package text import ( "image/color" "math" "unicode" "unicode/utf8" "github.com/faiface/pixel" "golang.org/x/image/font" ) // 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 } type Text struct { Orig pixel.Vec Dot pixel.Vec atlas *Atlas lineHeight float64 tabWidth float64 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 } func New(face font.Face, runeSets ...[]rune) *Text { runes := []rune{unicode.ReplacementChar} for _, set := range runeSets { runes = append(runes, set...) } atlas := NewAtlas(face, runes) txt := &Text{ atlas: atlas, lineHeight: atlas.LineHeight(), tabWidth: atlas.Glyph(' ').Advance * 4, 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 } func (txt *Text) Atlas() *Atlas { return txt.atlas } func (txt *Text) SetMatrix(m pixel.Matrix) { if txt.mat != m { txt.mat = m txt.dirty = true } } func (txt *Text) SetColorMask(c color.Color) { rgba := pixel.ToRGBA(c) if txt.col != rgba { txt.col = rgba txt.dirty = true } } func (txt *Text) Bounds() pixel.Rect { return txt.bounds } 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 } func (txt *Text) Color(c color.Color) { rgba := pixel.ToRGBA(c) for i := range txt.glyph { txt.glyph[i].Color = rgba } } func (txt *Text) LineHeight(height float64) { txt.lineHeight = height } func (txt *Text) TabWidth(width float64) { txt.tabWidth = width } func (txt *Text) Clear() { txt.prevR = -1 txt.bounds = pixel.Rect{} txt.tris.SetLen(0) 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 } func (txt *Text) WriteByte(c byte) error { txt.buf = append(txt.buf, c) txt.drawBuf() return 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 } // 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:] 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) } } } func (txt *Text) Draw(t pixel.Target) { 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) }