Wed, 10 Apr 2024 19:16:26 +0200
fix scale not initialized to 1
3 | 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 | */ | |
27 | ||
48 | 28 | #include "ascension/ui/text.h" |
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29 | #include "ascension/context.h" |
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30 | #include "ascension/error.h" |
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31 | #include "ascension/shader.h" |
11 | 32 | |
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33 | #include <GL/glew.h> |
3 | 34 | |
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35 | static void asc_text_draw(AscText const *node) { |
50 | 36 | if (node->color.alpha == 0 || node->hidden) { |
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37 | return; |
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38 | } |
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39 | |
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40 | // Obtain shader |
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41 | AscShaderSprite *shader = &asc_context.active_window->glctx.shader.sprite; |
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42 | |
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43 | // Upload model matrix |
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44 | glUniformMatrix4fv(shader->base.model, 1, |
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45 | GL_FALSE, node->base.world_transform); |
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46 | |
50 | 47 | // Bind texture |
48 | asc_texture_bind(&node->tex, shader->tex, 0); | |
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49 | |
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50 | // Apply depth |
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51 | glUniform1f(shader->depth, (float)(node->base.depth)); |
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52 | |
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53 | // Draw mesh |
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54 | asc_primitives_draw_plane(); |
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55 | } |
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56 | |
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57 | static void asc_text_update(AscText *node) { |
19 | 58 | // short circuit if fully transparent or hidden, we don't need anything |
59 | if (node->color.alpha == 0 || node->hidden) { | |
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60 | return; |
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61 | } |
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62 | |
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63 | // Generate new texture, if required |
50 | 64 | if (asc_texture_uninitialized(&node->tex)) { |
65 | asc_texture_init_rectangle(&node->tex); | |
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66 | } |
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67 | |
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68 | // Render text onto a surface |
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69 | SDL_Surface *surface = TTF_RenderUTF8_Blended_Wrapped( |
19 | 70 | asc_font_cache_validate(node->font)->ptr, |
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71 | node->text, |
19 | 72 | asc_col_sdl(node->color), |
73 | node->max_width | |
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74 | ); |
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75 | if (surface == NULL) { |
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76 | asc_error(SDL_GetError()); |
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77 | return; |
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78 | } |
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79 | node->base.scale.width = (float) surface->w; |
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80 | node->base.scale.height = (float) surface->h; |
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81 | asc_update_transform((AscSceneNode *) node); |
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82 | |
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83 | // Transfer Image Data |
50 | 84 | asc_texture_from_surface(&node->tex, surface); |
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85 | |
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86 | // Free the surface |
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87 | SDL_FreeSurface(surface); |
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88 | } |
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89 | |
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90 | AscSceneNode *asc_text(int x, int y, char const *text) { |
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91 | AscText *node = calloc(1, sizeof(AscText)); |
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92 | |
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93 | node->base.render_group = ASC_RENDER_GROUP_SPRITE_BLEND; |
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94 | node->base.free_func = (asc_scene_free_func) asc_text_free; |
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95 | node->base.update_func = (asc_scene_update_func) asc_text_update; |
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96 | node->base.draw_func = (asc_scene_draw_func) asc_text_draw; |
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97 | |
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98 | node->base.position.x = (float) x; |
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99 | node->base.position.y = (float) y; |
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100 | node->font = asc_context.active_font; |
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101 | node->color = asc_context.ink; |
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102 | if (text != NULL) { |
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103 | node->text = strdup(text); |
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104 | } |
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105 | |
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106 | // initialize |
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107 | asc_text_update(node); |
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108 | |
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109 | return &node->base; |
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110 | } |
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111 | |
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112 | void asc_text_free(AscText *node) { |
50 | 113 | asc_texture_destroy(&node->tex); |
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114 | free(node->text); |
19 | 115 | free(node); |
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116 | } |