go-opengl-pixel/text/text.go

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package text
import (
"image/color"
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"math"
"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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lineHeight float64
tabWidth float64
buf []byte
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prevR rune
bounds pixel.Rect
glyph pixel.TrianglesData
tris pixel.TrianglesData
mat pixel.Matrix
col pixel.RGBA
trans pixel.TrianglesData
transD pixel.Drawer
dirty bool
}
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,
lineHeight: atlas.LineHeight(),
tabWidth: atlas.Glyph(' ').Advance * 4,
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mat: pixel.IM,
col: pixel.Alpha(1),
}
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txt.glyph.SetLen(6)
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for i := range txt.glyph {
txt.glyph[i].Color = pixel.Alpha(1)
txt.glyph[i].Intensity = 1
}
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txt.transD.Picture = txt.atlas.pic
txt.transD.Triangles = &txt.trans
txt.Clear()
return txt
}
func (txt *Text) Atlas() *Atlas {
return txt.atlas
}
func (txt *Text) SetMatrix(m pixel.Matrix) {
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if txt.mat != m {
txt.mat = m
txt.dirty = true
}
}
func (txt *Text) SetColorMask(c color.Color) {
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rgba := pixel.ToRGBA(c)
if txt.col != rgba {
txt.col = rgba
txt.dirty = true
}
}
func (txt *Text) Bounds() pixel.Rect {
return txt.bounds
}
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func (txt *Text) BoundsOf(s string) pixel.Rect {
dot := txt.Dot
prevR := txt.prevR
bounds := pixel.Rect{}
for _, r := range s {
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var control bool
dot, control = txt.controlRune(r, dot)
if control {
continue
}
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var b pixel.Rect
_, _, b, dot = txt.Atlas().DrawRune(prevR, r, dot)
if bounds.W()*bounds.H() == 0 {
bounds = b
} else {
bounds = bounds.Union(b)
}
prevR = r
}
return bounds
}
func (txt *Text) Color(c color.Color) {
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rgba := pixel.ToRGBA(c)
for i := range txt.glyph {
txt.glyph[i].Color = rgba
}
}
func (txt *Text) LineHeight(height float64) {
txt.lineHeight = height
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}
func (txt *Text) TabWidth(width float64) {
txt.tabWidth = width
}
func (txt *Text) Clear() {
txt.prevR = -1
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txt.bounds = pixel.Rect{}
txt.tris.SetLen(0)
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txt.dirty = true
}
func (txt *Text) Write(p []byte) (n int, err error) {
txt.buf = append(txt.buf, p...)
txt.drawBuf()
return len(p), nil
}
func (txt *Text) WriteString(s string) (n int, err error) {
txt.buf = append(txt.buf, s...)
txt.drawBuf()
return len(s), nil
}
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func (txt *Text) WriteByte(c byte) error {
txt.buf = append(txt.buf, c)
txt.drawBuf()
return nil
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}
func (txt *Text) WriteRune(r rune) (n int, err error) {
var b [4]byte
n = utf8.EncodeRune(b[:], r)
txt.buf = append(txt.buf, b[:n]...)
txt.drawBuf()
return n, nil
}
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// controlRune checks if r is a control rune (newline, tab, ...). If it is, a new dot position and
// true is returned. If r is not a control rune, the original dot and false is returned.
func (txt *Text) controlRune(r rune, dot pixel.Vec) (newDot pixel.Vec, control bool) {
switch r {
case '\n':
dot -= pixel.Y(txt.lineHeight)
dot = dot.WithX(txt.Orig.X())
case '\r':
dot = dot.WithX(txt.Orig.X())
case '\t':
rem := math.Mod(dot.X()-txt.Orig.X(), txt.tabWidth)
rem = math.Mod(rem, rem+txt.tabWidth)
if rem == 0 {
rem = txt.tabWidth
}
dot += pixel.X(rem)
default:
return dot, false
}
return dot, true
}
func (txt *Text) drawBuf() {
for utf8.FullRune(txt.buf) {
r, size := utf8.DecodeRune(txt.buf)
txt.buf = txt.buf[size:]
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var control bool
txt.Dot, control = txt.controlRune(r, txt.Dot)
if control {
continue
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}
var rect, frame, bounds pixel.Rect
rect, frame, bounds, txt.Dot = txt.Atlas().DrawRune(txt.prevR, r, txt.Dot)
txt.prevR = r
rv := [...]pixel.Vec{pixel.V(rect.Min.X(), rect.Min.Y()),
pixel.V(rect.Max.X(), rect.Min.Y()),
pixel.V(rect.Max.X(), rect.Max.Y()),
pixel.V(rect.Min.X(), rect.Max.Y()),
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}
fv := [...]pixel.Vec{pixel.V(frame.Min.X(), frame.Min.Y()),
pixel.V(frame.Max.X(), frame.Min.Y()),
pixel.V(frame.Max.X(), frame.Max.Y()),
pixel.V(frame.Min.X(), frame.Max.Y()),
}
for i, j := range [...]int{0, 1, 2, 0, 2, 3} {
txt.glyph[i].Position = rv[j]
txt.glyph[i].Picture = fv[j]
}
txt.tris = append(txt.tris, txt.glyph...)
txt.dirty = true
if txt.bounds.W()*txt.bounds.H() == 0 {
txt.bounds = bounds
} else {
txt.bounds = txt.bounds.Union(bounds)
}
}
}
func (txt *Text) Draw(t pixel.Target) {
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if txt.dirty {
txt.trans.SetLen(txt.tris.Len())
txt.trans.Update(&txt.tris)
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for i := range txt.trans {
txt.trans[i].Position = txt.mat.Project(txt.trans[i].Position)
txt.trans[i].Color = txt.trans[i].Color.Mul(txt.col)
}
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txt.transD.Dirty()
txt.dirty = false
}
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txt.transD.Draw(t)
}