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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2025-02-04 15:46:51 -05:00
OpenDiablo2/d2core/d2bitmapfont/bitmap_font.go

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changes to d2components, d2systems, d2ui, d2enum go.mod, go.sum: * updating akara, bugfix in akara.EntityManager.RemoveEntity d2core * adding d2core/d2label * adding d2core/d2bitmapfont d2ui * exporting some constants for use elsewhere d2components * added bitmap font component (for ui labels) * added FileLoaded tag component to simplify asset loading filters * added locale component * FilePath component renamed to File * sprite component now contains the sprite and palette path as strings * adding ui label component d2enum * added locale as file type for file "/data/local/use" d2systems * changed most info prints to debug prints * removed unused scene graph testing file (oops!) * terminal is now rendered above mouse cursor scene * adding ui widget system for use by the game object factory * adding test scene for ui labels created with the ui widget system d2systems/AppBootstrap * added command line args for profiler * `--testscene labels` launches the label test * now adds the local file for processing * game loop init logic now inside of Init method (the call to world.Update does this) d2systems/AssetLoader * loads the locale file and adds a locale component that other systems can use * adds a FileLoaded component after finished loading a file which other systems can use (like the loading scene) d2systems/FileSourceResolver * Now looks for and uses the locale for language/charset filepath substitution d2systems/GameClientBootstrap * game loop init moved to end of AppBootstrap.Init d2systems/GameObjectFactory * embedding UI widget factory system d2systems/BaseScene * made base scene a little more clear by breaking the process into more methods d2systems/LoadingScene * simplified the entity subscriptions by using the new FileLoaded component d2systems/SceneObjectFactory * adding method for adding labels, buttons to scenes (buttons still WIP) d2systems/SceneSpriteSystem * the sprite system now maintains a cache of rendered sprites
2020-12-08 13:42:19 -05:00
package d2bitmapfont
import (
"encoding/binary"
"image/color"
"strings"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math"
)
func New(s d2interface.Sprite, table []byte, col color.Color) *BitmapFont {
return &BitmapFont{
Sprite: s,
Table: table,
Color: col,
}
}
type Glyph struct {
frame int
width int
height int
}
// BitmapFont represents a rasterized font, made from a font Table, sprite, and palette
type BitmapFont struct {
Sprite d2interface.Sprite
Table []byte
Glyphs map[rune]Glyph
Color color.Color
}
// SetColor sets the fonts Color
func (f *BitmapFont) SetColor(c color.Color) {
f.Color = c
}
// GetTextMetrics returns the dimensions of the BitmapFont element in pixels
func (f *BitmapFont) GetTextMetrics(text string) (width, height int) {
if f.Glyphs == nil {
f.initGlyphs()
}
var (
lineWidth int
lineHeight int
)
for _, c := range text {
if c == '\n' {
width = d2math.MaxInt(width, lineWidth)
height += lineHeight
lineWidth = 0
lineHeight = 0
} else if glyph, ok := f.Glyphs[c]; ok {
lineWidth += glyph.width
lineHeight = d2math.MaxInt(lineHeight, glyph.height)
}
}
width = d2math.MaxInt(width, lineWidth)
height += lineHeight
return width, height
}
// RenderText prints a text using its configured style on a Surface (multi-lines are left-aligned, use label otherwise)
func (f *BitmapFont) RenderText(text string, target d2interface.Surface) error {
if f.Glyphs == nil {
f.initGlyphs()
}
f.Sprite.SetColorMod(f.Color)
lines := strings.Split(text, "\n")
for _, line := range lines {
var (
lineHeight int
lineLength int
)
for _, c := range line {
glyph, ok := f.Glyphs[c]
if !ok {
continue
}
if err := f.Sprite.SetCurrentFrame(glyph.frame); err != nil {
return err
}
f.Sprite.Render(target)
lineHeight = d2math.MaxInt(lineHeight, glyph.height)
lineLength++
target.PushTranslation(glyph.width, 0)
}
target.PopN(lineLength)
target.PushTranslation(0, lineHeight)
}
target.PopN(len(lines))
return nil
}
func (f *BitmapFont) initGlyphs() {
_, maxCharHeight := f.Sprite.GetFrameBounds()
glyphs := make(map[rune]Glyph)
for i := 12; i < len(f.Table); i += 14 {
code := rune(binary.LittleEndian.Uint16(f.Table[i : i+2]))
var glyph Glyph
glyph.frame = int(binary.LittleEndian.Uint16(f.Table[i+8 : i+10]))
glyph.width = int(f.Table[i+3])
glyph.height = maxCharHeight
glyphs[code] = glyph
}
f.Glyphs = glyphs
}