Artifact 4a2a0ee6d35c33f701208ba993ed5ec76ee97066724e9cef50154262083b1e80:
- File src/rendertext.m — part of check-in [12cac9666a] at 2025-03-20 22:22:40 on branch trunk — Convert remaining files to pure Objective-C (user: js, size: 6369) [annotate] [blame] [check-ins using]
- File
src/rendertext.mm
— part of check-in
[489124a92f]
at
2025-03-16 10:11:39
on branch trunk
— Use one autorelease pool per frame
This way, nowhere else autorelease pools need to be managed. (user: js, size: 6369) [annotate] [blame] [check-ins using]
// rendertext.cpp: based on Don's gl_text.cpp #include "cube.h" short char_coords[96][4] = { { 0, 0, 25, 64 }, //! { 25, 0, 54, 64 }, //" { 54, 0, 107, 64 }, // # { 107, 0, 148, 64 }, //$ { 148, 0, 217, 64 }, //% { 217, 0, 263, 64 }, //& { 263, 0, 280, 64 }, //' { 280, 0, 309, 64 }, //( { 309, 0, 338, 64 }, //) { 338, 0, 379, 64 }, //* { 379, 0, 432, 64 }, //+ { 432, 0, 455, 64 }, //, { 455, 0, 484, 64 }, //- { 0, 64, 21, 128 }, //. { 23, 64, 52, 128 }, /// { 52, 64, 93, 128 }, // 0 { 93, 64, 133, 128 }, // 1 { 133, 64, 174, 128 }, // 2 { 174, 64, 215, 128 }, // 3 { 215, 64, 256, 128 }, // 4 { 256, 64, 296, 128 }, // 5 { 296, 64, 337, 128 }, // 6 { 337, 64, 378, 128 }, // 7 { 378, 64, 419, 128 }, // 8 { 419, 64, 459, 128 }, // 9 { 459, 64, 488, 128 }, //: { 0, 128, 29, 192 }, //; { 29, 128, 81, 192 }, //< { 81, 128, 134, 192 }, //= { 134, 128, 186, 192 }, //> { 186, 128, 221, 192 }, //? { 221, 128, 285, 192 }, //@ { 285, 128, 329, 192 }, // A { 329, 128, 373, 192 }, // B { 373, 128, 418, 192 }, // C { 418, 128, 467, 192 }, // D { 0, 192, 40, 256 }, // E { 40, 192, 77, 256 }, // F { 77, 192, 127, 256 }, // G { 127, 192, 175, 256 }, // H { 175, 192, 202, 256 }, // I { 202, 192, 231, 256 }, // J { 231, 192, 275, 256 }, // K { 275, 192, 311, 256 }, // L { 311, 192, 365, 256 }, // M { 365, 192, 413, 256 }, // N { 413, 192, 463, 256 }, // O { 1, 256, 38, 320 }, // P { 38, 256, 89, 320 }, // Q { 89, 256, 133, 320 }, // R { 133, 256, 176, 320 }, // S { 177, 256, 216, 320 }, // T { 217, 256, 263, 320 }, // U { 263, 256, 307, 320 }, // V { 307, 256, 370, 320 }, // W { 370, 256, 414, 320 }, // X { 414, 256, 453, 320 }, // Y { 453, 256, 497, 320 }, // Z { 0, 320, 29, 384 }, //[ { 29, 320, 58, 384 }, //"\" { 59, 320, 87, 384 }, //] { 87, 320, 139, 384 }, //^ { 139, 320, 180, 384 }, //_ { 180, 320, 221, 384 }, //` { 221, 320, 259, 384 }, // a { 259, 320, 299, 384 }, // b { 299, 320, 332, 384 }, // c { 332, 320, 372, 384 }, // d { 372, 320, 411, 384 }, // e { 411, 320, 433, 384 }, // f { 435, 320, 473, 384 }, // g { 0, 384, 40, 448 }, // h { 40, 384, 56, 448 }, // i { 58, 384, 80, 448 }, // j { 80, 384, 118, 448 }, // k { 118, 384, 135, 448 }, // l { 135, 384, 197, 448 }, // m { 197, 384, 238, 448 }, // n { 238, 384, 277, 448 }, // o { 277, 384, 317, 448 }, // p { 317, 384, 356, 448 }, // q { 357, 384, 384, 448 }, // r { 385, 384, 417, 448 }, // s { 417, 384, 442, 448 }, // t { 443, 384, 483, 448 }, // u { 0, 448, 38, 512 }, // v { 38, 448, 90, 512 }, // w { 90, 448, 128, 512 }, // x { 128, 448, 166, 512 }, // y { 166, 448, 200, 512 }, // z { 200, 448, 241, 512 }, //{ { 241, 448, 270, 512 }, //| { 270, 448, 310, 512 }, //} { 310, 448, 363, 512 }, //~ }; int text_width(OFString *string) { const char *str = string.UTF8String; size_t len = string.UTF8StringLength; int x = 0; for (int i = 0; i < len; i++) { int c = str[i]; if (c == '\t') { x = (x + PIXELTAB) / PIXELTAB * PIXELTAB; continue; } if (c == '\f') continue; if (c == ' ') { x += FONTH / 2; continue; } c -= 33; if (c < 0 || c >= 95) continue; int in_width = char_coords[c][2] - char_coords[c][0]; x += in_width + 1; } return x; } void draw_textf(OFConstantString *format, int left, int top, int gl_num, ...) { va_list arguments; va_start(arguments, gl_num); OFString *str = [[OFString alloc] initWithFormat:format arguments:arguments]; va_end(arguments); draw_text(str, left, top, gl_num); } void draw_text(OFString *string, int left, int top, int gl_num) { glBlendFunc(GL_ONE, GL_ONE); glBindTexture(GL_TEXTURE_2D, gl_num); glColor3ub(255, 255, 255); int x = left; int y = top; int i; float in_left, in_top, in_right, in_bottom; int in_width, in_height; const char *str = string.UTF8String; size_t len = string.UTF8StringLength; for (i = 0; i < len; i++) { int c = str[i]; if (c == '\t') { x = (x - left + PIXELTAB) / PIXELTAB * PIXELTAB + left; continue; } if (c == '\f') { glColor3ub(64, 255, 128); continue; } if (c == ' ') { x += FONTH / 2; continue; } c -= 33; if (c < 0 || c >= 95) continue; in_left = ((float)char_coords[c][0]) / 512.0f; in_top = ((float)char_coords[c][1] + 2) / 512.0f; in_right = ((float)char_coords[c][2]) / 512.0f; in_bottom = ((float)char_coords[c][3] - 2) / 512.0f; in_width = char_coords[c][2] - char_coords[c][0]; in_height = char_coords[c][3] - char_coords[c][1]; glBegin(GL_QUADS); glTexCoord2f(in_left, in_top); glVertex2i(x, y); glTexCoord2f(in_right, in_top); glVertex2i(x + in_width, y); glTexCoord2f(in_right, in_bottom); glVertex2i(x + in_width, y + in_height); glTexCoord2f(in_left, in_bottom); glVertex2i(x, y + in_height); glEnd(); xtraverts += 4; x += in_width + 1; } } // also Don's code, so goes in here too :) void draw_envbox_aux(float s0, float t0, int x0, int y0, int z0, float s1, float t1, int x1, int y1, int z1, float s2, float t2, int x2, int y2, int z2, float s3, float t3, int x3, int y3, int z3, int texture) { glBindTexture(GL_TEXTURE_2D, texture); glBegin(GL_QUADS); glTexCoord2f(s3, t3); glVertex3d(x3, y3, z3); glTexCoord2f(s2, t2); glVertex3d(x2, y2, z2); glTexCoord2f(s1, t1); glVertex3d(x1, y1, z1); glTexCoord2f(s0, t0); glVertex3d(x0, y0, z0); glEnd(); xtraverts += 4; } void draw_envbox(int t, int w) { glDepthMask(GL_FALSE); draw_envbox_aux(1.0f, 1.0f, -w, -w, w, 0.0f, 1.0f, w, -w, w, 0.0f, 0.0f, w, -w, -w, 1.0f, 0.0f, -w, -w, -w, t); draw_envbox_aux(1.0f, 1.0f, +w, w, w, 0.0f, 1.0f, -w, w, w, 0.0f, 0.0f, -w, w, -w, 1.0f, 0.0f, +w, w, -w, t + 1); draw_envbox_aux(0.0f, 0.0f, -w, -w, -w, 1.0f, 0.0f, -w, w, -w, 1.0f, 1.0f, -w, w, w, 0.0f, 1.0f, -w, -w, w, t + 2); draw_envbox_aux(1.0f, 1.0f, +w, -w, w, 0.0f, 1.0f, +w, w, w, 0.0f, 0.0f, +w, w, -w, 1.0f, 0.0f, +w, -w, -w, t + 3); draw_envbox_aux(0.0f, 1.0f, -w, w, w, 0.0f, 0.0f, +w, w, w, 1.0f, 0.0f, +w, -w, w, 1.0f, 1.0f, -w, -w, w, t + 4); draw_envbox_aux(0.0f, 1.0f, +w, w, -w, 0.0f, 0.0f, -w, w, -w, 1.0f, 0.0f, -w, -w, -w, 1.0f, 1.0f, +w, -w, -w, t + 5); glDepthMask(GL_TRUE); }