Difference between revisions of "Modules/print/Usage"
From MSX Game Library
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=== Font mode compatibility matrix === | === Font mode 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 || ❌ || ✔️ || ✔️ || ✔️ || ✔️ || ✔️ || ✔️ || ✔️ || ✔️ || ✔️ || ✔️ | ||
| + | |} | ||
| + | |||
| + | |||
| + | // > PRINT_MODE_TEXT Draw characters as pattern names (text mode). Need PRINT_USE_TEXT compile option. | ||
| + | // > PRINT_MODE_BITMAP Draw characters from RAM (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_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. | ||
Revision as of 18:33, 13 January 2025
Use of this module begins with the initialization of a font. Then you can use all the functions to display text.
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 8.
- 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 mode compatibility matrix
| Font mode | Screen modes | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 10 | 12 | |
| Text | ✔️ | ✔️ | ✔️ | ❌ | ✔️ | ❌ | ❌ | ❌ | ❌ | ❌ | ❌ |
| Bitmap | ❌ | ❌ | ❌ | ❌ | ❌ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
| VRAM | ❌ | ❌ | ❌ | ❌ | ❌ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
| Sprites | ❌ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
// > PRINT_MODE_TEXT Draw characters as pattern names (text mode). Need PRINT_USE_TEXT compile option.
// > PRINT_MODE_BITMAP Draw characters from RAM (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_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.