raylib/src/text.c

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/*********************************************************************************************
*
* raylib.text
*
* Basic functions to load SpriteFonts and draw Text
*
* Uses external lib:
* stb_image - Multiple formats image loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC)
*
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#include "raylib.h"
#include <GL/gl.h> // OpenGL functions
#include <stdlib.h> // Declares malloc() and free() for memory management
#include <string.h> // String management functions (just strlen() is used)
#include <stdarg.h> // Used for functions with variable number of parameters (FormatText())
#include "stb_image.h" // Used to read image data (multiple formats support)
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#define FIRST_CHAR 32
#define MAX_FONTCHARS 128
#define BIT_CHECK(a,b) ((a) & (1<<(b)))
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef unsigned char byte;
// SpriteFont one Character (Glyph) data
struct Character {
int value; //char value = ' '; (int)value = 32;
int x;
int y;
int w;
int h;
};
//----------------------------------------------------------------------------------
// Global variables
//----------------------------------------------------------------------------------
static SpriteFont defaultFont; // Default font provided by raylib
// NOTE: defaultFont is loaded on InitWindow and disposed on CloseWindow [module: core]
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static bool PixelIsMagenta(Color p); // Check if a pixel is magenta
static int ParseImageData(Color *imgDataPixel, int imgWidth, int imgHeight, Character **charSet); // Parse image pixel data to obtain character set measures
static int GetNextPOT(int num); // Calculate next power-of-two value for a given value
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
extern void LoadDefaultFont()
{
defaultFont.numChars = 96; // We know our default font has 94 chars
defaultFont.texture.width = 128; // We know our default font texture is 128 pixels width
defaultFont.texture.height = 64; // We know our default font texture is 64 pixels height
// Default font is directly defined here (data generated from a sprite font image)
// This way, we reconstruct SpriteFont without creating large global variables
// This data is automatically allocated to Stack and automatically deallocated at the end of this function
int defaultFontData[256] = {
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00200020, 0x0001b000, 0x00000000, 0x00000000, 0x8ef92520, 0x00020a00, 0x7dbe8000, 0x1f7df45f,
0x4a2bf2a0, 0x0852091e, 0x41224000, 0x10041450, 0x2e292020, 0x08220812, 0x41222000, 0x10041450, 0x10f92020, 0x3efa084c, 0x7d22103c, 0x107df7de,
0xe8a12020, 0x08220832, 0x05220800, 0x10450410, 0xa4a3f000, 0x08520832, 0x05220400, 0x10450410, 0xe2f92020, 0x0002085e, 0x7d3e0281, 0x107df41f,
0x00200000, 0x8001b000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0xc0000fbe, 0xfbf7e00f, 0x5fbf7e7d, 0x0050bee8, 0x440808a2, 0x0a142fe8, 0x50810285, 0x0050a048,
0x49e428a2, 0x0a142828, 0x40810284, 0x0048a048, 0x10020fbe, 0x09f7ebaf, 0xd89f3e84, 0x0047a04f, 0x09e48822, 0x0a142aa1, 0x50810284, 0x0048a048,
0x04082822, 0x0a142fa0, 0x50810285, 0x0050a248, 0x00008fbe, 0xfbf42021, 0x5f817e7d, 0x07d09ce8, 0x00008000, 0x00000fe0, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000c0180,
0xdfbf4282, 0x0bfbf7ef, 0x42850505, 0x004804bf, 0x50a142c6, 0x08401428, 0x42852505, 0x00a808a0, 0x50a146aa, 0x08401428, 0x42852505, 0x00081090,
0x5fa14a92, 0x0843f7e8, 0x7e792505, 0x00082088, 0x40a15282, 0x08420128, 0x40852489, 0x00084084, 0x40a16282, 0x0842022a, 0x40852451, 0x00088082,
0xc0bf4282, 0xf843f42f, 0x7e85fc21, 0x3e0900bf, 0x00000000, 0x00000004, 0x00000000, 0x000c0180, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x04000402, 0x41482000, 0x00000000, 0x00000800,
0x04000404, 0x4100203c, 0x00000000, 0x00000800, 0xf7df7df0, 0x514bef85, 0xbefbefbe, 0x04513bef, 0x14414500, 0x494a2885, 0xa28a28aa, 0x04510820,
0xf44145f0, 0x474a289d, 0xa28a28aa, 0x04510be0, 0x14414510, 0x494a2884, 0xa28a28aa, 0x02910a00, 0xf7df7df0, 0xd14a2f85, 0xbefbe8aa, 0x011f7be0,
0x00000000, 0x00400804, 0x20080000, 0x00000000, 0x00000000, 0x00600f84, 0x20080000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0xac000000, 0x00000f01, 0x00000000, 0x00000000, 0x24000000, 0x00000901, 0x00000000, 0x00000000, 0x24000000, 0x00000901, 0x00000000, 0x00000000,
0x24fa28a2, 0x00000901, 0x00000000, 0x00000000, 0x2242252a, 0x00000952, 0x00000000, 0x00000000, 0x2422222a, 0x00000929, 0x00000000, 0x00000000,
0x2412252a, 0x00000901, 0x00000000, 0x00000000, 0x24fbe8be, 0x00000901, 0x00000000, 0x00000000, 0xac020000, 0x00000f01, 0x00000000, 0x00000000,
0x0003e000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000 };
int charsHeight = 10;
int charsDivisor = 1; // Every char is separated from the consecutive by a 1 pixel divisor, horizontally and vertically
int charsWidth[96] = { 3, 1, 4, 6, 5, 7, 6, 2, 3, 3, 5, 5, 2, 4, 1, 7, 5, 2, 5, 5, 5, 5, 5, 5, 5, 5, 1, 1, 3, 4, 3, 6,
7, 6, 6, 6, 6, 6, 6, 6, 6, 3, 5, 6, 5, 7, 6, 6, 6, 6, 6, 6, 7, 6, 7, 7, 6, 6, 6, 2, 7, 2, 3, 5,
2, 5, 5, 5, 5, 5, 4, 5, 5, 1, 2, 5, 2, 5, 5, 5, 5, 5, 5, 5, 4, 5, 5, 5, 5, 5, 5, 3, 1, 3, 4, 4 };
// Reconstruct charSet using charsWidth[], charsHeight, charsDivisor, numChars
//------------------------------------------------------------------------------
defaultFont.charSet = (Character *)malloc(defaultFont.numChars * sizeof(Character)); // Allocate space for our character data
// This memory should be freed at end! --> Done on CloseWindow()
int currentLine = 0;
int currentPosX = charsDivisor;
int testPosX = charsDivisor;
for (int i = 0; i < defaultFont.numChars; i++)
{
defaultFont.charSet[i].value = FIRST_CHAR + i;
defaultFont.charSet[i].x = currentPosX;
defaultFont.charSet[i].y = charsDivisor + currentLine * (charsHeight + charsDivisor);
defaultFont.charSet[i].w = charsWidth[i];
defaultFont.charSet[i].h = charsHeight;
testPosX += (defaultFont.charSet[i].w + charsDivisor);
if (testPosX >= defaultFont.texture.width)
{
currentLine++;
currentPosX = 2 * charsDivisor + charsWidth[i];
testPosX = currentPosX;
defaultFont.charSet[i].x = charsDivisor;
defaultFont.charSet[i].y = charsDivisor + currentLine * (charsHeight + charsDivisor);
}
else currentPosX = testPosX;
}
// Re-construct image from defaultFontData and generate OpenGL texture
//----------------------------------------------------------------------
Color *imgDataPixel = (Color *)malloc(defaultFont.texture.width * defaultFont.texture.height * sizeof(Color));
for (int i = 0; i < defaultFont.texture.width * defaultFont.texture.height; i++) imgDataPixel[i] = BLANK; // Initialize array
int counter = 0; // Font data elements counter
// Fill imgData with defaultFontData (convert from bit to pixel!)
for (int i = 0; i < defaultFont.texture.width * defaultFont.texture.height; i += 32)
{
for (int j = 31; j >= 0; j--)
{
if (BIT_CHECK(defaultFontData[counter], j)) imgDataPixel[i+j] = WHITE;
}
counter++;
if (counter > 256) counter = 0; // Security check...
}
// Convert loaded data to OpenGL texture
//----------------------------------------
GLuint id;
glGenTextures(1, &id); // Generate pointer to the texture
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); // Set texture to clamp on x-axis
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); // Set texture to clamp on y-axis
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, defaultFont.texture.width, defaultFont.texture.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imgDataPixel);
// NOTE: Not using mipmappings (texture for 2D drawing)
// At this point we have the image converted to texture and uploaded to GPU
free(imgDataPixel); // Now we can free loaded data from RAM memory
defaultFont.texture.glId = id;
}
extern void UnloadDefaultFont()
{
glDeleteTextures(1, &defaultFont.texture.glId);
free(defaultFont.charSet);
}
// Load a SpriteFont image into GPU memory
SpriteFont LoadSpriteFont(const char* fileName)
{
SpriteFont spriteFont;
// Use stb_image to load image data!
int imgWidth;
int imgHeight;
int imgBpp;
byte *imgData = stbi_load(fileName, &imgWidth, &imgHeight, &imgBpp, 4); // Force loading to 4 components (RGBA)
// Convert array to pixel array for working convenience
Color *imgDataPixel = (Color *)malloc(imgWidth * imgHeight * sizeof(Color));
Color *imgDataPixelPOT = NULL;
int pix = 0;
for (int i = 0; i < (imgWidth * imgHeight * 4); i += 4)
{
imgDataPixel[pix].r = imgData[i];
imgDataPixel[pix].g = imgData[i+1];
imgDataPixel[pix].b = imgData[i+2];
imgDataPixel[pix].a = imgData[i+3];
pix++;
}
stbi_image_free(imgData);
// At this point we have a pixel array with all the data...
// Process bitmap Font pixel data to get measures (Character array)
// spriteFont.charSet data is filled inside the function and memory is allocated!
int numChars = ParseImageData(imgDataPixel, imgWidth, imgHeight, &spriteFont.charSet);
spriteFont.numChars = numChars;
// Convert image font to POT image before conversion to texture
// Just add the required amount of pixels at the right and bottom sides of image...
int potWidth = GetNextPOT(imgWidth);
int potHeight = GetNextPOT(imgHeight);
// Check if POT texture generation is required (if texture is not already POT)
if ((potWidth != imgWidth) || (potHeight != imgWidth))
{
// Generate POT array from NPOT data
imgDataPixelPOT = (Color *)malloc(potWidth * potHeight * sizeof(Color));
for (int j = 0; j < potHeight; j++)
{
for (int i = 0; i < potWidth; i++)
{
if ((j < imgHeight) && (i < imgWidth)) imgDataPixelPOT[j*potWidth + i] = imgDataPixel[j*imgWidth + i];
else imgDataPixelPOT[j*potWidth + i] = MAGENTA;
}
}
}
free(imgDataPixel);
// Convert loaded data to OpenGL texture
//----------------------------------------
GLuint id;
glGenTextures(1, &id); // Generate pointer to the texture
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, potWidth, potHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, imgDataPixelPOT);
// NOTE: Not using mipmappings (texture for 2D drawing)
// At this point we have the image converted to texture and uploaded to GPU
free(imgDataPixelPOT); // Now we can free loaded data from RAM memory
spriteFont.texture.glId = id;
spriteFont.texture.width = potWidth;
spriteFont.texture.height = potHeight;
return spriteFont;
}
// Unload SpriteFont from GPU memory
void UnloadSpriteFont(SpriteFont spriteFont)
{
glDeleteTextures(1, &spriteFont.texture.glId);
free(spriteFont.charSet);
}
// Draw text (using default font)
// NOTE: fontSize work like in any drawing program but if fontSize is lower than font-base-size, then font-base-size is used
void DrawText(const char* text, int posX, int posY, int fontSize, Color color)
{
Vector2 position = { (float)posX, (float)posY };
DrawTextEx(defaultFont, text, position, fontSize, 1, color);
}
// Formatting of text with variables to 'embed'
const char *FormatText(const char *text, ...)
{
int length = strlen(text);
char *buffer = malloc(length + 20); // We add 20 extra characters, should be enough... :P
va_list args;
va_start(args, text);
vsprintf(buffer, text, args); // NOTE: We use vsprintf() defined in <stdarg.h>
va_end(args);
//strcat(buffer, "\0"); // We add a end-of-string mark at the end (not needed)
return buffer;
}
// Draw text using SpriteFont
// NOTE: If font size is lower than base size, base size is used
void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, int fontSize, int spacing, Color tint)
{
int length = strlen(text);
int positionX = (int)position.x;
float scaleFactor;
Character c;
if (fontSize <= spriteFont.charSet[0].h) scaleFactor = 1.0f;
else scaleFactor = (float)fontSize / spriteFont.charSet[0].h;
glDisable(GL_LIGHTING); // When drawing text, disable LIGHTING
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, spriteFont.texture.glId);
glPushMatrix();
// Optimized to use one draw call per string
glBegin(GL_QUADS);
for(int i = 0; i < length; i++)
{
c = spriteFont.charSet[(int)text[i] - FIRST_CHAR];
glColor4ub(tint.r, tint.g, tint.b, tint.a);
glNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
glTexCoord2f((float)c.x / spriteFont.texture.width, (float)c.y / spriteFont.texture.height); glVertex2f(positionX, position.y);
glTexCoord2f((float)c.x / spriteFont.texture.width, (float)(c.y + c.h) / spriteFont.texture.height); glVertex2f(positionX, position.y + (c.h) * scaleFactor);
glTexCoord2f((float)(c.x + c.w) / spriteFont.texture.width, (float)(c.y + c.h) / spriteFont.texture.height); glVertex2f(positionX + (c.w) * scaleFactor, position.y + (c.h) * scaleFactor);
glTexCoord2f((float)(c.x + c.w) / spriteFont.texture.width, (float)c.y / spriteFont.texture.height); glVertex2f(positionX + (c.w) * scaleFactor, position.y);
positionX += (spriteFont.charSet[(int)text[i] - FIRST_CHAR].w + spacing) * scaleFactor;
}
glEnd();
glPopMatrix();
glDisable(GL_TEXTURE_2D);
}
// Measure string width for default font
int MeasureText(const char *text, int fontSize)
{
Vector2 vec;
vec = MeasureTextEx(defaultFont, text, fontSize, 1);
return (int)vec.x;
}
// Measure string size for SpriteFont
Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing)
{
int len = strlen(text);
int textWidth = 0;
float scaleFactor;
for (int i = 0; i < len; i++)
{
textWidth += spriteFont.charSet[(int)text[i] - FIRST_CHAR].w;
}
textWidth += (int)((len - 1) * spacing); // Adds chars spacing to measure
if (fontSize <= spriteFont.charSet[0].h) scaleFactor = 1.0f;
else scaleFactor = (float)fontSize / spriteFont.charSet[0].h;
Vector2 vec;
vec.x = (float)textWidth * scaleFactor;
vec.y = (float)spriteFont.charSet[0].h * scaleFactor;
return vec;
}
// Returns the base size for a SpriteFont (chars height)
int GetFontBaseSize(SpriteFont spriteFont)
{
return spriteFont.charSet[0].h;
}
// Shows current FPS on top-left corner
// NOTE: Uses default font
void DrawFPS(int posX, int posY)
{
// NOTE: We are rendering fps every second for better viewing on high framerates
static float fps;
static int counter = 0;
static int refreshRate = 0;
char buffer[20];
if (counter < refreshRate)
{
sprintf(buffer, "%2.0f FPS", fps);
DrawText(buffer, posX, posY, 20, LIME);
counter++;
}
else
{
fps = GetFPS();
refreshRate = fps;
sprintf(buffer, "%2.0f FPS", fps);
DrawText(buffer, posX, posY, 20, LIME);
counter = 0;
}
}
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
// Check if a pixel is magenta
static bool PixelIsMagenta(Color p)
{
return ((p.r == 255) && (p.g == 0) && (p.b == 255) && (p.a == 255));
}
// Parse image pixel data to obtain character set measures
static int ParseImageData(Color *imgDataPixel, int imgWidth, int imgHeight, Character **charSet)
{
int charSpacing = 0;
int lineSpacing = 0;
int x = 0;
int y = 0;
Character tempCharSet[MAX_FONTCHARS]; // We allocate a temporal array for charData, once we get the actual charNumber we copy data to a sized array.
for(y = 0; y < imgHeight; y++)
{
for(x = 0; x < imgWidth; x++)
{
if (!PixelIsMagenta(imgDataPixel[y*imgWidth + x])) break;
}
if (!PixelIsMagenta(imgDataPixel[y*imgWidth + x])) break;
}
charSpacing = x;
lineSpacing = y;
int charHeight = 0;
int j = 0;
while(!PixelIsMagenta(imgDataPixel[(lineSpacing + j)*imgWidth + charSpacing])) j++;
charHeight = j;
// Check array values to get characters: value, x, y, w, h
int index = 0;
int lineToRead = 0;
int xPosToRead = charSpacing;
while((lineSpacing + lineToRead * (charHeight + lineSpacing)) < imgHeight)
{
while((xPosToRead < imgWidth) &&
!PixelIsMagenta((imgDataPixel[(lineSpacing + (charHeight+lineSpacing)*lineToRead)*imgWidth + xPosToRead])))
{
tempCharSet[index].value = FIRST_CHAR + index;
tempCharSet[index].x = xPosToRead;
tempCharSet[index].y = lineSpacing + lineToRead * (charHeight + lineSpacing);
tempCharSet[index].h = charHeight;
int charWidth = 0;
while(!PixelIsMagenta(imgDataPixel[(lineSpacing + (charHeight+lineSpacing)*lineToRead)*imgWidth + xPosToRead + charWidth])) charWidth++;
tempCharSet[index].w = charWidth;
index++;
xPosToRead += (charWidth + charSpacing);
}
lineToRead++;
xPosToRead = charSpacing;
}
// We got tempCharSet populated with char data and the number of chars (index)
// Now we move temp data to real charSet (passed as parameter to the function)
(*charSet) = (Character *)malloc(index * sizeof(Character)); // BE CAREFUL! This memory should be freed!
for (int i = 0; i < index; i++) (*charSet)[i] = tempCharSet[i];
return index;
}
// Calculate next power-of-two value for a given num
static int GetNextPOT(int num)
{
if (num != 0)
{
num--;
num |= (num >> 1); // Or first 2 bits
num |= (num >> 2); // Or next 2 bits
num |= (num >> 4); // Or next 4 bits
num |= (num >> 8); // Or next 8 bits
num |= (num >> 16); // Or next 16 bits
num++;
}
return num;
}