dep -> govendor
This commit is contained in:
248
vendor/github.com/faiface/pixel/text/atlas.go
generated
vendored
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248
vendor/github.com/faiface/pixel/text/atlas.go
generated
vendored
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@@ -0,0 +1,248 @@
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package text
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import (
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"fmt"
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"image"
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"image/draw"
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"sort"
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"unicode"
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"github.com/faiface/pixel"
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"golang.org/x/image/font"
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"golang.org/x/image/math/fixed"
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)
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// Atlas7x13 is an Atlas using basicfont.Face7x13 with the ASCII rune set
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var Atlas7x13 *Atlas
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// Glyph describes one glyph in an Atlas.
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type Glyph struct {
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Dot pixel.Vec
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Frame pixel.Rect
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Advance float64
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}
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// Atlas is a set of pre-drawn glyphs of a fixed set of runes. This allows for efficient text drawing.
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type Atlas struct {
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face font.Face
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pic pixel.Picture
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mapping map[rune]Glyph
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ascent float64
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descent float64
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lineHeight float64
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}
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// NewAtlas creates a new Atlas containing glyphs of the union of the given sets of runes (plus
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// unicode.ReplacementChar) from the given font face.
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//
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// Creating an Atlas is rather expensive, do not create a new Atlas each frame.
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//
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// Do not destroy or close the font.Face after creating the Atlas. Atlas still uses it.
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func NewAtlas(face font.Face, runeSets ...[]rune) *Atlas {
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seen := make(map[rune]bool)
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runes := []rune{unicode.ReplacementChar}
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for _, set := range runeSets {
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for _, r := range set {
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if !seen[r] {
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runes = append(runes, r)
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seen[r] = true
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}
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}
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}
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fixedMapping, fixedBounds := makeSquareMapping(face, runes, fixed.I(2))
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atlasImg := image.NewRGBA(image.Rect(
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fixedBounds.Min.X.Floor(),
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fixedBounds.Min.Y.Floor(),
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fixedBounds.Max.X.Ceil(),
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fixedBounds.Max.Y.Ceil(),
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))
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for r, fg := range fixedMapping {
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dr, mask, maskp, _, _ := face.Glyph(fg.dot, r)
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draw.Draw(atlasImg, dr, mask, maskp, draw.Src)
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}
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bounds := pixel.R(
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i2f(fixedBounds.Min.X),
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i2f(fixedBounds.Min.Y),
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i2f(fixedBounds.Max.X),
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i2f(fixedBounds.Max.Y),
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)
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mapping := make(map[rune]Glyph)
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for r, fg := range fixedMapping {
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mapping[r] = Glyph{
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Dot: pixel.V(
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i2f(fg.dot.X),
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bounds.Max.Y-(i2f(fg.dot.Y)-bounds.Min.Y),
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),
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Frame: pixel.R(
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i2f(fg.frame.Min.X),
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bounds.Max.Y-(i2f(fg.frame.Min.Y)-bounds.Min.Y),
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i2f(fg.frame.Max.X),
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bounds.Max.Y-(i2f(fg.frame.Max.Y)-bounds.Min.Y),
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).Norm(),
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Advance: i2f(fg.advance),
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}
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}
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return &Atlas{
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face: face,
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pic: pixel.PictureDataFromImage(atlasImg),
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mapping: mapping,
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ascent: i2f(face.Metrics().Ascent),
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descent: i2f(face.Metrics().Descent),
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lineHeight: i2f(face.Metrics().Height),
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}
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}
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// Picture returns the underlying Picture containing an arrangement of all the glyphs contained
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// within the Atlas.
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func (a *Atlas) Picture() pixel.Picture {
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return a.pic
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}
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// Contains reports wheter r in contained within the Atlas.
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func (a *Atlas) Contains(r rune) bool {
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_, ok := a.mapping[r]
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return ok
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}
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// Glyph returns the description of r within the Atlas.
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func (a *Atlas) Glyph(r rune) Glyph {
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return a.mapping[r]
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}
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// Kern returns the kerning distance between runes r0 and r1. Positive distance means that the
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// glyphs should be further apart.
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func (a *Atlas) Kern(r0, r1 rune) float64 {
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return i2f(a.face.Kern(r0, r1))
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}
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// Ascent returns the distance from the top of the line to the baseline.
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func (a *Atlas) Ascent() float64 {
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return a.ascent
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}
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// Descent returns the distance from the baseline to the bottom of the line.
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func (a *Atlas) Descent() float64 {
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return a.descent
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}
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// LineHeight returns the recommended vertical distance between two lines of text.
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func (a *Atlas) LineHeight() float64 {
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return a.lineHeight
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}
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// DrawRune returns parameters necessary for drawing a rune glyph.
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//
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// Rect is a rectangle where the glyph should be positioned. Frame is the glyph frame inside the
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// Atlas's Picture. NewDot is the new position of the dot.
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func (a *Atlas) DrawRune(prevR, r rune, dot pixel.Vec) (rect, frame, bounds pixel.Rect, newDot pixel.Vec) {
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if !a.Contains(r) {
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r = unicode.ReplacementChar
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}
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if !a.Contains(unicode.ReplacementChar) {
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return pixel.Rect{}, pixel.Rect{}, pixel.Rect{}, dot
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}
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if !a.Contains(prevR) {
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prevR = unicode.ReplacementChar
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}
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if prevR >= 0 {
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dot.X += a.Kern(prevR, r)
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}
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glyph := a.Glyph(r)
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rect = glyph.Frame.Moved(dot.Sub(glyph.Dot))
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bounds = rect
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if bounds.W()*bounds.H() != 0 {
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bounds = pixel.R(
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bounds.Min.X,
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dot.Y-a.Descent(),
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bounds.Max.X,
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dot.Y+a.Ascent(),
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)
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}
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dot.X += glyph.Advance
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return rect, glyph.Frame, bounds, dot
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}
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type fixedGlyph struct {
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dot fixed.Point26_6
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frame fixed.Rectangle26_6
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advance fixed.Int26_6
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}
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// makeSquareMapping finds an optimal glyph arrangement of the given runes, so that their common
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// bounding box is as square as possible.
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func makeSquareMapping(face font.Face, runes []rune, padding fixed.Int26_6) (map[rune]fixedGlyph, fixed.Rectangle26_6) {
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width := sort.Search(int(fixed.I(1024*1024)), func(i int) bool {
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width := fixed.Int26_6(i)
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_, bounds := makeMapping(face, runes, padding, width)
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return bounds.Max.X-bounds.Min.X >= bounds.Max.Y-bounds.Min.Y
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})
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return makeMapping(face, runes, padding, fixed.Int26_6(width))
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}
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// makeMapping arranges glyphs of the given runes into rows in such a way, that no glyph is located
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// fully to the right of the specified width. Specifically, it places glyphs in a row one by one and
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// once it reaches the specified width, it starts a new row.
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func makeMapping(face font.Face, runes []rune, padding, width fixed.Int26_6) (map[rune]fixedGlyph, fixed.Rectangle26_6) {
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mapping := make(map[rune]fixedGlyph)
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bounds := fixed.Rectangle26_6{}
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dot := fixed.P(0, 0)
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for _, r := range runes {
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b, advance, ok := face.GlyphBounds(r)
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if !ok {
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fmt.Println(r)
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continue
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}
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// this is important for drawing, artifacts arise otherwise
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frame := fixed.Rectangle26_6{
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Min: fixed.P(b.Min.X.Floor(), b.Min.Y.Floor()),
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Max: fixed.P(b.Max.X.Ceil(), b.Max.Y.Ceil()),
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}
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dot.X -= frame.Min.X
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frame = frame.Add(dot)
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mapping[r] = fixedGlyph{
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dot: dot,
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frame: frame,
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advance: advance,
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}
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bounds = bounds.Union(frame)
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dot.X = frame.Max.X
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// padding + align to integer
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dot.X += padding
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dot.X = fixed.I(dot.X.Ceil())
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// width exceeded, new row
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if frame.Max.X >= width {
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dot.X = 0
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dot.Y += face.Metrics().Ascent + face.Metrics().Descent
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// padding + align to integer
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dot.Y += padding
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dot.Y = fixed.I(dot.Y.Ceil())
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}
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}
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return mapping, bounds
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}
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func i2f(i fixed.Int26_6) float64 {
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return float64(i) / (1 << 6)
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}
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2
vendor/github.com/faiface/pixel/text/doc.go
generated
vendored
Normal file
2
vendor/github.com/faiface/pixel/text/doc.go
generated
vendored
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@@ -0,0 +1,2 @@
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// Package text implements efficient text drawing for the Pixel library.
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package text
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347
vendor/github.com/faiface/pixel/text/text.go
generated
vendored
Normal file
347
vendor/github.com/faiface/pixel/text/text.go
generated
vendored
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@@ -0,0 +1,347 @@
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package text
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import (
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"image/color"
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"math"
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"unicode"
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"unicode/utf8"
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"github.com/faiface/pixel"
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"golang.org/x/image/font/basicfont"
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)
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// ASCII is a set of all ASCII runes. These runes are codepoints from 32 to 127 inclusive.
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var ASCII []rune
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func init() {
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ASCII = make([]rune, unicode.MaxASCII-32)
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for i := range ASCII {
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ASCII[i] = rune(32 + i)
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}
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Atlas7x13 = NewAtlas(basicfont.Face7x13, ASCII)
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}
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// RangeTable takes a *unicode.RangeTable and generates a set of runes contained within that
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// RangeTable.
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func RangeTable(table *unicode.RangeTable) []rune {
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var runes []rune
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for _, rng := range table.R16 {
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for r := rng.Lo; r <= rng.Hi; r += rng.Stride {
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runes = append(runes, rune(r))
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}
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}
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for _, rng := range table.R32 {
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for r := rng.Lo; r <= rng.Hi; r += rng.Stride {
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runes = append(runes, rune(r))
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}
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}
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return runes
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}
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// Text allows for effiecient and convenient text drawing.
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//
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// To create a Text object, use the New constructor:
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// txt := text.New(pixel.ZV, text.NewAtlas(face, text.ASCII))
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//
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// As suggested by the constructor, a Text object is always associated with one font face and a
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// fixed set of runes. For example, the Text we created above can draw text using the font face
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// contained in the face variable and is capable of drawing ASCII characters.
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//
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// Here we create a Text object which can draw ASCII and Katakana characters:
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// txt := text.New(0, text.NewAtlas(face, text.ASCII, text.RangeTable(unicode.Katakana)))
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//
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// Similarly to IMDraw, Text functions as a buffer. It implements io.Writer interface, so writing
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// text to it is really simple:
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// fmt.Print(txt, "Hello, world!")
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//
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// Newlines, tabs and carriage returns are supported.
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//
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// Finally, if we want the written text to show up on some other Target, we can draw it:
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// txt.Draw(target)
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//
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// Text exports two important fields: Orig and Dot. Dot is the position where the next character
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// will be written. Dot is automatically moved when writing to a Text object, but you can also
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// manipulate it manually. Orig specifies the text origin, usually the top-left dot position. Dot is
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// always aligned to Orig when writing newlines. The Clear method resets the Dot to Orig.
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type Text struct {
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// Orig specifies the text origin, usually the top-left dot position. Dot is always aligned
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// to Orig when writing newlines.
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Orig pixel.Vec
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// Dot is the position where the next character will be written. Dot is automatically moved
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// when writing to a Text object, but you can also manipulate it manually
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Dot pixel.Vec
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// Color is the color of the text that is to be written. Defaults to white.
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Color color.Color
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// LineHeight is the vertical distance between two lines of text.
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//
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// Example:
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// txt.LineHeight = 1.5 * txt.Atlas().LineHeight()
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LineHeight float64
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// TabWidth is the horizontal tab width. Tab characters will align to the multiples of this
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// width.
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//
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// Example:
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// txt.TabWidth = 8 * txt.Atlas().Glyph(' ').Advance
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TabWidth float64
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atlas *Atlas
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buf []byte
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prevR rune
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bounds pixel.Rect
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glyph pixel.TrianglesData
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tris pixel.TrianglesData
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mat pixel.Matrix
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col pixel.RGBA
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trans pixel.TrianglesData
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transD pixel.Drawer
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dirty bool
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}
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// New creates a new Text capable of drawing runes contained in the provided Atlas. Orig and Dot
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// will be initially set to orig.
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//
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// Here we create a Text capable of drawing ASCII characters using the Go Regular font.
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// ttf, err := truetype.Parse(goregular.TTF)
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// if err != nil {
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// panic(err)
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// }
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// face := truetype.NewFace(ttf, &truetype.Options{
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// Size: 14,
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// })
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// txt := text.New(orig, text.NewAtlas(face, text.ASCII))
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func New(orig pixel.Vec, atlas *Atlas) *Text {
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txt := &Text{
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Orig: orig,
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Dot: orig,
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Color: pixel.Alpha(1),
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LineHeight: atlas.LineHeight(),
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||||
TabWidth: atlas.Glyph(' ').Advance * 4,
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atlas: atlas,
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mat: pixel.IM,
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col: pixel.Alpha(1),
|
||||
}
|
||||
|
||||
txt.glyph.SetLen(6)
|
||||
for i := range txt.glyph {
|
||||
txt.glyph[i].Color = pixel.Alpha(1)
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||||
txt.glyph[i].Intensity = 1
|
||||
}
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txt.transD.Picture = txt.atlas.pic
|
||||
txt.transD.Triangles = &txt.trans
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||||
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||||
txt.Clear()
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||||
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||||
return txt
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||||
}
|
||||
|
||||
// Atlas returns the underlying Text's Atlas containing all of the pre-drawn glyphs. The Atlas is
|
||||
// also useful for getting values such as the recommended line height.
|
||||
func (txt *Text) Atlas() *Atlas {
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||||
return txt.atlas
|
||||
}
|
||||
|
||||
// Bounds returns the bounding box of the text currently written to the Text excluding whitespace.
|
||||
//
|
||||
// If the Text is empty, a zero rectangle is returned.
|
||||
func (txt *Text) Bounds() pixel.Rect {
|
||||
return txt.bounds
|
||||
}
|
||||
|
||||
// BoundsOf returns the bounding box of s if it was to be written to the Text right now.
|
||||
func (txt *Text) BoundsOf(s string) pixel.Rect {
|
||||
dot := txt.Dot
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||||
prevR := txt.prevR
|
||||
bounds := pixel.Rect{}
|
||||
|
||||
for _, r := range s {
|
||||
var control bool
|
||||
dot, control = txt.controlRune(r, dot)
|
||||
if control {
|
||||
continue
|
||||
}
|
||||
|
||||
var b pixel.Rect
|
||||
_, _, b, dot = txt.Atlas().DrawRune(prevR, r, dot)
|
||||
|
||||
if bounds.W()*bounds.H() == 0 {
|
||||
bounds = b
|
||||
} else {
|
||||
bounds = bounds.Union(b)
|
||||
}
|
||||
|
||||
prevR = r
|
||||
}
|
||||
|
||||
return bounds
|
||||
}
|
||||
|
||||
// Clear removes all written text from the Text. The Dot field is reset to Orig.
|
||||
func (txt *Text) Clear() {
|
||||
txt.prevR = -1
|
||||
txt.bounds = pixel.Rect{}
|
||||
txt.tris.SetLen(0)
|
||||
txt.dirty = true
|
||||
txt.Dot = txt.Orig
|
||||
}
|
||||
|
||||
// Write writes a slice of bytes to the Text. This method never fails, always returns len(p), nil.
|
||||
func (txt *Text) Write(p []byte) (n int, err error) {
|
||||
txt.buf = append(txt.buf, p...)
|
||||
txt.drawBuf()
|
||||
return len(p), nil
|
||||
}
|
||||
|
||||
// WriteString writes a string to the Text. This method never fails, always returns len(s), nil.
|
||||
func (txt *Text) WriteString(s string) (n int, err error) {
|
||||
txt.buf = append(txt.buf, s...)
|
||||
txt.drawBuf()
|
||||
return len(s), nil
|
||||
}
|
||||
|
||||
// WriteByte writes a byte to the Text. This method never fails, always returns nil.
|
||||
//
|
||||
// Writing a multi-byte rune byte-by-byte is perfectly supported.
|
||||
func (txt *Text) WriteByte(c byte) error {
|
||||
txt.buf = append(txt.buf, c)
|
||||
txt.drawBuf()
|
||||
return nil
|
||||
}
|
||||
|
||||
// WriteRune writes a rune to the Text. This method never fails, always returns utf8.RuneLen(r), nil.
|
||||
func (txt *Text) WriteRune(r rune) (n int, err error) {
|
||||
var b [4]byte
|
||||
n = utf8.EncodeRune(b[:], r)
|
||||
txt.buf = append(txt.buf, b[:n]...)
|
||||
txt.drawBuf()
|
||||
return n, nil
|
||||
}
|
||||
|
||||
// Draw draws all text written to the Text to the provided Target. The text is transformed by the
|
||||
// provided Matrix.
|
||||
//
|
||||
// This method is equivalent to calling DrawColorMask with nil color mask.
|
||||
//
|
||||
// If there's a lot of text written to the Text, changing a matrix or a color mask often might hurt
|
||||
// performance. Consider using your Target's SetMatrix or SetColorMask methods if available.
|
||||
func (txt *Text) Draw(t pixel.Target, matrix pixel.Matrix) {
|
||||
txt.DrawColorMask(t, matrix, nil)
|
||||
}
|
||||
|
||||
// DrawColorMask draws all text written to the Text to the provided Target. The text is transformed
|
||||
// by the provided Matrix and masked by the provided color mask.
|
||||
//
|
||||
// If there's a lot of text written to the Text, changing a matrix or a color mask often might hurt
|
||||
// performance. Consider using your Target's SetMatrix or SetColorMask methods if available.
|
||||
func (txt *Text) DrawColorMask(t pixel.Target, matrix pixel.Matrix, mask color.Color) {
|
||||
if matrix != txt.mat {
|
||||
txt.mat = matrix
|
||||
txt.dirty = true
|
||||
}
|
||||
if mask == nil {
|
||||
mask = pixel.Alpha(1)
|
||||
}
|
||||
rgba := pixel.ToRGBA(mask)
|
||||
if rgba != txt.col {
|
||||
txt.col = rgba
|
||||
txt.dirty = true
|
||||
}
|
||||
|
||||
if txt.dirty {
|
||||
txt.trans.SetLen(txt.tris.Len())
|
||||
txt.trans.Update(&txt.tris)
|
||||
|
||||
for i := range txt.trans {
|
||||
txt.trans[i].Position = txt.mat.Project(txt.trans[i].Position)
|
||||
txt.trans[i].Color = txt.trans[i].Color.Mul(txt.col)
|
||||
}
|
||||
|
||||
txt.transD.Dirty()
|
||||
txt.dirty = false
|
||||
}
|
||||
|
||||
txt.transD.Draw(t)
|
||||
}
|
||||
|
||||
// controlRune checks if r is a control rune (newline, tab, ...). If it is, a new dot position and
|
||||
// true is returned. If r is not a control rune, the original dot and false is returned.
|
||||
func (txt *Text) controlRune(r rune, dot pixel.Vec) (newDot pixel.Vec, control bool) {
|
||||
switch r {
|
||||
case '\n':
|
||||
dot.X = txt.Orig.X
|
||||
dot.Y -= txt.LineHeight
|
||||
case '\r':
|
||||
dot.X = txt.Orig.X
|
||||
case '\t':
|
||||
rem := math.Mod(dot.X-txt.Orig.X, txt.TabWidth)
|
||||
rem = math.Mod(rem, rem+txt.TabWidth)
|
||||
if rem == 0 {
|
||||
rem = txt.TabWidth
|
||||
}
|
||||
dot.X += rem
|
||||
default:
|
||||
return dot, false
|
||||
}
|
||||
return dot, true
|
||||
}
|
||||
|
||||
func (txt *Text) drawBuf() {
|
||||
if !utf8.FullRune(txt.buf) {
|
||||
return
|
||||
}
|
||||
|
||||
rgba := pixel.ToRGBA(txt.Color)
|
||||
for i := range txt.glyph {
|
||||
txt.glyph[i].Color = rgba
|
||||
}
|
||||
|
||||
for utf8.FullRune(txt.buf) {
|
||||
r, size := utf8.DecodeRune(txt.buf)
|
||||
txt.buf = txt.buf[size:]
|
||||
|
||||
var control bool
|
||||
txt.Dot, control = txt.controlRune(r, txt.Dot)
|
||||
if control {
|
||||
continue
|
||||
}
|
||||
|
||||
var rect, frame, bounds pixel.Rect
|
||||
rect, frame, bounds, txt.Dot = txt.Atlas().DrawRune(txt.prevR, r, txt.Dot)
|
||||
|
||||
txt.prevR = r
|
||||
|
||||
rv := [...]pixel.Vec{
|
||||
{X: rect.Min.X, Y: rect.Min.Y},
|
||||
{X: rect.Max.X, Y: rect.Min.Y},
|
||||
{X: rect.Max.X, Y: rect.Max.Y},
|
||||
{X: rect.Min.X, Y: rect.Max.Y},
|
||||
}
|
||||
|
||||
fv := [...]pixel.Vec{
|
||||
{X: frame.Min.X, Y: frame.Min.Y},
|
||||
{X: frame.Max.X, Y: frame.Min.Y},
|
||||
{X: frame.Max.X, Y: frame.Max.Y},
|
||||
{X: frame.Min.X, Y: frame.Max.Y},
|
||||
}
|
||||
|
||||
for i, j := range [...]int{0, 1, 2, 0, 2, 3} {
|
||||
txt.glyph[i].Position = rv[j]
|
||||
txt.glyph[i].Picture = fv[j]
|
||||
}
|
||||
|
||||
txt.tris = append(txt.tris, txt.glyph...)
|
||||
txt.dirty = true
|
||||
|
||||
if txt.bounds.W()*txt.bounds.H() == 0 {
|
||||
txt.bounds = bounds
|
||||
} else {
|
||||
txt.bounds = txt.bounds.Union(bounds)
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user