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use etxt for debug printing
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@@ -12,6 +12,7 @@ var FontRenderer = LoadFonts("assets/fonts")
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const (
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GameFont string = "NotoSans-Regular"
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GameFontETXT string = "Noto Sans"
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FontSizeBig int = 48
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FontSizeNormal int = 24
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FontSizeSmall int = 12
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@@ -25,6 +26,7 @@ type Texter struct {
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}
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func LoadFonts(dir string) Texter {
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// load the font for use with ebitenui
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fontbytes, err := assetfs.ReadFile(dir + "/" + GameFont + ".ttf")
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if err != nil {
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log.Fatal(err)
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@@ -53,14 +55,26 @@ func LoadFonts(dir string) Texter {
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Hinting: font.HintingFull,
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})
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// load the font for use with etxt
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fontlib := etxt.NewFontLibrary()
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_, _, err = fontlib.ParseEmbedDirFonts(dir, assetfs)
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if err != nil {
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log.Fatalf("Error while loading fonts: %s", err.Error())
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}
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if !fontlib.HasFont(GameFont) {
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log.Fatal("missing font: " + GameFont)
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/*
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err = fontlib.EachFont(
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func(fontName string, font *etxt.Font) error {
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fmt.Printf("font: %s\n", fontName)
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return nil
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})
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if err != nil {
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log.Fatal(err)
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}
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*/
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if !fontlib.HasFont(GameFontETXT) {
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log.Fatal("missing font: " + GameFontETXT)
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}
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err = fontlib.EachFont(checkMissingRunes)
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@@ -72,7 +86,7 @@ func LoadFonts(dir string) Texter {
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glyphsCache := etxt.NewDefaultCache(10 * 1024 * 1024) // 10MB
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renderer.SetCacheHandler(glyphsCache.NewHandler())
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renderer.SetFont(fontlib.GetFont(GameFont))
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renderer.SetFont(fontlib.GetFont(GameFontETXT))
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return Texter{
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Renderer: renderer,
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