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| author | Ray <raysan5@gmail.com> | 2013-11-18 23:38:44 +0100 |
|---|---|---|
| committer | Ray <raysan5@gmail.com> | 2013-11-18 23:38:44 +0100 |
| commit | 46f10b45ad181a00e8cfa3ba2540f2922e1553cd (patch) | |
| tree | da74ac29ab65c9c6fa82a36cadd796091a14d71f /src/text.c | |
| parent | cbbf800bb838431a626b232df8eb5db4e0a7e150 (diff) | |
| download | raylib-46f10b45ad181a00e8cfa3ba2540f2922e1553cd.tar.gz raylib-46f10b45ad181a00e8cfa3ba2540f2922e1553cd.zip | |
raylib basic folders structure and some files... ;)
Diffstat (limited to 'src/text.c')
| -rw-r--r-- | src/text.c | 515 |
1 files changed, 515 insertions, 0 deletions
diff --git a/src/text.c b/src/text.c new file mode 100644 index 00000000..e9a66d89 --- /dev/null +++ b/src/text.c @@ -0,0 +1,515 @@ +/********************************************************************************************* +* +* raylib.text +* +* Basic functions to load SpriteFonts and draw Text +* +* Uses external lib: +* stb_image - Multiple formats image loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC) +* +* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#include "raylib.h" + +#include <GL/gl.h> // OpenGL functions +#include <stdlib.h> // Declares malloc() and free() for memory management +#include <string.h> // String management functions (just strlen() is used) +#include <stdarg.h> // Used for functions with variable number of parameters (FormatText()) +#include "stb_image.h" // Used to read image data (multiple formats support) + +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- +#define FIRST_CHAR 32 +#define MAX_FONTCHARS 128 + +#define BIT_CHECK(a,b) ((a) & (1<<(b))) + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +typedef unsigned char byte; + +// SpriteFont one Character (Glyph) data +struct Character { + int value; //char value = ' '; (int)value = 32; + int x; + int y; + int w; + int h; +}; + +//---------------------------------------------------------------------------------- +// Global variables +//---------------------------------------------------------------------------------- +static SpriteFont defaultFont; // Default font provided by raylib + // NOTE: defaultFont is loaded on InitWindow and disposed on CloseWindow [module: core] + +//---------------------------------------------------------------------------------- +// Module specific Functions Declaration +//---------------------------------------------------------------------------------- +static bool PixelIsMagenta(Color p); // Check if a pixel is magenta +static int ParseImageData(Color *imgDataPixel, int imgWidth, int imgHeight, Character **charSet); // Parse image pixel data to obtain character set measures +static int GetNextPOT(int num); // Calculate next power-of-two value for a given value + +//---------------------------------------------------------------------------------- +// Module Functions Definition +//---------------------------------------------------------------------------------- +extern void LoadDefaultFont() +{ + defaultFont.numChars = 96; // We know our default font has 94 chars + defaultFont.texture.width = 128; // We know our default font texture is 128 pixels width + defaultFont.texture.height = 64; // We know our default font texture is 64 pixels height + + // Default font is directly defined here (data generated from a sprite font image) + // This way, we reconstruct SpriteFont without creating large global variables + // This data is automatically allocated to Stack and automatically deallocated at the end of this function + int defaultFontData[256] = { + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00200020, 0x0001b000, 0x00000000, 0x00000000, 0x8ef92520, 0x00020a00, 0x7dbe8000, 0x1f7df45f, + 0x4a2bf2a0, 0x0852091e, 0x41224000, 0x10041450, 0x2e292020, 0x08220812, 0x41222000, 0x10041450, 0x10f92020, 0x3efa084c, 0x7d22103c, 0x107df7de, + 0xe8a12020, 0x08220832, 0x05220800, 0x10450410, 0xa4a3f000, 0x08520832, 0x05220400, 0x10450410, 0xe2f92020, 0x0002085e, 0x7d3e0281, 0x107df41f, + 0x00200000, 0x8001b000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0xc0000fbe, 0xfbf7e00f, 0x5fbf7e7d, 0x0050bee8, 0x440808a2, 0x0a142fe8, 0x50810285, 0x0050a048, + 0x49e428a2, 0x0a142828, 0x40810284, 0x0048a048, 0x10020fbe, 0x09f7ebaf, 0xd89f3e84, 0x0047a04f, 0x09e48822, 0x0a142aa1, 0x50810284, 0x0048a048, + 0x04082822, 0x0a142fa0, 0x50810285, 0x0050a248, 0x00008fbe, 0xfbf42021, 0x5f817e7d, 0x07d09ce8, 0x00008000, 0x00000fe0, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000c0180, + 0xdfbf4282, 0x0bfbf7ef, 0x42850505, 0x004804bf, 0x50a142c6, 0x08401428, 0x42852505, 0x00a808a0, 0x50a146aa, 0x08401428, 0x42852505, 0x00081090, + 0x5fa14a92, 0x0843f7e8, 0x7e792505, 0x00082088, 0x40a15282, 0x08420128, 0x40852489, 0x00084084, 0x40a16282, 0x0842022a, 0x40852451, 0x00088082, + 0xc0bf4282, 0xf843f42f, 0x7e85fc21, 0x3e0900bf, 0x00000000, 0x00000004, 0x00000000, 0x000c0180, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x04000402, 0x41482000, 0x00000000, 0x00000800, + 0x04000404, 0x4100203c, 0x00000000, 0x00000800, 0xf7df7df0, 0x514bef85, 0xbefbefbe, 0x04513bef, 0x14414500, 0x494a2885, 0xa28a28aa, 0x04510820, + 0xf44145f0, 0x474a289d, 0xa28a28aa, 0x04510be0, 0x14414510, 0x494a2884, 0xa28a28aa, 0x02910a00, 0xf7df7df0, 0xd14a2f85, 0xbefbe8aa, 0x011f7be0, + 0x00000000, 0x00400804, 0x20080000, 0x00000000, 0x00000000, 0x00600f84, 0x20080000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0xac000000, 0x00000f01, 0x00000000, 0x00000000, 0x24000000, 0x00000901, 0x00000000, 0x00000000, 0x24000000, 0x00000901, 0x00000000, 0x00000000, + 0x24fa28a2, 0x00000901, 0x00000000, 0x00000000, 0x2242252a, 0x00000952, 0x00000000, 0x00000000, 0x2422222a, 0x00000929, 0x00000000, 0x00000000, + 0x2412252a, 0x00000901, 0x00000000, 0x00000000, 0x24fbe8be, 0x00000901, 0x00000000, 0x00000000, 0xac020000, 0x00000f01, 0x00000000, 0x00000000, + 0x0003e000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000000 }; + + int charsHeight = 10; + int charsDivisor = 1; // Every char is separated from the consecutive by a 1 pixel divisor, horizontally and vertically + + int charsWidth[96] = { 3, 1, 4, 6, 5, 7, 6, 2, 3, 3, 5, 5, 2, 4, 1, 7, 5, 2, 5, 5, 5, 5, 5, 5, 5, 5, 1, 1, 3, 4, 3, 6, + 7, 6, 6, 6, 6, 6, 6, 6, 6, 3, 5, 6, 5, 7, 6, 6, 6, 6, 6, 6, 7, 6, 7, 7, 6, 6, 6, 2, 7, 2, 3, 5, + 2, 5, 5, 5, 5, 5, 4, 5, 5, 1, 2, 5, 2, 5, 5, 5, 5, 5, 5, 5, 4, 5, 5, 5, 5, 5, 5, 3, 1, 3, 4, 4 }; + + + // Reconstruct charSet using charsWidth[], charsHeight, charsDivisor, numChars + //------------------------------------------------------------------------------ + defaultFont.charSet = (Character *)malloc(defaultFont.numChars * sizeof(Character)); // Allocate space for our character data + // This memory should be freed at end! --> Done on CloseWindow() + int currentLine = 0; + int currentPosX = charsDivisor; + int testPosX = charsDivisor; + + for (int i = 0; i < defaultFont.numChars; i++) + { + defaultFont.charSet[i].value = FIRST_CHAR + i; + defaultFont.charSet[i].x = currentPosX; + defaultFont.charSet[i].y = charsDivisor + currentLine * (charsHeight + charsDivisor); + defaultFont.charSet[i].w = charsWidth[i]; + defaultFont.charSet[i].h = charsHeight; + + testPosX += (defaultFont.charSet[i].w + charsDivisor); + + if (testPosX >= defaultFont.texture.width) + { + currentLine++; + currentPosX = 2 * charsDivisor + charsWidth[i]; + testPosX = currentPosX; + + defaultFont.charSet[i].x = charsDivisor; + defaultFont.charSet[i].y = charsDivisor + currentLine * (charsHeight + charsDivisor); + } + else currentPosX = testPosX; + } + + // Re-construct image from defaultFontData and generate OpenGL texture + //---------------------------------------------------------------------- + Color *imgDataPixel = (Color *)malloc(defaultFont.texture.width * defaultFont.texture.height * sizeof(Color)); + + for (int i = 0; i < defaultFont.texture.width * defaultFont.texture.height; i++) imgDataPixel[i] = BLANK; // Initialize array + + int counter = 0; // Font data elements counter + + // Fill imgData with defaultFontData (convert from bit to pixel!) + for (int i = 0; i < defaultFont.texture.width * defaultFont.texture.height; i += 32) + { + for (int j = 31; j >= 0; j--) + { + if (BIT_CHECK(defaultFontData[counter], j)) imgDataPixel[i+j] = WHITE; + } + + counter++; + + if (counter > 256) counter = 0; // Security check... + } + + // Convert loaded data to OpenGL texture + //---------------------------------------- + GLuint id; + glGenTextures(1, &id); // Generate pointer to the texture + + glBindTexture(GL_TEXTURE_2D, id); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); // Set texture to clamp on x-axis + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); // Set texture to clamp on y-axis + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR + + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, defaultFont.texture.width, defaultFont.texture.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imgDataPixel); + + // NOTE: Not using mipmappings (texture for 2D drawing) + // At this point we have the image converted to texture and uploaded to GPU + + free(imgDataPixel); // Now we can free loaded data from RAM memory + + defaultFont.texture.glId = id; +} + +extern void UnloadDefaultFont() +{ + glDeleteTextures(1, &defaultFont.texture.glId); + free(defaultFont.charSet); +} + +// Load a SpriteFont image into GPU memory +SpriteFont LoadSpriteFont(const char* fileName) +{ + SpriteFont spriteFont; + + // Use stb_image to load image data! + int imgWidth; + int imgHeight; + int imgBpp; + + byte *imgData = stbi_load(fileName, &imgWidth, &imgHeight, &imgBpp, 4); // Force loading to 4 components (RGBA) + + // Convert array to pixel array for working convenience + Color *imgDataPixel = (Color *)malloc(imgWidth * imgHeight * sizeof(Color)); + Color *imgDataPixelPOT = NULL; + + int pix = 0; + + for (int i = 0; i < (imgWidth * imgHeight * 4); i += 4) + { + imgDataPixel[pix].r = imgData[i]; + imgDataPixel[pix].g = imgData[i+1]; + imgDataPixel[pix].b = imgData[i+2]; + imgDataPixel[pix].a = imgData[i+3]; + pix++; + } + + stbi_image_free(imgData); + + // At this point we have a pixel array with all the data... + + // Process bitmap Font pixel data to get measures (Character array) + // spriteFont.charSet data is filled inside the function and memory is allocated! + int numChars = ParseImageData(imgDataPixel, imgWidth, imgHeight, &spriteFont.charSet); + + spriteFont.numChars = numChars; + + // Convert image font to POT image before conversion to texture + // Just add the required amount of pixels at the right and bottom sides of image... + int potWidth = GetNextPOT(imgWidth); + int potHeight = GetNextPOT(imgHeight); + + // Check if POT texture generation is required (if texture is not already POT) + if ((potWidth != imgWidth) || (potHeight != imgWidth)) + { + // Generate POT array from NPOT data + imgDataPixelPOT = (Color *)malloc(potWidth * potHeight * sizeof(Color)); + + for (int j = 0; j < potHeight; j++) + { + for (int i = 0; i < potWidth; i++) + { + if ((j < imgHeight) && (i < imgWidth)) imgDataPixelPOT[j*potWidth + i] = imgDataPixel[j*imgWidth + i]; + else imgDataPixelPOT[j*potWidth + i] = MAGENTA; + } + } + } + + free(imgDataPixel); + + // Convert loaded data to OpenGL texture + //---------------------------------------- + GLuint id; + glGenTextures(1, &id); // Generate pointer to the texture + + glBindTexture(GL_TEXTURE_2D, id); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, potWidth, potHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, imgDataPixelPOT); + + // NOTE: Not using mipmappings (texture for 2D drawing) + // At this point we have the image converted to texture and uploaded to GPU + + free(imgDataPixelPOT); // Now we can free loaded data from RAM memory + + spriteFont.texture.glId = id; + spriteFont.texture.width = potWidth; + spriteFont.texture.height = potHeight; + + return spriteFont; +} + +// Unload SpriteFont from GPU memory +void UnloadSpriteFont(SpriteFont spriteFont) +{ + glDeleteTextures(1, &spriteFont.texture.glId); + free(spriteFont.charSet); +} + +// Draw text (using default font) +// NOTE: fontSize work like in any drawing program but if fontSize is lower than font-base-size, then font-base-size is used +void DrawText(const char* text, int posX, int posY, int fontSize, int spacing, Color color) +{ + Vector2 position = { (float)posX, (float)posY }; + + DrawTextEx(defaultFont, text, position, fontSize, spacing, color); +} + +// Formatting of text with variables to 'embed' +const char *FormatText(const char *text, ...) +{ + int length = strlen(text); + char *buffer = malloc(length + 20); // We add 20 extra characters, should be enough... :P + + va_list args; + va_start(args, text); + vsprintf(buffer, text, args); // NOTE: We use vsprintf() defined in <stdarg.h> + va_end(args); + + //strcat(buffer, "\0"); // We add a end-of-string mark at the end (not needed) + + return buffer; +} + +// Draw text using SpriteFont +// NOTE: If font size is lower than base size, base size is used +void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, int fontSize, int spacing, Color tint) +{ + int length = strlen(text); + int positionX = (int)position.x; + float scaleFactor; + + Character c; + + if (fontSize <= spriteFont.charSet[0].h) scaleFactor = 1.0f; + else scaleFactor = (float)fontSize / spriteFont.charSet[0].h; + + glDisable(GL_LIGHTING); // When drawing text, disable LIGHTING + glEnable(GL_TEXTURE_2D); + + glBindTexture(GL_TEXTURE_2D, spriteFont.texture.glId); + + glPushMatrix(); + + // Optimized to use one draw call per string + glBegin(GL_QUADS); + for(int i = 0; i < length; i++) + { + c = spriteFont.charSet[(int)text[i] - FIRST_CHAR]; + + glColor4ub(tint.r, tint.g, tint.b, tint.a); + glNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer + glTexCoord2f((float)c.x / spriteFont.texture.width, (float)c.y / spriteFont.texture.height); glVertex2f(positionX, position.y); + glTexCoord2f((float)c.x / spriteFont.texture.width, (float)(c.y + c.h) / spriteFont.texture.height); glVertex2f(positionX, position.y + (c.h) * scaleFactor); + glTexCoord2f((float)(c.x + c.w) / spriteFont.texture.width, (float)(c.y + c.h) / spriteFont.texture.height); glVertex2f(positionX + (c.w) * scaleFactor, position.y + (c.h) * scaleFactor); + glTexCoord2f((float)(c.x + c.w) / spriteFont.texture.width, (float)c.y / spriteFont.texture.height); glVertex2f(positionX + (c.w) * scaleFactor, position.y); + + positionX += (spriteFont.charSet[(int)text[i] - FIRST_CHAR].w + spacing) * scaleFactor; + } + glEnd(); + + glPopMatrix(); + + glDisable(GL_TEXTURE_2D); +} + +// Measure string width for default font +int MeasureText(const char *text, int fontSize, int spacing) +{ + Vector2 vec; + + vec = MeasureTextEx(defaultFont, text, fontSize, spacing); + + return (int)vec.x; +} + + +// Measure string size for SpriteFont +Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing) +{ + int len = strlen(text); + int textWidth = 0; + float scaleFactor; + + for (int i = 0; i < len; i++) + { + textWidth += spriteFont.charSet[(int)text[i] - FIRST_CHAR].w; + } + + textWidth += (int)((len - 1) * spacing); // Adds chars spacing to measure + + if (fontSize <= spriteFont.charSet[0].h) scaleFactor = 1.0f; + else scaleFactor = (float)fontSize / spriteFont.charSet[0].h; + + Vector2 vec; + vec.x = (float)textWidth * scaleFactor; + vec.y = (float)spriteFont.charSet[0].h * scaleFactor; + + return vec; +} + +// Returns the base size for a SpriteFont (chars height) +int GetFontBaseSize(SpriteFont spriteFont) +{ + return spriteFont.charSet[0].h; +} + +// Shows current FPS on top-left corner +// NOTE: Uses default font +void DrawFps(int posX, int posY) +{ + // NOTE: We are rendering fps every second for better viewing on high framerates + static float fps; + static int counter = 0; + static int refreshRate = 0; + + char buffer[20]; + + if (counter < refreshRate) + { + sprintf(buffer, "%2.0f FPS", fps); + DrawText(buffer, posX, posY, 20, 1, LIME); + + counter++; + } + else + { + fps = GetFPS(); + refreshRate = fps; + sprintf(buffer, "%2.0f FPS", fps); + DrawText(buffer, posX, posY, 20, 1, LIME); + + counter = 0; + } +} + +//---------------------------------------------------------------------------------- +// Module specific Functions Definition +//---------------------------------------------------------------------------------- + +// Check if a pixel is magenta +static bool PixelIsMagenta(Color p) +{ + return ((p.r == 255) && (p.g == 0) && (p.b == 255) && (p.a == 255)); +} + +// Parse image pixel data to obtain character set measures +static int ParseImageData(Color *imgDataPixel, int imgWidth, int imgHeight, Character **charSet) +{ + int charSpacing = 0; + int lineSpacing = 0; + + int x = 0; + int y = 0; + + Character tempCharSet[MAX_FONTCHARS]; // We allocate a temporal array for charData, once we get the actual charNumber we copy data to a sized array. + + for(y = 0; y < imgHeight; y++) + { + for(x = 0; x < imgWidth; x++) + { + if (!PixelIsMagenta(imgDataPixel[y*imgWidth + x])) break; + } + if (!PixelIsMagenta(imgDataPixel[y*imgWidth + x])) break; + } + + charSpacing = x; + lineSpacing = y; + + int charHeight = 0; + int j = 0; + + while(!PixelIsMagenta(imgDataPixel[(lineSpacing + j)*imgWidth + charSpacing])) j++; + + charHeight = j; + + // Check array values to get characters: value, x, y, w, h + int index = 0; + int lineToRead = 0; + int xPosToRead = charSpacing; + + while((lineSpacing + lineToRead * (charHeight + lineSpacing)) < imgHeight) + { + while((xPosToRead < imgWidth) && + !PixelIsMagenta((imgDataPixel[(lineSpacing + (charHeight+lineSpacing)*lineToRead)*imgWidth + xPosToRead]))) + { + tempCharSet[index].value = FIRST_CHAR + index; + tempCharSet[index].x = xPosToRead; + tempCharSet[index].y = lineSpacing + lineToRead * (charHeight + lineSpacing); + tempCharSet[index].h = charHeight; + + int charWidth = 0; + + while(!PixelIsMagenta(imgDataPixel[(lineSpacing + (charHeight+lineSpacing)*lineToRead)*imgWidth + xPosToRead + charWidth])) charWidth++; + + tempCharSet[index].w = charWidth; + + index++; + + xPosToRead += (charWidth + charSpacing); + } + + lineToRead++; + xPosToRead = charSpacing; + } + + // We got tempCharSet populated with char data and the number of chars (index) + // Now we move temp data to real charSet (passed as parameter to the function) + (*charSet) = (Character *)malloc(index * sizeof(Character)); // BE CAREFUL! This memory should be freed! + + for (int i = 0; i < index; i++) (*charSet)[i] = tempCharSet[i]; + + return index; +} + +// Calculate next power-of-two value for a given num +static int GetNextPOT(int num) +{ + if (num != 0) + { + num--; + num |= (num >> 1); // Or first 2 bits + num |= (num >> 2); // Or next 2 bits + num |= (num >> 4); // Or next 4 bits + num |= (num >> 8); // Or next 8 bits + num |= (num >> 16); // Or next 16 bits + num++; + } + + return num; +}
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