Make a start on font rendering
I was hopeful I could use ebiten/text, but font.Face doesn't seem set up for fixed-colour fonts.
This commit is contained in:
101
cmd/view-font/main.go
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101
cmd/view-font/main.go
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package main
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import (
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"flag"
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"image"
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"log"
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"math"
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"os"
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"github.com/hajimehoshi/ebiten"
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"code.ur.gs/lupine/ordoor/internal/assetstore"
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"code.ur.gs/lupine/ordoor/internal/ui"
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)
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var (
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gamePath = flag.String("game-path", "./orig", "Path to a WH40K: Chaos Gate installation")
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fontName = flag.String("font", "", "Name of a font, e.g., basfont12")
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txt = flag.String("text", "Test string", "Text to render")
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winX = flag.Int("win-x", 1280, "Pre-scaled window X dimension")
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winY = flag.Int("win-y", 1024, "Pre-scaled window Y dimension")
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)
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type env struct {
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font *assetstore.Font
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step int
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state state
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lastState state
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}
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type state struct {
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zoom float64
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origin image.Point
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}
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func main() {
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flag.Parse()
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if *gamePath == "" || *fontName == "" {
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flag.Usage()
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os.Exit(1)
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}
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assets, err := assetstore.New(*gamePath)
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if err != nil {
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log.Fatal(err)
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}
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font, err := assets.Font(*fontName)
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if err != nil {
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log.Fatalf("Couldn't load font %s: %v", *fontName, err)
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}
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state := state{zoom: 8.0}
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env := &env{
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font: font,
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state: state,
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lastState: state,
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}
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win, err := ui.NewWindow(env, "View Font: "+*fontName, *winX, *winY)
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if err != nil {
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log.Fatal("Couldn't create window: %v", err)
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}
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win.OnMouseWheel(env.changeZoom)
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// Main thread now belongs to ebiten
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if err := win.Run(); err != nil {
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log.Fatal(err)
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}
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}
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func (e *env) Update(screenX, screenY int) error {
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if e.step == 0 || e.lastState != e.state {
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log.Printf("new state: zoom=%.2f", e.state.zoom)
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}
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e.step += 1
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e.lastState = e.state
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return nil
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}
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func (e *env) Draw(screen *ebiten.Image) error {
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Scale(e.state.zoom, e.state.zoom) // apply current zoom factor
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img, err := e.font.DrawLine(*txt)
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if err != nil {
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return err
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}
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return screen.DrawImage(img, op)
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}
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func (e *env) changeZoom(_, y float64) {
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// Zoom in and out with the mouse wheel
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e.state.zoom *= math.Pow(1.2, y)
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}
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