ebiten/text/v2/text.go
2023-11-13 13:24:39 +09:00

242 lines
8.4 KiB
Go

// Copyright 2023 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 text offers functions to draw texts on an Ebitengine's image.
//
// For the example using a TrueType font, see examples in the examples directory.
package text
import (
"math"
"strings"
"golang.org/x/image/math/fixed"
"github.com/hajimehoshi/ebiten/v2"
)
type faceCacheKey uint64
// Face is an interface representing a font face. The implementations are only GoTextFace and StdFace.
type Face interface {
// Metrics returns the metrics for this Face.
Metrics() Metrics
// UnsafeInternal returns the internal object for this face.
// The returned value is either a semi-standard font.Face or go-text's font.Face.
// This is unsafe since this might make internal cache states out of sync.
UnsafeInternal() any
faceCacheKey() faceCacheKey
advance(text string) float64
appendGlyphs(glyphs []Glyph, text string, originX, originY float64) []Glyph
direction() Direction
// private is an unexported function preventing being implemented by other packages.
private()
}
// Metrics holds the metrics for a Face.
// A visual depiction is at https://developer.apple.com/library/mac/documentation/TextFonts/Conceptual/CocoaTextArchitecture/Art/glyph_metrics_2x.png
type Metrics struct {
// Height is the recommended amount of vertical space between two lines of text in pixels.
Height float64
// HAscent is the distance in pixels from the top of a line to its baseline for horizontal lines.
HAscent float64
// HDescent is the distance in pixels from the bottom of a line to its baseline for horizontal lines.
// The value is typically positive, even though a descender goes below the baseline.
HDescent float64
// VAscent is the distance in pixels from the top of a line to its baseline for vertical lines.
// If the face is StdFace or the font dosen't support a vertical direction, VAscent is 0.
VAscent float64
// VDescent is the distance in pixels from the top of a line to its baseline for vertical lines.
// If the face is StdFace or the font dosen't support a vertical direction, VDescent is 0.
VDescent float64
}
func fixed26_6ToFloat64(x fixed.Int26_6) float64 {
return float64(x>>6) + float64(x&((1<<6)-1))/float64(1<<6)
}
func float64ToFixed26_6(x float64) fixed.Int26_6 {
i := math.Floor(x)
frac := x - i
return fixed.Int26_6(i)<<6 + fixed.Int26_6(frac*(1<<6))
}
const glyphVariationCount = 4
func adjustGranularity(x fixed.Int26_6) fixed.Int26_6 {
return x / ((1 << 6) / glyphVariationCount) * ((1 << 6) / glyphVariationCount)
}
// Glyph represents one glyph to render.
type Glyph struct {
// Rune is a character for this glyph.
Rune rune
// IndexInBytes is an index in bytes for the given string at AppendGlyphs.
IndexInBytes int
// Image is a rasterized glyph image.
// Image is a grayscale image i.e. RGBA values are the same.
// Image should be used as a render source and should not be modified.
Image *ebiten.Image
// X is the X position to render this glyph.
// The position is determined in a sequence of characters given at AppendGlyphs.
// The position's origin is the first character's origin position.
X float64
// Y is the Y position to render this glyph.
// The position is determined in a sequence of characters given at AppendGlyphs.
// The position's origin is the first character's origin position.
Y float64
// GID is an ID for a glyph of TrueType or OpenType font. GID is valid when the font is GoTextFont.
GID uint32
}
// AppendGlyphs appends glyphs to the given slice and returns a slice.
//
// AppendGlyphs is a low-level API, and you can use AppendGlyphs to have more control than Draw.
// AppendGlyphs is also available to precache glyphs.
//
// AppendGlyphs doesn't treat multiple lines.
//
// AppendGlyphs is concurrent-safe.
func AppendGlyphs(glyphs []Glyph, text string, face Face, originX, originY float64) []Glyph {
return face.appendGlyphs(glyphs, text, originX, originY)
}
// Advance returns the advanced distance from the origin position when rendering the given text with the given face.
//
// Advance doesn't treat multiple lines.
//
// Advance is concurrent-safe.
func Advance(face Face, text string) float64 {
return face.advance(text)
}
// Direction represents a direction of text rendering.
// Direction indicates both the primary direction, in which a text in one line is rendered,
// and the secondary direction, in which multiple lines are rendered.
type Direction int
const (
// DirectionLeftToRight indicates that the primary direction is from left to right,
// and the secondary direction is from top to bottom.
DirectionLeftToRight Direction = iota
// DirectionRightToLeft indicates that the primary direction is from right to left,
// and the secondary direction is from top to bottom.
DirectionRightToLeft
// DirectionTopToBottomAndLeftToRight indicates that the primary direction is from top to bottom,
// and the secondary direction is from left to right.
// This is used e.g. for Mongolian.
DirectionTopToBottomAndLeftToRight
// DirectionTopToBottomAndRightToLeft indicates that the primary direction is from top to bottom,
// and the secondary direction is from right to left.
// This is used e.g. for Japanese.
DirectionTopToBottomAndRightToLeft
)
func (d Direction) isHorizontal() bool {
switch d {
case DirectionLeftToRight, DirectionRightToLeft:
return true
}
return false
}
// Measure measures the boundary size of the text.
// With a horizontal direction face, the width is the longest line's advance, and the height is the total of line heights.
// With a vertical direction face, the width and the height are calculated in an opposite manner.
//
// Measure is concurrent-safe.
func Measure(text string, face Face, lineHeightInPixels float64) (width, height float64) {
if text == "" {
return 0, 0
}
var primary float64
var lineCount int
for t := text; ; {
lineCount++
line, rest, found := strings.Cut(t, "\n")
a := face.advance(line)
if primary < a {
primary = a
}
if !found {
break
}
t = rest
}
m := face.Metrics()
if face.direction().isHorizontal() {
secondary := float64(lineCount-1)*lineHeightInPixels + m.HAscent + m.HDescent
return primary, secondary
}
secondary := float64(lineCount-1)*lineHeightInPixels + m.VAscent + m.VDescent
return secondary, primary
}
// CacheGlyphs pre-caches the glyphs for the given text and the given font face into the cache.
//
// CacheGlyphs doesn't treat multiple lines.
//
// Glyphs used for rendering are cached in the least-recently-used way.
// Then old glyphs might be evicted from the cache.
// As the cache capacity has limitations, it is not guaranteed that all the glyphs for runes given at CacheGlyphs are cached.
// The cache is shared with Draw and AppendGlyphs.
//
// One rune can have multiple variations of glyphs due to sub-pixels in X or Y direction.
// CacheGlyphs creates all such variations for one rune, while Draw and AppendGlyphs create only necessary glyphs.
//
// Draw and AppendGlyphs automatically create and cache necessary glyphs, so usually you don't have to call CacheGlyphs explicitly.
// However, for example, when you call Draw for each rune of one big text, Draw tries to create the glyph cache and render it for each rune.
// This is very inefficient because creating a glyph image and rendering it are different operations
// (`(*ebiten.Image).WritePixels` and `(*ebiten.Image).DrawImage`) and can never be merged as one draw call.
// CacheGlyphs creates necessary glyphs without rendering them so that these operations are likely merged into one draw call regardless of the size of the text.
//
// CacheGlyphs is concurrent-safe.
func CacheGlyphs(text string, face Face) {
var x, y float64
var buf []Glyph
// Create all the possible variations (#2528).
for i := 0; i < 4; i++ {
buf = AppendGlyphs(buf, text, face, x, y)
buf = buf[:0]
if face.direction().isHorizontal() {
x += 1.0 / glyphVariationCount
} else {
y += 1.0 / glyphVariationCount
}
}
}