Improved text rendering and fixed a bug with the texture rendering
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4659a4cd49
commit
8a4697e121
4 files changed
+44
-8
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@@ -74,8 +74,9 @@ void clip_render_rects_to_drawing_area(RenderRect *src, RenderRect *dest);
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RenderRect get_texture_asset_rect(AssetID id);
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RenderRect get_texture_asset_rect(AssetID id);
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void render_texture_asset(AssetID id, RenderRect *src, RenderRect *dest);
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void render_texture_asset(AssetID id, RenderRect *src, RenderRect *dest);
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void render_text_with_font_asset(AssetID id, const char *text, float x,
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TextSize get_text_size_from_font_asset(AssetID id, const char *text);
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float y);
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void render_text_with_font_asset(AssetID id, const char *text, float x, float y,
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SDL_Color color);
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void set_font_asset_size(AssetID id, uint32_t size);
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void set_font_asset_size(AssetID id, uint32_t size);
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// END RENDERING API
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// END RENDERING API
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@@ -2,6 +2,7 @@
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#define RENDERER_H
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#define RENDERER_H
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#include "SDL.h"
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#include "SDL.h"
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#include "SDL_pixels.h"
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#include "SDL_render.h"
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#include "SDL_render.h"
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#include "SDL_surface.h"
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#include "SDL_surface.h"
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#include "SDL_video.h"
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#include "SDL_video.h"
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@@ -14,6 +15,11 @@ extern "C" {
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typedef struct renderer Renderer;
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typedef struct renderer Renderer;
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typedef struct {
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int32_t width;
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int32_t height;
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} TextSize;
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typedef struct {
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typedef struct {
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float x;
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float x;
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float y;
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float y;
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@@ -36,6 +42,7 @@ Renderer *create_renderer(SDL_Window *window);
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*/
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*/
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void get_render_output_size(Renderer *renderer, int32_t *w, int32_t *h);
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void get_render_output_size(Renderer *renderer, int32_t *w, int32_t *h);
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void set_render_draw_color(const Renderer *renderer, SDL_Color color);
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void render_clear(const Renderer *renderer, SDL_Color color);
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void render_clear(const Renderer *renderer, SDL_Color color);
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void draw_rect(const Renderer *renderer, SDL_Color color, float x, float y,
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void draw_rect(const Renderer *renderer, SDL_Color color, float x, float y,
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float w, float h);
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float w, float h);
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+24
-4
@@ -10,6 +10,7 @@
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#include "SDL_mixer.h"
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#include "SDL_mixer.h"
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#include "SDL_pixels.h"
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#include "SDL_pixels.h"
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#include "SDL_platform.h"
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#include "SDL_platform.h"
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#include "SDL_rect.h"
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#include "SDL_render.h"
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#include "SDL_render.h"
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#include "SDL_surface.h"
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#include "SDL_surface.h"
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#include "SDL_timer.h"
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#include "SDL_timer.h"
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@@ -322,8 +323,25 @@ void render_texture_asset(AssetID id, RenderRect *src, RenderRect *dest) {
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render_texture(GameEngine.window.renderer, texture, src, dest);
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render_texture(GameEngine.window.renderer, texture, src, dest);
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}
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}
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void render_text_with_font_asset(AssetID id, const char *text, float x,
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TextSize get_text_size_from_font_asset(AssetID id, const char *text) {
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float y) {
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TextSize output = {};
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if (id < 0) {
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return output;
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}
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TTF_Font *font = get_font(GameEngine.asset_manager, id);
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if (!font) {
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return output;
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}
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TTF_SizeText(font, text, &(output.width), &(output.height));
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return output;
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}
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void render_text_with_font_asset(AssetID id, const char *text, float x, float y,
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SDL_Color color) {
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if (id < 0) {
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if (id < 0) {
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return;
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return;
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}
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}
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@@ -333,8 +351,10 @@ void render_text_with_font_asset(AssetID id, const char *text, float x,
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return;
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return;
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}
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}
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SDL_Surface *surface =
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SDL_Surface *surface = TTF_RenderText_Solid(font, text, color);
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TTF_RenderText_Solid(font, text, (SDL_Color){0, 0, 0, 255});
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if (!surface) {
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return;
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}
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// Get the width and height, in pixels, of the text rendered using the font
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// Get the width and height, in pixels, of the text rendered using the font
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int32_t w = 0;
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int32_t w = 0;
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+10
-2
@@ -1,5 +1,6 @@
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#include "Renderer.h"
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#include "Renderer.h"
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#include "SDL.h"
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#include "SDL.h"
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#include "SDL_blendmode.h"
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#include "SDL_image.h"
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#include "SDL_image.h"
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#include "SDL_platform.h"
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#include "SDL_platform.h"
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#include "SDL_rect.h"
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#include "SDL_rect.h"
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@@ -31,6 +32,8 @@ Renderer *create_renderer(SDL_Window *window) {
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return NULL;
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return NULL;
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}
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}
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SDL_SetRenderDrawBlendMode(renderer->SDL_base_renderer, SDL_BLENDMODE_BLEND);
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return renderer;
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return renderer;
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}
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}
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@@ -38,6 +41,11 @@ void get_render_output_size(Renderer *renderer, int32_t *w, int32_t *h) {
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SDL_GetRendererOutputSize(renderer->SDL_base_renderer, w, h);
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SDL_GetRendererOutputSize(renderer->SDL_base_renderer, w, h);
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}
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}
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void set_render_draw_color(const Renderer *renderer, SDL_Color color) {
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SDL_SetRenderDrawColor(renderer->SDL_base_renderer, color.r, color.g, color.b,
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color.a);
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}
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void render_clear(const Renderer *renderer, SDL_Color color) {
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void render_clear(const Renderer *renderer, SDL_Color color) {
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if (!renderer || !(renderer->SDL_base_renderer)) {
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if (!renderer || !(renderer->SDL_base_renderer)) {
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return;
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return;
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@@ -84,7 +92,7 @@ void render_surface(const Renderer *renderer, SDL_Surface *surface,
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void render_texture(const Renderer *renderer, SDL_Texture *texture,
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void render_texture(const Renderer *renderer, SDL_Texture *texture,
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const RenderRect *src, const RenderRect *dest) {
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const RenderRect *src, const RenderRect *dest) {
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if (!renderer || !texture) {
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if (!renderer || !texture || !dest) {
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return;
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return;
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}
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}
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@@ -100,7 +108,7 @@ void render_texture(const Renderer *renderer, SDL_Texture *texture,
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// TODO (Abdelrahman): Look into using the SDL_RenderCopyExF instead to
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// TODO (Abdelrahman): Look into using the SDL_RenderCopyExF instead to
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// support rotating the texture
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// support rotating the texture
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SDL_RenderCopyF(renderer->SDL_base_renderer, texture, &src_frect,
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SDL_RenderCopyF(renderer->SDL_base_renderer, texture, src ? &src_frect : NULL,
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&dest_frect);
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&dest_frect);
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}
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}
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