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erc-c/src/vm_bitfont.c

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/*
* vm_bitfont.c
*
* The bitfont code allows us to define and work with a bitmapped font.
* You can find the bitmap font glyphs in the `/fonts` subdir within the
* repository root, as well as bmp files that are compiled from those
* glyphs (via `/tools/build-fonts`).
*
* We do not have support for truetype fonts (nor other types of fonts)
* at this time, but the glyph system is pretty easy to work with, even
* if it is a hack.
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*/
#include "vm_bitfont.h"
/*
* Create a new bitfont from a given font name. This font name must
* indicate something that exists in the filesystem relative to a point,
* which means it must have been created during installation.
*
* This also indicates what the width and height of each glyph will be,
* along with a character mask we will apply when figuring out where to
* access bitmap data. (For example, if we only support 7-bit
* characters, the cmask should limit us to 0-127 so that we can't
* accidentally pass in a value that uses the 8th bit and crashes us
* out.
*/
vm_bitfont *
vm_bitfont_create(vm_screen *screen,
const vm_8bit *fontdata, int fontsize,
int width, int height, char cmask)
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{
SDL_Surface *surf;
SDL_RWops *rw;
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vm_bitfont *font;
// Build the RWops object from the given fontdata; we have to use
// FromConstMem because we passed a const pointer into this
// function.
rw = SDL_RWFromConstMem(fontdata, fontsize);
if (rw == NULL) {
log_crit("Failed to create RWops from font data: %s",
SDL_GetError());
return NULL;
}
// And here we build a surface from the RWops, which is a nifty way
// of getting a bitmap from memory rather than loading from a file.
surf = SDL_LoadBMP_RW(rw, 0);
if (surf == NULL) {
log_crit("Failed to create bitmap from RWops: %s",
SDL_GetError());
return NULL;
}
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font = malloc(sizeof(vm_bitfont));
if (font == NULL) {
log_crit("Could not allocate memory for font");
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return NULL;
}
// The texture is what we can use to blit onto the renderer
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font->texture = SDL_CreateTextureFromSurface(screen->render, surf);
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font->width = width;
font->height = height;
font->cmask = cmask;
return font;
}
/*
* This just frees the memory for the font.
*/
void
vm_bitfont_free(vm_bitfont *font)
{
SDL_DestroyTexture(font->texture);
free(font);
}
/*
* This function will provide the correct offset within the bitmap data
* where you can find the glyph that matches the given character.
* Because we want to note both an x and a y coordinate, we require
* pointers to those, which we simply dereference to assign the right
* value.
*/
void
vm_bitfont_offset(vm_bitfont *font, char ch, vm_area *area)
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{
int row = (ch & 0xf0) >> 4;
int col = ch & 0x0f;
area->xoff = col * font->width;
area->yoff = row * font->height;
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}
/*
* Render the given character, in the given font, on the given screen at
* the given destination.
*/
int
vm_bitfont_render(vm_bitfont *font,
vm_screen *screen,
vm_area *dest,
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char ch)
{
vm_area src;
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// Our bitmap font may not be able to support all 256 possible
// values that a character can hold; the cmask will limit us to
// what's safe to query in the bitmap.
ch = ch & font->cmask;
// The width and height of the glyph are as indicated by the font
// struct
src.width = font->width;
src.height = font->height;
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// Get the spot in the bitmap where the glyph is found
vm_bitfont_offset(font, ch, &src);
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// Bring the destination attributes into the SDL_Rect we need to
// pass into SDL_RenderCopy(). Also bring in the src attributes
// we've built earlier.
MAKE_SDL_RECT(dest_rect, *dest);
MAKE_SDL_RECT(src_rect, src);
if (screen->render) {
if (SDL_RenderCopy(screen->render, font->texture,
&src_rect, &dest_rect) < 0
) {
log_crit("Failed to render glyph: %s", SDL_GetError());
return ERR_GFXOP;
}
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}
screen->dirty = true;
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return OK;
}