Wed, 10 Apr 2024 19:29:09 +0200
remove check for alpha == zero because that will almost never happen
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 // Obtain shader
37 AscShaderSprite *shader = &asc_context.active_window->glctx.shader.sprite;
39 // Upload model matrix
40 glUniformMatrix4fv(shader->base.model, 1,
41 GL_FALSE, node->base.world_transform);
43 // Bind texture
44 asc_texture_bind(&node->tex, shader->tex, 0);
46 // Apply depth
47 glUniform1f(shader->depth, (float)(node->base.depth));
49 // Draw mesh
50 asc_primitives_draw_plane();
51 }
53 static void asc_text_update(AscText *node) {
54 // Generate new texture, if required
55 if (asc_texture_uninitialized(&node->tex)) {
56 asc_texture_init_rectangle(&node->tex);
57 }
59 // Render text onto a surface
60 SDL_Surface *surface = TTF_RenderUTF8_Blended_Wrapped(
61 asc_font_cache_validate(node->font)->ptr,
62 node->text,
63 asc_col_sdl(node->color),
64 node->max_width
65 );
66 if (surface == NULL) {
67 asc_error(SDL_GetError());
68 return;
69 }
70 asc_set_scale2d(&node->base, surface->w, surface->h);
71 asc_update_transform((AscSceneNode *) node);
73 // Transfer Image Data
74 asc_texture_from_surface(&node->tex, surface);
76 // Free the surface
77 SDL_FreeSurface(surface);
78 }
80 AscSceneNode *asc_text(int x, int y, char const *text) {
81 AscText *node = calloc(1, sizeof(AscText));
83 node->base.render_group = ASC_RENDER_GROUP_SPRITE_BLEND;
84 node->base.free_func = (asc_scene_free_func) asc_text_free;
85 node->base.update_func = (asc_scene_update_func) asc_text_update;
86 node->base.draw_func = (asc_scene_draw_func) asc_text_draw;
88 node->base.position.x = (float) x;
89 node->base.position.y = (float) y;
90 node->font = asc_context.active_font;
91 node->color = asc_context.ink;
92 if (text != NULL) {
93 node->text = strdup(text);
94 }
96 // initialize
97 asc_text_update(node);
99 return &node->base;
100 }
102 void asc_text_free(AscText *node) {
103 asc_texture_destroy(&node->tex);
104 free(node->text);
105 free(node);
106 }