Added sizeFactor to textLabel

merge-requests/2/merge
marouault 4 years ago
parent 5b1ebb9492
commit 5ca9c02b00

@ -25,7 +25,7 @@ typedef struct
SDL_Texture* texture; SDL_Texture* texture;
}TextLabel; }TextLabel;
TextLabel createTextLabel(const char text[], const SDL_Point* pos, const SDL_Color* color, TTF_Font* font, SDL_Renderer* renderer, const POSITIONX_TYPE posXType, const POSITIONY_TYPE posYType); TextLabel createTextLabel(const char text[], const SDL_Point* pos, const float factorSize,const SDL_Color* color, TTF_Font* font, SDL_Renderer* renderer, const POSITIONX_TYPE posXType, const POSITIONY_TYPE posYType);
void freeTextLabel(TextLabel* label); void freeTextLabel(TextLabel* label);
void drawTextLabel(SDL_Renderer* renderer, TextLabel* label); void drawTextLabel(SDL_Renderer* renderer, TextLabel* label);

@ -3,7 +3,7 @@
#include "engine/TextureLoader.h" #include "engine/TextureLoader.h"
#include <errno.h> #include <errno.h>
TextLabel createTextLabel(const char text[], const SDL_Point* pos, const SDL_Color* color, TTF_Font* font, SDL_Renderer* renderer, const POSITIONX_TYPE posXType, const POSITIONY_TYPE posYType) { TextLabel createTextLabel(const char text[], const SDL_Point* pos, const float factorSize, const SDL_Color* color, TTF_Font* font, SDL_Renderer* renderer, const POSITIONX_TYPE posXType, const POSITIONY_TYPE posYType) {
TextLabel label = { TextLabel label = {
.color = *color, .color = *color,
.texture = NULL .texture = NULL
@ -37,8 +37,8 @@ TextLabel createTextLabel(const char text[], const SDL_Point* pos, const SDL_Col
} }
} }
label.textZone.w = calculateStringPixelLenght(font, label.text); label.textZone.w = calculateStringPixelLenght(font, label.text)*factorSize;
label.textZone.h = TTF_FontHeight(font); label.textZone.h = TTF_FontHeight(font)*factorSize;
switch (posXType) switch (posXType)
{ {

@ -17,7 +17,7 @@ void drawTitle(SDL_Renderer* renderer, const SDL_Rect* rect, FontHandler* fontHa
SDL_Point pos = {rect->x+rect->w/2, rect->y+rect->h/100}; SDL_Point pos = {rect->x+rect->w/2, rect->y+rect->h/100};
SDL_Color color = {0,0,0,0}; SDL_Color color = {0,0,0,0};
TextLabel titre = createTextLabel("Scores", &pos, &color, fontHandler->fonts[FONT_retro], renderer, POSX_CENTER, POSY_TOP); TextLabel titre = createTextLabel("Scores", &pos, 2, &color, fontHandler->fonts[FONT_retro], renderer, POSX_CENTER, POSY_TOP);
drawTextLabel(renderer, &titre); drawTextLabel(renderer, &titre);
@ -38,7 +38,7 @@ void drawPseudoAndRank(SDL_Renderer* renderer, const SDL_Rect* rect, const int h
} }
sprintf(text, "%lld. %s", rank, pseudo); sprintf(text, "%lld. %s", rank, pseudo);
TextLabel joueur = createTextLabel(text, &posRangPseudo, color, font, renderer, POSX_LEFT, POSY_TOP); TextLabel joueur = createTextLabel(text, &posRangPseudo, 1, color, font, renderer, POSX_LEFT, POSY_TOP);
free(text); free(text);
drawTextLabel(renderer, &joueur); drawTextLabel(renderer, &joueur);
@ -61,7 +61,7 @@ void drawEliminationTurn(SDL_Renderer* renderer, const SDL_Rect* rect, const int
} }
sprintf(text, "Tour: %d", eliminationTurn); sprintf(text, "Tour: %d", eliminationTurn);
TextLabel label = createTextLabel(text, &posTourElimination, color, font, renderer, POSX_RIGHT, POSY_TOP); TextLabel label = createTextLabel(text, &posTourElimination, 1, color, font, renderer, POSX_RIGHT, POSY_TOP);
free(text); free(text);
drawTextLabel(renderer, &label); drawTextLabel(renderer, &label);

@ -18,7 +18,7 @@ bool settingsView(SDL_Renderer* renderer, AudioHandler* ah) {
SDL_SetRenderDrawColor(renderer, blue.r, blue.g, blue.b, blue.a); SDL_SetRenderDrawColor(renderer, blue.r, blue.g, blue.b, blue.a);
SDL_RenderFillRect(renderer,&title_area); SDL_RenderFillRect(renderer,&title_area);
tmp_textLabel = createTextLabel("Paramètres", &((SDL_Point) {150,50}), &black, tmp_textLabel = createTextLabel("Paramètres", &((SDL_Point) {150,50}), 1, &black,
FONT_Curvilingus, renderer, POSX_CENTER, POSY_CENTER); FONT_Curvilingus, renderer, POSX_CENTER, POSY_CENTER);

@ -64,7 +64,7 @@ void testMenuEndGame() {
SDL_RenderPresent(renderer); SDL_RenderPresent(renderer);
SDL_Rect rectMenuEndGme = {.x=20, .y=0, .w=300, .h=480}; SDL_Rect rectMenuEndGme = {.x=20, .y=0, .w=300, .h=480};
//P_Button buttonMenuEndGame = createButtonForEndGameMenu(renderer, fontHandler.fonts[FONT_retro], &rectMenuEndGme); P_Button buttonMenuEndGame = createButtonForEndGameMenu(renderer, fontHandler.fonts[FONT_retro], &rectMenuEndGme);
while(!quit) while(!quit)
{ {
@ -92,7 +92,7 @@ void testMenuEndGame() {
players[0].rank = 1; players[0].rank = 1;
players[1].rank = 2; players[1].rank = 2;
drawEndGameMenu(renderer, players, 2, &rectMenuEndGme, &fontHandler); drawEndGameMenu(renderer, players, 2, &rectMenuEndGme, &fontHandler);
//drawButtonOnRenderer(renderer, &buttonMenuEndGame); drawButtonOnRenderer(renderer, &buttonMenuEndGame);
SDL_RenderPresent(renderer); SDL_RenderPresent(renderer);
SDL_Delay(50); SDL_Delay(50);
@ -100,7 +100,7 @@ void testMenuEndGame() {
Quit: Quit:
freeFonts(fontHandler); freeFonts(fontHandler);
//SDL_DestroyTexture(buttonMenuEndGame.texture); SDL_DestroyTexture(buttonMenuEndGame.texture);
if(renderer != NULL) if(renderer != NULL)
SDL_DestroyRenderer(renderer); SDL_DestroyRenderer(renderer);
if(window != NULL) if(window != NULL)

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