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/*! This crate allows you to easily write text. Usage: ```no_run # extern crate glium; # extern crate glium_text_rusttype as glium_text; # extern crate cgmath; # use std::fs::File; # fn main() { # let display: glium::Display = unsafe { std::mem::uninitialized() }; // The `TextSystem` contains the shaders and elements used for text display. let system = glium_text::TextSystem::new(&display); // Creating a `FontAtlas`, which a regular `Texture` which contains the font. // Note that loading the systems fonts is not covered by this library. let font = glium_text::FontAtlas::new( &display, File::open("font.ttf").unwrap(), 32, glium_text::FontAtlas::ascii_character_list() ).unwrap(); // Creating a `TextDisplay` which contains the elements required to draw a specific sentence. let text = glium_text::TextDisplay::new(&system, &font, "Hello world!"); // Finally, drawing the text is done like this: let matrix = [[1.0, 0.0, 0.0, 0.0], [0.0, 1.0, 0.0, 0.0], [0.0, 0.0, 1.0, 0.0], [0.0, 0.0, 0.0, 1.0]]; glium_text::draw(&text, &system, &mut display.draw(), matrix, (1.0, 1.0, 0.0, 1.0)); # } ``` `FontAtlas` will rasterize exact characters it's told to. It can be passed anything that implements `IntoIterator<char>` trait. It is possible to use chained ranges with it like this: `(0 .. 0x7f+1).chain(0x400 .. 0x4ff+1).filter_map(std::char::from_u32)` This will rasterize font with characters from "Basic Latin" and "Cyrillic" sets. Here is a complete list of ranges with description. *As of now, Rust doesn't provide a way to create inclusive ranges yet so thou shall add +1 to the outer bound.* | Start | End | Description | |-------+-------+-----------------------------------------| | 0000 | 007F | Basic Latin | | 0080 | 00FF | C1 Controls and Latin-1 Supplement | | 0100 | 017F | Latin Extended-A | | 0180 | 024F | Latin Extended-B | | 0250 | 02AF | IPA Extensions | | 02B0 | 02FF | Spacing Modifier Letters | | 0300 | 036F | Combining Diacritical Marks | | 0370 | 03FF | Greek/Coptic | | 0400 | 04FF | Cyrillic | | 0500 | 052F | Cyrillic Supplement | | 0530 | 058F | Armenian | | 0590 | 05FF | Hebrew | | 0600 | 06FF | Arabic | | 0700 | 074F | Syriac | | 0780 | 07BF | Thaana | | 0900 | 097F | Devanagari | | 0980 | 09FF | Bengali/Assamese | | 0A00 | 0A7F | Gurmukhi | | 0A80 | 0AFF | Gujarati | | 0B00 | 0B7F | Oriya | | 0B80 | 0BFF | Tamil | | 0C00 | 0C7F | Telugu | | 0C80 | 0CFF | Kannada | | 0D00 | 0DFF | Malayalam | | 0D80 | 0DFF | Sinhala | | 0E00 | 0E7F | Thai | | 0E80 | 0EFF | Lao | | 0F00 | 0FFF | Tibetan | | 1000 | 109F | Myanmar | | 10A0 | 10FF | Georgian | | 1100 | 11FF | Hangul Jamo | | 1200 | 137F | Ethiopic | | 13A0 | 13FF | Cherokee | | 1400 | 167F | Unified Canadian Aboriginal Syllabics | | 1680 | 169F | Ogham | | 16A0 | 16FF | Runic | | 1700 | 171F | Tagalog | | 1720 | 173F | Hanunoo | | 1740 | 175F | Buhid | | 1760 | 177F | Tagbanwa | | 1780 | 17FF | Khmer | | 1800 | 18AF | Mongolian | | 1900 | 194F | Limbu | | 1950 | 197F | Tai Le | | 19E0 | 19FF | Khmer Symbols | | 1D00 | 1D7F | Phonetic Extensions | | 1E00 | 1EFF | Latin Extended Additional | | 1F00 | 1FFF | Greek Extended | | 2000 | 206F | General Punctuation | | 2070 | 209F | Superscripts and Subscripts | | 20A0 | 20CF | Currency Symbols | | 20D0 | 20FF | Combining Diacritical Marks for Symbols | | 2100 | 214F | Letterlike Symbols | | 2150 | 218F | Number Forms | | 2190 | 21FF | Arrows | | 2200 | 22FF | Mathematical Operators | | 2300 | 23FF | Miscellaneous Technical | | 2400 | 243F | Control Pictures | | 2440 | 245F | Optical Character Recognition | | 2460 | 24FF | Enclosed Alphanumerics | | 2500 | 257F | Box Drawing | | 2580 | 259F | Block Elements | | 25A0 | 25FF | Geometric Shapes | | 2600 | 26FF | Miscellaneous Symbols | | 2700 | 27BF | Dingbats | | 27C0 | 27EF | Miscellaneous Mathematical Symbols-A | | 27F0 | 27FF | Supplemental Arrows-A | | 2800 | 28FF | Braille Patterns | | 2900 | 297F | Supplemental Arrows-B | | 2980 | 29FF | Miscellaneous Mathematical Symbols-B | | 2A00 | 2AFF | Supplemental Mathematical Operators | | 2B00 | 2BFF | Miscellaneous Symbols and Arrows | | 2E80 | 2EFF | CJK Radicals Supplement | | 2F00 | 2FDF | Kangxi Radicals | | 2FF0 | 2FFF | Ideographic Description Characters | | 3000 | 303F | CJK Symbols and Punctuation | | 3040 | 309F | Hiragana | | 30A0 | 30FF | Katakana | | 3100 | 312F | Bopomofo | | 3130 | 318F | Hangul Compatibility Jamo | | 3190 | 319F | Kanbun (Kunten) | | 31A0 | 31BF | Bopomofo Extended | | 31F0 | 31FF | Katakana Phonetic Extensions | | 3200 | 32FF | Enclosed CJK Letters and Months | | 3300 | 33FF | CJK Compatibility | | 3400 | 4DBF | CJK Unified Ideographs Extension A | | 4DC0 | 4DFF | Yijing Hexagram Symbols | | 4E00 | 9FAF | CJK Unified Ideographs | | A000 | A48F | Yi Syllables | | A490 | A4CF | Yi Radicals | | AC00 | D7AF | Hangul Syllables | | D800 | DBFF | High Surrogate Area | | DC00 | DFFF | Low Surrogate Area | | E000 | F8FF | Private Use Area | | F900 | FAFF | CJK Compatibility Ideographs | | FB00 | FB4F | Alphabetic Presentation Forms | | FB50 | FDFF | Arabic Presentation Forms-A | | FE00 | FE0F | Variation Selectors | | FE20 | FE2F | Combining Half Marks | | FE30 | FE4F | CJK Compatibility Forms | | FE50 | FE6F | Small Form Variants | | FE70 | FEFF | Arabic Presentation Forms-B | | FF00 | FFEF | Halfwidth and Fullwidth Forms | | FFF0 | FFFF | Specials | | 10000 | 1007F | Linear B Syllabary | | 10080 | 100FF | Linear B Ideograms | | 10100 | 1013F | Aegean Numbers | | 10300 | 1032F | Old Italic | | 10330 | 1034F | Gothic | | 10380 | 1039F | Ugaritic | | 10400 | 1044F | Deseret | | 10450 | 1047F | Shavian | | 10480 | 104AF | Osmanya | | 10800 | 1083F | Cypriot Syllabary | | 1D000 | 1D0FF | Byzantine Musical Symbols | | 1D100 | 1D1FF | Musical Symbols | | 1D300 | 1D35F | Tai Xuan Jing Symbols | | 1D400 | 1D7FF | Mathematical Alphanumeric Symbols | | 20000 | 2A6DF | CJK Unified Ideographs Extension B | | 2F800 | 2FA1F | CJK Compatibility Ideographs Supplement | | E0000 | E007F | Tags | | E0100 | E01EF | Variation Selectors Supplement | */ #![allow(warnings)] #![warn(missing_docs)] use std::borrow::Cow; use std::collections::HashMap; use std::default::Default; use std::io::Read; use std::rc::Rc; use rusttype::{Point, Rect}; #[cfg(feature = "render")] mod render; #[cfg(feature = "render")] pub use render::*; pub type AtlasCharacterInfos = HashMap<char, CharacterInfos>; /// RGBA8 font texture pub struct Texture { pub data: Vec<u8>, pub width: u32, pub height: u32, } /// Texture which contains the characters of the font. pub struct FontAtlas { pub texture: Texture, pub character_infos: AtlasCharacterInfos, pub font_size: u32, } /// #[derive(Debug)] pub enum Error { /// A glyph for this character is not present in font. NoGlyph(char), /// An Error that comes directly from Rusttype. RusttypeError(rusttype::Error), } impl From<rusttype::Error> for Error { fn from(error: rusttype::Error) -> Self { Error::RusttypeError(error) } } // structure containing informations about a character of a font #[derive(Copy, Clone, Debug)] pub struct CharacterInfos { // coordinates of the character top-left hand corner on the font's texture pub tex_coords: (f32, f32), // width and height of character in texture units pub tex_size: (f32, f32), // size of the character in EMs pub size: (f32, f32), // number of EMs between the bottom of the character and the base line of text pub height_over_line: f32, // number of EMs at the left of the character pub left_padding: f32, // number of EMs at the right of the character pub right_padding: f32, } impl CharacterInfos { pub fn scale(&self, font_size: f32) -> CharacterInfos { CharacterInfos { tex_coords: self.tex_coords, tex_size: self.tex_size, size: (self.size.0 * font_size, self.size.1 * font_size), height_over_line: self.height_over_line * font_size, left_padding: self.left_padding * font_size, right_padding: self.right_padding * font_size, } } } impl FontAtlas { /// Vec<char> of complete ASCII range (from 0 to 255 bytes) pub fn ascii_character_list() -> Vec<char> { (0..255).filter_map(::std::char::from_u32).collect() } // TODO: glean chinese and japanese character lists from imgui pub fn cyrllic_character_list() -> Vec<char> { let ranges = [ 0x0020u32..0x00FF, // Basic Latin + Latin Supplement 0x0400u32..0x052F, // Cyrillic + Cyrillic Supplement 0x2DE0u32..0x2DFF, // Cyrillic Extended-A 0xA640u32..0xA69F, // Cyrillic Extended-B ]; flatten_ranges(ranges.iter()) } pub fn thai_character_list() -> Vec<char> { let ranges = [ 0x0020u32..0x00FF, // Basic Latin 0x2010u32..0x205E, // Punctuations 0x0E00u32..0x0E7F, // Thai ]; flatten_ranges(ranges.iter()) } pub fn vietnamese_character_list() -> Vec<char> { let ranges = [ 0x0020u32..0x00FF, // Basic Latin 0x0102u32..0x0103, 0x0110u32..0x0111, 0x0128u32..0x0129, 0x0168u32..0x0169, 0x01A0u32..0x01A1, 0x01AFu32..0x01B0, 0x1EA0u32..0x1EF9, ]; flatten_ranges(ranges.iter()) } /// Creates a new texture representing a font stored in a `FontAtlas`. /// This function is very expensive as it needs to rasterize font into a /// texture. Complexity grows as `font_size**2 * characters_list.len()`. /// **Avoid rasterizing everything at once as it will be slow and end up in /// out of memory abort.** pub fn new<R, I>(font: R, font_size: u32, characters_list: I) -> Result<FontAtlas, Error> where R: Read, I: IntoIterator<Item = char>, { // building the freetype face object let font: Vec<u8> = font.bytes().map(|c| c.unwrap()).collect(); let collection = ::rusttype::FontCollection::from_bytes(&font[..])?; let font = collection.into_font().unwrap(); // building the infos let (texture, chr_infos) = build_font_image(&font, characters_list.into_iter(), font_size)?; Ok(FontAtlas { texture, character_infos: chr_infos, font_size, }) } } fn flatten_ranges<'a>(ranges: impl Iterator<Item = &'a std::ops::Range<u32>>) -> Vec<char> { ranges .cloned() .flatten() .map(|c| std::char::from_u32(c).unwrap()) .collect() } fn build_font_image<I>( font: &rusttype::Font, characters_list: I, font_size: u32, ) -> Result<(Texture, HashMap<char, CharacterInfos>), Error> where I: Iterator<Item = char>, { use std::iter; // a margin around each character to prevent artifacts const MARGIN: u32 = 2; // glyph size for characters not presented in font. let invalid_character_width = font_size / 4; let size_estimation = characters_list.size_hint().1.unwrap_or(0); // this variable will store the texture data // we set an arbitrary capacity that we think will match what we will need let mut texture_data: Vec<u8> = Vec::with_capacity(size_estimation * font_size as usize * font_size as usize); // the width is chosen more or less arbitrarily, because we can store // everything as long as the texture is at least as wide as the widest // character we just try to estimate a width so that width ~= height let texture_width = get_nearest_po2(std::cmp::max( font_size * 2 as u32, ((((size_estimation as u32) * font_size * font_size) as f32).sqrt()) as u32, )); // we store the position of the "cursor" in the destination texture // this cursor points to the top-left pixel of the next character to write on the texture let mut cursor_offset = (0u32, 0u32); // number of rows to skip at next carriage return let mut rows_to_skip = 0u32; // now looping through the list of characters, filling the texture and returning the informations let em_pixels = font_size as f32; let characters_infos = characters_list .map(|character| { struct Bitmap { rows: i32, width: i32, buffer: Vec<u8>, } // loading wanted glyph in the font face // hope scale will set the right pixel size let scaled_glyph = font.glyph(character).scaled(::rusttype::Scale { x: font_size as f32, y: font_size as f32, }); let h_metrics = scaled_glyph.h_metrics(); let glyph = scaled_glyph.positioned(::rusttype::Point { x: 0.0, y: 0.0 }); let bb = glyph.pixel_bounding_box(); // if no bounding box - we suppose that its invalid character but want it to be draw as empty quad let bb = if let Some(bb) = bb { bb } else { Rect { min: Point { x: 0, y: 0 }, max: Point { x: invalid_character_width as i32, y: 0, }, } }; let mut buffer = vec![0; (bb.height() * bb.width()) as usize]; glyph.draw(|x, y, v| { let x = x; let y = y; buffer[(y * bb.width() as u32 + x) as usize] = (v * 255.0) as u8; }); let bitmap: Bitmap = Bitmap { rows: bb.height(), width: bb.width(), buffer, }; // adding a left margin before our character to prevent artifacts cursor_offset.0 += MARGIN; // carriage return our cursor if we don't have enough room to write the next caracter // we add a margin to prevent artifacts if cursor_offset.0 + (bitmap.width as u32) + MARGIN >= texture_width { assert!(bitmap.width as u32 <= texture_width); // if this fails, we should increase texture_width cursor_offset.0 = 0; cursor_offset.1 += rows_to_skip; rows_to_skip = 0; } // if the texture data buffer has not enough lines, adding some if rows_to_skip < MARGIN + bitmap.rows as u32 { let diff = MARGIN + (bitmap.rows as u32) - rows_to_skip; rows_to_skip = MARGIN + bitmap.rows as u32; texture_data.extend(iter::repeat(0).take((diff * texture_width * 4) as usize)); } // copying the data to the texture let offset_x_before_copy = cursor_offset.0; if bitmap.rows >= 1 { let destination = &mut texture_data [(cursor_offset.0 * 4 + cursor_offset.1 * texture_width * 4) as usize..]; let source = &bitmap.buffer; //ylet source = std::slice::from_raw_parts(source, destination.len()); for y in 0..bitmap.rows as u32 { let source = &source[(y * bitmap.width as u32) as usize..]; let destination = &mut destination[(y * texture_width * 4) as usize..]; for x in 0..bitmap.width { for channel in 0..4 { let val: u8 = source[x as usize]; let dest = &mut destination[x as usize * 4 + channel]; *dest = val; } } } cursor_offset.0 += bitmap.width as u32; debug_assert!(cursor_offset.0 <= texture_width); } // filling infos about that character // tex_size and tex_coords are in pixels for the moment ; they will be divided // by the texture dimensions later Ok(( character, CharacterInfos { tex_size: (bitmap.width as f32, bitmap.rows as f32), tex_coords: (offset_x_before_copy as f32, cursor_offset.1 as f32), size: (bitmap.width as f32, bitmap.rows as f32), left_padding: h_metrics.left_side_bearing as f32, right_padding: (h_metrics.advance_width - bitmap.width as f32 - h_metrics.left_side_bearing as f32) as f32, height_over_line: -bb.min.y as f32, }, )) }) .collect::<Result<Vec<_>, Error>>()?; // adding blank lines at the end until the height of the texture is a power of two { let current_height = texture_data.len() as u32 / texture_width; let requested_height = get_nearest_po2(current_height); texture_data.extend( iter::repeat(0) .take((texture_width * 4 * (requested_height - current_height)) as usize), ); } // now our texture is finished // we know its final dimensions, so we can divide all the pixels values into (0,1) range assert!((texture_data.len() as u32 % (texture_width * 4)) == 0); let texture_height = (texture_data.len() as u32 / texture_width / 4) as f32; let float_texture_width = texture_width as f32; let mut characters_infos = characters_infos .into_iter() .map(|mut chr| { chr.1.tex_size.0 /= float_texture_width; chr.1.tex_size.1 /= texture_height; chr.1.tex_coords.0 /= float_texture_width; chr.1.tex_coords.1 /= texture_height; chr.1.size.0 /= em_pixels; chr.1.size.1 /= em_pixels; chr.1.left_padding /= em_pixels; chr.1.right_padding /= em_pixels; chr.1.height_over_line /= em_pixels; chr }) .collect::<HashMap<_, _>>(); // this HashMap will not be used mutably any more and it makes sense to // compact it characters_infos.shrink_to_fit(); // returning Ok(( Texture { data: texture_data, width: texture_width, height: texture_height as u32, }, characters_infos, )) } /// Function that will calculate the nearest power of two. fn get_nearest_po2(mut x: u32) -> u32 { assert!(x > 0); x -= 1; x = x | (x >> 1); x = x | (x >> 2); x = x | (x >> 4); x = x | (x >> 8); x = x | (x >> 16); x + 1 }