/*=========================================== TrueType Font demo ============================================*/ #include #include #include #include #include // Needed for gettime and ticks_to_millisecs // Font #include "FreeMonoBold_ttf.h" // Prototype static u8 CalculateFrameRate(void); 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. */ static u8 CalculateFrameRate(void) { static u8 frameCount = 0; static u32 lastTime; static u8 FPS = 0; const u32 currentTime = ticks_to_millisecs(gettime()); frameCount++; if(currentTime - lastTime > 1000) { lastTime = currentTime; FPS = frameCount; frameCount = 0; } return FPS; }