src/text.c

Sun, 06 Oct 2024 20:49:43 +0200

author
Mike Becker <universe@uap-core.de>
date
Sun, 06 Oct 2024 20:49:43 +0200
changeset 75
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parent 74
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permissions
-rw-r--r--

revert introduction of high level ucx trees and stick to the low level API

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1 /*
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2 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER.
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3 * Copyright 2023 Mike Becker. All rights reserved.
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4 *
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5 * Redistribution and use in source and binary forms, with or without
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6 * modification, are permitted provided that the following conditions are met:
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7 *
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8 * 1. Redistributions of source code must retain the above copyright
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9 * notice, this list of conditions and the following disclaimer.
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10 *
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11 * 2. Redistributions in binary form must reproduce the above copyright
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12 * notice, this list of conditions and the following disclaimer in the
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13 * documentation and/or other materials provided with the distribution.
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14 *
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15 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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16 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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17 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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18 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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19 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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20 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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21 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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22 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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23 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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24 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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25 * POSSIBILITY OF SUCH DAMAGE.
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26 */
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27
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28 #include "ascension/ui/text.h"
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29 #include "ascension/context.h"
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30 #include "ascension/error.h"
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31 #include "ascension/shader.h"
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32
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33 #include <cx/printf.h>
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34
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35 #include <GL/glew.h>
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36
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37 static void asc_text_update(AscSceneNode *node) {
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38 AscSprite *sprite = (AscSprite*) node;
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39 AscText *text = (AscText*) node;
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40
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41 // Generate new texture, if required
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42 if (asc_texture_uninitialized(&sprite->tex)) {
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43 asc_texture_init_rectangle(&sprite->tex);
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44 }
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45
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46 // Render text onto a surface
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47 TTF_Font *font = asc_font_load(text->font);
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48 static int alignments[] = {
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49 TTF_WRAPPED_ALIGN_LEFT,
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50 TTF_WRAPPED_ALIGN_CENTER,
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51 TTF_WRAPPED_ALIGN_RIGHT
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52 };
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53 TTF_SetFontWrappedAlign(
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54 font, alignments[text->base.data.flags & ASC_TEXT_ALIGNMENT_MASK]);
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55 SDL_Surface *surface = TTF_RenderUTF8_Blended_Wrapped(
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56 font, text->text.ptr, asc_col_sdl(text->color), text->max_width
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57 );
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58 if (surface == NULL) {
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59 asc_error(SDL_GetError());
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60 return;
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61 }
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62 asc_set_scale2d(node, surface->w, surface->h);
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63 if (asc_test_flag(text->base.data.flags, ASC_TEXT_CENTERED_FLAG)) {
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64 unsigned short newoffx = surface->w / 2;
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65 asc_vec2i pos = asc_get_position2d(node);
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66 asc_set_position2d(node, pos.x + text->offx - newoffx, pos.y);
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67 text->offx = newoffx;
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68 }
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69
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70 // Transfer Image Data
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71 asc_texture_from_surface(&sprite->tex, surface);
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72
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73 // Free the surface
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74 SDL_FreeSurface(surface);
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75 }
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76
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77 static void asc_text_free(AscSceneNode *node) {
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78 AscText *text = (AscText*) node;
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79 AscSprite *sprite = (AscSprite*) node;
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80 asc_texture_destroy(&sprite->tex);
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81 cx_strfree(&text->text);
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82 free(node);
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83 }
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84
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85 AscSceneNode *asc_text_create(struct asc_text_create_args args) {
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86 AscText *text = calloc(1, sizeof(AscText));
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87 AscSceneNode *node = (AscSceneNode*) text;
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88
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89 node->render_group = ASC_RENDER_GROUP_SPRITE_BLEND;
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90 node->free_func = asc_text_free;
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91 node->update_func = asc_text_update;
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92
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93 node->flags = args.alignment;
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94 node->position.x = (float) args.x;
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95 node->position.y = (float) args.y;
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96 text->max_width = args.max_width;
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97 text->font = asc_active_font;
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98 text->color = asc_context.ink;
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99 if (args.text == NULL) {
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100 text->text = cx_mutstr(strdup(" "));
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101 } else {
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102 text->text = cx_mutstr(strdup(args.text));
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103 }
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104
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105 // initialize
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106 asc_text_update(node);
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107
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108 return node;
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109 }
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110
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111 void asc_text_printf(
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112 AscSceneNode *node,
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113 char const* format,
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114 ...
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115 ) {
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116 va_list ap;
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117 va_start(ap, format);
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118 cx_vsprintf(
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119 &(((AscText*)node)->text.ptr),
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120 &(((AscText*)node)->text.length),
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121 format,
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122 ap
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123 );
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124 va_end(ap);
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125 asc_node_update(node);
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126 }

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