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