/********************************************************************************************* * * 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 // OpenGL functions #include // Declares malloc() and free() for memory management #include // String management functions (just strlen() is used) #include // 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, int spacing, Color color) { Vector2 position = { (float)posX, (float)posY }; DrawTextEx(defaultFont, text, position, fontSize, spacing, 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 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, int spacing) { Vector2 vec; vec = MeasureTextEx(defaultFont, text, fontSize, spacing); 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, 1, LIME); counter++; } else { fps = GetFPS(); refreshRate = fps; sprintf(buffer, "%2.0f FPS", fps); DrawText(buffer, posX, posY, 20, 1, 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; }