// Copyright 2017 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 text offers functions to draw texts on an Ebiten's image. // // Note: This package is experimental and API might be changed. package text import ( "image" "image/color" "math" "golang.org/x/image/font" "golang.org/x/image/math/fixed" "github.com/hajimehoshi/ebiten" "github.com/hajimehoshi/ebiten/internal/graphics" // TODO: Move NextPowerOf2Int to a new different package "github.com/hajimehoshi/ebiten/internal/sync" ) var ( monotonicClock int64 ) func now() int64 { monotonicClock++ return monotonicClock } var ( charBounds = map[char]fixed.Rectangle26_6{} ) type char struct { face font.Face rune rune } func (c *char) bounds() fixed.Rectangle26_6 { if b, ok := charBounds[*c]; ok { return b } b, _, _ := c.face.GlyphBounds(c.rune) charBounds[*c] = b return b } func (c *char) size() fixed.Point26_6 { b := c.bounds() return b.Max.Sub(b.Min) } func (c *char) empty() bool { s := c.size() return s.X == 0 || s.Y == 0 } func (c *char) atlasGroup() int { s := c.size() w, h := s.X.Ceil(), s.Y.Ceil() t := w if t < h { t = h } // Different images for small runes are inefficient. // Let's use a same texture atlas for typical character sizes. if t < 32 { return 32 } return graphics.NextPowerOf2Int(t) } type glyph struct { char char index int atime int64 } func fixed26_6ToFloat64(x fixed.Int26_6) float64 { return float64(x) / (1 << 6) } func (g *glyph) draw(dst *ebiten.Image, x, y fixed.Int26_6, clr color.Color) { cr, cg, cb, ca := clr.RGBA() if ca == 0 { return } b := g.char.bounds() op := &ebiten.DrawImageOptions{} op.GeoM.Translate(fixed26_6ToFloat64(x), fixed26_6ToFloat64(y)) op.GeoM.Translate(fixed26_6ToFloat64(b.Min.X), fixed26_6ToFloat64(b.Min.Y)) rf := float64(cr) / float64(ca) gf := float64(cg) / float64(ca) bf := float64(cb) / float64(ca) af := float64(ca) / 0xffff op.ColorM.Scale(rf, gf, bf, af) a := atlases[g.char.atlasGroup()] sx, sy := a.at(g) r := image.Rect(sx, sy, sx+a.size, sy+a.size) op.SourceRect = &r dst.DrawImage(a.image, op) } var ( glyphs = map[char]*glyph{} atlases = map[int]*atlas{} ) type atlas struct { // image is the back-end image to hold glyph cache. image *ebiten.Image // tmpImage is the temporary image as a renderer source for glyph. tmpImage *ebiten.Image // size is the size of one glyph in the cache. // This value is always power of 2. size int // glyphs is the set of glyph information. glyphs []*glyph // num is the number of glyphs the atlas holds. num int } func (a *atlas) at(glyph *glyph) (int, int) { if a.size != glyph.char.atlasGroup() { panic("not reached") } w, _ := a.image.Size() xnum := w / a.size x, y := glyph.index%xnum, glyph.index/xnum return x * a.size, y * a.size } func (a *atlas) append(glyph *glyph) { if a.num == len(a.glyphs) { idx := -1 t := int64(math.MaxInt64) for i, g := range a.glyphs { if g.atime < t { t = g.atime idx = i } } if idx < 0 { panic("not reached") } oldest := a.glyphs[idx] delete(glyphs, oldest.char) glyph.index = idx a.glyphs[idx] = glyph a.draw(glyph) return } idx := -1 for i, g := range a.glyphs { if g == nil { idx = i break } } if idx < 0 { panic("not reached") } a.num++ glyph.index = idx a.glyphs[idx] = glyph a.draw(glyph) } func (a *atlas) draw(glyph *glyph) { if a.tmpImage == nil { a.tmpImage, _ = ebiten.NewImage(a.size, a.size, ebiten.FilterNearest) } dst := image.NewRGBA(image.Rect(0, 0, a.size, a.size)) d := font.Drawer{ Dst: dst, Src: image.White, Face: glyph.char.face, } b := glyph.char.bounds() d.Dot = fixed.Point26_6{-b.Min.X, -b.Min.Y} d.DrawString(string(glyph.char.rune)) a.tmpImage.ReplacePixels(dst.Pix) op := &ebiten.DrawImageOptions{} x, y := a.at(glyph) op.GeoM.Translate(float64(x), float64(y)) op.CompositeMode = ebiten.CompositeModeCopy a.image.DrawImage(a.tmpImage, op) a.tmpImage.Clear() } func getGlyphFromCache(face font.Face, r rune, now int64) *glyph { ch := char{face, r} g, ok := glyphs[ch] if ok { g.atime = now return g } g = &glyph{ char: ch, atime: now, } if ch.empty() { return g } a, ok := atlases[g.char.atlasGroup()] if !ok { // Don't use ebiten.MaxImageSize here. // It's because the back-end image pixels will be restored from GPU // whenever a new glyph is rendered on the image, and restoring cost is // expensive if the image is big. // The back-end image is updated a temporary image, and the temporary image is // always cleared after used. This means that there is no clue to restore // the back-end image without reading from GPU // (see the package 'restorable' implementation). // // TODO: How about making a new function for 'flagile' image? const size = 1024 i, _ := ebiten.NewImage(size, size, ebiten.FilterNearest) a = &atlas{ image: i, size: g.char.atlasGroup(), } w, h := a.image.Size() xnum := w / a.size ynum := h / a.size a.glyphs = make([]*glyph, xnum*ynum) atlases[g.char.atlasGroup()] = a } a.append(g) glyphs[g.char] = g return g } var textM sync.Mutex // Draw draws a given text on a given destination image dst. // // face is the font for text rendering. // (x, y) represents a 'dot' position. Be careful that this doesn't represent left-upper corner position. // clr is the color for text rendering. // // Glyphs used for rendering are cached in least-recently-used way. // It is OK to call this function with a same text and a same face at every frame. // // This function is concurrent-safe. func Draw(dst *ebiten.Image, face font.Face, text string, x, y int, clr color.Color) { textM.Lock() n := now() fx := fixed.I(x) prevC := rune(-1) runes := []rune(text) for _, c := range runes { if prevC >= 0 { fx += face.Kern(prevC, c) } if g := getGlyphFromCache(face, c, n); g != nil { if !g.char.empty() { g.draw(dst, fx, fixed.I(y), clr) } a, _ := face.GlyphAdvance(c) fx += a } prevC = c } textM.Unlock() }