unicode_text/hexfont.lua

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#!/usr/bin/env lua5.1
--[[
Copyright © 2023 Nils Dagsson Moskopp (erle)
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as
published by the Free Software Foundation, either version 3 of the
License, or (at your option) any later version.
Dieses Programm hat das Ziel, die Medienkompetenz der Leser zu
steigern. Gelegentlich packe ich sogar einen handfesten Buffer
Overflow oder eine Format String Vulnerability zwischen die anderen
Codezeilen und schreibe das auch nicht dran.
]]--
dofile("bidi.lua")
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dofile("pixelops.lua")
dofile("unicodedata.lua")
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dofile("utf8.lua")
hexfont = setmetatable(
{},
{
__call = function(self, ...)
local new_hexfont = setmetatable(
{},
{
__index = self
}
)
new_hexfont:constructor(...)
return new_hexfont
end
}
)
local iter = function(table_)
local index = 0
local total = #table_
return function()
index = index + 1
if index <= total
then
return table_[index]
end
end
end
hexfont.constructor = function(self, properties)
properties = properties or {}
assert(
"table" == type(properties)
)
-- Defaults
self.background_color = properties.background_color or { 0x00 }
self.foreground_color = properties.foreground_color or { 0xFF }
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-- scanline order “bottom-top” was chosen as the default to match
-- the default scanline order of tga_encoder and to require users
-- using another file format encoder to care about scanline order
-- (users who “do not care about scanline order” might find their
-- glyphs upside down … the fault, naturally, lies with the user)
self.scanline_order = properties.scanline_order or "bottom-top"
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-- tab size = 8 half-width spaces when using GNU Unifont
self.tabulator_size = properties.tabulator_size or 8 * 8
self.kerning = properties.kerning or false
local minimal_hexfont = {
-- U+FFFD REPLACEMENT CHARACTER
"FFFD:0000018003C006600C301998399C7F3E7E7E3E7C1FF80E70066003C001800000"
}
self:load_glyphs(
iter(minimal_hexfont)
)
end
-- Usage:
-- hexfont.load_glyphs(io.lines("unifont.hex"))
-- hexfont.load_glyphs(io.lines("unifont_upper.hex"))
hexfont.load_glyphs = function(self, iterator)
assert( "function" == type(iterator), "Are you using io.lines()?" )
for line in iterator do
assert("string" == type(line))
local codepoint_hex, bitmap_hex = line:match(
"([0123456789ABCDEF]+):([01234567890ABCDEF]+)"
)
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local codepoint = tonumber(codepoint_hex, 16)
self[codepoint] = bitmap_hex
end
end
-- Test: Glyphs are correctly loaded
local font = hexfont({})
assert(
font[0xFFFD] == "0000018003C006600C301998399C7F3E7E7E3E7C1FF80E70066003C001800000"
)
font = nil
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-- a lookup table was chosen for readability
-- DO NOT EVER REFUCKTOR IT INTO A FUNCTION!
local hex_to_bin = {
["0"] = "0000",
["1"] = "0001",
["2"] = "0010",
["3"] = "0011",
["4"] = "0100",
["5"] = "0101",
["6"] = "0110",
["7"] = "0111",
["8"] = "1000",
["9"] = "1001",
["A"] = "1010",
["B"] = "1011",
["C"] = "1100",
["D"] = "1101",
["E"] = "1110",
["F"] = "1111",
}
hexfont.bitmap_to_pixels = function(self, bitmap_hex)
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-- bitmap_hex must be a string of uppercase hexadecimal digits
assert(
"string" == type(bitmap_hex) and
bitmap_hex:match("[0123456789ABCDEF]+") == bitmap_hex
)
-- background and foreground color must have equal color depth
assert(
"table" == type(self.background_color) and
"table" == type(self.foreground_color) and
#self.background_color == #self.foreground_color
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)
local colormap = {
self.background_color,
self.foreground_color,
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}
assert(
"boolean" == type(self.kerning)
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)
local height = 16
local width = bitmap_hex:len() * 4 / height
assert(
16 == width or -- full-width character
8 == width -- half-width character
)
-- convert hexadecimal bitmap to binary bitmap
local bitmap_bin_table = {}
for i = 1, #bitmap_hex do
local character = bitmap_hex:sub(i,i)
bitmap_bin_table[i] = hex_to_bin[character]
end
bitmap_bin = table.concat(bitmap_bin_table)
-- decode binary bitmap with “top-bottom” scanline order
-- (i.e. the first encoded pixel is the top left pixel)
local pixels = {}
for scanline = 1, height do
pixels[scanline] = {}
for w = 1, width do
local i = ( ( scanline - 1 ) * width ) + w
local pixel
pixel = colormap[tonumber(bitmap_bin:sub(i,i)) + 1]
pixels[scanline][w] = pixel
end
end
if self.kerning then
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-- remove rightmost column if it is empty
local remove_rightmost_column = true
for h = 1, height do
if self.foreground_color == pixels[h][width] then
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remove_rightmost_column = false
end
end
if remove_rightmost_column then
for h = 1, height do
pixels[h][width] = nil
end
end
-- remove leftmost column if it and the column to its right are
-- both empty, glyphs touch too often without the extra check
local remove_leftmost_column = true
for h = 1, height do
if (
self.foreground_color == pixels[h][1] or
self.foreground_color == pixels[h][2]
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) then
remove_leftmost_column = false
end
end
if remove_leftmost_column then
for h = 1, height do
for w = 1, width do
pixels[h][w] = pixels[h][w+1]
end
end
end
end
return pixels
end
hexfont.render_line = function(self, text)
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assert(
"string" == type(text)
)
-- background and foreground color must have equal color depth
assert(
"table" == type(self.background_color) and
"table" == type(self.foreground_color) and
#self.background_color == #self.foreground_color
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)
assert(
"number" == type(self.tabulator_size)
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)
local result = {}
for i = 1, 16 do
result[i] = {}
end
local codepoints = bidi.get_visual_reordering(
utf8.text_to_codepoints(text)
)
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for i = 1, #codepoints do
local codepoint = codepoints[i]
local bitmap_hex = self[codepoint]
-- use U+FFFD as fallback character
if nil == bitmap_hex then
bitmap_hex = self[0xFFFD]
end
local bitmap = self:bitmap_to_pixels(bitmap_hex)
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if 0x0009 == codepoint then -- HT (horizontal tab)
local result_width = #result[1]
local tab_stop = math.floor(
result_width / self.tabulator_size + 1
) * self.tabulator_size
result = pixelops.pad_right(
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result,
tab_stop - result_width,
self.background_color
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)
else
local result_width = #result[1]
local bitmap_width = #bitmap[1]
-- Hack: Overlay combining marks onto previous output.
-- <https://www.unicode.org/reports/tr44/#Canonical_Combining_Class_Values>
if (
unicodedata[codepoint] and -- ignore unknown codepoints
(
-- a nonspacing combining mark (zero advance width)
"Mn" == unicodedata[codepoint].general_category or
-- an enclosing combining mark
"Me" == unicodedata[codepoint].general_category
)
) then
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for j = 1, 16 do
for k = 1, bitmap_width do
if self.foreground_color == bitmap[j][k] then
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result[j][result_width - bitmap_width + k] = bitmap[j][k]
end
end
end
else
-- append current glyph at right edge of result
for j = 1, 16 do
for k = 1, bitmap_width do
result[j][result_width + k] = bitmap[j][k]
end
end
end
end
end
return result
end
hexfont.render_text = function(self, text)
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-- background and foreground color must have equal color depth
assert(
"table" == type(self.background_color) and
"table" == type(self.foreground_color) and
#self.background_color == #self.foreground_color
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)
assert(
"bottom-top" == self.scanline_order or
"top-bottom" == self.scanline_order
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)
local result
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local max_width = 0
-- According to UAX #14, line breaks happen on:
-- • U+000A LINE FEED
-- • U+000D CARRIAGE RETURN (except as part of CRLF)
-- • U+0085 NEXT LINE
-- • U+2029 PARAGRAPH SEPARATOR
--
-- Hack: Replace all of those with LINE FEED.
-- FIXME: This makes CRLF into two newlines …
local codepoints = utf8.text_to_codepoints(text)
for i, codepoint in ipairs(codepoints) do
if (
0x000D == codepoints[i] or
0x0085 == codepoints[i] or
0x2029 == codepoints[i]
) then
codepoints[i] = 0x000A
end
end
-- FIXME: Code below should only operate on codepoints! Converting
-- back and forth makes it needlessly slow but I do not know how
-- to split a table properly to get a single table for each line …
text = utf8.codepoints_to_text(codepoints)
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for utf8_line in string.gmatch(text .. "\n", "([^\n]*)\n") do
local pixels = self:render_line(utf8_line)
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assert( nil ~= pixels )
if nil == result then
result = pixels
else
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for i = 1, #pixels do
result[#result+1] = pixels[i]
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end
end
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local pixels_width = #pixels[1]
if pixels_width > max_width then
max_width = pixels_width
end
end
for _, scanline in ipairs(result) do
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local scanline_width = #scanline
if scanline_width < max_width then
for i = 1, max_width - scanline_width do
scanline[scanline_width + i] = self.background_color
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end
assert(
max_width == #scanline
)
end
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end
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-- flip image upside down for ”bottom-top” scanline order
-- (i.e. the first encoded pixel is the bottom left pixel)
if "bottom-top" == self.scanline_order then
result = pixelops.flip_vertically(result)
end
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return result
end