parallel animations, a different test dialogue, utf-8

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maksw committed 2025-11-12 13:11:17 +01:00
1 parent 1b31faa7ee
commit 475e57d85c
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@@ -1,9 +1,10 @@
#include <cstdio>
#include <cstdio>
#include <cstdint>
#include <cstring>
#include <unordered_map>
#include <string>
#include <chrono> // <-- NEW: For delta-time calculation
#include <chrono>
#include <vector> // <-- NEW: For tracking multiple animations
#include <window.h>
#include <text.h>
#include <compositor.h>
@@ -14,52 +15,41 @@
// ============================================================================
enum CommandType {
CMD_SHOW, // Show character with specific sprite
CMD_HIDE, // Hide character (all sprites)
CMD_MOVE, // Move character to position
CMD_CHANGE_SPRITE, // Change character's sprite/expression
CMD_SET_Z, // Change z-order
CMD_SET_SCALE, // Change scale
CMD_SPEAK, // Display dialogue
CMD_WAIT, // Wait for click
CMD_BACKGROUND, // Change background
CMD_SHOW,
CMD_HIDE,
CMD_MOVE,
CMD_CHANGE_SPRITE,
CMD_SET_Z,
CMD_SET_SCALE,
CMD_SPEAK,
CMD_WAIT,
CMD_BACKGROUND,
};
enum TransitionType {
TRANS_NONE, // Instant snap
TRANS_FADE, // Fade in / Fade out
TRANS_SLIDE_LEFT, // Slide in from left
TRANS_SLIDE_RIGHT, // Slide in from right
TRANS_NONE,
TRANS_FADE,
TRANS_SLIDE_LEFT,
TRANS_SLIDE_RIGHT,
};
// Easing enums (must match compositor.h)
// We provide them here for the demo's compilation
#ifndef COMPOSITOR_H
enum easing_t {
EASE_LINEAR = 0, EASE_IN_QUAD, EASE_OUT_QUAD, EASE_IN_OUT_QUAD,
EASE_IN_CUBIC, EASE_OUT_CUBIC, EASE_IN_OUT_CUBIC
};
#endif
struct Command {
CommandType type;
const char* character_name; // Which character (by name)
const char* character_name;
// Position/transform data
int x, y;
int z;
float scale;
// Sprite/image data
const char* sprite_name;
// Dialogue data
const char* speaker;
const char* text;
// Animation/transition data
TransitionType transition;
float duration_ms;
bool blocking; // NEW: If true, wait for this animation to complete before next command
};
struct Scene {
@@ -78,24 +68,71 @@ struct Scene {
}
};
// ============================================================================
// ANIMATION TRACKER
// ============================================================================
struct ActiveAnimation {
float remaining_time;
ActiveAnimation(float duration) : remaining_time(duration) {}
};
class AnimationTracker {
private:
std::vector<ActiveAnimation> active_animations;
public:
void add_animation(float duration_sec) {
if (duration_sec > 0.0f) {
active_animations.push_back(ActiveAnimation(duration_sec));
}
}
void update(float delta_time) {
for (size_t i = 0; i < active_animations.size(); ) {
active_animations[i].remaining_time -= delta_time;
if (active_animations[i].remaining_time <= 0.0f) {
// Animation finished, remove it
active_animations.erase(active_animations.begin() + i);
}
else {
++i;
}
}
}
bool has_active_animations() const {
return !active_animations.empty();
}
void clear() {
active_animations.clear();
}
int count() const {
return active_animations.size();
}
};
// ============================================================================
// CHARACTER MANAGEMENT
// ============================================================================
struct SpriteElement {
uint32_t* image_data;
uint32_t element_id; // compositor element ID
uint32_t element_id;
bool visible;
};
struct Character {
std::string name;
std::unordered_map<std::string, SpriteElement> sprites; // emotion -> sprite
std::unordered_map<std::string, SpriteElement> sprites;
int width, height;
int current_x, current_y;
int current_z;
float current_scale;
std::string current_sprite; // Which sprite is currently visible
std::string current_sprite;
};
class CharacterManager {
@@ -109,7 +146,6 @@ public:
: compositor(comp), screen_width(screen_w) {
}
// Register a character
void add_character(const char* name, int width, int height) {
Character ch;
ch.name = name;
@@ -123,7 +159,6 @@ public:
characters[name] = ch;
}
// Load a sprite for a character and insert it into compositor
void load_sprite(const char* name, const char* emotion, const char* filename,
int width, int height, int initial_z = 1) {
auto it = characters.find(name);
@@ -137,21 +172,18 @@ public:
elem.element_id = compositor_insert(compositor, img, width, height, 0, 0, initial_z);
elem.visible = false;
// NEW: Start fully faded out and invisible
compositor_set_alpha(compositor, elem.element_id, 0.0f);
compositor_set_visible(compositor, elem.element_id, false);
it->second.sprites[emotion] = elem;
}
// Get character by name
Character* get_character(const char* name) {
auto it = characters.find(name);
if (it != characters.end()) return &it->second;
return nullptr;
}
// Get the element ID of the character's currently active sprite
uint32_t get_active_element_id(Character* ch) {
if (!ch || ch->current_sprite.empty()) return 0;
auto it = ch->sprites.find(ch->current_sprite);
@@ -159,13 +191,11 @@ public:
return it->second.element_id;
}
// Show character with specific sprite
void show_character(const char* name, int x, int y, int z, const char* sprite_name,
TransitionType transition, float duration_ms) {
Character* ch = get_character(name);
if (!ch) return;
// Hide all other sprites for this character first
for (auto& pair : ch->sprites) {
if (pair.first != sprite_name && pair.second.visible) {
compositor_set_visible(compositor, pair.second.element_id, false);
@@ -174,44 +204,40 @@ public:
}
}
// Find the requested sprite
auto it = ch->sprites.find(sprite_name);
if (it == ch->sprites.end()) return;
SpriteElement& elem = it->second;
float duration_sec = duration_ms / 1000.0f;
// Update state
ch->current_x = x;
ch->current_y = y;
ch->current_z = z;
ch->current_sprite = sprite_name;
elem.visible = true; // Mark as logically visible
elem.visible = true;
// Set properties that aren't animated
compositor_set_zorder(compositor, elem.element_id, z);
// --- NEW: Apply Transition ---
if (transition == TRANS_FADE) {
compositor_set_position(compositor, elem.element_id, x, y); // Snap position
compositor_set_position(compositor, elem.element_id, x, y);
compositor_set_visible(compositor, elem.element_id, true);
compositor_animate_fade(compositor, elem.element_id, 1.0f, duration_sec, EASE_LINEAR);
}
else if (transition == TRANS_SLIDE_LEFT) {
int start_x = -ch->width; // Start off-screen left
int start_x = -ch->width;
compositor_set_position(compositor, elem.element_id, start_x, y);
compositor_set_alpha(compositor, elem.element_id, 1.0f); // Make opaque
compositor_set_alpha(compositor, elem.element_id, 1.0f);
compositor_set_visible(compositor, elem.element_id, true);
compositor_animate_move(compositor, elem.element_id, x, y, duration_sec, EASE_OUT_CUBIC);
}
else if (transition == TRANS_SLIDE_RIGHT) {
int start_x = screen_width; // Start off-screen right
int start_x = screen_width;
compositor_set_position(compositor, elem.element_id, start_x, y);
compositor_set_alpha(compositor, elem.element_id, 1.0f); // Make opaque
compositor_set_alpha(compositor, elem.element_id, 1.0f);
compositor_set_visible(compositor, elem.element_id, true);
compositor_animate_move(compositor, elem.element_id, x, y, duration_sec, EASE_OUT_CUBIC);
}
else { // TRANS_NONE
else {
compositor_set_position(compositor, elem.element_id, x, y);
compositor_set_alpha(compositor, elem.element_id, 1.0f);
compositor_set_visible(compositor, elem.element_id, true);
@@ -224,14 +250,12 @@ public:
float duration_sec = duration_ms / 1000.0f;
// Hide all visible sprites for this character
for (auto& pair : ch->sprites) {
if (pair.second.visible) {
if (transition == TRANS_FADE) {
// compositor_tick will set invisible on completion
compositor_animate_fade(compositor, pair.second.element_id, 0.0f, duration_sec, EASE_LINEAR);
}
else { // TRANS_NONE
else {
compositor_set_visible(compositor, pair.second.element_id, false);
compositor_set_alpha(compositor, pair.second.element_id, 0.0f);
}
@@ -259,12 +283,9 @@ public:
}
void change_sprite(const char* name, const char* new_emotion) {
// This is an instant snap for cross-fading, which is more complex.
// For now, we just snap.
Character* ch = get_character(name);
if (!ch) return;
// Hide current sprite
if (!ch->current_sprite.empty()) {
auto old_it = ch->sprites.find(ch->current_sprite);
if (old_it != ch->sprites.end()) {
@@ -274,7 +295,6 @@ public:
}
}
// Show new sprite at same position/z
auto new_it = ch->sprites.find(new_emotion);
if (new_it != ch->sprites.end()) {
compositor_set_position(compositor, new_it->second.element_id,
@@ -304,7 +324,7 @@ public:
ch->current_scale = scale;
float duration_sec = duration_ms / 1000.0f;
if (transition == TRANS_FADE) { // Use "fade" as a stand-in for "smooth"
if (transition == TRANS_FADE) {
compositor_animate_scale(compositor, id, scale, duration_sec, EASE_IN_OUT_QUAD);
}
else {
@@ -312,7 +332,6 @@ public:
}
}
// Cleanup
~CharacterManager() {
for (auto& pair : characters) {
for (auto& sprite : pair.second.sprites) {
@@ -342,37 +361,36 @@ public:
name_id(nid), dialogue_id(did) {
}
// NEW: Execute a command and return the duration of any triggered animation
float execute(const Command* cmd) {
switch (cmd->type) {
case CMD_SHOW:
char_manager->show_character(cmd->character_name, cmd->x, cmd->y,
cmd->z, cmd->sprite_name,
cmd->transition, cmd->duration_ms);
return cmd->duration_ms / 1000.0f; // Return duration
return cmd->duration_ms / 1000.0f;
case CMD_HIDE:
char_manager->hide_character(cmd->character_name,
cmd->transition, cmd->duration_ms);
return cmd->duration_ms / 1000.0f; // Return duration
return cmd->duration_ms / 1000.0f;
case CMD_MOVE:
char_manager->move_character(cmd->character_name, cmd->x, cmd->y,
cmd->transition, cmd->duration_ms);
return cmd->duration_ms / 1000.0f; // Return duration
return cmd->duration_ms / 1000.0f;
case CMD_CHANGE_SPRITE:
char_manager->change_sprite(cmd->character_name, cmd->sprite_name);
break; // Instant
break;
case CMD_SET_Z:
char_manager->set_z(cmd->character_name, cmd->z);
break; // Instant
break;
case CMD_SET_SCALE:
char_manager->set_scale(cmd->character_name, cmd->scale,
cmd->transition, cmd->duration_ms);
return cmd->duration_ms / 1000.0f; // Return duration
return cmd->duration_ms / 1000.0f;
case CMD_SPEAK:
text_clear(name_text);
@@ -385,13 +403,13 @@ public:
}
compositor_mark_content_dirty(compositor, name_id);
compositor_mark_content_dirty(compositor, dialogue_id);
break; // Instant
break;
case CMD_WAIT:
case CMD_BACKGROUND:
break; // No-op
break;
}
return 0.0f; // Default: no duration
return 0.0f;
}
};
@@ -399,11 +417,10 @@ public:
// MAIN PROGRAM
// ============================================================================
// NEW: Main application state
enum AppState {
STATE_IDLE, // Ready to process next command
STATE_ANIMATING, // Waiting for an animation to finish
STATE_WAITING_FOR_INPUT // Waiting for user click (after CMD_WAIT)
STATE_IDLE,
STATE_ANIMATING,
STATE_WAITING_FOR_INPUT
};
int main() {
@@ -423,14 +440,12 @@ int main() {
return 1;
}
// --- Background ---
uint32_t* bg = image_load_resized("assets/background.png", WIDTH, HEIGHT);
if (bg) {
uint32_t bg_id = compositor_insert(compositor, bg, WIDTH, HEIGHT, 0, 0, 0);
compositor_set_alpha(compositor, bg_id, 1.0f); // Make sure bg is visible
compositor_set_alpha(compositor, bg_id, 1.0f);
}
// --- Character Setup ---
const int CHAR_WIDTH = 400;
const int CHAR_HEIGHT = 600;
const int CHAR_Y_OFFSET = 140;
@@ -438,111 +453,147 @@ int main() {
CharacterManager char_manager(compositor, WIDTH);
// Register characters
char_manager.add_character("maksw", CHAR_WIDTH, CHAR_HEIGHT);
char_manager.add_character("wikor", CHAR_WIDTH, CHAR_HEIGHT);
// Load sprites - these get pre-inserted into compositor (hidden, alpha 0)
char_manager.load_sprite("maksw", "neutral", "assets/maksw.png", CHAR_WIDTH, CHAR_HEIGHT);
char_manager.load_sprite("wikor", "neutral", "assets/wikor.png", CHAR_WIDTH, CHAR_HEIGHT);
// --- Textbox ---
uint32_t* textbox = image_load_resized("assets/textbox.png", WIDTH, 180);
if (textbox) {
uint32_t box_id = compositor_insert(compositor, textbox, WIDTH, 180, 0, HEIGHT - 180, 3);
compositor_set_alpha(compositor, box_id, 1.0f); // Make sure it's visible
compositor_set_alpha(compositor, box_id, 1.0f);
}
// --- Text Layers ---
text_t* name_text = text_init(WIDTH, HEIGHT);
uint32_t name_id = compositor_insert(compositor, text_getfb(name_text),
WIDTH, HEIGHT, 60, HEIGHT - 170, 4);
compositor_set_alpha(compositor, name_id, 1.0f); // Text is pre-multiplied
compositor_set_alpha(compositor, name_id, 1.0f);
text_t* dialogue_text = text_init_shared(name_text, WIDTH, HEIGHT);
text_t* dialogue_text = text_init_shared(name_text, WIDTH - 140, HEIGHT);
uint32_t dialogue_id = compositor_insert(compositor, text_getfb(dialogue_text),
WIDTH, HEIGHT, 60, HEIGHT - 130, 4);
WIDTH - 140, HEIGHT, 60, HEIGHT - 130, 4);
compositor_set_alpha(compositor, dialogue_id, 1.0f);
// --- Scene Script (UPDATED with transitions) ---
// --- Scene Script ---
Command scene_commands[] = {
// Show both characters
{CMD_SHOW, "maksw", 100, POS_Y, 2, 1.0f, "neutral", nullptr, nullptr, TRANS_SLIDE_LEFT, 500.0f},
{CMD_SHOW, "wikor", 800, POS_Y, 1, 1.0f, "neutral", nullptr, nullptr, TRANS_SLIDE_RIGHT, 500.0f},
// Show both characters IN PARALLEL
{CMD_SHOW, "maksw", 100, POS_Y, 2, 1.0f, "neutral", nullptr, nullptr, TRANS_SLIDE_LEFT, 500.0f, false},
{CMD_SHOW, "wikor", 800, POS_Y, 1, 1.0f, "neutral", nullptr, nullptr, TRANS_SLIDE_RIGHT, 500.0f, true},
// Maksw speaks (bring to front, scale up, move slightly forward)
{CMD_SET_Z, "maksw", 0, 0, 3, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0},
{CMD_SET_SCALE, "maksw", 0, 0, 0, 1.05f, nullptr, nullptr, nullptr, TRANS_FADE, 200.0f},
// Maksw speaks
{CMD_SET_Z, "maksw", 0, 0, 3, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
{CMD_SET_SCALE, "maksw", 0, 0, 0, 1.05f, nullptr, nullptr, nullptr, TRANS_FADE, 200.0f, false},
{CMD_SPEAK, nullptr, 0, 0, 0, 0, nullptr, "Maksw",
"Hey, Wikor, nice weather today, huh?", TRANS_NONE, 0},
{CMD_WAIT, nullptr, 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0},
u8"Hey, admirał wiktorov, the sun's actually out today. Did the weather daemon crash overnight?", TRANS_NONE, 0, true},
{CMD_WAIT, nullptr, 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, true},
// Wikor responds
{CMD_SET_SCALE, "maksw", 0, 0, 0, 1.0f, nullptr, nullptr, nullptr, TRANS_FADE, 100.0f},
{CMD_SET_Z, "maksw", 0, 0, 1, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0},
{CMD_SET_Z, "wikor", 0, 0, 3, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0},
{CMD_SET_SCALE, "wikor", 0, 0, 0, 1.05f, nullptr, nullptr, nullptr, TRANS_FADE, 200.0f},
{CMD_SPEAK, nullptr, 0, 0, 0, 0, nullptr, "Wikor",
"Yeah, it's surprisingly sunny for November.", TRANS_NONE, 0},
{CMD_WAIT, nullptr, 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0},
{CMD_SET_SCALE, "maksw", 0, 0, 0, 1.0f, nullptr, nullptr, nullptr, TRANS_FADE, 100.0f, false},
{CMD_SET_Z, "maksw", 0, 0, 1, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
{CMD_SET_Z, "wikor", 0, 0, 3, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
{CMD_SET_SCALE, "wikor", 0, 0, 0, 1.05f, nullptr, nullptr, nullptr, TRANS_FADE, 200.0f, false},
{CMD_SPEAK, nullptr, 0, 0, 0, 0, nullptr, u8"admirał wiktorov",
"Either that, or someone forgot to reboot the clouds. I didn't authorize this much sunlight.", TRANS_NONE, 0, true},
{CMD_WAIT, nullptr, 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, true},
// Maksw speaks again
{CMD_SET_SCALE, "wikor", 0, 0, 0, 1.0f, nullptr, nullptr, nullptr, TRANS_FADE, 100.0f},
{CMD_SET_Z, "wikor", 0, 0, 1, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0},
{CMD_SET_Z, "maksw", 0, 0, 3, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0},
{CMD_SET_SCALE, "maksw", 0, 0, 0, 1.05f, nullptr, nullptr, nullptr, TRANS_FADE, 200.0f},
// Maksw replies
{CMD_SET_SCALE, "wikor", 0, 0, 0, 1.0f, nullptr, nullptr, nullptr, TRANS_FADE, 100.0f, false},
{CMD_SET_Z, "wikor", 0, 0, 1, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
{CMD_SET_Z, "maksw", 0, 0, 3, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
{CMD_SET_SCALE, "maksw", 0, 0, 0, 1.05f, nullptr, nullptr, nullptr, TRANS_FADE, 200.0f, false},
{CMD_SPEAK, nullptr, 0, 0, 0, 0, nullptr, "Maksw",
"We should get back to debugging soon though.", TRANS_NONE, 0},
{CMD_WAIT, nullptr, 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0},
"You sound disappointed. Don't tell me you actually prefer the cold and gloom.", TRANS_NONE, 0, true},
{CMD_WAIT, nullptr, 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, true},
// Wikor final line
{CMD_SET_SCALE, "maksw", 0, 0, 0, 1.0f, nullptr, nullptr, nullptr, TRANS_FADE, 100.0f},
{CMD_SET_Z, "maksw", 0, 0, 1, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0},
{CMD_SET_Z, "wikor", 0, 0, 3, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0},
{CMD_SET_SCALE, "wikor", 0, 0, 0, 1.05f, nullptr, nullptr, nullptr, TRANS_FADE, 200.0f},
{CMD_SPEAK, nullptr, 0, 0, 0, 0, nullptr, "Wikor",
"You're right, that compositor won't fix itself.", TRANS_NONE, 0},
{CMD_WAIT, nullptr, 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0},
// Wikor gets smug
{CMD_SET_SCALE, "maksw", 0, 0, 0, 1.0f, nullptr, nullptr, nullptr, TRANS_FADE, 100.0f, false},
{CMD_SET_Z, "maksw", 0, 0, 1, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
{CMD_SET_Z, "wikor", 0, 0, 3, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
{CMD_SET_SCALE, "wikor", 0, 0, 0, 1.05f, nullptr, nullptr, nullptr, TRANS_FADE, 200.0f, false},
{CMD_SPEAK, nullptr, 0, 0, 0, 0, nullptr, u8"admirał wiktorov",
"Cold means fewer bugs - in the code and in the air. The moment it warms up, the chaos begins.", TRANS_NONE, 0, true},
{CMD_WAIT, nullptr, 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, true},
// Fade out
{CMD_SPEAK, nullptr, 0, 0, 0, 0, nullptr, ""},
{CMD_HIDE, "maksw", 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_FADE, 1000.0f},
{CMD_HIDE, "wikor", 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_FADE, 1000.0f},
// Maksw teasingly replies
{CMD_SET_SCALE, "wikor", 0, 0, 0, 1.0f, nullptr, nullptr, nullptr, TRANS_FADE, 100.0f, false},
{CMD_SET_Z, "wikor", 0, 0, 1, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
{CMD_SET_Z, "maksw", 0, 0, 3, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
{CMD_SET_SCALE, "maksw", 0, 0, 0, 1.05f, nullptr, nullptr, nullptr, TRANS_FADE, 200.0f, false},
{CMD_SPEAK, nullptr, 0, 0, 0, 0, nullptr, "Maksw",
"You just don't like seeing people happy. Admit it.", TRANS_NONE, 0, true},
{CMD_WAIT, nullptr, 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, true},
// Wikor snarks back
{CMD_SET_SCALE, "maksw", 0, 0, 0, 1.0f, nullptr, nullptr, nullptr, TRANS_FADE, 100.0f, false},
{CMD_SET_Z, "maksw", 0, 0, 1, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
{CMD_SET_Z, "wikor", 0, 0, 3, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
{CMD_SET_SCALE, "wikor", 0, 0, 0, 1.05f, nullptr, nullptr, nullptr, TRANS_FADE, 200.0f, false},
{CMD_SPEAK, nullptr, 0, 0, 0, 0, nullptr, u8"admirał wiktorov",
"Happiness is fine, as long as it doesn't interfere with system uptime.", TRANS_NONE, 0, true},
{CMD_WAIT, nullptr, 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, true},
// Closing line
{CMD_SET_SCALE, "wikor", 0, 0, 0, 1.0f, nullptr, nullptr, nullptr, TRANS_FADE, 100.0f, false},
{CMD_SET_Z, "wikor", 0, 0, 1, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
{CMD_SET_Z, "maksw", 0, 0, 3, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, false},
{CMD_SET_SCALE, "maksw", 0, 0, 0, 1.05f, nullptr, nullptr, nullptr, TRANS_FADE, 200.0f, false},
{CMD_SPEAK, nullptr, 0, 0, 0, 0, nullptr, "Maksw",
"Then let's keep uptime at 100% and go grab some coffee before the next storm update.", TRANS_NONE, 0, true},
{CMD_WAIT, nullptr, 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_NONE, 0, true},
// Fade out both
{CMD_SPEAK, nullptr, 0, 0, 0, 0, nullptr, "", nullptr, TRANS_NONE, 0, false},
{CMD_HIDE, "maksw", 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_FADE, 500.0f, false},
{CMD_HIDE, "wikor", 0, 0, 0, 0, nullptr, nullptr, nullptr, TRANS_FADE, 500.0f, true},
};
Scene scene = { scene_commands, sizeof(scene_commands) / sizeof(Command), 0 };
CommandExecutor executor(&char_manager, compositor, name_text, dialogue_text,
name_id, dialogue_id);
// --- Main Loop ---
bool running = true;
// NEW: State machine variables
AppState current_state = STATE_IDLE; // Start in IDLE to process first commands
float animation_timer = 0.0f;
AppState current_state = STATE_IDLE;
AnimationTracker anim_tracker; // NEW: Track multiple animations
// NEW: Delta-time variables
auto last_frame_time = std::chrono::high_resolution_clock::now();
int frame_count = 0;
float frame_time_sum = 0.0f;
const int FPS_REPORT_FRAME_COUNT = 60;
while (running) {
if (window_pollevent(window)) running = false;
// --- 1. Calculate Delta Time ---
auto current_time = std::chrono::high_resolution_clock::now();
std::chrono::duration<float> delta_duration = current_time - last_frame_time;
float delta_time_sec = delta_duration.count();
last_frame_time = current_time;
// --- 2. Update Animations (ALWAYS) ---
frame_count++;
frame_time_sum += delta_time_sec;
if (frame_count >= FPS_REPORT_FRAME_COUNT) {
float avg_delta_time = frame_time_sum / (float)frame_count;
float fps = 1.0f / avg_delta_time;
printf("FPS: %.2f (over %d frames)\n", fps, FPS_REPORT_FRAME_COUNT);
// Reset counters
frame_count = 0;
frame_time_sum = 0.0f;
}
compositor_tick(compositor, delta_time_sec);
// Update text animation
text_nextframe(name_text);
text_nextframe(dialogue_text);
compositor_mark_content_dirty(compositor, name_id);
compositor_mark_content_dirty(compositor, dialogue_id);
// --- 3. Handle Input ---
// NEW: Update animation tracker
anim_tracker.update(delta_time_sec);
static bool mouse_was_down = false;
bool mouse_is_down = window_is_mouse_button_down(window, MOUSE_BUTTON_LEFT);
bool mouse_clicked = mouse_is_down && !mouse_was_down;
@@ -555,39 +606,28 @@ int main() {
bool advance_input = mouse_clicked || key_pressed;
// --- 4. Main State Machine ---
// Check if animation finished
// Check if animations finished
if (current_state == STATE_ANIMATING) {
animation_timer -= delta_time_sec;
if (animation_timer <= 0.0f) {
if (!anim_tracker.has_active_animations()) {
current_state = STATE_IDLE;
}
}
// Handle user input
if (advance_input) {
if (text_is_animating(dialogue_text)) {
// Fast-forward text
text_show_all_current(dialogue_text);
}
else if (current_state == STATE_WAITING_FOR_INPUT) {
// Advance from a WAIT command
current_state = STATE_IDLE;
}
else if (current_state == STATE_ANIMATING) {
// User wants to skip animation
animation_timer = 0.0f;
// Skip all remaining animations
anim_tracker.clear();
current_state = STATE_IDLE;
// Note: The animation won't snap to the end.
// A 'snap' function would be needed in the compositor.
// For now, this just proceeds to the next command.
}
}
// Process commands if idle
// This while-loop will execute all instant commands in a single frame
// until it hits an animation or a wait.
while (current_state == STATE_IDLE) {
if (!scene.has_next()) {
running = false;
@@ -596,31 +636,33 @@ int main() {
const Command* cmd = scene.current();
float duration = executor.execute(cmd);
// NEW: Add animation to tracker
if (duration > 0.0f) {
anim_tracker.add_animation(duration);
}
scene.next();
if (duration > 0.0f) {
// This was an animated command
current_state = STATE_ANIMATING;
animation_timer = duration;
}
else if (cmd->type == CMD_WAIT) {
// This was a wait command
// NEW: Check blocking flag
if (cmd->blocking) {
if (cmd->type == CMD_WAIT) {
current_state = STATE_WAITING_FOR_INPUT;
break;
}
// else: Instant command, loop continues to next command
else if (anim_tracker.has_active_animations()) {
current_state = STATE_ANIMATING;
break;
}
// If blocking but no animations, continue to next command
}
// If non-blocking, loop continues immediately to next command
}
// --- 5. Render Frame ---
const uint32_t* fb = compositor_compose(compositor);
window_blit(window, fb);
// We no longer manually limit framerate.
// V-Sync or other methods should be used if needed.
// For now, we let it run as fast as possible.
// window_limit_framerate(window, 60); // REMOVED
}
// --- Cleanup ---
if (bg) image_free(bg);
if (textbox) image_free(textbox);
text_destroy(name_text);
+373 -277
View File
@@ -1,12 +1,3 @@
/*
* text.cpp - Implementation of stb_truetype text renderer with shared caches
*
* This version uses:
* 1. Signed Distance Field (SDF) rendering for efficient, high-quality
* outlines and scaling.
* 2. Precomputed line breaks to decouple layout from per-frame rendering.
*/
#include <text.h>
// C/C++ Standard Libraries
@@ -20,42 +11,102 @@
#include <map>
#include <memory>
#include <algorithm>
#include <iostream> // Included for std::clamp in smoothstep
#include <iostream> // For std::clamp
// Embed stb_truetype implementation
#define STB_TRUETYPE_IMPLEMENTATION
#include "stb_truetype.h"
// --- UTF-8 Helpers ---
// Decode the next UTF-8 codepoint from `s` starting at `i` (byte index).
// Advances `i` to the next byte after the decoded codepoint.
// Returns the Unicode codepoint (0..0x10FFFF). Invalid sequences return 0xFFFD.
static uint32_t utf8_next(const std::string& s, size_t& i) {
const unsigned char* bytes = reinterpret_cast<const unsigned char*>(s.data());
size_t n = s.size();
if (i >= n) return 0;
unsigned char b0 = bytes[i];
// 1-byte (ASCII)
if (b0 < 0x80) {
++i;
return (uint32_t)b0;
}
// multi-byte sequences
if ((b0 & 0xE0) == 0xC0) {
// 2-byte
if (i + 1 >= n) { ++i; return 0xFFFD; }
unsigned char b1 = bytes[i + 1];
if ((b1 & 0xC0) != 0x80) { ++i; return 0xFFFD; }
uint32_t cp = ((b0 & 0x1F) << 6) | (b1 & 0x3F);
i += 2;
if (cp < 0x80) return 0xFFFD; // overlong
return cp;
}
if ((b0 & 0xF0) == 0xE0) {
// 3-byte
if (i + 2 >= n) { ++i; return 0xFFFD; }
unsigned char b1 = bytes[i + 1], b2 = bytes[i + 2];
if ((b1 & 0xC0) != 0x80 || (b2 & 0xC0) != 0x80) { ++i; return 0xFFFD; }
uint32_t cp = ((b0 & 0x0F) << 12) | ((b1 & 0x3F) << 6) | (b2 & 0x3F);
i += 3;
if (cp < 0x800) return 0xFFFD; // overlong
return cp;
}
if ((b0 & 0xF8) == 0xF0) {
// 4-byte
if (i + 3 >= n) { ++i; return 0xFFFD; }
unsigned char b1 = bytes[i + 1], b2 = bytes[i + 2], b3 = bytes[i + 3];
if ((b1 & 0xC0) != 0x80 || (b2 & 0xC0) != 0x80 || (b3 & 0xC0) != 0x80) { ++i; return 0xFFFD; }
uint32_t cp = ((b0 & 0x07) << 18) | ((b1 & 0x3F) << 12) | ((b2 & 0x3F) << 6) | (b3 & 0x3F);
i += 4;
if (cp < 0x10000 || cp > 0x10FFFF) return 0xFFFD;
return cp;
}
// Invalid leading byte
++i;
return 0xFFFD;
}
// Count codepoints in a UTF-8 string
static size_t utf8_count_codepoints(const std::string& s) {
size_t i = 0;
size_t count = 0;
while (i < s.size()) {
utf8_next(s, i);
++count;
}
return count;
}
// --- Internal Data Structures ---
/**
* @brief Holds the raw file data and stbtt_fontinfo for a cached font.
*/
// Holds the raw file data and stbtt_fontinfo for a cached font.
struct cached_font_t {
std::vector<uint8_t> file_data;
stbtt_fontinfo info;
};
/**
* @brief Uniquely identifies a specific glyph variant for caching.
* Now uses SDF, so the key includes the size.
*/
// Uniquely identifies a specific glyph variant for caching.
// Now uses SDF, so the key includes the size and Unicode codepoint.
struct glyph_key_t {
const cached_font_t* font;
char c;
uint32_t codepoint;
float size;
bool operator<(const glyph_key_t& other) const {
if (font != other.font) return font < other.font;
if (c != other.c) return c < other.c;
if (codepoint != other.codepoint) return codepoint < other.codepoint;
if (size != other.size) return size < other.size;
return false;
}
};
/**
* @brief Holds the rendered SDF bitmap and metrics for a cached glyph.
*/
// Holds the rendered SDF bitmap and metrics for a cached glyph.
struct cached_glyph_t {
std::unique_ptr<uint8_t[]> data; // This now holds SDF data
int w, h;
@@ -64,18 +115,17 @@ struct cached_glyph_t {
int advance;
};
/**
* @brief Stores the start and end indices for a precomputed line of text.
*/
// Stores the start and end indices for a precomputed line of text.
// For UTF-8 we store both byte ranges and codepoint ranges.
struct line_break_t {
size_t start_index; // Index of the first char in the line
size_t end_index; // Index *after* the last char in the line
size_t start_byte_index; // byte index of first char in the line
size_t end_byte_index; // byte index *after* last char in the line
size_t start_cp_index; // codepoint index of first char in the line
size_t end_cp_index; // codepoint index *after* last char in the line
float y_offset; // The y-coordinate to start drawing this line
};
/**
* @brief Holds the parameters for a single `text_push` call.
*/
// Holds the parameters for a single `text_push` call.
struct text_params_t {
std::string text;
float size;
@@ -90,18 +140,14 @@ struct text_params_t {
mutable bool lines_computed = false;
};
/**
* @brief Shared cache structure that can be referenced by multiple text objects.
*/
// Shared cache structure that can be referenced by multiple text objects.
struct shared_cache_t {
std::map<std::string, cached_font_t> font_cache;
std::map<glyph_key_t, cached_glyph_t> glyph_cache;
int refcount = 1; // Reference counting for proper cleanup
};
/**
* @brief The main internal context structure for the text renderer.
*/
// The main internal context structure for the text renderer.
struct text_t {
uint32_t* framebuffer;
int width;
@@ -114,7 +160,7 @@ struct text_t {
// Rendering State (per-instance)
std::vector<text_params_t> text_queue;
int queue_index = 0;
int char_index = 0; // Now tracks total chars to *show*
int char_index = 0; // Now tracks total codepoints to *show*
float char_progress = 0.0f; // Cumulative progress for animation
cached_font_t* current_font = nullptr;
@@ -125,135 +171,15 @@ struct text_t {
const float padding_x = 10.0f;
const float padding_y = 10.0f;
int last_rendered_char = 0;
int last_rendered_char = 0; // codepoint count
};
// --- Static Helper Functions ---
// --- Private Helper Functions ---
static float smoothstep(float edge0, float edge1, float x) {
// Use std::clamp (from <iostream> or <algorithm> in C++17)
float t = std::clamp((x - edge0) / (edge1 - edge0), 0.0f, 1.0f);
return t * t * (3.0f - 2.0f * t);
}
static uint32_t alpha_blend(uint32_t dest, uint32_t src) {
uint32_t src_a = (src >> 24) & 0xFF;
if (src_a == 0) return dest;
if (src_a == 255) return src;
uint32_t dest_a = (dest >> 24) & 0xFF;
uint32_t src_r = (src >> 16) & 0xFF;
uint32_t src_g = (src >> 8) & 0xFF;
uint32_t src_b = (src) & 0xFF;
uint32_t dest_r = (dest >> 16) & 0xFF;
uint32_t dest_g = (dest >> 8) & 0xFF;
uint32_t dest_b = (dest) & 0xFF;
uint32_t out_a = src_a + (dest_a * (255 - src_a) / 255);
if (out_a == 0) return 0;
uint32_t out_r = (src_r * src_a + dest_r * dest_a * (255 - src_a) / 255) / out_a;
uint32_t out_g = (src_g * src_a + dest_g * dest_a * (255 - src_a) / 255) / out_a;
uint32_t out_b = (src_b * src_a + dest_b * dest_a * (255 - src_a) / 255) / out_a;
return (out_a << 24) | (out_r << 16) | (out_g << 8) | out_b;
}
/**
* @brief Draws a glyph using its cached SDF bitmap.
*
* @param text The text context.
* @param x Screen x-coordinate to draw at.
* @param y Screen y-coordinate to draw at.
* @param color The ARGB color to use.
* @param glyph The cached SDF glyph.
* @param size The target pixel size (used to calculate SDF smoothing).
* @param outline True to render as an outline, false for a solid fill.
*/
static void draw_glyph(text_t* text,
int x, int y,
uint32_t color,
const cached_glyph_t* glyph,
float size,
bool outline)
{
if (!glyph || !glyph->data) return;
int x0 = x;
int y0 = y;
int x1 = x + glyph->w;
int y1 = y + glyph->h;
// --- SDF Parameters ---
// These must match the values used in get_glyph
const float padding_percent = 0.15f;
// FIX: Changed from 180.0f to 128.0f for a balanced distance range
const float onedge_value = 128.0f;
float padding = std::max(1.0f, size * padding_percent);
float pixel_dist_scale = onedge_value / padding;
// ----------------------
// Calculate outline width and anti-alias smoothing
float outline_width = std::max(1.0f, size * 0.05f);
float aa_width = 0.75f; // Anti-aliasing width in pixels
int gx0 = (x0 < 0) ? -x0 : 0;
int gy0 = (y0 < 0) ? -y0 : 0;
int gx1 = (x1 > text->width) ? (glyph->w - (x1 - text->width)) : glyph->w;
int gy1 = (y1 > text->height) ? (glyph->h - (y1 - text->height)) : glyph->h;
uint32_t color_rgb = color & 0x00FFFFFF;
for (int gy = gy0; gy < gy1; ++gy) {
for (int gx = gx0; gx < gx1; ++gx) {
// 1. Get SDF value (0-255)
uint8_t sdf_raw = glyph->data[gy * glyph->w + gx];
// 2. Convert to signed pixel distance
// (Value > 0 is INSIDE, < 0 is OUTSIDE)
float dist = (sdf_raw - onedge_value) / pixel_dist_scale;
float alpha = 0.0f;
if (outline) {
// Render the outline
// dist > 0 is INSIDE, dist < 0 is OUTSIDE
// 1. Inner mask (the fill)
float edge_inner_0 = -aa_width;
float edge_inner_1 = +aa_width;
float mask_inner = smoothstep(edge_inner_0, edge_inner_1, dist);
// 2. Outer mask (the fill + outline)
float edge_outer_0 = -outline_width - aa_width;
float edge_outer_1 = -outline_width + aa_width;
float mask_outer = smoothstep(edge_outer_0, edge_outer_1, dist);
alpha = std::clamp(mask_outer - mask_inner, 0.0f, 1.0f);
} else {
// Render the fill
// We want alpha=1 for dist > 0 (inside)
// Use smoothstep for anti-aliasing around the 0-edge
alpha = smoothstep(-aa_width, aa_width, dist);
}
if (alpha == 0.0f) continue;
int fb_x = x0 + gx;
int fb_y = y0 + gy;
uint32_t* dest_pixel = &text->framebuffer[fb_y * text->width + fb_x];
uint32_t src_pixel = ((uint32_t)(alpha * 255.0f) << 24) | color_rgb;
*dest_pixel = alpha_blend(*dest_pixel, src_pixel);
}
}
}
// --- Caching & Font Loading ---
// Loads a font from file or retrieves it from the shared cache.
static cached_font_t* load_font(text_t* text, const std::string& font_path) {
// Check cache (now in shared_cache_t)
auto it = text->cache->font_cache.find(font_path);
@@ -300,14 +226,12 @@ static cached_font_t* load_font(text_t* text, const std::string& font_path) {
return &map_it->second;
}
/**
* @brief Gets a cached SDF glyph, generating it if it doesn't exist.
*/
static const cached_glyph_t* get_glyph(text_t* text, char c, float size)
// Gets a cached SDF glyph, generating it if it doesn't exist.
static const cached_glyph_t* get_glyph(text_t* text, uint32_t codepoint, float size)
{
if (!text->current_font) return nullptr;
glyph_key_t key = { text->current_font, c, size };
glyph_key_t key = { text->current_font, codepoint, size };
// Check cache (now in shared_cache_t)
auto it = text->cache->glyph_cache.find(key);
@@ -321,21 +245,19 @@ static const cached_glyph_t* get_glyph(text_t* text, char c, float size)
float scale = stbtt_ScaleForPixelHeight(info, size);
// Get advance metric
stbtt_GetCodepointHMetrics(info, c, &new_glyph.advance, nullptr);
new_glyph.advance = static_cast<int>(new_glyph.advance * scale);
int adv;
stbtt_GetCodepointHMetrics(info, (int)codepoint, &adv, nullptr);
new_glyph.advance = static_cast<int>(adv * scale);
// SDF parameters
const float padding_percent = 0.15f;
// FIX: Changed from 180 to 128 for a balanced distance range
const unsigned char onedge_value = 128;
// Padding in pixels, at least 1
const int padding = std::max(1, (int)(size * padding_percent));
// How many 'distance units' per pixel
float pixel_dist_scale = (float)onedge_value / (float)padding;
const unsigned char onedge_value = 128; // 0-255 range midpoint
const int padding = std::max(1, (int)(size * padding_percent)); // Padding in pixels
float pixel_dist_scale = (float)onedge_value / (float)padding; // 'distance units' per pixel
// Generate the SDF bitmap
unsigned char* bitmap = stbtt_GetCodepointSDF(
info, scale, c, padding, onedge_value, pixel_dist_scale,
info, scale, (int)codepoint, padding, onedge_value, pixel_dist_scale,
&new_glyph.w, &new_glyph.h, &new_glyph.xoff, &new_glyph.yoff
);
@@ -343,7 +265,8 @@ static const cached_glyph_t* get_glyph(text_t* text, char c, float size)
// Glyph has no bitmap (e.g., space)
new_glyph.w = new_glyph.h = 0;
new_glyph.data = nullptr;
} else {
}
else {
// Copy the SDF bitmap into our managed cache
new_glyph.data = std::make_unique<uint8_t[]>(new_glyph.w * new_glyph.h);
memcpy(new_glyph.data.get(), bitmap, new_glyph.w * new_glyph.h);
@@ -356,11 +279,9 @@ static const cached_glyph_t* get_glyph(text_t* text, char c, float size)
return &map_it->second;
}
// --- Text Layout ---
/**
* @brief Precomputes line breaks for a text block.
* This is marked 'static' and defined before it's used in text_nextframe.
*/
// Precomputes line breaks for a text block.
static void precompute_line_breaks(text_t* text, const text_params_t* params) {
if (params->lines_computed) return;
@@ -373,7 +294,8 @@ static void precompute_line_breaks(text_t* text, const text_params_t* params) {
if (params->font_path.empty()) {
if (text->cache->font_cache.empty()) return; // No default font
font = &text->cache->font_cache.begin()->second;
} else {
}
else {
font = load_font(text, params->font_path);
}
if (!font) {
@@ -391,75 +313,224 @@ static void precompute_line_breaks(text_t* text, const text_params_t* params) {
float x = text->padding_x;
float y = text->current_y; // Start from the current render position
size_t line_start_index = 0;
size_t last_word_break_index = 0; // Index *after* the space
size_t line_start_byte = 0;
size_t line_start_cp = 0;
size_t last_word_break_byte = 0; // byte index *after* the space
size_t last_word_break_cp = 0;
float x_at_last_word_break = text->padding_x;
float max_width = text->width - text->padding_x;
for (size_t i = 0; i < params->text.length(); ++i) {
char c = params->text[i];
// We'll iterate the UTF-8 string and maintain both byte index and cp index
const std::string& s = params->text;
size_t byte_i = 0;
size_t cp_index = 0;
if (c == '\n') {
params->lines.push_back({line_start_index, i, y});
while (byte_i < s.size()) {
size_t prev_byte = byte_i;
uint32_t cp = utf8_next(s, byte_i);
// handle newline explicitly
if (cp == (uint32_t)'\n') {
// push line: [line_start_byte, prev_byte) -> includes upto but excluding newline
params->lines.push_back({ line_start_byte, prev_byte, line_start_cp, cp_index, y });
y += line_height;
x = text->padding_x;
line_start_index = i + 1;
last_word_break_index = i + 1;
line_start_byte = byte_i;
line_start_cp = cp_index + 1; // next cp after newline
last_word_break_byte = byte_i;
last_word_break_cp = line_start_cp;
x_at_last_word_break = x;
++cp_index;
continue;
}
// Store last word break position
if (c == ' ' || c == '\t') {
last_word_break_index = i + 1;
// store last word break pos
if (cp == (uint32_t)' ' || cp == (uint32_t)'\t') {
last_word_break_byte = byte_i; // byte index after this space
last_word_break_cp = cp_index + 1;
}
const cached_glyph_t* glyph = get_glyph(text, c, params->size);
// get advance for cp
const cached_glyph_t* glyph = get_glyph(text, cp, params->size);
int advance = glyph ? glyph->advance : 0;
// Check for wrap *before* adding the character
if (x + advance > max_width && line_start_index < i) {
// --- Time to wrap ---
if (last_word_break_index > line_start_index) {
// Wrap at the last word break
params->lines.push_back({line_start_index, last_word_break_index - 1, y}); // -1 to exclude space
i = last_word_break_index - 1; // Re-process from the space
line_start_index = last_word_break_index;
} else {
// Force wrap in the middle of a word
params->lines.push_back({line_start_index, i, y});
line_start_index = i;
i--; // Re-process current char on new line
// check wrap before adding the char
if (x + advance > max_width && line_start_byte < prev_byte) {
// wrap
if (last_word_break_byte > line_start_byte) {
// wrap at last word break (exclude trailing space)
// end_byte = last_word_break_byte - bytes of space? last_word_break_byte already points after the space
// we want to exclude final space visually: line end byte = last_word_break_byte - size_of_space_byte_sequence
// But simpler: set end_byte to last_word_break_byte - 1 byte may not be correct for multi-byte,
// so we set end_cp = last_word_break_cp - 1 and then compute end_byte by walking from line_start_byte.
// But we already tracked last_word_break_byte and last_word_break_cp as byte AFTER the space; so we set
// end_byte = last_word_break_byte - bytes_of_space (unknown). To avoid complexity, we'll set end_byte = last_word_break_byte; and render lines excluding trailing space in drawing.
params->lines.push_back({ line_start_byte, last_word_break_byte, line_start_cp, last_word_break_cp, y });
// re-start from after the space
// set byte_i to last_word_break_byte (already after space)
byte_i = last_word_break_byte;
cp_index = last_word_break_cp;
line_start_byte = last_word_break_byte;
line_start_cp = last_word_break_cp;
}
else {
// force wrap in middle of word: end at previous char
params->lines.push_back({ line_start_byte, prev_byte, line_start_cp, cp_index, y });
// start new line at prev_byte (reprocess current char on new line)
byte_i = prev_byte;
// cp_index unchanged because we didn't consume this cp for new line
line_start_byte = prev_byte;
line_start_cp = cp_index;
}
// Reset for new line
// reset for new line
y += line_height;
x = text->padding_x;
last_word_break_index = line_start_index;
last_word_break_byte = line_start_byte;
last_word_break_cp = line_start_cp;
x_at_last_word_break = x;
} else {
// No wrap, just advance
continue; // loop will continue, not advancing cp_index here (we set it appropriately)
}
else {
// no wrap, just advance
x += advance;
if (last_word_break_index == i + 1) {
x_at_last_word_break = x; // Update x pos after the space
++cp_index;
// update x_at_last_word_break if this was space
if (last_word_break_cp == cp_index) {
x_at_last_word_break = x;
}
}
}
// Add the final line
if (line_start_index < params->text.length()) {
params->lines.push_back({line_start_index, params->text.length(), y});
// Add the final line if any text remains
if (line_start_byte < s.size()) {
params->lines.push_back({ line_start_byte, s.size(), line_start_cp, cp_index, y });
}
text->last_line_height = line_height; // Store for next block's y_offset
params->lines_computed = true;
}
// --- SDF Rendering ---
// --- Public API Functions ---
// Standard smoothstep function for SDF anti-aliasing.
static float smoothstep(float edge0, float edge1, float x) {
float t = std::clamp((x - edge0) / (edge1 - edge0), 0.0f, 1.0f);
return t * t * (3.0f - 2.0f * t);
}
// Standard alpha blending (source-over).
static uint32_t alpha_blend(uint32_t dest, uint32_t src) {
uint32_t src_a = (src >> 24) & 0xFF;
if (src_a == 0) return dest;
if (src_a == 255) return src;
uint32_t dest_a = (dest >> 24) & 0xFF;
uint32_t src_r = (src >> 16) & 0xFF;
uint32_t src_g = (src >> 8) & 0xFF;
uint32_t src_b = (src) & 0xFF;
uint32_t dest_r = (dest >> 16) & 0xFF;
uint32_t dest_g = (dest >> 8) & 0xFF;
uint32_t dest_b = (dest) & 0xFF;
uint32_t out_a = src_a + (dest_a * (255 - src_a) / 255);
if (out_a == 0) return 0;
uint32_t out_r = (src_r * src_a + dest_r * dest_a * (255 - src_a) / 255) / out_a;
uint32_t out_g = (src_g * src_a + dest_g * dest_a * (255 - src_a) / 255) / out_a;
uint32_t out_b = (src_b * src_a + dest_b * dest_a * (255 - src_a) / 255) / out_a;
return (out_a << 24) | (out_r << 16) | (out_g << 8) | out_b;
}
// Draws a glyph using its cached SDF bitmap.
static void draw_glyph(text_t* text,
int x, int y,
uint32_t color,
const cached_glyph_t* glyph,
float size,
bool outline)
{
if (!glyph || !glyph->data) return;
int x0 = x;
int y0 = y;
int x1 = x + glyph->w;
int y1 = y + glyph->h;
// --- SDF Parameters ---
// These must match the values used in get_glyph
const float padding_percent = 0.15f;
const float onedge_value = 128.0f; // 0-255 range midpoint
float padding = std::max(1.0f, size * padding_percent);
float pixel_dist_scale = onedge_value / padding;
// ----------------------
// Calculate outline width and anti-alias smoothing
float outline_width = std::max(1.0f, size * 0.05f);
float aa_width = 0.75f; // Anti-aliasing width in pixels
// Clip to framebuffer
int gx0 = (x0 < 0) ? -x0 : 0;
int gy0 = (y0 < 0) ? -y0 : 0;
int gx1 = (x1 > text->width) ? (glyph->w - (x1 - text->width)) : glyph->w;
int gy1 = (y1 > text->height) ? (glyph->h - (y1 - text->height)) : glyph->h;
uint32_t color_rgb = color & 0x00FFFFFF;
for (int gy = gy0; gy < gy1; ++gy) {
for (int gx = gx0; gx < gx1; ++gx) {
// 1. Get SDF value (0-255)
uint8_t sdf_raw = glyph->data[gy * glyph->w + gx];
// 2. Convert to signed pixel distance (Value > 0 is INSIDE, < 0 is OUTSIDE)
float dist = (sdf_raw - onedge_value) / pixel_dist_scale;
float alpha = 0.0f;
if (outline) {
// Render the outline
// 1. Inner mask (the fill)
float edge_inner_0 = -aa_width;
float edge_inner_1 = +aa_width;
float mask_inner = smoothstep(edge_inner_0, edge_inner_1, dist);
// 2. Outer mask (the fill + outline)
float edge_outer_0 = -outline_width - aa_width;
float edge_outer_1 = -outline_width + aa_width;
float mask_outer = smoothstep(edge_outer_0, edge_outer_1, dist);
alpha = std::clamp(mask_outer - mask_inner, 0.0f, 1.0f);
}
else {
// Render the fill
// Use smoothstep for anti-aliasing around the 0-edge
alpha = smoothstep(-aa_width, aa_width, dist);
}
if (alpha == 0.0f) continue;
int fb_x = x0 + gx;
int fb_y = y0 + gy;
uint32_t* dest_pixel = &text->framebuffer[fb_y * text->width + fb_x];
uint32_t src_pixel = ((uint32_t)(alpha * 255.0f) << 24) | color_rgb;
*dest_pixel = alpha_blend(*dest_pixel, src_pixel);
}
}
}
// --- Public C-Style API ---
extern "C" {
// --- Lifecycle ---
text_t* text_init(int width, int height) {
if (width <= 0 || height <= 0) return nullptr;
@@ -546,6 +617,9 @@ void text_destroy(text_t* text) {
delete text;
}
// --- Text Queue & State ---
// Adds a block of text to the rendering queue.
void text_push(text_t* text,
const char* str,
float size,
@@ -566,37 +640,7 @@ void text_push(text_t* text,
text->text_queue.push_back(std::move(p));
}
/**
* @brief Immediately sets the character index to the end of the current
* text block, causing the entire line to be rendered on the next frame.
*/
void text_show_all_current(text_t* text) {
if (!text || text->queue_index >= text->text_queue.size()) return;
text_params_t* params = &text->text_queue[text->queue_index];
size_t text_len = params->text.length();
// Only update if it's not already complete
if (text->char_index < text_len) {
text->char_index = (int)text_len;
text->char_progress = static_cast<float>(text_len);
}
}
/**
* @brief Returns true if the currently running text block has not yet
* displayed all characters.
* stupid and obnoxious, nextframe does the same but the way we use it won't work
*/
bool text_is_animating(text_t* text) {
if (!text) return false;
if (text->queue_index >= text->text_queue.size()) return false;
const text_params_t* params = &text->text_queue[text->queue_index];
return text->char_index < params->text.length();
}
// Clears the framebuffer and resets the text queue and all state.
void text_clear(text_t* text) {
if (!text) return;
memset(text->framebuffer, 0, text->width * text->height * sizeof(uint32_t));
@@ -609,14 +653,28 @@ void text_clear(text_t* text) {
text->last_line_height = 0.0f;
}
uint32_t* text_getfb(text_t* text) {
return text ? text->framebuffer : nullptr;
// Immediately sets the character index to the end of the current text block.
void text_show_all_current(text_t* text) {
if (!text || text->queue_index >= text->text_queue.size()) return;
text_params_t* params = &text->text_queue[text->queue_index];
size_t text_len_cp = utf8_count_codepoints(params->text);
// Only update if it's not already complete
if (text->char_index < (int)text_len_cp) {
text->char_index = (int)text_len_cp;
text->char_progress = static_cast<float>(text_len_cp);
}
}
// --- Update & Animation ---
// Advances the text animation and renders new characters.
bool text_nextframe(text_t* text) {
if (!text) return true;
if (text->queue_index >= text->text_queue.size()) {
return true;
return true; // Nothing to do
}
text_params_t* params = &text->text_queue[text->queue_index];
@@ -637,6 +695,7 @@ bool text_nextframe(text_t* text) {
text->current_font = &text->cache->font_cache.begin()->second;
}
// Calculate layout on first frame
precompute_line_breaks(text, params);
const stbtt_fontinfo* info = &text->current_font->info;
@@ -646,27 +705,29 @@ bool text_nextframe(text_t* text) {
float baseline = ascent * scale;
// Update animation progress
if (params->speed > 0.0f && text->char_index < params->text.length()) {
size_t total_cp = utf8_count_codepoints(params->text);
if (params->speed > 0.0f && text->char_index < (int)total_cp) {
text->char_progress += params->speed;
text->char_index = static_cast<int>(text->char_progress);
} else if (params->speed <= 0.0f) {
text->char_index = (int)params->text.length();
}
text->char_index = (int)std::min((size_t)text->char_index, params->text.length());
else if (params->speed <= 0.0f) {
text->char_index = (int)total_cp;
}
text->char_index = (int)std::min((size_t)text->char_index, total_cp);
// CRITICAL FIX: Only draw NEW characters
size_t draw_start = text->last_rendered_char;
size_t draw_end = text->char_index;
// Only draw NEW characters
size_t draw_start = text->last_rendered_char; // cp index
size_t draw_end = text->char_index; // cp index
// Drawing loop - only for NEW characters
for (const auto& line : params->lines) {
// Skip lines that are completely rendered
if (line.end_index <= draw_start) {
if (line.end_cp_index <= draw_start) {
continue;
}
// Skip lines that haven't started yet
if (line.start_index >= draw_end) {
if (line.start_cp_index >= draw_end) {
break;
}
@@ -674,24 +735,41 @@ bool text_nextframe(text_t* text) {
text->current_y = line.y_offset;
// Calculate x position up to where we need to draw
for (size_t i = line.start_index; i < std::min(line.end_index, draw_start); ++i) {
char c = params->text[i];
if (c == '\n') continue;
const cached_glyph_t* glyph = get_glyph(text, c, params->size);
// Iterate through the line bytes and sum advances for cps before draw_start
size_t byte_i = line.start_byte_index;
size_t cp_i = line.start_cp_index;
while (byte_i < line.end_byte_index && cp_i < draw_start) {
size_t prev_byte = byte_i;
uint32_t cp = utf8_next(params->text, byte_i);
const cached_glyph_t* glyph = get_glyph(text, cp, params->size);
if (glyph) {
text->current_x += glyph->advance;
}
++cp_i;
}
// Draw only NEW characters on this line
for (size_t i = std::max(line.start_index, draw_start);
i < std::min(line.end_index, draw_end); ++i) {
byte_i = line.start_byte_index;
cp_i = line.start_cp_index;
char c = params->text[i];
if (c == '\n') continue;
// advance byte_i to the first drawable codepoint (max(line.start_cp_index, draw_start))
while (byte_i < line.end_byte_index && cp_i < std::max(line.start_cp_index, draw_start)) {
utf8_next(params->text, byte_i);
++cp_i;
}
const cached_glyph_t* glyph = get_glyph(text, c, params->size);
if (!glyph) continue;
// Now iterate and draw until cp reaches min(line.end_cp_index, draw_end)
while (byte_i < line.end_byte_index && cp_i < std::min(line.end_cp_index, draw_end)) {
size_t prev_byte = byte_i;
uint32_t cp = utf8_next(params->text, byte_i);
if (cp == (uint32_t)'\n') { ++cp_i; continue; }
const cached_glyph_t* glyph = get_glyph(text, cp, params->size);
if (!glyph) {
++cp_i;
continue;
}
int x_base = static_cast<int>(text->current_x + glyph->xoff);
int y_base = static_cast<int>(text->current_y + baseline + glyph->yoff);
@@ -702,37 +780,55 @@ bool text_nextframe(text_t* text) {
draw_glyph(text, x_base, y_base, params->color_main, glyph, params->size, false);
text->current_x += glyph->advance;
++cp_i;
}
}
// Update tracking
text->last_rendered_char = text->char_index;
text->last_rendered_char = (int)text->char_index;
// Handle block transition
if (text->char_index >= params->text.length()) {
if (text->char_index >= (int)utf8_count_codepoints(params->text)) {
text->queue_index++;
text->char_index = 0;
text->char_progress = 0.0f;
text->last_rendered_char = 0; // ADD THIS - reset for next block
text->current_y += text->last_line_height;
text->last_rendered_char = 0; // Reset for next block
text->current_y += text->last_line_height; // Advance y-pos
}
// Check if queue is finished
if (text->queue_index >= text->text_queue.size()) {
text->text_queue.clear();
text->queue_index = 0;
text->char_index = 0;
text->char_progress = 0.0f;
text->last_rendered_char = 0; // ADD THIS
text->last_rendered_char = 0;
text->current_x = text->padding_x;
text->current_y = text->padding_y;
text->last_line_height = 0.0f;
return true;
return true; // Finished
}
return false;
return false; // Not finished
}
// Returns true if the currently running text block has not yet displayed all characters.
bool text_is_animating(text_t* text) {
if (!text) return false;
if (text->queue_index >= text->text_queue.size()) return false;
const text_params_t* params = &text->text_queue[text->queue_index];
size_t total_cp = utf8_count_codepoints(params->text);
return text->char_index < (int)total_cp;
}
// --- Accessors ---
// Returns a pointer to the internal framebuffer.
uint32_t* text_getfb(text_t* text) {
return text ? text->framebuffer : nullptr;
}
} // extern "C"
+4
View File
@@ -97,6 +97,7 @@
<LanguageStandard>stdcpp20</LanguageStandard>
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
<EnableEnhancedInstructionSet>AdvancedVectorExtensions2</EnableEnhancedInstructionSet>
<AdditionalOptions>/Zc:char8_t- %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
@@ -118,6 +119,7 @@
<LanguageStandard>stdcpp20</LanguageStandard>
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
<EnableEnhancedInstructionSet>AdvancedVectorExtensions2</EnableEnhancedInstructionSet>
<AdditionalOptions>/Zc:char8_t- %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
@@ -137,6 +139,7 @@
<AdditionalIncludeDirectories>include</AdditionalIncludeDirectories>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<EnableEnhancedInstructionSet>AdvancedVectorExtensions2</EnableEnhancedInstructionSet>
<AdditionalOptions>/Zc:char8_t- %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
@@ -158,6 +161,7 @@
<LanguageStandard>stdcpp20</LanguageStandard>
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
<EnableEnhancedInstructionSet>AdvancedVectorExtensions2</EnableEnhancedInstructionSet>
<AdditionalOptions>/Zc:char8_t- %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>