render: Updates to format-string versions of SDL_RenderDebugText.

- Removes SDL_RenderDebugTextV
- Changes SDL_RenderDebugTextF to SDL_RenderDebugTextFormat and tweaks it to
  work in a world without SDL_RenderDebugTextV.
- Tweaked rendering position of formatted text in the example program.
This commit is contained in:
Ryan C. Gordon
2024-12-18 02:05:53 -05:00
parent 6abebca943
commit 4d4a2786bb
7 changed files with 50 additions and 83 deletions

View File

@@ -149,15 +149,29 @@ static void SDL_InitDynamicAPI(void);
va_end(ap); \
return result; \
} \
_static bool SDLCALL SDL_RenderDebugTextF##name(SDL_Renderer *renderer, float x, float y, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) \
_static bool SDLCALL SDL_RenderDebugTextFormat##name(SDL_Renderer *renderer, float x, float y, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) \
{ \
bool result; \
char buf[128], *str = buf; \
int result; \
va_list ap; \
initcall; \
va_start(ap, fmt); \
result = jump_table.SDL_RenderDebugTextV(renderer, x, y, fmt, ap); \
result = jump_table.SDL_vsnprintf(buf, sizeof(buf), fmt, ap); \
va_end(ap); \
return result; \
if (result >= 0 && (size_t)result >= sizeof(buf)) { \
str = NULL; \
va_start(ap, fmt); \
result = jump_table.SDL_vasprintf(&str, fmt, ap); \
va_end(ap); \
} \
bool retval = false; \
if (result >= 0) { \
retval = jump_table.SDL_RenderDebugTextFormat(renderer, x, y, "%s", str); \
} \
if (str != buf) { \
jump_table.SDL_free(str); \
} \
return retval; \
} \
_static void SDLCALL SDL_Log##name(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) \
{ \

View File

@@ -1207,8 +1207,7 @@ SDL3_0.0.0 {
SDL_SetGPUAllowedFramesInFlight;
SDL_RenderTextureAffine;
SDL_WaitAndAcquireGPUSwapchainTexture;
SDL_RenderDebugTextF;
SDL_RenderDebugTextV;
SDL_RenderDebugTextFormat;
# extra symbols go here (don't modify this line)
local: *;
};

View File

@@ -1232,5 +1232,4 @@
#define SDL_SetGPUAllowedFramesInFlight SDL_SetGPUAllowedFramesInFlight_REAL
#define SDL_RenderTextureAffine SDL_RenderTextureAffine_REAL
#define SDL_WaitAndAcquireGPUSwapchainTexture SDL_WaitAndAcquireGPUSwapchainTexture_REAL
#define SDL_RenderDebugTextF SDL_RenderDebugTextF_REAL
#define SDL_RenderDebugTextV SDL_RenderDebugTextV_REAL
#define SDL_RenderDebugTextFormat SDL_RenderDebugTextFormat_REAL

View File

@@ -1239,6 +1239,5 @@ SDL_DYNAPI_PROC(bool,SDL_SetGPUAllowedFramesInFlight,(SDL_GPUDevice *a,Uint32 b)
SDL_DYNAPI_PROC(bool,SDL_RenderTextureAffine,(SDL_Renderer *a,SDL_Texture *b,const SDL_FRect *c,const SDL_FPoint *d,const SDL_FPoint *e,const SDL_FPoint *f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(bool,SDL_WaitAndAcquireGPUSwapchainTexture,(SDL_GPUCommandBuffer *a,SDL_Window *b,SDL_GPUTexture **c,Uint32 *d,Uint32 *e),(a,b,c,d,e),return)
#ifndef SDL_DYNAPI_PROC_NO_VARARGS
SDL_DYNAPI_PROC(bool,SDL_RenderDebugTextF,(SDL_Renderer *a,float b,float c,SDL_PRINTF_FORMAT_STRING const char *d,...),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_RenderDebugTextFormat,(SDL_Renderer *a,float b,float c,SDL_PRINTF_FORMAT_STRING const char *d,...),(a,b,c,d),return)
#endif
SDL_DYNAPI_PROC(bool,SDL_RenderDebugTextV,(SDL_Renderer *a,float b,float c,SDL_PRINTF_FORMAT_STRING const char *d,va_list e),(a,b,c,d,e),return)

View File

@@ -5590,45 +5590,28 @@ bool SDL_RenderDebugText(SDL_Renderer *renderer, float x, float y, const char *s
return result;
}
bool SDL_RenderDebugTextF(SDL_Renderer *renderer, float x, float y, SDL_PRINTF_FORMAT_STRING const char *fmt, ...)
bool SDL_RenderDebugTextFormat(SDL_Renderer *renderer, float x, float y, SDL_PRINTF_FORMAT_STRING const char *fmt, ...)
{
va_list ap;
va_start(ap, fmt);
bool result = SDL_RenderDebugTextV(renderer, x, y, fmt, ap);
// fast path to avoid unnecessary allocation and copy. If you're going through the dynapi, there's a good chance
// you _always_ hit this path, since it probably had to process varargs before calling into the jumptable.
if (SDL_strcmp(fmt, "%s") == 0) {
const char *str = va_arg(ap, const char *);
va_end(ap);
return SDL_RenderDebugText(renderer, x, y, str);
}
char *str = NULL;
const int rc = SDL_vasprintf(&str, fmt, ap);
va_end(ap);
return result;
}
bool SDL_RenderDebugTextV(SDL_Renderer *renderer, float x, float y, SDL_PRINTF_FORMAT_STRING const char *fmt, va_list ap)
{
// Probably for the best to check this here, so we don't do a bunch of string formatting before realizing the renderer isn't even valid...
CHECK_RENDERER_MAGIC(renderer, false);
va_list apc;
va_copy(apc, ap); // vsnprintf mangles ap, so copy it so it can be used again later
int len = SDL_vsnprintf(NULL, 0, fmt, apc);
va_end(apc);
if (len < 0) {
return SDL_SetError("Failed to format debug text");
}
char *buf = SDL_malloc(len + 1);
if (buf == NULL) {
return SDL_OutOfMemory();
}
len = SDL_vsnprintf(buf, len + 1, fmt, ap);
if (len < 0) {
SDL_free(buf);
return SDL_SetError("Failed to format debug text");
}
bool result = SDL_RenderDebugText(renderer, x, y, buf);
SDL_free(buf);
return result;
if (rc == -1) {
return false;
}
const bool retval = SDL_RenderDebugText(renderer, x, y, str);
SDL_free(str);
return retval;
}