go-opengl-pixel/text/text.go

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package text
import (
"image/color"
"unicode"
"unicode/utf8"
"github.com/faiface/pixel"
"golang.org/x/image/font"
)
var ASCII []rune
func init() {
ASCII = make([]rune, unicode.MaxASCII-32)
for i := range ASCII {
ASCII[i] = rune(32 + i)
}
}
func RangeTable(table *unicode.RangeTable) []rune {
var runes []rune
for _, rng := range table.R16 {
for r := rng.Lo; r <= rng.Hi; r += rng.Stride {
runes = append(runes, rune(r))
}
}
for _, rng := range table.R32 {
for r := rng.Lo; r <= rng.Hi; r += rng.Stride {
runes = append(runes, rune(r))
}
}
return runes
}
type Text struct {
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Orig pixel.Vec
Dot pixel.Vec
atlas *Atlas
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color pixel.RGBA
lineHeight float64
tabWidth float64
prevR rune
glyph pixel.TrianglesData
tris pixel.TrianglesData
d pixel.Drawer
trans *pixel.Batch
}
func New(face font.Face, runeSets ...[]rune) *Text {
runes := []rune{unicode.ReplacementChar}
for _, set := range runeSets {
runes = append(runes, set...)
}
atlas := NewAtlas(face, runes)
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txt := &Text{
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atlas: atlas,
color: pixel.Alpha(1),
lineHeight: atlas.LineHeight(),
tabWidth: atlas.Glyph(' ').Advance * 4,
}
txt.glyph.SetLen(6)
txt.d.Picture = txt.atlas.pic
txt.d.Triangles = &txt.tris
txt.trans = pixel.NewBatch(&pixel.TrianglesData{}, atlas.pic)
txt.Clear()
return txt
}
func (txt *Text) Atlas() *Atlas {
return txt.atlas
}
func (txt *Text) SetMatrix(m pixel.Matrix) {
txt.trans.SetMatrix(m)
}
func (txt *Text) SetColorMask(c color.Color) {
txt.trans.SetColorMask(c)
}
func (txt *Text) Color(c color.Color) {
txt.color = pixel.ToRGBA(c)
}
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func (txt *Text) LineHeight(scale float64) {
txt.lineHeight = scale
}
func (txt *Text) TabWidth(width float64) {
txt.tabWidth = width
}
func (txt *Text) Clear() {
txt.prevR = -1
txt.tris.SetLen(0)
txt.d.Dirty()
}
func (txt *Text) Write(p []byte) (n int, err error) {
n, err = len(p), nil // always returns this
if len(p) == 0 {
return
}
for i := range txt.glyph {
txt.glyph[i].Color = txt.color
txt.glyph[i].Intensity = 1
}
for len(p) > 0 {
r, size := utf8.DecodeRune(p)
p = p[size:]
txt.WriteRune(r)
}
return
}
func (txt *Text) WriteString(s string) (n int, err error) {
if len(s) == 0 {
return
}
for i := range txt.glyph {
txt.glyph[i].Color = txt.color
txt.glyph[i].Intensity = 1
}
for _, r := range s {
txt.WriteRune(r)
}
return len(s), nil
}
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func (txt *Text) WriteByte(c byte) error {
_, err := txt.WriteRune(rune(c))
return err
}
func (txt *Text) WriteRune(r rune) (n int, err error) {
n, err = utf8.RuneLen(r), nil // always returns this
switch r {
case '\n':
txt.Dot -= pixel.Y(txt.lineHeight)
txt.Dot = txt.Dot.WithX(txt.Orig.X())
return
case '\r':
txt.Dot = txt.Dot.WithX(txt.Orig.X())
return
case '\t':
//TODO: properly align tab
txt.Dot += pixel.X(txt.tabWidth)
return
}
if !txt.atlas.Contains(r) {
r = unicode.ReplacementChar
}
if !txt.atlas.Contains(unicode.ReplacementChar) {
return
}
glyph := txt.atlas.Glyph(r)
if txt.prevR >= 0 {
txt.Dot += pixel.X(txt.atlas.Kern(txt.prevR, r))
}
a := pixel.V(glyph.Frame.Min.X(), glyph.Frame.Min.Y())
b := pixel.V(glyph.Frame.Max.X(), glyph.Frame.Min.Y())
c := pixel.V(glyph.Frame.Max.X(), glyph.Frame.Max.Y())
d := pixel.V(glyph.Frame.Min.X(), glyph.Frame.Max.Y())
for i, v := range []pixel.Vec{a, b, c, a, c, d} {
txt.glyph[i].Position = v - glyph.Orig + txt.Dot
txt.glyph[i].Picture = v
}
txt.tris = append(txt.tris, txt.glyph...)
txt.Dot += pixel.X(glyph.Advance)
txt.prevR = r
txt.d.Dirty()
return
}
func (txt *Text) Draw(t pixel.Target) {
txt.trans.Clear()
txt.d.Draw(txt.trans)
txt.trans.Draw(t)
}