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Sdl2 load png3/9/2024 Shutting down SDL_ttf is just like the other extensions free any loaded fonts with TTF_CloseFont() and call TTF_Quit(). You can capture this input by appending these characters to an input buffer string, and show the user what they're typing by displaying the buffer string.įinally, you can still listen to keyboard events-for example, you can have the backspace key remove the last character from the buffer string. The input characters are stored in the "text" member of SDL_TextInputEvent. When you're done with text input, call SDL_StopTextInput() to disable these events. SDL will also start sending SDL_TextEditingEvents, but you don't need to handle these to do basic text input. SDL will not by default register these events you must call SDL_StartTextInput() to enable them. This event type packages keyboard input in a more convenient way for text input keys pressed are sent as a c-string. While you can technically input text just by polling keyboard events, SDL provides a more convenient way to do this via SDL_TextInputEvent. Remember to free/destroy any surfaces our textures you need to re-create. When using this method, you will have to re-create your text (calling TTF_RenderText_Solid()) every time it changes. (However, another extension, SDL_FontCache can do this for you.) However, this is pretty complicated, so we won't get into it here. To get around this, you can render individual glyphs to textures, which you then output in the correct positions based on what text you want to display. fn loadtexturebytes (&self, buf: & u8) -> Result < Texture, String > src Loads an SDL Texture from a buffer that the format must be something supported by SDL2image (png, jpeg, ect, but NOT RGBA8888 bytes for instance) API documentation for the Rust LoadTexture trait in crate sdl2.![]() This is pretty inefficient if you need to render changing text. ![]() You might notice that with this method, we must completely re-render glyphs (a costly operation) whenever we want to change our output. SDL_RenderCopy( renderer, text_texture, &dest ) Static const unsigned char* keys = SDL_GetKeyboardState( NULL ) Pointers to our window, renderer, texture, and font
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