c56ef738ed
No-parameters functions use the prototype style FunctionName(void);
643 lines
26 KiB
C
643 lines
26 KiB
C
/*********************************************************************************************
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*
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* raylib.text
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*
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* Basic functions to load SpriteFonts and draw Text
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*
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* Uses external lib:
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* stb_image - Multiple formats image loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC)
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*
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* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#include "raylib.h"
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#include <stdlib.h> // Declares malloc() and free() for memory management
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#include <string.h> // String management functions (just strlen() is used)
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#include <stdarg.h> // Used for functions with variable number of parameters (FormatText())
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#include "stb_image.h" // Used to read image data (multiple formats support)
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#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
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#include "utils.h" // Required for function GetExtendion()
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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#define FONT_FIRST_CHAR 32
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#define MAX_FONTCHARS 128
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#define MAX_FORMATTEXT_LENGTH 50
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#define BIT_CHECK(a,b) ((a) & (1<<(b)))
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef unsigned char byte;
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// SpriteFont one Character (Glyph) data
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typedef struct Character {
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int value; //char value = ' '; (int)value = 32;
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int x;
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int y;
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int w;
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int h;
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} Character;
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//----------------------------------------------------------------------------------
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// Global variables
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//----------------------------------------------------------------------------------
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static SpriteFont defaultFont; // Default font provided by raylib
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// NOTE: defaultFont is loaded on InitWindow and disposed on CloseWindow [module: core]
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//----------------------------------------------------------------------------------
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// Other Modules Functions Declaration (required by text)
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//----------------------------------------------------------------------------------
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//...
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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static bool PixelIsMagenta(Color p); // Check if a pixel is magenta
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static int ParseImageData(Color *imgDataPixel, int imgWidth, int imgHeight, Character **charSet); // Parse image pixel data to obtain character set measures
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static int GetNextPOT(int num); // Calculate next power-of-two value for a given value
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static SpriteFont LoadRBMF(const char *fileName); // Load a rBMF font file (raylib BitMap Font)
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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extern void LoadDefaultFont(void)
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{
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defaultFont.numChars = 96; // We know our default font has 94 chars
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Image image;
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image.width = 128; // We know our default font image is 128 pixels width
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image.height = 64; // We know our default font image is 64 pixels height
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// Default font is directly defined here (data generated from a sprite font image)
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// This way, we reconstruct SpriteFont without creating large global variables
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// This data is automatically allocated to Stack and automatically deallocated at the end of this function
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int defaultFontData[256] = {
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00200020, 0x0001b000, 0x00000000, 0x00000000, 0x8ef92520, 0x00020a00, 0x7dbe8000, 0x1f7df45f,
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0x4a2bf2a0, 0x0852091e, 0x41224000, 0x10041450, 0x2e292020, 0x08220812, 0x41222000, 0x10041450, 0x10f92020, 0x3efa084c, 0x7d22103c, 0x107df7de,
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0xe8a12020, 0x08220832, 0x05220800, 0x10450410, 0xa4a3f000, 0x08520832, 0x05220400, 0x10450410, 0xe2f92020, 0x0002085e, 0x7d3e0281, 0x107df41f,
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0x00200000, 0x8001b000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0xc0000fbe, 0xfbf7e00f, 0x5fbf7e7d, 0x0050bee8, 0x440808a2, 0x0a142fe8, 0x50810285, 0x0050a048,
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0x49e428a2, 0x0a142828, 0x40810284, 0x0048a048, 0x10020fbe, 0x09f7ebaf, 0xd89f3e84, 0x0047a04f, 0x09e48822, 0x0a142aa1, 0x50810284, 0x0048a048,
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0x04082822, 0x0a142fa0, 0x50810285, 0x0050a248, 0x00008fbe, 0xfbf42021, 0x5f817e7d, 0x07d09ce8, 0x00008000, 0x00000fe0, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000c0180,
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0xdfbf4282, 0x0bfbf7ef, 0x42850505, 0x004804bf, 0x50a142c6, 0x08401428, 0x42852505, 0x00a808a0, 0x50a146aa, 0x08401428, 0x42852505, 0x00081090,
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0x5fa14a92, 0x0843f7e8, 0x7e792505, 0x00082088, 0x40a15282, 0x08420128, 0x40852489, 0x00084084, 0x40a16282, 0x0842022a, 0x40852451, 0x00088082,
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0xc0bf4282, 0xf843f42f, 0x7e85fc21, 0x3e0900bf, 0x00000000, 0x00000004, 0x00000000, 0x000c0180, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x04000402, 0x41482000, 0x00000000, 0x00000800,
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0x04000404, 0x4100203c, 0x00000000, 0x00000800, 0xf7df7df0, 0x514bef85, 0xbefbefbe, 0x04513bef, 0x14414500, 0x494a2885, 0xa28a28aa, 0x04510820,
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0xf44145f0, 0x474a289d, 0xa28a28aa, 0x04510be0, 0x14414510, 0x494a2884, 0xa28a28aa, 0x02910a00, 0xf7df7df0, 0xd14a2f85, 0xbefbe8aa, 0x011f7be0,
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0x00000000, 0x00400804, 0x20080000, 0x00000000, 0x00000000, 0x00600f84, 0x20080000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0xac000000, 0x00000f01, 0x00000000, 0x00000000, 0x24000000, 0x00000901, 0x00000000, 0x00000000, 0x24000000, 0x00000901, 0x00000000, 0x00000000,
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0x24fa28a2, 0x00000901, 0x00000000, 0x00000000, 0x2242252a, 0x00000952, 0x00000000, 0x00000000, 0x2422222a, 0x00000929, 0x00000000, 0x00000000,
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0x2412252a, 0x00000901, 0x00000000, 0x00000000, 0x24fbe8be, 0x00000901, 0x00000000, 0x00000000, 0xac020000, 0x00000f01, 0x00000000, 0x00000000,
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0x0003e000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000 };
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int charsHeight = 10;
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int charsDivisor = 1; // Every char is separated from the consecutive by a 1 pixel divisor, horizontally and vertically
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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,
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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,
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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 };
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// Re-construct image from defaultFontData and generate OpenGL texture
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//----------------------------------------------------------------------
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image.pixels = (Color *)malloc(image.width * image.height * sizeof(Color));
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for (int i = 0; i < image.width * image.height; i++) image.pixels[i] = BLANK; // Initialize array
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int counter = 0; // Font data elements counter
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// Fill imgData with defaultFontData (convert from bit to pixel!)
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for (int i = 0; i < image.width * image.height; i += 32)
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{
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for (int j = 31; j >= 0; j--)
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{
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if (BIT_CHECK(defaultFontData[counter], j)) image.pixels[i+j] = WHITE;
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}
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counter++;
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if (counter > 256) counter = 0; // Security check...
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}
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defaultFont.texture = CreateTexture(image, false); // Convert loaded image to OpenGL texture
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UnloadImage(image);
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// Reconstruct charSet using charsWidth[], charsHeight, charsDivisor, numChars
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//------------------------------------------------------------------------------
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defaultFont.charSet = (Character *)malloc(defaultFont.numChars * sizeof(Character)); // Allocate space for our character data
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// This memory should be freed at end! --> Done on CloseWindow()
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int currentLine = 0;
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int currentPosX = charsDivisor;
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int testPosX = charsDivisor;
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for (int i = 0; i < defaultFont.numChars; i++)
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{
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defaultFont.charSet[i].value = FONT_FIRST_CHAR + i; // First char is 32
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defaultFont.charSet[i].x = currentPosX;
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defaultFont.charSet[i].y = charsDivisor + currentLine * (charsHeight + charsDivisor);
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defaultFont.charSet[i].w = charsWidth[i];
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defaultFont.charSet[i].h = charsHeight;
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testPosX += (defaultFont.charSet[i].w + charsDivisor);
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if (testPosX >= defaultFont.texture.width)
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{
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currentLine++;
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currentPosX = 2 * charsDivisor + charsWidth[i];
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testPosX = currentPosX;
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defaultFont.charSet[i].x = charsDivisor;
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defaultFont.charSet[i].y = charsDivisor + currentLine * (charsHeight + charsDivisor);
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}
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else currentPosX = testPosX;
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}
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TraceLog(INFO, "Default font loaded successfully");
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}
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extern void UnloadDefaultFont(void)
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{
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rlDeleteTextures(defaultFont.texture.id);
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free(defaultFont.charSet);
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}
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// Get the default font, useful to be used with extended parameters
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SpriteFont GetDefaultFont(void)
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{
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return defaultFont;
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}
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// Load a SpriteFont image into GPU memory
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SpriteFont LoadSpriteFont(const char* fileName)
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{
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SpriteFont spriteFont;
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Image image;
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// Check file extension
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if (strcmp(GetExtension(fileName),"rbmf") == 0) spriteFont = LoadRBMF(fileName);
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else
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{
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// Use stb_image to load image data!
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int imgWidth;
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int imgHeight;
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int imgBpp;
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byte *imgData = stbi_load(fileName, &imgWidth, &imgHeight, &imgBpp, 4); // Force loading to 4 components (RGBA)
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// Convert array to pixel array for working convenience
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Color *imgDataPixel = (Color *)malloc(imgWidth * imgHeight * sizeof(Color));
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Color *imgDataPixelPOT = NULL;
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int pix = 0;
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for (int i = 0; i < (imgWidth * imgHeight * 4); i += 4)
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{
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imgDataPixel[pix].r = imgData[i];
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imgDataPixel[pix].g = imgData[i+1];
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imgDataPixel[pix].b = imgData[i+2];
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imgDataPixel[pix].a = imgData[i+3];
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pix++;
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}
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stbi_image_free(imgData);
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// At this point we have a pixel array with all the data...
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TraceLog(INFO, "[%s] SpriteFont image loaded: %i x %i", fileName, imgWidth, imgHeight);
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// Process bitmap Font pixel data to get measures (Character array)
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// spriteFont.charSet data is filled inside the function and memory is allocated!
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int numChars = ParseImageData(imgDataPixel, imgWidth, imgHeight, &spriteFont.charSet);
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TraceLog(INFO, "[%s] SpriteFont data parsed correctly", fileName);
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TraceLog(INFO, "[%s] SpriteFont num chars detected: %i", fileName, numChars);
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spriteFont.numChars = numChars;
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// Convert image font to POT image before conversion to texture
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// Just add the required amount of pixels at the right and bottom sides of image...
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int potWidth = GetNextPOT(imgWidth);
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int potHeight = GetNextPOT(imgHeight);
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// Check if POT texture generation is required (if texture is not already POT)
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if ((potWidth != imgWidth) || (potHeight != imgHeight))
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{
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// Generate POT array from NPOT data
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imgDataPixelPOT = (Color *)malloc(potWidth * potHeight * sizeof(Color));
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for (int j = 0; j < potHeight; j++)
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{
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for (int i = 0; i < potWidth; i++)
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{
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if ((j < imgHeight) && (i < imgWidth)) imgDataPixelPOT[j*potWidth + i] = imgDataPixel[j*imgWidth + i];
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else imgDataPixelPOT[j*potWidth + i] = MAGENTA;
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}
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}
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TraceLog(WARNING, "SpriteFont texture converted to POT: %ix%i", potWidth, potHeight);
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}
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free(imgDataPixel);
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image.pixels = imgDataPixelPOT;
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image.width = potWidth;
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image.height = potHeight;
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spriteFont.texture = CreateTexture(image, false); // Convert loaded image to OpenGL texture
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UnloadImage(image);
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}
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return spriteFont;
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}
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// Unload SpriteFont from GPU memory
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void UnloadSpriteFont(SpriteFont spriteFont)
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{
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rlDeleteTextures(spriteFont.texture.id);
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free(spriteFont.charSet);
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}
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// Draw text (using default font)
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// NOTE: fontSize work like in any drawing program but if fontSize is lower than font-base-size, then font-base-size is used
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// NOTE: chars spacing is proportional to fontSize
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void DrawText(const char* text, int posX, int posY, int fontSize, Color color)
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{
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Vector2 position = { (float)posX, (float)posY };
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int defaultFontSize = 10; // Default Font chars height in pixel
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if (fontSize < defaultFontSize) fontSize = defaultFontSize;
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int spacing = fontSize / defaultFontSize;
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DrawTextEx(defaultFont, text, position, fontSize, spacing, color);
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}
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// Draw text using SpriteFont
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// NOTE: If font size is lower than base size, base size is used
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// NOTE: chars spacing is NOT proportional to fontSize
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void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, int fontSize, int spacing, Color tint)
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{
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int length = strlen(text);
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int positionX = (int)position.x;
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float scaleFactor;
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Character c;
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if (fontSize <= spriteFont.charSet[0].h) scaleFactor = 1.0f;
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else scaleFactor = (float)fontSize / spriteFont.charSet[0].h;
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rlEnableTexture(spriteFont.texture.id);
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rlBegin(RL_QUADS);
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for(int i = 0; i < length; i++)
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{
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c = spriteFont.charSet[(int)text[i] - FONT_FIRST_CHAR];
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rlColor4ub(tint.r, tint.g, tint.b, tint.a);
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rlNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
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rlTexCoord2f((float)c.x / spriteFont.texture.width, (float)c.y / spriteFont.texture.height);
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rlVertex2f(positionX, position.y);
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rlTexCoord2f((float)c.x / spriteFont.texture.width, (float)(c.y + c.h) / spriteFont.texture.height);
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rlVertex2f(positionX, position.y + (c.h) * scaleFactor);
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rlTexCoord2f((float)(c.x + c.w) / spriteFont.texture.width, (float)(c.y + c.h) / spriteFont.texture.height);
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rlVertex2f(positionX + (c.w) * scaleFactor, position.y + (c.h) * scaleFactor);
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rlTexCoord2f((float)(c.x + c.w) / spriteFont.texture.width, (float)c.y / spriteFont.texture.height);
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rlVertex2f(positionX + (c.w) * scaleFactor, position.y);
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positionX += ((spriteFont.charSet[(int)text[i] - FONT_FIRST_CHAR].w) * scaleFactor + spacing);
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}
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rlEnd();
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rlDisableTexture();
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}
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// Formatting of text with variables to 'embed'
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const char *FormatText(const char *text, ...)
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{
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static char buffer[MAX_FORMATTEXT_LENGTH];
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va_list args;
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va_start(args, text);
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vsprintf(buffer, text, args);
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va_end(args);
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return buffer;
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}
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// Measure string width for default font
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int MeasureText(const char *text, int fontSize)
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{
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Vector2 vec;
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vec = MeasureTextEx(defaultFont, text, fontSize, 1);
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return (int)vec.x;
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}
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// Measure string size for SpriteFont
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Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing)
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{
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int len = strlen(text);
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int textWidth = 0;
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float scaleFactor;
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for (int i = 0; i < len; i++)
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{
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textWidth += spriteFont.charSet[(int)text[i] - FONT_FIRST_CHAR].w;
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}
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if (fontSize <= spriteFont.charSet[0].h) scaleFactor = 1.0f;
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else scaleFactor = (float)fontSize / spriteFont.charSet[0].h;
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Vector2 vec;
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vec.x = (float)textWidth * scaleFactor + (len - 1) * spacing; // Adds chars spacing to measure
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vec.y = (float)spriteFont.charSet[0].h * scaleFactor;
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return vec;
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}
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// Returns the base size for a SpriteFont (chars height)
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int GetFontBaseSize(SpriteFont spriteFont)
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{
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return spriteFont.charSet[0].h;
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}
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// Shows current FPS on top-left corner
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// NOTE: Uses default font
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void DrawFPS(int posX, int posY)
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{
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// NOTE: We are rendering fps every second for better viewing on high framerates
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static float fps;
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static int counter = 0;
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static int refreshRate = 0;
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char buffer[20];
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if (counter < refreshRate)
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{
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counter++;
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}
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else
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{
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fps = GetFPS();
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refreshRate = fps;
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counter = 0;
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}
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sprintf(buffer, "%2.0f FPS", fps);
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DrawText(buffer, posX, posY, 20, LIME);
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// 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 = FONT_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;
|
|
}
|
|
|
|
// Load a rBMF font file (raylib BitMap Font)
|
|
static SpriteFont LoadRBMF(const char *fileName)
|
|
{
|
|
// rBMF Info Header (16 bytes)
|
|
typedef struct {
|
|
char id[4]; // rBMF file identifier
|
|
char version; // rBMF file version
|
|
// 4 MSB --> main version
|
|
// 4 LSB --> subversion
|
|
char firstChar; // First character in the font
|
|
// NOTE: Depending on charDataType, it could be useless
|
|
short imgWidth; // Image width - always POT (power-of-two)
|
|
short imgHeight; // Image height - always POT (power-of-two)
|
|
short numChars; // Number of characters contained
|
|
short charHeight; // Characters height - the same for all characters
|
|
char compType; // Compression type:
|
|
// 4 MSB --> image data compression
|
|
// 4 LSB --> chars data compression
|
|
char charsDataType; // Char data type provided
|
|
} rbmfInfoHeader;
|
|
|
|
SpriteFont spriteFont;
|
|
Image image;
|
|
|
|
rbmfInfoHeader rbmfHeader;
|
|
unsigned int *rbmfFileData;
|
|
unsigned char *rbmfCharWidthData;
|
|
|
|
int charsDivisor = 1; // Every char is separated from the consecutive by a 1 pixel divisor, horizontally and vertically
|
|
|
|
FILE *rbmfFile = fopen(fileName, "rb"); // Define a pointer to bitmap file and open it in read-binary mode
|
|
|
|
fread(&rbmfHeader, sizeof(rbmfInfoHeader), 1, rbmfFile);
|
|
|
|
TraceLog(INFO, "[%s] Loading rBMF file, size: %ix%i, numChars: %i, charHeight: %i", fileName, rbmfHeader.imgWidth, rbmfHeader.imgHeight, rbmfHeader.numChars, rbmfHeader.charHeight);
|
|
|
|
spriteFont.numChars = (int)rbmfHeader.numChars;
|
|
|
|
image.width = (int)rbmfHeader.imgWidth;
|
|
image.height = (int)rbmfHeader.imgHeight;
|
|
|
|
int numPixelBits = rbmfHeader.imgWidth * rbmfHeader.imgHeight / 32;
|
|
|
|
rbmfFileData = (unsigned int *)malloc(numPixelBits * sizeof(unsigned int));
|
|
|
|
for(int i = 0; i < numPixelBits; i++) fread(&rbmfFileData[i], sizeof(unsigned int), 1, rbmfFile);
|
|
|
|
rbmfCharWidthData = (unsigned char *)malloc(spriteFont.numChars * sizeof(unsigned char));
|
|
|
|
for(int i = 0; i < spriteFont.numChars; i++) fread(&rbmfCharWidthData[i], sizeof(unsigned char), 1, rbmfFile);
|
|
|
|
// Re-construct image from rbmfFileData
|
|
//-----------------------------------------
|
|
image.pixels = (Color *)malloc(image.width * image.height * sizeof(Color));
|
|
|
|
for (int i = 0; i < image.width * image.height; i++) image.pixels[i] = BLANK; // Initialize array
|
|
|
|
int counter = 0; // Font data elements counter
|
|
|
|
// Fill image data (convert from bit to pixel!)
|
|
for (int i = 0; i < image.width * image.height; i += 32)
|
|
{
|
|
for (int j = 31; j >= 0; j--)
|
|
{
|
|
if (BIT_CHECK(rbmfFileData[counter], j)) image.pixels[i+j] = WHITE;
|
|
}
|
|
|
|
counter++;
|
|
}
|
|
|
|
TraceLog(INFO, "[%s] Image reconstructed correctly, now converting it to texture", fileName);
|
|
|
|
spriteFont.texture = CreateTexture(image, false);
|
|
UnloadImage(image); // Unload image data
|
|
|
|
TraceLog(INFO, "[%s] Starting charSet reconstruction", fileName);
|
|
|
|
// Reconstruct charSet using rbmfCharWidthData, rbmfHeader.charHeight, charsDivisor, rbmfHeader.numChars
|
|
spriteFont.charSet = (Character *)malloc(spriteFont.numChars * sizeof(Character)); // Allocate space for our character data
|
|
|
|
int currentLine = 0;
|
|
int currentPosX = charsDivisor;
|
|
int testPosX = charsDivisor;
|
|
|
|
for (int i = 0; i < spriteFont.numChars; i++)
|
|
{
|
|
spriteFont.charSet[i].value = (int)rbmfHeader.firstChar + i;
|
|
spriteFont.charSet[i].x = currentPosX;
|
|
spriteFont.charSet[i].y = charsDivisor + currentLine * ((int)rbmfHeader.charHeight + charsDivisor);
|
|
spriteFont.charSet[i].w = (int)rbmfCharWidthData[i];
|
|
spriteFont.charSet[i].h = (int)rbmfHeader.charHeight;
|
|
|
|
testPosX += (spriteFont.charSet[i].w + charsDivisor);
|
|
|
|
if (testPosX > spriteFont.texture.width)
|
|
{
|
|
currentLine++;
|
|
currentPosX = 2 * charsDivisor + (int)rbmfCharWidthData[i];
|
|
testPosX = currentPosX;
|
|
|
|
spriteFont.charSet[i].x = charsDivisor;
|
|
spriteFont.charSet[i].y = charsDivisor + currentLine * (rbmfHeader.charHeight + charsDivisor);
|
|
}
|
|
else currentPosX = testPosX;
|
|
}
|
|
|
|
TraceLog(INFO, "[%s] rBMF file loaded correctly as SpriteFont", fileName);
|
|
|
|
fclose(rbmfFile);
|
|
|
|
free(rbmfFileData); // Now we can free loaded data from RAM memory
|
|
free(rbmfCharWidthData);
|
|
|
|
return spriteFont;
|
|
}
|
|
|
|
// Generate a sprite font from TTF data (font size required)
|
|
static SpriteFont GenerateFromTTF(const char *fileName, int fontSize)
|
|
{
|
|
SpriteFont font;
|
|
|
|
// TODO: Load TTF and generate bitmap font and chars data
|
|
|
|
return font;
|
|
} |