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ModuleFonts.cpp
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143 lines (112 loc) · 3.31 KB
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#include "Application.h"
#include "Globals.h"
#include "ModuleTextures.h"
#include "ModuleRender.h"
#include "ModuleFonts.h"
#include "ModulePlayer.h"
#include "ModuleSceneIntro.h"
#include<string.h>
ModuleFonts::ModuleFonts(Application* app, bool start_enabled) : Module(app, start_enabled)
{
}
ModuleFonts::~ModuleFonts()
{}
bool ModuleFonts::Start()
{
char score_Table[] = { "0123456789" };
App->scene_intro->ScoreFont = App->fonts->Load("pinball/numbers.png", score_Table, 1);
return true;
}
// Load new texture from file path
int ModuleFonts::Load(const char* texture_path, const char* characters, uint rows)
{
int id = -1;
if (texture_path == nullptr || characters == nullptr || rows == 0)
{
LOG("Could not load font");
return id;
}
SDL_Texture* tex = App->textures->Load(texture_path);
if (tex == nullptr || strlen(characters) >= MAX_FONT_CHARS)
{
LOG("Could not load font at %s with characters '%s'", texture_path, characters);
return id;
}
id = 0;
for (; id < MAX_FONTS; ++id)
if (fonts[id].texture == nullptr)
break;
if (id == MAX_FONTS)
{
LOG("Cannot load font %s. Array is full (max %d).", texture_path, MAX_FONTS);
return id;
}
Font& font = fonts[id];
font.texture = tex;
font.rows = rows;
// TODO 1: Finish storing font data
// totalLength --- length of the lookup table
// table --------- All characters displayed in the same order as the texture
// columns ------- Amount of chars per row of the texture
// char_w -------- Width of each character
// char_h -------- Height of each character
strcpy_s(fonts[id].table, MAX_FONT_CHARS, characters);
font.totalLength = strlen(characters);
font.columns = fonts[id].totalLength / rows;
uint tex_w, tex_h;
App->textures->GetTextureSize(tex, tex_w, tex_h);
font.char_w = tex_w / font.columns;
font.char_h = tex_h / font.rows;
LOG("Successfully loaded BMP font from %s", texture_path);
return id;
}
void ModuleFonts::UnLoad(int font_id)
{
if (font_id >= 0 && font_id < MAX_FONTS && fonts[font_id].texture != nullptr)
{
App->textures->Unload(fonts[font_id].texture);
fonts[font_id].texture = nullptr;
LOG("Successfully Unloaded BMP font_id %d", font_id);
}
}
bool ModuleFonts::CleanUp()
{
for (int i = 0; i < MAX_FONTS; i++)
{
UnLoad(i);
}
return true;
}
void ModuleFonts::BlitText(int x, int y, int font_id, const char* text) const
{
if (text == nullptr || font_id < 0 || font_id >= MAX_FONTS || fonts[font_id].texture == nullptr)
{
LOG("Unable to render text with bmp font id %d", font_id);
return;
}
const Font* font = &fonts[font_id];
SDL_Rect spriteRect;
uint len = strlen(text);
spriteRect.w = font->char_w;
spriteRect.h = font->char_h;
for (uint i = 0; i < len; ++i)
{
// TODO 2: Find the character in the table and its position in the texture, then Blit
uint charIndex = 0;
// Find the location of the current character in the lookup table
for (uint j = 0; j < font->totalLength; ++j)
{
if (font->table[j] == text[i])
{
charIndex = j;
break;
}
}
// Retrieve the position of the current character in the sprite
spriteRect.x = spriteRect.w * (charIndex % font->columns);
spriteRect.y = spriteRect.h * (charIndex / font->columns);
App->renderer->Blit(font->texture, x, y, &spriteRect, 0.0f);
// Advance the position where we blit the next character
x += spriteRect.w;
}
}