Difference between revisions of "Modules/print/Usage"
From MSX Game Library
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==== Text ==== | ==== Text ==== | ||
− | Draw characters as pattern names (text mode). Need {{C| | + | 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 (R-T unpack font data and draw it). Need PRINT_USE_BITMAP or PRINT_USE_VRAM compile option. | ||
+ | |||
+ | 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 ==== | ||
+ | |||
− | |||
// > PRINT_MODE_BITMAP_TRANS Draw characters from RAM with transparency (R-T unpack font data and draw it). Need PRINT_USE_BITMAP or PRINT_USE_VRAM compile option. | // > PRINT_MODE_BITMAP_TRANS Draw characters from RAM with transparency (R-T unpack font data and draw it). Need PRINT_USE_BITMAP or PRINT_USE_VRAM compile option. | ||
// > PRINT_MODE_BITMAP_VRAM Draw characters from VRAM (font data is upack once in VRAM thne drawing is done by VRAM copy). Need PRINT_USE_VRAM compile option. | // > PRINT_MODE_BITMAP_VRAM Draw characters from VRAM (font data is upack once in VRAM thne drawing is done by VRAM copy). Need PRINT_USE_VRAM compile option. | ||
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* Bitmap (draw text from RAM to VRAM for bitmap screen modes), | * Bitmap (draw text from RAM to VRAM for bitmap screen modes), | ||
** Bitmap with transparency. | ** Bitmap with transparency. | ||
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* Sprite (draw text using sprites). | * Sprite (draw text using sprites). | ||
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Example using bitmap render mode for MSX2: | Example using bitmap render mode for MSX2: |
Revision as of 18:15, 13 January 2025
Use of this module begins with the initialization of a font. Then you can use all the functions to display text.
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 (R-T unpack font data and draw it). Need PRINT_USE_BITMAP or PRINT_USE_VRAM compile option.
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
// > PRINT_MODE_BITMAP_TRANS Draw characters from RAM with transparency (R-T unpack font data and draw it). Need PRINT_USE_BITMAP or PRINT_USE_VRAM compile option. // > PRINT_MODE_BITMAP_VRAM Draw characters from VRAM (font data is upack once in VRAM thne drawing is done by VRAM copy). Need PRINT_USE_VRAM compile option. // > PRINT_MODE_SPRITE Draw characters from sprites (load font data as sprite pattern in VRAM then display characters using sprite system). Need PRINT_USE_SPRITE compile option.
- Bitmap (draw text from RAM to VRAM for bitmap screen modes),
- Bitmap with transparency.
- VRAM (put font on VRAM and draw from there; slower to initialize, quicker to draw),
- Sprite (draw text using sprites).
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"); Print_SetVRAMFont(g_Font_MGL_Sample6, 212, COLOR_WHITE); Print_SetPosition(100, 150); // Position in pixel unit Print_DrawText("VRAM mode");
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");