src/text.c

changeset 19
d0e88022e209
parent 18
00c0632f0f40
child 23
ab07757004b4
     1.1 --- a/src/text.c	Sun Nov 19 13:27:08 2023 +0100
     1.2 +++ b/src/text.c	Thu Nov 23 23:08:57 2023 +0100
     1.3 @@ -32,38 +32,49 @@
     1.4  
     1.5  #include <GL/glew.h>
     1.6  
     1.7 -void asc_text_draw_lb(
     1.8 -        AscTextNode *node,
     1.9 -        asc_vec2i position,
    1.10 -        unsigned max_width,
    1.11 -        cxmutstr text) {
    1.12 +AscTextNode *asc_text(int x, int y, char const *text) {
    1.13 +    AscTextNode *node = calloc(1, sizeof(AscTextNode));
    1.14 +    if (node == NULL) {
    1.15 +        asc_error("Out of memory.");
    1.16 +        return NULL;
    1.17 +    }
    1.18  
    1.19 -    // short circuit - if fully transparent, just hide it
    1.20 -    if (asc_context.ink.alpha == 0) {
    1.21 -        node->hidden = true;
    1.22 +    node->position = (asc_vec2i) {x, y};
    1.23 +    node->font = asc_context.active_font;
    1.24 +    node->color = asc_context.ink;
    1.25 +    cxBufferInit(&node->text, NULL, strlen(text)+8,
    1.26 +                 cxDefaultAllocator, CX_BUFFER_AUTO_EXTEND);
    1.27 +    cxBufferPutString(&node->text, text);
    1.28 +
    1.29 +    return node;
    1.30 +}
    1.31 +
    1.32 +void asc_text_update(AscTextNode *node) {
    1.33 +    // short circuit if fully transparent or hidden, we don't need anything
    1.34 +    if (node->color.alpha == 0 || node->hidden) {
    1.35          return;
    1.36      }
    1.37  
    1.38      // Generate new texture, if required
    1.39 -    if (node->tex_id == 0) {
    1.40 -        glGenTextures(1, &node->tex_id);
    1.41 -        glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id);
    1.42 +    if (node->internal.tex_id == 0) {
    1.43 +        glGenTextures(1, &node->internal.tex_id);
    1.44 +        glBindTexture(GL_TEXTURE_RECTANGLE, node->internal.tex_id);
    1.45          glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    1.46          glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    1.47 -        asc_dprintf("Generated new texture for text node: %u", node->tex_id);
    1.48 +        asc_dprintf("Generated new texture for text node: %u", node->internal.tex_id);
    1.49      }
    1.50  
    1.51 +    // ensure the text is zero-terminated
    1.52 +    CxBuffer* text = &(node->text);
    1.53 +    cxBufferMinimumCapacity(text, text->size+1);
    1.54 +    text->space[text->size] = '\0';
    1.55 +
    1.56      // Render text onto a surface
    1.57      SDL_Surface *surface = TTF_RenderUTF8_Blended_Wrapped(
    1.58 -            asc_context.active_font->ptr,
    1.59 -            text.ptr,
    1.60 -            (SDL_Color) {
    1.61 -                    .r = asc_context.ink.red,
    1.62 -                    .g = asc_context.ink.green,
    1.63 -                    .b = asc_context.ink.blue,
    1.64 -                    .a = asc_context.ink.alpha
    1.65 -            },
    1.66 -            max_width
    1.67 +            asc_font_cache_validate(node->font)->ptr,
    1.68 +            text->space,
    1.69 +            asc_col_sdl(node->color),
    1.70 +            node->max_width
    1.71      );
    1.72      if (surface == NULL) {
    1.73          asc_error(SDL_GetError());
    1.74 @@ -71,13 +82,13 @@
    1.75      }
    1.76  
    1.77      // Store basic node information
    1.78 -    node->position = position;
    1.79 -    node->dimension.width = surface->w;
    1.80 -    node->dimension.height = surface->h;
    1.81 +    node->position = node->position;
    1.82 +    node->internal.dimension.width = surface->w;
    1.83 +    node->internal.dimension.height = surface->h;
    1.84  
    1.85      // Transfer Image Data
    1.86      // TODO: move the image data transfer to a separate function - we will need it more often
    1.87 -    glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id);
    1.88 +    glBindTexture(GL_TEXTURE_RECTANGLE, node->internal.tex_id);
    1.89      glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->pitch / surface->format->BytesPerPixel);
    1.90      glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA,
    1.91                   surface->w, surface->h,
    1.92 @@ -85,23 +96,14 @@
    1.93  
    1.94      // Free the surface
    1.95      SDL_FreeSurface(surface);
    1.96 -
    1.97 -    // Redraw the node
    1.98 -    asc_text_redraw(node);
    1.99  }
   1.100  
   1.101 -void asc_text_draw(
   1.102 -        AscTextNode *node,
   1.103 -        asc_vec2i position,
   1.104 -        cxmutstr text) {
   1.105 -    unsigned max_width = asc_context.active_window->dimensions.width - position.width;
   1.106 -    asc_text_draw_lb(node, position, max_width, text);
   1.107 -}
   1.108 +void asc_text_draw(AscTextNode *node) {
   1.109 +    if (node->color.alpha == 0 || node->hidden) {
   1.110 +        return;
   1.111 +    }
   1.112  
   1.113 -void asc_text_redraw(AscTextNode *node) {
   1.114 -    if (node->hidden) return;
   1.115 -
   1.116 -    if (node->tex_id == 0) {
   1.117 +    if (node->internal.tex_id == 0) {
   1.118          asc_error("Tried to redraw text node after destruction");
   1.119          return;
   1.120      }
   1.121 @@ -110,12 +112,13 @@
   1.122  
   1.123      // Upload projection
   1.124      // TODO: when we group UI draw calls, we don't need this
   1.125 -    glUniformMatrix4fv(ASC_SHADER_FONT.base.projection, 1, GL_FALSE, asc_context.active_window->projection);
   1.126 +    glUniformMatrix4fv(ASC_SHADER_FONT.base.projection, 1,
   1.127 +                       GL_FALSE, asc_context.active_window->projection);
   1.128  
   1.129      // Upload model matrix
   1.130      asc_mat4f model = {0};
   1.131 -    model[asc_mat4_index(0, 0)] = node->dimension.width;
   1.132 -    model[asc_mat4_index(1, 1)] = node->dimension.height;
   1.133 +    model[asc_mat4_index(0, 0)] = node->internal.dimension.width;
   1.134 +    model[asc_mat4_index(1, 1)] = node->internal.dimension.height;
   1.135      model[asc_mat4_index(3, 0)] = node->position.x;
   1.136      model[asc_mat4_index(3, 1)] = node->position.y;
   1.137      model[asc_mat4_index(3, 3)] = 1;
   1.138 @@ -123,15 +126,16 @@
   1.139  
   1.140      // Upload surface
   1.141      glActiveTexture(GL_TEXTURE0);
   1.142 -    glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id);
   1.143 +    glBindTexture(GL_TEXTURE_RECTANGLE, node->internal.tex_id);
   1.144      glUniform1i(ASC_SHADER_FONT.surface, 0);
   1.145  
   1.146      // Draw mesh
   1.147      asc_primitives_draw_plane();
   1.148  }
   1.149  
   1.150 -void asc_text_destroy(AscTextNode *node) {
   1.151 -    asc_dprintf("Release text node texture: %u", node->tex_id);
   1.152 -    glDeleteTextures(1, &node->tex_id);
   1.153 -    node->tex_id = 0;
   1.154 +void asc_text_free(AscTextNode *node) {
   1.155 +    asc_dprintf("Release text node texture: %u", node->internal.tex_id);
   1.156 +    glDeleteTextures(1, &node->internal.tex_id);
   1.157 +    cxBufferDestroy(&node->text);
   1.158 +    free(node);
   1.159  }
   1.160 \ No newline at end of file

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