bracket-terminal 0.8.7

ASCII/Codepage 437 terminal emulator with a game loop. Defaults to OpenGL, also support WebGPU (for Vulkan/Metal/WGPU), Curses and Crossterm for output. Part of the bracket-lib family.
Documentation
use super::{gl_error, TextureId};
use crate::BResult;
use bracket_color::prelude::RGB;
use bracket_embedding::prelude::EMBED;
use glow::HasContext;

#[derive(PartialEq, Clone)]
/// BTerm's representation of a font or tileset file.
pub struct Font {
    pub bitmap_file: String,
    pub width: u32,
    pub height: u32,

    pub gl_id: Option<TextureId>,

    pub tile_size: (u32, u32),
    pub explicit_background: Option<RGB>,
    pub font_dimensions_glyphs: (u32, u32),
    pub font_dimensions_texture: (f32, f32),
}

#[allow(non_snake_case)]
impl Font {
    /// Creates an unloaded texture with filename and size parameters provided.
    pub fn new<S: ToString>(filename: S, width: u32, height: u32, tile_size: (u32, u32)) -> Font {
        Font {
            bitmap_file: filename.to_string(),
            width,
            height,
            gl_id: None,
            tile_size,
            explicit_background: None,
            font_dimensions_glyphs: (tile_size.0 / width, tile_size.1 / height),
            font_dimensions_texture: (
                tile_size.0 as f32 / width as f32,
                tile_size.1 as f32 / height as f32,
            ),
        }
    }

    fn load_image(filename: &str) -> image::DynamicImage {
        let resource = EMBED.lock().get_resource(filename.to_string());
        match resource {
            None => image::open(std::path::Path::new(&filename.to_string()))
                .expect("Failed to load texture"),
            Some(res) => image::load_from_memory(res).expect("Failed to load texture from memory"),
        }
    }

    /// Loads a font file (texture) to obtain the width and height for you
    pub fn load<S: ToString>(
        filename: S,
        tile_size: (u32, u32),
        explicit_background: Option<RGB>,
    ) -> Font {
        let img = Font::load_image(&filename.to_string());
        Font {
            bitmap_file: filename.to_string(),
            width: img.width(),
            height: img.height(),
            gl_id: None,
            tile_size,
            explicit_background,
            font_dimensions_glyphs: (img.width() / tile_size.0, img.height() / tile_size.1),
            font_dimensions_texture: (
                tile_size.0 as f32 / img.width() as f32,
                tile_size.1 as f32 / img.height() as f32,
            ),
        }
    }

    /// Load a font, and allocate it as an OpenGL resource. Returns the OpenGL binding number (which is also set in the structure).
    pub fn setup_gl_texture(&mut self, gl: &glow::Context) -> BResult<TextureId> {
        let texture;

        unsafe {
            texture = gl.create_texture().unwrap();
            gl.bind_texture(glow::TEXTURE_2D, Some(texture));
            gl.tex_parameter_i32(
                glow::TEXTURE_2D,
                glow::TEXTURE_WRAP_S,
                glow::CLAMP_TO_EDGE as i32,
            ); // set texture wrapping to gl::REPEAT (default wrapping method)
            gl.tex_parameter_i32(
                glow::TEXTURE_2D,
                glow::TEXTURE_WRAP_T,
                glow::CLAMP_TO_EDGE as i32,
            );
            // set texture filtering parameters
            gl.tex_parameter_i32(
                glow::TEXTURE_2D,
                glow::TEXTURE_MIN_FILTER,
                glow::NEAREST as i32,
            );
            gl.tex_parameter_i32(
                glow::TEXTURE_2D,
                glow::TEXTURE_MAG_FILTER,
                glow::NEAREST as i32,
            );

            let img_orig = Font::load_image(&self.bitmap_file);
            let w = img_orig.width() as i32;
            let h = img_orig.height() as i32;
            self.width = w as u32;
            self.height = h as u32;
            let img_flip = img_orig.flipv();
            let img = img_flip.to_rgba8();
            let mut data = img.into_raw();
            if let Some(bg_rgb) = self.explicit_background {
                let bg_r = (bg_rgb.r * 255.0) as u8;
                let bg_g = (bg_rgb.g * 255.0) as u8;
                let bg_b = (bg_rgb.b * 255.0) as u8;
                let len = data.len() / 4;
                for i in 0..len {
                    let idx = i * 4;
                    if data[idx] == bg_r && data[idx + 1] == bg_g && data[idx + 2] == bg_b {
                        data[idx] = 0;
                        data[idx + 1] = 0;
                        data[idx + 2] = 0;
                        data[idx + 3] = 0;
                    }
                }
            }
            let format = glow::RGBA;
            gl.tex_image_2d(
                glow::TEXTURE_2D,
                0,
                format as i32,
                w,
                h,
                0,
                format,
                glow::UNSIGNED_BYTE,
                Some(&data),
            );
        }

        self.gl_id = Some(texture);
        gl_error(gl);

        Ok(texture)
    }

    /// Sets this font file as the active texture
    pub fn bind_texture(&self, gl: &glow::Context) {
        unsafe {
            gl.bind_texture(glow::TEXTURE_2D, self.gl_id);
            gl_error(gl);
        }
    }
}

// Some unit testing for fonts

#[cfg(test)]
mod tests {
    use super::Font;

    #[test]
    // Tests that we make an RGB triplet at defaults and it is black.
    fn make_font_minimal() {
        let f = Font::new("test.png", 1, 2, (8, 8));
        assert_eq!(f.bitmap_file, "test.png");
        assert_eq!(f.width, 1);
        assert_eq!(f.height, 2);
    }

    #[test]
    // Tests that we make an RGB triplet at defaults and it is black.
    fn make_font_from_file() {
        let f = Font::load("resources/terminal8x8.png", (8, 8), None);
        assert_eq!(f.width, 128);
        assert_eq!(f.height, 128);
    }
}