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inprint2.c
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inprint2.c
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// Bitmap font routine originally by driedfruit, https://github.com/driedfruit/SDL_inprint
// Released into public domain.
// Modified to support adding a background to text.
#include <SDL2/SDL.h>
#include "inline_font.h" /* Actual font data */
#define CHARACTERS_PER_ROW 16 /* I like 16 x 8 fontsets. */
#define CHARACTERS_PER_COLUMN 8 /* 128 x 1 is another popular format. */
static SDL_Renderer *selected_renderer = NULL;
static SDL_Texture *inline_font = NULL;
static SDL_Texture *selected_font = NULL;
static Uint16 selected_font_w, selected_font_h;
void prepare_inline_font() {
Uint32 *pix_ptr, tmp;
int i, len, j;
SDL_Surface *surface;
Uint32 colors[2];
selected_font_w = inline_font_width;
selected_font_h = inline_font_height;
if (inline_font != NULL) {
selected_font = inline_font;
return;
}
surface = SDL_CreateRGBSurface(0, inline_font_width, inline_font_height, 32,
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff
#else
0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000
#endif
);
colors[0] = SDL_MapRGBA(surface->format, 0xFF, 0xFF, 0xFF, 0xFF);
colors[1] = SDL_MapRGBA(surface->format, 0x00, 0x00, 0x00,
0x00 /* or 0xFF, to have bg-color */);
/* Get pointer to pixels and array length */
pix_ptr = (Uint32 *)surface->pixels;
len = surface->h * surface->w / 8;
/* Copy */
for (i = 0; i < len; i++) {
tmp = (Uint8)inline_font_bits[i];
for (j = 0; j < 8; j++) {
Uint8 mask = (0x01 << j);
pix_ptr[i * 8 + j] = colors[(tmp & mask) >> j];
}
}
inline_font = SDL_CreateTextureFromSurface(selected_renderer, surface);
SDL_FreeSurface(surface);
selected_font = inline_font;
}
void kill_inline_font(void) {
SDL_DestroyTexture(inline_font);
inline_font = NULL;
}
void inrenderer(SDL_Renderer *renderer) { selected_renderer = renderer; }
void infont(SDL_Texture *font) {
Uint32 format;
int access;
int w, h;
if (font == NULL) {
prepare_inline_font();
return;
}
SDL_QueryTexture(font, &format, &access, &w, &h);
selected_font = font;
selected_font_w = w;
selected_font_h = h;
}
void incolor1(SDL_Color *color) {
SDL_SetTextureColorMod(selected_font, color->r, color->g, color->b);
}
void incolor(Uint32 fore,
Uint32 unused) /* Color must be in 0x00RRGGBB format ! */
{
SDL_Color pal[1];
pal[0].r = (Uint8)((fore & 0x00FF0000) >> 16);
pal[0].g = (Uint8)((fore & 0x0000FF00) >> 8);
pal[0].b = (Uint8)((fore & 0x000000FF));
SDL_SetTextureColorMod(selected_font, pal[0].r, pal[0].g, pal[0].b);
}
void inprint(SDL_Renderer *dst, const char *str, Uint32 x, Uint32 y,
Uint32 fgcolor, Uint32 bgcolor) {
SDL_Rect s_rect;
SDL_Rect d_rect;
SDL_Rect bg_rect;
static uint32_t previous_fgcolor;
d_rect.x = x;
d_rect.y = y;
s_rect.w = selected_font_w / CHARACTERS_PER_ROW;
s_rect.h = selected_font_h / CHARACTERS_PER_COLUMN;
d_rect.w = s_rect.w;
d_rect.h = s_rect.h;
if (dst == NULL)
dst = selected_renderer;
for (; *str; str++) {
int id = (int)*str;
#if (CHARACTERS_PER_COLUMN != 1)
int row = id / CHARACTERS_PER_ROW;
int col = id % CHARACTERS_PER_ROW;
s_rect.x = col * s_rect.w;
s_rect.y = row * s_rect.h;
#else
s_rect.x = id * s_rect.w;
s_rect.y = 0;
#endif
if (id == '\n') {
d_rect.x = x;
d_rect.y += s_rect.h;
continue;
}
if (fgcolor != previous_fgcolor) {
incolor(fgcolor, 0);
previous_fgcolor = fgcolor;
}
if (bgcolor != -1) {
SDL_SetRenderDrawColor(selected_renderer,
(Uint8)((bgcolor & 0x00FF0000) >> 16),
(Uint8)((bgcolor & 0x0000FF00) >> 8),
(Uint8)((bgcolor & 0x000000FF)), 0xFF);
bg_rect = d_rect;
bg_rect.w = 6;
SDL_RenderFillRect(dst, &bg_rect);
}
SDL_RenderCopy(dst, selected_font, &s_rect, &d_rect);
d_rect.x += s_rect.w;
}
}
SDL_Texture *get_inline_font(void) { return selected_font; }