// Copyright 2012 The go-gl Authors. All rights reserved. // Use of this source code is governed by a BSD-style // license that can be found in the LICENSE file. package gltext // A Glyph describes metrics for a single font glyph. // These indicate which area of a given image contains the // glyph data and how the glyph should be spaced in a rendered string. type Point struct { X float32 Y float32 } type Glyph struct { X int `json:"x"` // The x location of the glyph on a sprite sheet. Y int `json:"y"` // The y location of the glyph on a sprite sheet. Width int `json:"width"` // The width of the glyph on a sprite sheet. Height int `json:"height"` // The height of the glyph on a sprite sheet. // Advance determines the distance to the next glyph. // This is used to properly align non-monospaced fonts. Advance int `json:"advance"` } func (g *Glyph) GetTexturePositions(font FontLike) (tP1, tP2 Point) { // Quad width/height // Originally the ttf width value was being used. This, however, differs from the Advance value. // This has been changed to advance so that the resulting quads that are generated for text to not // overlap one another. vw := float32(g.Advance) vh := float32(g.Height) // Unfortunately with the current font, if I don't add a small offset to the Y axis location // the bottom edge of the character above might appear. // // EG: // Wrapping 16 characters per line: // runesPerRow := fixed.Int26_6(16) // runeRanges := make(gltext.RuneRanges, 0) // runeRange := gltext.RuneRange{Low: 1, High: 128} // runeRanges = append(runeRanges, runeRange) // // The resulting image file will place "g" above "w". The very bottom edge of "g" will show up // when using the "w" character in a line of text. So the dirty hack is to remove just a bit of // the original top as per below. This is not ideal. Either I am not understanding something // about the glyph layout or this will have to be tweaked based on the font being used. // See the file example_image.png. // texture point 1 tP1 = Point{X: float32(g.X) / font.GetTextureWidth(), Y: float32(g.Y) / font.GetTextureHeight()} // texture point 2 tP2 = Point{X: (float32(g.X) + vw) / font.GetTextureWidth(), Y: (float32(g.Y) + vh) / font.GetTextureHeight()} return } // A Charset represents a set of glyph descriptors for a font. // Each glyph descriptor holds glyph metrics which are used to // properly align the given glyph in the resulting rendered string. type Charset []Glyph // Scale scales all glyphs by the given factor and repositions them // appropriately. A scale of 1 retains the original size. A scale of 2 // doubles the size of each glyph, etc. // // This is useful when the accompanying sprite sheet is scaled by the // same factor. In this case, we want the glyph data to match up with the // new image. func (c Charset) Scale(factor int) { if factor <= 1 { // A factor of zero results in zero-sized glyphs and // is therefore not valid. A factor of 1 does not change // the glyphs, so we can ignore it. return } // Multiply each glyph field by the given factor // to scale them up to the new size. for i := range c { c[i].X *= factor c[i].Y *= factor c[i].Width *= factor c[i].Height *= factor c[i].Advance *= factor } }