This crate provides a data structure for text alignment. Rectangular Pane
s, which may have smaller child Pane
s, can be defined, and the positions of characters of text within them can be calculated.
The graphics
feature, which is on by default, allows the direct rendering of a Pane
with the piston2d-graphics
crate.
The following example creates a simple Pane
tree where some nodes contain formatted text. The Pane
is then drawn using my graphics_buffer
crate, and the image is saved to a file.
```rust extern crate graphics_buffer; extern crate pane;
use graphics_buffer::; use pane::prelude::;
static ROBOTO: &'static [u8] = include_bytes!("roboto.ttf");
static MESSAGE1: &'static str = "Somebody once told me the world is gonna role me. I ain't the sharpest tool in the shed.";
static MESSAGE2: &'static str = "She was lookin' kinda dumb with her finger and her thumb";
static MESSAGE3: &'static str = "in the shape of an 'L' on her forehead.";
fn main() { // Initialize the glyphs let mut glyphs = BufferGlyphs::from_bytes(ROBOTO).unwrap();
// Initialize a text format
let format = TextFormat::new(50).color(color::WHITE);
// Create a pane
let pane = Pane::new()
.with_rect([0.0, 0.0, 400.0, 300.0])
.with_color(color::BLACK)
.with_margin(10.0)
.with_orientation(Orientation::Horizontal)
// Add some sub-panes
.with_panes(vec![
// This pane will be on the left
Pane::new()
.with_color(color::RED)
.with_contents(Contents::Text(MESSAGE1.to_string(), format))
.with_margin(5.0),
// This pane will be on the right, but it is split into more sub-panes
Pane::new()
.with_color(color::WHITE)
.with_margin(5.0)
.with_panes(vec![
// This pane will be in the top-right
Pane::new()
.with_color(color::GREEN)
.with_contents(Contents::Text(MESSAGE2.to_string(), format.right()))
.with_margin(5.0),
// This pane will be in the bottom-right
Pane::new()
.with_color(color::BLUE)
.with_contents(Contents::Text(MESSAGE3.to_string(), format.centered()))
.with_margin(5.0),
]),
])
.fit_text(&mut glyphs);
// Create a RenderBuffer with the same size as the pane
let mut buffer = RenderBuffer::new(pane.rect().width() as u32, pane.rect().height() as u32);
buffer.clear([1.0, 1.0, 1.0, 1.0]);
// Draw the pane to the buffer
pane.draw(&mut glyphs, identity(), &mut buffer).unwrap();
// Save the buffer
buffer.save("simple.png").unwrap();
}
```
This example creates the image below. Notice the different text justifications.