package text import ( "image/color" "math" "unicode" "unicode/utf8" "github.com/faiface/pixel" ) // ASCII is a set of all ASCII runes. These runes are codepoints from 32 to 127 inclusive. var ASCII []rune func init() { ASCII = make([]rune, unicode.MaxASCII-32) for i := range ASCII { ASCII[i] = rune(32 + i) } } // RangeTable takes a *unicode.RangeTable and generates a set of runes contained within that // RangeTable. 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 } // Text allows for effiecient and convenient text drawing. // // To create a Text object, use the New constructor: // txt := text.New(pixel.V(0, 0), text.NewAtlas(face, text.ASCII)) // // As suggested by the constructor, a Text object is always associated with one font face and a // fixed set of runes. For example, the Text we created above can draw text using the font face // contained in the face variable and is capable of drawing ASCII characters. // // Here we create a Text object which can draw ASCII and Katakana characters: // txt := text.New(0, text.NewAtlas(face, text.ASCII, text.RangeTable(unicode.Katakana))) // // Similarly to IMDraw, Text functions as a buffer. It implements io.Writer interface, so writing // text to it is really simple: // fmt.Print(txt, "Hello, world!") // // Newlines, tabs and carriage returns are supported. // // Finally, if we want the written text to show up on some other Target, we can draw it: // txt.Draw(target) // // Text exports two important fields: Orig and Dot. Dot is the position where the next character // will be written. Dot is automatically moved when writing to a Text object, but you can also // manipulate it manually. Orig specifies the text origin, usually the top-left dot position. Dot is // always aligned to Orig when writing newlines. // // To reset the Dot to the Orig, just assign it: // txt.Dot = txt.Orig type Text struct { // Orig specifies the text origin, usually the top-left dot position. Dot is always aligned // to Orig when writing newlines. Orig pixel.Vec // Dot is the position where the next character will be written. Dot is automatically moved // when writing to a Text object, but you can also manipulate it manually Dot pixel.Vec // Color is the color of the text that is to be written. Defaults to white. Color color.Color // LineHeight is the vertical distance between two lines of text. // // Example: // txt.LineHeight = 1.5 * txt.Atlas().LineHeight() LineHeight float64 // TabWidth is the horizontal tab width. Tab characters will align to the multiples of this // width. // // Example: // txt.TabWidth = 8 * txt.Atlas().Glyph(' ').Advance TabWidth float64 atlas *Atlas buf []byte 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 } // New creates a new Text capable of drawing runes contained in the provided Atlas. Orig and Dot // will be initially set to orig. // // Here we create a Text capable of drawing ASCII characters using the Go Regular font. // ttf, err := truetype.Parse(goregular.TTF) // if err != nil { // panic(err) // } // face := truetype.NewFace(ttf, &truetype.Options{ // Size: 14, // }) // txt := text.New(orig, text.NewAtlas(face, text.ASCII)) func New(orig pixel.Vec, atlas *Atlas) *Text { txt := &Text{ Orig: orig, Dot: orig, Color: pixel.Alpha(1), LineHeight: atlas.LineHeight(), TabWidth: atlas.Glyph(' ').Advance * 4, atlas: atlas, mat: pixel.IM, col: pixel.Alpha(1), } txt.glyph.SetLen(6) for i := range txt.glyph { txt.glyph[i].Color = pixel.Alpha(1) txt.glyph[i].Intensity = 1 } txt.transD.Picture = txt.atlas.pic txt.transD.Triangles = &txt.trans txt.Clear() return txt } // Atlas returns the underlying Text's Atlas containing all of the pre-drawn glyphs. The Atlas is // also useful for getting values such as the recommended line height. func (txt *Text) Atlas() *Atlas { return txt.atlas } // Bounds returns the bounding box of the text currently written to the Text excluding whitespace. // // If the Text is empty, a zero rectangle is returned. func (txt *Text) Bounds() pixel.Rect { return txt.bounds } // BoundsOf returns the bounding box of s if it was to be written to the Text right now. func (txt *Text) BoundsOf(s string) pixel.Rect { dot := txt.Dot prevR := txt.prevR bounds := pixel.Rect{} for _, r := range s { var control bool dot, control = txt.controlRune(r, dot) if control { continue } 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 } // Clear removes all written text from the Text. func (txt *Text) Clear() { txt.prevR = -1 txt.bounds = pixel.Rect{} txt.tris.SetLen(0) txt.dirty = true } // Write writes a slice of bytes to the Text. This method never fails, always returns len(p), nil. func (txt *Text) Write(p []byte) (n int, err error) { txt.buf = append(txt.buf, p...) txt.drawBuf() return len(p), nil } // WriteString writes a string to the Text. This method never fails, always returns len(s), nil. func (txt *Text) WriteString(s string) (n int, err error) { txt.buf = append(txt.buf, s...) txt.drawBuf() return len(s), nil } // WriteByte writes a byte to the Text. This method never fails, always returns nil. // // Writing a multi-byte rune byte-by-byte is perfectly supported. func (txt *Text) WriteByte(c byte) error { txt.buf = append(txt.buf, c) txt.drawBuf() return nil } // WriteRune writes a rune to the Text. This method never fails, always returns utf8.RuneLen(r), nil. 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 } // Draw draws all text written to the Text to the provided Target. The text is transformed by the // provided Matrix. // // This method is equivalent to calling DrawColorMask with nil color mask. // // If there's a lot of text written to the Text, changing a matrix or a color mask often might hurt // performance. Consider using your Target's SetMatrix or SetColorMask methods if available. func (txt *Text) Draw(t pixel.Target, matrix pixel.Matrix) { txt.DrawColorMask(t, matrix, nil) } // DrawColorMask draws all text written to the Text to the provided Target. The text is transformed // by the provided Matrix and masked by the provided color mask. // // If there's a lot of text written to the Text, changing a matrix or a color mask often might hurt // performance. Consider using your Target's SetMatrix or SetColorMask methods if available. func (txt *Text) DrawColorMask(t pixel.Target, matrix pixel.Matrix, mask color.Color) { if matrix != txt.mat { txt.mat = matrix txt.dirty = true } if mask == nil { mask = pixel.Alpha(1) } rgba := pixel.ToRGBA(mask) if rgba != txt.col { txt.col = rgba txt.dirty = true } if txt.dirty { txt.trans.SetLen(txt.tris.Len()) txt.trans.Update(&txt.tris) 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) } txt.transD.Dirty() txt.dirty = false } txt.transD.Draw(t) } // 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() { if !utf8.FullRune(txt.buf) { return } rgba := pixel.ToRGBA(txt.Color) for i := range txt.glyph { txt.glyph[i].Color = rgba } for utf8.FullRune(txt.buf) { r, size := utf8.DecodeRune(txt.buf) txt.buf = txt.buf[size:] var control bool txt.Dot, control = txt.controlRune(r, txt.Dot) if control { continue } 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()), } 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) } } }