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Figure 11.4 Examples of text wrapping and justification with the GD module. All the necessary calculations were done with the GDTextWrap module presented in the text.
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each time we need to create a text box. Instead we would like to be able to write something approximating the following:
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use GD; use GDTextWrap; my my my my $gd = GD::Image->new(450,170); $white = $gd->colorAllocate(255,255,255); $black = $gd->colorAllocate( 0, 0, 0); $blue = $gd->colorAllocate(127,127,255);
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my $text = <<EOSTR; Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh euismod tincidunt ut laoreet dolore magna aliquam erat volutpat. EOSTR my $wp = GDTextWrap->new($gd, font => '/usr/share/fonts/ttfonts/Arialn.ttf', font_size => 10, top => 10, Create a line_space => 4, GDTextWrap color => $black, object text => $text, ); $wp->set(align => 'left', left => 10, right => 140); $gd->rectangle($wp->get_bounds, $blue); $wp->draw(); $wp->set(align => 'justified', left => 160, right => 290); $gd->rectangle($wp->get_bounds, $blue); $wp->draw(); $wp->set(align => 'right', left => 310, right => 440); $gd->rectangle($wp->get_bounds, $blue); $wp->draw(); $wp->set(align => 'center', left => 40, right => 410, font => '/usr/share/fonts/ttfonts/Arialnb.ttf', font_size => 12, top => 110); $gd->rectangle($wp->get_bounds, $blue); $wp->draw();
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This code starts by including GD and our hypothetical module GDTextWrap. Next, a GD::Image object is created and some colors are allocated for it. A variable $text is declared and some standard pseudo Latin text to be used in the text boxes is assigned to it. Then, a GDTextWrap object is created, and the GD::Image object is associated with it by passing it to the constructor as the first argument. The drawing color of the object is set to one of the earlier allocated colors, the font and font size to something agreeable, the text to the Latin phrase, the top boundary to 10, and a line spacing is chosen. Now it is time to start drawing some boxes. First, the alignment and left and right bounding parameters are set. Then, a blue rectangle the size of the bounding box is drawn by using a postulated method called get_bounds() that gives us coordinates exactly in the manner that the rectangle() method wants. Finally, the draw() method is called. This is repeated for three more boxes to produce figure 11.4. All of the above looks like approximately the amount of code we would like to write to produce text boxes. Unfortunately, the hypothetical module GDTextWrap does not exist,4 so we will have to write it ourselves. We start by creating the main module file GDTextWrap.pm. In this file we put the code for the class GDTextWrap. In Perl, a class is not much more than a package, so:
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package GDTextWrap; $GDTextWrap::VERSION = 0.10; use strict; use GD; use Carp;
As good module developers, we put a version number in the module file, and because we don t want to spend too much time debugging, we include the strict pragma. We also include the standard Carp module so that errors from within our class are dealt with in a slightly more elegant manner. We have a good idea of the parameters we ll need, so we define some default values which we can use in the constructor.
my %attribs = ( left right top line_space font font_size color align text );
=> => => => => => => => =>
0, undef, 0, 2, '/usr/share/fonts/ttfonts/arialbd.ttf', 12, undef, 'justified', undef,
or at least, it didn t when this was written. See section 11.3.1 for more information.
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The reason that some of these are present but undefined is that this hash will not only be used for the default values of the attributes, but also, as we will see later, in the set method to check for the validity of the attribute names. Next we define a constructor, an initialization method and a set method:
sub new The constructor { my $proto = shift; my $class = ref($proto) || $proto; my $gd = shift; ref($gd) and $gd->isa('GD::Image') or croak "Not a GD::Image object"; my $self = { gd => $gd }; bless $self => $class; $self->_init(); $self->set(@_); return $self } sub _init The initializer { my $self = shift; $self->{$_} = $attribs{$_} foreach keys %attribs; $self->{color} = $self->{gd}->colorsTotal - 1; $self->{right} = ($self->{gd}->getBounds())[0] - 1; } sub set The set() method { my $self = shift; my %args = @_; foreach (keys %args) { exists $attribs{$_} or do { carp "No attribute $_"; next }; $self->{$_} = $args{$_}; } }
The constructor won t be much of a surprise to anyone familiar with Perl s OO model. It uses an anonymous hash as the base for an object. We shift off the first argument (which is really the bit before the arrow in the call), and make sure that we know which class we belong in. We then take the second argument and make sure that it is a GD::Image object. We create an anonymous hash reference containing a reference to that object, bless it into the current class and continue by calling the _init()5 method and the set() method with the remaining arguments.
Following the normal conventions, we start the names of methods that are not part of the public interface with an underscore.
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