mirror of
https://github.com/IllusionMan1212/C2048.git
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- zephr: handle newlines in text - fix(zephr): don't overflow color channels bytes when multiplying colors - fix(zephr): don't fallback to UI_CONSTRAINT_FIXED when setting the x or y constraint to UI_CONSTRAINT_RELATIVE_PIXELS - game: added how to play dialog - game: ability to start a new game
45 lines
1.2 KiB
C
45 lines
1.2 KiB
C
#pragma once
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#include "core.h"
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#include "ui.h"
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#include "zephr_math.h"
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typedef struct Character {
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Size size;
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Size bearing;
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unsigned int advance;
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Vec2f tex_coords[4]; // the 4 corners of the character quad
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} Character;
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typedef struct ZephrFont {
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Character characters[128];
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unsigned int atlas_texture_id;
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} ZephrFont;
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typedef struct TextInstance {
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Vec4f position;
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int tex_coords_index;
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Colorf color;
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float model[4][4];
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} GlyphInstance;
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typedef struct GlyphInstanceList {
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GlyphInstance *data;
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int size;
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int capacity;
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} GlyphInstanceList;
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// TODO: impl this to align text relative to its box
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typedef enum TextAlign {
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TEXT_ALIGN_LEFT,
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TEXT_ALIGN_CENTER,
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TEXT_ALIGN_RIGHT
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} TextAlign;
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void new_glyph_instance_list(GlyphInstanceList *list, u32 capacity);
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int init_fonts(const char *font_path);
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Sizef calculate_text_size(const char *text, int font_size);
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void draw_text(const char* text, int font_size, UIConstraints constraints, const Color color, Alignment alignment);
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void add_text_instance(GlyphInstanceList *batch, const char* text, int font_size, UIConstraints constraints, const Color color, Alignment alignment);
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void draw_text_batch(GlyphInstanceList *batch);
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