src/text.c

Mon, 01 Apr 2024 19:01:04 +0200

author
Mike Becker <universe@uap-core.de>
date
Mon, 01 Apr 2024 19:01:04 +0200
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create new UI subdir

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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 <GL/glew.h>
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34
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35 static void asc_text_draw(AscText const *node) {
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36 if (node->color.alpha == 0 || node->hidden || node->tex_id == 0) {
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37 return;
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38 }
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39
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40 // Obtain shader
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41 AscShaderSprite *shader = &asc_context.active_window->glctx.shader.sprite;
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42
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43 // Upload model matrix
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44 glUniformMatrix4fv(shader->base.model, 1,
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45 GL_FALSE, node->base.world_transform);
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46
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47 // Upload surface
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48 glActiveTexture(GL_TEXTURE0);
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49 glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id);
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50 glUniform1i(shader->surface, 0);
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51
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52 // Apply depth
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53 glUniform1f(shader->depth, (float)(node->base.depth));
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54
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55 // Draw mesh
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56 asc_primitives_draw_plane();
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57 }
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58
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59 static void asc_text_update(AscText *node) {
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60 // short circuit if fully transparent or hidden, we don't need anything
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61 if (node->color.alpha == 0 || node->hidden) {
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62 return;
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63 }
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64
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65 // Generate new texture, if required
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66 if (node->tex_id == 0) {
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67 glGenTextures(1, &node->tex_id);
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68 glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id);
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69 glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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70 glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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71 asc_dprintf("Generated new texture for text node: %u", node->tex_id);
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72 }
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73
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74 // Render text onto a surface
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75 SDL_Surface *surface = TTF_RenderUTF8_Blended_Wrapped(
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76 asc_font_cache_validate(node->font)->ptr,
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77 node->text,
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78 asc_col_sdl(node->color),
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79 node->max_width
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80 );
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81 if (surface == NULL) {
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82 asc_error(SDL_GetError());
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83 return;
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84 }
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85 node->base.scale.width = (float) surface->w;
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86 node->base.scale.height = (float) surface->h;
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87 asc_update_transform((AscSceneNode *) node);
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88
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89 // Transfer Image Data
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90 // TODO: move the image data transfer to a separate function - we will need it more often
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91 glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id);
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92 glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->pitch / surface->format->BytesPerPixel);
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93 glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA,
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94 surface->w, surface->h,
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95 0, GL_BGRA, GL_UNSIGNED_BYTE, surface->pixels);
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96
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97 // Free the surface
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98 SDL_FreeSurface(surface);
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99 }
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100
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101 AscSceneNode *asc_text(int x, int y, char const *text) {
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102 AscText *node = calloc(1, sizeof(AscText));
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103 if (node == NULL) {
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104 asc_error("Out of memory.");
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105 return NULL;
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106 }
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107
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108 node->base.render_group = ASC_RENDER_GROUP_SPRITE_BLEND;
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109 node->base.free_func = (asc_scene_free_func) asc_text_free;
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110 node->base.update_func = (asc_scene_update_func) asc_text_update;
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111 node->base.draw_func = (asc_scene_draw_func) asc_text_draw;
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112
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113 node->base.position.x = (float) x;
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114 node->base.position.y = (float) y;
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115 node->font = asc_context.active_font;
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116 node->color = asc_context.ink;
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117 if (text != NULL) {
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118 node->text = strdup(text);
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119 }
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120
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121 // initialize
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122 asc_text_update(node);
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123
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124 return &node->base;
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125 }
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126
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127 void asc_text_free(AscText *node) {
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128 asc_dprintf("Release text node texture: %u", node->tex_id);
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129 glDeleteTextures(1, &node->tex_id);
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130 free(node->text);
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131 free(node);
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132 }

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