Skip to content

Commit

Permalink
Add custom font example (#29)
Browse files Browse the repository at this point in the history
  • Loading branch information
piepie62 authored Apr 17, 2020
1 parent 0c09528 commit 6bb2ea4
Show file tree
Hide file tree
Showing 5 changed files with 367 additions and 0 deletions.
1 change: 1 addition & 0 deletions .gitignore
Original file line number Diff line number Diff line change
Expand Up @@ -6,4 +6,5 @@ lib/
*.smdh
*.elf
*.t3x
*.bcfnt
*~
269 changes: 269 additions & 0 deletions graphics/printing/custom-font/Makefile
Original file line number Diff line number Diff line change
@@ -0,0 +1,269 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------

ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif

TOPDIR ?= $(CURDIR)
include $(DEVKITARM)/3ds_rules

#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# DATA is a list of directories containing data files
# INCLUDES is a list of directories containing header files
# GRAPHICS is a list of directories containing graphics files
# GFXBUILD is the directory where converted graphics files will be placed
# If set to $(BUILD), it will statically link in the converted
# files as if they were data files.
#
# NO_SMDH: if set to anything, no SMDH file is generated.
# ROMFS is the directory which contains the RomFS, relative to the Makefile (Optional)
# APP_TITLE is the name of the app stored in the SMDH file (Optional)
# APP_DESCRIPTION is the description of the app stored in the SMDH file (Optional)
# APP_AUTHOR is the author of the app stored in the SMDH file (Optional)
# ICON is the filename of the icon (.png), relative to the project folder.
# If not set, it attempts to use one of the following (in this order):
# - <Project name>.png
# - icon.png
# - <libctru folder>/default_icon.png
#---------------------------------------------------------------------------------
TARGET := $(notdir $(CURDIR))
BUILD := build
SOURCES := source
DATA := data
INCLUDES := include
GRAPHICS := gfx
ROMFS := romfs
GFXBUILD := $(ROMFS)
#GFXBUILD := $(ROMFS)/gfx

#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
ARCH := -march=armv6k -mtune=mpcore -mfloat-abi=hard -mtp=soft

CFLAGS := -g -Wall -O2 -mword-relocations \
-fomit-frame-pointer -ffunction-sections \
$(ARCH)

CFLAGS += $(INCLUDE) -DARM11 -D_3DS

CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions -std=gnu++11

ASFLAGS := -g $(ARCH)
LDFLAGS = -specs=3dsx.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)

LIBS := -lcitro2d -lcitro3d -lctru -lm

#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS := $(CTRULIB)


#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------

export OUTPUT := $(CURDIR)/$(TARGET)
export TOPDIR := $(CURDIR)

export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
$(foreach dir,$(GRAPHICS),$(CURDIR)/$(dir)) \
$(foreach dir,$(DATA),$(CURDIR)/$(dir))

export DEPSDIR := $(CURDIR)/$(BUILD)

CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
PICAFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.v.pica)))
SHLISTFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.shlist)))
GFXFILES := $(foreach dir,$(GRAPHICS),$(notdir $(wildcard $(dir)/*.t3s)))
FONTFILES := $(foreach dir,$(GRAPHICS),$(notdir $(wildcard $(dir)/*.ttf)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))

#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
#---------------------------------------------------------------------------------
export LD := $(CC)
#---------------------------------------------------------------------------------
else
#---------------------------------------------------------------------------------
export LD := $(CXX)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------

#---------------------------------------------------------------------------------
ifeq ($(GFXBUILD),$(BUILD))
#---------------------------------------------------------------------------------
export T3XFILES := $(GFXFILES:.t3s=.t3x)
#---------------------------------------------------------------------------------
else
#---------------------------------------------------------------------------------
export ROMFS_T3XFILES := $(patsubst %.t3s, $(GFXBUILD)/%.t3x, $(GFXFILES))
export ROMFS_FONTFILES := $(patsubst %.ttf, $(GFXBUILD)/%.bcfnt, $(FONTFILES))
export T3XHFILES := $(patsubst %.t3s, $(BUILD)/%.h, $(GFXFILES))
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------

export OFILES_SOURCES := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)

export OFILES_BIN := $(addsuffix .o,$(BINFILES)) \
$(PICAFILES:.v.pica=.shbin.o) $(SHLISTFILES:.shlist=.shbin.o) \
$(addsuffix .o,$(T3XFILES))

export OFILES := $(OFILES_BIN) $(OFILES_SOURCES)

export HFILES := $(PICAFILES:.v.pica=_shbin.h) $(SHLISTFILES:.shlist=_shbin.h) \
$(addsuffix .h,$(subst .,_,$(BINFILES))) \
$(GFXFILES:.t3s=.h)

export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD)

export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)

export _3DSXDEPS := $(if $(NO_SMDH),,$(OUTPUT).smdh)

ifeq ($(strip $(ICON)),)
icons := $(wildcard *.png)
ifneq (,$(findstring $(TARGET).png,$(icons)))
export APP_ICON := $(TOPDIR)/$(TARGET).png
else
ifneq (,$(findstring icon.png,$(icons)))
export APP_ICON := $(TOPDIR)/icon.png
endif
endif
else
export APP_ICON := $(TOPDIR)/$(ICON)
endif

ifeq ($(strip $(NO_SMDH)),)
export _3DSXFLAGS += --smdh=$(CURDIR)/$(TARGET).smdh
endif

ifneq ($(ROMFS),)
export _3DSXFLAGS += --romfs=$(CURDIR)/$(ROMFS)
endif

.PHONY: all clean

#---------------------------------------------------------------------------------
all: $(BUILD) $(GFXBUILD) $(DEPSDIR) $(ROMFS_T3XFILES) $(ROMFS_FONTFILES) $(T3XHFILES)
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile

$(BUILD):
@mkdir -p $@

ifneq ($(GFXBUILD),$(BUILD))
$(GFXBUILD):
@mkdir -p $@
endif

ifneq ($(DEPSDIR),$(BUILD))
$(DEPSDIR):
@mkdir -p $@
endif

#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(TARGET).3dsx $(OUTPUT).smdh $(TARGET).elf $(GFXBUILD)

#---------------------------------------------------------------------------------
$(GFXBUILD)/%.t3x $(BUILD)/%.h : %.t3s
#---------------------------------------------------------------------------------
@echo $(notdir $<)
@tex3ds -i $< -H $(BUILD)/$*.h -d $(DEPSDIR)/$*.d -o $(GFXBUILD)/$*.t3x

#---------------------------------------------------------------------------------
$(GFXBUILD)/%.bcfnt : %.ttf
#---------------------------------------------------------------------------------
@echo $(notdir $<)
@mkbcfnt -o $(GFXBUILD)/$*.bcfnt $<

#---------------------------------------------------------------------------------
else

#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
$(OUTPUT).3dsx : $(OUTPUT).elf $(_3DSXDEPS)

$(OFILES_SOURCES) : $(HFILES)

$(OUTPUT).elf : $(OFILES)

#---------------------------------------------------------------------------------
# you need a rule like this for each extension you use as binary data
#---------------------------------------------------------------------------------
%.bin.o %_bin.h : %.bin
#---------------------------------------------------------------------------------
@echo $(notdir $<)
@$(bin2o)

#---------------------------------------------------------------------------------
.PRECIOUS : %.t3x
#---------------------------------------------------------------------------------
%.t3x.o %_t3x.h : %.t3x
#---------------------------------------------------------------------------------
@echo $(notdir $<)
@$(bin2o)

#---------------------------------------------------------------------------------
# rules for assembling GPU shaders
#---------------------------------------------------------------------------------
define shader-as
$(eval CURBIN := $*.shbin)
$(eval DEPSFILE := $(DEPSDIR)/$*.shbin.d)
echo "$(CURBIN).o: $< $1" > $(DEPSFILE)
echo "extern const u8" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"_end[];" > `(echo $(CURBIN) | tr . _)`.h
echo "extern const u8" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"[];" >> `(echo $(CURBIN) | tr . _)`.h
echo "extern const u32" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`_size";" >> `(echo $(CURBIN) | tr . _)`.h
picasso -o $(CURBIN) $1
bin2s $(CURBIN) | $(AS) -o $*.shbin.o
endef

%.shbin.o %_shbin.h : %.v.pica %.g.pica
@echo $(notdir $^)
@$(call shader-as,$^)

%.shbin.o %_shbin.h : %.v.pica
@echo $(notdir $<)
@$(call shader-as,$<)

%.shbin.o %_shbin.h : %.shlist
@echo $(notdir $<)
@$(call shader-as,$(foreach file,$(shell cat $<),$(dir $<)$(file)))

#---------------------------------------------------------------------------------
%.t3x %.h : %.t3s
#---------------------------------------------------------------------------------
@echo $(notdir $<)
@tex3ds -i $< -H $*.h -d $*.d -o $*.t3x

#---------------------------------------------------------------------------------
%.bcfnt : %.ttf
#---------------------------------------------------------------------------------
@echo $(notdir $<)
@mkbcfnt -o $*.bcfnt $<

-include $(DEPSDIR)/*.d

#---------------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------------
1 change: 1 addition & 0 deletions graphics/printing/custom-font/README
Original file line number Diff line number Diff line change
@@ -0,0 +1 @@
Font license available at https://www.fontsquirrel.com/license/liberation-serif
Binary file not shown.
96 changes: 96 additions & 0 deletions graphics/printing/custom-font/source/main.c
Original file line number Diff line number Diff line change
@@ -0,0 +1,96 @@
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <3ds.h>
#include <citro2d.h>

C2D_TextBuf g_staticBuf;
C2D_Text g_staticText[3];
C2D_Font font[3];

static void sceneInit(void)
{
g_staticBuf = C2D_TextBufNew(4096); // support up to 4096 glyphs in the buffer
font[0] = C2D_FontLoadSystem(CFG_REGION_USA);
font[1] = C2D_FontLoadSystem(CFG_REGION_KOR);
font[2] = C2D_FontLoad("romfs:/liberationitalic.bcfnt");

// Parse the text strings
// Loads system font
C2D_TextFontParse(&g_staticText[0], font[0], g_staticBuf, "A boring system font.");
// Uses loaded font
C2D_TextFontParse(&g_staticText[1], font[1], g_staticBuf, "이 텍스트는 한국어입니다.");
// Uses other loaded font
C2D_TextFontParse(&g_staticText[2], font[2], g_staticBuf, "Wow, this is interesting.");

// Optimize the text strings
C2D_TextOptimize(&g_staticText[0]);
C2D_TextOptimize(&g_staticText[1]);
C2D_TextOptimize(&g_staticText[2]);
}

static void sceneRender(float size)
{
// Draw static text strings
float text2PosX = 400.0f - 16.0f - g_staticText[2].width*0.75f; // right-justify
C2D_DrawText(&g_staticText[0], 0, 8.0f, 8.0f, 0.5f, size, size);
C2D_DrawText(&g_staticText[1], C2D_AtBaseline, 108.0f, 36.0f, 0.5f, size, size);
C2D_DrawText(&g_staticText[2], C2D_AtBaseline, text2PosX, 210.0f, 0.5f, size, size);
}

static void sceneExit(void)
{
// Delete the text buffers
C2D_TextBufDelete(g_staticBuf);
C2D_FontFree(font[0]);
C2D_FontFree(font[1]);
C2D_FontFree(font[2]);
}

int main()
{
romfsInit();
cfguInit(); // Allow C2D_FontLoadSystem to work
// Initialize the libs
gfxInitDefault();
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
C2D_Init(C2D_DEFAULT_MAX_OBJECTS);
C2D_Prepare();

// Create screen
C3D_RenderTarget* top = C2D_CreateScreenTarget(GFX_TOP, GFX_LEFT);

// Initialize the scene
sceneInit();

float size = 0.5f;

// Main loop
while (aptMainLoop())
{
hidScanInput();

// Respond to user input
u32 kDown = hidKeysDown();
if (kDown & KEY_START)
break; // break in order to return to hbmenu

// Render the scene
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
C2D_TargetClear(top, C2D_Color32(0x68, 0xB0, 0xD8, 0xFF));
C2D_SceneBegin(top);
sceneRender(size);
C3D_FrameEnd(0);
}

// Deinitialize the scene
sceneExit();

// Deinitialize the libs
C2D_Fini();
C3D_Fini();
romfsExit();
cfguExit();
gfxExit();
return 0;
}

0 comments on commit 6bb2ea4

Please sign in to comment.