Fri, 12 Apr 2024 22:03:15 +0200
improve ui/text.h interface a lot
1 /*
2 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER.
3 * Copyright 2023 Mike Becker. All rights reserved.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 *
8 * 1. Redistributions of source code must retain the above copyright
9 * notice, this list of conditions and the following disclaimer.
10 *
11 * 2. Redistributions in binary form must reproduce the above copyright
12 * notice, this list of conditions and the following disclaimer in the
13 * documentation and/or other materials provided with the distribution.
14 *
15 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
16 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
17 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
18 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
19 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
20 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
21 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
22 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
23 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
24 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
25 * POSSIBILITY OF SUCH DAMAGE.
26 */
28 #include "ascension/ui/text.h"
29 #include "ascension/context.h"
30 #include "ascension/error.h"
31 #include "ascension/shader.h"
33 #include <cx/printf.h>
35 #include <GL/glew.h>
37 static void asc_text_draw(AscText const *node) {
38 // Obtain shader
39 AscShaderSprite *shader = &asc_context.active_window->glctx.shader.sprite;
41 // Upload model matrix
42 glUniformMatrix4fv(shader->base.model, 1,
43 GL_FALSE, node->base.world_transform);
45 // Bind texture
46 asc_texture_bind(&node->tex, shader->tex, 0);
48 // Apply depth
49 glUniform1f(shader->depth, (float)(node->base.depth));
51 // Draw mesh
52 asc_primitives_draw_plane();
53 }
55 static void asc_text_update(AscText *node) {
56 // Generate new texture, if required
57 if (asc_texture_uninitialized(&node->tex)) {
58 asc_texture_init_rectangle(&node->tex);
59 }
61 // Render text onto a surface
62 TTF_Font *font = asc_font_cache_validate(node->font)->ptr;
63 static int alignments[] = {
64 TTF_WRAPPED_ALIGN_LEFT,
65 TTF_WRAPPED_ALIGN_CENTER,
66 TTF_WRAPPED_ALIGN_RIGHT
67 };
68 TTF_SetFontWrappedAlign(
69 font, alignments[node->base.flags & ASC_TEXT_ALIGNMENT_MASK]);
70 SDL_Surface *surface = TTF_RenderUTF8_Blended_Wrapped(
71 font, node->text.ptr, asc_col_sdl(node->color), node->max_width
72 );
73 if (surface == NULL) {
74 asc_error(SDL_GetError());
75 return;
76 }
77 asc_set_scale2d(&node->base, surface->w, surface->h);
78 if (asc_test_flag(node->base.flags, ASC_TEXT_CENTERED_FLAG)) {
79 unsigned short newoffx = surface->w / 2;
80 asc_vec2i pos = asc_get_position2d(&node->base);
81 asc_set_position2d(&node->base, pos.x + node->offx - newoffx, pos.y);
82 node->offx = newoffx;
83 }
85 // Transfer Image Data
86 asc_texture_from_surface(&node->tex, surface);
88 // Free the surface
89 SDL_FreeSurface(surface);
90 }
92 AscSceneNode *asc_text(int x, int y, char const *text) {
93 // TODO: implement fancy struct "named param" initialization
94 AscText *node = calloc(1, sizeof(AscText));
96 node->base.render_group = ASC_RENDER_GROUP_SPRITE_BLEND;
97 node->base.free_func = (asc_scene_free_func) asc_text_free;
98 node->base.update_func = (asc_scene_update_func) asc_text_update;
99 node->base.draw_func = (asc_scene_draw_func) asc_text_draw;
101 node->base.position.x = (float) x;
102 node->base.position.y = (float) y;
103 node->font = asc_context.active_font;
104 node->color = asc_context.ink;
105 if (text == NULL) {
106 node->text = cx_mutstr(strdup(" "));
107 } else {
108 node->text = cx_mutstr(strdup(text));
109 }
111 // initialize
112 asc_text_update(node);
114 return &node->base;
115 }
117 void asc_text_free(AscText *node) {
118 asc_texture_destroy(&node->tex);
119 cx_strfree(&node->text);
120 free(node);
121 }
123 void asc_text_printf(
124 AscSceneNode *node,
125 char const* format,
126 ...
127 ) {
128 cxmutstr text = ((AscText*)node)->text;
129 va_list ap;
130 va_start(ap, format);
131 cx_vsprintf(&text.ptr, &text.length, format, ap);
132 va_end(ap);
133 asc_node_update(node);
134 }