SectrPrototype/code/text.odin
Ed_ 12c99bee26 Mostly cleanup
Text is athe biggest bottleneck right now. Raylib as a renderer fails for this prototype in that front.

I'll eventually need to look into other solutions such as SDL2 + something that renders UI boxes & text very fast...
2024-05-13 21:53:08 -04:00

225 lines
5.8 KiB
Odin

package sectr
import "core:math"
import "core:strings"
import "core:unicode/utf8"
import rl "vendor:raylib"
debug_draw_text :: proc( content : string, pos : Vec2, size : f32, color : rl.Color = rl.WHITE, font : FontID = Font_Default )
{
// profile(#procedure)
state := get_state(); using state
if len( content ) == 0 {
return
}
runes, alloc_error := to_runes( content, frame_allocator() )
// runes, alloc_error := to_runes( content, context.temp_allocator )
// verify( alloc_error == AllocatorError.None, "Failed to temp allocate runes" )
font := font
if font.key == Font_Default.key {
// if ( len(font) == 0 ) {
font = default_font
}
pos := screen_to_render_pos(pos)
px_size := size
rl_font := to_rl_Font(font, px_size )
rl.SetTextureFilter(rl_font.texture, rl.TextureFilter.POINT)
rl.DrawTextCodepoints( rl_font,
raw_data(runes), cast(i32) len(runes),
position = transmute(rl.Vector2) pos,
fontSize = px_size,
spacing = 0.0,
tint = color );
rl.SetTextureFilter(rl_font.texture, rl.TextureFilter.POINT)
}
draw_text_screenspace :: proc( content : StrRunesPair, pos : Vec2, size : f32, color : rl.Color = rl.WHITE, font : FontID = Font_Default )
{
// profile(#procedure)
state := get_state(); using state
if len( content.str ) == 0 {
return
}
font := font
if font.key == Font_Default.key {
font = default_font
}
pos := pos
rl_font := to_rl_Font(font, size )
runes := content.runes
rl.SetTextureFilter(rl_font.texture, rl.TextureFilter.POINT)
rl.DrawTextCodepoints( rl_font,
raw_data(runes), cast(i32) len(runes),
position = transmute(rl.Vector2) pos,
fontSize = size,
spacing = 0.0,
tint = color );
rl.SetTextureFilter(rl_font.texture, rl.TextureFilter.POINT)
}
ws_view_draw_text_string :: proc( content : string, pos : Vec2, size : f32, color : rl.Color = rl.WHITE, font : FontID = Font_Default )
{
// profile(#procedure)
state := get_state(); using state
if len( content ) == 0 {
return
}
runes, alloc_error := to_runes( content, frame_allocator() )
verify( alloc_error == AllocatorError.None, "Failed to temp allocate runes" )
font := font
if font.key == Font_Default.key {
// if len(font) == 0 {
font = default_font
}
pos := ws_view_to_render_pos(pos)
px_size := size
zoom_adjust := px_size * project.workspace.cam.zoom
rl_font := to_rl_Font(font, zoom_adjust )
rl.SetTextureFilter(rl_font.texture, rl.TextureFilter.POINT)
rl.DrawTextCodepoints( rl_font,
raw_data(runes), cast(i32) len(runes),
position = transmute(rl.Vector2) pos,
fontSize = px_size,
spacing = 0.0,
tint = color );
rl.SetTextureFilter(rl_font.texture, rl.TextureFilter.POINT)
}
when true
{
ws_view_draw_text_StrRunesPair :: proc( content : StrRunesPair, pos : Vec2, size : f32, color : rl.Color = rl.WHITE, font : FontID = Font_Default )
{
profile(#procedure)
state := get_state(); using state
if len( content.str ) == 0 {
return
}
font := font
if font.key == Font_Default.key {
font = default_font
}
pos := ws_view_to_render_pos(pos)
px_size := size
zoom_adjust := px_size * project.workspace.cam.zoom
rl_font := to_rl_Font(font, zoom_adjust )
runes := content.runes
profile_begin("raylib draw codepoints related")
// rl.DrawTextCodepoints( rl_font,
// raw_data(runes), cast(i32) len(runes),
// position = transmute(rl.Vector2) pos,
// fontSize = px_size,
// spacing = 0.0,
// tint = color );
rl.DrawTextEx(rl_font,
strings.clone_to_cstring(content.str),
position = transmute(rl.Vector2) pos,
fontSize = px_size,
spacing = 0.0,
tint = color
)
profile_end()
}
}
else
{
ws_view_draw_text_StrRunesPair :: proc( content : StrRunesPair, pos : Vec2, size : f32, color : rl.Color = rl.WHITE, font : FontID = Font_Default )
{
profile(#procedure)
state := get_state(); using state
// We need an alternative way to draw text to the screen (the above is way to expensive)
// Possibly need to watch handmade hero...
}
}
// Raylib's equivalent doesn't take a length for the string (making it a pain in the ass)
// So this is a 1:1 copy except it takes Odin strings
measure_text_size :: proc( text : string, font : FontID, font_size := Font_Use_Default_Size, spacing : f32 ) -> Vec2
{
// profile(#procedure)
px_size := math.round( points_to_pixels( font_size ) )
rl_font := to_rl_Font( font, font_size )
// This is a static var within raylib. We don't have getter access to it.
// Note(Ed) : raylib font size is in pixels so this is also.
@static text_line_spacing : f32 = 15
text_size : Vec2
if rl_font.texture.id == 0 || len(text) == 0 {
return text_size
}
temp_byte_counter : i32 = 0 // Used to count longer text line num chars
byte_counter : i32 = 0
text_width : f32 = 0.0
temp_text_width : f32 = 0.0 // Used to counter longer text line width
text_height := cast(f32) rl_font.baseSize
scale_factor := px_size / text_height
letter : rune
index : i32 = 0
for id : i32 = 0; id < i32(len(text));
{
byte_counter += 1
next : i32 = 0
ctext := cast(cstring) ( & raw_data( text )[id] )
letter = rl.GetCodepointNext( ctext, & next )
index = rl.GetGlyphIndex( rl_font, letter )
id += 1
if letter != rune('\n')
{
if rl_font.glyphs[index].advanceX != 0 {
text_width += f32(rl_font.glyphs[index].advanceX)
}
else {
text_width += rl_font.recs[index].width + f32(rl_font.glyphs[index].offsetX)
}
}
else
{
if temp_text_width < text_width {
temp_text_width = text_width
}
byte_counter = 0
text_width = 0
text_height += text_line_spacing
if temp_byte_counter < byte_counter {
temp_byte_counter = byte_counter
}
}
}
if temp_text_width < text_width {
temp_text_width = text_width
}
text_size.x = temp_text_width * scale_factor + f32(temp_byte_counter - 1) * spacing
text_size.y = text_height * scale_factor
return text_size
}