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