diff -r 81a089a47eff -r baa73a0be3ce src/text.c --- a/src/text.c Sun Aug 11 16:29:09 2024 +0200 +++ b/src/text.c Wed Aug 14 21:09:52 2024 +0200 @@ -34,91 +34,78 @@ #include -static void asc_text_draw(AscText const *node) { - // Obtain shader - AscShaderSprite *shader = &asc_active_window->glctx.shader.sprite; - - // Upload model matrix - glUniformMatrix4fv(shader->base.model, 1, - GL_FALSE, node->base.world_transform); - - // Bind texture - asc_texture_bind(&node->tex, shader->tex, 0); +static void asc_text_update(AscSceneNode *node) { + AscSprite *sprite = (AscSprite*) node; + AscText *text = (AscText*) node; - // Apply depth - glUniform1f(shader->depth, (float)(node->base.depth)); - - // Draw mesh - asc_primitives_draw_plane(); -} - -static void asc_text_update(AscText *node) { // Generate new texture, if required - if (asc_texture_uninitialized(&node->tex)) { - asc_texture_init_rectangle(&node->tex); + if (asc_texture_uninitialized(&sprite->tex)) { + asc_texture_init_rectangle(&sprite->tex); } // Render text onto a surface - TTF_Font *font = asc_font_load(node->font); + TTF_Font *font = asc_font_load(text->font); static int alignments[] = { TTF_WRAPPED_ALIGN_LEFT, TTF_WRAPPED_ALIGN_CENTER, TTF_WRAPPED_ALIGN_RIGHT }; TTF_SetFontWrappedAlign( - font, alignments[node->base.flags & ASC_TEXT_ALIGNMENT_MASK]); + font, alignments[text->base.data.flags & ASC_TEXT_ALIGNMENT_MASK]); SDL_Surface *surface = TTF_RenderUTF8_Blended_Wrapped( - font, node->text.ptr, asc_col_sdl(node->color), node->max_width + font, text->text.ptr, asc_col_sdl(text->color), text->max_width ); if (surface == NULL) { asc_error(SDL_GetError()); return; } - asc_set_scale2d(&node->base, surface->w, surface->h); - if (asc_test_flag(node->base.flags, ASC_TEXT_CENTERED_FLAG)) { + asc_set_scale2d(node, surface->w, surface->h); + if (asc_test_flag(text->base.data.flags, ASC_TEXT_CENTERED_FLAG)) { unsigned short newoffx = surface->w / 2; - asc_vec2i pos = asc_get_position2d(&node->base); - asc_set_position2d(&node->base, pos.x + node->offx - newoffx, pos.y); - node->offx = newoffx; + asc_vec2i pos = asc_get_position2d(node); + asc_set_position2d(node, pos.x + text->offx - newoffx, pos.y); + text->offx = newoffx; } // Transfer Image Data - asc_texture_from_surface(&node->tex, surface); + asc_texture_from_surface(&sprite->tex, surface); // Free the surface SDL_FreeSurface(surface); } -AscSceneNode *asc_text_create(struct asc_text_create_args args) { - AscText *node = calloc(1, sizeof(AscText)); +static void asc_text_free(AscSceneNode *node) { + AscText *text = (AscText*) node; + AscSprite *sprite = (AscSprite*) node; + asc_texture_destroy(&sprite->tex); + cx_strfree(&text->text); + free(node); +} - node->base.render_group = ASC_RENDER_GROUP_SPRITE_BLEND; - node->base.free_func = (asc_scene_free_func) asc_text_free; - node->base.update_func = (asc_scene_update_func) asc_text_update; - node->base.draw_func = (asc_scene_draw_func) asc_text_draw; +AscSceneNode *asc_text_create(struct asc_text_create_args args) { + AscText *text = calloc(1, sizeof(AscText)); + AscSceneNode *node = (AscSceneNode*) text; - node->base.flags = args.alignment; - node->base.position.x = (float) args.x; - node->base.position.y = (float) args.y; - node->max_width = args.max_width; - node->font = asc_active_font; - node->color = asc_context.ink; + node->render_group = ASC_RENDER_GROUP_SPRITE_BLEND; + node->free_func = asc_text_free; + node->update_func = asc_text_update; + + node->flags = args.alignment; + node->position.x = (float) args.x; + node->position.y = (float) args.y; + text->max_width = args.max_width; + text->font = asc_active_font; + text->color = asc_context.ink; if (args.text == NULL) { - node->text = cx_mutstr(strdup(" ")); + text->text = cx_mutstr(strdup(" ")); } else { - node->text = cx_mutstr(strdup(args.text)); + text->text = cx_mutstr(strdup(args.text)); } // initialize asc_text_update(node); - return &node->base; -} - -void asc_text_free(AscText *node) { - asc_texture_destroy(&node->tex); - cx_strfree(&node->text); - free(node); + return node; } void asc_text_printf(