src/text.c

Tue, 09 Apr 2024 21:18:52 +0200

author
Mike Becker <universe@uap-core.de>
date
Tue, 09 Apr 2024 21:18:52 +0200
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add texture.h

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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) {
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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 // Bind texture
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48 asc_texture_bind(&node->tex, shader->tex, 0);
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49
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50 // Apply depth
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51 glUniform1f(shader->depth, (float)(node->base.depth));
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52
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53 // Draw mesh
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54 asc_primitives_draw_plane();
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55 }
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56
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57 static void asc_text_update(AscText *node) {
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58 // short circuit if fully transparent or hidden, we don't need anything
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59 if (node->color.alpha == 0 || node->hidden) {
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60 return;
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61 }
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62
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63 // Generate new texture, if required
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64 if (asc_texture_uninitialized(&node->tex)) {
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65 asc_texture_init_rectangle(&node->tex);
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66 }
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67
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68 // Render text onto a surface
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69 SDL_Surface *surface = TTF_RenderUTF8_Blended_Wrapped(
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70 asc_font_cache_validate(node->font)->ptr,
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71 node->text,
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72 asc_col_sdl(node->color),
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73 node->max_width
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74 );
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75 if (surface == NULL) {
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76 asc_error(SDL_GetError());
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77 return;
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78 }
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79 node->base.scale.width = (float) surface->w;
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80 node->base.scale.height = (float) surface->h;
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81 asc_update_transform((AscSceneNode *) node);
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82
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83 // Transfer Image Data
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84 asc_texture_from_surface(&node->tex, surface);
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85
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86 // Free the surface
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87 SDL_FreeSurface(surface);
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88 }
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89
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90 AscSceneNode *asc_text(int x, int y, char const *text) {
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91 AscText *node = calloc(1, sizeof(AscText));
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92
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93 node->base.render_group = ASC_RENDER_GROUP_SPRITE_BLEND;
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94 node->base.free_func = (asc_scene_free_func) asc_text_free;
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95 node->base.update_func = (asc_scene_update_func) asc_text_update;
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96 node->base.draw_func = (asc_scene_draw_func) asc_text_draw;
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97
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98 node->base.position.x = (float) x;
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99 node->base.position.y = (float) y;
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100 node->font = asc_context.active_font;
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101 node->color = asc_context.ink;
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102 if (text != NULL) {
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103 node->text = strdup(text);
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104 }
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105
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106 // initialize
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107 asc_text_update(node);
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108
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109 return &node->base;
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110 }
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111
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112 void asc_text_free(AscText *node) {
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113 asc_texture_destroy(&node->tex);
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114 free(node->text);
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115 free(node);
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116 }

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