mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-13 22:47:26 +01:00
159 lines
3.8 KiB
Go
159 lines
3.8 KiB
Go
// Copyright 2022 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 main
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import (
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"image"
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"image/color"
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"log"
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"math"
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"golang.org/x/image/font"
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"golang.org/x/image/font/sfnt"
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"golang.org/x/image/math/fixed"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/examples/resources/fonts"
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"github.com/hajimehoshi/ebiten/v2/vector"
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)
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var (
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whiteImage = ebiten.NewImage(3, 3)
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// whiteSubImage is an internal sub image of whiteImage.
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// Use whiteSubImage at DrawTriangles instead of whiteImage in order to avoid bleeding edges.
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whiteSubImage = whiteImage.SubImage(image.Rect(1, 1, 2, 2)).(*ebiten.Image)
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)
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func init() {
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whiteImage.Fill(color.White)
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}
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const (
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screenWidth = 640
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screenHeight = 480
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)
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func fixed26_6ToFloat32(x fixed.Int26_6) float32 {
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return float32(x>>6) + float32(x&((1<<6)-1))/float32(1<<6)
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}
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type Game struct {
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segments sfnt.Segments
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bounds fixed.Rectangle26_6
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vertices []ebiten.Vertex
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indices []uint16
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tick int
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}
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func (g *Game) Update() error {
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g.tick++
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if g.segments == nil {
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ppem := fixed.I(300)
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f, err := sfnt.Parse(fonts.MPlus1pRegular_ttf)
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if err != nil {
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return err
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}
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var b sfnt.Buffer
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idx, err := f.GlyphIndex(&b, 'あ')
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if err != nil {
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return err
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}
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segments, err := f.LoadGlyph(&b, idx, ppem, nil)
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if err != nil {
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return err
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}
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g.segments = segments
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bounds, err := f.Bounds(&b, ppem, font.HintingNone)
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if err != nil {
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return err
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}
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g.bounds = bounds
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}
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return nil
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}
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func (g *Game) Draw(screen *ebiten.Image) {
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var path vector.Path
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for _, seg := range g.segments {
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switch seg.Op {
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case sfnt.SegmentOpMoveTo:
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path.MoveTo(
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fixed26_6ToFloat32(seg.Args[0].X),
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fixed26_6ToFloat32(seg.Args[0].Y),
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)
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case sfnt.SegmentOpLineTo:
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path.LineTo(
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fixed26_6ToFloat32(seg.Args[0].X),
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fixed26_6ToFloat32(seg.Args[0].Y),
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)
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case sfnt.SegmentOpQuadTo:
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path.QuadTo(
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fixed26_6ToFloat32(seg.Args[0].X),
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fixed26_6ToFloat32(seg.Args[0].Y),
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fixed26_6ToFloat32(seg.Args[1].X),
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fixed26_6ToFloat32(seg.Args[1].Y),
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)
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case sfnt.SegmentOpCubeTo:
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path.CubicTo(
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fixed26_6ToFloat32(seg.Args[0].X),
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fixed26_6ToFloat32(seg.Args[0].Y),
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fixed26_6ToFloat32(seg.Args[1].X),
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fixed26_6ToFloat32(seg.Args[1].Y),
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fixed26_6ToFloat32(seg.Args[2].X),
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fixed26_6ToFloat32(seg.Args[2].Y),
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)
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}
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}
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path.Close()
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g.vertices = g.vertices[:0]
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g.indices = g.indices[:0]
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op := &vector.StrokeOptions{}
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op.Width = 7*(float32(math.Sin(float64(g.tick)*2*math.Pi/180))+1) + 1
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op.LineJoin = vector.LineJoinRound
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op.LineCap = vector.LineCapRound
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g.vertices, g.indices = path.AppendVerticesAndIndicesForStroke(g.vertices, g.indices, op)
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for i := range g.vertices {
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g.vertices[i].DstX += screenWidth/2 - fixed26_6ToFloat32(g.bounds.Max.X+g.bounds.Min.X)/2
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g.vertices[i].DstY += screenHeight/2 - fixed26_6ToFloat32(g.bounds.Max.Y+g.bounds.Min.Y)/2
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g.vertices[i].SrcX = 1
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g.vertices[i].SrcY = 1
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}
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screen.DrawTriangles(g.vertices, g.indices, whiteSubImage, &ebiten.DrawTrianglesOptions{
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AntiAlias: true,
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})
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}
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func (*Game) Layout(width, height int) (int, int) {
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return screenWidth, screenHeight
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}
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func main() {
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ebiten.SetWindowTitle("Font Vector (Ebitengine Demo)")
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if err := ebiten.RunGame(&Game{}); err != nil {
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log.Fatal(err)
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}
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}
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