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