mirror of
https://github.com/IllusionMan1212/cudoku.git
synced 2026-10-24 02:12:25 +00:00
help overlay
This commit is contained in:
@@ -74,9 +74,10 @@ void draw_win(Cudoku *game) {
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draw_text(time_text, 48.f, constraints, &text_color, ALIGN_CENTER);
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}
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void draw_grid(Size window_size) {
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void draw_board(Cudoku *game, Size window_size) {
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Color bg_color = {240.0f, 235.0f, 227.0f, 255.f};
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Color color = {0.0f, 0.0f, 0.0f, 255.f};
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Size cell_size = {window_size.width / 9, window_size.height / 9};
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UIConstraints constraints = {0};
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set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
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set_y_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
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@@ -85,7 +86,7 @@ void draw_grid(Size window_size) {
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draw_quad(constraints, &bg_color, 0.0, ALIGN_TOP_LEFT);
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for (int i = 1; i < 10; i++) {
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for (int i = 1; i < 9; i++) {
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set_x_constraint(&constraints, i * 100, UI_CONSTRAINT_FIXED);
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set_y_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
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if (i % 3 == 0) {
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@@ -106,6 +107,21 @@ void draw_grid(Size window_size) {
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}
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draw_quad(constraints, &color, 0.0, ALIGN_TOP_LEFT);
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}
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set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
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set_y_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
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set_width_constraint(&constraints, 1, UI_CONSTRAINT_FIXED);
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set_height_constraint(&constraints, 1, UI_CONSTRAINT_FIXED);
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for (int i = 0; i < 9; i++) {
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for (int j = 0; j < 9; j++) {
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Sizef text_size = calculate_text_size("7", 72.f);
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set_y_constraint(&constraints, i * 100 + cell_size.height / 2.f - text_size.height / 2.f, UI_CONSTRAINT_FIXED);
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set_x_constraint(&constraints, j * 100 + cell_size.width / 2.f - text_size.width / 2.f, UI_CONSTRAINT_FIXED);
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// TODO:
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draw_text("7", 72.f, constraints, &color, ALIGN_TOP_LEFT);
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}
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}
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}
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unsigned int prepare_bg(bool use_texture, unsigned int *texture) {
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@@ -612,86 +628,64 @@ bool toggle_help(Cudoku *game) {
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return false;
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}
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void draw_ui_element_at(Shader shader, unsigned int vao, unsigned int vbo, Matrix4x4 *projection, Vec2 pos, Size size, Color color) {
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use_shader(shader);
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set_mat4f(shader, "transform", (float *)projection->m);
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set_vec4f(shader, "aColor", color.r, color.g, color.b, color.a);
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glBindVertexArray(vao);
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float vertices[6][2] = {
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{pos.x, pos.y + size.height},
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{pos.x, pos.y},
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{pos.x + size.width, pos.y},
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{pos.x, pos.y + size.height},
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{pos.x + size.width, pos.y},
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{pos.x + size.width, pos.y + size.height},
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void draw_help(Timer *timer) {
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int const text_padding = 10;
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float const help_font_size = 24.f;
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float const closing_in_font_size = 18.f;
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Color const bg_color = {
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.r = 0.f,
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.g = 0.f,
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.b = 0.f,
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.a = 185.f
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};
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Color const text_color = {
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237.f,
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255.f,
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255.f,
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255.f,
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};
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Color const closing_in_text_color = {
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.r = 255.0f,
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.g = 150.0f,
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.b = 0.0f,
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.a = 255.0f,
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};
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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int overlay_height = 0;
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int overlay_width = 0;
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int total_help_texts_height = 10;
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glDrawArrays(GL_TRIANGLES, 0, 6);
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for (int i = 0; i < HELP_TEXT_SIZE; i++) {
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Sizef text_size = calculate_text_size(help_texts[i], help_font_size);
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overlay_height += text_size.height + text_padding;
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overlay_width = max(overlay_width, text_size.width + text_padding * 2);
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}
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Size size = {.width = overlay_width, .height = overlay_height + text_padding * 2};
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UIConstraints constraints = {0};
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set_width_constraint(&constraints, size.width, UI_CONSTRAINT_FIXED);
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set_height_constraint(&constraints, size.height, UI_CONSTRAINT_FIXED);
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draw_quad(constraints, &bg_color, 0.0, ALIGN_TOP_LEFT);
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glBindVertexArray(0);
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set_x_constraint(&constraints, text_padding, UI_CONSTRAINT_FIXED);
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for (int i = 0; i < HELP_TEXT_SIZE; i++) {
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Sizef text_size = calculate_text_size(help_texts[i], help_font_size);
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set_y_constraint(&constraints, total_help_texts_height, UI_CONSTRAINT_FIXED);
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set_width_constraint(&constraints, 1, UI_CONSTRAINT_FIXED);
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set_height_constraint(&constraints, 1, UI_CONSTRAINT_FIXED);
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draw_text(help_texts[i], help_font_size, constraints, &text_color, ALIGN_TOP_LEFT);
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total_help_texts_height += text_size.height + text_padding;
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}
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/* void draw_help_overlay(Timer *timer) { */
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/* int total_help_texts_height = 20; */
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/* int const text_padding = 10; */
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/* float const text_scale = 0.3f; */
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/* int overlay_height = 0; */
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/* int overlay_width = 0; */
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/* for (int i = 0; i < HELP_TEXT_SIZE; i++) { */
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/* /1* Size text_size = calculate_text_size(help_texts[i], text_scale); *1/ */
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/* /1* overlay_height += text_size.height + text_padding; *1/ */
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/* /1* overlay_width = max(overlay_width, text_size.width + text_padding * 2); *1/ */
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/* } */
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/* Size size = {.width = overlay_width, .height = overlay_height + text_padding * 2}; */
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/* /1* Vec2 pos = { *1/ */
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/* /1* .x = 0, *1/ */
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/* /1* .y = window_height - size.height *1/ */
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/* /1* }; *1/ */
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/* Color color = { */
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/* .r = 0.1f, */
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/* .g = 0.1f, */
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/* .b = 0.1f, */
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/* .a = 0.95f */
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/* }; */
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/* /1* draw_ui_element_at(overlay_shader, overlay_vao, overlay_vbo, projection, pos, size, color); *1/ */
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/* for (int i = 0; i < HELP_TEXT_SIZE; i++) { */
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/* /1* Size text_size = calculate_text_size(help_texts[i], text_scale); *1/ */
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/* /1* Vec2 text_pos = { *1/ */
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/* /1* .x = text_padding, *1/ */
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/* /1* .y = window_height - total_help_texts_height - (text_padding * 2) *1/ */
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/* /1* }; *1/ */
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/* /1* total_help_texts_height += text_size.height + text_padding; *1/ */
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/* /1* draw_text_at(font_shader, help_texts[i], text_pos, text_scale, font_vao, font_vbo, (float *)projection->m, NULL); *1/ */
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/* } */
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/* if (timer->is_running) { */
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/* char closing_in_text[128]; */
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/* /1* snprintf(closing_in_text, sizeof(closing_in_text), "Hiding in %ds", (int)timer_remaining(timer) + 1); *1/ */
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/* /1* Size closing_in_text_size = calculate_text_size(closing_in_text, text_scale / 2.0); *1/ */
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/* /1* Vec2 closing_in_text_pos = { *1/ */
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/* /1* .x = overlay_width - closing_in_text_size.width, *1/ */
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/* /1* .y = window_height - closing_in_text_size.height - text_padding, *1/ */
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/* /1* }; *1/ */
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/* /1* Color closing_in_text_color = { *1/ */
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/* /1* .r = 255.0f, *1/ */
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/* /1* .g = 150.0f, *1/ */
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/* /1* .b = 0.0f, *1/ */
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/* /1* .a = 1.0f, *1/ */
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/* /1* }; *1/ */
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/* /1* draw_text_at(font_shader, closing_in_text, closing_in_text_pos, text_scale / 2.0, font_vao, font_vbo, (float *)projection->m, &closing_in_text_color); *1/ */
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/* } */
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/* } */
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if (timer->is_running) {
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char closing_in_text[128];
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snprintf(closing_in_text, sizeof(closing_in_text), "Hiding in %ds", (int)timer_remaining(timer) + 1);
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Sizef closing_in_text_size = calculate_text_size(closing_in_text, closing_in_font_size);
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set_x_constraint(&constraints, overlay_width - closing_in_text_size.width - text_padding, UI_CONSTRAINT_FIXED);
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set_y_constraint(&constraints, text_padding, UI_CONSTRAINT_FIXED);
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draw_text(closing_in_text, closing_in_font_size, constraints, &closing_in_text_color, ALIGN_TOP_LEFT);
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}
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}
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void draw_timer(Timer *timer) {
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if (!timer->is_running) return;
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@@ -42,17 +42,7 @@ void toggle_selection(Cudoku *game);
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void generate_random_board(Cudoku *game);
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void reset_board(Cudoku *game);
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bool toggle_help(Cudoku *game);
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void draw_help_overlay(
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Shader overlay_shader,
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Shader font_shader,
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unsigned int overlay_vao,
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unsigned int overlay_vbo,
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unsigned int font_vao,
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unsigned int font_vbo,
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Matrix4x4 *projection,
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int window_height,
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Timer *timer
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);
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void draw_help(Timer *timer);
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void draw_timer(Timer *timer);
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void draw_win(Cudoku *game);
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void draw_grid(Size window_size);
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void draw_board(Cudoku *game, Size window_size);
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@@ -151,11 +151,20 @@ int main(int argc, char *argv[]) {
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last_t = now;
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if (!use_texture) {
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draw_grid(window_size);
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draw_board(&game, window_size);
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}
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draw_timer(&game.timer);
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if (timer_ended(&game.help_timer)) {
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timer_stop(&game.help_timer);
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game.should_draw_help = false;
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}
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if (game.should_draw_help) {
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draw_help(&game.help_timer);
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}
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if (game.has_won) {
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draw_win(&game);
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}
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@@ -222,14 +231,6 @@ int main(int argc, char *argv[]) {
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/* /1* draw_text_at(font_shader, text, text_pos, text_scale, font_vao, font_vbo, (float *)projection.m, &text_color); *1/ */
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/* /1* } *1/ */
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/* if (timer_ended(&game.help_timer)) { */
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/* timer_stop(&game.help_timer); */
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/* game.should_draw_help = false; */
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/* } */
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/* /1* if (game.should_draw_help) *1/ */
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/* /1* draw_help_overlay(selection_shader, font_shader, selection_vao, selection_vbo, font_vao, font_vbo, &projection, height, &game.help_timer); *1/ */
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/* /1* glXSwapBuffers(display, window); *1/ */
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/* } */
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+1
-1
@@ -1,9 +1,9 @@
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#version 330 core
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in vec2 v_TexCoords;
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in vec4 textColor;
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out vec4 FragColor;
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uniform sampler2D text;
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uniform vec4 textColor;
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const float smoothness = 0.05;
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const float outlineDistance = 0.50;
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+4
-1
@@ -4,9 +4,11 @@ layout (location = 0) in vec2 vertex;
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// per instance
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layout (location = 1) in vec4 offset;
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layout (location = 2) in int tex_index;
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layout (location = 3) in mat4 model; // this takes locations 3,4,5,6
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layout (location = 3) in vec4 color;
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layout (location = 4) in mat4 model; // this takes locations 4,5,6,7
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out vec2 v_TexCoords;
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out vec4 textColor;
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uniform mat4 projection;
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// buffer for all the 96 ascii characters' texcoords
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uniform vec2 texcoords[96 * 4];
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@@ -15,4 +17,5 @@ void main() {
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vec2 pos = vec2((vertex.x) * offset.z, (vertex.y) * offset.w);
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gl_Position = projection * model * vec4(pos + offset.xy, 0.0, 1.0);
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v_TexCoords = texcoords[tex_index * 4 + gl_VertexID];
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textColor = color;
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}
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@@ -13,12 +13,12 @@
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#include "ui.h"
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#include "x11.h"
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#define FONT_PIXEL_SIZE 128
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#define FONT_PIXEL_SIZE 64
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Display *display;
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Window window;
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Context zephr_context;
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Context zephr_context = {0};
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Shader font_shader;
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Shader ui_shader;
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unsigned int font_vao;
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@@ -215,7 +215,7 @@ int init_ui(const char* font_path, Size window_size) {
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// font quad vbo
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glBindBuffer(GL_ARRAY_BUFFER, font_vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 4 * 2, quad_vertices, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_vertices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void *)0);
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@@ -228,17 +228,20 @@ int init_ui(const char* font_path, Size window_size) {
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glVertexAttribIPointer(2, 1, GL_INT, sizeof(TextInstance), (void *)sizeof(Vec4f));
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glVertexAttribDivisor(2, 1);
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glEnableVertexAttribArray(3);
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glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(TextInstance), (void *)(sizeof(Vec4f) + sizeof(int)));
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glVertexAttribDivisor(3, 1);
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glEnableVertexAttribArray(4);
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glEnableVertexAttribArray(5);
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glEnableVertexAttribArray(6);
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glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(TextInstance), (void *)(sizeof(Vec4f) + sizeof(int)));
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glEnableVertexAttribArray(7);
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glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, sizeof(TextInstance), (void *)(sizeof(Vec4f) * 2 + sizeof(int)));
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glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, sizeof(TextInstance), (void *)(sizeof(Vec4f) * 3 + sizeof(int)));
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glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(TextInstance), (void *)(sizeof(Vec4f) * 4 + sizeof(int)));
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glVertexAttribDivisor(3, 1);
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glVertexAttribPointer(7, 4, GL_FLOAT, GL_FALSE, sizeof(TextInstance), (void *)(sizeof(Vec4f) * 5 + sizeof(int)));
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glVertexAttribDivisor(4, 1);
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glVertexAttribDivisor(5, 1);
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glVertexAttribDivisor(6, 1);
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glVertexAttribDivisor(7, 1);
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// font ebo
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, font_ebo);
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@@ -356,6 +359,11 @@ bool zephr_should_quit() {
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/* This MUST be called at the end of the frame
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if you wish to draw text */
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void zephr_batch_text_draw() {
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use_shader(font_shader);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, zephr_context.font.atlas_texture_id);
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glBindVertexArray(font_vao);
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glBindBuffer(GL_ARRAY_BUFFER, font_instance_vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(TextInstance) * zephr_context.texts.size, zephr_context.texts.data, GL_DYNAMIC_DRAW);
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||||
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||||
@@ -527,7 +535,7 @@ void apply_alignment(Alignment align, Vec2f *pos, Sizef size) {
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}
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||||
}
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||||
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||||
void draw_quad(UIConstraints constraints, Color *color, float border_radius, Alignment align) {
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||||
void draw_quad(UIConstraints constraints, const Color *color, float border_radius, Alignment align) {
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use_shader(ui_shader);
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||||
if (color) {
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||||
@@ -579,7 +587,7 @@ void draw_quad(UIConstraints constraints, Color *color, float border_radius, Ali
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glBindVertexArray(0);
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||||
}
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||||
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||||
void draw_circle(UIConstraints constraints, Color *color, Alignment align) {
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void draw_circle(UIConstraints constraints, const Color *color, Alignment align) {
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float radius = 0.f;
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||||
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||||
if (constraints.width > constraints.height) {
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||||
@@ -590,7 +598,7 @@ void draw_circle(UIConstraints constraints, Color *color, Alignment align) {
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draw_quad(constraints, color, radius, align);
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}
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void draw_triangle(UIConstraints constraints, Color *color, Alignment align) {
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void draw_triangle(UIConstraints constraints, const Color *color, Alignment align) {
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use_shader(ui_shader);
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||||
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if (color) {
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@@ -632,12 +640,11 @@ void draw_triangle(UIConstraints constraints, Color *color, Alignment align) {
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glBindVertexArray(0);
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||||
}
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||||
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||||
void draw_text(const char* text, int font_size, UIConstraints constraints, Color *color, Alignment alignment) {
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||||
void draw_text(const char* text, int font_size, UIConstraints constraints, const Color *color, Alignment alignment) {
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||||
use_shader(font_shader);
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||||
Color text_color = { 0 };
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||||
if (color) {
|
||||
set_vec4f(font_shader, "textColor", color->r / 255.f, color->g / 255.f, color->b / 255.f, color->a / 255.f);
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||||
} else {
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set_vec4f(font_shader, "textColor", 0.f, 0.f, 0.f, 1.f);
|
||||
text_color = (Color){ color->r / 255.f, color->g / 255.f, color->b / 255.f, color->a / 255.f };
|
||||
}
|
||||
set_mat4f(font_shader, "projection", (float *)zephr_context.projection.m);
|
||||
|
||||
@@ -654,6 +661,7 @@ void draw_text(const char* text, int font_size, UIConstraints constraints, Color
|
||||
Matrix4x4 model = identity();
|
||||
apply_scale(&model, (Sizef){font_scale, font_scale});
|
||||
|
||||
// rotate around the center point of the text
|
||||
apply_translation(&model, (Vec2f){-text_size.width * font_scale / 2.f, -text_size.height * font_scale / 2.f});
|
||||
apply_rotation(&model, to_radians(constraints.rotation));
|
||||
apply_translation(&model, (Vec2f){text_size.width *font_scale / 2.f, text_size.height * font_scale / 2.f});
|
||||
@@ -668,10 +676,6 @@ void draw_text(const char* text, int font_size, UIConstraints constraints, Color
|
||||
|
||||
float first_char_bearing_w = zephr_context.font.characters[(int)text[0]].bearing.width;
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, zephr_context.font.atlas_texture_id);
|
||||
glBindVertexArray(font_vao);
|
||||
|
||||
// we use the original text and character sizes in the loop and then we just
|
||||
// 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
|
||||
@@ -688,8 +692,10 @@ void draw_text(const char* text, int font_size, UIConstraints constraints, Color
|
||||
TextInstance instance = {
|
||||
.position = (Vec4f){xpos, ypos, ch.size.width, ch.size.height},
|
||||
.tex_coords_index = (int)text[c] - 32,
|
||||
.color = text_color,
|
||||
.model = {0},
|
||||
};
|
||||
|
||||
memcpy(instance.model, model.m, sizeof(float[4][4]));
|
||||
|
||||
add_text_instance(&zephr_context.texts, instance);
|
||||
|
||||
@@ -20,6 +20,7 @@ typedef struct ZephFont {
|
||||
typedef struct TextInstance {
|
||||
Vec4f position;
|
||||
int tex_coords_index;
|
||||
Color color;
|
||||
float model[4][4];
|
||||
} TextInstance;
|
||||
|
||||
@@ -79,8 +80,8 @@ void set_y_constraint(UIConstraints *constraints, float value, UIConstraint type
|
||||
void set_width_constraint(UIConstraints *constraints, float value, UIConstraint type);
|
||||
void set_height_constraint(UIConstraints *constraints, float value, UIConstraint type);
|
||||
void set_rotation_constraint(UIConstraints *constraints, float angle_d);
|
||||
void draw_quad(UIConstraints constraints, Color *color, float border_radius, Alignment align);
|
||||
void draw_circle(UIConstraints constraints, Color *color, Alignment align);
|
||||
void draw_triangle(UIConstraints constraints, Color *color, Alignment align);
|
||||
void draw_text(const char* text, int font_size, UIConstraints constraints, Color *color, Alignment align);
|
||||
void draw_quad(UIConstraints constraints, const Color *color, float border_radius, Alignment align);
|
||||
void draw_circle(UIConstraints constraints, const Color *color, Alignment align);
|
||||
void draw_triangle(UIConstraints constraints, const Color *color, Alignment align);
|
||||
void draw_text(const char* text, int font_size, UIConstraints constraints, const Color *color, Alignment align);
|
||||
Sizef calculate_text_size(const char *text, int font_size);
|
||||
|
||||
Reference in New Issue
Block a user