348 lines
9.2 KiB
Go
348 lines
9.2 KiB
Go
package text
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import (
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"image/color"
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"math"
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"unicode"
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"unicode/utf8"
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"github.com/faiface/pixel"
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)
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// ASCII is a set of all ASCII runes. These runes are codepoints from 32 to 127 inclusive.
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var ASCII []rune
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func init() {
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ASCII = make([]rune, unicode.MaxASCII-32)
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for i := range ASCII {
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ASCII[i] = rune(32 + i)
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}
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}
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// RangeTable takes a *unicode.RangeTable and generates a set of runes contained within that
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// RangeTable.
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func RangeTable(table *unicode.RangeTable) []rune {
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var runes []rune
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for _, rng := range table.R16 {
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for r := rng.Lo; r <= rng.Hi; r += rng.Stride {
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runes = append(runes, rune(r))
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}
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}
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for _, rng := range table.R32 {
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for r := rng.Lo; r <= rng.Hi; r += rng.Stride {
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runes = append(runes, rune(r))
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}
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}
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return runes
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}
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// Text allows for effiecient and convenient text drawing.
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//
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// To create a Text object, use the New constructor:
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// txt := text.New(pixel.ZV, text.NewAtlas(face, text.ASCII))
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//
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// As suggested by the constructor, a Text object is always associated with one font face and a
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// fixed set of runes. For example, the Text we created above can draw text using the font face
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// contained in the face variable and is capable of drawing ASCII characters.
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//
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// Here we create a Text object which can draw ASCII and Katakana characters:
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// txt := text.New(0, text.NewAtlas(face, text.ASCII, text.RangeTable(unicode.Katakana)))
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//
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// Similarly to IMDraw, Text functions as a buffer. It implements io.Writer interface, so writing
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// text to it is really simple:
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// fmt.Print(txt, "Hello, world!")
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//
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// Newlines, tabs and carriage returns are supported.
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//
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// Finally, if we want the written text to show up on some other Target, we can draw it:
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// txt.Draw(target)
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//
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// Text exports two important fields: Orig and Dot. Dot is the position where the next character
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// will be written. Dot is automatically moved when writing to a Text object, but you can also
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// manipulate it manually. Orig specifies the text origin, usually the top-left dot position. Dot is
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// always aligned to Orig when writing newlines.
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//
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// To reset the Dot to the Orig, just assign it:
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// txt.Dot = txt.Orig
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type Text struct {
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// Orig specifies the text origin, usually the top-left dot position. Dot is always aligned
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// to Orig when writing newlines.
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Orig pixel.Vec
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// Dot is the position where the next character will be written. Dot is automatically moved
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// when writing to a Text object, but you can also manipulate it manually
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Dot pixel.Vec
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// Color is the color of the text that is to be written. Defaults to white.
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Color color.Color
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// LineHeight is the vertical distance between two lines of text.
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//
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// Example:
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// txt.LineHeight = 1.5 * txt.Atlas().LineHeight()
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LineHeight float64
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// TabWidth is the horizontal tab width. Tab characters will align to the multiples of this
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// width.
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//
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// Example:
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// txt.TabWidth = 8 * txt.Atlas().Glyph(' ').Advance
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TabWidth float64
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atlas *Atlas
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buf []byte
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prevR rune
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bounds pixel.Rect
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glyph pixel.TrianglesData
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tris pixel.TrianglesData
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mat pixel.Matrix
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col pixel.RGBA
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trans pixel.TrianglesData
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transD pixel.Drawer
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dirty bool
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}
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// New creates a new Text capable of drawing runes contained in the provided Atlas. Orig and Dot
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// will be initially set to orig.
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//
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// Here we create a Text capable of drawing ASCII characters using the Go Regular font.
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// ttf, err := truetype.Parse(goregular.TTF)
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// if err != nil {
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// panic(err)
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// }
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// face := truetype.NewFace(ttf, &truetype.Options{
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// Size: 14,
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// })
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// txt := text.New(orig, text.NewAtlas(face, text.ASCII))
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func New(orig pixel.Vec, atlas *Atlas) *Text {
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txt := &Text{
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Orig: orig,
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Dot: orig,
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Color: pixel.Alpha(1),
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LineHeight: atlas.LineHeight(),
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TabWidth: atlas.Glyph(' ').Advance * 4,
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atlas: atlas,
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mat: pixel.IM,
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col: pixel.Alpha(1),
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}
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txt.glyph.SetLen(6)
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for i := range txt.glyph {
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txt.glyph[i].Color = pixel.Alpha(1)
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txt.glyph[i].Intensity = 1
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}
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txt.transD.Picture = txt.atlas.pic
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txt.transD.Triangles = &txt.trans
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txt.Clear()
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return txt
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}
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// Atlas returns the underlying Text's Atlas containing all of the pre-drawn glyphs. The Atlas is
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// also useful for getting values such as the recommended line height.
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func (txt *Text) Atlas() *Atlas {
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return txt.atlas
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}
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// Bounds returns the bounding box of the text currently written to the Text excluding whitespace.
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//
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// If the Text is empty, a zero rectangle is returned.
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func (txt *Text) Bounds() pixel.Rect {
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return txt.bounds
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}
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// BoundsOf returns the bounding box of s if it was to be written to the Text right now.
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func (txt *Text) BoundsOf(s string) pixel.Rect {
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dot := txt.Dot
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prevR := txt.prevR
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bounds := pixel.Rect{}
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for _, r := range s {
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var control bool
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dot, control = txt.controlRune(r, dot)
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if control {
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continue
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}
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var b pixel.Rect
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_, _, b, dot = txt.Atlas().DrawRune(prevR, r, dot)
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if bounds.W()*bounds.H() == 0 {
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bounds = b
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} else {
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bounds = bounds.Union(b)
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}
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prevR = r
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}
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return bounds
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}
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// Clear removes all written text from the Text.
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func (txt *Text) Clear() {
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txt.prevR = -1
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txt.bounds = pixel.Rect{}
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txt.tris.SetLen(0)
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txt.dirty = true
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}
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// Write writes a slice of bytes to the Text. This method never fails, always returns len(p), nil.
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func (txt *Text) Write(p []byte) (n int, err error) {
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txt.buf = append(txt.buf, p...)
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txt.drawBuf()
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return len(p), nil
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}
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// WriteString writes a string to the Text. This method never fails, always returns len(s), nil.
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func (txt *Text) WriteString(s string) (n int, err error) {
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txt.buf = append(txt.buf, s...)
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txt.drawBuf()
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return len(s), nil
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}
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// WriteByte writes a byte to the Text. This method never fails, always returns nil.
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//
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// Writing a multi-byte rune byte-by-byte is perfectly supported.
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func (txt *Text) WriteByte(c byte) error {
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txt.buf = append(txt.buf, c)
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txt.drawBuf()
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return nil
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}
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// WriteRune writes a rune to the Text. This method never fails, always returns utf8.RuneLen(r), nil.
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func (txt *Text) WriteRune(r rune) (n int, err error) {
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var b [4]byte
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n = utf8.EncodeRune(b[:], r)
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txt.buf = append(txt.buf, b[:n]...)
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txt.drawBuf()
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return n, nil
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}
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// Draw draws all text written to the Text to the provided Target. The text is transformed by the
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// provided Matrix.
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//
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// This method is equivalent to calling DrawColorMask with nil color mask.
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//
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// If there's a lot of text written to the Text, changing a matrix or a color mask often might hurt
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// performance. Consider using your Target's SetMatrix or SetColorMask methods if available.
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func (txt *Text) Draw(t pixel.Target, matrix pixel.Matrix) {
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txt.DrawColorMask(t, matrix, nil)
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}
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// DrawColorMask draws all text written to the Text to the provided Target. The text is transformed
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// by the provided Matrix and masked by the provided color mask.
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//
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// If there's a lot of text written to the Text, changing a matrix or a color mask often might hurt
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// performance. Consider using your Target's SetMatrix or SetColorMask methods if available.
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func (txt *Text) DrawColorMask(t pixel.Target, matrix pixel.Matrix, mask color.Color) {
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if matrix != txt.mat {
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txt.mat = matrix
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txt.dirty = true
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}
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if mask == nil {
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mask = pixel.Alpha(1)
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}
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rgba := pixel.ToRGBA(mask)
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if rgba != txt.col {
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txt.col = rgba
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txt.dirty = true
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}
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if txt.dirty {
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txt.trans.SetLen(txt.tris.Len())
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txt.trans.Update(&txt.tris)
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for i := range txt.trans {
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txt.trans[i].Position = txt.mat.Project(txt.trans[i].Position)
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txt.trans[i].Color = txt.trans[i].Color.Mul(txt.col)
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}
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txt.transD.Dirty()
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txt.dirty = false
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}
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txt.transD.Draw(t)
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}
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// controlRune checks if r is a control rune (newline, tab, ...). If it is, a new dot position and
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// true is returned. If r is not a control rune, the original dot and false is returned.
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func (txt *Text) controlRune(r rune, dot pixel.Vec) (newDot pixel.Vec, control bool) {
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switch r {
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case '\n':
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dot.X = txt.Orig.X
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dot.Y -= txt.LineHeight
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case '\r':
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dot.X = txt.Orig.X
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case '\t':
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rem := math.Mod(dot.X-txt.Orig.X, txt.TabWidth)
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rem = math.Mod(rem, rem+txt.TabWidth)
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if rem == 0 {
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rem = txt.TabWidth
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}
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dot.X += rem
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default:
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return dot, false
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}
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return dot, true
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}
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func (txt *Text) drawBuf() {
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if !utf8.FullRune(txt.buf) {
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return
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}
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rgba := pixel.ToRGBA(txt.Color)
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for i := range txt.glyph {
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txt.glyph[i].Color = rgba
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}
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for utf8.FullRune(txt.buf) {
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r, size := utf8.DecodeRune(txt.buf)
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txt.buf = txt.buf[size:]
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var control bool
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txt.Dot, control = txt.controlRune(r, txt.Dot)
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if control {
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continue
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}
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var rect, frame, bounds pixel.Rect
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rect, frame, bounds, txt.Dot = txt.Atlas().DrawRune(txt.prevR, r, txt.Dot)
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txt.prevR = r
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rv := [...]pixel.Vec{
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{X: rect.Min.X, Y: rect.Min.Y},
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{X: rect.Max.X, Y: rect.Min.Y},
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{X: rect.Max.X, Y: rect.Max.Y},
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{X: rect.Min.X, Y: rect.Max.Y},
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}
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fv := [...]pixel.Vec{
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{X: frame.Min.X, Y: frame.Min.Y},
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{X: frame.Max.X, Y: frame.Min.Y},
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{X: frame.Max.X, Y: frame.Max.Y},
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{X: frame.Min.X, Y: frame.Max.Y},
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}
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for i, j := range [...]int{0, 1, 2, 0, 2, 3} {
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txt.glyph[i].Position = rv[j]
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txt.glyph[i].Picture = fv[j]
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}
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txt.tris = append(txt.tris, txt.glyph...)
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txt.dirty = true
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if txt.bounds.W()*txt.bounds.H() == 0 {
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txt.bounds = bounds
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} else {
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txt.bounds = txt.bounds.Union(bounds)
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}
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}
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}
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