510 lines
15 KiB
Lua
Executable File
510 lines
15 KiB
Lua
Executable File
#!/usr/bin/env lua5.1
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-- -*- coding: utf-8 -*-
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hexdraw = {}
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-- only U+FFFD REPLACEMENT CHARACTER is necessary …
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-- DO NOT EXTEND THIS TABLE – JUST LOAD A HEX FONT!
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local bitmaps_hex = {
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["FFFD"] = "0000007E665A5A7A76767E76767E0000"
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}
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-- load glyphs from a .hex format font file
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hexdraw.load_font_file = function(filename)
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assert(
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"string" == type(filename)
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)
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for line in io.lines(filename) do
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local codepoint_hex, bitmap_hex = line:match(
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"([0123456789ABCDEF]+):([01234567890ABCDEF]+)"
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)
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bitmaps_hex[codepoint_hex] = bitmap_hex
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end
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end
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-- TODO: write tests for hexdraw.load_hex_font()
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-- a lookup table was chosen for readability
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-- DO NOT EVER REFUCKTOR IT INTO A FUNCTION!
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local hex_to_bin = {
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["0"] = "0000",
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["1"] = "0001",
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["2"] = "0010",
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["3"] = "0011",
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["4"] = "0100",
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["5"] = "0101",
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["6"] = "0110",
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["7"] = "0111",
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["8"] = "1000",
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["9"] = "1001",
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["A"] = "1010",
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["B"] = "1011",
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["C"] = "1100",
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["D"] = "1101",
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["E"] = "1110",
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["F"] = "1111",
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}
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-- convert a binary bitmap to pixels accepted by tga_encoder
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--
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-- properties.background_color and properties.foreground_color must
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-- have the same amount of entries. Use one entry for grayscale or
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-- colormapped (palette) output, use three entries for RGB and four
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-- entries for RGBA.
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--
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hexdraw.bitmap_to_pixels = function(bitmap_hex, properties)
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-- bitmap_hex must be a string of uppercase hexadecimal digits
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assert(
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"string" == type(bitmap_hex) and
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bitmap_hex:match("[0123456789ABCDEF]+") == bitmap_hex
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)
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local properties = properties or {}
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assert(
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"table" == type(properties)
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)
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local background_color = properties.background_color or { 0 }
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local foreground_color = properties.foreground_color or { 255 }
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-- background and foreground color must have equal color depth
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assert(
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#background_color == #foreground_color
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)
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local colormap = {
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background_color,
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foreground_color,
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}
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local kerning = properties.kerning or false
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assert(
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"boolean" == type(kerning)
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)
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-- scanline order “bottom-top” was chosen as the default to match
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-- the default scanline order of tga_encoder and to require users
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-- using another file format encoder to care about scanline order
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-- (users who “do not care about scanline order” might find their
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-- glyphs upside down … the fault, naturally, lies with the user)
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local scanline_order = properties.scanline_order or "bottom-top"
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assert(
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"bottom-top" == scanline_order or
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"top-bottom" == scanline_order
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)
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local height = 16
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local width = bitmap_hex:len() * 4 / height
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assert(
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16 == width or -- full-width character
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8 == width -- half-width character
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)
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-- convert hexadecimal bitmap to binary bitmap
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local bitmap_bin_table = {}
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for i = 1, #bitmap_hex do
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local character = bitmap_hex:sub(i,i)
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bitmap_bin_table[i] = hex_to_bin[character]
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end
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bitmap_bin = table.concat(bitmap_bin_table)
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-- decode binary bitmap with “top-bottom” scanline order
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-- (i.e. the first encoded pixel is the top left pixel)
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local pixels = {}
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for scanline = 1, height do
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pixels[scanline] = {}
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for w = 1, width do
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local i = ( ( scanline - 1 ) * width ) + w
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local pixel
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pixel = colormap[tonumber(bitmap_bin:sub(i,i)) + 1]
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pixels[scanline][w] = pixel
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end
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end
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-- flip image upside down for ”bottom-top” scanline order
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-- (i.e. the first encoded pixel is the bottom left pixel)
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if "bottom-top" == scanline_order then
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local pixels_tmp = {}
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for h = 1, height do
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local scanline = height - h + 1
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pixels_tmp[scanline] = pixels[h]
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end
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pixels = pixels_tmp
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end
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if kerning then
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-- remove rightmost column if it is empty
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local remove_rightmost_column = true
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for h = 1, height do
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if foreground_color == pixels[h][width] then
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remove_rightmost_column = false
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end
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end
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if remove_rightmost_column then
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for h = 1, height do
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pixels[h][width] = nil
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end
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end
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-- remove leftmost column if it and the column to its right are
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-- both empty, glyphs touch too often without the extra check
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local remove_leftmost_column = true
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for h = 1, height do
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if (
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foreground_color == pixels[h][1] or
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foreground_color == pixels[h][2]
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) then
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remove_leftmost_column = false
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end
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end
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if remove_leftmost_column then
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for h = 1, height do
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for w = 1, width do
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pixels[h][w] = pixels[h][w+1]
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end
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end
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end
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end
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return pixels
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end
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-- convert an UTF-8 string into a table with codepoints
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-- inspired by <https://lua-users.org/wiki/LuaUnicode>
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local utf8_text_to_codepoints = function(text)
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assert(
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"string" == type(text)
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)
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local result = {}
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local sequence_length = 0
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local i = 1
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while i <= #text do
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value = nil
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local byte_1, byte_2, byte_3, byte_4
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byte_1 = string.byte(text, i)
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local sequence_length =
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byte_1 <= 127 and 1 or -- 0xxxxxxx
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byte_1 <= 223 and 2 or -- 110xxxxx 10xxxxxx
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byte_1 <= 239 and 3 or -- 1110xxxx 10xxxxxx 10xxxxxx
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byte_1 <= 247 and 4 or -- 11110xxx 10xxxxxx 10xxxxxx 10xxxxxx
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error("invalid UTF-8 sequence")
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if sequence_length > 1 then
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byte_2 = string.byte(text, i+1)
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end
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if sequence_length > 2 then
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byte_3 = string.byte(text, i+2)
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end
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if sequence_length > 3 then
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byte_4 = string.byte(text, i+3)
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end
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if 1 == sequence_length then
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-- 0xxxxxxx
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value = byte_1
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elseif 2 == sequence_length then
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-- 110xxxxx 10xxxxxx
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value =
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(byte_1 % 64) * 64 +
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(byte_2 % 64)
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elseif 3 == sequence_length then
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-- 1110xxxx 10xxxxxx 10xxxxxx
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value =
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(byte_1 % 32) * 4096 +
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(byte_2 % 64) * 64 +
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(byte_3 % 64)
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elseif 4 == sequence_length then
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-- 11110xxx 10xxxxxx 10xxxxxx 10xxxxxx
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value =
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(byte_1 % 16) * 262144 +
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(byte_2 % 64) * 4096 +
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(byte_3 % 64) * 64 +
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(byte_4 % 64)
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end
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table.insert(result, value)
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i = i + sequence_length
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end
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return result
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end
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local codepoints = utf8_text_to_codepoints(
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"wð♥𐍈" -- U+0077 U+00F0 U+2665 U+10348
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)
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assert(
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table.concat(codepoints, " ") == "119 240 9829 66376"
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)
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local codepoint_to_hex = function(codepoint)
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codepoint_hex = ""
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if codepoint < 65535 then
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codepoint_hex = string.format(
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"%.4X",
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codepoint
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)
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else
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codepoint_hex = string.format(
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"%.6X",
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codepoint
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)
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end
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return codepoint_hex
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end
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assert( "0077" == codepoint_to_hex(119) )
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assert( "00F0" == codepoint_to_hex(240) )
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assert( "2665" == codepoint_to_hex(9829) )
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assert( "010348" == codepoint_to_hex(66376) )
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local utf8_text_to_codepoints_hex = function(utf8_text)
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assert(
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"string" == type(utf8_text)
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)
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local codepoints = utf8_text_to_codepoints(utf8_text)
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result = {}
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for i = 1, #codepoints do
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local codepoint = codepoints[i]
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local codepoint_hex = codepoint_to_hex(codepoint)
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table.insert(
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result,
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codepoint_hex
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)
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end
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return result
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end
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local codepoints_hex = utf8_text_to_codepoints_hex("aè♥🌀")
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assert(
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table.concat(codepoints_hex, " ") == "0061 00E8 2665 01F300"
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)
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local right_pad = function(pixels, amount, padding)
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assert(
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"table" == type(pixels)
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)
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assert(
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"number" == type(amount) and
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amount > 0
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)
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assert(
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"table" == type(padding)
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)
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local result = pixels
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local height = #pixels
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local width = #pixels[1]
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for h = 1, height do
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for a = 1, amount do
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pixels[h][width + a] = padding
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end
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end
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return result
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end
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local is_combining_character = {}
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local add_codepoint_range = function(table_, value, first_hex, last_hex)
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local first = tonumber(first_hex, 16)
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local last = tonumber(last_hex, 16)
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for codepoint = first, last do
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local codepoint_hex = codepoint_to_hex(codepoint)
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table_[codepoint_hex] = value
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end
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end
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-- Combining Diacritical Marks
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add_codepoint_range(is_combining_character, true, "0300", "036F")
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assert( is_combining_character["0300"] )
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assert( is_combining_character["0301"] )
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assert( is_combining_character["036E"] )
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assert( is_combining_character["036F"] )
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-- Combining Diacritical Marks Extended
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add_codepoint_range(is_combining_character, true, "1AB0", "1AFF")
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-- Malayalam
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add_codepoint_range(is_combining_character, true, "0D00", "0D03")
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add_codepoint_range(is_combining_character, true, "0D3B", "0D3C")
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add_codepoint_range(is_combining_character, true, "0D3E", "0D44")
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add_codepoint_range(is_combining_character, true, "0D46", "0D48")
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add_codepoint_range(is_combining_character, true, "0D4A", "0D4E")
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is_combining_character["0D57"] = true
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add_codepoint_range(is_combining_character, true, "0D62", "0D63")
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-- Thai
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is_combining_character["0E31"] = true
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add_codepoint_range(is_combining_character, true, "0E34", "0E3A")
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add_codepoint_range(is_combining_character, true, "0E47", "0E4E")
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-- Combining Diacritical Marks for Symbols
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add_codepoint_range(is_combining_character, true, "20D0", "20FF")
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-- Combining Half Marks
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add_codepoint_range(is_combining_character, true, "FE20", "FE2F")
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-- Combining Diacritical Marks Supplement
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add_codepoint_range(is_combining_character, true, "1DC0", "1DFF")
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assert( nil == is_combining_character["0077"] )
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assert( nil == is_combining_character["00F0"] )
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assert( nil == is_combining_character["2665"] )
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assert( nil == is_combining_character["010348"] )
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local render_utf8_line = function(utf8_text, properties)
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assert(
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"string" == type(utf8_text)
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)
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properties = properties or {}
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assert(
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"table" == type(properties)
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)
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-- default colors are black (0) & white (255) in 1 bit color depth
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local background_color = properties.background_color or { 0 }
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local foreground_color = properties.foreground_color or { 255 }
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-- background and foreground color must have equal color depth
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assert(
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#background_color == #foreground_color
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)
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local minimal_width = properties.minimal_width or 0
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assert(
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"number" == type(minimal_width)
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)
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local tabulator_size = properties.tabulator_size or 8 * 8
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assert(
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"number" == type(tabulator_size)
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)
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local result
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local codepoints_hex = utf8_text_to_codepoints_hex(utf8_text)
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for i = 1, #codepoints_hex do
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local codepoint_hex = codepoints_hex[i]
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local bitmap_hex = bitmaps_hex[codepoint_hex]
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-- use U+FFFD as fallback character
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if nil == bitmap_hex then
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bitmap_hex = bitmaps_hex["FFFD"]
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end
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local bitmap = hexdraw.bitmap_to_pixels(
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bitmap_hex,
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properties
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)
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-- FIXME: the way text is rendered below only works for LTR
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-- scripts. render RTL scripts (like hebrew or arabic), the
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-- blitting logic needs to be mirrored.
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--
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-- TODO: For mixes of LTR and RTL scripts (i.e. a hebrew word
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-- embedded in an english text), render a separate line with
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-- separate direction on each change of direction
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--
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-- TODO: figure out if the code can use luabidi here
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if "0009" == codepoint_hex then -- HT (horizontal tab)
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if nil == result then
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result = {}
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for i = 1, 16 do
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result[i] = { background_color }
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end
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end
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local result_width = #result[1]
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local tab_stop = math.floor(
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result_width / tabulator_size + 1
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) * tabulator_size
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result = right_pad(
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result,
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tab_stop - result_width,
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background_color
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)
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elseif nil == result then
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result = bitmap
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else
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local result_width = #result[1]
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local bitmap_width = #bitmap[1]
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if is_combining_character[codepoint_hex] then
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-- render combining glyph over previous glyph
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-- FIXME: this is horrible, but seems to work
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for j = 1, 16 do
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for k = 1, bitmap_width do
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if foreground_color == bitmap[j][k] then
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result[j][result_width - bitmap_width + k] = bitmap[j][k]
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end
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end
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end
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else
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-- append current glyph at right edge of result
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-- FIXME: only works for LTR, should use UAX #9
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for j = 1, 16 do
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for k = 1, bitmap_width do
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result[j][result_width + k] = bitmap[j][k]
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end
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end
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end
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end
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end
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return result
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end
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hexdraw.render_text = function(utf8_text, properties)
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local properties = properties or {}
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assert(
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"table" == type(properties)
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)
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local background_color = properties.background_color or { 0 }
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local foreground_color = properties.foreground_color or { 255 }
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-- background and foreground color must have equal color depth
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assert(
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#background_color == #foreground_color
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)
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local scanline_order = properties.scanline_order or "bottom-top"
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assert(
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"bottom-top" == scanline_order or
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"top-bottom" == scanline_order
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)
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local result
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-- TODO: implement UAX #14
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for utf8_line in string.gmatch(utf8_text .. "\n", "([^\n]*)\n") do
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local pixels = render_utf8_line(
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utf8_line,
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properties
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)
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if nil == pixels then
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pixels = {}
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for i = 1, 16 do
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pixels[i] = { background_color }
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end
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end
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if nil == result then
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result = pixels
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else
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local result_width = #result[1]
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local pixels_width = #pixels[1]
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if result_width > pixels_width then
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pixels = right_pad(
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pixels,
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result_width - pixels_width,
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background_color
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)
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elseif result_width < pixels_width then
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result = right_pad(
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result,
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pixels_width - result_width,
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background_color
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)
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end
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assert(
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#result[1] == #pixels[1]
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)
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if "bottom-top" == scanline_order then
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for i = #pixels, 1, -1 do
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table.insert(result, 1, pixels[i])
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end
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end
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if "top-bottom" == scanline_order then
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for i = 1, #pixels do
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result[#result+1] = pixels[i]
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end
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end
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end
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end
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return result
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end
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