render: Updates to format-string versions of SDL_RenderDebugText.

- Removes SDL_RenderDebugTextV
- Changes SDL_RenderDebugTextF to SDL_RenderDebugTextFormat and tweaks it to
  work in a world without SDL_RenderDebugTextV.
- Tweaked rendering position of formatted text in the example program.
This commit is contained in:
Ryan C. Gordon 2024-12-18 02:05:53 -05:00
parent 6abebca943
commit 4d4a2786bb
7 changed files with 50 additions and 83 deletions

View file

@ -46,6 +46,8 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
/* This function runs once per frame, and is the heart of the program. */
SDL_AppResult SDL_AppIterate(void *appstate)
{
const int charsize = SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE;
/* as you can see from this, rendering draws over whatever was drawn before it. */
SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */
SDL_RenderClear(renderer); /* start with a blank canvas. */
@ -63,7 +65,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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 %" SDL_PRIu64 " seconds.", SDL_GetTicks() / 1000);
SDL_RenderDebugTextFormat(renderer, (float) ((WINDOW_WIDTH - (charsize * 46)) / 2), 400, "(This program has been running for %" SDL_PRIu64 " seconds.)", SDL_GetTicks() / 1000);
SDL_RenderPresent(renderer); /* put it all on the screen! */

View file

@ -2530,8 +2530,7 @@ 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_RenderDebugTextFormat
* \sa SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE
*/
extern SDL_DECLSPEC bool SDLCALL SDL_RenderDebugText(SDL_Renderer *renderer, float x, float y, const char *str);
@ -2539,9 +2538,9 @@ extern SDL_DECLSPEC bool SDLCALL SDL_RenderDebugText(SDL_Renderer *renderer, flo
/**
* 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.
* 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.
@ -2550,7 +2549,8 @@ extern SDL_DECLSPEC bool SDLCALL SDL_RenderDebugText(SDL_Renderer *renderer, flo
* \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
* \param ... additional parameters matching % tokens in the `fmt` string, if
* any.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
@ -2559,38 +2559,9 @@ extern SDL_DECLSPEC bool SDLCALL SDL_RenderDebugText(SDL_Renderer *renderer, flo
* \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);
extern SDL_DECLSPEC bool SDLCALL SDL_RenderDebugTextFormat(SDL_Renderer *renderer, float x, float y, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(4);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus

View file

@ -149,15 +149,29 @@ 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, ...) \
_static bool SDLCALL SDL_RenderDebugTextFormat##name(SDL_Renderer *renderer, float x, float y, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) \
{ \
bool result; \
char buf[128], *str = buf; \
int result; \
va_list ap; \
initcall; \
va_start(ap, fmt); \
result = jump_table.SDL_RenderDebugTextV(renderer, x, y, fmt, ap); \
result = jump_table.SDL_vsnprintf(buf, sizeof(buf), fmt, ap); \
va_end(ap); \
return result; \
if (result >= 0 && (size_t)result >= sizeof(buf)) { \
str = NULL; \
va_start(ap, fmt); \
result = jump_table.SDL_vasprintf(&str, fmt, ap); \
va_end(ap); \
} \
bool retval = false; \
if (result >= 0) { \
retval = jump_table.SDL_RenderDebugTextFormat(renderer, x, y, "%s", str); \
} \
if (str != buf) { \
jump_table.SDL_free(str); \
} \
return retval; \
} \
_static void SDLCALL SDL_Log##name(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) \
{ \

View file

@ -1207,8 +1207,7 @@ SDL3_0.0.0 {
SDL_SetGPUAllowedFramesInFlight;
SDL_RenderTextureAffine;
SDL_WaitAndAcquireGPUSwapchainTexture;
SDL_RenderDebugTextF;
SDL_RenderDebugTextV;
SDL_RenderDebugTextFormat;
# extra symbols go here (don't modify this line)
local: *;
};

View file

@ -1232,5 +1232,4 @@
#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
#define SDL_RenderDebugTextFormat SDL_RenderDebugTextFormat_REAL

View file

@ -1239,6 +1239,5 @@ SDL_DYNAPI_PROC(bool,SDL_SetGPUAllowedFramesInFlight,(SDL_GPUDevice *a,Uint32 b)
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)
SDL_DYNAPI_PROC(bool,SDL_RenderDebugTextFormat,(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

@ -5590,45 +5590,28 @@ 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, ...)
bool SDL_RenderDebugTextFormat(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);
// fast path to avoid unnecessary allocation and copy. If you're going through the dynapi, there's a good chance
// you _always_ hit this path, since it probably had to process varargs before calling into the jumptable.
if (SDL_strcmp(fmt, "%s") == 0) {
const char *str = va_arg(ap, const char *);
va_end(ap);
return SDL_RenderDebugText(renderer, x, y, str);
}
char *str = NULL;
const int rc = SDL_vasprintf(&str, 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;
if (rc == -1) {
return false;
}
const bool retval = SDL_RenderDebugText(renderer, x, y, str);
SDL_free(str);
return retval;
}