Fixed extra junk after ms string with bufPrintZ
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41a208846a
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5680b1a5a5
@ -107,7 +107,7 @@ pub fn main() !void {
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var buf: [8]u8 = undefined;
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const timer_ms = timer.getTicks();
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// const timer_base = std.math.log10(timer_ms) + 3;
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const time_str: []const u8 = try std.fmt.bufPrint(&buf, "{d}ms", .{timer_ms});
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const time_str: [*:0]const u8 = try std.fmt.bufPrintZ(&buf, "{d}ms", .{timer_ms});
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var time_text = try GameText.loadFromRenderedText(time_str, RGBAColor.whiteSmoke().tosdl());
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try time_text.render(
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&game_state,
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@ -9,15 +9,14 @@ var text_texture: ?*sdl.SDL_Texture = null;
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var text_init = false;
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pub const GameText = struct {
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text: []const u8,
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text: [*:0]const u8,
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color: sdl.SDL_Color,
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surface: *sdl.SDL_Surface,
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w: u32,
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h: u32,
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pub fn loadFromRenderedText(text: []const u8, color: sdl.SDL_Color) !GameText {
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const trunc_str = text[0..text.len];
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const c_text: [*c]const u8 = @ptrCast(trunc_str);
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pub fn loadFromRenderedText(text: [*:0]const u8, color: sdl.SDL_Color) !GameText {
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const c_text: [*c]const u8 = @ptrCast(text);
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const text_surface: [*c]sdl.SDL_Surface = sdl.TTF_RenderText_Solid(font.?, c_text, color) orelse {
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sdl.SDL_Log("Error loading text surface: %s\n", sdl.SDL_GetError());
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return error.FailedToRenderSurface;
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