text/v2: rename Glyph -> Cluster

This also changes AppendClusters to return cluster info even if a
cluster doesn't have a glyph.
This commit is contained in:
Hajime Hoshi
2023-12-05 17:57:22 +09:00
parent 800101da90
commit f0d23de3d3
8 changed files with 71 additions and 63 deletions
+10 -7
View File
@@ -61,15 +61,15 @@ type Game struct {
counter int
kanjiText []rune
kanjiTextColor color.RGBA
glyphs []text.Glyph
clusters []text.Cluster
}
func (g *Game) Update() error {
// Initialize the glyphs for special (colorful) rendering.
if len(g.glyphs) == 0 {
if len(g.clusters) == 0 {
op := &text.LayoutOptions{}
op.LineSpacingInPixels = mplusNormalFace.Size * 1.5
g.glyphs = text.AppendGlyphs(g.glyphs, sampleText, mplusNormalFace, op)
g.clusters = text.AppendClusters(g.clusters, sampleText, mplusNormalFace, op)
}
return nil
}
@@ -121,13 +121,16 @@ func (g *Game) Draw(screen *ebiten.Image) {
{
const x, y = 240, 360
op := &ebiten.DrawImageOptions{}
// g.glyphs is initialized by text.AppendGlyphs.
// g.glyphs is initialized by text.AppendClusters
// You can customize how to render each glyph.
// In this example, multiple colors are used to render glyphs.
for i, gl := range g.glyphs {
for i, c := range g.clusters {
if c.Image == nil {
continue
}
op.GeoM.Reset()
op.GeoM.Translate(x, y)
op.GeoM.Translate(gl.X, gl.Y)
op.GeoM.Translate(c.X, c.Y)
op.ColorScale.Reset()
r := float32(1)
if i%3 == 0 {
@@ -142,7 +145,7 @@ func (g *Game) Draw(screen *ebiten.Image) {
b = 0.5
}
op.ColorScale.Scale(r, g, b, 1)
screen.DrawImage(gl.Image, op)
screen.DrawImage(c.Image, op)
}
}
}