src/text.c

Wed, 10 Apr 2024 19:24:39 +0200

author
Mike Becker <universe@uap-core.de>
date
Wed, 10 Apr 2024 19:24:39 +0200
changeset 53
19faf91d43d7
parent 52
6d100092fcd4
child 54
cb94d983e3dd
permissions
-rw-r--r--

fix illegally skipping geometry update of text node

the reason is that the scene will not try again to update the node when it is just unhidden

     1 /*
     2  * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER.
     3  * Copyright 2023 Mike Becker. All rights reserved.
     4  *
     5  * Redistribution and use in source and binary forms, with or without
     6  * modification, are permitted provided that the following conditions are met:
     7  *
     8  *   1. Redistributions of source code must retain the above copyright
     9  *      notice, this list of conditions and the following disclaimer.
    10  *
    11  *   2. Redistributions in binary form must reproduce the above copyright
    12  *      notice, this list of conditions and the following disclaimer in the
    13  *      documentation and/or other materials provided with the distribution.
    14  *
    15  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
    16  * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
    17  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
    18  * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
    19  * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
    20  * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
    21  * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
    22  * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
    23  * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
    24  * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
    25  * POSSIBILITY OF SUCH DAMAGE.
    26  */
    28 #include "ascension/ui/text.h"
    29 #include "ascension/context.h"
    30 #include "ascension/error.h"
    31 #include "ascension/shader.h"
    33 #include <GL/glew.h>
    35 static void asc_text_draw(AscText const *node) {
    36     if (node->color.alpha == 0 || node->hidden) {
    37         return;
    38     }
    40     // Obtain shader
    41     AscShaderSprite *shader = &asc_context.active_window->glctx.shader.sprite;
    43     // Upload model matrix
    44     glUniformMatrix4fv(shader->base.model, 1,
    45                        GL_FALSE, node->base.world_transform);
    47     // Bind texture
    48     asc_texture_bind(&node->tex, shader->tex, 0);
    50     // Apply depth
    51     glUniform1f(shader->depth, (float)(node->base.depth));
    53     // Draw mesh
    54     asc_primitives_draw_plane();
    55 }
    57 static void asc_text_update(AscText *node) {
    58     // Generate new texture, if required
    59     if (asc_texture_uninitialized(&node->tex)) {
    60         asc_texture_init_rectangle(&node->tex);
    61     }
    63     // Render text onto a surface
    64     SDL_Surface *surface = TTF_RenderUTF8_Blended_Wrapped(
    65             asc_font_cache_validate(node->font)->ptr,
    66             node->text,
    67             asc_col_sdl(node->color),
    68             node->max_width
    69     );
    70     if (surface == NULL) {
    71         asc_error(SDL_GetError());
    72         return;
    73     }
    74     asc_set_scale2d(&node->base, surface->w, surface->h);
    75     asc_update_transform((AscSceneNode *) node);
    77     // Transfer Image Data
    78     asc_texture_from_surface(&node->tex, surface);
    80     // Free the surface
    81     SDL_FreeSurface(surface);
    82 }
    84 AscSceneNode *asc_text(int x, int y, char const *text) {
    85     AscText *node = calloc(1, sizeof(AscText));
    87     node->base.render_group = ASC_RENDER_GROUP_SPRITE_BLEND;
    88     node->base.free_func = (asc_scene_free_func) asc_text_free;
    89     node->base.update_func = (asc_scene_update_func) asc_text_update;
    90     node->base.draw_func = (asc_scene_draw_func) asc_text_draw;
    92     node->base.position.x = (float) x;
    93     node->base.position.y = (float) y;
    94     node->font = asc_context.active_font;
    95     node->color = asc_context.ink;
    96     if (text != NULL) {
    97         node->text = strdup(text);
    98     }
   100     // initialize
   101     asc_text_update(node);
   103     return &node->base;
   104 }
   106 void asc_text_free(AscText *node) {
   107     asc_texture_destroy(&node->tex);
   108     free(node->text);
   109     free(node);
   110 }

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