aminal/gui/renderer.go

128 lines
3.3 KiB
Go

package gui
import (
"fmt"
"math"
"github.com/liamg/glfont"
"gitlab.com/liamg/raft/buffer"
)
type Renderer interface {
SetArea(areaX int, areaY int, areaWidth int, areaHeight int)
DrawCell(cell *buffer.Cell, col int, row int)
GetTermSize() (int, int)
}
type OpenGLRenderer struct {
font *glfont.Font
areaWidth int
areaHeight int
areaX int
areaY int
fontScale int32
cellWidth float32
cellHeight float32
verticalCellPadding float32
termCols int
termRows int
cellPositions map[[2]int][2]float32
}
func NewOpenGLRenderer(font *glfont.Font, fontScale int32, areaX int, areaY int, areaWidth int, areaHeight int) *OpenGLRenderer {
r := &OpenGLRenderer{
areaWidth: areaWidth,
areaHeight: areaHeight,
areaX: areaX,
areaY: areaY,
fontScale: fontScale,
cellPositions: map[[2]int][2]float32{},
}
r.SetFont(font)
return r
}
func (r *OpenGLRenderer) GetTermSize() (int, int) {
return r.termCols, r.termRows
}
func (r *OpenGLRenderer) SetArea(areaX int, areaY int, areaWidth int, areaHeight int) {
r.areaWidth = areaWidth
r.areaHeight = areaHeight
r.areaX = areaX
r.areaY = areaY
r.SetFont(r.font)
}
func (r *OpenGLRenderer) SetFontScale(fontScale int32) {
r.fontScale = fontScale
r.SetFont(r.font)
}
func (r *OpenGLRenderer) SetFont(font *glfont.Font) {
r.font = font
r.verticalCellPadding = (0.3 * float32(r.fontScale))
r.cellWidth = font.Width(1, "X")
r.cellHeight = font.Height(1, "X") + (r.verticalCellPadding * 2) // vertical padding
r.termCols = int(math.Floor(float64(float32(r.areaWidth) / r.cellWidth)))
r.termRows = int(math.Floor(float64(float32(r.areaHeight) / r.cellHeight)))
r.calculatePositions()
}
func (r *OpenGLRenderer) calculatePositions() {
for line := 0; line < r.termRows; line++ {
for col := 0; col < r.termCols; col++ {
// rounding to whole pixels makes everything nice
x := float32(math.Floor(float64((float32(col) * r.cellWidth) + (r.cellWidth / 2))))
y := float32(math.Floor(float64(
(float32(line) * r.cellHeight) + (r.cellHeight / 2) + r.verticalCellPadding,
)))
r.cellPositions[[2]int{col, line}] = [2]float32{x, y}
}
}
}
func (r *OpenGLRenderer) DrawCell(cell *buffer.Cell, col int, row int) {
if cell == nil {
return
}
fg := cell.Fg()
r.font.SetColor(fg[0], fg[1], fg[2], 1)
pos, ok := r.cellPositions[[2]int{col, row}]
if !ok {
panic(fmt.Sprintf("Missing position data for cell at %d,%d", col, row))
}
r.font.Print(pos[0], pos[1], 1, string(cell.Rune()))
/*
this was passed into cell
x := ((float32(col) * gui.charWidth) - (float32(gui.width) / 2)) + (gui.charWidth / 2)
y := -(((float32(row) * gui.charHeight) - (float32(gui.height) / 2)) + (gui.charHeight / 2))
this was in cell:
x: x + (float32(gui.width) / 2) - float32(gui.charWidth/2),
y: float32(gui.height) - (y + (float32(gui.height) / 2)) + (gui.charHeight / 2) - (gui.verticalPadding / 2),
and then points:
x = (x - (w / 2)) / (float32(gui.width) / 2)
y = (y - (h / 2)) / (float32(gui.height) / 2)
w = (w / float32(gui.width/2))
h = (h / float32(gui.height/2))
cell.points = []float32{
x, y + h, 0,
x, y, 0,
x + w, y, 0,
x, y + h, 0,
x + w, y + h, 0,
x + w, y, 0,
}
*/
}