// Copyright 2022 The Ebitengine 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 ( "image" "image/color" "log" "math" "golang.org/x/image/font" "golang.org/x/image/font/sfnt" "golang.org/x/image/math/fixed" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/examples/resources/fonts" "github.com/hajimehoshi/ebiten/v2/vector" ) var ( whiteImage = ebiten.NewImage(3, 3) // whiteSubImage is an internal sub image of whiteImage. // Use whiteSubImage at DrawTriangles instead of whiteImage in order to avoid bleeding edges. whiteSubImage = whiteImage.SubImage(image.Rect(1, 1, 2, 2)).(*ebiten.Image) ) func init() { whiteImage.Fill(color.White) } const ( screenWidth = 640 screenHeight = 480 ) func fixed26_6ToFloat32(x fixed.Int26_6) float32 { return float32(x>>6) + float32(x&((1<<6)-1))/float32(1<<6) } type Game struct { segments sfnt.Segments bounds fixed.Rectangle26_6 vertices []ebiten.Vertex indices []uint16 tick int } func (g *Game) Update() error { g.tick++ if g.segments == nil { ppem := fixed.I(300) f, err := sfnt.Parse(fonts.MPlus1pRegular_ttf) if err != nil { return err } var b sfnt.Buffer idx, err := f.GlyphIndex(&b, 'あ') if err != nil { return err } segments, err := f.LoadGlyph(&b, idx, ppem, nil) if err != nil { return err } g.segments = segments bounds, err := f.Bounds(&b, ppem, font.HintingNone) if err != nil { return err } g.bounds = bounds } return nil } func (g *Game) Draw(screen *ebiten.Image) { var path vector.Path for _, seg := range g.segments { switch seg.Op { case sfnt.SegmentOpMoveTo: path.MoveTo( fixed26_6ToFloat32(seg.Args[0].X), fixed26_6ToFloat32(seg.Args[0].Y), ) case sfnt.SegmentOpLineTo: path.LineTo( fixed26_6ToFloat32(seg.Args[0].X), fixed26_6ToFloat32(seg.Args[0].Y), ) case sfnt.SegmentOpQuadTo: path.QuadTo( fixed26_6ToFloat32(seg.Args[0].X), fixed26_6ToFloat32(seg.Args[0].Y), fixed26_6ToFloat32(seg.Args[1].X), fixed26_6ToFloat32(seg.Args[1].Y), ) case sfnt.SegmentOpCubeTo: path.CubicTo( fixed26_6ToFloat32(seg.Args[0].X), fixed26_6ToFloat32(seg.Args[0].Y), fixed26_6ToFloat32(seg.Args[1].X), fixed26_6ToFloat32(seg.Args[1].Y), fixed26_6ToFloat32(seg.Args[2].X), fixed26_6ToFloat32(seg.Args[2].Y), ) } } path.Close() g.vertices = g.vertices[:0] g.indices = g.indices[:0] op := &vector.StrokeOptions{} op.Width = 7*(float32(math.Sin(float64(g.tick)*2*math.Pi/180))+1) + 1 op.LineJoin = vector.LineJoinRound op.LineCap = vector.LineCapRound g.vertices, g.indices = path.AppendVerticesAndIndicesForStroke(g.vertices, g.indices, op) for i := range g.vertices { g.vertices[i].DstX += screenWidth/2 - fixed26_6ToFloat32(g.bounds.Max.X+g.bounds.Min.X)/2 g.vertices[i].DstY += screenHeight/2 - fixed26_6ToFloat32(g.bounds.Max.Y+g.bounds.Min.Y)/2 g.vertices[i].SrcX = 1 g.vertices[i].SrcY = 1 } screen.DrawTriangles(g.vertices, g.indices, whiteSubImage, &ebiten.DrawTrianglesOptions{ AntiAlias: true, }) } func (*Game) Layout(width, height int) (int, int) { return screenWidth, screenHeight } func main() { ebiten.SetWindowTitle("Font Vector (Ebitengine Demo)") if err := ebiten.RunGame(&Game{}); err != nil { log.Fatal(err) } }