src/text.c

Wed, 10 Apr 2024 19:20:44 +0200

author
Mike Becker <universe@uap-core.de>
date
Wed, 10 Apr 2024 19:20:44 +0200
changeset 52
6d100092fcd4
parent 50
d8d2e4817db1
child 53
19faf91d43d7
permissions
-rw-r--r--

use new scale2d function in text update

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@19 58 // short circuit if fully transparent or hidden, we don't need anything
universe@19 59 if (node->color.alpha == 0 || node->hidden) {
universe@17 60 return;
universe@17 61 }
universe@17 62
universe@16 63 // Generate new texture, if required
universe@50 64 if (asc_texture_uninitialized(&node->tex)) {
universe@50 65 asc_texture_init_rectangle(&node->tex);
universe@16 66 }
universe@4 67
universe@16 68 // Render text onto a surface
universe@18 69 SDL_Surface *surface = TTF_RenderUTF8_Blended_Wrapped(
universe@19 70 asc_font_cache_validate(node->font)->ptr,
universe@23 71 node->text,
universe@19 72 asc_col_sdl(node->color),
universe@19 73 node->max_width
universe@16 74 );
universe@16 75 if (surface == NULL) {
universe@16 76 asc_error(SDL_GetError());
universe@16 77 return;
universe@16 78 }
universe@52 79 asc_set_scale2d(&node->base, surface->w, surface->h);
universe@45 80 asc_update_transform((AscSceneNode *) node);
universe@11 81
universe@16 82 // Transfer Image Data
universe@50 83 asc_texture_from_surface(&node->tex, surface);
universe@11 84
universe@16 85 // Free the surface
universe@16 86 SDL_FreeSurface(surface);
universe@16 87 }
universe@16 88
universe@36 89 AscSceneNode *asc_text(int x, int y, char const *text) {
universe@32 90 AscText *node = calloc(1, sizeof(AscText));
universe@32 91
universe@41 92 node->base.render_group = ASC_RENDER_GROUP_SPRITE_BLEND;
universe@32 93 node->base.free_func = (asc_scene_free_func) asc_text_free;
universe@32 94 node->base.update_func = (asc_scene_update_func) asc_text_update;
universe@32 95 node->base.draw_func = (asc_scene_draw_func) asc_text_draw;
universe@32 96
universe@45 97 node->base.position.x = (float) x;
universe@45 98 node->base.position.y = (float) y;
universe@32 99 node->font = asc_context.active_font;
universe@32 100 node->color = asc_context.ink;
universe@32 101 if (text != NULL) {
universe@32 102 node->text = strdup(text);
universe@32 103 }
universe@32 104
universe@37 105 // initialize
universe@37 106 asc_text_update(node);
universe@37 107
universe@36 108 return &node->base;
universe@32 109 }
universe@32 110
universe@25 111 void asc_text_free(AscText *node) {
universe@50 112 asc_texture_destroy(&node->tex);
universe@23 113 free(node->text);
universe@19 114 free(node);
universe@16 115 }

mercurial