src/text.c

Wed, 10 Apr 2024 19:43:34 +0200

author
Mike Becker <universe@uap-core.de>
date
Wed, 10 Apr 2024 19:43:34 +0200
changeset 57
7daec2f067a9
parent 54
cb94d983e3dd
child 58
26ebb2f1e6e6
permissions
-rw-r--r--

implement centered wrapped text

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@44 36 // Obtain shader
universe@44 37 AscShaderSprite *shader = &asc_context.active_window->glctx.shader.sprite;
universe@44 38
universe@37 39 // Upload model matrix
universe@44 40 glUniformMatrix4fv(shader->base.model, 1,
universe@45 41 GL_FALSE, node->base.world_transform);
universe@29 42
universe@50 43 // Bind texture
universe@50 44 asc_texture_bind(&node->tex, shader->tex, 0);
universe@29 45
universe@41 46 // Apply depth
universe@44 47 glUniform1f(shader->depth, (float)(node->base.depth));
universe@41 48
universe@29 49 // Draw mesh
universe@29 50 asc_primitives_draw_plane();
universe@29 51 }
universe@29 52
universe@32 53 static void asc_text_update(AscText *node) {
universe@16 54 // Generate new texture, if required
universe@50 55 if (asc_texture_uninitialized(&node->tex)) {
universe@50 56 asc_texture_init_rectangle(&node->tex);
universe@16 57 }
universe@4 58
universe@16 59 // Render text onto a surface
universe@57 60 TTF_Font *font = asc_font_cache_validate(node->font)->ptr;
universe@57 61 TTF_SetFontWrappedAlign(
universe@57 62 font, node->centered ?
universe@57 63 TTF_WRAPPED_ALIGN_CENTER : TTF_WRAPPED_ALIGN_LEFT
universe@57 64 );
universe@18 65 SDL_Surface *surface = TTF_RenderUTF8_Blended_Wrapped(
universe@57 66 font, node->text, asc_col_sdl(node->color), node->max_width
universe@16 67 );
universe@16 68 if (surface == NULL) {
universe@16 69 asc_error(SDL_GetError());
universe@16 70 return;
universe@16 71 }
universe@52 72 asc_set_scale2d(&node->base, surface->w, surface->h);
universe@45 73 asc_update_transform((AscSceneNode *) node);
universe@11 74
universe@16 75 // Transfer Image Data
universe@50 76 asc_texture_from_surface(&node->tex, surface);
universe@11 77
universe@16 78 // Free the surface
universe@16 79 SDL_FreeSurface(surface);
universe@16 80 }
universe@16 81
universe@36 82 AscSceneNode *asc_text(int x, int y, char const *text) {
universe@32 83 AscText *node = calloc(1, sizeof(AscText));
universe@32 84
universe@41 85 node->base.render_group = ASC_RENDER_GROUP_SPRITE_BLEND;
universe@32 86 node->base.free_func = (asc_scene_free_func) asc_text_free;
universe@32 87 node->base.update_func = (asc_scene_update_func) asc_text_update;
universe@32 88 node->base.draw_func = (asc_scene_draw_func) asc_text_draw;
universe@32 89
universe@45 90 node->base.position.x = (float) x;
universe@45 91 node->base.position.y = (float) y;
universe@32 92 node->font = asc_context.active_font;
universe@32 93 node->color = asc_context.ink;
universe@32 94 if (text != NULL) {
universe@32 95 node->text = strdup(text);
universe@32 96 }
universe@32 97
universe@37 98 // initialize
universe@37 99 asc_text_update(node);
universe@37 100
universe@36 101 return &node->base;
universe@32 102 }
universe@32 103
universe@25 104 void asc_text_free(AscText *node) {
universe@50 105 asc_texture_destroy(&node->tex);
universe@23 106 free(node->text);
universe@19 107 free(node);
universe@16 108 }

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