src/text.c

Wed, 10 Apr 2024 19:20:44 +0200

author
Mike Becker <universe@uap-core.de>
date
Wed, 10 Apr 2024 19:20:44 +0200
changeset 52
6d100092fcd4
parent 50
d8d2e4817db1
child 53
19faf91d43d7
permissions
-rw-r--r--

use new scale2d function in text update

     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     // short circuit if fully transparent or hidden, we don't need anything
    59     if (node->color.alpha == 0 || node->hidden) {
    60         return;
    61     }
    63     // Generate new texture, if required
    64     if (asc_texture_uninitialized(&node->tex)) {
    65         asc_texture_init_rectangle(&node->tex);
    66     }
    68     // Render text onto a surface
    69     SDL_Surface *surface = TTF_RenderUTF8_Blended_Wrapped(
    70             asc_font_cache_validate(node->font)->ptr,
    71             node->text,
    72             asc_col_sdl(node->color),
    73             node->max_width
    74     );
    75     if (surface == NULL) {
    76         asc_error(SDL_GetError());
    77         return;
    78     }
    79     asc_set_scale2d(&node->base, surface->w, surface->h);
    80     asc_update_transform((AscSceneNode *) node);
    82     // Transfer Image Data
    83     asc_texture_from_surface(&node->tex, surface);
    85     // Free the surface
    86     SDL_FreeSurface(surface);
    87 }
    89 AscSceneNode *asc_text(int x, int y, char const *text) {
    90     AscText *node = calloc(1, sizeof(AscText));
    92     node->base.render_group = ASC_RENDER_GROUP_SPRITE_BLEND;
    93     node->base.free_func = (asc_scene_free_func) asc_text_free;
    94     node->base.update_func = (asc_scene_update_func) asc_text_update;
    95     node->base.draw_func = (asc_scene_draw_func) asc_text_draw;
    97     node->base.position.x = (float) x;
    98     node->base.position.y = (float) y;
    99     node->font = asc_context.active_font;
   100     node->color = asc_context.ink;
   101     if (text != NULL) {
   102         node->text = strdup(text);
   103     }
   105     // initialize
   106     asc_text_update(node);
   108     return &node->base;
   109 }
   111 void asc_text_free(AscText *node) {
   112     asc_texture_destroy(&node->tex);
   113     free(node->text);
   114     free(node);
   115 }

mercurial