Working on rendering lines and clipping
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@@ -59,6 +59,32 @@ Rect2 GetScreenRectRenderUnits() {
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return result;
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}
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// Draw text using Font
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// NOTE: chars spacing is NOT proportional to fontSize
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void DrawTextNew(Font font, String text, Vector2 position, float fontSize, float spacing, Color tint) {
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if (font.texture.id == 0) font = GetFontDefault(); // Security check in case of not valid font
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float textOffsetX = 0.0f; // Offset X to next character to draw
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float scaleFactor = fontSize / font.baseSize; // Character quad scaling factor
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for (int i = 0; i < text.len;) {
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// Get next codepoint from byte string and glyph index in font
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int codepointByteCount = 0;
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int codepoint = GetCodepointNext(&text.data[i], &codepointByteCount);
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int index = GetGlyphIndex(font, codepoint);
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if ((codepoint != ' ') && (codepoint != '\t')) {
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DrawTextCodepoint(font, codepoint, {position.x + textOffsetX, position.y}, fontSize, tint);
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}
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if (font.glyphs[index].advanceX == 0) textOffsetX += ((float)font.recs[index].width * scaleFactor + spacing);
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else textOffsetX += ((float)font.glyphs[index].advanceX * scaleFactor + spacing);
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i += codepointByteCount; // Move text bytes counter to next codepoint
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}
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}
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int main() {
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InitScratch();
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RunBufferTests();
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@@ -91,6 +117,7 @@ int main() {
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Window *focused_window = &windows[0];
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float mouse_wheel = GetMouseWheelMove() * 48;
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focused_window->window_world_to_window_units.y -= mouse_wheel;
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focused_window->window_world_to_window_units.y = ClampBottom(focused_window->window_world_to_window_units.y, 0.f);
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}
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for (int c = GetCharPressed(); c; c = GetCharPressed()) {
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@@ -108,10 +135,10 @@ int main() {
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BeginDrawing();
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ClearBackground(RAYWHITE);
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For(windows) {
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ForItem(window, windows) {
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Rect2 window_rect_in_render_units = {
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WorldToRenderUnits(it.rect_in_world_units.min, camera_offset_world_to_render_units),
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WorldToRenderUnits(it.rect_in_world_units.max, camera_offset_world_to_render_units),
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WorldToRenderUnits(window.rect_in_world_units.min, camera_offset_world_to_render_units),
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WorldToRenderUnits(window.rect_in_world_units.max, camera_offset_world_to_render_units),
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};
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Rectangle rectangle_in_render_units = ToRectangle(window_rect_in_render_units);
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DrawRectangleRec(rectangle_in_render_units, WHITE);
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@@ -128,39 +155,39 @@ int main() {
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// Line rendering
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//
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{
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Rect2 screen_rect_in_render_units = GetScreenRectRenderUnits();
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Rect2 window_rect_in_render_units_clamped_to_screen = window_rect_in_render_units;
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window_rect_in_render_units_clamped_to_screen.min.x = Clamp(window_rect_in_render_units_clamped_to_screen.min.x, screen_rect_in_render_units.min.x, screen_rect_in_render_units.max.x);
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window_rect_in_render_units_clamped_to_screen.max.x = Clamp(window_rect_in_render_units_clamped_to_screen.max.x, screen_rect_in_render_units.min.x, screen_rect_in_render_units.max.x);
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window_rect_in_render_units_clamped_to_screen.min.y = Clamp(window_rect_in_render_units_clamped_to_screen.min.y, screen_rect_in_render_units.min.y, screen_rect_in_render_units.max.y);
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window_rect_in_render_units_clamped_to_screen.max.y = Clamp(window_rect_in_render_units_clamped_to_screen.max.y, screen_rect_in_render_units.min.y, screen_rect_in_render_units.max.y);
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// @todo: how do I implement the minimal drawing of text
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// Rect2 screen_rect_in_render_units = GetScreenRectRenderUnits();
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// Rect2 window_rect_in_render_units_clamped_to_screen = window_rect_in_render_units;
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// window_rect_in_render_units_clamped_to_screen.min.x = Clamp(window_rect_in_render_units_clamped_to_screen.min.x, screen_rect_in_render_units.min.x, screen_rect_in_render_units.max.x);
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// window_rect_in_render_units_clamped_to_screen.max.x = Clamp(window_rect_in_render_units_clamped_to_screen.max.x, screen_rect_in_render_units.min.x, screen_rect_in_render_units.max.x);
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// window_rect_in_render_units_clamped_to_screen.min.y = Clamp(window_rect_in_render_units_clamped_to_screen.min.y, screen_rect_in_render_units.min.y, screen_rect_in_render_units.max.y);
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// window_rect_in_render_units_clamped_to_screen.max.y = Clamp(window_rect_in_render_units_clamped_to_screen.max.y, screen_rect_in_render_units.min.y, screen_rect_in_render_units.max.y);
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Vec2 s = GetSize(window_rect_in_render_units_clamped_to_screen);
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// @todo: x
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Vec2 s = GetSize(window_rect_in_render_units);
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float line_offset = font_size;
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float _line_min_y = (window.window_world_to_window_units.y) / line_offset;
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float _line_max_y = (s.y + window.window_world_to_window_units.y) / line_offset;
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int64_t line_min_y = (int64_t)floorf(_line_min_y);
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int64_t line_max_y = (int64_t)ceilf(_line_max_y);
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// buffer_pixel_size := GetRectSize(text_window_rect);
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// _miny := w.scroll.y / Monosize.y;
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// _maxy := (w.scroll.y + buffer_pixel_size.y) / Monosize.y;
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Vec2 window_rect_in_render_units_size = GetSize(window_rect_in_render_units);
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BeginScissorMode((int)window_rect_in_render_units.min.x, (int)window_rect_in_render_units.min.y, (int)window_rect_in_render_units_size.x, (int)window_rect_in_render_units_size.y);
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for (int64_t line = line_min_y; line < line_max_y; line += 1) {
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if (line < 0) break;
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if (line >= buffer.lines.len) break;
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// _minx := w.scroll.x / Monosize.x;
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// _maxx := (w.scroll.x + buffer_pixel_size.x) / Monosize.x;
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Range line_range = buffer.lines[line];
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// miny := :int(floorf(_miny));
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// minx := :int(floorf(_minx));
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Vec2 text_position_in_world_window_units = {0, line_offset * (float)line};
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Vec2 text_position_in_window_units = WindowWorldToWindowUnits(text_position_in_world_window_units, window);
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Vec2 text_position_in_world_units = WindowToWorldUnits(text_position_in_window_units, window);
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Vec2 text_position_in_render_units = WorldToRenderUnits(text_position_in_world_units, camera_offset_world_to_render_units);
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// maxy := :int(ceilf(_maxy));
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// maxx := :int(ceilf(_maxx));
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float y = 0;
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ForItem(line_range, buffer.lines) {
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Vec2 text_position_in_world_window_units = {0, y};
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y += font_size;
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Vec2 text_position_in_window_units = WindowWorldToWindowUnits(text_position_in_world_window_units, it);
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Vec2 text_position_in_world_units = WindowToWorldUnits(text_position_in_window_units, it);
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Vec2 text_position_in_render_units = WorldToRenderUnits(text_position_in_world_units, camera_offset_world_to_render_units);
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String string = CopyNullTerminated(FrameArena, buffer, line_range);
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DrawTextEx(font, string.data, text_position_in_render_units, font_size, font_spacing, BLACK);
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String string = GetString(buffer, line_range);
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DrawTextNew(font, string, text_position_in_render_units, font_size, font_spacing, BLACK);
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}
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EndScissorMode();
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}
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}
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