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