Update to version 1.0.3
View CHANGELOG for full list of changes
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40 changed files with 472 additions and 149 deletions
322
src/text.c
322
src/text.c
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@ -65,9 +65,11 @@ static SpriteFont defaultFont; // Default font provided by raylib
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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 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 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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static const char *GetExtension(const char *fileName);
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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@ -203,80 +205,90 @@ SpriteFont LoadSpriteFont(const char* fileName)
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{
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SpriteFont spriteFont;
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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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// 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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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 != imgWidth))
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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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// 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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for (int j = 0; j < potHeight; j++)
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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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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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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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// 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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fprintf(stderr, "SpriteFont data parsed correctly!\n");
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fprintf(stderr, "SpriteFont num chars: %i\n", 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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fprintf(stderr, "SpriteFont texture converted to POT: %i %i\n", potWidth, potHeight);
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}
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free(imgDataPixel);
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// Convert loaded data to OpenGL texture
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//----------------------------------------
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GLuint id;
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glGenTextures(1, &id); // Generate pointer to the texture
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glBindTexture(GL_TEXTURE_2D, id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, potWidth, potHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, imgDataPixelPOT);
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// NOTE: Not using mipmappings (texture for 2D drawing)
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// At this point we have the image converted to texture and uploaded to GPU
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free(imgDataPixelPOT); // Now we can free loaded data from RAM memory
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spriteFont.texture.glId = id;
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spriteFont.texture.width = potWidth;
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spriteFont.texture.height = potHeight;
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}
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free(imgDataPixel);
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// Convert loaded data to OpenGL texture
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//----------------------------------------
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GLuint id;
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glGenTextures(1, &id); // Generate pointer to the texture
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glBindTexture(GL_TEXTURE_2D, id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, potWidth, potHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, imgDataPixelPOT);
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// NOTE: Not using mipmappings (texture for 2D drawing)
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// At this point we have the image converted to texture and uploaded to GPU
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free(imgDataPixelPOT); // Now we can free loaded data from RAM memory
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spriteFont.texture.glId = id;
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spriteFont.texture.width = potWidth;
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spriteFont.texture.height = potHeight;
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return spriteFont;
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}
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@ -289,31 +301,23 @@ void UnloadSpriteFont(SpriteFont spriteFont)
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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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DrawTextEx(defaultFont, text, position, fontSize, 1, color);
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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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int length = strlen(text);
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char *buffer = malloc(length + 20); // We add 20 extra characters, should be enough... :P
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va_list args;
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va_start(args, text);
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vsprintf(buffer, text, args); // NOTE: We use vsprintf() defined in <stdarg.h>
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va_end(args);
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if (fontSize < defaultFontSize) fontSize = defaultFontSize;
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//strcat(buffer, "\0"); // We add a end-of-string mark at the end (not needed)
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int spacing = fontSize / defaultFontSize;
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return buffer;
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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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@ -345,7 +349,7 @@ void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, int f
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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);
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glTexCoord2f((float)(c.x + c.w) / spriteFont.texture.width, (float)c.y / spriteFont.texture.height); glVertex2f(positionX + (c.w) * scaleFactor, position.y);
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positionX += (spriteFont.charSet[(int)text[i] - FIRST_CHAR].w + spacing) * scaleFactor;
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positionX += ((spriteFont.charSet[(int)text[i] - FIRST_CHAR].w) * scaleFactor + spacing);
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}
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glEnd();
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@ -354,6 +358,22 @@ void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, int f
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glDisable(GL_TEXTURE_2D);
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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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int length = strlen(text);
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char *buffer = malloc(length + 20); // We add 20 extra characters, should be enough... :P
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va_list args;
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va_start(args, text);
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vsprintf(buffer, text, args); // NOTE: We use vsprintf() defined in <stdarg.h>
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va_end(args);
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//strcat(buffer, "\0"); // We add a end-of-string mark at the end (not needed)
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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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@ -517,4 +537,132 @@ static int GetNextPOT(int num)
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}
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return num;
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}
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// Load a rBMF font file (raylib BitMap Font)
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static SpriteFont LoadRBMF(const char *fileName)
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{
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// rBMF Info Header (16 bytes)
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typedef struct {
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char id[4]; // rBMF file identifier
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char version; // rBMF file version
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// 4 MSB --> main version
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// 4 LSB --> subversion
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char firstChar; // First character in the font
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// NOTE: Depending on charDataType, it could be useless
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short imgWidth; // Image width - always POT (power-of-two)
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short imgHeight; // Image height - always POT (power-of-two)
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short numChars; // Number of characters contained
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short charHeight; // Characters height - the same for all characters
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char compType; // Compression type:
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// 4 MSB --> image data compression
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// 4 LSB --> chars data compression
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char charsDataType; // Char data type provided
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} rbmfInfoHeader;
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SpriteFont spriteFont;
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Image image;
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rbmfInfoHeader rbmfHeader;
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unsigned int *rbmfFileData;
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unsigned char *rbmfCharWidthData;
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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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FILE *rbmfFile = fopen(fileName, "rb"); // Define a pointer to bitmap file and open it in read-binary mode
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fread(&rbmfHeader, sizeof(rbmfInfoHeader), 1, rbmfFile);
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//printf("rBMF info: %i %i %i %i\n", rbmfHeader.imgWidth, rbmfHeader.imgHeight, rbmfHeader.numChars, rbmfHeader.charHeight);
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spriteFont.numChars = (int)rbmfHeader.numChars;
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image.width = (int)rbmfHeader.imgWidth;
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image.height = (int)rbmfHeader.imgHeight;
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int numPixelBits = rbmfHeader.imgWidth * rbmfHeader.imgHeight / 32;
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rbmfFileData = (unsigned int *)malloc(numPixelBits * sizeof(unsigned int));
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for(int i = 0; i < numPixelBits; i++) fread(&rbmfFileData[i], sizeof(unsigned int), 1, rbmfFile);
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rbmfCharWidthData = (unsigned char *)malloc(spriteFont.numChars * sizeof(unsigned char));
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for(int i = 0; i < spriteFont.numChars; i++) fread(&rbmfCharWidthData[i], sizeof(unsigned char), 1, rbmfFile);
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printf("Just read image data and width data... Starting image reconstruction...");
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// Re-construct image from rbmfFileData
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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 image data (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(rbmfFileData[counter], j)) image.pixels[i+j] = WHITE;
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}
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counter++;
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}
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printf("Image reconstructed correctly... now converting it to texture...");
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spriteFont.texture = CreateTexture2D(image);
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UnloadImage(image); // Unload image data
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printf("Starting charSet reconstruction...\n");
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// Reconstruct charSet using rbmfCharWidthData, rbmfHeader.charHeight, charsDivisor, rbmfHeader.numChars
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spriteFont.charSet = (Character *)malloc(spriteFont.numChars * sizeof(Character)); // Allocate space for our character data
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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 < spriteFont.numChars; i++)
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{
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spriteFont.charSet[i].value = (int)rbmfHeader.firstChar + i;
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spriteFont.charSet[i].x = currentPosX;
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spriteFont.charSet[i].y = charsDivisor + currentLine * ((int)rbmfHeader.charHeight + charsDivisor);
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spriteFont.charSet[i].w = (int)rbmfCharWidthData[i];
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spriteFont.charSet[i].h = (int)rbmfHeader.charHeight;
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testPosX += (spriteFont.charSet[i].w + charsDivisor);
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if (testPosX > spriteFont.texture.width)
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{
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currentLine++;
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currentPosX = 2 * charsDivisor + (int)rbmfCharWidthData[i];
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testPosX = currentPosX;
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spriteFont.charSet[i].x = charsDivisor;
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spriteFont.charSet[i].y = charsDivisor + currentLine * (rbmfHeader.charHeight + charsDivisor);
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}
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else currentPosX = testPosX;
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//printf("Char %i data: %i %i %i %i\n", spriteFont.charSet[i].value, spriteFont.charSet[i].x, spriteFont.charSet[i].y, spriteFont.charSet[i].w, spriteFont.charSet[i].h);
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}
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printf("CharSet reconstructed correctly... Data should be ready...\n");
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fclose(rbmfFile);
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free(rbmfFileData); // Now we can free loaded data from RAM memory
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free(rbmfCharWidthData);
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return spriteFont;
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}
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static const char *GetExtension(const char *fileName)
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{
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const char *dot = strrchr(fileName, '.');
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if(!dot || dot == fileName) return "";
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return dot + 1;
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}
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