change Wellspring_Draw to Wellspring_AddToTextBatch
continuous-integration/drone/push Build is passing
Details
continuous-integration/drone/push Build is passing
Details
parent
086e452e15
commit
1cba7f3faa
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@ -138,12 +138,9 @@ WELLSPRINGAPI uint8_t Wellspring_TextBounds(
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Wellspring_Rectangle *pRectangle
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Wellspring_Rectangle *pRectangle
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);
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);
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WELLSPRINGAPI uint8_t Wellspring_Draw(
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WELLSPRINGAPI uint8_t Wellspring_AddToTextBatch(
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Wellspring_TextBatch *textBatch,
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Wellspring_TextBatch *textBatch,
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float x,
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float y,
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int pixelSize,
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int pixelSize,
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float depth,
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Wellspring_Color *color,
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Wellspring_Color *color,
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Wellspring_HorizontalAlignment horizontalAlignment,
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Wellspring_HorizontalAlignment horizontalAlignment,
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Wellspring_VerticalAlignment verticalAlignment,
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Wellspring_VerticalAlignment verticalAlignment,
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@ -729,12 +729,9 @@ uint8_t Wellspring_TextBounds(
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);
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);
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}
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}
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uint8_t Wellspring_Draw(
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uint8_t Wellspring_AddToTextBatch(
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Wellspring_TextBatch *textBatch,
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Wellspring_TextBatch *textBatch,
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float x,
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float y,
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int pixelSize,
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int pixelSize,
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float depth,
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Wellspring_Color *color,
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Wellspring_Color *color,
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Wellspring_HorizontalAlignment horizontalAlignment,
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Wellspring_HorizontalAlignment horizontalAlignment,
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Wellspring_VerticalAlignment verticalAlignment,
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Wellspring_VerticalAlignment verticalAlignment,
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@ -756,6 +753,7 @@ uint8_t Wellspring_Draw(
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Wellspring_Rectangle bounds;
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Wellspring_Rectangle bounds;
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uint32_t i, j;
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uint32_t i, j;
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float sizeFactor = pixelSize / font->pixelsPerEm;
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float sizeFactor = pixelSize / font->pixelsPerEm;
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float x = 0, y = 0;
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y += Wellspring_INTERNAL_GetVerticalAlignOffset(font, verticalAlignment, sizeFactor * font->scale);
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y += Wellspring_INTERNAL_GetVerticalAlignOffset(font, verticalAlignment, sizeFactor * font->scale);
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@ -858,7 +856,7 @@ uint8_t Wellspring_Draw(
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batch->vertices[vertexBufferIndex].x = charQuad.x0;
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batch->vertices[vertexBufferIndex].x = charQuad.x0;
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batch->vertices[vertexBufferIndex].y = charQuad.y0;
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batch->vertices[vertexBufferIndex].y = charQuad.y0;
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batch->vertices[vertexBufferIndex].z = depth;
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batch->vertices[vertexBufferIndex].z = 0;
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batch->vertices[vertexBufferIndex].u = charQuad.s0;
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batch->vertices[vertexBufferIndex].u = charQuad.s0;
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batch->vertices[vertexBufferIndex].v = charQuad.t0;
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batch->vertices[vertexBufferIndex].v = charQuad.t0;
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batch->vertices[vertexBufferIndex].r = color->r;
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batch->vertices[vertexBufferIndex].r = color->r;
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@ -868,7 +866,7 @@ uint8_t Wellspring_Draw(
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batch->vertices[vertexBufferIndex + 1].x = charQuad.x0;
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batch->vertices[vertexBufferIndex + 1].x = charQuad.x0;
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batch->vertices[vertexBufferIndex + 1].y = charQuad.y1;
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batch->vertices[vertexBufferIndex + 1].y = charQuad.y1;
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batch->vertices[vertexBufferIndex + 1].z = depth;
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batch->vertices[vertexBufferIndex + 1].z = 0;
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batch->vertices[vertexBufferIndex + 1].u = charQuad.s0;
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batch->vertices[vertexBufferIndex + 1].u = charQuad.s0;
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batch->vertices[vertexBufferIndex + 1].v = charQuad.t1;
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batch->vertices[vertexBufferIndex + 1].v = charQuad.t1;
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batch->vertices[vertexBufferIndex + 1].r = color->r;
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batch->vertices[vertexBufferIndex + 1].r = color->r;
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@ -878,7 +876,7 @@ uint8_t Wellspring_Draw(
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batch->vertices[vertexBufferIndex + 2].x = charQuad.x1;
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batch->vertices[vertexBufferIndex + 2].x = charQuad.x1;
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batch->vertices[vertexBufferIndex + 2].y = charQuad.y0;
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batch->vertices[vertexBufferIndex + 2].y = charQuad.y0;
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batch->vertices[vertexBufferIndex + 2].z = depth;
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batch->vertices[vertexBufferIndex + 2].z = 0;
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batch->vertices[vertexBufferIndex + 2].u = charQuad.s1;
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batch->vertices[vertexBufferIndex + 2].u = charQuad.s1;
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batch->vertices[vertexBufferIndex + 2].v = charQuad.t0;
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batch->vertices[vertexBufferIndex + 2].v = charQuad.t0;
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batch->vertices[vertexBufferIndex + 2].r = color->r;
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batch->vertices[vertexBufferIndex + 2].r = color->r;
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@ -888,7 +886,7 @@ uint8_t Wellspring_Draw(
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batch->vertices[vertexBufferIndex + 3].x = charQuad.x1;
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batch->vertices[vertexBufferIndex + 3].x = charQuad.x1;
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batch->vertices[vertexBufferIndex + 3].y = charQuad.y1;
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batch->vertices[vertexBufferIndex + 3].y = charQuad.y1;
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batch->vertices[vertexBufferIndex + 3].z = depth;
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batch->vertices[vertexBufferIndex + 3].z = 0;
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batch->vertices[vertexBufferIndex + 3].u = charQuad.s1;
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batch->vertices[vertexBufferIndex + 3].u = charQuad.s1;
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batch->vertices[vertexBufferIndex + 3].v = charQuad.t1;
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batch->vertices[vertexBufferIndex + 3].v = charQuad.t1;
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batch->vertices[vertexBufferIndex + 3].r = color->r;
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batch->vertices[vertexBufferIndex + 3].r = color->r;
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