universe@3: /* universe@3: * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. universe@3: * Copyright 2023 Mike Becker. All rights reserved. universe@3: * universe@3: * Redistribution and use in source and binary forms, with or without universe@3: * modification, are permitted provided that the following conditions are met: universe@3: * universe@3: * 1. Redistributions of source code must retain the above copyright universe@3: * notice, this list of conditions and the following disclaimer. universe@3: * universe@3: * 2. Redistributions in binary form must reproduce the above copyright universe@3: * notice, this list of conditions and the following disclaimer in the universe@3: * documentation and/or other materials provided with the distribution. universe@3: * universe@3: * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" universe@3: * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE universe@3: * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE universe@3: * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE universe@3: * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR universe@3: * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF universe@3: * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS universe@3: * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN universe@3: * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) universe@3: * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE universe@3: * POSSIBILITY OF SUCH DAMAGE. universe@3: */ universe@3: universe@48: #include "ascension/ui/text.h" universe@16: #include "ascension/context.h" universe@16: #include "ascension/error.h" universe@16: #include "ascension/shader.h" universe@3: universe@58: #include universe@58: universe@16: #include universe@11: universe@29: static void asc_text_draw(AscText const *node) { universe@44: // Obtain shader universe@65: AscShaderSprite *shader = &asc_active_window->glctx.shader.sprite; universe@44: universe@37: // Upload model matrix universe@44: glUniformMatrix4fv(shader->base.model, 1, universe@45: GL_FALSE, node->base.world_transform); universe@29: universe@50: // Bind texture universe@50: asc_texture_bind(&node->tex, shader->tex, 0); universe@29: universe@41: // Apply depth universe@44: glUniform1f(shader->depth, (float)(node->base.depth)); universe@41: universe@29: // Draw mesh universe@29: asc_primitives_draw_plane(); universe@29: } universe@29: universe@32: static void asc_text_update(AscText *node) { universe@16: // Generate new texture, if required universe@50: if (asc_texture_uninitialized(&node->tex)) { universe@50: asc_texture_init_rectangle(&node->tex); universe@16: } universe@4: universe@16: // Render text onto a surface universe@66: TTF_Font *font = asc_font_load(node->font); universe@58: static int alignments[] = { universe@58: TTF_WRAPPED_ALIGN_LEFT, universe@58: TTF_WRAPPED_ALIGN_CENTER, universe@58: TTF_WRAPPED_ALIGN_RIGHT universe@58: }; universe@57: TTF_SetFontWrappedAlign( universe@58: font, alignments[node->base.flags & ASC_TEXT_ALIGNMENT_MASK]); universe@18: SDL_Surface *surface = TTF_RenderUTF8_Blended_Wrapped( universe@58: font, node->text.ptr, asc_col_sdl(node->color), node->max_width universe@16: ); universe@16: if (surface == NULL) { universe@16: asc_error(SDL_GetError()); universe@16: return; universe@16: } universe@52: asc_set_scale2d(&node->base, surface->w, surface->h); universe@58: if (asc_test_flag(node->base.flags, ASC_TEXT_CENTERED_FLAG)) { universe@58: unsigned short newoffx = surface->w / 2; universe@58: asc_vec2i pos = asc_get_position2d(&node->base); universe@58: asc_set_position2d(&node->base, pos.x + node->offx - newoffx, pos.y); universe@58: node->offx = newoffx; universe@58: } universe@11: universe@16: // Transfer Image Data universe@50: asc_texture_from_surface(&node->tex, surface); universe@11: universe@16: // Free the surface universe@16: SDL_FreeSurface(surface); universe@16: } universe@16: universe@59: AscSceneNode *asc_text_create(struct asc_text_create_args args) { universe@32: AscText *node = calloc(1, sizeof(AscText)); universe@32: universe@41: node->base.render_group = ASC_RENDER_GROUP_SPRITE_BLEND; universe@32: node->base.free_func = (asc_scene_free_func) asc_text_free; universe@32: node->base.update_func = (asc_scene_update_func) asc_text_update; universe@32: node->base.draw_func = (asc_scene_draw_func) asc_text_draw; universe@32: universe@59: node->base.flags = args.alignment; universe@59: node->base.position.x = (float) args.x; universe@59: node->base.position.y = (float) args.y; universe@59: node->max_width = args.max_width; universe@66: node->font = asc_active_font; universe@32: node->color = asc_context.ink; universe@59: if (args.text == NULL) { universe@58: node->text = cx_mutstr(strdup(" ")); universe@58: } else { universe@59: node->text = cx_mutstr(strdup(args.text)); universe@32: } universe@32: universe@37: // initialize universe@37: asc_text_update(node); universe@37: universe@36: return &node->base; universe@32: } universe@32: universe@25: void asc_text_free(AscText *node) { universe@50: asc_texture_destroy(&node->tex); universe@58: cx_strfree(&node->text); universe@19: free(node); universe@58: } universe@58: universe@58: void asc_text_printf( universe@58: AscSceneNode *node, universe@58: char const* format, universe@58: ... universe@58: ) { universe@58: cxmutstr text = ((AscText*)node)->text; universe@58: va_list ap; universe@58: va_start(ap, format); universe@58: cx_vsprintf(&text.ptr, &text.length, format, ap); universe@58: va_end(ap); universe@58: asc_node_update(node); universe@58: }