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https://github.com/Xevion/Pac-Man.git
synced 2025-12-16 02:12:28 -06:00
feat: implement optimized text rendering by caching font characters into special atlas
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@@ -2,3 +2,4 @@ pub mod animated;
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pub mod blinking;
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pub mod sprite;
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pub mod text;
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pub mod ttf;
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272
src/texture/ttf.rs
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272
src/texture/ttf.rs
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@@ -0,0 +1,272 @@
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//! TTF font rendering using pre-rendered character atlas.
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//!
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//! This module provides efficient TTF font rendering by pre-rendering all needed
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//! characters into a texture atlas at startup, avoiding expensive SDL2 font
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//! surface-to-texture conversions every frame.
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use glam::{UVec2, Vec2};
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use sdl2::pixels::Color;
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use sdl2::rect::Rect;
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use sdl2::render::{Canvas, RenderTarget, Texture, TextureCreator};
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use sdl2::ttf::Font;
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use sdl2::video::WindowContext;
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use std::collections::HashMap;
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use crate::error::{GameError, TextureError};
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/// Character atlas tile representing a single rendered character
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#[derive(Clone, Copy, Debug)]
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pub struct TtfCharTile {
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pub pos: UVec2,
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pub size: UVec2,
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pub advance: u32, // Character advance width for proportional fonts
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}
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/// TTF text atlas containing pre-rendered characters for efficient rendering
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pub struct TtfAtlas {
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/// The texture containing all rendered characters
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texture: Texture,
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/// Mapping from character to its position and size in the atlas
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char_tiles: HashMap<char, TtfCharTile>,
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/// Cached color modulation state to avoid redundant SDL2 calls
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last_modulation: Option<Color>,
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}
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const TTF_CHARS: &str = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz.,:-/()ms μµ%± ";
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impl TtfAtlas {
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/// Creates a new TTF text atlas by pre-rendering all needed characters.
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///
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/// This should be called once at startup. It renders all characters that might
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/// be used in text rendering into a single texture atlas for efficient GPU rendering.
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pub fn new(texture_creator: &TextureCreator<WindowContext>, font: &Font) -> Result<Self, GameError> {
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// Calculate character dimensions and advance widths for proportional fonts
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let mut char_tiles = HashMap::new();
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let mut max_height = 0u32;
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let mut total_width = 0u32;
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let mut char_metrics = Vec::new();
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// First pass: measure all characters
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for c in TTF_CHARS.chars() {
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if c == ' ' {
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// Handle space character specially - measure a non-space character for height
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let space_height = font.size_of("0").map_err(|e| GameError::Sdl(e.to_string()))?.1;
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let space_advance = font.size_of(" ").map_err(|e| GameError::Sdl(e.to_string()))?.0;
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char_tiles.insert(
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c,
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TtfCharTile {
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pos: UVec2::ZERO, // Will be set during population
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size: UVec2::new(0, space_height), // Space has no visual content
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advance: space_advance,
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},
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);
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max_height = max_height.max(space_height);
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char_metrics.push((c, 0, space_height, space_advance));
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} else {
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let (advance, height) = font.size_of(&c.to_string()).map_err(|e| GameError::Sdl(e.to_string()))?;
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char_tiles.insert(
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c,
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TtfCharTile {
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pos: UVec2::ZERO, // Will be set during population
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size: UVec2::new(advance, height),
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advance,
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},
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);
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max_height = max_height.max(height);
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total_width += advance;
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char_metrics.push((c, advance, height, advance));
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}
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}
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// Calculate atlas dimensions (pack characters horizontally for better space utilization)
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let atlas_size = UVec2::new(total_width, max_height);
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// Create atlas texture as a render target
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let mut atlas_texture = texture_creator
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.create_texture_target(None, atlas_size.x, atlas_size.y)
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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atlas_texture.set_blend_mode(sdl2::render::BlendMode::Blend);
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// Second pass: calculate positions
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let mut current_x = 0u32;
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for (c, width, _height, _advance) in char_metrics {
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if let Some(tile) = char_tiles.get_mut(&c) {
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tile.pos = UVec2::new(current_x, 0);
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current_x += width;
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}
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}
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Ok(Self {
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texture: atlas_texture,
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char_tiles,
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last_modulation: None,
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})
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}
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/// Renders all characters to the atlas texture using a canvas.
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/// This must be called after creation to populate the atlas.
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pub fn populate_atlas<C: RenderTarget>(
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&mut self,
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canvas: &mut Canvas<C>,
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texture_creator: &TextureCreator<WindowContext>,
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font: &Font,
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) -> Result<(), GameError> {
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let mut render_error: Option<GameError> = None;
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let result = canvas.with_texture_canvas(&mut self.texture, |atlas_canvas| {
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// Clear with transparent background
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atlas_canvas.set_draw_color(Color::RGBA(0, 0, 0, 0));
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atlas_canvas.clear();
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for c in TTF_CHARS.chars() {
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if c == ' ' {
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// Skip rendering space character - it has no visual content
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continue;
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}
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// Render character to surface
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let surface = match font.render(&c.to_string()).blended(Color::WHITE) {
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Ok(s) => s,
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Err(e) => {
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render_error = Some(GameError::Sdl(e.to_string()));
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return;
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}
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};
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// Create texture from surface
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let char_texture = match texture_creator.create_texture_from_surface(&surface) {
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Ok(t) => t,
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Err(e) => {
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render_error = Some(GameError::Sdl(e.to_string()));
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return;
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}
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};
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// Get character tile info
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let tile = match self.char_tiles.get(&c) {
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Some(t) => t,
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None => {
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render_error = Some(GameError::Sdl(format!("Character '{}' not found in atlas tiles", c)));
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return;
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}
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};
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// Copy character to atlas
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let dest = Rect::new(tile.pos.x as i32, tile.pos.y as i32, tile.size.x, tile.size.y);
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if let Err(e) = atlas_canvas.copy(&char_texture, None, dest) {
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render_error = Some(GameError::Sdl(e.to_string()));
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return;
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}
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}
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});
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// Check the result of with_texture_canvas and any render error
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if let Err(e) = result {
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return Err(GameError::Sdl(e.to_string()));
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}
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if let Some(error) = render_error {
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return Err(error);
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}
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Ok(())
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}
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/// Gets a character tile from the atlas
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pub fn get_char_tile(&self, c: char) -> Option<&TtfCharTile> {
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self.char_tiles.get(&c)
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}
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}
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/// TTF text renderer that uses the pre-rendered character atlas
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pub struct TtfRenderer {
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scale: f32,
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}
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impl TtfRenderer {
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pub fn new(scale: f32) -> Self {
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Self { scale }
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}
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/// Renders a string of text at the given position with the specified color
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pub fn render_text<C: RenderTarget>(
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&self,
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canvas: &mut Canvas<C>,
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atlas: &mut TtfAtlas,
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text: &str,
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position: Vec2,
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color: Color,
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) -> Result<(), TextureError> {
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let mut x_offset = 0.0;
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// Apply color modulation once at the beginning if needed
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if atlas.last_modulation != Some(color) {
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atlas.texture.set_color_mod(color.r, color.g, color.b);
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atlas.texture.set_alpha_mod(color.a);
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atlas.last_modulation = Some(color);
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}
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for c in text.chars() {
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// Get character tile info first to avoid borrowing conflicts
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let char_tile = atlas.get_char_tile(c);
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if let Some(char_tile) = char_tile {
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if char_tile.size.x > 0 && char_tile.size.y > 0 {
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// Only render non-space characters
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let dest = Rect::new(
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(position.x + x_offset) as i32,
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position.y as i32,
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(char_tile.size.x as f32 * self.scale) as u32,
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(char_tile.size.y as f32 * self.scale) as u32,
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);
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// Render the character directly
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let src = Rect::new(
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char_tile.pos.x as i32,
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char_tile.pos.y as i32,
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char_tile.size.x,
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char_tile.size.y,
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);
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canvas.copy(&atlas.texture, src, dest).map_err(TextureError::RenderFailed)?;
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}
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// Advance by character advance width (proportional spacing)
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x_offset += char_tile.advance as f32 * self.scale;
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} else {
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// Fallback for unsupported characters - use a reasonable default
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x_offset += 8.0 * self.scale;
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}
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}
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Ok(())
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}
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/// Calculate the width of a text string in pixels
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pub fn text_width(&self, atlas: &TtfAtlas, text: &str) -> u32 {
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let mut total_width = 0u32;
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for c in text.chars() {
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if let Some(char_tile) = atlas.get_char_tile(c) {
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total_width += (char_tile.advance as f32 * self.scale) as u32;
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} else {
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// Fallback for unsupported characters
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total_width += (8.0 * self.scale) as u32;
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}
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}
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total_width
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}
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/// Calculate the height of text in pixels
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pub fn text_height(&self, atlas: &TtfAtlas) -> u32 {
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// Find the maximum height among all characters
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atlas
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.char_tiles
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.values()
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.map(|tile| tile.size.y)
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.max()
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.unwrap_or(0)
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.saturating_mul(self.scale as u32)
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}
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}
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