src/text.c

Tue, 16 Apr 2024 22:20:17 +0200

author
Mike Becker <universe@uap-core.de>
date
Tue, 16 Apr 2024 22:20:17 +0200
changeset 63
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parent 59
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child 64
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permissions
-rw-r--r--

implement mouse motion and key press events

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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 <cx/printf.h>
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34
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35 #include <GL/glew.h>
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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
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45 // Bind texture
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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
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57 if (asc_texture_uninitialized(&node->tex)) {
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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
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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) {
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119 asc_texture_destroy(&node->tex);
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120 cx_strfree(&node->text);
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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 }

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