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This commit is contained in:
Andras Schmelczer 2026-08-09 20:00:56 +01:00
commit c9b542eccf
6 changed files with 1411 additions and 483 deletions

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@ -1,48 +1,208 @@
#include "auxSDL.h"
#include "../camera.h"
#ifdef __EMSCRIPTEN__
#include <emscripten/html5.h>
#else
#include <unistd.h>
#endif
mousePos mouse; /**< Az egér koordinátáit tárolja, így egyszerűbb, mint közvetlen az eventek figyelése. */
static SDL_Window* window;
static SDL_Renderer* renderer;
static SDL_Texture* frameTexture;
static int textureWidth, textureHeight;
/** \brief https://www.libsdl.org/release/SDL-1.2.15/docs/html/sdlcreatecursor.html
* Hogy erre miért van szükség, az egy nagyon jó kérdés. Ha ehelyett a "SDL_ShowCursor(SDL_DISABLE);"-t
* használnám az egér random ugrálna néha néha, így viszont ezt nem teszi.
*/
static SDL_Cursor* createCursor() {
Uint8 data[4*32] = {0};
Uint8 mask[4*32] = {0};
return SDL_CreateCursor(data, mask, 32, 32, 0, 0);
#ifdef __EMSCRIPTEN__
///A böngésző pixelarányát adja vissza, a szoftveres rajzolás miatt megszabott plafonig.
static double drawingPixelRatio() {
double ratio = emscripten_get_device_pixel_ratio();
return ratio > maxDevicePixelRatio ? maxDevicePixelRatio : ratio;
}
#endif
static void moveToResourceDirectory() {
#ifndef __EMSCRIPTEN__
char* base = SDL_GetBasePath();
if(base != NULL) {
if(chdir(base) != 0) fprintf(stderr, "Nem sikerult a munkakonyvtar valtas!\n");
SDL_free(base);
}
#endif
}
/** \brief Létrehozza a játék futtatásához szükséges környezetet.
* Megnézi az elérhető legnagyobb felbontást, azzal a felbontással létrehoz egy ablakot, illetve
* meghív pár, az inicializáláshoz szükséges függvényt.
* \return kurzor amit fel kell később szabadítanunk
/** \brief Gondoskodik róla, hogy a textúra legalább a kért méretű legyen.
* Böngészőben a textúra eldobása átméretezéskor elveszejti a webgl kontextust, ezért
* a textúrát egyszer, jó bőre foglaljuk, és utána már csak egy részét használjuk.
*/
SDL_Cursor* openWindow() {
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER);
SDL_Rect** screenSizes = SDL_ListModes(NULL, SDL_FULLSCREEN);
static void ensureTexture(int width, int height) {
if(frameTexture != NULL && width <= textureWidth && height <= textureHeight) return;
screen = SDL_SetVideoMode(screenSizes[0] -> w, screenSizes[0] -> h, 0, SDL_FULLSCREEN);
if(width > textureWidth) textureWidth = width;
if(height > textureHeight) textureHeight = height;
if (!screen) {
fprintf(stderr, "Nem sikerult megnyitni az ablakot!\n");
SDL_DestroyTexture(frameTexture);
frameTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STREAMING, textureWidth, textureHeight);
if(frameTexture == NULL) {
fprintf(stderr, "Nem sikerult letrehozni a texturat: %s\n", SDL_GetError());
exit(1);
}
}
/** \brief A megadott méretű rajzfelületet hozza létre a régi helyére.
* A rajzfelület mindig pontosan akkora, mint a megjelenítő felülete, így nincs se
* fekete csík, se átméretezés.
*/
static void createDrawingSurface(int width, int height) {
if(width < 1) width = 1;
if(height < 1) height = 1;
ensureTexture(width, height);
SDL_FreeSurface(screen);
screen = SDL_CreateRGBSurfaceWithFormat(0, width, height, 32, SDL_PIXELFORMAT_ARGB8888);
if(screen == NULL) {
fprintf(stderr, "Nem sikerult letrehozni a rajzfeluletet: %s\n", SDL_GetError());
exit(1);
}
SDL_WM_SetCaption("Platform játék", "Schmelczer András: Platform játék");
SDL_Cursor* cursor = createCursor();
SDL_SetCursor(cursor);
openFonts();
SDL_WM_GrabInput(SDL_GRAB_FULLSCREEN);
return cursor;
SDL_RenderSetLogicalSize(renderer, width, height);
}
///A játék időzítéséhez szükséges.
Uint32 timer(Uint32 ms, void* param) {
SDL_Event event;
event.type = SDL_USEREVENT;
SDL_PushEvent(&event);
return ms;
/** \brief Az ablak méretének változását követi le, képkockánként meghívva.
* Böngészőben a vászon css-méretéhez igazítja az ablakot, majd ha kell, új rajzfelületet
* készít, a betűtípusokat a magassághoz igazítja, és a kamerával újraszámoltatja,
* hogy mennyi látszik a pályából.
*/
void handleResize() {
#ifdef __EMSCRIPTEN__
double cssWidth, cssHeight;
if(emscripten_get_element_css_size("#canvas", &cssWidth, &cssHeight) == EMSCRIPTEN_RESULT_SUCCESS) {
double ratio = drawingPixelRatio();
int wantedWidth = (int)(cssWidth * ratio);
int wantedHeight = (int)(cssHeight * ratio);
int currentWidth, currentHeight;
SDL_GetWindowSize(window, &currentWidth, &currentHeight);
if(wantedWidth > 0 && wantedHeight > 0 && (wantedWidth != currentWidth || wantedHeight != currentHeight))
SDL_SetWindowSize(window, wantedWidth, wantedHeight);
}
#endif
int outputWidth, outputHeight;
SDL_GetRendererOutputSize(renderer, &outputWidth, &outputHeight);
if(screen != NULL && screen -> w == outputWidth && screen -> h == outputHeight) return;
bool heightChanged = screen == NULL || screen -> h != outputHeight;
createDrawingSurface(outputWidth, outputHeight);
if(heightChanged) {
freeFonts();
openFonts();
}
refreshCameraForScreen();
}
/** \brief Létrehozza a játék futtatásához szükséges környezetet.
* Létrehoz egy ablakot a hozzá tartozó rajzfelülettel, illetve
* meghív pár, az inicializáláshoz szükséges függvényt.
*/
void openWindow() {
if(SDL_Init(SDL_INIT_VIDEO) != 0) {
fprintf(stderr, "Nem sikerult inicializalni az SDL-t: %s\n", SDL_GetError());
exit(1);
}
moveToResourceDirectory();
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");
int windowWidth = defaultWindowWidth;
int windowHeight = defaultWindowHeight;
Uint32 windowFlags = 0;
#ifdef __EMSCRIPTEN__
double cssWidth, cssHeight;
if(emscripten_get_element_css_size("#canvas", &cssWidth, &cssHeight) == EMSCRIPTEN_RESULT_SUCCESS) {
double ratio = drawingPixelRatio();
windowWidth = (int) (cssWidth * ratio);
windowHeight = (int) (cssHeight * ratio);
}
#else
windowFlags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI;
SDL_Rect usableBounds;
if(SDL_GetDisplayUsableBounds(0, &usableBounds) == 0) {
float fit = smallerF((float) usableBounds.w / defaultWindowWidth, (float) usableBounds.h / defaultWindowHeight);
if(fit < 1.0f) {
windowWidth = (int) (defaultWindowWidth * fit);
windowHeight = (int) (defaultWindowHeight * fit);
}
}
#endif
const char* forcedSize = SDL_getenv("GAME_WINDOW");
if(forcedSize != NULL) sscanf(forcedSize, "%dx%d", &windowWidth, &windowHeight);
window = SDL_CreateWindow("Platform játék",
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
windowWidth, windowHeight,
windowFlags);
if(window == NULL) {
fprintf(stderr, "Nem sikerult megnyitni az ablakot: %s\n", SDL_GetError());
exit(1);
}
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if(renderer == NULL) renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_SOFTWARE);
if(renderer == NULL) {
fprintf(stderr, "Nem sikerult letrehozni a renderert: %s\n", SDL_GetError());
exit(1);
}
#ifdef __EMSCRIPTEN__
int screenPixelWidth, screenPixelHeight;
emscripten_get_screen_size(&screenPixelWidth, &screenPixelHeight);
double screenRatio = drawingPixelRatio();
textureWidth = (int)(screenPixelWidth * screenRatio);
textureHeight = (int)(screenPixelHeight * screenRatio);
#else
SDL_DisplayMode desktop;
if(SDL_GetDesktopDisplayMode(0, &desktop) == 0) {
textureWidth = desktop.w;
textureHeight = desktop.h;
}
#endif
int outputWidth, outputHeight;
SDL_GetRendererOutputSize(renderer, &outputWidth, &outputHeight);
createDrawingSurface(outputWidth, outputHeight);
SDL_ShowCursor(SDL_DISABLE);
openFonts();
}
void presentFrame() {
SDL_Rect used = {0, 0, screen -> w, screen -> h};
SDL_UpdateTexture(frameTexture, &used, screen -> pixels, screen -> pitch);
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, frameTexture, &used, NULL);
SDL_RenderPresent(renderer);
}
void closeWindow() {
SDL_FreeSurface(screen);
SDL_DestroyTexture(frameTexture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
}
///Frissití az egér pozicióját.
@ -58,10 +218,11 @@ mousePos getMousePosition() {
///Lerajzolja a képernyőre az egeret, erre azért van szükség, mert az SDL csak fekete-fehér egérmutatót kezel.
void drawMouse(bool isBW) {
Sint16 x1 = mouse.x - mouseSize / 2;
Sint16 x2 = mouse.x + mouseSize / 2;
Sint16 y1 = mouse.y - mouseSize / 2;
Sint16 y2 = mouse.y + mouseSize / 2;
Sint16 size = larger(4, mouseSize * screen -> h / designHeight);
Sint16 x1 = mouse.x - size / 2;
Sint16 x2 = mouse.x + size / 2;
Sint16 y1 = mouse.y - size / 2;
Sint16 y2 = mouse.y + size / 2;
boxColor(screen, x1, y1, x2, y2, isBW ? 0x7F7F7FFF : 0xFFFF00FF);
}

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@ -6,12 +6,24 @@
#define mouseSize 20 /**< Az egérmutató négyzetnek az oldalhosszusága. */
#define defaultWindowWidth 1920 /**< Az ablak alapértelmezett szélessége. */
#define defaultWindowHeight 1080 /**< Az ablak alapértelmezett magassága. */
/** \brief Böngészőben legfeljebb ennyi rajzfelület-pixel jusson egy css-pixelre.
* A teljes képet a processzor rajzolja, így a költsége a pixelek számával nő. Egy retina
* kijelzőn a natív felbontás négyszer annyi pixelt jelentene; helyette css-méretben rajzolunk,
* a vásznat pedig a böngésző nagyítja fel, ami már ingyen van.
*/
#define maxDevicePixelRatio 1.0
typedef struct mousePos {
Uint16 x, y;
} mousePos;
SDL_Cursor* openWindow();
Uint32 timer(Uint32 ms, void* param);
void openWindow();
void handleResize();
void presentFrame();
void closeWindow();
void setMousePosition(Uint16 x, Uint16 y);
mousePos getMousePosition();
void drawMouse(bool isBW);

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@ -0,0 +1,300 @@
#include "gfxPrimitives.h"
#include <math.h>
#include <stdbool.h>
#include <stdlib.h>
typedef struct target {
SDL_Surface* surface;
Uint32* pixels;
int pitch, w, h;
int rShift, gShift, bShift;
Uint32 aMask;
bool locked;
} target;
static bool renderingEnabled = true; /**< Kikapcsolva minden rajzoló primitív azonnal visszatér. */
/** \brief Ki-be kapcsolja a rajzolást.
* A behozott képkockákat a main.c "utolérő" ciklusa többször is végigszimulálja, de csak
* az utolsót mutatja meg. A közbülső lépések alatt kikapcsolva a rajzolás nem dolgozik feleslegesen.
*/
void setRenderingEnabled(bool enabled) {
renderingEnabled = enabled;
}
bool isRenderingEnabled() {
return renderingEnabled;
}
static bool beginTarget(SDL_Surface* dst, target* t) {
if(!renderingEnabled || dst == NULL || dst -> format -> BytesPerPixel != 4) return false;
t -> surface = dst;
t -> locked = SDL_MUSTLOCK(dst);
if(t -> locked && SDL_LockSurface(dst) != 0) return false;
t -> pixels = (Uint32*) dst -> pixels;
t -> pitch = dst -> pitch / 4;
t -> w = dst -> w;
t -> h = dst -> h;
t -> rShift = dst -> format -> Rshift;
t -> gShift = dst -> format -> Gshift;
t -> bShift = dst -> format -> Bshift;
t -> aMask = dst -> format -> Amask;
return true;
}
static void endTarget(target* t) {
if(t -> locked) SDL_UnlockSurface(t -> surface);
}
static inline Uint32 packColor(const target* t, Uint8 r, Uint8 g, Uint8 b) {
return t -> aMask | ((Uint32) r << t -> rShift) | ((Uint32) g << t -> gShift) | ((Uint32) b << t -> bShift);
}
static inline void blendPixel(const target* t, int x, int y, Uint8 r, Uint8 g, Uint8 b, int a) {
if(a <= 0 || x < 0 || y < 0 || x >= t -> w || y >= t -> h) return;
Uint32* p = t -> pixels + y * t -> pitch + x;
if(a >= 255) {
*p = packColor(t, r, g, b);
return;
}
Uint32 c = *p;
int ia = 255 - a;
Uint32 dr = (c >> t -> rShift) & 0xFF;
Uint32 dg = (c >> t -> gShift) & 0xFF;
Uint32 db = (c >> t -> bShift) & 0xFF;
*p = packColor(t,
(Uint8) ((r * a + dr * ia + 127) / 255),
(Uint8) ((g * a + dg * ia + 127) / 255),
(Uint8) ((b * a + db * ia + 127) / 255));
}
static void blendHLine(const target* t, int xa, int xb, int y, Uint8 r, Uint8 g, Uint8 b, int a) {
if(y < 0 || y >= t -> h || a <= 0) return;
if(xa > xb) { int tmp = xa; xa = xb; xb = tmp; }
if(xa < 0) xa = 0;
if(xb > t -> w - 1) xb = t -> w - 1;
if(xa > xb) return;
Uint32* p = t -> pixels + y * t -> pitch + xa;
int i;
if(a >= 255) {
Uint32 c = packColor(t, r, g, b);
for(i = xa; i <= xb; i++) *p++ = c;
}
else {
int ia = 255 - a;
int ra = r * a, ga = g * a, ba = b * a;
for(i = xa; i <= xb; i++, p++) {
Uint32 c = *p;
*p = packColor(t,
(Uint8) ((ra + ((c >> t -> rShift) & 0xFF) * ia + 127) / 255),
(Uint8) ((ga + ((c >> t -> gShift) & 0xFF) * ia + 127) / 255),
(Uint8) ((ba + ((c >> t -> bShift) & 0xFF) * ia + 127) / 255));
}
}
}
static inline void unpackColor(Uint32 color, Uint8* r, Uint8* g, Uint8* b, Uint8* a) {
*r = (color >> 24) & 0xFF;
*g = (color >> 16) & 0xFF;
*b = (color >> 8) & 0xFF;
*a = color & 0xFF;
}
int boxRGBA(SDL_Surface* dst, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint8 r, Uint8 g, Uint8 b, Uint8 a) {
target t;
if(!beginTarget(dst, &t)) return -1;
if(x1 > x2) { Sint16 tmp = x1; x1 = x2; x2 = tmp; }
if(y1 > y2) { Sint16 tmp = y1; y1 = y2; y2 = tmp; }
int yStart = y1 < 0 ? 0 : y1;
int yEnd = y2 > t.h - 1 ? t.h - 1 : y2;
int y;
for(y = yStart; y <= yEnd; y++) blendHLine(&t, x1, x2, y, r, g, b, a);
endTarget(&t);
return 0;
}
int boxColor(SDL_Surface* dst, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint32 color) {
Uint8 r, g, b, a;
unpackColor(color, &r, &g, &b, &a);
return boxRGBA(dst, x1, y1, x2, y2, r, g, b, a);
}
static int lineRGBA(SDL_Surface* dst, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint8 r, Uint8 g, Uint8 b, Uint8 a) {
target t;
if(!beginTarget(dst, &t)) return -1;
int dx = abs(x2 - x1), dy = -abs(y2 - y1);
int sx = x1 < x2 ? 1 : -1, sy = y1 < y2 ? 1 : -1;
int err = dx + dy;
int x = x1, y = y1;
while(true) {
blendPixel(&t, x, y, r, g, b, a);
if(x == x2 && y == y2) break;
int e2 = 2 * err;
if(e2 >= dy) { err += dy; x += sx; }
if(e2 <= dx) { err += dx; y += sy; }
}
endTarget(&t);
return 0;
}
int lineColor(SDL_Surface* dst, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint32 color) {
Uint8 r, g, b, a;
unpackColor(color, &r, &g, &b, &a);
return lineRGBA(dst, x1, y1, x2, y2, r, g, b, a);
}
int filledCircleColor(SDL_Surface* dst, Sint16 x, Sint16 y, Sint16 rad, Uint32 color) {
Uint8 r, g, b, a;
unpackColor(color, &r, &g, &b, &a);
target t;
if(!beginTarget(dst, &t)) return -1;
int dy;
for(dy = -rad; dy <= rad; dy++) {
int span = (int) floor(sqrt((double) rad * rad - (double) dy * dy));
blendHLine(&t, x - span, x + span, y + dy, r, g, b, a);
}
endTarget(&t);
return 0;
}
int aacircleColor(SDL_Surface* dst, Sint16 x, Sint16 y, Sint16 rad, Uint32 color) {
Uint8 r, g, b, a;
unpackColor(color, &r, &g, &b, &a);
target t;
if(!beginTarget(dst, &t)) return -1;
int dx, dy;
for(dy = -rad - 1; dy <= rad + 1; dy++)
for(dx = -rad - 1; dx <= rad + 1; dx++) {
double d = sqrt((double) dx * dx + (double) dy * dy);
double coverage = 1.0 - fabs(d - rad);
if(coverage > 0.0)
blendPixel(&t, x + dx, y + dy, r, g, b, (int) (a * (coverage > 1.0 ? 1.0 : coverage)));
}
endTarget(&t);
return 0;
}
int filledPolygonRGBA(SDL_Surface* dst, const Sint16* vx, const Sint16* vy, int n, Uint8 r, Uint8 g, Uint8 b, Uint8 a) {
if(n < 3) return -1;
target t;
if(!beginTarget(dst, &t)) return -1;
//A játék végig négyszögeket rajzol, azoknak bőven elég a veremben álló tömb;
//képkockánként több tízezer malloc/free párt spórolunk vele.
double inlineCrossings[16];
double* crossings = inlineCrossings;
if(n > (int)(sizeof(inlineCrossings) / sizeof(*inlineCrossings))) {
crossings = (double*) malloc(n * sizeof(double));
if(crossings == NULL) { endTarget(&t); return -1; }
}
int minY = vy[0], maxY = vy[0];
int i;
for(i = 1; i < n; i++) {
if(vy[i] < minY) minY = vy[i];
if(vy[i] > maxY) maxY = vy[i];
}
int yStart = minY < 0 ? 0 : minY;
int yEnd = maxY > t.h - 1 ? t.h - 1 : maxY;
int y;
for(y = yStart; y <= yEnd; y++) {
int count = 0;
for(i = 0; i < n; i++) {
int j = (i + 1) % n;
int y1 = vy[i], y2 = vy[j], x1 = vx[i], x2 = vx[j];
if(y1 > y2) { int tmp = y1; y1 = y2; y2 = tmp; tmp = x1; x1 = x2; x2 = tmp; }
if((y >= y1 && y < y2) || (y == maxY && y > y1 && y <= y2))
crossings[count++] = x1 + ((double) (y - y1) * (x2 - x1)) / (y2 - y1);
}
if(count < 2) continue;
//Néhány elemre a beszúrásos rendezés gyorsabb, mint a qsort függvénypointeres hívogatása
int k;
for(i = 1; i < count; i++) {
double key = crossings[i];
for(k = i - 1; k >= 0 && crossings[k] > key; k--) crossings[k + 1] = crossings[k];
crossings[k + 1] = key;
}
for(i = 0; i + 1 < count; i += 2)
blendHLine(&t, (int) floor(crossings[i] + 0.5), (int) floor(crossings[i + 1] + 0.5), y, r, g, b, a);
}
if(crossings != inlineCrossings) free(crossings);
endTarget(&t);
return 0;
}
static void aaLine(const target* t, double x0, double y0, double x1, double y1, Uint8 r, Uint8 g, Uint8 b, Uint8 a) {
bool steep = fabs(y1 - y0) > fabs(x1 - x0);
double tmp;
if(steep) { tmp = x0; x0 = y0; y0 = tmp; tmp = x1; x1 = y1; y1 = tmp; }
if(x0 > x1) { tmp = x0; x0 = x1; x1 = tmp; tmp = y0; y0 = y1; y1 = tmp; }
double dx = x1 - x0;
double gradient = dx == 0.0 ? 0.0 : (y1 - y0) / dx;
int xStart = (int) floor(x0 + 0.5), xEnd = (int) floor(x1 + 0.5);
double intersection = y0 + gradient * (xStart - x0);
int x;
for(x = xStart; x <= xEnd; x++) {
int base = (int) floor(intersection);
double frac = intersection - base;
if(steep) {
blendPixel(t, base, x, r, g, b, (int) (a * (1.0 - frac)));
blendPixel(t, base + 1, x, r, g, b, (int) (a * frac));
}
else {
blendPixel(t, x, base, r, g, b, (int) (a * (1.0 - frac)));
blendPixel(t, x, base + 1, r, g, b, (int) (a * frac));
}
intersection += gradient;
}
}
int aapolygonRGBA(SDL_Surface* dst, const Sint16* vx, const Sint16* vy, int n, Uint8 r, Uint8 g, Uint8 b, Uint8 a) {
if(n < 2) return -1;
target t;
if(!beginTarget(dst, &t)) return -1;
int i;
for(i = 0; i < n; i++) {
int j = (i + 1) % n;
aaLine(&t, vx[i], vy[i], vx[j], vy[j], r, g, b, a);
}
endTarget(&t);
return 0;
}

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@ -0,0 +1,18 @@
#ifndef GFXPRIMITIVES_H_INCLUDED
#define GFXPRIMITIVES_H_INCLUDED
#include <SDL.h>
#include <stdbool.h>
void setRenderingEnabled(bool enabled);
bool isRenderingEnabled();
int boxColor(SDL_Surface* dst, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint32 color);
int boxRGBA(SDL_Surface* dst, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
int lineColor(SDL_Surface* dst, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint32 color);
int filledCircleColor(SDL_Surface* dst, Sint16 x, Sint16 y, Sint16 rad, Uint32 color);
int aacircleColor(SDL_Surface* dst, Sint16 x, Sint16 y, Sint16 rad, Uint32 color);
int filledPolygonRGBA(SDL_Surface* dst, const Sint16* vx, const Sint16* vy, int n, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
int aapolygonRGBA(SDL_Surface* dst, const Sint16* vx, const Sint16* vy, int n, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
#endif // GFXPRIMITIVES_H_INCLUDED

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@ -3,12 +3,13 @@
///Indításnál betölti a szükséges betűtípusokat.
void openFonts() {
SDL_EnableUNICODE(1);
TTF_Init();
fontSmaller = TTF_OpenFont("resources/Roboto-Thin.ttf", 40);
fontSmall = TTF_OpenFont("resources/Roboto-Thin.ttf", 48);
fontSmallBold = TTF_OpenFont("resources/Roboto-Light.ttf", 53);
fontLarge = TTF_OpenFont("resources/Roboto-Thin.ttf", 120);
if(!TTF_WasInit()) TTF_Init();
float scale = (float) screen -> h / designHeight;
fontSmaller = TTF_OpenFont("resources/Roboto-Thin.ttf", larger(1, (int)(40 * scale)));
fontSmall = TTF_OpenFont("resources/Roboto-Thin.ttf", larger(1, (int)(48 * scale)));
fontSmallBold = TTF_OpenFont("resources/Roboto-Light.ttf", larger(1, (int)(53 * scale)));
fontLarge = TTF_OpenFont("resources/Roboto-Thin.ttf", larger(1, (int)(120 * scale)));
}
///Ha már nem kellenek, felszabadítja a betűtípusokat.
@ -20,10 +21,10 @@ void freeFonts() {
}
///Itt tárolom a használható karaktereket. Eldönti, hogy a bemenet köztük van-e.
bool isValidChar(Uint16 chr) {
bool isValidChar(wchar_t chr) {
if(('A' <= chr && chr <= 'Z') || ('a' <= chr && chr <= 'z') || ('0' <= chr && chr <= '9')) return true;
Uint16 validChars[] = L"öüóőúéáűíÖÜÓŐÚÉÁŰÍ|€ß$Łł¤<>#&@{}Đ[]đ+!%=×)(.- ";
wchar_t validChars[] = L"öüóőúéáűíÖÜÓŐÚÉÁŰÍ|€ß$Łł¤<>#&@{}Đ[]đ+!%=×)(.- ";
int i;
for(i = 0; validChars[i] != 0; i++) if(chr == validChars[i])
return true;
@ -57,14 +58,14 @@ Sint16 percentageToPx(int percentage, bool isWidth) {
* \param string vége
* \return string konkatenált
*/
Uint16* concatUnicode(const Uint16 a[], const Uint16 b[]) {
wchar_t* concatUnicode(const wchar_t a[], const wchar_t b[]) {
int aLength, bLength;
for(aLength = 0; a[aLength] != 0; aLength++)
;
for(bLength = 0; b[bLength] != 0; bLength++)
;
Uint16* newStr = (Uint16*) malloc((aLength + bLength - 1 + 100) * sizeof(Uint16));
wchar_t* newStr = (wchar_t*) malloc((aLength + bLength - 1 + 100) * sizeof(wchar_t));
int i = 0, ai, bi;
for(ai = 0; ai < aLength; ai++)
newStr[i++] = a[ai];
@ -76,9 +77,79 @@ Uint16* concatUnicode(const Uint16 a[], const Uint16 b[]) {
}
///A megjelenítendő szöveg közepét kell megadni x,y-ként. A szöveget Uint16*-ban, a betűtipust pedig a betűtipus enumból. Ugyan mindent x = 50-nel hívunk meg, ez később változhat, ezért hagyom meg paraméternek.
void unicodePrintCentered(Uint16 textToWrite[], int x, int y, fontType fontType) {
void unicodePrintCentered(wchar_t textToWrite[], int x, int y, fontType fontType) {
char utf8[2048];
wideToUtf8(textToWrite, utf8, sizeof(utf8));
utf8PrintCentered(utf8, x, y, fontType);
}
///Ugyanaz, mint az unicodePrintCentered, csak utf-8-as bemenettel.
void utf8PrintCentered(const char* textToWrite, int x, int y, fontType fontType) {
if(!isRenderingEnabled()) return;
TTF_Font* currentFont = selectFont(fontType);
SDL_FreeSurface(text);
text = TTF_RenderUNICODE_Blended(currentFont, textToWrite, (SDL_Color) {255, 255, 255});
text = TTF_RenderUTF8_Blended(currentFont, textToWrite, (SDL_Color) {255, 255, 255});
if(text == NULL) return;
SDL_BlitSurface(text, NULL, screen, &(SDL_Rect){percentageToPx(x, true) - text -> w / 2, percentageToPx(y, false) - text -> h / 2, 0, 0});
}
int wideToUtf8(const wchar_t* source, char* destination, int destinationSize) {
int written = 0;
for(; *source != 0; source++) {
unsigned int c = (unsigned int) *source;
int needed = c < 0x80 ? 1 : c < 0x800 ? 2 : c < 0x10000 ? 3 : 4;
if(written + needed >= destinationSize) break;
switch(needed) {
case 1:
destination[written++] = c;
break;
case 2:
destination[written++] = 0xC0 | (c >> 6);
destination[written++] = 0x80 | (c & 0x3F);
break;
case 3:
destination[written++] = 0xE0 | (c >> 12);
destination[written++] = 0x80 | ((c >> 6) & 0x3F);
destination[written++] = 0x80 | (c & 0x3F);
break;
default:
destination[written++] = 0xF0 | (c >> 18);
destination[written++] = 0x80 | ((c >> 12) & 0x3F);
destination[written++] = 0x80 | ((c >> 6) & 0x3F);
destination[written++] = 0x80 | (c & 0x3F);
}
}
destination[written] = 0;
return written;
}
int utf8ToWide(const char* source, wchar_t* destination, int destinationSize) {
int written = 0;
while(*source != 0 && written < destinationSize - 1) {
unsigned char lead = (unsigned char) *source++;
unsigned int c;
int continuations;
if(lead < 0x80) { c = lead; continuations = 0; }
else if((lead & 0xE0) == 0xC0) { c = lead & 0x1F; continuations = 1; }
else if((lead & 0xF0) == 0xE0) { c = lead & 0x0F; continuations = 2; }
else if((lead & 0xF8) == 0xF0) { c = lead & 0x07; continuations = 3; }
else continue;
int i;
for(i = 0; i < continuations; i++) {
if((*source & 0xC0) != 0x80) break;
c = (c << 6) | (*source++ & 0x3F);
}
destination[written++] = (wchar_t) c;
}
destination[written] = 0;
return written;
}

View file

@ -9,8 +9,11 @@
void openFonts();
void freeFonts();
bool isValidChar(Uint16 chr);
Uint16* concatUnicode(const Uint16 a[], const Uint16 b[]);
void unicodePrintCentered(Uint16 textToWrite[], int x, int y, fontType fontType);
bool isValidChar(wchar_t chr);
wchar_t* concatUnicode(const wchar_t a[], const wchar_t b[]);
void unicodePrintCentered(wchar_t textToWrite[], int x, int y, fontType fontType);
void utf8PrintCentered(const char* textToWrite, int x, int y, fontType fontType);
int wideToUtf8(const wchar_t* source, char* destination, int destinationSize);
int utf8ToWide(const char* source, wchar_t* destination, int destinationSize);
#endif // UNICODEPRINT_H_INCLUDED