Files
ordoor/internal/assetstore/font.go
Nick Thomas b5a722eef0 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.
2020-03-30 00:15:19 +01:00

117 lines
2.3 KiB
Go

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