[Renderers/SDL3] Use text engine to render text on the SDL3 renderer (#256)

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Julio Ernesto Rodríguez Cabañas 2025-02-12 20:19:36 +00:00 committed by GitHub
parent 6d23a35d15
commit eeb4520f48
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2 changed files with 71 additions and 44 deletions

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@ -3,15 +3,18 @@
#include <SDL3/SDL.h>
#include <SDL3_ttf/SDL_ttf.h>
/* This needs to be global because the "MeasureText" callback doesn't have a
* user data parameter */
static TTF_Font *gFonts[1];
typedef struct {
SDL_Renderer *renderer;
TTF_TextEngine *textEngine;
TTF_Font **fonts;
} Clay_SDL3RendererData;
/* Global for convenience. Even in 4K this is enough for smooth curves (low radius or rect size coupled with
* no AA or low resolution might make it appear as jagged curves) */
static int NUM_CIRCLE_SEGMENTS = 16;
//all rendering is performed by a single SDL call, avoiding multiple RenderRect + plumbing choice for circles.
static void SDL_RenderFillRoundedRect(SDL_Renderer *renderer, const SDL_FRect rect, const float cornerRadius, const Clay_Color _color) {
static void SDL_Clay_RenderFillRoundedRect(Clay_SDL3RendererData *rendererData, const SDL_FRect rect, const float cornerRadius, const Clay_Color _color) {
const SDL_FColor color = { _color.r/255, _color.g/255, _color.b/255, _color.a/255 };
int indexCount = 0, vertexCount = 0;
@ -109,11 +112,11 @@ static void SDL_RenderFillRoundedRect(SDL_Renderer *renderer, const SDL_FRect re
indices[indexCount++] = vertexCount - 1; //LT
// Render everything
SDL_RenderGeometry(renderer, NULL, vertices, vertexCount, indices, indexCount);
SDL_RenderGeometry(rendererData->renderer, NULL, vertices, vertexCount, indices, indexCount);
}
static void SDL_RenderArc(SDL_Renderer *renderer, const SDL_FPoint center, const float radius, const float startAngle, const float endAngle, const float thickness, const Clay_Color color) {
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.a);
static void SDL_Clay_RenderArc(Clay_SDL3RendererData *rendererData, const SDL_FPoint center, const float radius, const float startAngle, const float endAngle, const float thickness, const Clay_Color color) {
SDL_SetRenderDrawColor(rendererData->renderer, color.r, color.g, color.b, color.a);
const float radStart = startAngle * (SDL_PI_F / 180.0f);
const float radEnd = endAngle * (SDL_PI_F / 180.0f);
@ -133,11 +136,11 @@ static void SDL_RenderArc(SDL_Renderer *renderer, const SDL_FPoint center, const
SDL_roundf(center.x + SDL_cosf(angle) * clampedRadius),
SDL_roundf(center.y + SDL_sinf(angle) * clampedRadius) };
}
SDL_RenderLines(renderer, points, numCircleSegments + 1);
SDL_RenderLines(rendererData->renderer, points, numCircleSegments + 1);
}
}
static void SDL_RenderClayCommands(SDL_Renderer *renderer, Clay_RenderCommandArray *rcommands)
static void SDL_Clay_RenderClayCommands(Clay_SDL3RendererData *rendererData, Clay_RenderCommandArray *rcommands)
{
for (size_t i = 0; i < rcommands->length; i++) {
Clay_RenderCommand *rcmd = Clay_RenderCommandArray_Get(rcommands, i);
@ -147,24 +150,20 @@ static void SDL_RenderClayCommands(SDL_Renderer *renderer, Clay_RenderCommandArr
switch (rcmd->commandType) {
case CLAY_RENDER_COMMAND_TYPE_RECTANGLE: {
Clay_RectangleRenderData *config = &rcmd->renderData.rectangle;
SDL_SetRenderDrawColor(renderer, config->backgroundColor.r, config->backgroundColor.g, config->backgroundColor.b, config->backgroundColor.a);
SDL_SetRenderDrawColor(rendererData->renderer, config->backgroundColor.r, config->backgroundColor.g, config->backgroundColor.b, config->backgroundColor.a);
if (config->cornerRadius.topLeft > 0) {
SDL_RenderFillRoundedRect(renderer, rect, config->cornerRadius.topLeft, config->backgroundColor);
SDL_Clay_RenderFillRoundedRect(rendererData, rect, config->cornerRadius.topLeft, config->backgroundColor);
} else {
SDL_RenderFillRect(renderer, &rect);
SDL_RenderFillRect(rendererData->renderer, &rect);
}
} break;
case CLAY_RENDER_COMMAND_TYPE_TEXT: {
Clay_TextRenderData *config = &rcmd->renderData.text;
const SDL_Color color = { config->textColor.r, config->textColor.g, config->textColor.b, config->textColor.a };
TTF_Font *font = gFonts[config->fontId];
SDL_Surface *surface = TTF_RenderText_Blended(font, config->stringContents.chars, config->stringContents.length, color);
SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, surface);
SDL_RenderTexture(renderer, texture, NULL, &rect);
SDL_DestroySurface(surface);
SDL_DestroyTexture(texture);
TTF_Font *font = rendererData->fonts[config->fontId];
TTF_Text *text = TTF_CreateText(rendererData->textEngine, font, config->stringContents.chars, config->stringContents.length);
TTF_SetTextColor(text, config->textColor.r, config->textColor.g, config->textColor.b, config->textColor.a);
TTF_DrawRendererText(text, rect.x, rect.y);
TTF_DestroyText(text);
} break;
case CLAY_RENDER_COMMAND_TYPE_BORDER: {
Clay_BorderRenderData *config = &rcmd->renderData.border;
@ -177,57 +176,57 @@ static void SDL_RenderClayCommands(SDL_Renderer *renderer, Clay_RenderCommandArr
.bottomRight = SDL_min(config->cornerRadius.bottomRight, minRadius)
};
//edges
SDL_SetRenderDrawColor(renderer, config->color.r, config->color.g, config->color.b, config->color.a);
SDL_SetRenderDrawColor(rendererData->renderer, config->color.r, config->color.g, config->color.b, config->color.a);
if (config->width.left > 0) {
const float starting_y = rect.y + clampedRadii.topLeft;
const float length = rect.h - clampedRadii.topLeft - clampedRadii.bottomLeft;
SDL_FRect line = { rect.x, starting_y, config->width.left, length };
SDL_RenderFillRect(renderer, &line);
SDL_RenderFillRect(rendererData->renderer, &line);
}
if (config->width.right > 0) {
const float starting_x = rect.x + rect.w - (float)config->width.right;
const float starting_y = rect.y + clampedRadii.topRight;
const float length = rect.h - clampedRadii.topRight - clampedRadii.bottomRight;
SDL_FRect line = { starting_x, starting_y, config->width.right, length };
SDL_RenderFillRect(renderer, &line);
SDL_RenderFillRect(rendererData->renderer, &line);
}
if (config->width.top > 0) {
const float starting_x = rect.x + clampedRadii.topLeft;
const float length = rect.w - clampedRadii.topLeft - clampedRadii.topRight;
SDL_FRect line = { starting_x, rect.y, length, config->width.top };
SDL_RenderFillRect(renderer, &line);
SDL_RenderFillRect(rendererData->renderer, &line);
}
if (config->width.bottom > 0) {
const float starting_x = rect.x + clampedRadii.bottomLeft;
const float starting_y = rect.y + rect.h - (float)config->width.bottom;
const float length = rect.w - clampedRadii.bottomLeft - clampedRadii.bottomRight;
SDL_FRect line = { starting_x, starting_y, length, config->width.bottom };
SDL_SetRenderDrawColor(renderer, config->color.r, config->color.g, config->color.b, config->color.a);
SDL_RenderFillRect(renderer, &line);
SDL_SetRenderDrawColor(rendererData->renderer, config->color.r, config->color.g, config->color.b, config->color.a);
SDL_RenderFillRect(rendererData->renderer, &line);
}
//corners
if (config->cornerRadius.topLeft > 0) {
const float centerX = rect.x + clampedRadii.topLeft -1;
const float centerY = rect.y + clampedRadii.topLeft;
SDL_RenderArc(renderer, (SDL_FPoint){centerX, centerY}, clampedRadii.topLeft,
SDL_Clay_RenderArc(rendererData, (SDL_FPoint){centerX, centerY}, clampedRadii.topLeft,
180.0f, 270.0f, config->width.top, config->color);
}
if (config->cornerRadius.topRight > 0) {
const float centerX = rect.x + rect.w - clampedRadii.topRight -1;
const float centerY = rect.y + clampedRadii.topRight;
SDL_RenderArc(renderer, (SDL_FPoint){centerX, centerY}, clampedRadii.topRight,
SDL_Clay_RenderArc(rendererData, (SDL_FPoint){centerX, centerY}, clampedRadii.topRight,
270.0f, 360.0f, config->width.top, config->color);
}
if (config->cornerRadius.bottomLeft > 0) {
const float centerX = rect.x + clampedRadii.bottomLeft -1;
const float centerY = rect.y + rect.h - clampedRadii.bottomLeft -1;
SDL_RenderArc(renderer, (SDL_FPoint){centerX, centerY}, clampedRadii.bottomLeft,
SDL_Clay_RenderArc(rendererData, (SDL_FPoint){centerX, centerY}, clampedRadii.bottomLeft,
90.0f, 180.0f, config->width.bottom, config->color);
}
if (config->cornerRadius.bottomRight > 0) {
const float centerX = rect.x + rect.w - clampedRadii.bottomRight -1; //TODO: why need to -1 in all calculations???
const float centerY = rect.y + rect.h - clampedRadii.bottomRight -1;
SDL_RenderArc(renderer, (SDL_FPoint){centerX, centerY}, clampedRadii.bottomRight,
SDL_Clay_RenderArc(rendererData, (SDL_FPoint){centerX, centerY}, clampedRadii.bottomRight,
0.0f, 90.0f, config->width.bottom, config->color);
}