render: Add SDL_RenderDebugText().

Fixes #11201.
This commit is contained in:
Ryan C. Gordon 2024-10-13 21:48:11 -04:00
parent 44bc19b592
commit c20918b0fb
11 changed files with 2594 additions and 3354 deletions

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@ -134,6 +134,7 @@ add_sdl_example_executable(renderer-color-mods SOURCES renderer/11-color-mods/co
add_sdl_example_executable(renderer-viewport SOURCES renderer/14-viewport/viewport.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp) add_sdl_example_executable(renderer-viewport SOURCES renderer/14-viewport/viewport.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp)
add_sdl_example_executable(renderer-cliprect SOURCES renderer/15-cliprect/cliprect.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp) add_sdl_example_executable(renderer-cliprect SOURCES renderer/15-cliprect/cliprect.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp)
add_sdl_example_executable(renderer-read-pixels SOURCES renderer/17-read-pixels/read-pixels.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp) add_sdl_example_executable(renderer-read-pixels SOURCES renderer/17-read-pixels/read-pixels.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp)
add_sdl_example_executable(renderer-debug-text SOURCES renderer/18-debug-text/debug-text.c)
add_sdl_example_executable(audio-simple-playback SOURCES audio/01-simple-playback/simple-playback.c) add_sdl_example_executable(audio-simple-playback SOURCES audio/01-simple-playback/simple-playback.c)
add_sdl_example_executable(audio-simple-playback-callback SOURCES audio/02-simple-playback-callback/simple-playback-callback.c) add_sdl_example_executable(audio-simple-playback-callback SOURCES audio/02-simple-playback-callback/simple-playback-callback.c)
add_sdl_example_executable(audio-load-wav SOURCES audio/03-load-wav/load-wav.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.wav) add_sdl_example_executable(audio-load-wav SOURCES audio/03-load-wav/load-wav.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.wav)

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@ -0,0 +1,4 @@
This example creates an SDL window and renderer, and draws some text
using SDL_RenderDebugText(). This is not quality text rendering, but it can
be helpful for simple apps, debugging, or showing something in a pinch.

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@ -0,0 +1,75 @@
/*
* This example creates an SDL window and renderer, and then draws some text
* using SDL_RenderDebugText() every frame.
*
* This code is public domain. Feel free to use it for any purpose!
*/
#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
/* We will use this renderer to draw into this window every frame. */
static SDL_Window *window = NULL;
static SDL_Renderer *renderer = NULL;
#define WINDOW_WIDTH 640
#define WINDOW_HEIGHT 480
/* This function runs once at startup. */
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
SDL_SetAppMetadata("Example Renderer Debug Texture", "1.0", "com.example.renderer-debug-text");
if (!SDL_Init(SDL_INIT_VIDEO)) {
SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
if (!SDL_CreateWindowAndRenderer("examples/renderer/debug-text", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
return SDL_APP_CONTINUE; /* carry on with the program! */
}
/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
{
if (event->type == SDL_EVENT_QUIT) {
return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
}
return SDL_APP_CONTINUE; /* carry on with the program! */
}
/* This function runs once per frame, and is the heart of the program. */
SDL_AppResult SDL_AppIterate(void *appstate)
{
/* as you can see from this, rendering draws over whatever was drawn before it. */
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); /* black, full alpha */
SDL_RenderClear(renderer); /* start with a blank canvas. */
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); /* white, full alpha */
SDL_RenderDebugText(renderer, 272, 100, "Hello world!");
SDL_RenderDebugText(renderer, 224, 150, "This is some debug text.");
SDL_SetRenderDrawColor(renderer, 51, 102, 255, 255); /* light blue, full alpha */
SDL_RenderDebugText(renderer, 184, 200, "You can do it in different colors.");
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); /* white, full alpha */
SDL_SetRenderScale(renderer, 4.0f, 4.0f);
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_RenderPresent(renderer); /* put it all on the screen! */
return SDL_APP_CONTINUE; /* carry on with the program! */
}
/* This function runs once at shutdown. */
void SDL_AppQuit(void *appstate, SDL_AppResult result)
{
/* SDL will clean up the window/renderer for us. */
}

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@ -2464,6 +2464,57 @@ extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderVSync(SDL_Renderer *renderer, int
*/ */
extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderVSync(SDL_Renderer *renderer, int *vsync); extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderVSync(SDL_Renderer *renderer, int *vsync);
/**
* The size, in pixels, of a single SDL_RenderDebugText() character.
*
* The font is monospaced and square, so this applies to all characters.
*
* \since This macro is available since SDL 3.1.5.
*
* \sa SDL_RenderDebugText
*/
#define SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE 8
/**
* Draw debug text to an SDL_Renderer.
*
* This function will render a string of text to an SDL_Renderer. Note that
* this is a convenience function for debugging, with severe limitations, and
* not intended to be used for production apps and games.
*
* Among these limitations:
*
* - It accepts UTF-8 strings, but will only renders ASCII characters.
* - It has a single, tiny size (8x8 pixels). One can use logical
* presentation or scaling to adjust it, but it will be blurry.
* - It uses a simple, hardcoded bitmap font. It does not allow different
* font selections and it does not support truetype, for proper scaling.
* - It does no word-wrapping and does not treat newline characters as a line
* break. If the text goes out of the window, it's gone.
*
* For serious text rendering, there are several good options, such as
* SDL_ttf, stb_truetype, or other external libraries.
*
* On first use, this will create an internal texture for rendering glyphs.
* This texture will live until the renderer is destroyed.
*
* The text is drawn in the color specified by SDL_SetRenderDrawColor().
*
* \param renderer the renderer which should draw a line of 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 str the string to render.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \threadsafety You may only call this function from the main thread.
*
* \since This function is available since SDL 3.1.5.
*
* \sa SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE
*/
extern SDL_DECLSPEC bool SDLCALL SDL_RenderDebugText(SDL_Renderer *renderer, float x, float y, const char *str);
/* Ends C function definitions when using C++ */ /* Ends C function definitions when using C++ */
#ifdef __cplusplus #ifdef __cplusplus
} }

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@ -1181,6 +1181,7 @@ SDL3_0.0.0 {
SDL_CalculateGPUTextureFormatSize; SDL_CalculateGPUTextureFormatSize;
SDL_SetErrorV; SDL_SetErrorV;
SDL_GetDefaultLogOutputFunction; SDL_GetDefaultLogOutputFunction;
SDL_RenderDebugText;
# extra symbols go here (don't modify this line) # extra symbols go here (don't modify this line)
local: *; local: *;
}; };

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@ -1206,3 +1206,4 @@
#define SDL_CalculateGPUTextureFormatSize SDL_CalculateGPUTextureFormatSize_REAL #define SDL_CalculateGPUTextureFormatSize SDL_CalculateGPUTextureFormatSize_REAL
#define SDL_SetErrorV SDL_SetErrorV_REAL #define SDL_SetErrorV SDL_SetErrorV_REAL
#define SDL_GetDefaultLogOutputFunction SDL_GetDefaultLogOutputFunction_REAL #define SDL_GetDefaultLogOutputFunction SDL_GetDefaultLogOutputFunction_REAL
#define SDL_RenderDebugText SDL_RenderDebugText_REAL

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@ -1212,3 +1212,4 @@ SDL_DYNAPI_PROC(void,SDL_DelayPrecise,(Uint64 a),(a),)
SDL_DYNAPI_PROC(Uint32,SDL_CalculateGPUTextureFormatSize,(SDL_GPUTextureFormat a, Uint32 b, Uint32 c, Uint32 d),(a,b,c,d),return) SDL_DYNAPI_PROC(Uint32,SDL_CalculateGPUTextureFormatSize,(SDL_GPUTextureFormat a, Uint32 b, Uint32 c, Uint32 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_SetErrorV,(SDL_PRINTF_FORMAT_STRING const char *a,va_list b),(a,b),return) SDL_DYNAPI_PROC(bool,SDL_SetErrorV,(SDL_PRINTF_FORMAT_STRING const char *a,va_list b),(a,b),return)
SDL_DYNAPI_PROC(SDL_LogOutputFunction,SDL_GetDefaultLogOutputFunction,(void),(),return) SDL_DYNAPI_PROC(SDL_LogOutputFunction,SDL_GetDefaultLogOutputFunction,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_RenderDebugText,(SDL_Renderer *a,float b,float c,const char *d),(a,b,c,d),return)

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

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@ -305,6 +305,8 @@ struct SDL_Renderer
SDL_PropertiesID props; SDL_PropertiesID props;
SDL_Texture *debug_char_texture_atlas;
bool destroyed; // already destroyed by SDL_DestroyWindow; just free this struct in SDL_DestroyRenderer. bool destroyed; // already destroyed by SDL_DestroyWindow; just free this struct in SDL_DestroyRenderer.
void *internal; void *internal;

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