GRRLIB/examples/gamecube/ttf/source/main.c

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/*===========================================
TrueType Font demo
============================================*/
#include <grrlib.h>
#include <stdlib.h>
#include <stdio.h>
#include <ogc/pad.h>
#include <ogc/lwp_watchdog.h> // Needed for gettime and ticks_to_millisecs
// Font
#include "FreeMonoBold_ttf.h"
// Prototype
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static u8 CalculateFrameRate(void);
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int main(int argc, char **argv) {
bool ShowFPS = false;
// Initialise the Graphics & Video subsystem
GRRLIB_Init();
// Initialise the controllers
PAD_Init();
// Load the font from memory
GRRLIB_ttfFont *myFont = GRRLIB_LoadTTF(FreeMonoBold_ttf, FreeMonoBold_ttf_size);
// Create an empty texture to store a copy of the screen
GRRLIB_texImg *CopiedImg = GRRLIB_CreateEmptyTexture(rmode->fbWidth, rmode->efbHeight);
// Fill a table with characters
u32 i, n = 0;
wchar_t charTable[460];
for(i=33; i<=126; i++) { // 0 to 93
charTable[n++] = i;
}
for(i=161; i<=518; i++) { // 94 to 451
charTable[n++] = i;
}
for(i=9824; i<=9831; i++) { // 452 to 459
charTable[n++] = i;
}
// Seed the random-number generator with current time so that
// the numbers will be different every time we run.
srand(time(NULL));
wchar_t Letter[2] = L""; // A character + terminal NULL
// To have a cool effect anti-aliasing is turned on
GRRLIB_Settings.antialias = true;
// Black background
GRRLIB_SetBackgroundColour(0x00, 0x00, 0x00, 0xFF);
// Loop forever
while(1) {
GRRLIB_DrawImg(0, 0, CopiedImg, 0, 1, 1, 0xFFFFFFFF);
Letter[0] = charTable[rand() % 459];
GRRLIB_PrintfTTFW(rand() % rmode->fbWidth - 50,
rand() % rmode->efbHeight - 50,
myFont,
Letter,
rand() % 180 + 20,
((rand() % 0xFFFFFF) << 8) | 0xFF);
GRRLIB_Screen2Texture(0, 0, CopiedImg, false);
if(ShowFPS == true) {
char FPS[255];
snprintf(FPS, sizeof(FPS), "Current FPS: %d", CalculateFrameRate());
GRRLIB_PrintfTTF(500+1, 25+1, myFont, FPS, 12, 0x000000FF);
GRRLIB_PrintfTTF(500, 25, myFont, FPS, 12, 0xFFFFFFFF);
}
PAD_ScanPads(); // Scan the GameCube controllers
if (PAD_ButtonsDown(0) & PAD_BUTTON_START) {
break;
}
if (PAD_ButtonsDown(0) & PAD_BUTTON_A) {
GRRLIB_Screen2Texture(0, 0, CopiedImg, false);
}
if (PAD_ButtonsDown(0) & PAD_BUTTON_B) {
ShowFPS = !ShowFPS;
}
GRRLIB_Render(); // Render the frame buffer to the TV
}
GRRLIB_FreeTexture(CopiedImg);
GRRLIB_FreeTTF(myFont);
GRRLIB_Exit(); // Be a good boy, clear the memory allocated by GRRLIB
exit(0); // Use exit() to exit a program, do not use 'return' from main()
}
/**
* This function calculates the number of frames we render each second.
* @return The number of frames per second.
*/
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static u8 CalculateFrameRate(void) {
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static u8 frameCount = 0;
static u32 lastTime;
static u8 FPS = 0;
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const u32 currentTime = ticks_to_millisecs(gettime());
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frameCount++;
if(currentTime - lastTime > 1000) {
lastTime = currentTime;
FPS = frameCount;
frameCount = 0;
}
return FPS;
}