I'm currently learning about fontmaps and bitmaps, I'd like to be able to take this fontmap, and output it to the screen in pixels.
unsigned char glyph_a[][8] =
{
{0x00, 0x00, 0x3c, 0x02, 0x3e, 0x42, 0x3e, 0x00},
}
The function I'm trying to use for this is
void draw_Glyph(char *glyph_a)
{
int x, y;
int set;
for (x=0; x < 8; x++)
{
for (y=0; y < 8; y++)
{
set = glyph_a[x] & 1 << y;
}
}
}
SDL provides a function called SDL_RenderDrawPoint which takes the renderer, and an x and y value for location.
C has a graphics library for something called putpixel() where it also just takes the x and y values of the pixel, and also takes a color as the last argument.
I'm not sure what function I should be using to output this to pixels specifically. Any advice would be greatly appreciated.
You can change your draw_Glyph()
function to this:
struct Color {
Uint8 r, g, b, a;
}
Color create_Color(Uint8 r, Uint8 g, Uint8 b, Uint8 a) {
Color clr;
clr.r = r;
clr.g = g;
clr.b = b;
clr.a = a;
return clr;
}
void draw_Glyph(SDL_Renderer* renderer, /* Renderer instance to draw the glyph on */
char* glyph, /* The glyph to display */
Color on_color, /* Color to use for 'on' bits in the glyph */
Color off_color /* Color to use for 'off' bits in the glyph */
)
{
for (int y = 0; y < 8; y++)
for (int x = 0; x < 8; x++) {
// Check if the bit is 'on' or 'off' and set the color of the pixel accordingly
if (glyph[y] & (1 << (7 - x)))
SDL_SetRenderDrawColor(renderer, on_color.r, on_color.g, on_color.b, on_color.a);
else
SDL_SetRenderDrawColor(renderer, off_color.r, off_color.g, off_color.b, off_color.a);
// Draw the point where it is needed
SDL_RenderDrawPoint(renderer, x, y);
}
}
Then you can use it like this:
const Color on_clr = create_Color(255, 255, 255, 255); // WHITE
const Color off_clr = create_Color(0, 0, 0, 255); // BLACK
draw_Glyph(renderer, *glyph_a, on_clr, off_clr);
Do note that you need to pass an SDL_Renderer*
instance in order to use it.
You can find a minimal example on how to create an SDL_Renderer
on SDL's website.