Add basic implementation for bitmap font
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#include "BitmapFont.h"
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#include "AssetManager.h"
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#include "Renderer.h"
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#include "SDL_render.h"
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#include "aliases.h"
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#include "reusable_ids.h"
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#include <stdlib.h>
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struct bitmap_font {
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AssetID font_atlas;
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u64 width;
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u64 height;
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u64 tile_width;
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u64 tile_height;
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u64 rows;
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u64 cols;
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};
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BitmapFont *load_bitmap_font(AssetManager *am, const Renderer *renderer,
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const char *filepath, u64 tile_width,
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u64 tile_height) {
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BitmapFont *font = (BitmapFont *)malloc(sizeof(BitmapFont));
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if (!font) {
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return NULL;
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}
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font->font_atlas =
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load_asset_to_manager(am, filepath, ASSET_TYPE_IMAGE, renderer);
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if (font->font_atlas == INVALID_ID) {
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unload_bitmap_font(am, &font);
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return NULL;
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}
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SDL_Texture *texture = get_texture(am, font->font_atlas);
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i32 w;
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i32 h;
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if (SDL_QueryTexture(texture, NULL, NULL, &w, &h) != 0) {
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unload_bitmap_font(am, &font);
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return NULL;
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}
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font->width = w;
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font->height = h;
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font->tile_width = tile_width;
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font->tile_height = tile_height;
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font->rows = font->height / font->tile_height;
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font->cols = font->width / font->tile_width;
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return font;
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}
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RenderRect get_character_sprite(BitmapFont *font, u64 index) {
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u64 col = index % font->cols;
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u64 row = index / font->cols;
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RenderRect rect = {
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.x = col * font->tile_width,
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.y = row * font->tile_height,
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.width = font->tile_width,
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.height = font->tile_height,
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};
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return rect;
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}
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void unload_bitmap_font(AssetManager *am, BitmapFont **font) {
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if (!am || !(*font)) {
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return;
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}
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remove_asset_from_manager(am, &((*font)->font_atlas));
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free(*font);
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*font = NULL;
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}
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