WellspringCS/WellspringCS.cs

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/* WellspringCS - C# bindings for the Wellspring font rendering Library
*
* Copyright (c) 2022 Evan Hemsley
*
* This software is provided 'as-is', without any express or implied warranty.
* In no event will the authors be held liable for any damages arising from
* the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software in a
* product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
* Evan "cosmonaut" Hemsley <evan@moonside.games>
*
*/
using System;
using System.Runtime.InteropServices;
namespace WellspringCS
{
public static class Wellspring
{
private const string nativeLibName = "Wellspring";
// Version
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public const uint WELLSPRING_MAJOR_VERSION = 1;
public const uint WELLSPRING_MINOR_VERSION = 0;
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public const uint WELLSPRING_PATCH_VERSION = 0;
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern uint Wellspring_LinkedVersion();
[StructLayout(LayoutKind.Sequential)]
public struct FontRange
{
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public uint FirstCodepoint;
public uint NumChars;
public byte OversampleH;
public byte OversampleV;
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}
[StructLayout(LayoutKind.Sequential)]
public struct Color
{
public byte R;
public byte G;
public byte B;
public byte A;
}
[StructLayout(LayoutKind.Sequential)]
public struct Vertex
{
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public float X;
public float Y;
public float Z;
public float U;
public float V;
public byte R;
public byte G;
public byte B;
public byte A;
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}
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[StructLayout(LayoutKind.Sequential)]
public struct Rectangle
{
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public float X;
public float Y;
public float W;
public float H;
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}
public enum HorizontalAlignment
{
Left,
Center,
Right
}
public enum VerticalAlignment
{
Baseline,
Top,
Middle,
Bottom
}
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern IntPtr Wellspring_CreateFont(
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IntPtr fontBytes,
uint fontBytesLength,
IntPtr atlasJsonBytes,
uint atlasJsonBytesLength,
out float pixelsPerEm,
out float distanceRange
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);
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern IntPtr Wellspring_CreateTextBatch();
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void Wellspring_StartTextBatch(
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IntPtr textBatch,
IntPtr font
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);
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern byte Wellspring_TextBounds(
IntPtr font,
int pixelSize,
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HorizontalAlignment horizontalAlignment,
VerticalAlignment verticalAlignment,
IntPtr strBytes, /* UTF-8 bytes */
uint strLengthInBytes,
out Rectangle rectangle
);
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern byte Wellspring_AddToTextBatch(
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IntPtr textBatch,
int pixelSize,
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in Color color,
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HorizontalAlignment horizontalAlignment,
VerticalAlignment verticalAlignment,
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IntPtr strBytes, /* UTF-8 bytes */
uint strLengthInBytes
);
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern void Wellspring_GetBufferData(
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IntPtr textBatch,
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out uint vertexCount,
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out IntPtr vertexDataPointer,
out uint vertexDataLengthInBytes,
out IntPtr indexDataPointer,
out uint indexDataLengthInBytes
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);
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void Wellspring_DestroyTextBatch(
IntPtr textBatch
);
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void Wellspring_DestroyFont(
IntPtr font
);
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}
}