switch-examples/graphics/shared_font/source/main.c

232 lines
6.4 KiB
C

#include <string.h>
#include <stdlib.h>
#include <stdio.h>
#include <stdarg.h>
#include <switch.h>
#include <ft2build.h>
#include FT_FREETYPE_H
//See also libnx pl.h.
// Define the desired framebuffer resolution (here we set it to 720p).
#define FB_WIDTH 1280
#define FB_HEIGHT 720
//This requires the switch-freetype package.
//Freetype code here is based on the example code from freetype docs.
static u32 framebuf_width=0;
static PadState pad;
//Note that this doesn't handle any blending.
void draw_glyph(FT_Bitmap* bitmap, u32* framebuf, u32 x, u32 y)
{
u32 framex, framey;
u32 tmpx, tmpy;
u8* imageptr = bitmap->buffer;
if (bitmap->pixel_mode!=FT_PIXEL_MODE_GRAY) return;
for (tmpy=0; tmpy<bitmap->rows; tmpy++)
{
for (tmpx=0; tmpx<bitmap->width; tmpx++)
{
framex = x + tmpx;
framey = y + tmpy;
framebuf[framey * framebuf_width + framex] = RGBA8_MAXALPHA(imageptr[tmpx], imageptr[tmpx], imageptr[tmpx]);
}
imageptr+= bitmap->pitch;
}
}
//Note that this doesn't handle {tmpx > width}, etc.
//str is UTF-8.
void draw_text(FT_Face face, u32* framebuf, u32 x, u32 y, const char* str)
{
u32 tmpx = x;
FT_Error ret=0;
FT_UInt glyph_index;
FT_GlyphSlot slot = face->glyph;
u32 i;
u32 str_size = strlen(str);
uint32_t tmpchar;
ssize_t unitcount=0;
for (i = 0; i < str_size; )
{
unitcount = decode_utf8 (&tmpchar, (const uint8_t*)&str[i]);
if (unitcount <= 0) break;
i+= unitcount;
if (tmpchar == '\n')
{
tmpx = x;
y+= face->size->metrics.height / 64;
continue;
}
glyph_index = FT_Get_Char_Index(face, tmpchar);
//If using multiple fonts, you could check for glyph_index==0 here and attempt using the FT_Face for the other fonts with FT_Get_Char_Index.
ret = FT_Load_Glyph(
face, /* handle to face object */
glyph_index, /* glyph index */
FT_LOAD_DEFAULT);
if (ret==0)
{
ret = FT_Render_Glyph( face->glyph, /* glyph slot */
FT_RENDER_MODE_NORMAL); /* render mode */
}
if (ret) return;
draw_glyph(&slot->bitmap, framebuf, tmpx + slot->bitmap_left, y - slot->bitmap_top);
tmpx += slot->advance.x >> 6;
y += slot->advance.y >> 6;
}
}
__attribute__((format(printf, 1, 2)))
static int error_screen(const char* fmt, ...)
{
consoleInit(NULL);
va_list va;
va_start(va, fmt);
vprintf(fmt, va);
va_end(va);
printf("Press PLUS to exit\n");
while (appletMainLoop())
{
padUpdate(&pad);
if (padGetButtonsDown(&pad) & HidNpadButton_Plus)
break;
consoleUpdate(NULL);
}
consoleExit(NULL);
return EXIT_FAILURE;
}
static u64 getSystemLanguage(void)
{
Result rc;
u64 code = 0;
rc = setInitialize();
if (R_SUCCEEDED(rc)) {
rc = setGetSystemLanguage(&code);
setExit();
}
return R_SUCCEEDED(rc) ? code : 0;
}
// LanguageCode is only needed with shared-font when using plGetSharedFont.
static u64 LanguageCode;
void userAppInit(void)
{
Result rc;
rc = plInitialize(PlServiceType_User);
if (R_FAILED(rc))
diagAbortWithResult(rc);
LanguageCode = getSystemLanguage();
}
void userAppExit(void)
{
plExit();
}
int main(int argc, char **argv)
{
Result rc=0;
FT_Error ret=0;
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
padInitializeDefault(&pad);
//Use this when using multiple shared-fonts.
/*
PlFontData fonts[PlSharedFontType_Total];
size_t total_fonts=0;
rc = plGetSharedFont(LanguageCode, fonts, PlSharedFontType_Total, &total_fonts);
if (R_FAILED(rc))
return error_screen("plGetSharedFont() failed: 0x%x\n", rc);
*/
// Use this when you want to use specific shared-font(s). Since this example only uses 1 font, only the font loaded by this will be used.
PlFontData font;
rc = plGetSharedFontByType(&font, PlSharedFontType_Standard);
if (R_FAILED(rc))
return error_screen("plGetSharedFontByType() failed: 0x%x\n", rc);
FT_Library library;
ret = FT_Init_FreeType(&library);
if (ret)
return error_screen("FT_Init_FreeType() failed: %d\n", ret);
FT_Face face;
ret = FT_New_Memory_Face( library,
font.address, /* first byte in memory */
font.size, /* size in bytes */
0, /* face_index */
&face);
if (ret) {
FT_Done_FreeType(library);
return error_screen("FT_New_Memory_Face() failed: %d\n", ret);
}
ret = FT_Set_Char_Size(
face, /* handle to face object */
0, /* char_width in 1/64th of points */
24*64, /* char_height in 1/64th of points */
96, /* horizontal device resolution */
96); /* vertical device resolution */
if (ret) {
FT_Done_Face(face);
FT_Done_FreeType(library);
return error_screen("FT_Set_Char_Size() failed: %d\n", ret);
}
Framebuffer fb;
framebufferCreate(&fb, nwindowGetDefault(), FB_WIDTH, FB_HEIGHT, PIXEL_FORMAT_RGBA_8888, 2);
framebufferMakeLinear(&fb);
while (appletMainLoop())
{
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
// padGetButtonsDown returns the set of buttons that have been newly pressed in this frame compared to the previous one
u32 kDown = padGetButtonsDown(&pad);
if (kDown & HidNpadButton_Plus) break; // break in order to return to hbmenu
u32 stride;
u32* framebuf = (u32*)framebufferBegin(&fb, &stride);
framebuf_width = stride / sizeof(u32);
memset(framebuf, 0, stride*FB_HEIGHT);
draw_text(face, framebuf, 64, 64, u8"The quick brown fox jumps over the lazy dog. ファイル\ntest Test");
framebufferEnd(&fb);
}
framebufferClose(&fb);
FT_Done_Face(face);
FT_Done_FreeType(library);
return 0;
}