src/text.c

Mon, 01 Apr 2024 19:01:04 +0200

author
Mike Becker <universe@uap-core.de>
date
Mon, 01 Apr 2024 19:01:04 +0200
changeset 48
6e5b5ba2752c
parent 45
18de2af03531
child 50
d8d2e4817db1
permissions
-rw-r--r--

create new UI subdir

     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 || node->tex_id == 0) {
    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     // Upload surface
    48     glActiveTexture(GL_TEXTURE0);
    49     glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id);
    50     glUniform1i(shader->surface, 0);
    52     // Apply depth
    53     glUniform1f(shader->depth, (float)(node->base.depth));
    55     // Draw mesh
    56     asc_primitives_draw_plane();
    57 }
    59 static void asc_text_update(AscText *node) {
    60     // short circuit if fully transparent or hidden, we don't need anything
    61     if (node->color.alpha == 0 || node->hidden) {
    62         return;
    63     }
    65     // Generate new texture, if required
    66     if (node->tex_id == 0) {
    67         glGenTextures(1, &node->tex_id);
    68         glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id);
    69         glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    70         glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    71         asc_dprintf("Generated new texture for text node: %u", node->tex_id);
    72     }
    74     // Render text onto a surface
    75     SDL_Surface *surface = TTF_RenderUTF8_Blended_Wrapped(
    76             asc_font_cache_validate(node->font)->ptr,
    77             node->text,
    78             asc_col_sdl(node->color),
    79             node->max_width
    80     );
    81     if (surface == NULL) {
    82         asc_error(SDL_GetError());
    83         return;
    84     }
    85     node->base.scale.width = (float) surface->w;
    86     node->base.scale.height = (float) surface->h;
    87     asc_update_transform((AscSceneNode *) node);
    89     // Transfer Image Data
    90     // TODO: move the image data transfer to a separate function - we will need it more often
    91     glBindTexture(GL_TEXTURE_RECTANGLE, node->tex_id);
    92     glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->pitch / surface->format->BytesPerPixel);
    93     glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA,
    94                  surface->w, surface->h,
    95                  0, GL_BGRA, GL_UNSIGNED_BYTE, surface->pixels);
    97     // Free the surface
    98     SDL_FreeSurface(surface);
    99 }
   101 AscSceneNode *asc_text(int x, int y, char const *text) {
   102     AscText *node = calloc(1, sizeof(AscText));
   103     if (node == NULL) {
   104         asc_error("Out of memory.");
   105         return NULL;
   106     }
   108     node->base.render_group = ASC_RENDER_GROUP_SPRITE_BLEND;
   109     node->base.free_func = (asc_scene_free_func) asc_text_free;
   110     node->base.update_func = (asc_scene_update_func) asc_text_update;
   111     node->base.draw_func = (asc_scene_draw_func) asc_text_draw;
   113     node->base.position.x = (float) x;
   114     node->base.position.y = (float) y;
   115     node->font = asc_context.active_font;
   116     node->color = asc_context.ink;
   117     if (text != NULL) {
   118         node->text = strdup(text);
   119     }
   121     // initialize
   122     asc_text_update(node);
   124     return &node->base;
   125 }
   127 void asc_text_free(AscText *node) {
   128     asc_dprintf("Release text node texture: %u", node->tex_id);
   129     glDeleteTextures(1, &node->tex_id);
   130     free(node->text);
   131     free(node);
   132 }

mercurial