#ifndef TEXT_H #define TEXT_H #include "posprintf.h" #include "renderer.h" #include "font.h" typedef struct TextEngine { // Cursor for tiled text mode The X and Y positions correspond to the tile // X and Y starting from the top left of the screen. For a 240x160 screen, // we have 30x20 tiles available. size_t cursor_x; size_t cursor_y; // Memory location of font tile data and tilemap. Likely located on the // VRAM. u32 *font_data; u16 *font_tilemap; // The font map for tiled text. Writing the character stored in this // position on the tilemap will show a character on the screen. u16 font_map[256]; } TextEngine; static TextEngine text_engine = {0}; // Initializes the text engine. static inline void txt_init(u32 *font_data, u16 *font_tilemap, u16 font_offset) { // Load font data into VRAM. unpack_tiles(&font, font_data, 256); // Initialize the font map translation table. That way we can write // a character on the text background layer with: // FONT_TILEMAP[tile_x + 32 * tile_y] = font_map['A']; for (size_t i = 0; i < 256; ++i) { text_engine.font_map[i] = font_offset + i; } // Initialize remaining variables. text_engine.font_data = font_data; text_engine.font_tilemap = font_tilemap; } // Writes a message to the tile text background. static inline void txt_puts(char *msg) { while (*msg) { char c = *msg++; if (c == '\0') { continue; } if (c == '\n') { text_engine.cursor_x = 0; text_engine.cursor_y++; } else { int x = text_engine.cursor_x; int y = text_engine.cursor_y; text_engine.font_tilemap[x + 32 * y] = text_engine.font_map[(u16)c]; text_engine.cursor_x += 1; if (text_engine.cursor_x >= 30) { text_engine.cursor_x = 0; text_engine.cursor_y++; } } if (text_engine.cursor_y >= 20) { text_engine.cursor_y = 0; } } } // Clears the current line on the tile text mode. static inline void txt_clear_line(void) { for (size_t i = 0; i < 30; ++i) { int x = text_engine.cursor_x; int y = text_engine.cursor_y; text_engine.font_tilemap[x + 32 * y] = text_engine.font_map[0]; } text_engine.cursor_x = 0; } // Clears the screen on the tile text mode. static inline void txt_clear_screen(void) { for (size_t j = 0; j < 20; ++j) { text_engine.cursor_y = j; txt_clear_line(); } text_engine.cursor_x = 0; text_engine.cursor_y = 0; } // Moves the tile mode cursor to the specified position. static inline void txt_position(size_t tile_x, size_t tile_y) { text_engine.cursor_x = tile_x; text_engine.cursor_y = tile_y; } // Draws a message where the first character's top-left corner begins at the // given x and y position. The character spacing can be adjusted, but beware of // color merging issues. static inline void txt_draws(char *msg, size_t x, size_t y, size_t spacing, u8 clr) { while (*msg) { char c = *msg++; Tile *tile = FONT_DATA; tile += c; draw_tile(x, y, tile, clr, true); x += spacing; } } static inline void txt_drawc(char c, size_t x, size_t y, size_t spacing, u8 clr) { Tile *tile = FONT_DATA; tile += c; draw_tile(x, y, tile, clr, true); x += spacing; } // Print text to the screen with formatting. #define txt_printf(msg, ...) \ { \ char buf[256] = {0}; \ posprintf(buf, msg, ##__VA_ARGS__); \ txt_puts(buf); \ } // Draws text to the screen with formatting starting on the x and y position and // with custom character spacing. #define txt_drawf(msg, x, y, s, c, ...) \ { \ char buf[256] = {0}; \ posprintf(buf, msg, ##__VA_ARGS__); \ txt_draws(buf, x, y, s, c); \ } // Small font is located after the initial ASCII characters, and only supports // lowercase characters. // NOTE: Slow, we should do this with a LUT. #define txt_drawf_small(msg, x, y, s, c, ...) \ { \ char buf[256] = {0}; \ posprintf(buf, msg, ##__VA_ARGS__); \ for (size_t i = 0; i < 256; i++) { \ if (buf[i] == 0) { \ break; \ } \ if (buf[i] < 'a') { \ buf[i] += 16 * 6; \ } else { \ buf[i] += 16 * 4; \ }\ } \ txt_draws(buf, x, y, s, c); \ } #endif // TEXT_H