mirror of
https://github.com/AntonioND/nitro-engine.git
synced 2025-06-18 16:45:33 -04:00
examples: Add example of loading rich text fonts from RAM
This commit is contained in:
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220
examples/text/font_from_ram/Makefile
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220
examples/text/font_from_ram/Makefile
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#---------------------------------------------------------------------------------
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.SUFFIXES:
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(DEVKITARM)),)
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$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
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endif
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include $(DEVKITARM)/ds_rules
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#---------------------------------------------------------------------------------
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# TARGET is the name of the output
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# BUILD is the directory where object files & intermediate files will be placed
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# SOURCES is a list of directories containing source code
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# INCLUDES is a list of directories containing extra header files
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# DATA is a list of directories containing binary files embedded using bin2o
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# GRAPHICS is a list of directories containing image files to be converted with grit
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# AUDIO is a list of directories containing audio to be converted by maxmod
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# ICON is the image used to create the game icon, leave blank to use default rule
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# NITRO is a directory that will be accessible via NitroFS
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#---------------------------------------------------------------------------------
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TARGET := $(shell basename $(CURDIR))
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BUILD := build
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SOURCES := source
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INCLUDES := include
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DATA := data
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GRAPHICS := graphics
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AUDIO :=
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ICON :=
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# specify a directory which contains the nitro filesystem
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# this is relative to the Makefile
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NITRO :=
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# These set the information text in the nds file
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GAME_TITLE := $(shell basename $(CURDIR))
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GAME_SUBTITLE1 := Nitro Engine example
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GAME_SUBTITLE2 := github.com/AntonioND/nitro-engine
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#---------------------------------------------------------------------------------
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# options for code generation
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#---------------------------------------------------------------------------------
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ARCH := -marm -mthumb-interwork -march=armv5te -mtune=arm946e-s
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CFLAGS := -g -Wall -O3\
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$(ARCH) $(INCLUDE) -DARM9
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CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions
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ASFLAGS := -g $(ARCH)
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LDFLAGS = -specs=ds_arm9.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
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#---------------------------------------------------------------------------------
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# any extra libraries we wish to link with the project (order is important)
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#---------------------------------------------------------------------------------
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LIBS := -lNE -lfat -lnds9
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# automatigically add libraries for NitroFS
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ifneq ($(strip $(NITRO)),)
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LIBS := -lfilesystem -lfat $(LIBS)
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endif
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# automagically add maxmod library
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ifneq ($(strip $(AUDIO)),)
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LIBS := -lmm9 $(LIBS)
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endif
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#---------------------------------------------------------------------------------
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# list of directories containing libraries, this must be the top level containing
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# include and lib
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#---------------------------------------------------------------------------------
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LIBDIRS := $(LIBNDS) $(PORTLIBS) $(DEVKITPRO)/nitro-engine
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#---------------------------------------------------------------------------------
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# no real need to edit anything past this point unless you need to add additional
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# rules for different file extensions
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#---------------------------------------------------------------------------------
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ifneq ($(BUILD),$(notdir $(CURDIR)))
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#---------------------------------------------------------------------------------
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export OUTPUT := $(CURDIR)/$(TARGET)
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export VPATH := $(CURDIR)/$(subst /,,$(dir $(ICON)))\
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$(foreach dir,$(SOURCES),$(CURDIR)/$(dir))\
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$(foreach dir,$(DATA),$(CURDIR)/$(dir))\
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$(foreach dir,$(GRAPHICS),$(CURDIR)/$(dir))
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export DEPSDIR := $(CURDIR)/$(BUILD)
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CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
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CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
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SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
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PNGFILES := $(foreach dir,$(GRAPHICS),$(notdir $(wildcard $(dir)/*.png)))
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BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
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# prepare NitroFS directory
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ifneq ($(strip $(NITRO)),)
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export NITRO_FILES := $(CURDIR)/$(NITRO)
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endif
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# get audio list for maxmod
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ifneq ($(strip $(AUDIO)),)
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export MODFILES := $(foreach dir,$(notdir $(wildcard $(AUDIO)/*.*)),$(CURDIR)/$(AUDIO)/$(dir))
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# place the soundbank file in NitroFS if using it
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ifneq ($(strip $(NITRO)),)
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export SOUNDBANK := $(NITRO_FILES)/soundbank.bin
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# otherwise, needs to be loaded from memory
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else
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export SOUNDBANK := soundbank.bin
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BINFILES += $(SOUNDBANK)
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endif
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endif
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#---------------------------------------------------------------------------------
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# use CXX for linking C++ projects, CC for standard C
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(CPPFILES)),)
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#---------------------------------------------------------------------------------
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export LD := $(CC)
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#---------------------------------------------------------------------------------
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else
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#---------------------------------------------------------------------------------
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export LD := $(CXX)
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#---------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------
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export OFILES_BIN := $(addsuffix .o,$(BINFILES))
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export OFILES_SOURCES := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
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export OFILES := $(PNGFILES:.png=.o) $(OFILES_BIN) $(OFILES_SOURCES)
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export HFILES := $(PNGFILES:.png=.h) $(addsuffix .h,$(subst .,_,$(BINFILES)))
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export INCLUDE := $(foreach dir,$(INCLUDES),-iquote $(CURDIR)/$(dir))\
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$(foreach dir,$(LIBDIRS),-I$(dir)/include)\
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-I$(CURDIR)/$(BUILD)
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export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
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ifeq ($(strip $(ICON)),)
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icons := $(wildcard *.bmp)
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ifneq (,$(findstring $(TARGET).bmp,$(icons)))
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export GAME_ICON := $(CURDIR)/$(TARGET).bmp
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else
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ifneq (,$(findstring icon.bmp,$(icons)))
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export GAME_ICON := $(CURDIR)/icon.bmp
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endif
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endif
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else
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ifeq ($(suffix $(ICON)), .grf)
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export GAME_ICON := $(CURDIR)/$(ICON)
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else
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export GAME_ICON := $(CURDIR)/$(BUILD)/$(notdir $(basename $(ICON))).grf
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endif
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endif
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.PHONY: $(BUILD) clean
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#---------------------------------------------------------------------------------
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$(BUILD):
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@mkdir -p $@
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@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
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#---------------------------------------------------------------------------------
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clean:
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@echo clean ...
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@rm -fr $(BUILD) $(TARGET).elf $(TARGET).nds $(SOUNDBANK)
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#---------------------------------------------------------------------------------
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else
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#---------------------------------------------------------------------------------
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# main targets
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#---------------------------------------------------------------------------------
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$(OUTPUT).nds: $(OUTPUT).elf $(GAME_ICON)
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$(OUTPUT).elf: $(OFILES)
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# source files depend on generated headers
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$(OFILES_SOURCES) : $(HFILES)
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# need to build soundbank first
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$(OFILES): $(SOUNDBANK)
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#---------------------------------------------------------------------------------
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# rule to build solution from music files
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#---------------------------------------------------------------------------------
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$(SOUNDBANK) : $(MODFILES)
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#---------------------------------------------------------------------------------
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mmutil $^ -d -o$@ -hsoundbank.h
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#---------------------------------------------------------------------------------
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%.bin.o %_bin.h : %.bin
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#---------------------------------------------------------------------------------
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@echo $(notdir $<)
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@$(bin2o)
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#---------------------------------------------------------------------------------
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# This rule creates assembly source files using grit
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# grit takes an image file and a .grit describing how the file is to be processed
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# add additional rules like this for each image extension
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# you use in the graphics folders
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#---------------------------------------------------------------------------------
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%.s %.h: %.png %.grit
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#---------------------------------------------------------------------------------
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grit $< -fts -o$*
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#---------------------------------------------------------------------------------
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# Convert non-GRF game icon to GRF if needed
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#---------------------------------------------------------------------------------
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$(GAME_ICON): $(notdir $(ICON))
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#---------------------------------------------------------------------------------
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@echo convert $(notdir $<)
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@grit $< -g -gt -gB4 -gT FF00FF -m! -p -pe 16 -fh! -ftr
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-include $(DEPSDIR)/*.d
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#---------------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------------
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7
examples/text/font_from_ram/Makefile.blocksds
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7
examples/text/font_from_ram/Makefile.blocksds
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# This is a minimal makefile only used for the examples. If you want a makefile
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# for your project, take one from the templates inside examples/templates.
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GFXDIRS := graphics
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BINDIRS := data
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include ../../Makefile.example.blocksds
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BIN
examples/text/font_from_ram/data/font_fnt.bin
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BIN
examples/text/font_from_ram/data/font_fnt.bin
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Binary file not shown.
After Width: | Height: | Size: 10 KiB |
59
examples/text/font_from_ram/font.bmfc
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examples/text/font_from_ram/font.bmfc
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# AngelCode Bitmap Font Generator configuration file
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fileVersion=1
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# font settings
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fontName=DejaVu Sans
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fontFile=
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charSet=0
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fontSize=32
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aa=1
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scaleH=100
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useSmoothing=1
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isBold=0
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isItalic=0
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useUnicode=1
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disableBoxChars=1
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outputInvalidCharGlyph=0
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dontIncludeKerningPairs=0
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useHinting=1
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renderFromOutline=0
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useClearType=1
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autoFitNumPages=0
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autoFitFontSizeMin=0
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autoFitFontSizeMax=0
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# character alignment
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paddingDown=0
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paddingUp=0
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paddingRight=0
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paddingLeft=0
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spacingHoriz=1
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spacingVert=1
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useFixedHeight=0
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forceZero=0
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widthPaddingFactor=0.00
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# output file
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outWidth=256
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outHeight=256
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outBitDepth=8
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fontDescFormat=2
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fourChnlPacked=0
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textureFormat=png
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textureCompression=0
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alphaChnl=1
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redChnl=0
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greenChnl=0
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blueChnl=0
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invA=0
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invR=0
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invG=0
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invB=0
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# outline
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outlineThickness=0
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# selected chars
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chars=32-126,160-255,65529-65533
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# imported icon images
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2
examples/text/font_from_ram/graphics/font_16.grit
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2
examples/text/font_from_ram/graphics/font_16.grit
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# 16-color texture, set black as transparent color
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-gx -gb -gB4 -gT000000
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BIN
examples/text/font_from_ram/graphics/font_16.png
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BIN
examples/text/font_from_ram/graphics/font_16.png
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Binary file not shown.
After Width: | Height: | Size: 12 KiB |
2
examples/text/font_from_ram/graphics/font_256.grit
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2
examples/text/font_from_ram/graphics/font_256.grit
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# 256-color texture, set black as transparent color
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-gx -gb -gB8 -gT000000
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BIN
examples/text/font_from_ram/graphics/font_256.png
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BIN
examples/text/font_from_ram/graphics/font_256.png
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Binary file not shown.
After Width: | Height: | Size: 12 KiB |
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examples/text/font_from_ram/source/main.c
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examples/text/font_from_ram/source/main.c
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// SPDX-License-Identifier: CC0-1.0
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//
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// SPDX-FileContributor: Antonio Niño Díaz, 2024
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#include <stdio.h>
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#include <nds.h>
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#include <NEMain.h>
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#include "font_fnt_bin.h"
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#include "font_16.h"
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#include "font_256.h"
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NE_Sprite *TextSprite;
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void Draw3DScene(void)
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{
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NE_ClearColorSet(RGB15(0, 7, 7), 31, 63);
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NE_2DViewInit();
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NE_RichTextRender3D(3, "VAWATa\ntajl", 0, 0);
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NE_RichTextRender3DAlpha(2, "Text with alpha", 10, 80,
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POLY_ALPHA(20) | POLY_CULL_BACK, 30);
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}
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void Draw3DScene2(void)
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{
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NE_ClearColorSet(RGB15(7, 0, 7), 31, 63);
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NE_2DViewInit();
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NE_SpriteSetPos(TextSprite, 16, 32);
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NE_SpriteDraw(TextSprite);
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}
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int main(void)
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{
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irqEnable(IRQ_HBLANK);
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irqSet(IRQ_VBLANK, NE_VBLFunc);
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irqSet(IRQ_HBLANK, NE_HBLFunc);
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// Init 3D mode
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NE_InitDual3D();
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NE_InitConsole();
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// Load a 16-color font to be used for rendering text as quads
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NE_RichTextInit(2);
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NE_RichTextMetadataLoadMemory(2, font_fnt_bin, font_fnt_bin_size);
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{
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NE_Material *Font16 = NE_MaterialCreate();
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NE_MaterialTexLoad(Font16, NE_PAL16, 256, 256,
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NE_TEXGEN_TEXCOORD | NE_TEXTURE_COLOR0_TRANSPARENT,
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font_16Bitmap);
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NE_Palette *Pal16 = NE_PaletteCreate();
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NE_PaletteLoad(Pal16, font_16Pal, 16, NE_PAL16);
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NE_MaterialSetPalette(Font16, Pal16);
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NE_RichTextMaterialSet(2, Font16, Pal16);
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}
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// Load a 256-color font to be used for rendering text as quads
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NE_RichTextInit(3);
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NE_RichTextMetadataLoadMemory(3, font_fnt_bin, font_fnt_bin_size);
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{
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NE_Material *Font256 = NE_MaterialCreate();
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NE_MaterialTexLoad(Font256, NE_PAL256, 256, 256,
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NE_TEXGEN_TEXCOORD | NE_TEXTURE_COLOR0_TRANSPARENT,
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font_256Bitmap);
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NE_Palette *Pal256 = NE_PaletteCreate();
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NE_PaletteLoad(Pal256, font_256Pal, 256, NE_PAL256);
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NE_MaterialSetPalette(Font256, Pal256);
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NE_RichTextMaterialSet(3, Font256, Pal256);
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}
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// Load a 16-color font to be used for rendering text to textures.
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NE_RichTextInit(5);
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NE_RichTextMetadataLoadMemory(5, font_fnt_bin, font_fnt_bin_size);
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NE_RichTextBitmapSet(5, font_16Bitmap, 256, 256, NE_PAL16,
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font_16Pal, font_16PalLen);
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// Render text to a texture using the last font we've loaded
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// We don't care about the palette, passing NULL will mark the palette
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// to be autodeleted when the material is deleted.
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NE_Material *Material = NULL;
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NE_RichTextRenderMaterial(5,
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"Sample: AWAV.\nÿ_ßðñÑü(o´Áá)|\nInvalid char: ŋ",
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&Material, NULL);
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// Create a sprite to be used to render the texture we've rendered
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TextSprite = NE_SpriteCreate();
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NE_SpriteSetMaterial(TextSprite, Material);
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while (1)
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{
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NE_WaitForVBL(0);
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NE_ProcessDual(Draw3DScene, Draw3DScene2);
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scanKeys();
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if (keysHeld() & KEY_START)
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break;
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}
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NE_SpriteDelete(TextSprite);
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NE_MaterialDelete(Material);
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NE_RichTextEnd(2);
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NE_RichTextEnd(3);
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NE_RichTextEnd(5);
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return 0;
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}
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