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synced 2025-05-15 09:18:27 +00:00
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.
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7 changed files with 50 additions and 83 deletions
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@ -46,6 +46,8 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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/* This function runs once per frame, and is the heart of the program. */
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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const int charsize = SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE;
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/* as you can see from this, rendering draws over whatever was drawn before it. */
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */
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SDL_RenderClear(renderer); /* start with a blank canvas. */
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@ -63,7 +65,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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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 %" SDL_PRIu64 " seconds.", SDL_GetTicks() / 1000);
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SDL_RenderDebugTextFormat(renderer, (float) ((WINDOW_WIDTH - (charsize * 46)) / 2), 400, "(This program has been running for %" SDL_PRIu64 " seconds.)", SDL_GetTicks() / 1000);
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SDL_RenderPresent(renderer); /* put it all on the screen! */
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@ -2530,8 +2530,7 @@ 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_RenderDebugTextFormat
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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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@ -2539,9 +2538,9 @@ extern SDL_DECLSPEC bool SDLCALL SDL_RenderDebugText(SDL_Renderer *renderer, flo
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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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* This function will render a printf()-style format string to a renderer.
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* Note that this is a convinence function for debugging, with severe
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* limitations, 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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@ -2550,7 +2549,8 @@ extern SDL_DECLSPEC bool SDLCALL SDL_RenderDebugText(SDL_Renderer *renderer, flo
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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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* \param ... additional parameters matching % tokens in the `fmt` string, if
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* any.
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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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@ -2559,38 +2559,9 @@ extern SDL_DECLSPEC bool SDLCALL SDL_RenderDebugText(SDL_Renderer *renderer, flo
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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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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);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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@ -149,15 +149,29 @@ 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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_static bool SDLCALL SDL_RenderDebugTextFormat##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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char buf[128], *str = buf; \
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int 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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result = jump_table.SDL_vsnprintf(buf, sizeof(buf), fmt, ap); \
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va_end(ap); \
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return result; \
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if (result >= 0 && (size_t)result >= sizeof(buf)) { \
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str = NULL; \
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va_start(ap, fmt); \
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result = jump_table.SDL_vasprintf(&str, fmt, ap); \
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va_end(ap); \
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} \
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bool retval = false; \
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if (result >= 0) { \
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retval = jump_table.SDL_RenderDebugTextFormat(renderer, x, y, "%s", str); \
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} \
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if (str != buf) { \
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jump_table.SDL_free(str); \
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} \
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return retval; \
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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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@ -1207,8 +1207,7 @@ 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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SDL_RenderDebugTextFormat;
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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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@ -1232,5 +1232,4 @@
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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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#define SDL_RenderDebugTextFormat SDL_RenderDebugTextFormat_REAL
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@ -1239,6 +1239,5 @@ SDL_DYNAPI_PROC(bool,SDL_SetGPUAllowedFramesInFlight,(SDL_GPUDevice *a,Uint32 b)
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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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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)
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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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@ -5590,45 +5590,28 @@ 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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bool SDL_RenderDebugTextFormat(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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// fast path to avoid unnecessary allocation and copy. If you're going through the dynapi, there's a good chance
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// you _always_ hit this path, since it probably had to process varargs before calling into the jumptable.
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if (SDL_strcmp(fmt, "%s") == 0) {
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const char *str = va_arg(ap, const char *);
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va_end(ap);
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return SDL_RenderDebugText(renderer, x, y, str);
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}
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char *str = NULL;
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const int rc = SDL_vasprintf(&str, 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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if (rc == -1) {
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return false;
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}
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const bool retval = SDL_RenderDebugText(renderer, x, y, str);
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SDL_free(str);
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return retval;
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}
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