src/text.c

Wed, 10 Apr 2024 19:24:39 +0200

author
Mike Becker <universe@uap-core.de>
date
Wed, 10 Apr 2024 19:24:39 +0200
changeset 53
19faf91d43d7
parent 52
6d100092fcd4
child 54
cb94d983e3dd
permissions
-rw-r--r--

fix illegally skipping geometry update of text node

the reason is that the scene will not try again to update the node when it is just unhidden

universe@3 1 /*
universe@3 2 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER.
universe@3 3 * Copyright 2023 Mike Becker. All rights reserved.
universe@3 4 *
universe@3 5 * Redistribution and use in source and binary forms, with or without
universe@3 6 * modification, are permitted provided that the following conditions are met:
universe@3 7 *
universe@3 8 * 1. Redistributions of source code must retain the above copyright
universe@3 9 * notice, this list of conditions and the following disclaimer.
universe@3 10 *
universe@3 11 * 2. Redistributions in binary form must reproduce the above copyright
universe@3 12 * notice, this list of conditions and the following disclaimer in the
universe@3 13 * documentation and/or other materials provided with the distribution.
universe@3 14 *
universe@3 15 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
universe@3 16 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
universe@3 17 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
universe@3 18 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
universe@3 19 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
universe@3 20 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
universe@3 21 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
universe@3 22 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
universe@3 23 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
universe@3 24 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
universe@3 25 * POSSIBILITY OF SUCH DAMAGE.
universe@3 26 */
universe@3 27
universe@48 28 #include "ascension/ui/text.h"
universe@16 29 #include "ascension/context.h"
universe@16 30 #include "ascension/error.h"
universe@16 31 #include "ascension/shader.h"
universe@3 32
universe@16 33 #include <GL/glew.h>
universe@11 34
universe@29 35 static void asc_text_draw(AscText const *node) {
universe@50 36 if (node->color.alpha == 0 || node->hidden) {
universe@29 37 return;
universe@29 38 }
universe@29 39
universe@44 40 // Obtain shader
universe@44 41 AscShaderSprite *shader = &asc_context.active_window->glctx.shader.sprite;
universe@44 42
universe@37 43 // Upload model matrix
universe@44 44 glUniformMatrix4fv(shader->base.model, 1,
universe@45 45 GL_FALSE, node->base.world_transform);
universe@29 46
universe@50 47 // Bind texture
universe@50 48 asc_texture_bind(&node->tex, shader->tex, 0);
universe@29 49
universe@41 50 // Apply depth
universe@44 51 glUniform1f(shader->depth, (float)(node->base.depth));
universe@41 52
universe@29 53 // Draw mesh
universe@29 54 asc_primitives_draw_plane();
universe@29 55 }
universe@29 56
universe@32 57 static void asc_text_update(AscText *node) {
universe@16 58 // Generate new texture, if required
universe@50 59 if (asc_texture_uninitialized(&node->tex)) {
universe@50 60 asc_texture_init_rectangle(&node->tex);
universe@16 61 }
universe@4 62
universe@16 63 // Render text onto a surface
universe@18 64 SDL_Surface *surface = TTF_RenderUTF8_Blended_Wrapped(
universe@19 65 asc_font_cache_validate(node->font)->ptr,
universe@23 66 node->text,
universe@19 67 asc_col_sdl(node->color),
universe@19 68 node->max_width
universe@16 69 );
universe@16 70 if (surface == NULL) {
universe@16 71 asc_error(SDL_GetError());
universe@16 72 return;
universe@16 73 }
universe@52 74 asc_set_scale2d(&node->base, surface->w, surface->h);
universe@45 75 asc_update_transform((AscSceneNode *) node);
universe@11 76
universe@16 77 // Transfer Image Data
universe@50 78 asc_texture_from_surface(&node->tex, surface);
universe@11 79
universe@16 80 // Free the surface
universe@16 81 SDL_FreeSurface(surface);
universe@16 82 }
universe@16 83
universe@36 84 AscSceneNode *asc_text(int x, int y, char const *text) {
universe@32 85 AscText *node = calloc(1, sizeof(AscText));
universe@32 86
universe@41 87 node->base.render_group = ASC_RENDER_GROUP_SPRITE_BLEND;
universe@32 88 node->base.free_func = (asc_scene_free_func) asc_text_free;
universe@32 89 node->base.update_func = (asc_scene_update_func) asc_text_update;
universe@32 90 node->base.draw_func = (asc_scene_draw_func) asc_text_draw;
universe@32 91
universe@45 92 node->base.position.x = (float) x;
universe@45 93 node->base.position.y = (float) y;
universe@32 94 node->font = asc_context.active_font;
universe@32 95 node->color = asc_context.ink;
universe@32 96 if (text != NULL) {
universe@32 97 node->text = strdup(text);
universe@32 98 }
universe@32 99
universe@37 100 // initialize
universe@37 101 asc_text_update(node);
universe@37 102
universe@36 103 return &node->base;
universe@32 104 }
universe@32 105
universe@25 106 void asc_text_free(AscText *node) {
universe@50 107 asc_texture_destroy(&node->tex);
universe@23 108 free(node->text);
universe@19 109 free(node);
universe@16 110 }

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