fixed dependencies
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vendor/gonum.org/v1/plot/text/text.go
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vendor/gonum.org/v1/plot/text/text.go
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// Copyright ©2021 The Gonum Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style
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// license that can be found in the LICENSE file.
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package text
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import (
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"image/color"
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"math"
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"gonum.org/v1/plot/font"
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"gonum.org/v1/plot/vg"
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)
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// Handler parses, formats and renders text.
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type Handler interface {
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// Cache returns the cache of fonts used by the text handler.
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Cache() *font.Cache
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// Extents returns the Extents of a font.
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Extents(fnt font.Font) font.Extents
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// Lines splits a given block of text into separate lines.
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Lines(txt string) []string
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// Box returns the bounding box of the given non-multiline text where:
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// - width is the horizontal space from the origin.
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// - height is the vertical space above the baseline.
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// - depth is the vertical space below the baseline, a positive number.
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Box(txt string, fnt font.Font) (width, height, depth vg.Length)
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// Draw renders the given text with the provided style and position
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// on the canvas.
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Draw(c vg.Canvas, txt string, sty Style, pt vg.Point)
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}
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// XAlignment specifies text alignment in the X direction. Three preset
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// options are available, but an arbitrary alignment
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// can also be specified using XAlignment(desired number).
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type XAlignment float64
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const (
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// XLeft aligns the left edge of the text with the specified location.
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XLeft XAlignment = 0
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// XCenter aligns the horizontal center of the text with the specified location.
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XCenter XAlignment = -0.5
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// XRight aligns the right edge of the text with the specified location.
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XRight XAlignment = -1
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)
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// YAlignment specifies text alignment in the Y direction. Three preset
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// options are available, but an arbitrary alignment
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// can also be specified using YAlignment(desired number).
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type YAlignment float64
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const (
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// YTop aligns the top of of the text with the specified location.
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YTop YAlignment = -1
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// YCenter aligns the vertical center of the text with the specified location.
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YCenter YAlignment = -0.5
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// YBottom aligns the bottom of the text with the specified location.
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YBottom YAlignment = 0
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)
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// Position specifies the text position.
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const (
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PosLeft = -1
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PosBottom = -1
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PosCenter = 0
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PosTop = +1
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PosRight = +1
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)
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// Style describes what text will look like.
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type Style struct {
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// Color is the text color.
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Color color.Color
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// Font is the font description.
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Font font.Font
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// Rotation is the text rotation in radians, performed around the axis
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// defined by XAlign and YAlign.
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Rotation float64
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// XAlign and YAlign specify the alignment of the text.
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XAlign XAlignment
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YAlign YAlignment
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// Handler parses and formats text according to a given
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// dialect (Markdown, LaTeX, plain, ...)
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// The default is a plain text handler.
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Handler Handler
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}
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// FontExtents returns the extents of this Style's font.
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func (s Style) FontExtents() font.Extents {
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return s.Handler.Extents(s.Font)
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}
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// Width returns the width of lines of text
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// when using the given font before any text rotation is applied.
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func (s Style) Width(txt string) (max vg.Length) {
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w, _ := s.box(txt)
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return w
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}
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// Height returns the height of the text when using
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// the given font before any text rotation is applied.
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func (s Style) Height(txt string) vg.Length {
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_, h := s.box(txt)
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return h
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}
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// box returns the bounding box of a possibly multi-line text.
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func (s Style) box(txt string) (w, h vg.Length) {
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var (
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lines = s.Handler.Lines(txt)
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e = s.FontExtents()
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linegap = (e.Height - e.Ascent - e.Descent)
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)
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for i, line := range lines {
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ww, hh, dd := s.Handler.Box(line, s.Font)
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if ww > w {
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w = ww
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}
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h += hh + dd
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if i > 0 {
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h += linegap
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}
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}
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return w, h
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}
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// Rectangle returns a rectangle giving the bounds of
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// this text assuming that it is drawn at (0, 0).
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func (s Style) Rectangle(txt string) vg.Rectangle {
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e := s.Handler.Extents(s.Font)
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w, h := s.box(txt)
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desc := vg.Length(e.Height - e.Ascent) // descent + linegap
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xoff := vg.Length(s.XAlign) * w
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yoff := vg.Length(s.YAlign)*h - desc
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// lower left corner
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p1 := rotatePoint(s.Rotation, vg.Point{X: xoff, Y: yoff})
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// upper left corner
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p2 := rotatePoint(s.Rotation, vg.Point{X: xoff, Y: h + yoff})
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// lower right corner
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p3 := rotatePoint(s.Rotation, vg.Point{X: w + xoff, Y: yoff})
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// upper right corner
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p4 := rotatePoint(s.Rotation, vg.Point{X: w + xoff, Y: h + yoff})
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return vg.Rectangle{
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Max: vg.Point{
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X: max(p1.X, p2.X, p3.X, p4.X),
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Y: max(p1.Y, p2.Y, p3.Y, p4.Y),
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},
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Min: vg.Point{
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X: min(p1.X, p2.X, p3.X, p4.X),
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Y: min(p1.Y, p2.Y, p3.Y, p4.Y),
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},
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}
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}
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// rotatePoint applies rotation theta (in radians) about the origin to point p.
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func rotatePoint(theta float64, p vg.Point) vg.Point {
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if theta == 0 {
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return p
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}
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x := float64(p.X)
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y := float64(p.Y)
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sin, cos := math.Sincos(theta)
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return vg.Point{
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X: vg.Length(x*cos - y*sin),
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Y: vg.Length(y*cos + x*sin),
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}
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}
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func max(d ...vg.Length) vg.Length {
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o := vg.Length(math.Inf(-1))
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for _, dd := range d {
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if dd > o {
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o = dd
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}
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}
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return o
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}
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func min(d ...vg.Length) vg.Length {
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o := vg.Length(math.Inf(1))
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for _, dd := range d {
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if dd < o {
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o = dd
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}
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}
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return o
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}
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