src/text.c

Sun, 01 Jun 2025 16:35:23 +0200

author
Mike Becker <universe@uap-core.de>
date
Sun, 01 Jun 2025 16:35:23 +0200
changeset 137
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parent 135
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permissions
-rw-r--r--

remove pre-defined dummy textures by introducing conditional compilation for shaders

and by the way resolves #645

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1 /*
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2 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER.
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3 * Copyright 2023 Mike Becker. All rights reserved.
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4 *
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5 * Redistribution and use in source and binary forms, with or without
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6 * modification, are permitted provided that the following conditions are met:
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7 *
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8 * 1. Redistributions of source code must retain the above copyright
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9 * notice, this list of conditions and the following disclaimer.
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10 *
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11 * 2. Redistributions in binary form must reproduce the above copyright
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12 * notice, this list of conditions and the following disclaimer in the
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13 * documentation and/or other materials provided with the distribution.
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14 *
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15 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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16 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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17 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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18 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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19 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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20 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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21 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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22 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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23 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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24 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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25 * POSSIBILITY OF SUCH DAMAGE.
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26 */
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27
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28 #include "ascension/error.h"
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29 #include "ascension/context.h"
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30 #include "ascension/ui/text.h"
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31
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32 #include <assert.h>
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33 #include <cx/printf.h>
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34
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35 #include <GL/glew.h>
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36
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37 static void asc_text_update(AscSceneNode *node) {
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38 AscSprite *sprite = (AscSprite*) node;
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39 AscText *text = (AscText*) node;
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40
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41 // Render text onto a surface
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42 TTF_Font *font = asc_font_load(text->font);
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43 static int alignments[] = {
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44 TTF_WRAPPED_ALIGN_LEFT,
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45 TTF_WRAPPED_ALIGN_CENTER,
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46 TTF_WRAPPED_ALIGN_RIGHT
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47 };
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48 TTF_SetFontWrappedAlign(
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49 font, alignments[text->base.data.flags & ASC_TEXT_ALIGNMENT_MASK]);
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50 SDL_Surface *surface = TTF_RenderUTF8_Blended_Wrapped(
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51 font, text->text.ptr, asc_col_sdl(text->color), text->max_width
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52 );
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53 if (surface == NULL) {
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54 asc_error("Rendering TTF surface failed: %s", SDL_GetError());
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55 return;
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56 }
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57 if (asc_test_flag(text->base.data.flags, ASC_TEXT_CENTERED_FLAG)) {
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58 unsigned short newoffx = surface->w / 2;
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59 node->position.x = node->position.x + (float)(text->offx - newoffx);
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60 text->offx = newoffx;
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61 }
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62
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63 // Transfer Image Data
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64 asc_texture_from_surface(sprite->texture, surface);
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65
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66 // If dimensions changed, update the mesh
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67 if (text->dimension.x != (unsigned)surface->w || text->dimension.y != (unsigned)surface->h) {
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68 text->dimension.x = surface->w;
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69 text->dimension.y = surface->h;
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70 const asc_vec2f uv_scale = asc_texture_calculate_uv_scale(sprite->texture, text->dimension, asc_vec2f_one);
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71 asc_mesh_plane_2d(&text->base.mesh,
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72 .size = asc_vec2f_new(surface->w, surface->h),
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73 .uv_scale = uv_scale
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74 );
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75 }
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76
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77 // Free the surface
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78 SDL_FreeSurface(surface);
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79
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80 // Schedule for transform update
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81 asc_node_update_transform(node);
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82 }
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83
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84 static void asc_text_destroy(AscSceneNode *node) {
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85 AscText *text = (AscText*) node;
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86 AscSprite *sprite = (AscSprite*) node;
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87 asc_mesh_destroy(&sprite->mesh);
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88 asc_texture_destroy(sprite->texture, 1);
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89 assert(sprite->texture->refcount == 0);
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90 cxFreeDefault(sprite->texture);
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91 cx_strfree(&text->text);
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92 }
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93
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94 AscSceneNode *asc_text_create(struct asc_text_create_args args) {
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95 AscText *text = cxZallocDefault(sizeof(AscText));
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96 AscSceneNode *node = &text->base.data;
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97
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98 // node properties
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99 asc_scene_node_name(node, args.name);
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100 node->render_group = ASC_RENDER_GROUP_SPRITE_BLEND_RECT;
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101 node->destroy_func = asc_text_destroy;
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102 node->update_func = asc_text_update;
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103 node->position = asc_vec3f_new(args.x, args.y, ASC_SCENE_2D_DEPTH_OFFSET);
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104 node->scale = asc_vec3f_one;
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105
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106 // text properties
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107 node->flags = args.alignment; // use flags variable to save some space
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108 text->max_width = args.max_width;
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109 text->font = asc_active_font;
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110 text->color = asc_context.ink;
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111 if (args.text == NULL) {
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112 text->text = cx_mutstr(strdup(" "));
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113 } else {
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114 text->text = cx_mutstr(strdup(args.text));
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115 }
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116
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117 // initialize texture
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118 // mesh will be created in the update func
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119 text->base.texture = cxMallocDefault(sizeof(AscTexture));
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120 asc_texture_init_rectangle(text->base.texture, 1);
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121 asc_text_update(node);
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122
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123 return node;
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124 }
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125
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126 void asc_text_printf(
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127 AscSceneNode *node,
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128 char const* format,
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129 ...
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130 ) {
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131 AscText *text_node = (AscText*) node;
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132 va_list ap;
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133 va_start(ap, format);
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134 cx_vsprintf(
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135 &text_node->text.ptr,
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136 &text_node->text.length,
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137 format,
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138 ap
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139 );
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140 va_end(ap);
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141 asc_node_update(node);
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142 }
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143

mercurial