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authorRay <raysan5@gmail.com>2013-11-18 23:38:44 +0100
committerRay <raysan5@gmail.com>2013-11-18 23:38:44 +0100
commit46f10b45ad181a00e8cfa3ba2540f2922e1553cd (patch)
treeda74ac29ab65c9c6fa82a36cadd796091a14d71f /src/text.c
parentcbbf800bb838431a626b232df8eb5db4e0a7e150 (diff)
downloadraylib-46f10b45ad181a00e8cfa3ba2540f2922e1553cd.tar.gz
raylib-46f10b45ad181a00e8cfa3ba2540f2922e1553cd.zip
raylib basic folders structure and some files... ;)
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+/*********************************************************************************************
+*
+* 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;
+} \ No newline at end of file