Noah Petherbridge
77297fd60d
Two new tools added to the Level Editor: * Pan Tool: left-click to scroll the level around safely. * Text Tool: write text onto your level. Features of the Text Tool: * Can choose from the game's built-in fonts, size and enter the message you want to write. * The mouse cursor previews the text when hovered over the level. * Click to "stamp" the text onto your level. The currently selected color swatch will be used to color the text in. * Adds two new fonts: Azulian.ttf and Rive.ttf that can be selected in the Text Tool. Some implementation notes: * Added package native/engine_sdl.go that handles the lower-level SDL2_TTF logic to rasterize the text into a black&white image. * WASM not supported yet (if the game even still built for WASM); native/engine_wasm.go stubs out the TextToImage() call with a "not supported" error just in case. Other changes: * New Toolbar icons: they are 24x24 instead of 32x32 to make more room for more tools. * The toolbar now shows two buttons per row for a more densely packed layout. For very narrow screen widths (< 600px) the default Vertical Toolbar layout will use one-button-per-row to not eat too much screen real estate. * In the Horizontal Toolbars layout there are 2 buttons per column.
85 lines
2.0 KiB
Go
85 lines
2.0 KiB
Go
// +build !js
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package native
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import (
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"image"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/render/sdl"
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sdl2 "github.com/veandco/go-sdl2/sdl"
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"github.com/veandco/go-sdl2/ttf"
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)
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// Native render engine functions (SDL2 edition),
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// not for JavaScript/WASM yet.
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/*
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TextToImage takes an SDL2_TTF texture and makes it into a Go image.
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Notes:
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- The text is made Black & White with a white background on the image.
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- Drop shadow, stroke, etc. probably not supported.
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- Returns a non-antialiased image.
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*/
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func TextToImage(e render.Engine, text render.Text) (image.Image, error) {
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// engine, _ := e.(*sdl.Renderer)
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// Make the text black & white for ease of identifying pixels.
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text.Color = render.Black
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var (
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// renderer = engine.GetSDL2Renderer()
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font *ttf.Font
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surface *sdl2.Surface
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pixFmt *sdl2.PixelFormat
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surface2 *sdl2.Surface
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err error
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)
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if font, err = sdl.LoadFont(text.FontFilename, text.Size); err != nil {
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return nil, err
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}
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if surface, err = font.RenderUTF8Solid(text.Text, sdl.ColorToSDL(text.Color)); err != nil {
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return nil, err
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}
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defer surface.Free()
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log.Error("surf fmt: %+v", surface.Format)
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// Convert the Surface into a pixelformat that supports the .At(x,y)
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// function properly, as the one we got above is "Not implemented"
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if pixFmt, err = sdl2.AllocFormat(sdl2.PIXELFORMAT_RGB888); err != nil {
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return nil, err
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}
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if surface2, err = surface.Convert(pixFmt, 0); err != nil {
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return nil, err
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}
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defer surface2.Free()
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// Read back the pixels.
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var (
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x int
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y int
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w = int(surface2.W)
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h = int(surface2.H)
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img = image.NewRGBA(image.Rect(x, y, w, h))
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)
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for x = 0; x < w; x++ {
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for y = 0; y < h; y++ {
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hue := surface2.At(x, y)
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img.Set(x, y, hue)
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// log.Warn("hue: %s", hue)
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// r, g, b, _ := hue.RGBA()
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// if r == 0 && g == 0 && b == 0 {
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// img.Set(x, y, hue)
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// } else {
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// img.Set(x, y, color.Transparent)
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// }
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}
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}
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return img, nil
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}
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