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https://github.com/libsdl-org/SDL.git
synced 2025-05-15 09:18:27 +00:00
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.
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5608bf5866
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1d0e28a5b3
8 changed files with 126 additions and 2 deletions
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@ -62,6 +62,9 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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SDL_RenderDebugText(renderer, 14, 65, "It can be scaled.");
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SDL_SetRenderScale(renderer, 1.0f, 1.0f);
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SDL_RenderDebugText(renderer, 64, 350, "This only does ASCII chars. So this laughing emoji won't draw: 🤣");
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SDL_RenderDebugTextF(renderer, 0, 0, "This program has been running for %llu seconds.", SDL_GetTicks() / 1000);
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SDL_RenderPresent(renderer); /* put it all on the screen! */
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return SDL_APP_CONTINUE; /* carry on with the program! */
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@ -2530,10 +2530,68 @@ extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderVSync(SDL_Renderer *renderer, int
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*
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* \since This function is available since SDL 3.1.6.
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*
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* \sa SDL_RenderDebugTextF
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* \sa SDL_RenderDebugTextV
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* \sa SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE
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*/
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extern SDL_DECLSPEC bool SDLCALL SDL_RenderDebugText(SDL_Renderer *renderer, float x, float y, const char *str);
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/**
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* Draw debug text to an SDL_Renderer.
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*
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* This function will render a printf() style format string to a renderer. Note
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* that this is a convinence function for debugging, with severe limitations,
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* and is not intended to be used for production apps and games.
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*
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* For the full list of limitations and other useful information,
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* see SDL_RenderDebugText.
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*
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* \param renderer the renderer which should draw the text.
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* \param x the x coordinate where the top-left corner of the text will draw.
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* \param y the y coordinate where the top-left corner of the text will draw.
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* \param fmt the format string to draw.
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* \param ... format arguments
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \threadsafety This function should only be called on the main thread.
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*
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* \since This function is available since SDL 3.1.7.
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*
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* \sa SDL_RenderDebugText
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* \sa SDL_RenderDebugTextV
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* \sa SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE
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*/
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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);
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/**
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* Draw debug text to an SDL_Renderer.
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*
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* This function will render a printf() style format string to a renderer. Note
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* that this is a convinence function for debugging, with severe limitations,
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* and is not intended to be used for production apps and games.
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*
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* For the full list of limitations and other useful information,
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* see SDL_RenderDebugText.
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*
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* \param renderer the renderer which should draw the text.
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* \param x the x coordinate where the top-left corner of the text will draw.
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* \param y the y coordinate where the top-left corner of the text will draw.
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* \param fmt the format string to draw.
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* \param ap a variable argument lists representing the format arguments
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \threadsafety This function should only be called on the main thread.
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*
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* \since This function is available since SDL 3.1.7.
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*
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* \sa SDL_RenderDebugText
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* \sa SDL_RenderDebugTextF
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* \sa SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE
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*/
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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);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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}
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@ -149,6 +149,16 @@ static void SDL_InitDynamicAPI(void);
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va_end(ap); \
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return result; \
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} \
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_static bool SDLCALL SDL_RenderDebugTextF##name(SDL_Renderer *renderer, float x, float y, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) \
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{ \
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bool result; \
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va_list ap; \
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initcall; \
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va_start(ap, fmt); \
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result = jump_table.SDL_RenderDebugTextV(renderer, x, y, fmt, ap); \
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va_end(ap); \
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return result; \
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} \
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_static void SDLCALL SDL_Log##name(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) \
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{ \
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va_list ap; \
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@ -1207,6 +1207,8 @@ SDL3_0.0.0 {
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SDL_SetGPUAllowedFramesInFlight;
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SDL_RenderTextureAffine;
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SDL_WaitAndAcquireGPUSwapchainTexture;
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SDL_RenderDebugTextF;
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SDL_RenderDebugTextV;
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# extra symbols go here (don't modify this line)
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local: *;
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};
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@ -1232,3 +1232,5 @@
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#define SDL_SetGPUAllowedFramesInFlight SDL_SetGPUAllowedFramesInFlight_REAL
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#define SDL_RenderTextureAffine SDL_RenderTextureAffine_REAL
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#define SDL_WaitAndAcquireGPUSwapchainTexture SDL_WaitAndAcquireGPUSwapchainTexture_REAL
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#define SDL_RenderDebugTextF SDL_RenderDebugTextF_REAL
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#define SDL_RenderDebugTextV SDL_RenderDebugTextV_REAL
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@ -1238,3 +1238,7 @@ SDL_DYNAPI_PROC(bool,SDL_RunOnMainThread,(SDL_MainThreadCallback a,void *b,bool
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SDL_DYNAPI_PROC(bool,SDL_SetGPUAllowedFramesInFlight,(SDL_GPUDevice *a,Uint32 b),(a,b),return)
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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)
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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)
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#ifndef SDL_DYNAPI_PROC_NO_VARARGS
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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)
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#endif
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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)
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@ -168,9 +168,11 @@ def parse_header(header_path: Path) -> list[SdlProcedure]:
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func = func.replace(" SDL_PRINTF_VARARG_FUNC(1)", "")
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func = func.replace(" SDL_PRINTF_VARARG_FUNC(2)", "")
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func = func.replace(" SDL_PRINTF_VARARG_FUNC(3)", "")
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func = func.replace(" SDL_PRINTF_VARARG_FUNC(4)", "")
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func = func.replace(" SDL_PRINTF_VARARG_FUNCV(1)", "")
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func = func.replace(" SDL_PRINTF_VARARG_FUNCV(2)", "")
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func = func.replace(" SDL_PRINTF_VARARG_FUNCV(3)", "")
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func = func.replace(" SDL_PRINTF_VARARG_FUNCV(4)", "")
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func = func.replace(" SDL_WPRINTF_VARARG_FUNC(3)", "")
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func = func.replace(" SDL_WPRINTF_VARARG_FUNCV(3)", "")
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func = func.replace(" SDL_SCANF_VARARG_FUNC(2)", "")
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@ -3995,7 +3995,7 @@ bool SDL_RenderTextureAffine(SDL_Renderer *renderer, SDL_Texture *texture,
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xy[0] = real_dstrect.x;
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xy[1] = real_dstrect.y;
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}
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// (maxx, miny)
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if (right) {
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xy[2] = right->x;
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@ -4025,7 +4025,7 @@ bool SDL_RenderTextureAffine(SDL_Renderer *renderer, SDL_Texture *texture,
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result = QueueCmdGeometry(
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renderer, texture,
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xy, xy_stride,
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xy, xy_stride,
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&texture->color, 0 /* color_stride */,
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uv, uv_stride,
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num_vertices, indices, num_indices, size_indices,
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@ -5589,3 +5589,46 @@ bool SDL_RenderDebugText(SDL_Renderer *renderer, float x, float y, const char *s
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return result;
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}
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bool SDL_RenderDebugTextF(SDL_Renderer *renderer, float x, float y, SDL_PRINTF_FORMAT_STRING const char *fmt, ...)
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{
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va_list ap;
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va_start(ap, fmt);
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bool result = SDL_RenderDebugTextV(renderer, x, y, fmt, ap);
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va_end(ap);
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return result;
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}
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bool SDL_RenderDebugTextV(SDL_Renderer *renderer, float x, float y, SDL_PRINTF_FORMAT_STRING const char *fmt, va_list ap)
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{
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// 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...
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CHECK_RENDERER_MAGIC(renderer, false);
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va_list apc;
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va_copy(apc, ap); // vsnprintf mangles ap, so copy it so it can be used again later
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int len = SDL_vsnprintf(NULL, 0, fmt, apc);
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va_end(apc);
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if (len < 0) {
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return SDL_SetError("Failed to format debug text");
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}
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char *buf = SDL_malloc(len + 1);
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if (buf == NULL) {
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return SDL_OutOfMemory();
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}
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len = SDL_vsnprintf(buf, len + 1, fmt, ap);
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if (len < 0) {
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SDL_free(buf);
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return SDL_SetError("Failed to format debug text");
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}
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bool result = SDL_RenderDebugText(renderer, x, y, buf);
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SDL_free(buf);
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return result;
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}
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