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left and right are to distinguish...
3 | 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 | */ | |
27 | ||
48 | 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" |
11 | 32 | |
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33 | #include <cx/printf.h> |
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34 | |
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35 | #include <GL/glew.h> |
3 | 36 | |
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37 | static void asc_text_draw(AscText const *node) { |
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38 | // Obtain shader |
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39 | AscShaderSprite *shader = &asc_context.active_window->glctx.shader.sprite; |
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40 | |
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41 | // Upload model matrix |
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42 | glUniformMatrix4fv(shader->base.model, 1, |
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43 | GL_FALSE, node->base.world_transform); |
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44 | |
50 | 45 | // Bind texture |
46 | asc_texture_bind(&node->tex, shader->tex, 0); | |
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47 | |
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48 | // Apply depth |
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49 | glUniform1f(shader->depth, (float)(node->base.depth)); |
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50 | |
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51 | // Draw mesh |
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52 | asc_primitives_draw_plane(); |
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53 | } |
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54 | |
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55 | static void asc_text_update(AscText *node) { |
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56 | // Generate new texture, if required |
50 | 57 | if (asc_texture_uninitialized(&node->tex)) { |
58 | asc_texture_init_rectangle(&node->tex); | |
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59 | } |
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60 | |
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61 | // Render text onto a surface |
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62 | TTF_Font *font = asc_font_cache_validate(node->font)->ptr; |
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63 | static int alignments[] = { |
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64 | TTF_WRAPPED_ALIGN_LEFT, |
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65 | TTF_WRAPPED_ALIGN_CENTER, |
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66 | TTF_WRAPPED_ALIGN_RIGHT |
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67 | }; |
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68 | TTF_SetFontWrappedAlign( |
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69 | font, alignments[node->base.flags & ASC_TEXT_ALIGNMENT_MASK]); |
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70 | SDL_Surface *surface = TTF_RenderUTF8_Blended_Wrapped( |
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71 | font, node->text.ptr, asc_col_sdl(node->color), node->max_width |
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72 | ); |
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73 | if (surface == NULL) { |
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74 | asc_error(SDL_GetError()); |
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75 | return; |
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76 | } |
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77 | asc_set_scale2d(&node->base, surface->w, surface->h); |
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78 | if (asc_test_flag(node->base.flags, ASC_TEXT_CENTERED_FLAG)) { |
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79 | unsigned short newoffx = surface->w / 2; |
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80 | asc_vec2i pos = asc_get_position2d(&node->base); |
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81 | asc_set_position2d(&node->base, pos.x + node->offx - newoffx, pos.y); |
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82 | node->offx = newoffx; |
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83 | } |
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84 | |
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85 | // Transfer Image Data |
50 | 86 | asc_texture_from_surface(&node->tex, surface); |
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87 | |
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88 | // Free the surface |
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89 | SDL_FreeSurface(surface); |
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90 | } |
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91 | |
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92 | AscSceneNode *asc_text_create(struct asc_text_create_args args) { |
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93 | AscText *node = calloc(1, sizeof(AscText)); |
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94 | |
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95 | node->base.render_group = ASC_RENDER_GROUP_SPRITE_BLEND; |
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96 | node->base.free_func = (asc_scene_free_func) asc_text_free; |
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97 | node->base.update_func = (asc_scene_update_func) asc_text_update; |
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98 | node->base.draw_func = (asc_scene_draw_func) asc_text_draw; |
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99 | |
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100 | node->base.flags = args.alignment; |
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101 | node->base.position.x = (float) args.x; |
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102 | node->base.position.y = (float) args.y; |
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103 | node->max_width = args.max_width; |
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104 | node->font = asc_context.active_font; |
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105 | node->color = asc_context.ink; |
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106 | if (args.text == NULL) { |
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107 | node->text = cx_mutstr(strdup(" ")); |
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108 | } else { |
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109 | node->text = cx_mutstr(strdup(args.text)); |
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110 | } |
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111 | |
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112 | // initialize |
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113 | asc_text_update(node); |
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114 | |
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115 | return &node->base; |
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116 | } |
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117 | |
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118 | void asc_text_free(AscText *node) { |
50 | 119 | asc_texture_destroy(&node->tex); |
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120 | cx_strfree(&node->text); |
19 | 121 | free(node); |
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122 | } |
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123 | |
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124 | void asc_text_printf( |
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125 | AscSceneNode *node, |
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126 | char const* format, |
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127 | ... |
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128 | ) { |
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129 | cxmutstr text = ((AscText*)node)->text; |
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130 | va_list ap; |
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131 | va_start(ap, format); |
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132 | cx_vsprintf(&text.ptr, &text.length, format, ap); |
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133 | va_end(ap); |
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134 | asc_node_update(node); |
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135 | } |