mirror of
https://github.com/hajimehoshi/ebiten.git
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370 lines
11 KiB
Go
370 lines
11 KiB
Go
// Copyright 2023 The Ebitengine Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package text
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import (
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"strings"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/vector"
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)
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// Align is the alignment that determines how to put a text.
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type Align int
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const (
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AlignStart Align = iota
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AlignCenter
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AlignEnd
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)
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// DrawOptions represents options for the Draw function.
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//
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// DrawOption embeds ebiten.DrawImageOptions.
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// DrawImageOptions.GeoM is an additional geometry transformation
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// after putting the rendering region along with the specified alignments.
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// DrawImageOptions.ColorScale scales the text color.
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type DrawOptions struct {
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ebiten.DrawImageOptions
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LayoutOptions
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}
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// LayoutOptions represents options for layouting texts.
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//
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// PrimaryAlign and SecondaryAlign determine where to put the text in the given region at Draw.
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// Draw might render the text outside of the specified image bounds, so you might have to specify GeoM to make the text visible.
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type LayoutOptions struct {
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// LineSpacingInPixels is a distance between two adjacent lines's baselines.
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LineSpacingInPixels float64
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// PrimaryAlign is an alignment of the primary direction, in which a text in one line is rendered.
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// The primary direction is the horizontal direction for a horizontal-direction face,
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// and the vertical direction for a vertical-direction face.
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// The meaning of the start and the end depends on the face direction.
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PrimaryAlign Align
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// SecondaryAlign is an alignment of the secondary direction, in which multiple lines are rendered.
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// The secondary direction is the vertical direction for a horizontal-direction face,
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// and the horizontal direction for a vertical-direction face.
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// The meaning of the start and the end depends on the face direction.
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SecondaryAlign Align
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}
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// Draw draws a given text on a given destination image dst.
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// face is the font for text rendering.
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//
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// The '\n' newline character puts the following text on the next line.
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//
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// Glyphs used for rendering are cached in least-recently-used way.
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// Then old glyphs might be evicted from the cache.
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// As the cache capacity has limit, it is not guaranteed that all the glyphs for runes given at Draw are cached.
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//
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// It is OK to call Draw with a same text and a same face at every frame in terms of performance.
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//
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// Draw is concurrent-safe.
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//
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// # Rendering region
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//
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// A rectangle region where a text is put is called a 'rendering region'.
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// The position of the text in the rendering region is determined by the specified primary and secondary alignments.
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//
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// The actual rendering position of the rendering region depends on the alignments in DrawOptions.
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// By default, if the face's primary direction is left-to-right, the rendering region's upper-left position is (0, 0).
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// Note that this is different from text v1. In text v1, (0, 0) is always the origin position.
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//
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// # Alignments
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//
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// For horizontal directions, the start and end depends on the face.
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// If the face is GoTextFace, the start and the end depend on the Direction property.
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// If the face is StdFace, the start and the end are always left and right respectively.
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//
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// For vertical directions, the start and end are top and bottom respectively.
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//
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// If the horizontal alignment is left, the rendering region's left X comes to the destination image's origin (0, 0).
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// If the horizontal alignment is center, the rendering region's middle X comes to the origin.
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// If the horizontal alignment is right, the rendering region's right X comes to the origin.
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//
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// If the vertical alignment is top, the rendering region's top Y comes to the destination image's origin (0, 0).
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// If the vertical alignment is center, the rendering region's middle Y comes to the origin.
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// If the vertical alignment is bottom, the rendering region's bottom Y comes to the origin.
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func Draw(dst *ebiten.Image, text string, face Face, options *DrawOptions) {
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if options == nil {
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options = &DrawOptions{}
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}
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geoM := options.GeoM
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for _, g := range AppendGlyphs(nil, text, face, &options.LayoutOptions) {
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op := &options.DrawImageOptions
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op.GeoM.Reset()
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op.GeoM.Translate(g.X, g.Y)
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op.GeoM.Concat(geoM)
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dst.DrawImage(g.Image, op)
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}
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}
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// AppendGlyphs appends glyphs to the given slice and returns a slice.
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//
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// AppendGlyphs is a low-level API, and you can use AppendGlyphs to have more control than Draw.
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// AppendGlyphs is also available to precache glyphs.
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//
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// For the details of options, see Draw function.
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//
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// AppendGlyphs is concurrent-safe.
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func AppendGlyphs(glyphs []Glyph, text string, face Face, options *LayoutOptions) []Glyph {
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return appendGlyphs(glyphs, text, face, 0, 0, options)
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}
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// AppndVectorPath appends a vector path for glyphs to the given path.
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//
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// AppendVectorPath works only when the face is *GoTextFace or a composite face using *GoTextFace so far.
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// For other types, AppendVectorPath does nothing.
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func AppendVectorPath(path *vector.Path, text string, face Face, options *LayoutOptions) {
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forEachLine(text, face, options, func(line string, indexOffset int, originX, originY float64) {
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face.appendVectorPathForLine(path, line, originX, originY)
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})
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}
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// appendGlyphs appends glyphs to the given slice and returns a slice.
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//
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// appendGlyphs assumes the text is rendered with the position (x, y).
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// (x, y) might affect the subpixel rendering results.
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func appendGlyphs(glyphs []Glyph, text string, face Face, x, y float64, options *LayoutOptions) []Glyph {
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forEachLine(text, face, options, func(line string, indexOffset int, originX, originY float64) {
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glyphs = face.appendGlyphsForLine(glyphs, line, indexOffset, originX+x, originY+y)
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})
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return glyphs
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}
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// forEachLine interates lines.
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func forEachLine(text string, face Face, options *LayoutOptions, f func(text string, indexOffset int, originX, originY float64)) {
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if text == "" {
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return
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}
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if options == nil {
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options = &LayoutOptions{}
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}
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// Calculate the advances for each line.
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var advances []float64
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var longestAdvance float64
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var lineCount int
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for t := text; ; {
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lineCount++
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line, rest, found := strings.Cut(t, "\n")
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a := face.advance(line)
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advances = append(advances, a)
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if longestAdvance < a {
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longestAdvance = a
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}
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if !found {
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break
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}
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t = rest
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}
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d := face.direction()
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m := face.Metrics()
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var boundaryWidth, boundaryHeight float64
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if d.isHorizontal() {
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boundaryWidth = longestAdvance
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boundaryHeight = float64(lineCount-1)*options.LineSpacingInPixels + m.HAscent + m.HDescent
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} else {
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boundaryWidth = float64(lineCount-1)*options.LineSpacingInPixels + m.VAscent + m.VDescent
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boundaryHeight = longestAdvance
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}
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var offsetX, offsetY float64
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// Whichever the direction and the alignments are, the Y position has an offset by an ascent for horizontal texts.
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offsetY += m.HAscent
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// Adjust the offset based on the secondary alignments.
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h, v := calcAligns(d, options.PrimaryAlign, options.SecondaryAlign)
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switch d {
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case DirectionLeftToRight, DirectionRightToLeft:
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switch v {
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case verticalAlignTop:
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case verticalAlignCenter:
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offsetY -= boundaryHeight / 2
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case verticalAlignBottom:
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offsetY -= boundaryHeight
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}
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case DirectionTopToBottomAndLeftToRight:
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offsetX -= m.VAscent
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switch h {
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case horizontalAlignLeft:
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case horizontalAlignCenter:
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offsetX -= boundaryWidth / 2
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case horizontalAlignRight:
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offsetX -= boundaryWidth
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}
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case DirectionTopToBottomAndRightToLeft:
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offsetX -= m.VAscent
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switch h {
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case horizontalAlignLeft:
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offsetX += boundaryWidth
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case horizontalAlignCenter:
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offsetX += boundaryWidth / 2
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case horizontalAlignRight:
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}
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}
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var indexOffset int
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var originX, originY float64
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var i int
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for t := text; ; {
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line, rest, found := strings.Cut(t, "\n")
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// Adjust the origin position based on the primary alignments.
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switch d {
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case DirectionLeftToRight, DirectionRightToLeft:
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switch h {
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case horizontalAlignLeft:
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originX = 0
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case horizontalAlignCenter:
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originX = -advances[i] / 2
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case horizontalAlignRight:
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originX = -advances[i]
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}
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case DirectionTopToBottomAndLeftToRight, DirectionTopToBottomAndRightToLeft:
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switch v {
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case verticalAlignTop:
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originY = 0
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case verticalAlignCenter:
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originY = -advances[i] / 2
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case verticalAlignBottom:
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originY = -advances[i]
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}
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}
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f(line, indexOffset, originX+offsetX, originY+offsetY)
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if !found {
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break
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}
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t = rest
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indexOffset += len(line) + 1
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i++
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// Advance the origin position in the secondary direction.
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switch face.direction() {
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case DirectionLeftToRight:
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originY += options.LineSpacingInPixels
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case DirectionRightToLeft:
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originY += options.LineSpacingInPixels
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case DirectionTopToBottomAndLeftToRight:
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originX += options.LineSpacingInPixels
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case DirectionTopToBottomAndRightToLeft:
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originX -= options.LineSpacingInPixels
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}
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}
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}
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type horizontalAlign int
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const (
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horizontalAlignLeft horizontalAlign = iota
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horizontalAlignCenter
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horizontalAlignRight
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)
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type verticalAlign int
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const (
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verticalAlignTop verticalAlign = iota
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verticalAlignCenter
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verticalAlignBottom
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)
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func calcAligns(direction Direction, primaryAlign, secondaryAlign Align) (horizontalAlign, verticalAlign) {
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var h horizontalAlign
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var v verticalAlign
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switch direction {
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case DirectionLeftToRight:
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switch primaryAlign {
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case AlignStart:
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h = horizontalAlignLeft
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case AlignCenter:
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h = horizontalAlignCenter
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case AlignEnd:
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h = horizontalAlignRight
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}
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switch secondaryAlign {
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case AlignStart:
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v = verticalAlignTop
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case AlignCenter:
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v = verticalAlignCenter
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case AlignEnd:
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v = verticalAlignBottom
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}
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case DirectionRightToLeft:
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switch primaryAlign {
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case AlignStart:
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h = horizontalAlignRight
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case AlignCenter:
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h = horizontalAlignCenter
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case AlignEnd:
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h = horizontalAlignLeft
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}
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switch secondaryAlign {
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case AlignStart:
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v = verticalAlignTop
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case AlignCenter:
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v = verticalAlignCenter
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case AlignEnd:
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v = verticalAlignBottom
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}
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case DirectionTopToBottomAndLeftToRight:
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switch primaryAlign {
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case AlignStart:
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v = verticalAlignTop
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case AlignCenter:
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v = verticalAlignCenter
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case AlignEnd:
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v = verticalAlignBottom
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}
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switch secondaryAlign {
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case AlignStart:
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h = horizontalAlignLeft
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case AlignCenter:
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h = horizontalAlignCenter
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case AlignEnd:
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h = horizontalAlignRight
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}
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case DirectionTopToBottomAndRightToLeft:
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switch primaryAlign {
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case AlignStart:
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v = verticalAlignTop
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case AlignCenter:
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v = verticalAlignCenter
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case AlignEnd:
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v = verticalAlignBottom
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}
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switch secondaryAlign {
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case AlignStart:
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h = horizontalAlignRight
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case AlignCenter:
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h = horizontalAlignCenter
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case AlignEnd:
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h = horizontalAlignLeft
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}
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}
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return h, v
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}
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