/** * glamac_render.h - header file from glamac_render.c. */ #ifndef GLAMAC_RENDER_H #define GLAMAC_RENDER_H #include #include #include "glamacdef.h" #include "glamac_view.h" // Drawing primitives void draw_text(SDL_Renderer *renderer, TTF_Font *font, const char *text, i32 x, i32 y, SDL_Color color); void draw_filled_circle(SDL_Renderer *renderer, i32 centerX, i32 centerY, i32 radius); // UI element rendering void draw_axes(SDL_Renderer *renderer, TTF_Font *font, TTF_Font *titleFont, const ViewState* view); void draw_grid(SDL_Renderer *renderer, const ViewState* view); void draw_glass_points(SDL_Renderer *renderer, TTF_Font *labelFont, const ViewState* view, GlassCluster* clusters, i32 clusterCount); void draw_glass_properties(SDL_Renderer *renderer, TTF_Font *font, TTF_Font *titleFont, const ViewState* view); void draw_help_window(SDL_Renderer *renderer, TTF_Font *font, TTF_Font *titleFont, const ViewState* view); // Main render function void render(SDL_Renderer *renderer, TTF_Font *font, TTF_Font *titleFont, TTF_Font *labelFont, ViewState* view, GlassCluster* clusters, i32 clusterCount); // Font management typedef struct { TTF_Font *regular; TTF_Font *title; TTF_Font *label; } FontSet; // Load all required fonts b32 load_fonts(FontSet *fonts); // Load fonts with DPI-aware sizing b32 load_adaptive_fonts(FontSet *fonts, i32 windowWidth, i32 windowHeight, f32 dpi); // Free all fonts void free_fonts(FontSet *fonts); void clear_text_cache(void); // Simple collision detection structures typedef struct { i32 x, y; // Screen position i32 width, height; // Label dimensions } LabelRect; // Pre-calculated label positions (updated only on catalog changes) typedef struct { i32 glassIndex; // Which glass this label belongs to i32 screenX, screenY; // Fixed screen position b32 visible; // Whether to show this label char text[64]; // Label text } PreCalculatedLabel; // Global label positioning system void recalculate_label_positions(const ViewState* view, GlassCluster* clusters, i32 clusterCount); void draw_precalculated_labels(SDL_Renderer *renderer, TTF_Font *labelFont, const ViewState* view); b32 needs_label_recalculation(ViewState* view); // Collision detection functions for debug mode b32 rects_overlap(const LabelRect* a, const LabelRect* b); b32 label_collides_with_point(const LabelRect* label, i32 pointX, i32 pointY, i32 pointRadius); // Advanced label visibility functions for testing void calculate_smart_window_position(i32 glassX, i32 glassY, i32 windowWidth, i32 windowHeight, const ViewState* view, i32* windowX, i32* windowY); f32 calculate_label_priority(i32 glassIndex, const ViewState* view, GlassCluster* clusters, i32 clusterCount); b32 should_show_label_advanced(i32 glassIndex, const ViewState* view, GlassCluster* clusters, i32 clusterCount); #endif /* GLAMAC_RENDER_H */