.cpp
|
||||
main.cpp
|
||||
global.cpp
|
||||
map.cpp
|
||||
resource.cpp
|
||||
game.cpp
|
||||
pausestate.cpp
|
||||
playstate.cpp
|
||||
menustate.cpp
|
||||
menuitem.cpp
|
||||
menu.cpp
|
||||
)
|
||||
|
||||
target_link_libraries(${EXE_NAME} ${TETRIS_LIBRARIES})
|
||||
|
||||
set(CMAKE_CXX_FLAGS "-Wextra -ftabstop=4 -march=native -std=gnu++11 -fshow-column -ftabstop=4 -frounding-math -pipe")
|
||||
|
||||
install(TARGETS ${EXE_NAME} RUNTIME DESTINATION bin)
|
|
@ -21,21 +21,22 @@ bool game::Init()
|
|||
return false;
|
||||
}
|
||||
|
||||
SDL_EnableUNICODE ( SDL_ENABLE );
|
||||
gWindow = SDL_CreateWindow( "[SG]Tetris", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WIDTH * SIZE + 130, HEIGHT * SIZE, SDL_WINDOW_SHOWN );
|
||||
|
||||
|
||||
SDL_WM_SetCaption ( "[SG]Tetris", NULL );
|
||||
|
||||
m_pScreen = SDL_SetVideoMode ( WIDTH * SIZE + 130, HEIGHT * SIZE, 32, SDL_HWSURFACE | SDL_DOUBLEBUF );
|
||||
|
||||
if ( m_pScreen == NULL )
|
||||
if ( gWindow == NULL )
|
||||
{
|
||||
printf( "Window could not be created! SDL_Error: %s\n", SDL_GetError() );
|
||||
cerr << "[ERROR] Cannot setup screen" << endl;
|
||||
|
||||
m_bRunning = false;
|
||||
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
gScreenSurface = SDL_GetWindowSurface( gWindow );
|
||||
}
|
||||
|
||||
|
||||
if ( TTF_Init() )
|
||||
|
@ -48,9 +49,9 @@ bool game::Init()
|
|||
}
|
||||
|
||||
|
||||
m_bRunning = Load();
|
||||
m_bRunning = Load();
|
||||
m_bGameOver = false;
|
||||
tick = 0;
|
||||
tick = 0;
|
||||
|
||||
return m_bRunning;
|
||||
}
|
||||
|
@ -155,10 +156,14 @@ void game::Draw()
|
|||
states.back()->Draw ( this );
|
||||
}
|
||||
|
||||
SDL_Window * game::GetWindow()
|
||||
{
|
||||
return gWindow;
|
||||
}
|
||||
|
||||
SDL_Surface * game::GetScreen()
|
||||
{
|
||||
return m_pScreen;
|
||||
return gScreenSurface;
|
||||
}
|
||||
|
||||
bool game::Running()
|
||||
|
@ -172,9 +177,11 @@ void game::Clean()
|
|||
cout << "Cleanning..." << endl;
|
||||
# endif
|
||||
|
||||
TTF_CloseFont ( fontMenu );
|
||||
|
||||
TTF_Quit();
|
||||
SDL_DestroyWindow( gWindow );
|
||||
gWindow = NULL;
|
||||
TTF_CloseFont ( fontMenu );
|
||||
|
||||
TTF_Quit();
|
||||
SDL_Quit();
|
||||
}
|
||||
|
||||
|
@ -226,3 +233,8 @@ TTF_Font * game::GetfontMenu()
|
|||
{
|
||||
return fontMenu;
|
||||
}
|
||||
|
||||
void game::SetRunning ( bool Running )
|
||||
{
|
||||
m_bRunning = Running;
|
||||
}
|
|
@ -3,11 +3,12 @@
|
|||
|
||||
#include <iostream>
|
||||
#include <vector>
|
||||
#include <SDL/SDL.h>
|
||||
#include <SDL/SDL_ttf.h>
|
||||
#include <SDL2/SDL.h>
|
||||
#include <SDL2/SDL_ttf.h>
|
||||
|
||||
#include "map.hpp"
|
||||
#include "part.hpp"
|
||||
#include "resource.hpp"
|
||||
|
||||
|
||||
using namespace std;
|
||||
|
@ -40,6 +41,7 @@ class game
|
|||
|
||||
SDL_Surface * GetScreen();
|
||||
Uint32 GetStart();
|
||||
SDL_Window * GetWindow();
|
||||
|
||||
TTF_Font * GetfontMenu();
|
||||
TTF_Font * GetfontGame();
|
||||
|
@ -56,7 +58,8 @@ class game
|
|||
void UpdateFPS();
|
||||
|
||||
private:
|
||||
SDL_Surface * m_pScreen;
|
||||
SDL_Window * gWindow;
|
||||
SDL_Surface * gScreenSurface;
|
||||
vector <GameState *> states;
|
||||
|
||||
bool m_bRunning;
|
|
@ -1,8 +1,8 @@
|
|||
#ifndef GLOBAL_HPP_INCLUDED
|
||||
#define GLOBAL_HPP_INCLUDED
|
||||
|
||||
#include <SDL/SDL.h>
|
||||
#include <SDL/SDL_ttf.h>
|
||||
#include <SDL2/SDL.h>
|
||||
#include <SDL2/SDL_ttf.h>
|
||||
#include <sstream>
|
||||
#include <cstdio>
|
||||
|
|
@ -1,7 +1,7 @@
|
|||
#include <iostream>
|
||||
#include <ctime>
|
||||
#include <cstdlib>
|
||||
#include <SDL/SDL.h>
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
#include "resource.hpp"
|
||||
#include "global.hpp"
|
||||
|
@ -24,7 +24,6 @@ int main ( int argc, char ** argv )
|
|||
return 0;
|
||||
}
|
||||
|
||||
|
||||
Game.ChangeState ( MenuState::Instance() );
|
||||
|
||||
while ( Game.Running() )
|
|
@ -3,8 +3,8 @@
|
|||
|
||||
|
||||
#include <iostream>
|
||||
#include <SDL/SDL.h>
|
||||
#include <SDL/SDL_ttf.h>
|
||||
#include <SDL2/SDL.h>
|
||||
#include <SDL2/SDL_ttf.h>
|
||||
|
||||
#include "global.hpp"
|
||||
#include "game.hpp"
|
|
@ -96,7 +96,8 @@ void MenuState::Draw(game* Game)
|
|||
{
|
||||
menu->Draw(Game);
|
||||
|
||||
SDL_Flip(Game->GetScreen());
|
||||
SDL_UpdateWindowSurface( Game->GetWindow() );
|
||||
//SDL_Flip(Game->GetScreen());
|
||||
}
|
||||
|
||||
|
|
@ -3,7 +3,7 @@
|
|||
|
||||
|
||||
#include <iostream>
|
||||
#include <SDL/SDL.h>
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
#include "game.hpp"
|
||||
#include "gamestate.hpp"
|
|
@ -2,7 +2,7 @@
|
|||
#define PART_HPP_INCLUDED
|
||||
|
||||
#include <iostream>
|
||||
#include <SDL/SDL.h>
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
#include "resource.hpp"
|
||||
#include "global.hpp"
|
|
@ -89,7 +89,8 @@ void PauseState::Draw(game* Game)
|
|||
{
|
||||
menu->Draw(Game);
|
||||
|
||||
SDL_Flip(Game->GetScreen());
|
||||
//SDL_Flip(Game->GetScreen());
|
||||
SDL_UpdateWindowSurface( Game->GetWindow() );
|
||||
}
|
||||
|
||||
|
|
@ -3,7 +3,7 @@
|
|||
|
||||
|
||||
#include <iostream>
|
||||
#include <SDL/SDL.h>
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
#include "game.hpp"
|
||||
#include "gamestate.hpp"
|
|
@ -1,8 +1,10 @@
|
|||
# include "game.hpp"
|
||||
# include "states.hpp"
|
||||
|
||||
|
||||
PlayState PlayState::m_PlayState;
|
||||
|
||||
|
||||
void PlayState::Init()
|
||||
{
|
||||
Map = map();
|
||||
|
@ -21,7 +23,7 @@ void PlayState::Init()
|
|||
|
||||
textColor = make_color(255, 255, 255);
|
||||
|
||||
SDL_EnableKeyRepeat ( REPAET_DELAY, SDL_DEFAULT_REPEAT_INTERVAL );
|
||||
// SDL_EnableKeyRepeat ( REPAET_DELAY, SDL_DEFAULT_REPEAT_INTERVAL );
|
||||
|
||||
# ifdef DEBUG
|
||||
std::cout << "PlayState Init Successful" << std::endl;
|
||||
|
@ -30,7 +32,7 @@ void PlayState::Init()
|
|||
|
||||
void PlayState::Clean()
|
||||
{
|
||||
SDL_EnableKeyRepeat ( 0, 0 );
|
||||
// SDL_EnableKeyRepeat ( 0, 0 );
|
||||
|
||||
# ifdef DEBUG
|
||||
std::cout << "PlayState Clean Successful" << std::endl;
|
||||
|
@ -39,7 +41,7 @@ void PlayState::Clean()
|
|||
|
||||
void PlayState::Pause()
|
||||
{
|
||||
SDL_EnableKeyRepeat ( 0, 0 );
|
||||
// SDL_EnableKeyRepeat ( 0, 0 );
|
||||
|
||||
# ifdef DEBUG
|
||||
std::cout << "PlayState Paused" << std::endl;
|
||||
|
@ -48,7 +50,7 @@ void PlayState::Pause()
|
|||
|
||||
void PlayState::Resume()
|
||||
{
|
||||
SDL_EnableKeyRepeat ( REPAET_DELAY, SDL_DEFAULT_REPEAT_INTERVAL );
|
||||
// SDL_EnableKeyRepeat ( REPAET_DELAY, SDL_DEFAULT_REPEAT_INTERVAL );
|
||||
|
||||
# ifdef DEBUG
|
||||
std::cout << "PlayState Resumed" << std::endl;
|
||||
|
@ -64,6 +66,7 @@ void PlayState::HandleEvents ( game* Game )
|
|||
if ( event.type == SDL_QUIT)
|
||||
Game->Quit();
|
||||
|
||||
/* Game Over - Write name for score */
|
||||
if( nameEntering == true && nameEntered == false )
|
||||
{
|
||||
//Get user input
|
||||
|
@ -88,13 +91,16 @@ void PlayState::HandleEvents ( game* Game )
|
|||
|
||||
name.show_centered(Game);
|
||||
}
|
||||
/* Game key logic... */
|
||||
else
|
||||
{
|
||||
switch ( event.type )
|
||||
{
|
||||
/* key pressed.... */
|
||||
case SDL_KEYDOWN:
|
||||
switch ( event.key.keysym.sym )
|
||||
{
|
||||
/* ESCAPE - Pause game (run PauseState) */
|
||||
case SDLK_ESCAPE:
|
||||
{
|
||||
//Game->SetRunning(false);
|
||||
|
@ -102,8 +108,10 @@ void PlayState::HandleEvents ( game* Game )
|
|||
}
|
||||
break;
|
||||
|
||||
/* move part to the right */
|
||||
case SDLK_RIGHT:
|
||||
{
|
||||
/* */
|
||||
part p = Part;
|
||||
|
||||
# ifdef DEBUG
|
||||
|
@ -191,7 +199,7 @@ void PlayState::HandleEvents ( game* Game )
|
|||
{
|
||||
Part.move ( 0, 1 );
|
||||
|
||||
tick = FPS - 1;
|
||||
tick = ( FPS / ( ( level > 30 ) ? 30 : level ) ) - 1;
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -213,12 +221,16 @@ void PlayState::HandleEvents ( game* Game )
|
|||
|
||||
void PlayState::Update ( game* Game )
|
||||
{
|
||||
/* kontrola či je plné hracie pole... */
|
||||
if ( Map.isFull() )
|
||||
{
|
||||
/* Start enter name */
|
||||
nameEntering = true;
|
||||
SDL_StartTextInput();
|
||||
|
||||
if (nameEntered)
|
||||
{
|
||||
SDL_StopTextInput();
|
||||
nameEntering = false;
|
||||
nameEntered = false;
|
||||
//text.setString("Score " + intToStr(Map.getScore()) + "\n" + "Press enter");
|
||||
|
@ -246,8 +258,12 @@ void PlayState::Update ( game* Game )
|
|||
Part.move ( 0, 1 );
|
||||
}
|
||||
|
||||
/*
|
||||
if ( tick % ( FPS / ( ( level > 30 ) ? 30 : level ) ) != 0 && Map.isCollision ( Part ) && tick != ( FPS / ( ( level > 30 ) ? 30 : level ) ) -1 )
|
||||
std::cout << "DEBUG" << std::endl;
|
||||
*/
|
||||
|
||||
if ( Map.isCollision ( Part ) && tick + 1 == ( FPS / ( ( level > 30 ) ? 30 : level ) ) )
|
||||
if ( Map.isCollision ( Part ) && ( tick ) == ( FPS / ( ( level > 30 ) ? 30 : level ) ) -1 )
|
||||
{
|
||||
int count;
|
||||
|
||||
|
@ -307,7 +323,8 @@ void PlayState::Draw ( game* Game )
|
|||
name.show_centered(Game);
|
||||
}
|
||||
|
||||
SDL_Flip ( Game->GetScreen() );
|
||||
SDL_UpdateWindowSurface( Game->GetWindow() );
|
||||
//SDL_Flip ( Game->GetScreen() );
|
||||
}
|
||||
|
||||
|
|
@ -1,7 +1,7 @@
|
|||
# ifndef PLAY_STATE_HPP_INCLUDED
|
||||
# define PLAY_STATE_HPP_INCLUDED
|
||||
|
||||
# include <SDL/SDL.h>
|
||||
# include <SDL2/SDL.h>
|
||||
# include <iostream>
|
||||
# include <string>
|
||||
# include <fstream>
|
|
@ -2,8 +2,8 @@
|
|||
#define SCOREITEM_H
|
||||
|
||||
# include <iostream>
|
||||
# include <SDL/SDL.h>
|
||||
# include <SDL/SDL_ttf.h>
|
||||
# include <SDL2/SDL.h>
|
||||
# include <SDL2/SDL_ttf.h>
|
||||
|
||||
# include "game.hpp"
|
||||
# include "global.hpp"
|
|
@ -16,7 +16,8 @@ void ScoreState::Draw ( game * Game )
|
|||
Items[i].Draw(Game, i * 35);
|
||||
}
|
||||
|
||||
SDL_Flip(Game->GetScreen());
|
||||
//SDL_Flip(Game->GetScreen());
|
||||
SDL_UpdateWindowSurface( Game->GetWindow() );
|
||||
}
|
||||
|
||||
void ScoreState::Update ( game * Game )
|
4
src/states.hpp
Normal file
4
src/states.hpp
Normal file
|
@ -0,0 +1,4 @@
|
|||
#include "playstate.hpp"
|
||||
#include "menustate.hpp"
|
||||
#include "pausestate.hpp"
|
||||
#include "scorestate.hpp"
|
108
src/stringinput.cpp
Normal file
108
src/stringinput.cpp
Normal file
|
@ -0,0 +1,108 @@
|
|||
#include "stringinput.hpp"
|
||||
|
||||
StringInput::StringInput()
|
||||
{
|
||||
str = "";
|
||||
text = NULL;
|
||||
textColor = make_color ( 255, 255, 255 );
|
||||
}
|
||||
|
||||
StringInput::~StringInput()
|
||||
{
|
||||
SDL_FreeSurface ( text );
|
||||
}
|
||||
|
||||
|
||||
void StringInput::handle_input ( game * Game, SDL_Event *event)
|
||||
{
|
||||
string temp;
|
||||
|
||||
//If a key was pressed
|
||||
if ( event->type == SDL_KEYDOWN )
|
||||
{
|
||||
//Keep a copy of the current version of the string
|
||||
temp = str;
|
||||
|
||||
//If the string less than maximum size
|
||||
if ( str.length() <= 11 )
|
||||
{
|
||||
//Special key input
|
||||
if( event->type == SDL_KEYDOWN )
|
||||
{
|
||||
//Handle backspace
|
||||
if( event->key.keysym.sym == SDLK_BACKSPACE && str.length() > 0 )
|
||||
{
|
||||
//lop off character
|
||||
str.pop_back();
|
||||
}
|
||||
//Handle copy
|
||||
else if( event->key.keysym.sym == SDLK_c && SDL_GetModState() & KMOD_CTRL )
|
||||
{
|
||||
SDL_SetClipboardText( str.c_str() );
|
||||
}
|
||||
//Handle paste
|
||||
else if( event->key.keysym.sym == SDLK_v && SDL_GetModState() & KMOD_CTRL )
|
||||
{
|
||||
str = SDL_GetClipboardText();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
//Special text input event
|
||||
else if( event->type == SDL_TEXTINPUT )
|
||||
{
|
||||
//Keep a copy of the current version of the string
|
||||
temp = str;
|
||||
|
||||
//If the string less than maximum size
|
||||
if ( str.length() <= 11 )
|
||||
{
|
||||
//Not copy or pasting
|
||||
if( !( ( event->text.text[ 0 ] == 'c' || event->text.text[ 0 ] == 'C' ) && ( event->text.text[ 0 ] == 'v' || event->text.text[ 0 ] == 'V' ) && SDL_GetModState() & KMOD_CTRL ) )
|
||||
{
|
||||
//Append character
|
||||
str += event->text.text;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef DEBUG
|
||||
cout << str << endl;
|
||||
#endif
|
||||
|
||||
//If the string was changed
|
||||
if ( str != temp )
|
||||
{
|
||||
//Free the old surface
|
||||
SDL_FreeSurface ( text );
|
||||
|
||||
//Render a new text surface
|
||||
text = TTF_RenderText_Solid ( Game->GetfontGame(), str.c_str(), textColor );
|
||||
}
|
||||
}
|
||||
|
||||
void StringInput::show_centered ( game * Game )
|
||||
{
|
||||
//If the surface isn't blank
|
||||
if ( text != NULL )
|
||||
{
|
||||
//Show the name
|
||||
apply_surface ( 50, 85, text, Game->GetScreen() );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
string StringInput::GetStr()
|
||||
{
|
||||
return str;
|
||||
}
|
||||
|
||||
|
||||
void StringInput::Clear()
|
||||
{
|
||||
str = "";
|
||||
|
||||
SDL_FreeSurface ( text );
|
||||
text = NULL;
|
||||
}
|
|
@ -3,8 +3,8 @@
|
|||
|
||||
# include <iostream>
|
||||
# include <string>
|
||||
# include <SDL/SDL.h>
|
||||
# include <SDL/SDL_ttf.h>
|
||||
# include <SDL2/SDL.h>
|
||||
# include <SDL2/SDL_ttf.h>
|
||||
|
||||
# include "game.hpp"
|
||||
# include "global.hpp"
|
|
@ -1,4 +0,0 @@
|
|||
# include "playstate.hpp"
|
||||
# include "menustate.hpp"
|
||||
# include "pausestate.hpp"
|
||||
# include "scorestate.hpp"
|
|
@ -1,99 +0,0 @@
|
|||
#include "stringinput.hpp"
|
||||
|
||||
StringInput::StringInput()
|
||||
{
|
||||
str = "";
|
||||
text = NULL;
|
||||
textColor = make_color ( 255, 255, 255 );
|
||||
}
|
||||
|
||||
StringInput::~StringInput()
|
||||
{
|
||||
SDL_FreeSurface ( text );
|
||||
}
|
||||
|
||||
|
||||
void StringInput::handle_input ( game * Game, SDL_Event *event)
|
||||
{
|
||||
//If a key was pressed
|
||||
if ( event->type == SDL_KEYDOWN )
|
||||
{
|
||||
//Keep a copy of the current version of the string
|
||||
string temp = str;
|
||||
|
||||
//If the string less than maximum size
|
||||
if ( str.length() <= 11 )
|
||||
{
|
||||
//If the key is a number
|
||||
if ( ( event->key.keysym.unicode >= ( Uint16 ) '0' ) && ( event->key.keysym.unicode <= ( Uint16 ) '9' ) )
|
||||
{
|
||||
//Append the character
|
||||
str += ( char ) event->key.keysym.unicode;
|
||||
}
|
||||
else if ( ( event->key.keysym.unicode == ( Uint16 ) '-' ) )
|
||||
{
|
||||
//Append the character
|
||||
str += ( char ) event->key.keysym.unicode;
|
||||
}
|
||||
//If the key is a uppercase letter
|
||||
else if ( ( event->key.keysym.unicode >= ( Uint16 ) 'A' ) && ( event->key.keysym.unicode <= ( Uint16 ) 'Z' ) )
|
||||
{
|
||||
//Append the character
|
||||
str += ( char ) event->key.keysym.unicode;
|
||||
}
|
||||
//If the key is a lowercase letter
|
||||
else if ( ( event->key.keysym.unicode >= ( Uint16 ) 'a' ) && ( event->key.keysym.unicode <= ( Uint16 ) 'z' ) )
|
||||
{
|
||||
//Append the character
|
||||
str += ( char ) event->key.keysym.unicode;
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef DEBUG
|
||||
cout << str << endl;
|
||||
#endif
|
||||
|
||||
//If backspace was pressed and the string isn't blank
|
||||
if ( ( event->key.keysym.sym == SDLK_BACKSPACE ) && ( str.length() != 0 ) )
|
||||
{
|
||||
//Remove a character from the end
|
||||
str.erase ( str.length() - 1 );
|
||||
}
|
||||
|
||||
//If the string was changed
|
||||
if ( str != temp )
|
||||
{
|
||||
//Free the old surface
|
||||
SDL_FreeSurface ( text );
|
||||
|
||||
//Render a new text surface
|
||||
text = TTF_RenderText_Solid ( Game->GetfontGame(), str.c_str(), textColor );
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void StringInput::show_centered ( game * Game )
|
||||
{
|
||||
//If the surface isn't blank
|
||||
if ( text != NULL )
|
||||
{
|
||||
//Show the name
|
||||
apply_surface ( 50, 85, text, Game->GetScreen() );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
string StringInput::GetStr()
|
||||
{
|
||||
return str;
|
||||
}
|
||||
|
||||
|
||||
void StringInput::Clear()
|
||||
{
|
||||
str = "";
|
||||
|
||||
SDL_FreeSurface ( text );
|
||||
text = NULL;
|
||||
}
|
Loading…
Reference in New Issue
Block a user