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:
116
internal/assetstore/font.go
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116
internal/assetstore/font.go
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@@ -0,0 +1,116 @@
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package assetstore
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import (
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"fmt"
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"log"
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"github.com/hajimehoshi/ebiten"
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"code.ur.gs/lupine/ordoor/internal/fonts"
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)
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type Font struct {
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Name string
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mapping map[rune]*Sprite
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}
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func (a *AssetStore) Font(name string) (*Font, error) {
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name = canonical(name)
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// FIXME: these fonts don't exist. For now, point at one that does.
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switch name {
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case "imfnt13", "imfnt14":
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name = "wh40k_12"
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}
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if font, ok := a.fonts[name]; ok {
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return font, nil
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}
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log.Printf("Loading font %v", name)
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filename, err := a.lookup(name, "fnt", "Fonts")
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if err != nil {
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return nil, err
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}
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raw, err := fonts.LoadFont(filename)
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if err != nil {
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return nil, err
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}
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objFile, err := a.lookup(raw.ObjectFile, "", "Fonts")
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if err != nil {
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return nil, err
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}
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obj, err := a.ObjectByPath(objFile)
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if err != nil {
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return nil, err
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}
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out := &Font{
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Name: name,
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mapping: make(map[rune]*Sprite, len(raw.Mapping)),
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}
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for r, offset := range raw.Mapping {
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spr, err := obj.Sprite(offset)
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if err != nil {
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return nil, err
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}
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out.mapping[r] = spr
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}
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a.fonts[name] = out
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return out, nil
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}
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// FIXME: this violates the ebiten rules for fast drawing. We may need to do the
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// draw ourselves, with image.Paletted for each glyph to a single ebiten.Image
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//
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// FIXME: it'd be great if we didn't have to implement this all by ourselves;
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// golang.org/x/image/font and github.com/hajimehoshi/ebiten/text are *almost*
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// sufficient, but don't seem to like it when the glyphs are literal colours
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// instead of a mask.
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//
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// TODO: draw text in a bounding box, multiple lines, etc
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func (f *Font) DrawLine(text string) (*ebiten.Image, error) {
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sprites := make([]*Sprite, 0, len(text))
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width := 0
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height := 0
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for _, r := range text {
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spr, ok := f.mapping[r]
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if !ok {
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return nil, fmt.Errorf("Font %v does not specify rune %v", f.Name, r)
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}
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width += spr.Rect.Dx()
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if y := spr.Rect.Dy(); y > height {
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height = y
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}
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sprites = append(sprites, spr)
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}
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img, err := ebiten.NewImage(width, height, ebiten.FilterDefault)
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if err != nil {
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return nil, err
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}
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xOff := 0
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for _, spr := range sprites {
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Translate(float64(xOff), 0)
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xOff += spr.Rect.Dx()
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if err := img.DrawImage(spr.Image, op); err != nil {
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return nil, err
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}
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}
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return img, nil
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}
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