Added min and max functions for floats and modified the text rendering code
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@@ -78,8 +78,9 @@ void render_texture_asset(AssetID id, RenderRect *src, RenderRect *dest);
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void modulate_texture_color(AssetID id, SDL_Color color);
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void modulate_texture_alpha(AssetID id, u8 alpha);
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TextSize get_text_size_from_font_asset(AssetID id, const char *text);
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void render_text_with_font_asset(AssetID id, const char *text, RenderRect dest,
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SDL_Color color, const RenderRect *clip);
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void render_text_with_font_asset(AssetID id, const char *text,
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const RenderRect *src, RenderRect dest,
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SDL_Color color);
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void set_font_asset_size(AssetID id, u32 size);
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i32 set_font_direction(AssetID id, FontDirection direction);
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i32 set_font_script_name(AssetID id, const char *script);
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@@ -9,6 +9,8 @@ extern "C" {
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i32 max_int(i32 a, i32 b);
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i32 min_int(i32 a, i32 b);
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f32 max_float(f32 a, f32 b);
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f32 min_float(f32 a, f32 b);
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#ifdef __cplusplus
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}
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+4
-19
@@ -372,8 +372,9 @@ TextSize get_text_size_from_font_asset(AssetID id, const char *text) {
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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, RenderRect dest,
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SDL_Color color, const RenderRect *clip) {
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void render_text_with_font_asset(AssetID id, const char *text,
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const RenderRect *src, RenderRect dest,
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SDL_Color color) {
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if (id < 0) {
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return;
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}
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@@ -388,23 +389,7 @@ void render_text_with_font_asset(AssetID id, const char *text, RenderRect dest,
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return;
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}
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RenderRect src = {};
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bool clip_text = clip && (dest.width > clip->width);
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if (clip_text) {
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f32 width_difference = dest.width - clip->width;
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// Offset the src rect so the text input displays where the text cursor is
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src.x += width_difference;
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src.width = clip->width;
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src.height = clip->height;
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dest.width = clip->width;
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}
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render_surface(GameEngine.window.renderer, surface, clip_text ? &src : NULL,
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&dest);
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render_surface(GameEngine.window.renderer, surface, src, &dest);
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SDL_FreeSurface(surface);
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surface = NULL;
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@@ -4,3 +4,7 @@
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i32 max_int(i32 a, i32 b) { return a >= b ? a : b; }
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i32 min_int(i32 a, i32 b) { return a <= b ? a : b; }
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f32 max_float(f32 a, f32 b) { return a >= b ? a : b; }
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f32 min_float(f32 a, f32 b) { return a <= b ? a : b; }
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