paint

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Published: Dec 9, 2023 License: BSD-3-Clause Imports: 40 Imported by: 11

Documentation

Overview

Package Paint is the paint package for the GoGi render library. Renders to an image.RGBA using styles defined in GiSt styles.

Original rendering borrows heavily from: https://github.com/fogleman/gg and has been integrated with https://github.com/srwiley/rasterx which provides fully SVG compliant and fast rendering.

Index

Constants

View Source
const MaxDx float32 = math.Pi / 8

MaxDx is the Maximum radians a cubic splice is allowed to span in ellipse parametric when approximating an off-axis ellipse.

Variables

View Source
var FontExts = map[string]struct{}{
	".ttf": {},
	".ttc": {},
	".otf": {},
}
View Source
var FontFallbacks = map[string]string{
	"serif":            "Times New Roman",
	"times":            "Times New Roman",
	"Times New Roman":  "Liberation Serif",
	"Liberation Serif": "NotoSerif",
	"sans-serif":       "NotoSans",
	"NotoSans":         "Roboto",
	"courier":          "Courier",
	"Courier":          "Courier New",
	"Courier New":      "NotoSansMono",
	"NotoSansMono":     "Roboto Mono",
	"monospace":        "NotoSansMono",
	"cursive":          "Comic Sans",
	"Comic Sans":       "Comic Sans MS",
	"fantasy":          "Impact",
	"Impact":           "Impac",
}

FontFallbacks are a list of fallback fonts to try, at the basename level. Make sure there are no loops! Include Noto versions of everything in this because they have the most stretch options, so they should be in the mix if they have been installed, and include "Roboto" options last.

View Source
var FontInfoExample = "AaBbCcIiPpQq12369$€¢?.:/()àáâãäåæç日本中国⇧⌘"

FontInfoExample is example text to demonstrate fonts -- from Inkscape plus extra

View Source
var FontPaths = []string{"/usr/share/fonts/truetype"}

FontPaths contains the filepaths in which fonts are stored for the current platform.

View Source
var TextFontRenderMu sync.Mutex

TextFontRenderMu mutex is required because multiple different goroutines associated with different windows can (and often will be) call font stuff at the same time (curFace.GlyphAdvance, rendering font) at the same time, on the same font face -- and that turns out not to work!

Functions

func EdgeBlurFactors added in v0.0.22

func EdgeBlurFactors(sigma, radiusFactor float32) []float32

EdgeBlurFactors returns multiplicative factors that replicate the effect of a Gaussian kernel applied to a sharp edge transition in the middle of a line segment, with a given Gaussian sigma, and radius = sigma * radiusFactor. The returned line factors go from -radius to +radius. For low-contrast (opacity) cases, radiusFactor = 1 works well, because values beyond 1 sigma are effectively invisible, but 2 looks better for greater contrast cases.

func FindEllipseCenter

func FindEllipseCenter(rx, ry *float32, rotX, startX, startY, endX, endY float32, sweep, largeArc bool) (cx, cy float32)

FindEllipseCenter locates the center of the Ellipse if it exists. If it does not exist, the radius values will be increased minimally for a solution to be possible while preserving the rx to rb ratio. rx and rb arguments are pointers that can be checked after the call to see if the values changed. This method uses coordinate transformations to reduce the problem to finding the center of a circle that includes the origin and an arbitrary point. The center of the circle is then transformed back to the original coordinates and returned.

func FontAlts

func FontAlts(fams string) (fns []string, serif, mono bool)

FontAlts generates a list of all possible alternative fonts that actually exist in font library for a list of font families, and a guess as to whether the font is a serif (vs sans) or monospaced (vs proportional) font. Only deals with base names.

func FontFaceName

func FontFaceName(fam string, str styles.FontStretch, wt styles.FontWeights, sty styles.FontStyles) string

FontFaceName returns the best full FaceName to use for the given font family(ies) (comma separated) and modifier parameters

func FontSerifMonoGuess

func FontSerifMonoGuess(fns []string) (serif, mono bool)

FontSerifMonoGuess looks at a list of alternative font names and tires to guess if the font is a serif (vs sans) or monospaced (vs proportional) font.

func FontStyleCSS

func FontStyleCSS(fs *styles.FontRender, tag string, cssAgg map[string]any, unit *units.Context, ctxt colors.Context) bool

FontStyleCSS looks for "tag" name props in cssAgg props, and applies those to style if found, and returns true -- false if no such tag found

func GaussianBlur added in v0.0.22

func GaussianBlur(src image.Image, sigma float64) *image.RGBA

GaussianBlur returns a smoothly blurred version of the image using a Gaussian function. Sigma is the standard deviation of the Gaussian function, and a kernel of radius = 4 * Sigma is used.

func GaussianBlurKernel1D added in v0.0.22

func GaussianBlurKernel1D(sigma float64) *convolution.Kernel

GaussianBlurKernel1D returns a 1D Gaussian kernel. Sigma is the standard deviation, and the radius of the kernel is 4 * sigma.

func NextRuneAt

func NextRuneAt(str string, idx int) rune

NextRuneAt returns the next rune starting from given index -- could be at that index or some point thereafter -- returns utf8.RuneError if no valid rune could be found -- this should be a standard function!

func OpenFont

func OpenFont(fs *styles.FontRender, ctxt *units.Context) styles.Font

OpenFont loads the font specified by the font style from the font library. This is the primary method to use for loading fonts, as it uses a robust fallback method to finding an appropriate font, and falls back on the builtin Go font as a last resort. It returns the font style object with Face set to the resulting font. The font size is always rounded to nearest integer, to produce better-looking results (presumably). The current metrics and given unit.Context are updated based on the properties of the font.

func OpenFontFace

func OpenFontFace(bytes []byte, name, path string, size int, strokeWidth int) (*styles.FontFace, error)

OpenFontFace loads a font face from the given font file bytes, with the given name and path for context, with given raw size in display dots, and if strokeWidth is > 0, the font is drawn in outline form (stroked) instead of filled (supported in SVG). loadFontMu must be locked prior to calling.

func SetHTMLSimpleTag

func SetHTMLSimpleTag(tag string, fs *styles.FontRender, ctxt *units.Context, cssAgg map[string]any) bool

SetHTMLSimpleTag sets the styling parameters for simple html style tags that only require updating the given font spec values -- returns true if handled https://www.w3schools.com/cssref/css_default_values.asp

Types

type Context added in v0.0.25

type Context struct {
	*State
	*styles.Paint
}

Context provides the rendering state, styling parameters, and methods for painting. It is the main entry point to the paint API; most things are methods on Context, although Text rendering is handled separately in TextRender. A Context is typically constructed through NewContext, NewContextFromImage, or NewContextFromRGBA, although it can also be constructed directly through a struct literal when an existing State and styles.Paint exist.

func NewContext added in v0.0.25

func NewContext(width, height int) *Context

NewContext returns a new Context associated with a new image.RGBA with the given width and height.

func NewContextFromImage added in v0.0.25

func NewContextFromImage(img *image.RGBA) *Context

NewContextFromImage returns a new Context associated with an image.RGBA copy of the given image.Image. It does not render directly onto the given image; see NewContextFromRGBA for a version that renders directly.

func NewContextFromRGBA added in v0.0.25

func NewContextFromRGBA(img image.Image) *Context

NewContextFromRGBA returns a new Context associated with the given image.RGBA. It renders directly onto the given image; see NewContextFromImage for a version that makes a copy.

func (*Context) AsMask added in v0.0.25

func (pc *Context) AsMask() *image.Alpha

AsMask returns an *image.Alpha representing the alpha channel of this context. This can be useful for advanced clipping operations where you first render the mask geometry and then use it as a mask.

func (*Context) BlurBox added in v0.0.25

func (pc *Context) BlurBox(pos, size mat32.Vec2, blurRadius float32)

BlurBox blurs the given already drawn region with the given blur radius. The blur radius passed to this function is the actual Gaussian standard deviation (σ). This means that you need to divide a CSS-standard blur radius value by two before passing it this function (see https://stackoverflow.com/questions/65454183/how-does-blur-radius-value-in-box-shadow-property-affect-the-resulting-blur).

func (*Context) BoundingBox added in v0.0.25

func (pc *Context) BoundingBox(minX, minY, maxX, maxY float32) image.Rectangle

BoundingBox computes the bounding box for an element in pixel int coordinates, applying current transform

func (*Context) BoundingBoxFromPoints added in v0.0.25

func (pc *Context) BoundingBoxFromPoints(points []mat32.Vec2) image.Rectangle

BoundingBoxFromPoints computes the bounding box for a slice of points

func (*Context) Clear added in v0.0.25

func (pc *Context) Clear()

Clear fills the entire image with the current fill color.

func (*Context) ClearPath added in v0.0.25

func (pc *Context) ClearPath()

ClearPath clears the current path. There is no current point after this operation.

func (*Context) Clip added in v0.0.25

func (pc *Context) Clip()

Clip updates the clipping region by intersecting the current clipping region with the current path as it would be filled by pc.Fill(). The path is cleared after this operation.

func (*Context) ClipPreserve added in v0.0.25

func (pc *Context) ClipPreserve()

ClipPreserve updates the clipping region by intersecting the current clipping region with the current path as it would be filled by pc.Fill(). The path is preserved after this operation.

func (*Context) ClosePath added in v0.0.25

func (pc *Context) ClosePath()

ClosePath adds a line segment from the current point to the beginning of the current subpath. If there is no current point, this is a no-op.

func (*Context) CubicTo added in v0.0.25

func (pc *Context) CubicTo(x1, y1, x2, y2, x3, y3 float32)

CubicTo adds a cubic bezier curve to the current path starting at the current point. If there is no current point, it first performs MoveTo(x1, y1).

func (*Context) DrawArc added in v0.0.25

func (pc *Context) DrawArc(x, y, r, angle1, angle2 float32)

func (*Context) DrawBorder added in v0.0.25

func (pc *Context) DrawBorder(x, y, w, h float32, bs styles.Border)

DrawBorder is a higher-level function that draws, strokes, and fills an potentially rounded border box with the given position, size, and border styles.

func (*Context) DrawBox added in v0.0.25

func (pc *Context) DrawBox(pos mat32.Vec2, sz mat32.Vec2, bs styles.Border)

DrawBox calls DrawBorder with position, size and border parameters as a convenience method for DrawStdBox

func (*Context) DrawCircle added in v0.0.25

func (pc *Context) DrawCircle(x, y, r float32)

func (*Context) DrawEllipse added in v0.0.25

func (pc *Context) DrawEllipse(x, y, rx, ry float32)

func (*Context) DrawEllipticalArc added in v0.0.25

func (pc *Context) DrawEllipticalArc(cx, cy, rx, ry, angle1, angle2 float32)

DrawEllipticalArc draws arc between angle1 and angle2 along an ellipse, using quadratic bezier curves -- centers of ellipse are at cx, cy with radii rx, ry -- see DrawEllipticalArcPath for a version compatible with SVG A/a path drawing, which uses previous position instead of two angles

func (*Context) DrawEllipticalArcPath added in v0.0.25

func (pc *Context) DrawEllipticalArcPath(cx, cy, ocx, ocy, pcx, pcy, rx, ry, angle float32, largeArc, sweep bool) (lx, ly float32)

DrawEllipticalArcPath is draws an arc centered at cx,cy with radii rx, ry, through given angle, either via the smaller or larger arc, depending on largeArc -- returns in lx, ly the last points which are then set to the current cx, cy for the path drawer

func (*Context) DrawImage added in v0.0.25

func (pc *Context) DrawImage(fmIm image.Image, x, y float32)

DrawImage draws the specified image at the specified point.

func (*Context) DrawImageAnchored added in v0.0.25

func (pc *Context) DrawImageAnchored(fmIm image.Image, x, y, ax, ay float32)

DrawImageAnchored draws the specified image at the specified anchor point. The anchor point is x - w * ax, y - h * ay, where w, h is the size of the image. Use ax=0.5, ay=0.5 to center the image at the specified point.

func (*Context) DrawImageScaled added in v0.0.25

func (pc *Context) DrawImageScaled(fmIm image.Image, x, y, w, h float32)

DrawImageScaled draws the specified image starting at given upper-left point, such that the size of the image is rendered as specified by w, h parameters (an additional scaling is applied to the transform matrix used in rendering)

func (*Context) DrawLine added in v0.0.25

func (pc *Context) DrawLine(x1, y1, x2, y2 float32)

func (*Context) DrawPolygon added in v0.0.25

func (pc *Context) DrawPolygon(points []mat32.Vec2)

func (*Context) DrawPolygonPxToDots added in v0.0.25

func (pc *Context) DrawPolygonPxToDots(points []mat32.Vec2)

func (*Context) DrawPolyline added in v0.0.25

func (pc *Context) DrawPolyline(points []mat32.Vec2)

func (*Context) DrawPolylinePxToDots added in v0.0.25

func (pc *Context) DrawPolylinePxToDots(points []mat32.Vec2)

func (*Context) DrawRectangle added in v0.0.25

func (pc *Context) DrawRectangle(x, y, w, h float32)

DrawRectangle draws (but does not stroke or fill) a standard rectangle with a consistent border

func (*Context) DrawRegularPolygon added in v0.0.25

func (pc *Context) DrawRegularPolygon(n int, x, y, r, rotation float32)

func (*Context) DrawRoundedRectangle added in v0.0.25

func (pc *Context) DrawRoundedRectangle(x, y, w, h float32, r styles.SideFloats)

DrawRoundedRectangle draws a standard rounded rectangle with a consistent border and with the given x and y position, width and height, and border radius for each corner.

func (*Context) DrawRoundedShadowBlur added in v0.0.25

func (pc *Context) DrawRoundedShadowBlur(blurSigma, radiusFactor, x, y, w, h float32, r styles.SideFloats)

DrawRoundedShadowBlur draws a standard rounded rectangle with a consistent border and with the given x and y position, width and height, and border radius for each corner. The blurSigma and radiusFactor args add a blurred shadow with an effective Gaussian sigma = blurSigma, and radius = radiusFactor * sigma. This shadow is rendered around the given box size up to given radius. See EdgeBlurFactors for underlying blur factor code. Using radiusFactor = 1 works well for weak shadows, where the fringe beyond 1 sigma is essentially invisible. To match the CSS standard, you then pass blurSigma = blur / 2, radiusFactor = 1. For darker shadows, use blurSigma = blur / 2, radiusFactor = 2, and reserve extra space for the full shadow. The effective blurRadius is clamped to be <= w-2 and h-2.

func (*Context) DrawStdBox added in v0.0.25

func (pc *Context) DrawStdBox(st *styles.Style, pos mat32.Vec2, sz mat32.Vec2, surroundBgColor *colors.Full, surroundStateLayer float32)

DrawStdBox draws the CSS "standard box" model using given style. This is used for rendering widgets such as buttons, textfields, etc in a GUI. The surround arguments are the background color and state layer of the surrounding context of this box, typically obtained through goki.dev/gi/v2/gi.WidgetBase.ParentBackgroundColor in a GUI context.

func (*Context) Fill added in v0.0.25

func (pc *Context) Fill()

Fill fills the current path with the current color. Open subpaths are implicitly closed. The path is cleared after this operation.

func (*Context) FillBox added in v0.0.25

func (pc *Context) FillBox(pos, size mat32.Vec2, clr *colors.Full)

FillBox is an optimized fill of a square region with a uniform color if the given color spec is a solid color

func (*Context) FillBoxColor added in v0.0.25

func (pc *Context) FillBoxColor(pos, size mat32.Vec2, clr color.Color)

FillBoxColor is an optimized fill of a square region with given uniform color

func (*Context) FillPreserve added in v0.0.25

func (pc *Context) FillPreserve()

FillPreserve fills the current path with the current color. Open subpaths are implicitly closed. The path is preserved after this operation.

func (*Context) FillStrokeClear added in v0.0.25

func (pc *Context) FillStrokeClear()

convenience for final draw for shapes when done

func (*Context) Identity added in v0.0.25

func (pc *Context) Identity()

Identity resets the current transformation matrix to the identity matrix. This results in no translating, scaling, rotating, or shearing.

func (*Context) InvertY added in v0.0.25

func (pc *Context) InvertY()

InvertY flips the Y axis so that Y grows from bottom to top and Y=0 is at the bottom of the image.

func (*Context) LineTo added in v0.0.25

func (pc *Context) LineTo(x, y float32)

LineTo adds a line segment to the current path starting at the current point. If there is no current point, it is equivalent to MoveTo(x, y)

func (*Context) MoveTo added in v0.0.25

func (pc *Context) MoveTo(x, y float32)

MoveTo starts a new subpath within the current path starting at the specified point.

func (*Context) NewSubPath added in v0.0.25

func (pc *Context) NewSubPath()

NewSubPath starts a new subpath within the current path. There is no current point after this operation.

func (*Context) QuadraticTo added in v0.0.25

func (pc *Context) QuadraticTo(x1, y1, x2, y2 float32)

QuadraticTo adds a quadratic bezier curve to the current path starting at the current point. If there is no current point, it first performs MoveTo(x1, y1)

func (*Context) ResetClip added in v0.0.25

func (pc *Context) ResetClip()

ResetClip clears the clipping region.

func (*Context) Rotate added in v0.0.25

func (pc *Context) Rotate(angle float32)

Rotate updates the current matrix with a clockwise rotation. Rotation occurs about the origin. Angle is specified in radians.

func (*Context) RotateAbout added in v0.0.25

func (pc *Context) RotateAbout(angle, x, y float32)

RotateAbout updates the current matrix with a clockwise rotation. Rotation occurs about the specified point. Angle is specified in radians.

func (*Context) Scale added in v0.0.25

func (pc *Context) Scale(x, y float32)

Scale updates the current matrix with a scaling factor. Scaling occurs about the origin.

func (*Context) ScaleAbout added in v0.0.25

func (pc *Context) ScaleAbout(sx, sy, x, y float32)

ScaleAbout updates the current matrix with a scaling factor. Scaling occurs about the specified point.

func (*Context) SetMask added in v0.0.25

func (pc *Context) SetMask(mask *image.Alpha) error

SetMask allows you to directly set the *image.Alpha to be used as a clipping mask. It must be the same size as the context, else an error is returned and the mask is unchanged.

func (*Context) SetPixel added in v0.0.25

func (pc *Context) SetPixel(x, y int)

SetPixel sets the color of the specified pixel using the current stroke color.

func (*Context) Shear added in v0.0.25

func (pc *Context) Shear(x, y float32)

Shear updates the current matrix with a shearing angle. Shearing occurs about the origin.

func (*Context) ShearAbout added in v0.0.25

func (pc *Context) ShearAbout(sx, sy, x, y float32)

ShearAbout updates the current matrix with a shearing angle. Shearing occurs about the specified point.

func (*Context) Stroke added in v0.0.25

func (pc *Context) Stroke()

Stroke strokes the current path with the current color, line width, line cap, line join and dash settings. The path is cleared after this operation.

func (*Context) StrokePreserve added in v0.0.25

func (pc *Context) StrokePreserve()

StrokePreserve strokes the current path with the current color, line width, line cap, line join and dash settings. The path is preserved after this operation.

func (*Context) StrokeWidth added in v0.0.25

func (pc *Context) StrokeWidth() float32

StrokeWidth obtains the current stoke width subject to transform (or not depending on VecEffNonScalingStroke)

func (*Context) TransformPoint added in v0.0.25

func (pc *Context) TransformPoint(x, y float32) mat32.Vec2

TransformPoint multiplies the specified point by the current transform matrix, returning a transformed position.

func (*Context) Translate added in v0.0.25

func (pc *Context) Translate(x, y float32)

Translate updates the current matrix with a translation.

type FontInfo

type FontInfo struct {

	// official regularized name of font
	Name string

	// stretch: normal, expanded, condensed, etc
	Stretch styles.FontStretch `xml:"stretch"`

	// weight: normal, bold, etc
	Weight styles.FontWeights `xml:"weight"`

	// style -- normal, italic, etc
	Style styles.FontStyles `xml:"style"`

	// example text -- styled according to font params in chooser
	Example string
}

FontInfo contains basic font information for choosing a given font -- displayed in the font chooser dialog.

func (FontInfo) Label

func (fi FontInfo) Label() string

Label satisfies the Labeler interface

type FontLib

type FontLib struct {

	// An fs containing available fonts, which are typically embedded through go:embed.
	// It is initialized to contain of the default fonts located in the fonts directory
	// (https://github.com/goki/girl/tree/main/paint/fonts), but it can be extended by
	// any packages by using a merged fs package.
	FontsFS fs.FS

	// list of font paths to search for fonts
	FontPaths []string

	// Map of font name to path to file. If the path starts
	// with "fs://", it indicates that it is located in
	// [FontLib.FontsFS].
	FontsAvail map[string]string

	// information about each font -- this list should be used for selecting valid regularized font names
	FontInfo []FontInfo

	// double-map of cached fonts, by font name and then integer font size within that
	Faces map[string]map[int]*styles.FontFace
}

FontLib holds the fonts available in a font library. The font name is regularized so that the base "Regular" font is the root term of a sequence of other font names that describe the stretch, weight, and style, e.g., "Arial" as the base name, "Arial Bold", "Arial Bold Italic" etc. Thus, each font name specifies a particular font weight and style. When fonts are loaded into the library, the names are appropriately regularized.

var FontLibrary FontLib

FontLibrary is the gi font library, initialized from fonts available on font paths

func (*FontLib) AddFontPaths

func (fl *FontLib) AddFontPaths(paths ...string) bool

func (*FontLib) DeleteFont

func (fl *FontLib) DeleteFont(fontnm string)

DeleteFont removes given font from list of available fonts -- if not supported etc

func (*FontLib) Font

func (fl *FontLib) Font(fontnm string, size int) (*styles.FontFace, error)

Font gets a particular font, specified by the official regularized font name (see FontsAvail list), at given dots size (integer), using a cache of loaded fonts.

func (*FontLib) FontAvail

func (fl *FontLib) FontAvail(fontnm string) bool

FontAvail determines if a given font name is available (case insensitive)

func (*FontLib) FontsAvailFromFS added in v0.0.22

func (fl *FontLib) FontsAvailFromFS(fsys fs.FS, root string) error

FontsAvailFromPath scans for all fonts we can use on a given fs, gathering info into FontsAvail and FontInfo. It adds the given root path string to all paths.

func (*FontLib) Init

func (fl *FontLib) Init()

Init initializes the font library if it hasn't been yet

func (*FontLib) InitFontPaths

func (fl *FontLib) InitFontPaths(paths ...string)

InitFontPaths initializes font paths to system defaults, only if no paths have yet been set

func (*FontLib) OpenAllFonts

func (fl *FontLib) OpenAllFonts(size int)

OpenAllFonts attempts to load all fonts that were found -- call this before displaying the font chooser to eliminate any bad fonts.

func (*FontLib) UpdateFontsAvail

func (fl *FontLib) UpdateFontsAvail() bool

UpdateFontsAvail scans for all fonts we can use on the FontPaths

type Rune

type Rune struct {

	// fully-specified font rendering info, includes fully computed font size -- this is exactly what will be drawn -- no further transforms
	Face font.Face `json:"-" xml:"-"`

	// color to draw characters in
	Color color.Color `json:"-" xml:"-"`

	// background color to fill background of color -- for highlighting, <mark> tag, etc -- unlike Face, Color, this must be non-nil for every case that uses it, as nil is also used for default transparent background
	BackgroundColor color.Color `json:"-" xml:"-"`

	// additional decoration to apply -- underline, strike-through, etc -- also used for encoding a few special layout hints to pass info from styling tags to separate layout algorithms (e.g., &lt;P&gt; vs &lt;BR&gt;)
	Deco styles.TextDecorations

	// relative position from start of Text for the lower-left baseline rendering position of the font character
	RelPos mat32.Vec2

	// size of the rune itself, exclusive of spacing that might surround it
	Size mat32.Vec2

	// rotation in radians for this character, relative to its lower-left baseline rendering position
	RotRad float32

	// scaling of the X dimension, in case of non-uniform scaling, 0 = no separate scaling
	ScaleX float32
}

Rune contains fully explicit data needed for rendering a single rune -- Face and Color can be nil after first element, in which case the last non-nil is used -- likely slightly more efficient to avoid setting all those pointers -- float32 values used to support better accuracy when transforming points

func (*Rune) CurColor

func (rr *Rune) CurColor(curColor color.Color) color.Color

CurColor is convenience for updating current color if non-nil

func (*Rune) CurFace

func (rr *Rune) CurFace(curFace font.Face) font.Face

CurFace is convenience for updating current font face if non-nil

func (*Rune) HasNil

func (rr *Rune) HasNil() error

HasNil returns error if any of the key info (face, color) is nil -- only the first element must be non-nil

func (*Rune) RelPosAfterLR

func (rr *Rune) RelPosAfterLR() float32

RelPosAfterLR returns the relative position after given rune for LR order: RelPos.X + Size.X

func (*Rune) RelPosAfterRL

func (rr *Rune) RelPosAfterRL() float32

RelPosAfterRL returns the relative position after given rune for RL order: RelPos.X - Size.X

func (*Rune) RelPosAfterTB

func (rr *Rune) RelPosAfterTB() float32

RelPosAfterTB returns the relative position after given rune for TB order: RelPos.Y + Size.Y

type Span

type Span struct {

	// text as runes
	Text []rune

	// render info for each rune in one-to-one correspondence
	Render []Rune

	// position for start of text relative to an absolute coordinate that is provided at the time of rendering -- this typically includes the baseline offset to align all rune rendering there -- individual rune RelPos are added to this plus the render-time offset to get the final position
	RelPos mat32.Vec2

	// rune position for further edge of last rune -- for standard flat strings this is the overall length of the string -- used for size / layout computations -- you do not add RelPos to this -- it is in same Text relative coordinates
	LastPos mat32.Vec2

	// where relevant, this is the (default, dominant) text direction for the span
	Dir styles.TextDirections

	// mask of decorations that have been set on this span -- optimizes rendering passes
	HasDeco styles.TextDecorations
}

Span contains fully explicit data needed for rendering a span of text as a slice of runes, with rune and Rune elements in one-to-one correspondence (but any nil values will use prior non-nil value -- first rune must have all non-nil). Text can be oriented in any direction -- the only constraint is that it starts from a single starting position. Typically only text within a span will obey kerning. In standard Text context, each span is one line of text -- should not have new lines within the span itself. In SVG special cases (e.g., TextPath), it can be anything. It is NOT synonymous with the HTML <span> tag, as many styling applications of that tag can be accommodated within a larger span-as-line. The first Rune RelPos for LR text should be at X=0 (LastPos = 0 for RL) -- i.e., relpos positions are minimal for given span.

func (*Span) AppendRune

func (sr *Span) AppendRune(r rune, face font.Face, clr, bg color.Color, deco styles.TextDecorations)

AppendRune adds one rune and associated formatting info

func (*Span) AppendString

func (sr *Span) AppendString(str string, face font.Face, clr, bg color.Color, deco styles.TextDecorations, sty *styles.FontRender, ctxt *units.Context)

AppendString adds string and associated formatting info, optimized with only first rune having non-nil face and color settings

func (*Span) FindWrapPosLR

func (sr *Span) FindWrapPosLR(trgSize, curSize float32) int

FindWrapPosLR finds a position to do word wrapping to fit within trgSize -- RelPos positions must have already been set (e.g., SetRunePosLR)

func (*Span) HasDecoUpdate

func (sr *Span) HasDecoUpdate(bg color.Color, deco styles.TextDecorations)

AppendRune adds one rune and associated formatting info

func (*Span) Init

func (sr *Span) Init(capsz int)

Init initializes a new span with given capacity

func (*Span) IsNewPara

func (sr *Span) IsNewPara() bool

IsNewPara returns true if this span starts a new paragraph

func (*Span) IsValid

func (sr *Span) IsValid() error

IsValid ensures that at least some text is represented and the sizes of Text and Render slices are the same, and that the first render info is non-nil

func (*Span) LastFont

func (sr *Span) LastFont() (face font.Face, color color.Color)

LastFont finds the last font and color from given span

func (*Span) RenderBg

func (sr *Span) RenderBg(pc *Context, tpos mat32.Vec2)

RenderBg renders the background behind chars

func (*Span) RenderLine

func (sr *Span) RenderLine(pc *Context, tpos mat32.Vec2, deco styles.TextDecorations, ascPct float32)

RenderLine renders overline or line-through -- anything that is a function of ascent

func (*Span) RenderUnderline

func (sr *Span) RenderUnderline(pc *Context, tpos mat32.Vec2)

RenderUnderline renders the underline for span -- ensures continuity to do it all at once

func (*Span) RuneEndPos

func (sr *Span) RuneEndPos(idx int) mat32.Vec2

RuneEndPos returns the relative ending position of the given rune index (adds Span RelPos and rune RelPos + rune Size.X for LR writing). If index > length, then uses LastPos

func (*Span) RuneRelPos

func (sr *Span) RuneRelPos(idx int) mat32.Vec2

RuneRelPos returns the relative (starting) position of the given rune index (adds Span RelPos and rune RelPos) -- this is typically the baseline position where rendering will start, not the upper left corner. if index > length, then uses LastPos

func (*Span) SetNewPara

func (sr *Span) SetNewPara()

SetNewPara sets this as starting a new paragraph

func (*Span) SetRenders

func (sr *Span) SetRenders(sty *styles.FontRender, ctxt *units.Context, noBG bool, rot, scalex float32)

SetRenders sets rendering parameters based on style

func (*Span) SetRunePosLR

func (sr *Span) SetRunePosLR(letterSpace, wordSpace, chsz float32, tabSize int)

SetRunePosLR sets relative positions of each rune using a flat left-to-right text layout, based on font size info and additional extra letter and word spacing parameters (which can be negative)

func (*Span) SetRunePosTB

func (sr *Span) SetRunePosTB(letterSpace, wordSpace, chsz float32, tabSize int)

SetRunePosTB sets relative positions of each rune using a flat top-to-bottom text layout -- i.e., letters are in their normal upright orientation, but arranged vertically.

func (*Span) SetRunePosTBRot

func (sr *Span) SetRunePosTBRot(letterSpace, wordSpace, chsz float32, tabSize int)

SetRunePosTBRot sets relative positions of each rune using a flat top-to-bottom text layout, with characters rotated 90 degress based on font size info and additional extra letter and word spacing parameters (which can be negative)

func (*Span) SetRunes

func (sr *Span) SetRunes(str []rune, sty *styles.FontRender, ctxt *units.Context, noBG bool, rot, scalex float32)

SetRunes initializes to given plain rune string, with given default style parameters that are set for the first render element -- constructs Render slice of same size as Text

func (*Span) SetString

func (sr *Span) SetString(str string, sty *styles.FontRender, ctxt *units.Context, noBG bool, rot, scalex float32)

SetString initializes to given plain text string, with given default style parameters that are set for the first render element -- constructs Render slice of same size as Text

func (*Span) SizeHV

func (sr *Span) SizeHV() mat32.Vec2

SizeHV computes the size of the text span from the first char to the last position, which is valid for purely horizontal or vertical text lines -- either X or Y will be zero depending on orientation

func (*Span) SplitAtLR

func (sr *Span) SplitAtLR(idx int) *Span

SplitAt splits current span at given index, returning a new span with remainder after index -- space is trimmed from both spans and relative positions updated, for LR direction

func (*Span) TrimSpaceLR

func (sr *Span) TrimSpaceLR()

TrimSpace trims leading and trailing space elements from span, and updates the relative positions accordingly, for LR direction

func (*Span) TrimSpaceLeftLR

func (sr *Span) TrimSpaceLeftLR()

TrimSpaceLeft trims leading space elements from span, and updates the relative positions accordingly, for LR direction

func (*Span) TrimSpaceRightLR

func (sr *Span) TrimSpaceRightLR()

TrimSpaceRight trims trailing space elements from span, and updates the relative positions accordingly, for LR direction

func (*Span) ZeroPosLR

func (sr *Span) ZeroPosLR()

ZeroPos ensures that the positions start at 0, for LR direction

type State

type State struct {

	// current transform
	CurTransform mat32.Mat2

	// current path
	Path rasterx.Path

	// rasterizer -- stroke / fill rendering engine from rasterx
	Raster *rasterx.Dasher

	// scanner for scanx
	Scanner *scanx.Scanner

	// spanner for scanx
	ImgSpanner *scanx.ImgSpanner

	// starting point, for close path
	Start mat32.Vec2

	// current point
	Current mat32.Vec2

	// is current point current?
	HasCurrent bool

	// pointer to image to render into
	Image *image.RGBA

	// current mask
	Mask *image.Alpha

	// boundaries to restrict drawing to -- much faster than clip mask for basic square region exclusion -- used for restricting drawing
	Bounds image.Rectangle

	// bounding box of last object rendered -- computed by renderer during Fill or Stroke, grabbed by SVG objects
	LastRenderBBox image.Rectangle

	// stack of transforms
	TransformStack []mat32.Mat2

	// stack of bounds -- every render starts with a push onto this stack, and finishes with a pop
	BoundsStack []image.Rectangle

	// stack of clips, if needed
	ClipStack []*image.Alpha

	// mutex for overall rendering
	RenderMu sync.Mutex

	// mutex for final rasterx rendering -- only one at a time
	RasterMu sync.Mutex
}

The State holds all the current rendering state information used while painting -- a viewport just has one of these

func (*State) Init

func (rs *State) Init(width, height int, img *image.RGBA)

Init initializes State -- must be called whenever image size changes

func (*State) Lock

func (rs *State) Lock()

Lock locks the render mutex -- must lock prior to rendering!

func (*State) PopBounds

func (rs *State) PopBounds()

PopBounds pops bounds off the stack and set to current bounds must be equally balanced with corresponding PushBounds

func (*State) PopClip

func (rs *State) PopClip()

PopClip pops Mask off the clip stack and set to current mask

func (*State) PopTransform added in v0.0.25

func (rs *State) PopTransform()

PopTransform pops transform off the stack and set to current transform must protect within render mutex lock (see Lock version)

func (*State) PopTransformLock added in v0.0.25

func (rs *State) PopTransformLock()

PopTransformLock pops transform off the stack and set to current transform protects within render mutex lock (see Lock version)

func (*State) PushBounds

func (rs *State) PushBounds(b image.Rectangle)

PushBounds pushes current bounds onto stack and set new bounds. this is the essential first step in rendering! any further actual rendering should always be surrounded by Lock() / Unlock() calls

func (*State) PushClip

func (rs *State) PushClip()

PushClip pushes current Mask onto the clip stack

func (*State) PushTransform added in v0.0.25

func (rs *State) PushTransform(xf mat32.Mat2)

PushTransform pushes current transform onto stack and apply new transform on top of it must protect within render mutex lock (see Lock version)

func (*State) PushTransformLock added in v0.0.25

func (rs *State) PushTransformLock(xf mat32.Mat2)

PushTransformLock pushes current transform onto stack and apply new transform on top of it protects within render mutex lock

func (*State) Unlock

func (rs *State) Unlock()

Unlock unlocks the render mutex, locked with PushBounds -- call this prior to children rendering etc.

type Text

type Text struct {
	Spans []Span

	// last size of overall rendered text
	Size mat32.Vec2

	// where relevant, this is the (default, dominant) text direction for the span
	Dir styles.TextDirections

	// hyperlinks within rendered text
	Links []TextLink
}

Text contains one or more Span elements, typically with each representing a separate line of text (but they can be anything).

func (*Text) InsertSpan

func (tr *Text) InsertSpan(at int, ns *Span)

InsertSpan inserts a new span at given index

func (*Text) LayoutStdLR

func (tr *Text) LayoutStdLR(txtSty *styles.Text, fontSty *styles.FontRender, ctxt *units.Context, size mat32.Vec2) mat32.Vec2

LayoutStdLR does basic standard layout of text in LR direction, assigning relative positions to spans and runes according to given styles, and given size overall box (nonzero values used to constrain). Returns total resulting size box for text. Font face in styles.Font is used for determining line spacing here -- other versions can do more expensive calculations of variable line spacing as needed.

func (*Text) Render

func (tr *Text) Render(pc *Context, pos mat32.Vec2)

Render does text rendering into given image, within given bounds, at given absolute position offset (specifying position of text baseline) -- any applicable transforms (aside from the char-specific rotation in Render) must be applied in advance in computing the relative positions of the runes, and the overall font size, etc. todo: does not currently support stroking, only filling of text -- probably need to grab path from font and use paint rendering for stroking

func (*Text) RenderTopPos

func (tr *Text) RenderTopPos(pc *Context, tpos mat32.Vec2)

RenderTopPos renders at given top position -- uses first font info to compute baseline offset and calls overall Render -- convenience for simple widget rendering without layouts

func (*Text) RuneEndPos

func (tx *Text) RuneEndPos(idx int) (pos mat32.Vec2, si, ri int, ok bool)

RuneEndPos returns the relative ending position of the given rune index, counting progressively through all spans present(adds Span RelPos and rune RelPos + rune Size.X for LR writing). If index > length, then uses LastPos. Returns also the index of the span that holds that char (-1 = no spans at all) and the rune index within that span, and false if index is out of range.

func (*Text) RuneRelPos

func (tx *Text) RuneRelPos(idx int) (pos mat32.Vec2, si, ri int, ok bool)

RuneRelPos returns the relative (starting) position of the given rune index, counting progressively through all spans present (adds Span RelPos and rune RelPos) -- this is typically the baseline position where rendering will start, not the upper left corner. If index > length, then uses LastPos. Returns also the index of the span that holds that char (-1 = no spans at all) and the rune index within that span, and false if index is out of range.

func (*Text) RuneSpanPos

func (tx *Text) RuneSpanPos(idx int) (si, ri int, ok bool)

RuneSpanPos returns the position (span, rune index within span) within a sequence of spans of a given absolute rune index, starting in the first span -- returns false if index is out of range (and returns the last position).

func (*Text) SetHTML

func (tr *Text) SetHTML(str string, font *styles.FontRender, txtSty *styles.Text, ctxt *units.Context, cssAgg map[string]any)

SetHTML sets text by decoding all standard inline HTML text style formatting tags in the string and sets the per-character font information appropriately, using given font style info. <P> and <BR> tags create new spans, with <P> marking start of subsequent span with DecoParaStart. Critically, it does NOT deal at all with layout (positioning) except in breaking lines into different spans, but not with word wrapping -- only sets font, color, and decoration info, and strips out the tags it processes -- result can then be processed by different layout algorithms as needed. cssAgg, if non-nil, should contain CSSAgg properties -- will be tested for special css styling of each element.

func (*Text) SetHTMLBytes

func (tr *Text) SetHTMLBytes(str []byte, font *styles.FontRender, txtSty *styles.Text, ctxt *units.Context, cssAgg map[string]any)

SetHTMLBytes does SetHTML with bytes as input -- more efficient -- use this if already in bytes

func (*Text) SetHTMLNoPre

func (tr *Text) SetHTMLNoPre(str []byte, font *styles.FontRender, txtSty *styles.Text, ctxt *units.Context, cssAgg map[string]any)

This is the No-Pre parser that uses the golang XML decoder system, which strips all whitespace and is thus unsuitable for any Pre case

func (*Text) SetHTMLPre

func (tr *Text) SetHTMLPre(str []byte, font *styles.FontRender, txtSty *styles.Text, ctxt *units.Context, cssAgg map[string]any)

SetHTMLPre sets preformatted HTML-styled text by decoding all standard inline HTML text style formatting tags in the string and sets the per-character font information appropriately, using given font style info. Only basic styling tags, including <span> elements with style parameters (including class names) are decoded. Whitespace is decoded as-is, including LF \n etc, except in WhiteSpacePreLine case which only preserves LF's

func (*Text) SetRunes

func (tr *Text) SetRunes(str []rune, fontSty *styles.FontRender, ctxt *units.Context, txtSty *styles.Text, noBG bool, rot, scalex float32)

SetRunes is for basic text rendering with a single style of text (see SetHTML for tag-formatted text) -- configures a single Span with the entire string, and does standard layout (LR currently). rot and scalex are general rotation and x-scaling to apply to all chars -- alternatively can apply these per character after Be sure that OpenFont has been run so a valid Face is available. noBG ignores any BackgroundColor in font style, and never renders background color

func (*Text) SetString

func (tr *Text) SetString(str string, fontSty *styles.FontRender, ctxt *units.Context, txtSty *styles.Text, noBG bool, rot, scalex float32)

SetString is for basic text rendering with a single style of text (see SetHTML for tag-formatted text) -- configures a single Span with the entire string, and does standard layout (LR currently). rot and scalex are general rotation and x-scaling to apply to all chars -- alternatively can apply these per character after. Be sure that OpenFont has been run so a valid Face is available. noBG ignores any BackgroundColor in font style, and never renders background color

func (*Text) SetStringRot90

func (tr *Text) SetStringRot90(str string, fontSty *styles.FontRender, ctxt *units.Context, txtSty *styles.Text, noBG bool, scalex float32)

SetStringRot90 is for basic text rendering with a single style of text (see SetHTML for tag-formatted text) -- configures a single Span with the entire string, and does TB rotated layout (-90 deg). Be sure that OpenFont has been run so a valid Face is available. noBG ignores any BackgroundColor in font style, and never renders background color

func (*Text) SpanPosToRuneIdx

func (tx *Text) SpanPosToRuneIdx(si, ri int) (idx int, ok bool)

SpanPosToRuneIdx returns the absolute rune index for a given span, rune index position -- i.e., the inverse of RuneSpanPos. Returns false if given input position is out of range, and returns last valid index in that case.

type TextLink struct {

	// text label for the link
	Label string

	// full URL for the link
	URL string

	// Style for rendering this link, set by the controlling widget
	Style styles.FontRender

	// additional properties defined for the link, from the parsed HTML attributes
	Props map[string]any

	// span index where link starts
	StartSpan int

	// index in StartSpan where link starts
	StartIdx int

	// span index where link ends (can be same as EndSpan)
	EndSpan int

	// index in EndSpan where link ends (index of last rune in label)
	EndIdx int
}

TextLink represents a hyperlink within rendered text

func (*TextLink) Bounds

func (tl *TextLink) Bounds(tr *Text, pos mat32.Vec2) image.Rectangle

Bounds returns the bounds of the link

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