1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
|
#include <ui.h>
#include <ft2build.h>
#include FT_FREETYPE_H
#define SDL_KEY e.key.keysym.sym
extern Player *player;
static FT_Library ftl;
static FT_Face ftf;
static GLuint ftex;
static unsigned int fontSize;
namespace ui {
void initFonts(void){
if(FT_Init_FreeType(&ftl)){
std::cout<<"Error! Couldn't initialize freetype."<<std::endl;
abort();
}
}
void setFontFace(const char *ttf){
if(FT_New_Face(ftl,ttf,0,&ftf)){
std::cout<<"Error! Couldn't open "<<ttf<<"."<<std::endl;
abort();
}
}
void setFontSize(unsigned int size){
fontSize=size;
FT_Set_Pixel_Sizes(ftf,0,fontSize);
}
void putString(const float x,const float y,const char *s){
unsigned int i=0,j;
float xo=x,yo=y,w,h;
char *buf;
do{
if(FT_Load_Char(ftf,s[i],FT_LOAD_RENDER)){
std::cout<<"Error! Unsupported character "<<s[i]<<" ("<<(int)s[i]<<")."<<std::endl;
return;
}
glActiveTexture(GL_TEXTURE0);
glGenTextures(1,&ftex);
glBindTexture(GL_TEXTURE_2D,ftex);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
buf=(char *)malloc(ftf->glyph->bitmap.width*ftf->glyph->bitmap.rows*4);
for(j=0;j<ftf->glyph->bitmap.width*ftf->glyph->bitmap.rows;j++){
buf[j*4]=255;
buf[j*4+1]=255;
buf[j*4+2]=255;
buf[j*4+3]=ftf->glyph->bitmap.buffer[j]?255:0;
}
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,ftf->glyph->bitmap.width,ftf->glyph->bitmap.rows,0,GL_RGBA,GL_UNSIGNED_BYTE,buf);
w=ftf->glyph->bitmap.width;
h=ftf->glyph->bitmap.rows;
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,ftex);
glBegin(GL_QUADS);
glColor3ub(255,255,255);
glTexCoord2f(0,1);glVertex2f(xo,yo);
glTexCoord2f(1,1);glVertex2f(xo+w,yo);
glTexCoord2f(1,0);glVertex2f(xo+w,yo+h);
glTexCoord2f(0,0);glVertex2f(xo,yo+h);
glEnd();
glDisable(GL_TEXTURE_2D);
xo+=w;
free(buf);
}while(s[i++]);
}
void putText(const float x,const float y,const char *str,...){
va_list args;
char *buf;
buf=(char *)calloc(128,sizeof(char));
va_start(args,str);
vsnprintf(buf,128,str,args);
va_end(args);
putString(x,y,buf);
free(buf);
}
void handleEvents(void){
SDL_Event e;
while(SDL_PollEvent(&e)){
switch(e.type){
case SDL_QUIT:
gameRunning=false;
break;
case SDL_KEYDOWN:
if(SDL_KEY==SDLK_ESCAPE)gameRunning=false;
if(SDL_KEY==SDLK_a)player->vel.x=-2;
if(SDL_KEY==SDLK_d)player->vel.x=2;
if(SDL_KEY==SDLK_SPACE)player->vel.y=2;
break;
case SDL_KEYUP:
if(SDL_KEY==SDLK_a)player->vel.x=0;
if(SDL_KEY==SDLK_d)player->vel.x=0;
break;
default:
break;
}
}
}
}
|