text/v2: add LayoutOptions

Now AppendGlyphs can treat multiple lines and alignments.
This commit is contained in:
Hajime Hoshi
2023-11-13 23:15:54 +09:00
parent cca4e78651
commit ea1d9dde4e
3 changed files with 66 additions and 57 deletions
+23 -27
View File
@@ -18,7 +18,6 @@ import (
"image/color"
"log"
"math"
"strings"
"golang.org/x/image/font"
"golang.org/x/image/font/opentype"
@@ -75,15 +74,15 @@ type Game struct {
counter int
kanjiText []rune
kanjiTextColor color.RGBA
glyphs [][]text.Glyph
glyphs []text.Glyph
}
func (g *Game) Update() error {
// Initialize the glyphs for special (colorful) rendering.
if len(g.glyphs) == 0 {
for _, line := range strings.Split(sampleText, "\n") {
g.glyphs = append(g.glyphs, text.AppendGlyphs(nil, line, mplusNormalFace, 0, 0))
}
op := &text.LayoutOptions{}
op.LineHeightInPixels = mplusNormalFace.Metrics().Height
g.glyphs = text.AppendGlyphs(g.glyphs, sampleText, mplusNormalFace, op)
}
return nil
}
@@ -137,33 +136,30 @@ func (g *Game) Draw(screen *ebiten.Image) {
text.Draw(screen, sampleText, mplusBigFace, op)
}
{
const x, y = 240, 380
const x, y = 240, 360
op := &ebiten.DrawImageOptions{}
// g.glyphs is initialized by text.AppendGlyphs.
// You can customize how to render each glyph.
// In this example, multiple colors are used to render glyphs.
for j, line := range g.glyphs {
for i, gl := range line {
op.GeoM.Reset()
op.GeoM.Translate(x, y)
op.GeoM.Translate(0, float64(j)*mplusNormalFace.Metrics().Height)
op.GeoM.Translate(gl.X, gl.Y)
op.ColorScale.Reset()
r := float32(1)
if i%3 == 0 {
r = 0.5
}
g := float32(1)
if i%3 == 1 {
g = 0.5
}
b := float32(1)
if i%3 == 2 {
b = 0.5
}
op.ColorScale.Scale(r, g, b, 1)
screen.DrawImage(gl.Image, op)
for i, gl := range g.glyphs {
op.GeoM.Reset()
op.GeoM.Translate(x, y)
op.GeoM.Translate(gl.X, gl.Y)
op.ColorScale.Reset()
r := float32(1)
if i%3 == 0 {
r = 0.5
}
g := float32(1)
if i%3 == 1 {
g = 0.5
}
b := float32(1)
if i%3 == 2 {
b = 0.5
}
op.ColorScale.Scale(r, g, b, 1)
screen.DrawImage(gl.Image, op)
}
}
}