ebiten/examples/text/main.go

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// Copyright 2020 The Ebiten Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package main
import (
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"bytes"
"image/color"
"log"
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"math"
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"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/examples/resources/fonts"
"github.com/hajimehoshi/ebiten/v2/text/v2"
"github.com/hajimehoshi/ebiten/v2/vector"
)
const (
screenWidth = 640
screenHeight = 480
)
const sampleText = ` The quick brown fox jumps
over the lazy dog.`
var (
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mplusFaceSource *text.GoTextFaceSource
mplusNormalFace *text.GoTextFace
mplusBigFace *text.GoTextFace
)
func init() {
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s, err := text.NewGoTextFaceSource(bytes.NewReader(fonts.MPlus1pRegular_ttf))
if err != nil {
log.Fatal(err)
}
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mplusFaceSource = s
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mplusNormalFace = &text.GoTextFace{
Source: mplusFaceSource,
Size: 24,
}
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mplusBigFace = &text.GoTextFace{
Source: mplusFaceSource,
Size: 32,
}
}
type Game struct {
counter int
kanjiText []rune
kanjiTextColor color.RGBA
glyphs []text.Glyph
}
func (g *Game) Update() error {
// Initialize the glyphs for special (colorful) rendering.
if len(g.glyphs) == 0 {
op := &text.LayoutOptions{}
op.LineSpacingInPixels = mplusNormalFace.Size * 1.5
g.glyphs = text.AppendGlyphs(g.glyphs, sampleText, mplusNormalFace, op)
}
return nil
}
func (g *Game) Draw(screen *ebiten.Image) {
gray := color.RGBA{0x80, 0x80, 0x80, 0xff}
{
const x, y = 20, 20
w, h := text.Measure(sampleText, mplusNormalFace, mplusNormalFace.Size*1.5)
vector.DrawFilledRect(screen, x, y, float32(w), float32(h), gray, false)
op := &text.DrawOptions{}
op.GeoM.Translate(x, y)
op.LineSpacingInPixels = mplusNormalFace.Size * 1.5
text.Draw(screen, sampleText, mplusNormalFace, op)
}
{
const x, y = 20, 120
w, h := text.Measure(sampleText, mplusBigFace, mplusBigFace.Size*1.5)
vector.DrawFilledRect(screen, x, y, float32(w), float32(h), gray, false)
op := &text.DrawOptions{}
op.GeoM.Translate(x, y)
op.LineSpacingInPixels = mplusBigFace.Size * 1.5
text.Draw(screen, sampleText, mplusBigFace, op)
}
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{
const x, y = 20, 220
op := &text.DrawOptions{}
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op.GeoM.Rotate(math.Pi / 4)
op.GeoM.Translate(x, y)
op.Filter = ebiten.FilterLinear
op.LineSpacingInPixels = mplusNormalFace.Size * 1.5
text.Draw(screen, sampleText, mplusNormalFace, op)
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}
{
const x, y = 160, 220
const lineSpacingInPixels = 80
w, h := text.Measure(sampleText, mplusBigFace, lineSpacingInPixels)
vector.DrawFilledRect(screen, x, y, float32(w), float32(h), gray, false)
op := &text.DrawOptions{}
// Add the width as the text rendering region's upper-right position comes to (0, 0)
// when the horizontal alignment is right. The alignment is specified later (PrimaryAlign).
op.GeoM.Translate(x+w, y)
op.LineSpacingInPixels = lineSpacingInPixels
// The primary alignment for the left-to-right direction is a horizontal alignment, and the end means the right.
op.PrimaryAlign = text.AlignEnd
text.Draw(screen, sampleText, mplusBigFace, op)
}
{
const x, y = 240, 360
op := &ebiten.DrawImageOptions{}
// g.glyphs is initialized by text.AppendGlyphs.
// You can customize how to render each glyph.
// In this example, multiple colors are used to render glyphs.
for i, gl := range g.glyphs {
if gl.Image == nil {
continue
}
op.GeoM.Reset()
op.GeoM.Translate(x, y)
op.GeoM.Translate(gl.X, gl.Y)
op.ColorScale.Reset()
r := float32(1)
if i%3 == 0 {
r = 0.5
}
g := float32(1)
if i%3 == 1 {
g = 0.5
}
b := float32(1)
if i%3 == 2 {
b = 0.5
}
op.ColorScale.Scale(r, g, b, 1)
screen.DrawImage(gl.Image, op)
}
}
}
func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
return screenWidth, screenHeight
}
func main() {
ebiten.SetWindowSize(screenWidth, screenHeight)
ebiten.SetWindowTitle("Text (Ebitengine Demo)")
if err := ebiten.RunGame(&Game{}); err != nil {
log.Fatal(err)
}
}