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ugui/text_rendering/ren.h

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#ifndef _RENDERER_H
#define _RENDERER_H
#include <SDL2/SDL.h>
#define DEFAULT_FONT "./monospace.ttf"
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#define FONT_VERSHADER "./font_vertshader.glsl"
#define FONT_FRAGSHADER "./font_fragshader.glsl"
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#define BOX_VERSHADER "./box_vertshader.glsl"
#define BOX_FRAGSHADER "./box_fragshader.glsl"
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#define REN_VERTEX_IDX 0
#define REN_UV_IDX 1
#define REN_COLOR_IDX 2
#define REN_TABSIZE 8
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typedef struct {
union { int x, u; };
union { int y, v; };
} vec2_i;
typedef struct {
union { int x, r; };
union { int y, g; };
union { int z, b; };
union { int w, a; };
} vec4_i;
// textured vertex
struct v_text {
vec2_i pos;
vec2_i uv;
};
// colored vertex
struct v_col {
vec2_i pos;
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vec4_i col;
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};
int ren_init(SDL_Window *sdl_window);
int ren_free(void);
const char * ren_strerror(void);
int ren_update_viewport(int w, int h);
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int ren_set_scissor(int x, int y, int w, int h);
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int ren_get_text_box(const char *str, int *rw, int *rh, int size);
int ren_render_text(const char *str, int x, int y, int w, int h, int size);
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int ren_render_box(int x, int y, int w, int h, unsigned int color);
int ren_clear(void);
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#endif