示例#1
0
        /// <summary>
        ///  Create a new SDL font.
        /// </summary>
        /// <remarks>
        ///  I'm normally not a huge fan of classes that load themselves, much less a constructor
        ///  that loads itself from a file. I have to make an exception for the moment because
        ///  SDL_image's API only supports loading from a file... once someone (maybe me) adds the
        ///  load from memory calls I can remove this and create a proper byte[] constructor
        ///  instead. (And leave the file loading up to the caller).
        /// </remarks>
        public SDLFont(SDLRenderer renderer, string fontName, int fontSize)
        {
            // Make sure our inputs are valid!
            if (renderer == null)
            {
                throw new ArgumentNullException("renderer");
            }

            if (String.IsNullOrEmpty(fontName))
            {
                throw new ArgumentNullException("fontName");
            }

            if (fontSize <= 0)
            {
                throw new ArgumentOutOfRangeException("fontSize");
            }

            // Make sure the image actually exists on disk before attempting to ask SDL to load it.
            //  (Bonus: SDL doesn't return a null when the image does not exist on disk!)
            if (!File.Exists(fontName))
            {
                throw new FileNotFoundException(fontName);
            }

            // Ask SDL to load our font for us and check if it worked.
            mFont = SDL_ttf.TTF_OpenFont(fontName, fontSize);

            if (mFont == null)
            {
                throw new SDLException("Failed to load font");
            }
        }
示例#2
0
        public SDLTexture RenderTextBlended(SDLRenderer renderer,
                                            string text,
                                            Color color)
        {
            // Check inputs.
            if (renderer == null)
            {
                throw new ArgumentNullException("renderer");
            }

            // Convert color to SDL format.
            SDL.SDL_Color sdlColor = new SDL.SDL_Color();

            sdlColor.r = color.RedByte;
            sdlColor.g = color.GreenByte;
            sdlColor.b = color.BlueByte;

            // Render the text message to an SDL_Surface and then convert the surface into an
            // SDL texture.
            SDLTexture texture;

            using (SDLSurface surface = new SDLSurface(SDL_ttf.TTF_RenderText_Blended(
                                                           mFont,
                                                           text,
                                                           sdlColor)))
            {
                texture = new SDLTexture(renderer, surface);
            }

            return(texture);
        }
示例#3
0
        /// <summary>
        ///  Create a new SDL font.
        /// </summary>
        /// <remarks>
        ///  I'm normally not a huge fan of classes that load themselves, much less a constructor
        ///  that loads itself from a file. I have to make an exception for the moment because
        ///  SDL_image's API only supports loading from a file... once someone (maybe me) adds the
        ///  load from memory calls I can remove this and create a proper byte[] constructor
        ///  instead. (And leave the file loading up to the caller).
        /// </remarks>
        public SDLFont( SDLRenderer renderer, string fontName, int fontSize )
        {
            // Make sure our inputs are valid!
            if ( renderer == null )
            {
                throw new ArgumentNullException( "renderer" );
            }

            if ( String.IsNullOrEmpty( fontName ) )
            {
                throw new ArgumentNullException( "fontName" );
            }

            if ( fontSize <= 0 )
            {
                throw new ArgumentOutOfRangeException( "fontSize" );
            }

            // Make sure the image actually exists on disk before attempting to ask SDL to load it.
            //  (Bonus: SDL doesn't return a null when the image does not exist on disk!)
            if ( !File.Exists( fontName ) )
            {
                throw new FileNotFoundException( fontName );
            }

            // Ask SDL to load our font for us and check if it worked.
            mFont = SDL_ttf.TTF_OpenFont( fontName, fontSize );

            if ( mFont == null )
            {
                throw new SDLException( "Failed to load font" );
            }
        }
示例#4
0
        /// <summary>
        ///  Create a new SDL texture from a file on disk.
        /// </summary>
        /// <remarks>
        ///  I'm normally not a huge fan of classes that load themselves, much less a constructor
        ///  that loads itself from a file. I have to make an exception for the moment because
        ///  SDL_image's API only supports loading from a file... once someone (maybe me) adds the
        ///  load from memory calls I can remove this and create a proper byte[] constructor
        ///  instead. (And leave the file loading up to the caller).
        /// </remarks>
        /// <param name="surface"></param>
        public SDLTexture( SDLRenderer renderer, string imagePath )
        {
            // Verify that our references are valid before proceeding.
            if ( renderer == null )
            {
                throw new ArgumentNullException( "renderer" );
            }

            if ( imagePath == null )
            {
                throw new ArgumentNullException( "imagePath" );
            }

            // Make sure the image actually exists on disk before attempting to ask SDL to load it.
            //  (Bonus: SDL doesn't return a null when the image does not exist on disk!)
            if ( !File.Exists( imagePath ) )
            {
                throw new FileNotFoundException( imagePath );
            }

            // Attempt to load the bitmap from disk.
            mTexture = SDL_image.IMG_LoadTexture( renderer.RendererPtr, imagePath );

            // Test to make sure the texture was successfully created.
            if ( mTexture == null )
            {
                throw new SDLException( "Failed to load image from disk into SDL texture" );
            }

            ReadAndStoreTextureProperties();
        }
示例#5
0
        /// <summary>
        ///  Create a new SDL texture from a file on disk.
        /// </summary>
        /// <remarks>
        ///  I'm normally not a huge fan of classes that load themselves, much less a constructor
        ///  that loads itself from a file. I have to make an exception for the moment because
        ///  SDL_image's API only supports loading from a file... once someone (maybe me) adds the
        ///  load from memory calls I can remove this and create a proper byte[] constructor
        ///  instead. (And leave the file loading up to the caller).
        /// </remarks>
        /// <param name="surface"></param>
        public SDLTexture(SDLRenderer renderer, string imagePath)
        {
            // Verify that our references are valid before proceeding.
            if (renderer == null)
            {
                throw new ArgumentNullException("renderer");
            }

            if (imagePath == null)
            {
                throw new ArgumentNullException("imagePath");
            }

            // Make sure the image actually exists on disk before attempting to ask SDL to load it.
            //  (Bonus: SDL doesn't return a null when the image does not exist on disk!)
            if (!File.Exists(imagePath))
            {
                throw new FileNotFoundException(imagePath);
            }

            // Attempt to load the bitmap from disk.
            mTexture = SDL_image.IMG_LoadTexture(renderer.RendererPtr, imagePath);

            // Test to make sure the texture was successfully created.
            if (mTexture == null)
            {
                throw new SDLException("Failed to load image from disk into SDL texture");
            }

            ReadAndStoreTextureProperties();
        }
示例#6
0
        /// <summary>
        ///  Create a new SDL texture.
        /// </summary>
        /// <param name="surface"></param>
        public SDLTexture( SDLRenderer renderer, SDLSurface surface )
        {
            if ( renderer == null )
            {
                throw new ArgumentNullException( "renderer" );
            }

            if ( surface == null )
            {
                throw new ArgumentNullException( "surface" );
            }

            // Convert the SDL surface into an SDL texture.
            mTexture = SDL.SDL_CreateTextureFromSurface( renderer.RendererPtr,
                                                         surface.SurfacePtr );

            if ( mTexture == null )
            {
                throw new SDLException( "Failed to convert SDL surface to texture" );
            }

            ReadAndStoreTextureProperties();
        }
示例#7
0
        /// <summary>
        ///  Create a new SDL texture.
        /// </summary>
        /// <param name="surface"></param>
        public SDLTexture(SDLRenderer renderer, SDLSurface surface)
        {
            if (renderer == null)
            {
                throw new ArgumentNullException("renderer");
            }

            if (surface == null)
            {
                throw new ArgumentNullException("surface");
            }

            // Convert the SDL surface into an SDL texture.
            mTexture = SDL.SDL_CreateTextureFromSurface(renderer.RendererPtr,
                                                        surface.SurfacePtr);

            if (mTexture == null)
            {
                throw new SDLException("Failed to convert SDL surface to texture");
            }

            ReadAndStoreTextureProperties();
        }
示例#8
0
        private static void RunGame()
        {
            // Create the main render window.
            SDLWindow window = new SDLWindow( "An SDL2 window", 100, 100, 800, 600 );
            SDLRenderer renderer = new SDLRenderer( window );

            // Load a test image.
            SDLTexture texture = new SDLTexture( renderer, "hello.bmp" );

            SDLFont font = new SDLFont( renderer, "hello.ttf", 24 );
            SDLTexture textTexture = font.RenderTextBlended( renderer, "Hello World!!", Color.BlueColor );

            // Event loop.
            SDL.SDL_Event eventInfo = new SDL.SDL_Event();
            bool shouldQuit = false;

            while ( !shouldQuit )
            {
                CheckForSDLErrors();

                // Pump and process pending OS events.
                while ( SDL.SDL_PollEvent( out eventInfo ) != 0 )
                {
                    if ( eventInfo.type == SDL.SDL_EventType.SDL_QUIT )
                    {
                        shouldQuit = true;
                    }
                }

                // Render all of our stuffs.
                renderer.Clear();
                renderer.Draw( texture, 32, 32 );
                renderer.Draw( textTexture, 0, 400 );
                renderer.Present();    
            }
        }
示例#9
0
        public SDLTexture RenderTextBlended( SDLRenderer renderer,
                                             string text,
                                             Color color )
        {
            // Check inputs.
            if ( renderer == null )
            {
                throw new ArgumentNullException( "renderer" );
            }

            // Convert color to SDL format.
            SDL.SDL_Color sdlColor = new SDL.SDL_Color();

            sdlColor.r = color.RedByte;
            sdlColor.g = color.GreenByte;
            sdlColor.b = color.BlueByte;

            // Render the text message to an SDL_Surface and then convert the surface into an
            // SDL texture.
            SDLTexture texture;

            using ( SDLSurface surface = new SDLSurface( SDL_ttf.TTF_RenderText_Blended(
                                                            mFont,
                                                            text,
                                                            sdlColor ) ) )
            {
                texture = new SDLTexture( renderer, surface );
            }

            return texture;
        }