Add SDL_RenderDebugTextF & SDL_RenderDebugTextV

This should make it easier to quickly put important numbers and such on
the screen without having to format them into a string manually.
This commit is contained in:
williamistGitHub 2024-12-07 00:14:55 -05:00 committed by Ryan C. Gordon
parent 5608bf5866
commit 1d0e28a5b3
8 changed files with 126 additions and 2 deletions

View file

@ -62,6 +62,9 @@ SDL_AppResult SDL_AppIterate(void *appstate)
SDL_RenderDebugText(renderer, 14, 65, "It can be scaled.");
SDL_SetRenderScale(renderer, 1.0f, 1.0f);
SDL_RenderDebugText(renderer, 64, 350, "This only does ASCII chars. So this laughing emoji won't draw: 🤣");
SDL_RenderDebugTextF(renderer, 0, 0, "This program has been running for %llu seconds.", SDL_GetTicks() / 1000);
SDL_RenderPresent(renderer); /* put it all on the screen! */
return SDL_APP_CONTINUE; /* carry on with the program! */

View file

@ -2530,10 +2530,68 @@ extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderVSync(SDL_Renderer *renderer, int
*
* \since This function is available since SDL 3.1.6.
*
* \sa SDL_RenderDebugTextF
* \sa SDL_RenderDebugTextV
* \sa SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE
*/
extern SDL_DECLSPEC bool SDLCALL SDL_RenderDebugText(SDL_Renderer *renderer, float x, float y, const char *str);
/**
* Draw debug text to an SDL_Renderer.
*
* This function will render a printf() style format string to a renderer. Note
* that this is a convinence function for debugging, with severe limitations,
* and is not intended to be used for production apps and games.
*
* For the full list of limitations and other useful information,
* see SDL_RenderDebugText.
*
* \param renderer the renderer which should draw the text.
* \param x the x coordinate where the top-left corner of the text will draw.
* \param y the y coordinate where the top-left corner of the text will draw.
* \param fmt the format string to draw.
* \param ... format arguments
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \threadsafety This function should only be called on the main thread.
*
* \since This function is available since SDL 3.1.7.
*
* \sa SDL_RenderDebugText
* \sa SDL_RenderDebugTextV
* \sa SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE
*/
extern SDL_DECLSPEC bool SDLCALL SDL_RenderDebugTextF(SDL_Renderer *renderer, float x, float y, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(4);
/**
* Draw debug text to an SDL_Renderer.
*
* This function will render a printf() style format string to a renderer. Note
* that this is a convinence function for debugging, with severe limitations,
* and is not intended to be used for production apps and games.
*
* For the full list of limitations and other useful information,
* see SDL_RenderDebugText.
*
* \param renderer the renderer which should draw the text.
* \param x the x coordinate where the top-left corner of the text will draw.
* \param y the y coordinate where the top-left corner of the text will draw.
* \param fmt the format string to draw.
* \param ap a variable argument lists representing the format arguments
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \threadsafety This function should only be called on the main thread.
*
* \since This function is available since SDL 3.1.7.
*
* \sa SDL_RenderDebugText
* \sa SDL_RenderDebugTextF
* \sa SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE
*/
extern SDL_DECLSPEC bool SDLCALL SDL_RenderDebugTextV(SDL_Renderer *renderer, float x, float y, SDL_PRINTF_FORMAT_STRING const char *fmt, va_list ap) SDL_PRINTF_VARARG_FUNCV(4);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}

View file

@ -149,6 +149,16 @@ static void SDL_InitDynamicAPI(void);
va_end(ap); \
return result; \
} \
_static bool SDLCALL SDL_RenderDebugTextF##name(SDL_Renderer *renderer, float x, float y, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) \
{ \
bool result; \
va_list ap; \
initcall; \
va_start(ap, fmt); \
result = jump_table.SDL_RenderDebugTextV(renderer, x, y, fmt, ap); \
va_end(ap); \
return result; \
} \
_static void SDLCALL SDL_Log##name(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) \
{ \
va_list ap; \

View file

@ -1207,6 +1207,8 @@ SDL3_0.0.0 {
SDL_SetGPUAllowedFramesInFlight;
SDL_RenderTextureAffine;
SDL_WaitAndAcquireGPUSwapchainTexture;
SDL_RenderDebugTextF;
SDL_RenderDebugTextV;
# extra symbols go here (don't modify this line)
local: *;
};

View file

@ -1232,3 +1232,5 @@
#define SDL_SetGPUAllowedFramesInFlight SDL_SetGPUAllowedFramesInFlight_REAL
#define SDL_RenderTextureAffine SDL_RenderTextureAffine_REAL
#define SDL_WaitAndAcquireGPUSwapchainTexture SDL_WaitAndAcquireGPUSwapchainTexture_REAL
#define SDL_RenderDebugTextF SDL_RenderDebugTextF_REAL
#define SDL_RenderDebugTextV SDL_RenderDebugTextV_REAL

View file

@ -1238,3 +1238,7 @@ SDL_DYNAPI_PROC(bool,SDL_RunOnMainThread,(SDL_MainThreadCallback a,void *b,bool
SDL_DYNAPI_PROC(bool,SDL_SetGPUAllowedFramesInFlight,(SDL_GPUDevice *a,Uint32 b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_RenderTextureAffine,(SDL_Renderer *a,SDL_Texture *b,const SDL_FRect *c,const SDL_FPoint *d,const SDL_FPoint *e,const SDL_FPoint *f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(bool,SDL_WaitAndAcquireGPUSwapchainTexture,(SDL_GPUCommandBuffer *a,SDL_Window *b,SDL_GPUTexture **c,Uint32 *d,Uint32 *e),(a,b,c,d,e),return)
#ifndef SDL_DYNAPI_PROC_NO_VARARGS
SDL_DYNAPI_PROC(bool,SDL_RenderDebugTextF,(SDL_Renderer *a,float b,float c,SDL_PRINTF_FORMAT_STRING const char *d,...),(a,b,c,d),return)
#endif
SDL_DYNAPI_PROC(bool,SDL_RenderDebugTextV,(SDL_Renderer *a,float b,float c,SDL_PRINTF_FORMAT_STRING const char *d,va_list e),(a,b,c,d,e),return)

View file

@ -168,9 +168,11 @@ def parse_header(header_path: Path) -> list[SdlProcedure]:
func = func.replace(" SDL_PRINTF_VARARG_FUNC(1)", "")
func = func.replace(" SDL_PRINTF_VARARG_FUNC(2)", "")
func = func.replace(" SDL_PRINTF_VARARG_FUNC(3)", "")
func = func.replace(" SDL_PRINTF_VARARG_FUNC(4)", "")
func = func.replace(" SDL_PRINTF_VARARG_FUNCV(1)", "")
func = func.replace(" SDL_PRINTF_VARARG_FUNCV(2)", "")
func = func.replace(" SDL_PRINTF_VARARG_FUNCV(3)", "")
func = func.replace(" SDL_PRINTF_VARARG_FUNCV(4)", "")
func = func.replace(" SDL_WPRINTF_VARARG_FUNC(3)", "")
func = func.replace(" SDL_WPRINTF_VARARG_FUNCV(3)", "")
func = func.replace(" SDL_SCANF_VARARG_FUNC(2)", "")

View file

@ -5589,3 +5589,46 @@ bool SDL_RenderDebugText(SDL_Renderer *renderer, float x, float y, const char *s
return result;
}
bool SDL_RenderDebugTextF(SDL_Renderer *renderer, float x, float y, SDL_PRINTF_FORMAT_STRING const char *fmt, ...)
{
va_list ap;
va_start(ap, fmt);
bool result = SDL_RenderDebugTextV(renderer, x, y, fmt, ap);
va_end(ap);
return result;
}
bool SDL_RenderDebugTextV(SDL_Renderer *renderer, float x, float y, SDL_PRINTF_FORMAT_STRING const char *fmt, va_list ap)
{
// Probably for the best to check this here, so we don't do a bunch of string formatting before realizing the renderer isn't even valid...
CHECK_RENDERER_MAGIC(renderer, false);
va_list apc;
va_copy(apc, ap); // vsnprintf mangles ap, so copy it so it can be used again later
int len = SDL_vsnprintf(NULL, 0, fmt, apc);
va_end(apc);
if (len < 0) {
return SDL_SetError("Failed to format debug text");
}
char *buf = SDL_malloc(len + 1);
if (buf == NULL) {
return SDL_OutOfMemory();
}
len = SDL_vsnprintf(buf, len + 1, fmt, ap);
if (len < 0) {
SDL_free(buf);
return SDL_SetError("Failed to format debug text");
}
bool result = SDL_RenderDebugText(renderer, x, y, buf);
SDL_free(buf);
return result;
}