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https://github.com/blupi-games/planetblupi
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Prefer std::string over const char *
We need here a mutable string for latin words reversing in arabic and hebrew texts.
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parent
31bac11079
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10
src/text.cxx
10
src/text.cxx
@ -126,7 +126,7 @@ public:
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TTF_Font * GetFont () { return this->font; }
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TTF_Font * GetFont () { return this->font; }
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void Draw (CPixmap * pPixmap, Point pos, const char * pText, Sint32 slope)
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void Draw (CPixmap * pPixmap, Point pos, std::string pText, Sint32 slope)
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{
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{
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Uint32 format;
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Uint32 format;
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int access;
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int access;
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@ -152,8 +152,8 @@ public:
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if (!texOutline)
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if (!texOutline)
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{
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{
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SDL_Surface * text =
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SDL_Surface * text = TTF_RenderUTF8_Solid (
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TTF_RenderUTF8_Solid (this->font, pText, {0x00, 0x00, 0x00, 0});
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this->font, pText.c_str (), {0x00, 0x00, 0x00, 0});
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texOutline = SDL_CreateTextureFromSurface (g_renderer, text);
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texOutline = SDL_CreateTextureFromSurface (g_renderer, text);
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SDL_FreeSurface (text);
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SDL_FreeSurface (text);
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SDL_QueryTexture (texOutline, &format, &access, &outlineW, &outlineH);
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SDL_QueryTexture (texOutline, &format, &access, &outlineW, &outlineH);
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@ -173,7 +173,7 @@ public:
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if (!texBase)
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if (!texBase)
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{
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{
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SDL_Surface * text =
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SDL_Surface * text =
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TTF_RenderUTF8_Blended (this->font, pText, this->color);
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TTF_RenderUTF8_Blended (this->font, pText.c_str (), this->color);
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texBase = SDL_CreateTextureFromSurface (g_renderer, text);
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texBase = SDL_CreateTextureFromSurface (g_renderer, text);
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SDL_FreeSurface (text);
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SDL_FreeSurface (text);
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SDL_QueryTexture (texBase, &format, &access, &baseW, &baseH);
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SDL_QueryTexture (texBase, &format, &access, &baseW, &baseH);
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@ -183,7 +183,7 @@ public:
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{
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{
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this->color.a = 64;
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this->color.a = 64;
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SDL_Surface * text =
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SDL_Surface * text =
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TTF_RenderUTF8_Blended (this->font, pText, this->color);
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TTF_RenderUTF8_Blended (this->font, pText.c_str (), this->color);
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texOver = SDL_CreateTextureFromSurface (g_renderer, text);
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texOver = SDL_CreateTextureFromSurface (g_renderer, text);
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SDL_FreeSurface (text);
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SDL_FreeSurface (text);
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this->color.a = 0;
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this->color.a = 0;
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