Difference between revisions of "Modules/print/Usage"
From MSX Game Library
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− | Use of this module begins with the initialization of a font. Then you can use all the functions to | + | Use of this module begins with the initialization of a font. Then you can use all the functions to draw text on screen. |
− | You have several render mode: | + | === Modes === |
− | * | + | You have several font render modes. |
− | * Bitmap (draw | + | |
− | + | ==== Text ==== | |
− | + | Draw characters as pattern names (text mode). | |
− | * | + | |
+ | Requirement: | ||
+ | * Compatible with tiled-based screen modes: Screen 0 (40/80 columns), 1, 2 and 4. | ||
+ | * You need to activate {{C|PRINT_USE_TEXT}} compile option in your library configuration ({{C|msxgl_config.h}}). | ||
+ | |||
+ | Example using tile-based render mode: | ||
+ | <syntaxhighlight lang="c"> | ||
+ | #include "font/font_mgl_sample8.h" | ||
+ | |||
+ | VDP_SetMode(VDP_MODE_SCREEN1); // Initialize screen mode 1 (tiled-base mode) | ||
+ | Print_SetTextFont(g_Font_MGL_Sample8, 1); // Upload font tile-set from index 1 | ||
+ | Print_SetPosition(10, 10); // Position in tile grid unit | ||
+ | Print_DrawText("Text mode"); | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | ==== Bitmap ==== | ||
+ | Draw characters from RAM (real-time unpack font data and draw it). | ||
+ | |||
+ | Requirement: | ||
+ | * Compatible with bitmap-based screen modes: Screen 5 to 8. | ||
+ | * You need to activate {{C|PRINT_USE_BITMAP}} or {{C|PRINT_USE_VRAM}} compile option in your library configuration ({{C|msxgl_config.h}}). | ||
+ | |||
+ | Example using bitmap render mode for MSX2: | ||
+ | <syntaxhighlight lang="c"> | ||
+ | #include "font/font_mgl_sample6.h" | ||
+ | |||
+ | VDP_SetMode(VDP_MODE_SCREEN5); // Initialize screen mode 5 (bitmap mode) | ||
+ | Print_SetBitmapFont(g_Font_MGL_Sample6); // Initialize bitmap font | ||
+ | Print_SetOutline(TRUE, COLOR_GRAY); // Set outline effect | ||
+ | Print_SetPosition(100, 100); // Position in pixel unit | ||
+ | Print_DrawText("Bitmap mode"); | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | ==== Bitmap with transparency ==== | ||
+ | Draw characters from RAM with transparency (real-time unpack font data and draw it). | ||
+ | |||
+ | Same mode than Bitmap but a little bit slower. | ||
+ | |||
+ | Can be activated using: | ||
+ | <syntaxhighlight lang="c"> | ||
+ | #include "font/font_mgl_sample6.h" | ||
+ | |||
+ | VDP_SetMode(VDP_MODE_SCREEN5); // Initialize screen mode 5 (bitmap mode) | ||
+ | Print_SetBitmapFont(g_Font_MGL_Sample6); // Initialize bitmap font | ||
+ | Print_SetMode(PRINT_MODE_BITMAP_TRANS); // Activate transparency | ||
+ | Print_SetPosition(100, 100); // Position in pixel unit | ||
+ | Print_DrawText("Bitmap mode with transparency"); | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | ==== VRAM ==== | ||
+ | Draw characters from VRAM (font data is upack once in VRAM thne drawing is done by VRAM copy). | ||
+ | slower to initialize, far quicker to draw. | ||
+ | |||
+ | Requirement: | ||
+ | * Compatible with bitmap-based screen modes: Screen 5 to 8. | ||
+ | * You need to activate {{C|PRINT_USE_VRAM}} compile option in your library configuration ({{C|msxgl_config.h}}). | ||
+ | |||
+ | Example using bitmap render mode for MSX2: | ||
+ | <syntaxhighlight lang="c"> | ||
+ | #include "font/font_mgl_sample6.h" | ||
+ | |||
+ | Print_SetVRAMFont(g_Font_MGL_Sample6, 212, COLOR_WHITE); | ||
+ | Print_SetPosition(100, 150); // Position in pixel unit | ||
+ | Print_DrawText("VRAM mode"); | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | ==== Sprites ==== | ||
+ | Draw characters from sprites (load font data as sprite pattern in VRAM then display characters using sprite system). | ||
+ | |||
+ | Requirement: | ||
+ | * Compatible with all sprite enabled screen modes: | ||
+ | ** Screen 1 to 3 (4 sprites per line), | ||
+ | ** Screen 4 to 8 (8 sprites per line), | ||
+ | * You need to activate {{C|PRINT_USE_SPRITE}} compile option in your library configuration ({{C|msxgl_config.h}}). | ||
+ | |||
+ | Example using sprite render mode: | ||
+ | <syntaxhighlight lang="c"> | ||
+ | #include "font/font_mgl_sample8.h" | ||
+ | |||
+ | VDP_SetMode(VDP_MODE_SCREEN1); // Initialize screen mode 1 (tiled-base mode) | ||
+ | Print_SetSpriteFont(g_Font_MGL_Sample8, 0, 0); | ||
+ | Print_SetPosition(100, 50); // Position in pixel unit | ||
+ | Print_DrawText("SPRT"); | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | === Font modes compatibility matrix === | ||
+ | |||
+ | {| class="wikitable" | ||
+ | !rowspan="2"| Font mode | ||
+ | !colspan="11"| Screen modes | ||
+ | |- | ||
+ | ! 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 10 || 12 | ||
+ | |- | ||
+ | | Text || ✔️ || ✔️ || ✔️ || ❌ || ✔️ || ❌ || ❌ || ❌ || ❌ || ❌ || ❌ | ||
+ | |- | ||
+ | | Bitmap|| ❌ || ❌ || ❌ || ❌ || ❌ || ✔️ || ✔️ || ✔️ || ✔️ || ❔ || ❔ | ||
+ | |- | ||
+ | | VRAM || ❌ || ❌ || ❌ || ❌ || ❌ || ✔️ || ✔️ || ✔️ || ✔️ || ❔ || ❔ | ||
+ | |- | ||
+ | | Sprites || ❌ || ✔️ || ✔️ || ✔️ || ✔️ || ✔️ || ✔️ || ✔️ || ✔️ || ✔️ || ✔️ | ||
+ | |} |
Latest revision as of 18:39, 13 January 2025
Use of this module begins with the initialization of a font. Then you can use all the functions to draw text on screen.
Contents
Modes
You have several font render modes.
Text
Draw characters as pattern names (text mode).
Requirement:
- Compatible with tiled-based screen modes: Screen 0 (40/80 columns), 1, 2 and 4.
- You need to activate PRINT_USE_TEXT compile option in your library configuration (msxgl_config.h).
Example using tile-based render mode:
#include "font/font_mgl_sample8.h" VDP_SetMode(VDP_MODE_SCREEN1); // Initialize screen mode 1 (tiled-base mode) Print_SetTextFont(g_Font_MGL_Sample8, 1); // Upload font tile-set from index 1 Print_SetPosition(10, 10); // Position in tile grid unit Print_DrawText("Text mode");
Bitmap
Draw characters from RAM (real-time unpack font data and draw it).
Requirement:
- Compatible with bitmap-based screen modes: Screen 5 to 8.
- You need to activate PRINT_USE_BITMAP or PRINT_USE_VRAM compile option in your library configuration (msxgl_config.h).
Example using bitmap render mode for MSX2:
#include "font/font_mgl_sample6.h" VDP_SetMode(VDP_MODE_SCREEN5); // Initialize screen mode 5 (bitmap mode) Print_SetBitmapFont(g_Font_MGL_Sample6); // Initialize bitmap font Print_SetOutline(TRUE, COLOR_GRAY); // Set outline effect Print_SetPosition(100, 100); // Position in pixel unit Print_DrawText("Bitmap mode");
Bitmap with transparency
Draw characters from RAM with transparency (real-time unpack font data and draw it).
Same mode than Bitmap but a little bit slower.
Can be activated using:
#include "font/font_mgl_sample6.h" VDP_SetMode(VDP_MODE_SCREEN5); // Initialize screen mode 5 (bitmap mode) Print_SetBitmapFont(g_Font_MGL_Sample6); // Initialize bitmap font Print_SetMode(PRINT_MODE_BITMAP_TRANS); // Activate transparency Print_SetPosition(100, 100); // Position in pixel unit Print_DrawText("Bitmap mode with transparency");
VRAM
Draw characters from VRAM (font data is upack once in VRAM thne drawing is done by VRAM copy). slower to initialize, far quicker to draw.
Requirement:
- Compatible with bitmap-based screen modes: Screen 5 to 8.
- You need to activate PRINT_USE_VRAM compile option in your library configuration (msxgl_config.h).
Example using bitmap render mode for MSX2:
#include "font/font_mgl_sample6.h" Print_SetVRAMFont(g_Font_MGL_Sample6, 212, COLOR_WHITE); Print_SetPosition(100, 150); // Position in pixel unit Print_DrawText("VRAM mode");
Sprites
Draw characters from sprites (load font data as sprite pattern in VRAM then display characters using sprite system).
Requirement:
- Compatible with all sprite enabled screen modes:
- Screen 1 to 3 (4 sprites per line),
- Screen 4 to 8 (8 sprites per line),
- You need to activate PRINT_USE_SPRITE compile option in your library configuration (msxgl_config.h).
Example using sprite render mode:
#include "font/font_mgl_sample8.h" VDP_SetMode(VDP_MODE_SCREEN1); // Initialize screen mode 1 (tiled-base mode) Print_SetSpriteFont(g_Font_MGL_Sample8, 0, 0); Print_SetPosition(100, 50); // Position in pixel unit Print_DrawText("SPRT");
Font modes compatibility matrix
Font mode | Screen modes | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 10 | 12 | |
Text | ✔️ | ✔️ | ✔️ | ❌ | ✔️ | ❌ | ❌ | ❌ | ❌ | ❌ | ❌ |
Bitmap | ❌ | ❌ | ❌ | ❌ | ❌ | ✔️ | ✔️ | ✔️ | ✔️ | ❔ | ❔ |
VRAM | ❌ | ❌ | ❌ | ❌ | ❌ | ✔️ | ✔️ | ✔️ | ✔️ | ❔ | ❔ |
Sprites | ❌ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |