import os os.environ["PYGAME_HIDE_SUPPORT_PROMPT"] = "1" import pygame import pygame.freetype import numpy as np import cli_ui import unicodedata import json import base64 from exporter import export ##### CONFIG ##### # heigh of guide lines from the top of font pixel grid ascender_line = 10 descender_line = 20 window_size = ( (1280, 720), (1920, 1019) )[0] # this is just a hard limit additionaly limited by the refresh rate of the monitor (vsync) fps_limit = 240 grid_color = (128,) * 3 grid_guide_color = (128, 128, 255) cross_color = (255, 60, 25) pixel_color = (255,) * 3 ################## proj_data, proj_path = cli_ui.cli_main() chars = proj_data["chars"] char_res = (proj_data["char_width"], proj_data["char_height"]) # pygame init pygame.init() window = pygame.display.set_mode(window_size, flags=pygame.SCALED, vsync=1) clock = pygame.time.Clock() font = pygame.freetype.SysFont("Arial", 32) alt_font = pygame.freetype.SysFont("monogramextended", 32) pixel_size = (window_size[1]-1) / char_res[1] canva_width = pixel_size * char_res[0] def cursor_pos_to_pixel(pos): pixel_pos = (int(pos[0] // pixel_size), int(pos[1] // pixel_size)) if pixel_pos[0] < 0 or pixel_pos[1] < 0 or pixel_pos[0] >= char_res[0] or pixel_pos[1] >= char_res[1]: return None return pixel_pos #d_time = 1 / fps_limit is_grid = True char_num = 33 def check_char_exist(char_num): return chr(char_num) in chars does_char_exist = check_char_exist(char_num) force_deleted = False # main loop while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() quit() elif event.type == pygame.MOUSEWHEEL: char_num += event.y * -1 if char_num < 0: char_num = 0 elif char_num > 99999: char_num = 99999 does_char_exist = check_char_exist(char_num) elif event.type == pygame.KEYDOWN: # delete char if event.key == pygame.K_DELETE: if does_char_exist: del chars[chr(char_num)] does_char_exist = False force_deleted = True # toggle grid if event.key == pygame.K_g: is_grid = not is_grid # export font elif event.key == pygame.K_e: export(char_res, chars) # print key tips elif event.key == pygame.K_p: cli_ui.key_tips() # initialize current stroke elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1: pixel_pos = cursor_pos_to_pixel(pygame.mouse.get_pos()) # if char is drawable at current position if pixel_pos is not None: # create char dictionary entry if it does not exist if not does_char_exist: chars[chr(char_num)] = np.zeros(char_res, dtype=bool) does_char_exist = True paint_color = not chars[chr(char_num)][pixel_pos] # save at the end of the stroke elif (event.type == pygame.MOUSEBUTTONUP and event.button == 1) or force_deleted: force_deleted = False ## packbit all chars # calculate the number of bits needed to pad char array to a multiple of 8 remainder = char_res[0] * char_res[1] % 8 padding = (8 - remainder) % 8 packed_chars = {} for key, value in chars.items(): # reshape into 1D array new_data = value.reshape(-1) # pad new_data = np.pad(new_data, (0, padding), mode="constant") # reshape the padded array into a 2D array with 8 columns new_data = new_data.reshape(-1, 8) # packbits new_data = np.packbits(new_data, axis=1).tobytes() # convert to base64 new_data = base64.b64encode(new_data).decode("utf-8") packed_chars[key] = new_data proj_data["chars"] = packed_chars with open(proj_path, "w", encoding="utf-8") as f: json.dump(proj_data, f, indent=4, ensure_ascii=False) print("Autosaved project.") # perform drawing if pygame.mouse.get_pressed()[0] and does_char_exist: pixel_pos = cursor_pos_to_pixel(pygame.mouse.get_pos()) if pixel_pos is not None: chars[chr(char_num)][pixel_pos] = paint_color # if all pixels are off, delete char if not np.any(chars[chr(char_num)]): del chars[chr(char_num)] does_char_exist = False window.fill((0, 0, 0)) if does_char_exist: current_char_array = chars[chr(char_num)] # draw pixels from current_char_array for y in range(char_res[1]): for x in range(char_res[0]): if current_char_array[x, y]: pygame.draw.rect( window, pixel_color, ( x * pixel_size, y * pixel_size, pixel_size, pixel_size ) ) if is_grid: # draw grid for x in range(char_res[0] + 1): x = x * pixel_size pygame.draw.line( window, grid_color, (x, 0), (x, window_size[1]), ) for y in range(char_res[1] + 1): real_y = y * pixel_size pygame.draw.line( window, grid_guide_color if (y == ascender_line or y == descender_line) else grid_color, (0, real_y), (canva_width, real_y), ) # draw char num font.render_to( window, (canva_width + 30, 30), f"dec: {char_num}", (255, 255, 255), size=64, ) # draw char font.render_to( window, (canva_width + 30, 100), chr(char_num), (255, 255, 255), size=150, ) # draw alternate font char alt_font.render_to( window, (canva_width + 200, 100), chr(char_num), (255, 255, 255), size=256, ) # draw char name font.render_to( window, (canva_width + 30, 280), unicodedata.name(chr(char_num), "unknown"), (255, 255, 255), size=16, ) # draw a red cross if curren char does not exist if not does_char_exist: pygame.draw.line( window, cross_color, (0, 0), (canva_width, window_size[1]), 7 ) pygame.draw.line( window, cross_color, (0, window_size[1]), (canva_width, 0), 7 ) font.render_to(window, (10, 10), f"FPS: {clock.get_fps():.2f}", (255, 255, 255), size=16) pygame.display.update() clock.tick(fps_limit) #d_time = clock.tick(fps_limit) / 1000