Initial project import
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# TTF font utility
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## introduction
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This module is designed to perform two main task
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- Load the font file
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- Render text using a TTF font
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The render system can be single or multiple, for example it is possible to have a bitmap
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render and a HW accelerated render.
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## TTF loader
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This part of the module do a simple task, load a TTF file and preprocess all the loaded data
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in order to simplify the rendering phase.
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Let's start with a simple snippet of code that load a font from the disk:
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```v ignore
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mut ttf_font := ttf.TTF_File{}
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ttf_font.buf = os.read_bytes("arial.ttf") or { panic(err) }
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ttf_font.init()
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```
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> **Note**
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> The font must be passed to the `TTF_file` as RAM buffer.
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At this point the font "arial" is loaded and parsed and if it is a valid TTF font it is
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ready for the rendering.
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We can get some quick info on the font as string using the `get_info_string` function:
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```v oksyntax
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println(ttf_font.get_info_string())
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```
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produces an output like this:
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```
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----- Font Info -----
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font_family : Arial
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font_sub_family : Normal
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full_name : Arial
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postscript_name : ArialMT
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version : 1
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font_revision : 5.06
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magic_number : 5f0f3cf5
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flags : 81b
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created unixTS : 649950890
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modified unixTS : 1282151447
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units_per_em : 2048
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box : [x_min:-1361, y_min:-665, x_Max:4096, y_Max:2060]
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mac_style : 0
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-----------------------
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```
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Once loaded a font the `TTF_File` struct is filled with the font data and texts can be rendered.
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At high level no more action are required to use the loaded font.
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Multiple fonts can be loaded without problems at the same time.
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## TTF Bitmap render
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In this module it is possible to have different renders running at the same time.
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At the present time all the rendering are made on the CPU, sokol is used only to draw the
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rendered text to the screen.
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Let's start with a simple snippet of code:
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```v
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import os
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import x.ttf
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fn main() {
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mut ttf_font := ttf.TTF_File{}
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ttf_font.buf = os.read_bytes('arial.ttf') or { panic(err) }
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ttf_font.init()
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// print font info
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println(ttf_font.get_info_string())
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}
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```
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This simple code load a TTF font and display its basic information.
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### draw_text
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The draw text function draw simple strings without indentation or other imagination tasks.
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At this point we can render a simple text:
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```v
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import os
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import x.ttf
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fn main() {
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mut ttf_font := ttf.TTF_File{}
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ttf_font.buf = os.read_bytes('arial.ttf') or { panic(err) }
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ttf_font.init()
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// print font info
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println(ttf_font.get_info_string())
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bmp_width := 200
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bmp_height := 64
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bmp_layers := 4 // number of planes for an RGBA buffer
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// memory size of the buffer
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bmp_size := bmp_width * bmp_height * bmp_layers
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font_size := 32 // font size in points
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device_dpi := 72 // default screen DPI
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// Formula for scale calculation
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// scaler := (font_size * device dpi) / (72dpi * em_unit)
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scale := f32(font_size * device_dpi) / f32(72 * ttf_font.units_per_em)
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// height of the font to use in the buffer to separate the lines
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y_base := int((ttf_font.y_max - ttf_font.y_min) * scale)
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// declare the bitmap struct
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mut bmp := ttf.BitMap{
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tf: &ttf_font
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buf: unsafe { malloc(bmp_size) }
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buf_size: bmp_size
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width: bmp_width
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height: bmp_height
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bp: bmp_layers
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color: 0x000000_FF // RGBA black
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scale: scale
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}
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bmp.init_filler()
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bmp.clear()
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bmp.set_pos(10, y_base)
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bmp.draw_text('Test Text!')
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bmp.save_as_ppm('test.ppm')
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}
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```
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This is the low level render that draw the text on a bitmap and save the bitmap on a disk as
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`.ppm` file.
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> **Note**
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> The render in this case is a raw rendering without any postfiltering or other processing.
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Using the low level rendering you need to manage all the amenities like allocate and release
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memory and other tasks like calc the character dimensions.
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You can specify the style for the text rendering in the `BitMap` struct::
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```v
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enum Style {
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outline
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outline_aliased
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filled // default style
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raw
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}
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```
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Use this level only if you want achieve particular result on text rendering.
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### draw_text_block
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Draw text block draw a justified and indented block of multiline text in the bitmap.
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```v
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import os
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import x.ttf
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fn main() {
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mut ttf_font := ttf.TTF_File{}
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ttf_font.buf = os.read_bytes('arial.ttf') or { panic(err) }
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ttf_font.init()
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// print font info
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println(ttf_font.get_info_string())
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bmp_width := 200
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bmp_height := 200
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bmp_layers := 4 // number of planes for an RGBA buffer
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// memory size of the buffer
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bmp_size := bmp_width * bmp_height * bmp_layers
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font_size := 32 // font size in points
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device_dpi := 72 // default screen DPI
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// Formula for scale calculation
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// scaler := (font_size * device dpi) / (72dpi * em_unit)
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scale := f32(font_size * device_dpi) / f32(72 * ttf_font.units_per_em)
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// height of the font to use in the buffer to separate the lines
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y_base := int((ttf_font.y_max - ttf_font.y_min) * scale)
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text := "Today it is a good day!
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Tomorrow I'm not so sure :(
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But Vwill prevail for sure, V is the way!!
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òàèì@ò!£$%&
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"
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// declare the bitmap struct
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mut bmp := ttf.BitMap{
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tf: &ttf_font
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buf: malloc(bmp_size)
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buf_size: bmp_size
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width: bmp_width
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height: bmp_height
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bp: bmp_layers
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color: 0x000000_FF // RGBA black
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scale: scale
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}
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bmp.init_filler()
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bmp.clear()
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bmp.justify = true
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bmp.align = .left
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bmp.draw_text_block(text, x: 0, y: 0, w: bmp_width - 20, h: bmp_height)
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bmp.save_as_ppm('test.ppm')
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}
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```
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This is the low level render that draw text block on the bitmap.
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A text block is defined from a `Text_block` struct:
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```v
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struct Text_block {
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x int // x position of the left high corner
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y int // y position of the left high corner
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w int // width of the text block
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h int // height of the text block
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cut_lines bool = true // force to cut the line if the length is over the text block width
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}
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```
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and use the following bitmap fields:
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```v ignore
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style Style = .filled // default style
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align Text_align = .left // default text align
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justify bool // justify text flag, default deactivated
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justify_fill_ratio f32 = 0.5 // justify fill ratio, if the ratio of the filled
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// row is >= of this then justify the text
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```
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It is possible to modify these parameters to obtain the desired effect on the text rendering.
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## TTF Sokol render
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The sokol render use the bitmap render to create the text and the `gg` functions to render
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the text to the screen.
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It is simpler to use in a `gg app` than the raw bitmap render.
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Each single text rendered need its own reder to be declared, after you can modify it.
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Here a simple example of the usage:
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```v oksyntax
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import gg
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import sokol.sapp
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import sokol.sgl
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import sokol.gfx
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import x.ttf
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import os
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const win_width = 600
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const win_height = 700
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const bg_color = gg.white
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const font_paths = [
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'arial.ttf',
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]
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struct App_data {
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pub mut:
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gg &gg.Context = unsafe { nil }
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sg_img gfx.Image
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init_flag bool
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frame_c int
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tf []ttf.TTF_File
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ttf_render []ttf.TTF_render_Sokol
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}
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fn my_init(mut app App_data) {
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app.init_flag = true
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}
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fn draw_frame(mut app App_data) {
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cframe_txt := 'Current Frame: ${app.frame_c}'
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app.gg.begin()
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sgl.defaults()
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sgl.matrix_mode_projection()
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sgl.ortho(0.0, f32(sapp.width()), f32(sapp.height()), 0.0, -1.0, 1.0)
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// draw text only if the app is already initialized
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if app.init_flag == true {
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// update the text
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mut txt1 := &app.ttf_render[0]
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txt1.destroy_texture()
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txt1.create_text(cframe_txt, 43)
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txt1.create_texture()
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txt1.draw_text_bmp(app.gg, 30, 60)
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}
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app.frame_c++
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app.gg.end()
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}
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fn main() {
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mut app := &App_data{}
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app.gg = gg.new_context(
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width: win_width
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height: win_height
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create_window: true
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window_title: 'Test TTF module'
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user_data: app
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bg_color: bg_color
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frame_fn: draw_frame
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init_fn: my_init
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)
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// load TTF fonts
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for font_path in font_paths {
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mut tf := ttf.TTF_File{}
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tf.buf = os.read_bytes(font_path) or { panic(err) }
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println('TrueTypeFont file [${font_path}] len: ${tf.buf.len}')
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tf.init()
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println(tf.get_info_string())
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app.tf << tf
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}
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// TTF render 0 Frame counter
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app.ttf_render << &ttf.TTF_render_Sokol{
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bmp: &ttf.BitMap{
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tf: &app.tf[0]
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buf: unsafe { malloc(32000000) }
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buf_size: (32000000)
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color: 0xFF0000FF
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// style: .raw
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}
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}
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app.gg.run()
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}
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```
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