mirror of
https://github.com/IllusionMan1212/O2048.git
synced 2026-10-24 10:12:37 +00:00
zephr: consume hover event on top-most ui elements
This commit is contained in:
+155
-155
@@ -45,14 +45,14 @@ font_instance_vbo : u32
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init_freetype :: proc(font_path: cstring) -> i32 {
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ft: FT.Library;
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ft: FT.Library
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if (FT.Init_FreeType(&ft) != 0) {
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return -1;
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return -1
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}
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face: FT.Face;
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face: FT.Face
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if (FT.New_Face(ft, font_path, 0, &face) != 0) {
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return -2;
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return -2
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}
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// sets the variable font to be bold
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@@ -66,301 +66,301 @@ init_freetype :: proc(font_path: cstring) -> i32 {
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/* FT_Done_MM_Var(ft, mm); */
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/* } */
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FT.Set_Pixel_Sizes(face, 0, FONT_PIXEL_SIZE);
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FT.Set_Pixel_Sizes(face, 0, FONT_PIXEL_SIZE)
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gl.PixelStorei(gl.UNPACK_ALIGNMENT, 1);
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gl.PixelStorei(gl.UNPACK_ALIGNMENT, 1)
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pen_x, pen_y: u32
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/* FT_UInt glyph_idx; */
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/* FT_ULong c = FT_Get_First_Char(face, &glyph_idx); */
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tex_width, tex_height: u32;
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tex_width, tex_height: u32
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for i in 32..<128 {
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if (FT.Load_Char(face, cast(u64)i, .RENDER) != 0) {
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fmt.printf("[ERROR]: failed to load glyph for char '0x%x'\n", i);
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fmt.eprintf("[ERROR]: failed to load glyph for char '0x%x'\n", i)
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}
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/* FT_Render_Glyph(face->glyph, FT_RENDER_MODE_SDF); */
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tex_width += face.glyph.bitmap.width + 1;
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tex_height = max(tex_height, face.glyph.bitmap.rows);
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tex_width += face.glyph.bitmap.width + 1
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tex_height = max(tex_height, face.glyph.bitmap.rows)
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}
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pixels := make([dynamic]u8, tex_width * tex_height);
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pixels := make([dynamic]u8, tex_width * tex_height)
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defer delete(pixels)
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for i in 32..<128 {
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/* while (glyph_idx) { */
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if (FT.Load_Char(face, cast(u64)i, .RENDER) != 0) {
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fmt.printf("[ERROR]: failed to load glyph for char '0x%x'\n", i);
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fmt.eprintf("[ERROR]: failed to load glyph for char '0x%x'\n", i)
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}
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/* FT_Render_Glyph(face->glyph, FT_RENDER_MODE_SDF); */
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bmp := &face.glyph.bitmap;
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bmp := &face.glyph.bitmap
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if (pen_x + bmp.width >= tex_width) {
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pen_x = 0;
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pen_y += cast(u32)(1 + (face.size.metrics.height >> 6));
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pen_x = 0
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pen_y += cast(u32)(1 + (face.size.metrics.height >> 6))
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}
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for row in 0..<bmp.rows {
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for col in 0..<bmp.width {
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x := pen_x + col;
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y := pen_y + row;
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pixels[y * tex_width + x] = bmp.buffer[row * cast(u32)bmp.pitch + col];
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x := pen_x + col
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y := pen_y + row
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pixels[y * tex_width + x] = bmp.buffer[row * cast(u32)bmp.pitch + col]
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}
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}
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atlas_x0 := cast(f32)pen_x / cast(f32)tex_width;
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atlas_y0 := cast(f32)pen_y / cast(f32)tex_height;
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atlas_x1 := cast(f32)(pen_x + bmp.width) / cast(f32)tex_width;
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atlas_y1 := cast(f32)(pen_y + bmp.rows) / cast(f32)tex_height;
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atlas_x0 := cast(f32)pen_x / cast(f32)tex_width
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atlas_y0 := cast(f32)pen_y / cast(f32)tex_height
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atlas_x1 := cast(f32)(pen_x + bmp.width) / cast(f32)tex_width
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atlas_y1 := cast(f32)(pen_y + bmp.rows) / cast(f32)tex_height
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top_left := Vec2{ atlas_x0, atlas_y1 };
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top_right := Vec2{ atlas_x1, atlas_y1 };
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bottom_right := Vec2{ atlas_x1, atlas_y0 };
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bottom_left := Vec2{ atlas_x0, atlas_y0 };
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top_left := Vec2{ atlas_x0, atlas_y1 }
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top_right := Vec2{ atlas_x1, atlas_y1 }
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bottom_right := Vec2{ atlas_x1, atlas_y0 }
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bottom_left := Vec2{ atlas_x0, atlas_y0 }
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character: Character
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character.tex_coords[0] = top_left;
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character.tex_coords[1] = top_right;
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character.tex_coords[2] = bottom_right;
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character.tex_coords[3] = bottom_left;
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character.advance = cast(u32)face.glyph.advance.x;
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character.size = Vec2{ cast(f32)face.glyph.bitmap.width, cast(f32)face.glyph.bitmap.rows };
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character.bearing = Vec2{ cast(f32)face.glyph.bitmap_left, cast(f32)face.glyph.bitmap_top };
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character.tex_coords[0] = top_left
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character.tex_coords[1] = top_right
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character.tex_coords[2] = bottom_right
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character.tex_coords[3] = bottom_left
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character.advance = cast(u32)face.glyph.advance.x
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character.size = Vec2{ cast(f32)face.glyph.bitmap.width, cast(f32)face.glyph.bitmap.rows }
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character.bearing = Vec2{ cast(f32)face.glyph.bitmap_left, cast(f32)face.glyph.bitmap_top }
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zephr_ctx.font.characters[i] = character;
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zephr_ctx.font.characters[i] = character
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pen_x += bmp.width + 1;
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pen_x += bmp.width + 1
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/* c = FT_Get_Next_Char(face, c, &glyph_idx); */
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}
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texture: TextureId;
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gl.GenTextures(1, &texture);
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gl.BindTexture(gl.TEXTURE_2D, texture);
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texture: TextureId
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gl.GenTextures(1, &texture)
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gl.BindTexture(gl.TEXTURE_2D, texture)
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, cast(i32)tex_width,
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cast(i32)tex_height, 0, gl.RED, gl.UNSIGNED_BYTE,
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raw_data(pixels))
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
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zephr_ctx.font.atlas_tex_id = texture;
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zephr_ctx.font.atlas_tex_id = texture
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gl.BindTexture(gl.TEXTURE_2D, 0);
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gl.BindTexture(gl.TEXTURE_2D, 0)
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FT.Done_Face(face);
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FT.Done_FreeType(ft);
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FT.Done_Face(face)
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FT.Done_FreeType(ft)
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return 0;
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return 0
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}
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init_fonts :: proc(font_path: cstring) -> i32 {
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font_vbo, font_ebo: u32;
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font_vbo, font_ebo: u32
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res := init_freetype(font_path);
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res := init_freetype(font_path)
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if (res != 0) {
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return res;
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return res
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}
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l_font_shader, success := create_shader("shaders/font.vert", "shaders/font.frag");
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l_font_shader, success := create_shader("shaders/font.vert", "shaders/font.frag")
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if (!success) {
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fmt.println("[FATAL] Failed to create font shader")
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return -2;
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return -2
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}
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font_shader = l_font_shader;
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font_shader = l_font_shader
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gl.GenVertexArrays(1, &font_vao);
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gl.GenBuffers(1, &font_vbo);
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gl.GenBuffers(1, &font_instance_vbo);
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gl.GenBuffers(1, &font_ebo);
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gl.GenVertexArrays(1, &font_vao)
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gl.GenBuffers(1, &font_vbo)
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gl.GenBuffers(1, &font_instance_vbo)
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gl.GenBuffers(1, &font_ebo)
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quad_vertices := [4][2]f32 {
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{0.0, 1.0}, // top left
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{1.0, 1.0}, // top right
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{1.0, 0.0}, // bottom right
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{0.0, 0.0}, // bottom left
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};
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}
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quad_indices := [6]u32 {
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0, 1, 2,
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2, 3, 0,
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};
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}
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gl.BindVertexArray(font_vao);
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gl.BindVertexArray(font_vao)
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// font quad vbo
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gl.BindBuffer(gl.ARRAY_BUFFER, font_vbo);
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gl.BufferData(gl.ARRAY_BUFFER, size_of(quad_vertices), &quad_vertices, gl.STATIC_DRAW);
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gl.EnableVertexAttribArray(0);
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gl.VertexAttribPointer(0, 2, gl.FLOAT, gl.FALSE, 2 * size_of(f32), 0);
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gl.BindBuffer(gl.ARRAY_BUFFER, font_vbo)
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gl.BufferData(gl.ARRAY_BUFFER, size_of(quad_vertices), &quad_vertices, gl.STATIC_DRAW)
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gl.EnableVertexAttribArray(0)
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gl.VertexAttribPointer(0, 2, gl.FLOAT, gl.FALSE, 2 * size_of(f32), 0)
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// font instance vbo
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gl.BindBuffer(gl.ARRAY_BUFFER, font_instance_vbo);
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gl.EnableVertexAttribArray(1);
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gl.VertexAttribPointer(1, 4, gl.FLOAT, gl.FALSE, size_of(GlyphInstance), 0);
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gl.VertexAttribDivisor(1, 1);
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gl.EnableVertexAttribArray(2);
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gl.VertexAttribIPointer(2, 1, gl.INT, size_of(GlyphInstance), size_of(Vec4));
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gl.VertexAttribDivisor(2, 1);
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gl.EnableVertexAttribArray(3);
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gl.VertexAttribPointer(3, 4, gl.FLOAT, gl.FALSE, size_of(GlyphInstance), (size_of(Vec4) + size_of(i32)));
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gl.VertexAttribDivisor(3, 1);
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gl.EnableVertexAttribArray(4);
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gl.EnableVertexAttribArray(5);
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gl.EnableVertexAttribArray(6);
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gl.EnableVertexAttribArray(7);
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gl.VertexAttribPointer(4, 4, gl.FLOAT, gl.FALSE, size_of(GlyphInstance), (size_of(Vec4) * 2 + size_of(i32)));
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gl.VertexAttribPointer(5, 4, gl.FLOAT, gl.FALSE, size_of(GlyphInstance), (size_of(Vec4) * 3 + size_of(i32)));
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gl.VertexAttribPointer(6, 4, gl.FLOAT, gl.FALSE, size_of(GlyphInstance), (size_of(Vec4) * 4 + size_of(i32)));
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gl.VertexAttribPointer(7, 4, gl.FLOAT, gl.FALSE, size_of(GlyphInstance), (size_of(Vec4) * 5 + size_of(i32)));
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gl.VertexAttribDivisor(4, 1);
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gl.VertexAttribDivisor(5, 1);
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gl.VertexAttribDivisor(6, 1);
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gl.VertexAttribDivisor(7, 1);
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gl.BindBuffer(gl.ARRAY_BUFFER, font_instance_vbo)
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gl.EnableVertexAttribArray(1)
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gl.VertexAttribPointer(1, 4, gl.FLOAT, gl.FALSE, size_of(GlyphInstance), 0)
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gl.VertexAttribDivisor(1, 1)
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gl.EnableVertexAttribArray(2)
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gl.VertexAttribIPointer(2, 1, gl.INT, size_of(GlyphInstance), size_of(Vec4))
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gl.VertexAttribDivisor(2, 1)
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gl.EnableVertexAttribArray(3)
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gl.VertexAttribPointer(3, 4, gl.FLOAT, gl.FALSE, size_of(GlyphInstance), (size_of(Vec4) + size_of(i32)))
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gl.VertexAttribDivisor(3, 1)
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gl.EnableVertexAttribArray(4)
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gl.EnableVertexAttribArray(5)
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gl.EnableVertexAttribArray(6)
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gl.EnableVertexAttribArray(7)
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gl.VertexAttribPointer(4, 4, gl.FLOAT, gl.FALSE, size_of(GlyphInstance), (size_of(Vec4) * 2 + size_of(i32)))
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gl.VertexAttribPointer(5, 4, gl.FLOAT, gl.FALSE, size_of(GlyphInstance), (size_of(Vec4) * 3 + size_of(i32)))
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gl.VertexAttribPointer(6, 4, gl.FLOAT, gl.FALSE, size_of(GlyphInstance), (size_of(Vec4) * 4 + size_of(i32)))
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gl.VertexAttribPointer(7, 4, gl.FLOAT, gl.FALSE, size_of(GlyphInstance), (size_of(Vec4) * 5 + size_of(i32)))
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gl.VertexAttribDivisor(4, 1)
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gl.VertexAttribDivisor(5, 1)
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gl.VertexAttribDivisor(6, 1)
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gl.VertexAttribDivisor(7, 1)
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// font ebo
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gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, font_ebo);
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gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, size_of(quad_indices), &quad_indices, gl.STATIC_DRAW);
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gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, font_ebo)
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gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, size_of(quad_indices), &quad_indices, gl.STATIC_DRAW)
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use_shader(font_shader);
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use_shader(font_shader)
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for i in 32..<128 {
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for j in 0..<4 {
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buf: [24]byte
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text := fmt.bprintf(buf[:], "texcoords[%d]", (i - 32) * 4 + j);
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set_vec2f(font_shader, cstring(raw_data(text)), zephr_ctx.font.characters[i].tex_coords[j].x, zephr_ctx.font.characters[i].tex_coords[j].y);
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text := fmt.bprintf(buf[:], "texcoords[%d]", (i - 32) * 4 + j)
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set_vec2f(font_shader, cstring(raw_data(text)), zephr_ctx.font.characters[i].tex_coords[j].x, zephr_ctx.font.characters[i].tex_coords[j].y)
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}
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}
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gl.BindBuffer(gl.ARRAY_BUFFER, 0);
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gl.BindVertexArray(0);
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gl.BindBuffer(gl.ARRAY_BUFFER, 0)
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gl.BindVertexArray(0)
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return 0;
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return 0
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}
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calculate_text_size :: proc(text: string, font_size: u32) -> Vec2 {
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scale := cast(f32)font_size / FONT_PIXEL_SIZE;
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scale := cast(f32)font_size / FONT_PIXEL_SIZE
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size : Vec2 = ---
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w: f32 = 0;
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h: f32 = 0;
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max_bearing_h: f32 = 0;
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w: f32 = 0
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h: f32 = 0
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max_bearing_h: f32 = 0
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// NOTE: I don't like looping through the characters twice, but it's fine for now
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for i in 0..<len(text) {
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ch := zephr_ctx.font.characters[text[i]];
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max_bearing_h = max(max_bearing_h, ch.bearing.y);
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ch := zephr_ctx.font.characters[text[i]]
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max_bearing_h = max(max_bearing_h, ch.bearing.y)
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}
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for i in 0..<len(text) {
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ch := zephr_ctx.font.characters[text[i]];
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w += cast(f32)ch.advance / 64;
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ch := zephr_ctx.font.characters[text[i]]
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w += cast(f32)ch.advance / 64
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// remove bearing of first character
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if (i == 0 && len(text) > 1) {
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w -= ch.bearing.x;
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w -= ch.bearing.x
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}
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// remove the trailing width of the last character
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if (i == len(text) - 1) {
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w -= ((cast(f32)ch.advance / 64) - (ch.bearing.x + ch.size.x));
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w -= ((cast(f32)ch.advance / 64) - (ch.bearing.x + ch.size.x))
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}
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// if we only have one character in the text, then remove the bearing width
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if (len(text) == 1) {
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w -= (ch.bearing.x);
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w -= (ch.bearing.x)
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}
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h = max(h, max_bearing_h - ch.bearing.y + ch.size.y);
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h = max(h, max_bearing_h - ch.bearing.y + ch.size.y)
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if (text[i] == '\n') {
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w = 0;
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h += max_bearing_h;
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w = 0
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h += max_bearing_h
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}
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}
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size.x = w * scale;
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size.y = h * scale;
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size.x = w * scale
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size.y = h * scale
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return size;
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return size
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}
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draw_text :: proc(text: string, font_size: u32, constraints: UiConstraints, color: Color, alignment: Alignment) {
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glyph_instance_list := get_glyph_instance_list_from_text(text, font_size, constraints, color, alignment);
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glyph_instance_list := get_glyph_instance_list_from_text(text, font_size, constraints, color, alignment)
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gl.ActiveTexture(gl.TEXTURE0);
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gl.BindTexture(gl.TEXTURE_2D, zephr_ctx.font.atlas_tex_id);
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gl.BindVertexArray(font_vao);
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gl.ActiveTexture(gl.TEXTURE0)
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gl.BindTexture(gl.TEXTURE_2D, zephr_ctx.font.atlas_tex_id)
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gl.BindVertexArray(font_vao)
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gl.BindBuffer(gl.ARRAY_BUFFER, font_instance_vbo);
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gl.BufferData(gl.ARRAY_BUFFER, size_of(GlyphInstance) * len(glyph_instance_list), raw_data(glyph_instance_list), gl.DYNAMIC_DRAW);
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gl.BindBuffer(gl.ARRAY_BUFFER, font_instance_vbo)
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gl.BufferData(gl.ARRAY_BUFFER, size_of(GlyphInstance) * len(glyph_instance_list), raw_data(glyph_instance_list), gl.DYNAMIC_DRAW)
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gl.DrawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_INT, nil, cast(i32)len(glyph_instance_list))
|
||||
|
||||
gl.BindVertexArray(0);
|
||||
gl.BindTexture(gl.TEXTURE_2D, 0);
|
||||
gl.BindVertexArray(0)
|
||||
gl.BindTexture(gl.TEXTURE_2D, 0)
|
||||
|
||||
delete(glyph_instance_list)
|
||||
}
|
||||
|
||||
draw_text_batch :: proc(batch: ^GlyphInstanceList) {
|
||||
gl.ActiveTexture(gl.TEXTURE0);
|
||||
gl.BindTexture(gl.TEXTURE_2D, zephr_ctx.font.atlas_tex_id);
|
||||
gl.BindVertexArray(font_vao);
|
||||
gl.ActiveTexture(gl.TEXTURE0)
|
||||
gl.BindTexture(gl.TEXTURE_2D, zephr_ctx.font.atlas_tex_id)
|
||||
gl.BindVertexArray(font_vao)
|
||||
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, font_instance_vbo);
|
||||
gl.BufferData(gl.ARRAY_BUFFER, size_of(GlyphInstance) * len(batch), raw_data(batch^), gl.DYNAMIC_DRAW);
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, font_instance_vbo)
|
||||
gl.BufferData(gl.ARRAY_BUFFER, size_of(GlyphInstance) * len(batch), raw_data(batch^), gl.DYNAMIC_DRAW)
|
||||
|
||||
gl.DrawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_INT, nil, cast(i32)len(batch))
|
||||
|
||||
gl.BindVertexArray(0);
|
||||
gl.BindTexture(gl.TEXTURE_2D, 0);
|
||||
gl.BindVertexArray(0)
|
||||
gl.BindTexture(gl.TEXTURE_2D, 0)
|
||||
|
||||
delete(batch^)
|
||||
}
|
||||
|
||||
get_glyph_instance_list_from_text :: proc(text: string, font_size: u32, constraints: UiConstraints, color: Color, alignment: Alignment) -> GlyphInstanceList {
|
||||
constraints := constraints
|
||||
use_shader(font_shader);
|
||||
text_color := Vec4{ cast(f32)color.r / 255, cast(f32)color.g / 255, cast(f32)color.b / 255, cast(f32)color.a / 255 };
|
||||
use_shader(font_shader)
|
||||
text_color := Vec4{ cast(f32)color.r / 255, cast(f32)color.g / 255, cast(f32)color.b / 255, cast(f32)color.a / 255 }
|
||||
|
||||
set_mat4f(font_shader, "projection", zephr_ctx.projection)
|
||||
|
||||
rect: Rect
|
||||
|
||||
apply_constraints(&constraints, &rect.pos, &rect.size);
|
||||
apply_constraints(&constraints, &rect.pos, &rect.size)
|
||||
|
||||
text_size := calculate_text_size(text, FONT_PIXEL_SIZE);
|
||||
font_scale := cast(f32)font_size / FONT_PIXEL_SIZE * rect.size.x;
|
||||
text_size := calculate_text_size(text, FONT_PIXEL_SIZE)
|
||||
font_scale := cast(f32)font_size / FONT_PIXEL_SIZE * rect.size.x
|
||||
|
||||
apply_alignment(alignment, &constraints, Vec2{ text_size.x * font_scale, text_size.y * font_scale }, &rect.pos);
|
||||
apply_alignment(alignment, &constraints, Vec2{ text_size.x * font_scale, text_size.y * font_scale }, &rect.pos)
|
||||
|
||||
model := identity()
|
||||
scale(&model, Vec3{font_scale, font_scale, 1});
|
||||
scale(&model, Vec3{font_scale, font_scale, 1})
|
||||
|
||||
// rotate around the center point of the text
|
||||
translate(&model, Vec3{-text_size.x * font_scale / 2, -text_size.y * font_scale / 2, 0});
|
||||
rotate(&model, constraints.rotation, Vec3{0, 0, 1});
|
||||
translate(&model, Vec3{text_size.x *font_scale / 2, text_size.y * font_scale / 2, 0});
|
||||
translate(&model, Vec3{-text_size.x * font_scale / 2, -text_size.y * font_scale / 2, 0})
|
||||
rotate(&model, constraints.rotation, Vec3{0, 0, 1})
|
||||
translate(&model, Vec3{text_size.x *font_scale / 2, text_size.y * font_scale / 2, 0})
|
||||
|
||||
translate(&model, Vec3{rect.pos.x, rect.pos.y, 0});
|
||||
translate(&model, Vec3{rect.pos.x, rect.pos.y, 0})
|
||||
|
||||
max_bearing_h: f32 = 0;
|
||||
max_bearing_h: f32 = 0
|
||||
for i in 0..<len(text) {
|
||||
ch := zephr_ctx.font.characters[text[i]];
|
||||
max_bearing_h = max(max_bearing_h, ch.bearing.y);
|
||||
ch := zephr_ctx.font.characters[text[i]]
|
||||
max_bearing_h = max(max_bearing_h, ch.bearing.y)
|
||||
}
|
||||
|
||||
first_char_bearing_w := zephr_ctx.font.characters[text[0]].bearing.x;
|
||||
first_char_bearing_w := zephr_ctx.font.characters[text[0]].bearing.x
|
||||
|
||||
glyph_instance_list: GlyphInstanceList
|
||||
reserve(&glyph_instance_list, 16)
|
||||
@@ -369,21 +369,21 @@ get_glyph_instance_list_from_text :: proc(text: string, font_size: u32, constrai
|
||||
// scale up or down the model matrix to get the desired font size.
|
||||
// this way everything works out fine and we get to transform the text using the
|
||||
// model matrix
|
||||
c := 0;
|
||||
x: u32 = 0;
|
||||
y: f32 = 0;
|
||||
c := 0
|
||||
x: u32 = 0
|
||||
y: f32 = 0
|
||||
for c != len(text) {
|
||||
ch := zephr_ctx.font.characters[text[c]]
|
||||
// subtract the bearing width of the first character to remove the extra space
|
||||
// at the start of the text and move every char to the left by that width
|
||||
xpos := (cast(f32)x + (ch.bearing.x - first_char_bearing_w));
|
||||
ypos := y + (text_size.y - ch.bearing.y - (text_size.y - max_bearing_h));
|
||||
xpos := (cast(f32)x + (ch.bearing.x - first_char_bearing_w))
|
||||
ypos := y + (text_size.y - ch.bearing.y - (text_size.y - max_bearing_h))
|
||||
|
||||
if (text[c] == '\n') {
|
||||
x = 0;
|
||||
y += max_bearing_h + (36 * LINE_HEIGHT);
|
||||
c += 1;
|
||||
continue;
|
||||
x = 0
|
||||
y += max_bearing_h + (36 * LINE_HEIGHT)
|
||||
c += 1
|
||||
continue
|
||||
}
|
||||
|
||||
test_model := Mat4 {
|
||||
@@ -402,18 +402,18 @@ get_glyph_instance_list_from_text :: proc(text: string, font_size: u32, constrai
|
||||
|
||||
append(&glyph_instance_list, instance)
|
||||
|
||||
x += (ch.advance >> 6);
|
||||
c += 1;
|
||||
x += (ch.advance >> 6)
|
||||
c += 1
|
||||
}
|
||||
|
||||
return glyph_instance_list;
|
||||
return glyph_instance_list
|
||||
}
|
||||
|
||||
add_text_instance :: proc(batch: ^GlyphInstanceList, text: string, font_size: u32, constraints: UiConstraints, color: Color, alignment: Alignment) {
|
||||
glyph_instance_list := get_glyph_instance_list_from_text(text, font_size, constraints, color, alignment);
|
||||
glyph_instance_list := get_glyph_instance_list_from_text(text, font_size, constraints, color, alignment)
|
||||
|
||||
append(batch, ..glyph_instance_list[:])
|
||||
|
||||
delete(glyph_instance_list);
|
||||
delete(glyph_instance_list)
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user