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2023.9
new: added --transparent, --mute and --delay=MS flags new: added built-in debug panel with lots of internals exposed (camera, keyboard, mouse, gamepads, shaders, fxs, etc) new: added camera damping settings new: added compute shaders api (zpl-zak) new: added support to specify 1:N outputs in cook (in addition to 1:1 outputs) new: added vfs_load() >> file_load() fallback when no tools are present new: added AUDIO_32KHZ flag (zpl-zak) new: added VIDEO_LOOP, app_spawn(), ui_dims(), ui_get_dims() (zpl-zak) new: added WINDOW_TRANSPARENT, --transparent flags, window_transparent(), window_maximize() new: added analytical light step with limited Phong shading for Directional+Point lights (zpl-zak) new: added art browser into debug panel new: added compute shader demos (99-geom, 99-compute) (zpl-zak) new: ddraw_camera() new: extracted embedded shaders as transpilable files (zpl-zak) new: fullscreen_quad_rgb_flipped(), fullscreen_quad_ycbcr_flipped() (zpl-zak) new: hash_str(), hash_bin() new: initial filtering on debug panel (ctrl-f) new: integrated animlist format support into ass2iqe (zpl-zak) new: made transparent apps to hide some ui panels by default: profiler, shaders, fxs. new: made transparent apps to not display the cook progress bar new: made transparent apps to shutdown whenever last ui_window() is closed new: make compilation faster by caching precompiled fwk sources (win) new: map/set_isempty(), atof2/3/4(), ftoa2/3/4(), swapf2/3/4(), clamp2/3/4() new: mesh_bounds() new: mesh_render_prim() (zpl-zak) new: netsync code refactor (zpl-zak) new: new light API, scene api additions to push lights (zpl-zak) new: new shader reflection API new: new shader reflection parameters get applied automatically when shader is compiled new: rim lighting in anims demo (zpl-zak) new: RPCs being reported by network_sync events (zpl-zak) new: shader reflection parameters (bool,int,vec2/3/4,color3/4), set/min/max/tooltips new: shader_apply_param(), shader_apply_params(), ui_shaders(), ui_fxs() new: skybox_sh_add_light() (zpl-zak) new: tty_detach() new: ui_enabled(), ui_keyboard(), ui_mouse(), ui_gamepad(), ui_gamepads(), ui_camera()... new: window_resize() (ems) (zpl-zak) chg: generate bindings in engine/ folder chg: instantiate web server only if content is not being served (html5) chg: reduced overall repository weight chg: MSG_INIT part of negotiation process now (zpl-zak) chg: allow file_list() to retrieve most hidden files chg: changed file browser to use ctrl+wheel when zooming in/out chg: changed netsync event format (zpl-zak) chg: deprecate vis command (MAKE.bat) chg: expose animations api (zpl-zak) chg: expose pathfind api (zpl-zak) chg: flags for enet reliability and ordering control (zpl-zak) chg: increased MAX_CACHED_FILES to 32 chg: made faster make.bat initalization in subsequent runs (win) chg: made RGB3() to return alpha(255) chg: made animations parser to loop idle anims by default chg: made thinner style on UI labels chg: print opengl version on boot chg: recompile ass2iqe (win,lin,osx) chg: relocate lua/python demos folder chg: replicate previous project tree layout chg: silenced mingw64 warnings in 3rd_enet.h chg: switched to a faster mount logic during boot time chg: switched to b612 font (sharper, increases num font faces, reduces repo size) chg: updated docs chg: upgrade 3rd_icon_md.h + teal + tlse + gamecontrollerdb to latest lab: wip node editor demo (demos/99-nodes.c) lab: wip NETWORK_BUF_CLEAR_ON_JOIN (zpl-zak) lab: wip behavior tree demo (demos/99-bt.c) fix: flipped shadertoys when used as texture (fwk_render) fix: added pthreads support (html5) (zpl-zak) fix: added RPC signature for void(char*) (zpl-zak) fix: allowed coi requests in localhost served contents (html5) (zpl-zak) fix: avoided crash in animations() when plain text animfile is provided fix: fixed crash when no cooked fonts were available (ui_notify) fix: fixed download() api on tcc+win32 fix: fixed enet/swrap sockets on tcc+win32 (zpl-zak) fix: fixed issue when mounting empty zipfiles (likely to happen in computers with many cpu cores) (thanks zpl-zak!) fix: fixed unsafe format strings in xml_int() and xml_float() fix: fixed dll linkage in mingw+FWK_IMPLEMENTATION builds (MAKE.bat) fix: fixed incorrect fbx files being loaded as @animlist files fix: fixed void(*rpc)() call in netsyce code (zpl-zak) fix: improve ui readablity (ie, decrease transparency) on overlapped windows fix: issue in cookbook where groups would not match a single extension fix: made letterbox fx to work on any aspect ratio fix: optimized out heap allocations in netsync code (zpl-zak) fix: peer ranks are recycled now (zpl-zak) fix: postfxs on transparent windows fix: restored executable permissions (osx,lin) fix: reverted leak (3rd_https) fix: supported SH coeffs when using mie scattering skybox (zpl-zak) brk: added extra shader() argument to specify #defines in shaders (zpl-zak) brk: camera_move() > camera_moveby() brk: changed ui_enable() signature; renamed clamp2/3/4->clamp2f/3f/4f brk: deprecate --camera-smooth brk: deprecate input_demo() brk: deprecate ui_const_string() brk: deprecated viewport_color() in favor of window_color() brk: file_stamp_epoch > file_stamp, file_stamp > file_stamp10 brk: input_frames() > input_string() brk: profile_enable() > profiler_enable() brk: renamed WITH_ > ENABLE_ directives brk: split blur fx out in two different h/v passes brk: ui_bits8/16() -> ui_bitmask8/16() brk: ui_const_bool() > ui_label2_bool(), ui_const_float() > ui_label2_float()
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2023.9/MAKE.bat

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2023.9/README.md

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2023.9/demos/00-loop.c

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#include "fwk.h" // Minimal C sample
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int main() {
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window_create(75.0, 0); // 75% size, no extra flags
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while( window_swap() && !input(KEY_ESC) ) { // game loop
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puts("hello FWK from C!");
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}
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}

2023.9/demos/00-script.c

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#include "fwk.h"
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#define SCRIPT(...) #__VA_ARGS__
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#if 0 // teal
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script_run("local tl=require(\"tl\")\ntl.loader()");
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script_run("addsub = require(\"s2\"); print (addsub.add(10, 20))");
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s2.tl:
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local function add(a: number, b: number): number
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return a + b
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end
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local s = add(1,2)
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print(s)
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#endif
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int main() {
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script_init();
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script_run(SCRIPT(
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window_create(75.0,0);
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while window_swap() do
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ddraw_grid(10);
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if ui_panel("Hello from Lua!", 0) then
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ui_panel_end();
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end;
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end;
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));
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// script test (lua)
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script_run( "-- Bye.lua\nio.write(\"script test: Bye world!, from \", _VERSION, \"\\n\")" );
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}

2023.9/demos/01-demo2d.c

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// 2d demo: window, audio, camera, font, tiled, render, fx, spritesheet, input, ui. @todo: spine
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// - rlyeh, public domain.
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//
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// Compile with:
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// `make demos\01-demo2d.c` (windows)
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// `sh MAKE.bat demos/01-demo2d.c` (linux, osx)
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#include "fwk.h"
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void demo_kids(vec3 offs) {
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// init
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static texture_t kids; do_once kids = texture( "spriteSheetExample.png", TEXTURE_LINEAR );
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static vec3 pos[2] = {{490,362},{442,362}}, vel[2] = {0};
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static int row[2] = {0,3}, frame[2] = {0};
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static int inputs[2][4] = {{KEY_W,KEY_A,KEY_S,KEY_D},{KEY_UP,KEY_LEFT,KEY_DOWN,KEY_RIGHT}};
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// move
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for( int i = 0; i < countof(pos); ++i ) {
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vel[i].x = input(inputs[i][3]) - input(inputs[i][1]);
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vel[i].y = input(inputs[i][2]) - input(inputs[i][0]);
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pos[i].x = fmod(pos[i].x + vel[i].x, window_width() + 128);
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pos[i].y = fmod(pos[i].y + vel[i].y, window_height() + 128);
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frame[i] += vel[i].x || vel[i].y;
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}
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// render
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for( int i = 0; i < countof(pos); ++i ) {
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int col = frame[i] / 10, num_frame = row[i] * 4 + col % 4; // 4x4 tilesheet
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float position[3] = {pos[i].x,pos[i].y,pos[i].y}, offset[2]={0,0}, scale[2]={0.5,0.5};
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float spritesheet[3]={num_frame,4,4};
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sprite_sheet(kids,
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spritesheet, // num_frame in a 4x4 spritesheet
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position, 0, // position(x,y,depth:sort-by-Y), angle
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offset, scale, // offset(x,y), scale(x,y)
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false, WHITE, false // is_additive, tint color, resolution-independent
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);
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}
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}
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void demo_hud() {
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// draw pixel-art hud, 16x16 ui element, scaled and positioned in resolution-independant way
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static texture_t inputs; do_once inputs = texture( "prompts_tilemap_34x24_16x16x1.png", TEXTURE_LINEAR );
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float spritesheet[3] = {17,34,24}, offset[2] = {0, - 2*absf(sin(window_time()*5))}; // sprite cell and animation
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float scale[2] = {3, 3}, tile_w = 16 * scale[0], tile_h = 16 * scale[1]; // scaling
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float position[3] = {window_width() - tile_w, window_height() - tile_h, window_height() }; // position in screen-coordinates (x,y,z-index)
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sprite_sheet(inputs, spritesheet, position, 0/*deg*/, offset, scale, false, WHITE, 1);
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}
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int main() {
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// window (80% sized, MSAA x4 flag)
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window_create(80.0, WINDOW_MSAA4);
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window_title(__FILE__);
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// tiled map
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tiled_t tmx = tiled(vfs_read("castle.tmx"));
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// tmx.parallax = true;
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// spine model
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//spine_t *spn = spine("goblins.json", "goblins.atlas", 0);
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// camera 2d
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camera_t cam = camera();
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cam.position = vec3(window_width()/2, window_height()/2, 3); // at(CX,CY) zoom(x3)
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camera_enable(&cam);
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// audio (both clips & streams)
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audio_t clip1 = audio_clip( "coin.wav" );
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audio_t clip2 = audio_clip( "pew.sfxr" );
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audio_t stream1 = audio_stream( "larry.mid" );
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audio_t stream2 = audio_stream( "waterworld-map.fur" );
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audio_t BGM = stream1;
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audio_play(BGM, 0);
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// font config: faces (6 max) and colors (10 max)
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#define FONT_CJK FONT_FACE3
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#define FONT_YELLOW FONT_COLOR2
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#define FONT_LIME FONT_COLOR3
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font_face(FONT_CJK, "mplus-1p-medium.ttf", 48.f, FONT_JP|FONT_2048); // CJK|FONT_2048|FONT_OVERSAMPLE_Y);
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font_color(FONT_YELLOW, RGB4(255,255,0,255));
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font_color(FONT_LIME, RGB4(128,255,0,255));
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// fx: load all post fx files in all subdirs. enable a few filters by default
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fx_load("fx**.fs");
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fx_enable(fx_find("fxCRT2.fs"), 1);
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fx_enable(fx_find("fxGrain.fs"), 1);
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fx_enable(fx_find("fxContrast.fs"), 1);
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fx_enable(fx_find("fxVignette.fs"), 1);
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// demo loop
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while (window_swap() && !input_down(KEY_ESC)) {
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// handle input
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if( input_down(KEY_F5) ) window_reload();
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if( input_down(KEY_F11) ) window_fullscreen( !window_has_fullscreen() );
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// camera panning (x,y) & zooming (z)
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if( !ui_hover() && !ui_active() ) {
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if( input(MOUSE_L) ) cam.position.x += input_diff(MOUSE_X);
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if( input(MOUSE_L) ) cam.position.y += input_diff(MOUSE_Y);
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cam.position.z += input_diff(MOUSE_W) * 0.1;
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}
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// apply post-fxs from here
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fx_begin();
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profile("Rendering") {
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vec3 center = add3(cam.position,vec3(-window_width()/1,-window_height()/2,0));
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// render tiled map
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tiled_render(tmx, center);
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//
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demo_kids(vec3(0,0,1));
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demo_hud();
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// render spine model
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// spine_animate(spn, !window_has_pause() * window_delta());
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// spine_render(spn, vec3(cam.position.x, cam.position.y, 1), true );
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// sprite_flush();
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}
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// subtitle sample
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font_print(
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FONT_BOTTOM FONT_CENTER
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FONT_CJK FONT_H1
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FONT_YELLOW "私はガラスを食べられます。" FONT_LIME "それは私を傷つけません。\n"
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);
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// post-fxs end here
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fx_end();
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// ui
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if( ui_panel("Audio", 0)) {
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static float bgm = 1, sfx = 1, master = 1;
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if( ui_slider2("BGM", &bgm, va("%.2f", bgm))) audio_volume_stream(bgm);
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if( ui_slider2("SFX", &sfx, va("%.2f", sfx))) audio_volume_clip(sfx);
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if( ui_slider2("Master", &master, va("%.2f", master))) audio_volume_master(master);
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if( ui_label2_toolbar("BGM: Track #1", ICON_MD_VOLUME_UP)) audio_stop(BGM), audio_play(BGM = stream1, AUDIO_SINGLE_INSTANCE);
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if( ui_label2_toolbar("BGM: Track #2", ICON_MD_VOLUME_UP)) audio_stop(BGM), audio_play(BGM = stream2, AUDIO_SINGLE_INSTANCE);
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if( ui_label2_toolbar("SFX: Coin", ICON_MD_VOLUME_UP)) audio_play(clip1, 0);
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if( ui_label2_toolbar("SFX: Pew", ICON_MD_VOLUME_UP)) audio_play(clip2, 0);
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ui_panel_end();
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}
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if( ui_panel("Tiled", 0)) {
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ui_float("Zoom in", &cam.position.z);
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tiled_ui(&tmx);
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ui_panel_end();
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}
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/*if( ui_panel("Spine", 0)) {
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spine_ui(spn);
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ui_panel_end();
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}*/
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}
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}
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// this demo supersedes following old sources:
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// https://github.com/r-lyeh/FWK/blob/45e34d7890b2b8fe1f4994f4b76e496280d83cb6/demos/00-audio.c
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// https://github.com/r-lyeh/FWK/blob/45e34d7890b2b8fe1f4994f4b76e496280d83cb6/demos/00-font.c
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// https://github.com/r-lyeh/FWK/blob/45e34d7890b2b8fe1f4994f4b76e496280d83cb6/demos/00-spine.c
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// https://github.com/r-lyeh/FWK/blob/45e34d7890b2b8fe1f4994f4b76e496280d83cb6/demos/00-sprite.c
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// https://github.com/r-lyeh/FWK/blob/45e34d7890b2b8fe1f4994f4b76e496280d83cb6/demos/00-tiled.c
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// https://github.com/r-lyeh/FWK/blob/45e34d7890b2b8fe1f4994f4b76e496280d83cb6/demos/00-tilemap.c

2023.9/demos/01-easing.c

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#include "fwk.h"
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struct {
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float (*ease)(float);
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const char *name;
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} easings[] = {
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{ease_linear, "ease_linear"},
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{ease_out_sine, "ease_out_sine"},
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{ease_out_quad, "ease_out_quad"},
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{ease_out_cubic, "ease_out_cubic"},
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{ease_out_quart, "ease_out_quart"},
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{ease_out_quint, "ease_out_quint"},
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{ease_out_expo, "ease_out_expo"},
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{ease_out_circ, "ease_out_circ"},
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{ease_out_back, "ease_out_back"},
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{ease_out_elastic, "ease_out_elastic"},
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{ease_out_bounce, "ease_out_bounce"},
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{ease_in_sine, "ease_in_sine"},
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{ease_in_quad, "ease_in_quad"},
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{ease_in_cubic, "ease_in_cubic"},
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{ease_in_quart, "ease_in_quart"},
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{ease_in_quint, "ease_in_quint"},
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{ease_in_expo, "ease_in_expo"},
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{ease_in_circ, "ease_in_circ"},
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{ease_in_back, "ease_in_back"},
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{ease_in_elastic, "ease_in_elastic"},
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{ease_in_bounce, "ease_in_bounce"},
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{ease_inout_sine, "ease_inout_sine"},
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{ease_inout_quad, "ease_inout_quad"},
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{ease_inout_cubic, "ease_inout_cubic"},
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{ease_inout_quart, "ease_inout_quart"},
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{ease_inout_quint, "ease_inout_quint"},
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{ease_inout_expo, "ease_inout_expo"},
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{ease_inout_circ, "ease_inout_circ"},
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{ease_inout_back, "ease_inout_back"},
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{ease_inout_elastic, "ease_inout_elastic"},
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{ease_inout_bounce, "ease_inout_bounce"},
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{ease_inout_perlin, "ease_inout_perlin"},
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};
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int main() {
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window_create(0.75, WINDOW_SQUARE);
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while(window_swap()) {
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static double timer = 0; timer = fmod(timer+window_delta(), 2); // loops every 2s
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static int open = 1;
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if( ui_window("ease", &open) ) {
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float linear_delta = timer / 2.f; // delta is [0..1]
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for( int i = 0; i < countof(easings); ++i) {
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float nonlinear_delta = easings[i].ease(linear_delta);
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// visualize
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ui_slider( easings[i].name, &nonlinear_delta );
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}
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ui_window_end();
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}
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}
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}

2023.9/demos/01-font.c

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#include "fwk.h"
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int main() {
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window_create(75.0, WINDOW_MSAA8);
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// style: our aliases
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#define FONT_REGULAR FONT_FACE1
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#define FONT_ITALIC FONT_FACE2
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#define FONT_BOLD FONT_FACE3
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#define FONT_JAPANESE FONT_FACE4
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#define FONT_MONOSPACE FONT_FACE5
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#define FONT_GRAY FONT_COLOR2
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#define FONT_ORANGE FONT_COLOR3
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#define FONT_LIME FONT_COLOR4
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#define FONT_GREEN FONT_COLOR5
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#define FONT_CYAN FONT_COLOR6
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#define FONT_LARGEST FONT_H1
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#define FONT_LARGE FONT_H2
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#define FONT_MEDIUM FONT_H3
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#define FONT_NORMAL FONT_H4
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#define FONT_SMALL FONT_H5
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#define FONT_TINY FONT_H6
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// style: atlas size, unicode ranges and font faces (up to 6 faces)
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font_face(FONT_REGULAR, "B612""-Regular.ttf", 48.f, FONT_EU|FONT_AR|FONT_RU|FONT_2048);
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font_face(FONT_ITALIC, "B612""-Italic.ttf", 48.f, FONT_EU|FONT_AR|FONT_RU|FONT_2048);
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font_face(FONT_BOLD, "B612""-Bold.ttf", 48.f, FONT_EU|FONT_AR|FONT_RU|FONT_2048);
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font_face(FONT_JAPANESE, "mplus-1p-medium.ttf", 48.f, FONT_JP|FONT_2048); // CJK|FONT_2048|FONT_OVERSAMPLE_Y);
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font_face(FONT_MONOSPACE, "B612Mono""-Regular.ttf", 24.f, FONT_EU|FONT_512);
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// style: colors (up to 10 colors)
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font_color(FONT_GRAY, RGB4(100,100,100,255));
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font_color(FONT_ORANGE, RGB4(255,192,0,255));
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font_color(FONT_LIME, RGB4(192,255,0,255));
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font_color(FONT_GREEN, RGB4(0,255,192,255));
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font_color(FONT_CYAN, RGB4(0,192,255,255));
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// prepare color highlighting for following code snippet
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const char *source =
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FONT_MONOSPACE FONT_LARGEST
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"int main(int argc, char **argv) {\n"
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" for( int i = 0; i < 10; ++i)\n"
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" puts(\"hello world\");\n"
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" return 0;\n"
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"}\n";
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const void *colors = font_colorize(source, "void,int,char", "if,else,for,do,while,return,switch,case,break,default,");
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// demo loop
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while( window_swap() && !input(KEY_ESC) ) {
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ddraw_grid(0);
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// initial spacing
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font_goto(0, 50);
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// print a code snippet with syntax highlighting
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font_highlight(source, colors);
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// print a few strings with markup codes
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font_print(
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FONT_REGULAR
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FONT_LARGEST FONT_GRAY "The quick "
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FONT_LARGE FONT_LIME "brown "
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FONT_MEDIUM FONT_GRAY "fox "
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FONT_NORMAL "jumps over "
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FONT_SMALL "the lazy "
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FONT_TINY "dog.\n");
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font_print(
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FONT_REGULAR FONT_LARGE FONT_CYAN
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"Now is the time for all " FONT_ITALIC "good men " FONT_REGULAR "to come to the aid of " FONT_BOLD "the party.\n");
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font_print(
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FONT_ITALIC FONT_LARGE FONT_GREEN
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"Ég get etið gler án þess að meiða mig!\n");
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font_print(
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FONT_BOLD FONT_LARGE FONT_ORANGE
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"Эх, чужак! Общий съём цен шляп (юфть)—вдрызг!.\n");
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font_print(
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FONT_JAPANESE
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"私はガラスを食べられます。それは私を傷つけません。\n");
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font_print( "This text ");
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font_print( "should display concatenated, ");
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font_print( "as there are no linefeeds.\n" );
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// i18n: pangrams.txt file, line browser
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static int counter = 0;
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static array(char*) lines; do_once lines = strsplit( vfs_read("pangrams.txt"), "\r\n" );
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counter += input_down(KEY_RIGHT)-input_down(KEY_LEFT);
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counter += counter < 0 ? array_count(lines) : 0;
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font_print( va("<< %s >>\n", lines[counter % array_count(lines)]) );
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// this does not work yet. you cant chain alignments yet...
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//font_print(FONT_TOP "Top" FONT_MIDDLE "Middle" FONT_BASELINE "Baseline" FONT_BOTTOM "Bottom\n");
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//font_print(FONT_LEFT "Left" FONT_CENTER "Center" FONT_RIGHT "Right\n");
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// ... alignment must be the first tag in a string for now. this is a temporary hack.
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font_print(FONT_LEFT "left");
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font_print(FONT_CENTER "center");
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font_print(FONT_RIGHT "right");
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font_print(FONT_TOP FONT_CENTER "top\n");
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font_print(FONT_MIDDLE FONT_RIGHT "middle\n");
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font_print(FONT_BASELINE FONT_RIGHT "baseline\n");
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font_print(FONT_BOTTOM FONT_CENTER "bottom\n");
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}
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}

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