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https://github.com/libsdl-org/SDL.git
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44bc19b592
commit
c20918b0fb
11 changed files with 2594 additions and 3354 deletions
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@ -23,6 +23,7 @@
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// The SDL 2D rendering system
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#include "SDL_sysrender.h"
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#include "SDL_render_debug_font.h"
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#include "software/SDL_render_sw_c.h"
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#include "../video/SDL_pixels_c.h"
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#include "../video/SDL_video_c.h"
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@ -5097,6 +5098,9 @@ void SDL_DestroyRendererWithoutFreeing(SDL_Renderer *renderer)
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SDL_DiscardAllCommands(renderer);
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SDL_DestroyTexture(renderer->debug_char_texture_atlas);
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renderer->debug_char_texture_atlas = NULL;
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// Free existing textures for this renderer
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while (renderer->textures) {
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SDL_Texture *tex = renderer->textures;
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@ -5346,3 +5350,119 @@ bool SDL_GetRenderVSync(SDL_Renderer *renderer, int *vsync)
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}
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return true;
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}
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#define SDL_DEBUG_FONT_GLYPHS_PER_ROW 14
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static bool CreateDebugTextAtlas(SDL_Renderer *renderer)
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{
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SDL_assert(renderer->debug_char_texture_atlas == NULL); // don't double-create it!
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const int charWidth = SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE;
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const int charHeight = SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE;
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// actually make each glyph two pixels taller/wider, to prevent scaling artifacts.
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const int rows = (SDL_DEBUG_FONT_NUM_GLYPHS / SDL_DEBUG_FONT_GLYPHS_PER_ROW) + 1;
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SDL_Surface *atlas = SDL_CreateSurface((charWidth + 2) * SDL_DEBUG_FONT_GLYPHS_PER_ROW, rows * (charHeight + 2), SDL_PIXELFORMAT_RGBA8888);
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if (!atlas) {
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return false;
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}
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const int pitch = atlas->pitch;
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SDL_memset(atlas->pixels, '\0', atlas->h * atlas->pitch);
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int column = 0;
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int row = 0;
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for (int glyph = 0; glyph < SDL_DEBUG_FONT_NUM_GLYPHS; glyph++) {
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// find top-left of this glyph in destination surface. The +2's account for glyph padding.
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Uint8 *linepos = (((Uint8 *)atlas->pixels) + ((row * (charHeight + 2) + 1) * pitch)) + ((column * (charWidth + 2) + 1) * sizeof (Uint32));
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const Uint8 *charpos = SDL_RenderDebugTextFontData + (glyph * 8);
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// Draw the glyph to the surface...
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for (int iy = 0; iy < charHeight; iy++) {
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Uint32 *curpos = (Uint32 *)linepos;
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for (int ix = 0; ix < charWidth; ix++) {
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if ((*charpos) & (1 << ix)) {
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*curpos = 0xffffffff;
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} else {
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*curpos = 0;
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}
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++curpos;
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}
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linepos += pitch;
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++charpos;
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}
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// move to next position (and if too far, start the next row).
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column++;
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if (column >= SDL_DEBUG_FONT_GLYPHS_PER_ROW) {
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row++;
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column = 0;
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}
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}
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SDL_assert((row < rows) || ((row == rows) && (column == 0))); // make sure we didn't overflow the surface.
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// Convert temp surface into texture
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renderer->debug_char_texture_atlas = SDL_CreateTextureFromSurface(renderer, atlas);
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SDL_DestroySurface(atlas);
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return (renderer->debug_char_texture_atlas != NULL);
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}
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static bool DrawDebugCharacter(SDL_Renderer *renderer, float x, float y, Uint32 c)
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{
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SDL_assert(renderer->debug_char_texture_atlas != NULL); // should have been created by now!
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const int charWidth = SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE;
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const int charHeight = SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE;
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// Character index in cache
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Uint32 ci = c;
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if ((ci <= 32) || ((ci >= 127) && (ci <= 160))) {
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return true; // these are just completely blank chars, don't bother doing anything.
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} else if (ci >= SDL_DEBUG_FONT_NUM_GLYPHS) {
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ci = SDL_DEBUG_FONT_NUM_GLYPHS - 1; // use our "not a valid/supported character" glyph.
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} else if (ci < 127) {
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ci -= 33; // adjust for the 33 blank glyphs at the start
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} else {
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ci -= 67; // adjust for the 33 blank glyphs at the start AND the 34 gap in the middle.
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}
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const float src_x = (float) (((ci % SDL_DEBUG_FONT_GLYPHS_PER_ROW) * (charWidth + 2)) + 1);
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const float src_y = (float) (((ci / SDL_DEBUG_FONT_GLYPHS_PER_ROW) * (charHeight + 2)) + 1);
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// Draw texture onto destination
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const SDL_FRect srect = { src_x, src_y, (float) charWidth, (float) charHeight };
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const SDL_FRect drect = { x, y, (float) charWidth, (float) charHeight };
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return SDL_RenderTexture(renderer, renderer->debug_char_texture_atlas, &srect, &drect);
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}
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bool SDL_RenderDebugText(SDL_Renderer *renderer, float x, float y, const char *s)
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{
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CHECK_RENDERER_MAGIC(renderer, false);
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// Allocate a texture atlas for this renderer if needed.
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if (!renderer->debug_char_texture_atlas) {
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if (!CreateDebugTextAtlas(renderer)) {
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return false;
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}
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}
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bool result = true;
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Uint8 r, g, b, a;
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result &= SDL_GetRenderDrawColor(renderer, &r, &g, &b, &a);
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result &= SDL_SetTextureColorMod(renderer->debug_char_texture_atlas, r, g, b);
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result &= SDL_SetTextureAlphaMod(renderer->debug_char_texture_atlas, a);
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float curx = x;
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Uint32 ch;
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while (result && ((ch = SDL_StepUTF8(&s, NULL)) != 0)) {
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result &= DrawDebugCharacter(renderer, curx, y, ch);
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curx += SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE;
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}
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return result;
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}
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