Noah Petherbridge
a316bafb12
Move all Doodle source code into the src/ subpackage and move the publicly shareable stuff into lib/, for example lib/ui and lib/render. This cleans up the git root and helps make the Doodle UI library more easily publishable as a separate open source project. Currently both lib/ui and lib/render import one or two things from doodle/src that need to be broken apart.
159 lines
3.1 KiB
Go
159 lines
3.1 KiB
Go
package sdl
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import (
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"fmt"
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"strings"
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"git.kirsle.net/apps/doodle/lib/render"
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"git.kirsle.net/apps/doodle/src/events"
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"github.com/veandco/go-sdl2/sdl"
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"github.com/veandco/go-sdl2/ttf"
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)
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// TODO: font filenames
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var defaultFontFilename = "./fonts/DejaVuSans.ttf"
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var fonts = map[string]*ttf.Font{}
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// LoadFont loads and caches the font at a given size.
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func LoadFont(filename string, size int) (*ttf.Font, error) {
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if filename == "" {
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filename = defaultFontFilename
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}
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// Cached font available?
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keyName := fmt.Sprintf("%s@%d", filename, size)
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if font, ok := fonts[keyName]; ok {
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return font, nil
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}
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font, err := ttf.OpenFont(filename, size)
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if err != nil {
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return nil, err
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}
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fonts[keyName] = font
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return font, nil
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}
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// Keysym returns the current key pressed, taking into account the Shift
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// key modifier.
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func (r *Renderer) Keysym(ev *events.State) string {
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if key := ev.KeyName.Read(); key != "" {
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if ev.ShiftActive.Pressed() {
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if symbol, ok := shiftMap[key]; ok {
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return symbol
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}
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return strings.ToUpper(key)
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}
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}
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return ""
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}
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// ComputeTextRect computes and returns a Rect for how large the text would
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// appear if rendered.
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func (r *Renderer) ComputeTextRect(text render.Text) (render.Rect, error) {
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var (
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rect render.Rect
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font *ttf.Font
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surface *sdl.Surface
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color = ColorToSDL(text.Color)
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err error
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)
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if font, err = LoadFont(text.FontFilename, text.Size); err != nil {
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return rect, err
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}
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if surface, err = font.RenderUTF8Blended(text.Text, color); err != nil {
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return rect, err
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}
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defer surface.Free()
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rect.W = surface.W
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rect.H = surface.H
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return rect, err
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}
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// DrawText draws text on the canvas.
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func (r *Renderer) DrawText(text render.Text, point render.Point) error {
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var (
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font *ttf.Font
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surface *sdl.Surface
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tex *sdl.Texture
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err error
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)
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if font, err = LoadFont(text.FontFilename, text.Size); err != nil {
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return err
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}
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write := func(dx, dy int32, color sdl.Color) {
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if surface, err = font.RenderUTF8Blended(text.Text, color); err != nil {
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return
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}
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defer surface.Free()
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if tex, err = r.renderer.CreateTextureFromSurface(surface); err != nil {
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return
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}
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defer tex.Destroy()
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tmp := &sdl.Rect{
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X: point.X + dx,
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Y: point.Y + dy,
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W: surface.W,
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H: surface.H,
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}
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r.renderer.Copy(tex, nil, tmp)
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}
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// Does the text have a stroke around it?
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if text.Stroke != render.Invisible {
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color := ColorToSDL(text.Stroke)
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write(-1, -1, color)
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write(-1, 0, color)
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write(-1, 1, color)
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write(1, -1, color)
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write(1, 0, color)
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write(1, 1, color)
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write(0, -1, color)
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write(0, 1, color)
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}
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// Does it have a drop shadow?
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if text.Shadow != render.Invisible {
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write(1, 1, ColorToSDL(text.Shadow))
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}
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// Draw the text itself.
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write(0, 0, ColorToSDL(text.Color))
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return err
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}
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// shiftMap maps keys to their Shift versions.
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var shiftMap = map[string]string{
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"`": "~",
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"1": "!",
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"2": "@",
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"3": "#",
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"4": "$",
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"5": "%",
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"6": "^",
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"7": "&",
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"8": "*",
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"9": "(",
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"0": ")",
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"-": "_",
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"=": "+",
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"[": "{",
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"]": "}",
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`\`: "|",
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";": ":",
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`'`: `"`,
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",": "<",
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".": ">",
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"/": "?",
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}
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