#ifndef TEXT_H_ #define TEXT_H_ #include // A text-rendering interface. // You can either use the simple API (text_render) // or the character-by-character API (text_chars_begin, text_chars_end, text_render_char) typedef struct Font Font; typedef struct { // should the text actually be rendered (set to false to get text size) bool render; bool wrap; // should the text wrap around to min_x when it reaches max_x? NOTE: this is character-by-character wrapping, not word wrap float x, y; // points at which the text should be cut off float min_x, max_x, min_y, max_y; // [0] = r, [1] = g, [2] = b, [3] = a. float color[4]; } TextRenderState; typedef enum { ANCHOR_TOP_LEFT, ANCHOR_TOP_MIDDLE, ANCHOR_TOP_RIGHT, ANCHOR_MIDDLE_LEFT, ANCHOR_MIDDLE, ANCHOR_MIDDLE_RIGHT, ANCHOR_BOTTOM_LEFT, ANCHOR_BOTTOM_MIDDLE, ANCHOR_BOTTOM_RIGHT, } Anchor; extern bool text_has_err(void); // Get the current error. Errors will NOT be overwritten with newer errors. extern char const *text_get_err(void); // Clear the current error. extern void text_clear_err(void); // Load a TTF font found in ttf_filename with the given font size (character pixel height) extern Font *text_font_load(char const *ttf_filename, float font_size); // Height of a character of this font in pixels. extern float text_font_char_height(Font *font); // Width of the character 'a' of this font in pixels. // This is meant to be only used for monospace fonts. extern float text_font_char_width(Font *font); // Render some UTF-8 text to the screen (simple interface). extern void text_render(Font *font, char const *text, float x, float y, u32 color); // Get the dimensions of some text. extern void text_get_size(Font *font, char const *text, float *width, float *height); extern void text_get_size32(Font *font, char32_t const *text, u64 len, float *width, float *height); // Write text, but using a state, starting at (x, y) -- state->x and state->y are ignored. This allows you to control min/max_x/y. extern void text_render_with_state(Font *font, TextRenderState *state, char const *text, float x, float y); extern void text_render_anchored(Font *font, char const *text, float x, float y, u32 color, Anchor anchor); // Begin writing characters. extern void text_chars_begin(Font *font); // Finish writing characters. extern void text_chars_end(Font *font); // Render a single character. extern void text_render_char(Font *font, TextRenderState *state, char32_t c); // Free memory used by font. extern void text_font_free(Font *font); // The "default" text rendering state - everything you need to just render text normally. // This lets you do stuff like: // TextRenderState state = text_render_state_default; // (set a few options) // text_render_with_state(font, &state, ...) extern TextRenderState const text_render_state_default; #endif