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//! # fontdue-sdl2
//!
//! This crate is glue code for rendering text with [sdl2][sdl2],
//! rasterized and laid out by [fontdue][fontdue].
//!
//! # Usage
//!
//! First, set up fontdue and layout some glyphs with the [`Color`]
//! included as user data:
//!
//! ```
//! # use fontdue::{Font, layout::{Layout, TextStyle, CoordinateSystem}};
//! # use fontdue_sdl2::FontTexture;
//! # use sdl2::pixels::Color;
//! let font = include_bytes!("../examples/roboto/Roboto-Regular.ttf") as &[u8];
//! let roboto_regular = Font::from_bytes(font, Default::default()).unwrap();
//! let fonts = &[roboto_regular];
//! let mut layout = Layout::new(CoordinateSystem::PositiveYDown);
//! layout.append(fonts, &TextStyle::with_user_data(
//!     "Hello, World!",           // The text to lay out
//!     32.0,                      // The font size
//!     0,                         // The font index (Roboto Regular)
//!     Color::RGB(0xFF, 0xFF, 0)  // The color of the text
//! ));
//! ```
//!
//! Then draw them using a [`FontTexture`]. It needs a
//! [`TextureCreator`], just as any SDL [`Texture`].
//!
//! ```
//! # use fontdue::{Font, layout::{Layout, TextStyle, CoordinateSystem}};
//! # use fontdue_sdl2::FontTexture;
//! # use sdl2::pixels::Color;
//! # let sdl_context = sdl2::init().unwrap();
//! # let video_subsystem = sdl_context.video().unwrap();
//! # let window = video_subsystem.window("fontdue-sdl2 example", 800, 600).position_centered().build().unwrap();
//! # let mut canvas = window.into_canvas().build().unwrap();
//! # let texture_creator = canvas.texture_creator();
//! # let font = include_bytes!("../examples/roboto/Roboto-Regular.ttf") as &[u8];
//! # let roboto_regular = Font::from_bytes(font, Default::default()).unwrap();
//! # let fonts = &[roboto_regular];
//! # let mut layout = Layout::new(CoordinateSystem::PositiveYDown);
//! # layout.append(fonts, &TextStyle::with_user_data(
//! #     "Hello, World!",           // The text to lay out
//! #     32.0,                      // The font size
//! #     0,                         // The font index (Roboto Regular)
//! #     Color::RGB(0xFF, 0xFF, 0)  // The color of the text
//! # ));
//! # canvas.clear();
//! let mut font_texture = FontTexture::new(&texture_creator).unwrap();
//! let _ = font_texture.draw_text(&mut canvas, fonts, layout.glyphs());
//! # canvas.present();
//! ```
//!
//! Note that drawing text can fail if there are issues with the
//! rendering setup. It's often valid to simply ignore, or crash.
//!
//! The [`FontTexture`] is intended to be created once, at the
//! beginning of your program, and then used throughout. Generally,
//! you should treat [`FontTexture`] similarly to the [`Font`]-slice
//! passed to fontdue, and associate each [`FontTexture`] with a
//! specific `&[Font]`. See the [`FontTexture`] documentation for more
//! information.
//!
//! See `examples/basic.rs` for a complete example program.
//!
//! [fontdue]: https://docs.rs/fontdue
//! [sdl2]: https://docs.rs/sdl2

use fontdue::layout::GlyphPosition;
use fontdue::Font;
use sdl2::pixels::{Color, PixelFormatEnum};
use sdl2::rect::Rect;
use sdl2::render::{BlendMode, Canvas, RenderTarget, Texture, TextureCreator};

mod rect_allocator;
use rect_allocator::{CacheReservation, RectAllocator};

/// A text-rendering-enabled wrapper for [`Texture`].
pub struct FontTexture<'r> {
    /// The texture containing rendered glyphs in a tightly packed
    /// manner.
    pub texture: Texture<'r>,

    rect_allocator: RectAllocator,
}

impl FontTexture<'_> {
    /// Creates a new [`FontTexture`] for rendering text.
    ///
    /// Consider the lifetimes of this structure and the given
    /// [`TextureCreator`] as you would a [`Texture`] created with
    /// one, that is why this structure is named "FontTexture".
    ///
    /// # Important note
    ///
    /// Only use a single `&[Font]` for each [`FontTexture`]. Glyphs
    /// with the same index but different font are hard to
    /// differentiate, so using different sets of Fonts when rendering
    /// with a single FontTexture will lead to wrong results.
    ///
    /// # Errors
    ///
    /// The function will return an error if the Texture can't be
    /// created, and the Err(String) will contain an error string from
    /// SDL.
    pub fn new<'r, T>(texture_creator: &'r TextureCreator<T>) -> Result<FontTexture<'r>, String> {
        use sdl2::render::TextureValueError::*;
        let mut texture = match texture_creator.create_texture_streaming(
            Some(PixelFormatEnum::RGBA32), // = the pixels are always [r, g, b, a] when read as u8's.
            1024,
            1024,
        ) {
            Ok(t) => t,
            Err(WidthOverflows(_))
            | Err(HeightOverflows(_))
            | Err(WidthMustBeMultipleOfTwoForFormat(_, _)) => {
                unreachable!()
            }
            Err(SdlError(s)) => return Err(s),
        };
        texture.set_blend_mode(BlendMode::Blend);

        let rect_allocator = RectAllocator::new(1024, 1024);

        Ok(FontTexture {
            texture,
            rect_allocator,
        })
    }

    /// Renders text to the given canvas, using the given fonts and
    /// glyphs.
    ///
    /// The canvas should be the same one that the [`TextureCreator`]
    /// used in [`FontTexture::new`] was created from.
    ///
    /// The font-slice should be the same one that is passed to
    /// [`Layout::append`](fontdue::layout::Layout::append).
    ///
    /// The glyphs should be from
    /// [`Layout::glyphs`](fontdue::layout::Layout::glyphs).
    ///
    /// # Errors
    ///
    /// This function will return an error if the Texture cannot be
    /// written to, or a copy from the texture to the canvas
    /// fails. This should only really happen under very exceptional
    /// circumstances, so text rendering is interrupted by these
    /// errors. The Err(String) will contain an informational string
    /// from SDL.
    pub fn draw_text<RT: RenderTarget>(
        &mut self,
        canvas: &mut Canvas<RT>,
        fonts: &[Font],
        glyphs: &[GlyphPosition<Color>],
    ) -> Result<(), String> {
        struct RenderableGlyph {
            texture_rect: Rect,
            canvas_rect: Rect,
        }
        struct MissingGlyph {
            color: Color,
            canvas_rect: Rect,
        }

        let mut result_glyphs = Vec::with_capacity(glyphs.len());
        let mut missing_glyphs = Vec::new();

        for glyph in glyphs
            .into_iter()
            .filter(|glyph| glyph.width * glyph.height > 0)
        {
            let canvas_rect = Rect::new(
                glyph.x as i32,
                glyph.y as i32,
                glyph.width as u32,
                glyph.height as u32,
            );
            let color = glyph.user_data;

            match self.rect_allocator.get_rect_in_texture(*glyph) {
                CacheReservation::AlreadyRasterized(texture_rect) => {
                    result_glyphs.push(RenderableGlyph {
                        texture_rect,
                        canvas_rect,
                    });
                }
                CacheReservation::EmptySpace(texture_rect) => {
                    let (metrics, pixels) = fonts[glyph.key.font_index].rasterize_config(glyph.key);

                    let mut full_color_pixels = Vec::with_capacity(pixels.len());
                    for coverage in pixels {
                        full_color_pixels.push(color.r);
                        full_color_pixels.push(color.g);
                        full_color_pixels.push(color.b);
                        full_color_pixels.push(coverage);
                    }
                    self.texture
                        .update(texture_rect, &full_color_pixels, metrics.width * 4)
                        .map_err(|err| format!("{}", err))?;

                    result_glyphs.push(RenderableGlyph {
                        texture_rect,
                        canvas_rect,
                    });
                }
                CacheReservation::OutOfSpace => {
                    log::error!(
                        "Glyph cache cannot fit '{}' (size {}, font index {})",
                        glyph.key.c,
                        glyph.key.px,
                        glyph.key.font_index,
                    );
                    missing_glyphs.push(MissingGlyph { color, canvas_rect });
                }
            }
        }

        for glyph in result_glyphs {
            canvas.copy(&self.texture, glyph.texture_rect, glyph.canvas_rect)?;
        }

        let previous_color = canvas.draw_color();
        for glyph in missing_glyphs {
            canvas.set_draw_color(glyph.color);
            let _ = canvas.draw_rect(glyph.canvas_rect);
        }
        canvas.set_draw_color(previous_color);

        Ok(())
    }
}