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SDL SPOOKY PLATFORMER ENGINE
0.2.0
An implementation of a platformer using sdl, implemented using an entity component system and efficient collision management.
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#include <BasicTextComponent.hpp>
Public Member Functions | |
| BasicTextComponent (SDL_Point position, SDL_Renderer *renderer, std::shared_ptr< TTF_Font > font, SDL_Color &color, TextUpdate *updateFunc) | |
| ~BasicTextComponent () | |
| clean up a text object More... | |
| void | SetText (const std::wstring &text) |
| void | Render (SDL_Renderer *ren) |
| SDL_Rect | TextDims () |
| void | Update (float deltaTime) |
| Update this component according to the deltaTime. More... | |
| BasicTextComponent (BasicTextComponent &text) = delete | |
| don't allow accidental copies which may create unfortunate references. More... | |
Public Member Functions inherited from Component | |
| Component () | |
| virtual | ~Component () |
Additional Inherited Members | |
Protected Attributes inherited from Component | |
| GameObject * | entity |
| The entitity to which this component belongs to. More... | |
Basic implementation of general text objects. Once created a text object is fixed in place, however the actual text it renders can change.
| BasicTextComponent::BasicTextComponent | ( | SDL_Point | position, |
| SDL_Renderer * | renderer, | ||
| std::shared_ptr< TTF_Font > | font, | ||
| SDL_Color & | color, | ||
| TextUpdate * | updateFunc | ||
| ) |
Constructs a text object.
| position | where its anchor point is |
| renderer | renderer to target when drawing |
| font | what font to draw it in |
| color | what color to draw it in |
| BasicTextComponent::~BasicTextComponent | ( | ) |
clean up a text object
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delete |
don't allow accidental copies which may create unfortunate references.
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virtual |
| void BasicTextComponent::SetText | ( | const std::wstring & | text | ) |
Set the text to render.
| text | string to render |
| SDL_Rect BasicTextComponent::TextDims | ( | ) |
Return the dimensions of this text object.
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virtual |
1.4.1