![]() ![]() 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. All the code is there and Im using the SDLimage.lib in the linker and i have all the. Also like i said the logger returns 'Couldnt open x.png'. SDL will also start sending SDL_TextEditingEvents, but you don't need to handle these to do basic text input. All the code is correct, the only problem is that IMGload cant open x.png, and ive got everything laid out correctly already, like said. 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. Have you initialised SDLimage with PNG flag set What return value IMGInit gave you keltar. While you can technically input text just by polling keyboard events, SDL provides a more convenient way to do this via SDL_TextInputEvent. However, even though the file exists and the renderer is created correctly, IMGLoadTexture will only return a nullptr, for no apparent reason. However, SDLimage.dll and libpng12-0.dll are both put by cxFreeze into my build directory, so it seems to me like everything should be fine. Remember to free/destroy any surfaces our textures you need to re-create. Cannot load image: C: File is not a Windows BMP file Googling has revealed that this happens when the SDL imaging library doesnt get included correctly. 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. 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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