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guadrians

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  1. Hello! My name is Adrian Scheff and I wish to let you know that I am currently developing a strategy game about a 19th century Asylum, set in a timeline closely resembling the Victorian England. Here's the development blog (I also posted 2 screenshots there): http://asylum-master.blogspot.ro/ Thank you for your time!
  2. @fastcall22 It's a quick and dirty library which gets the job done for my project and I thought of sharing it...True, it could use with some improvements, but I ain't going to spend any more time on it now.Maybe in future. I focused on my specific needs instead of a more larger view so that's way the issues you highlighted above are present. 1.This is correct, a font is better than char*. Maybe I'll change it. 2.This issue has two faces really. I mean, yeah, to render a string could be useful. Probably will change that too. 3.I need the screen surface to pass parameters to SDL_CreateRGBSurface function. And was useful for debugging.
  3. From the album Techies.

  4. I can't seem to load a screenshot so here I try again. [sharedmedia=gallery:images:2725]
  5. Hello! This is my first post here, hi all! I was in need of a basic text formater for my project. So I searched the internet. I stumbled upon this post: [url="http://www.gamedev.net/topic/392881-drawing-text-in-sdl/"]http://www.gamedev.n...ng-text-in-sdl/[/url] Sadly, there was no solution for a pure SDL text formating. The solution offered involved the use of OpenGL: [url="http://www.gamedev.net/topic/284259-for-reference-using-sdl_ttf-with-opengl/"]http://www.gamedev.n...tf-with-opengl/[/url] So I made my own library for text formatting. What it does? It takes as an argument, among other things, a SDL_rect and renders text in that rect. The text is left aligned. It's quite a raw thing but it works ( it works only with 32bit surfaces). Also, acts as a basic text formatter, removing all spaces if they are at the begining of a line and all but one space if it is between words. Here's the declaration: bool TR_render_text(char * font,char * file,SDL_Color font_color,int font_size, SDL_Rect * rect,SDL_Surface * screen, SDL_Surface * destination) font-font to be loaded. it uses SDL_ttf library file-text file to be rendered Color-color of the text font_size-desired font size rect-rendering box screen-this is your main screen SDL_surface(the one you obtained with SDL_SetVideoMode destination-sdl_surface where you want your text rendered(you can also put screen here). This surface should be create with SDL_CreateRGBSurface like so: destination=SDL_CreateRGBSurface(SDL_HWSURFACE, screen->w,screen->h,32,screen->format->Rmask,screen->format->Gmask, screen->format->Bmask, screen->format->Amask); Here's a screenshot of the TR_render_text in action. Known bugs(so far): -if the width of the rect is smaller than the actual size of the largest word(rendered word that is) program crashes -not a bug per se but I noticed that SDL_ttf does not render well some characters, namely an apostroph with a ASCII code 0x92 Also to use this library you will have to install both SDL and SDL_ttf libraries. If you don't know how to install a library check out Lazy foo tutorial here: [url="http://lazyfoo.net/SDL_tutorials/lesson03/index.php"]http://lazyfoo.net/S...son03/index.php[/url] Let me know how it works for you!