/*
* This source file is part of RmlUi, the HTML/CSS Interface Middleware
*
* For the latest information, see http://github.com/mikke89/RmlUi
*
* Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
* Copyright (c) 2019-2023 The RmlUi Team, and contributors
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#include "TextureLayoutRow.h"
#include "TextureLayout.h"
namespace Rml {
TextureLayoutRow::TextureLayoutRow()
{
height = 0;
}
TextureLayoutRow::~TextureLayoutRow() {}
int TextureLayoutRow::Generate(TextureLayout& layout, int max_width, int y)
{
int width = 1;
int first_unplaced_index = 0;
int placed_rectangles = 0;
while (width < max_width)
{
// Find the first unplaced rectangle we can fit.
int index;
for (index = first_unplaced_index; index < layout.GetNumRectangles(); ++index)
{
TextureLayoutRectangle& rectangle = layout.GetRectangle(index);
if (!rectangle.IsPlaced())
{
if (width + rectangle.GetDimensions().x + 1 <= max_width)
break;
}
}
if (index == layout.GetNumRectangles())
return placed_rectangles;
TextureLayoutRectangle& rectangle = layout.GetRectangle(index);
// Increment the row height if necessary.
height = Math::Max(height, rectangle.GetDimensions().y);
// Add this glyph onto our list and mark it as placed.
rectangles.push_back(&rectangle);
rectangle.Place(layout.GetNumTextures(), Vector2i(width, y));
++placed_rectangles;
// Increment our width. An extra pixel is added on so the rectangles aren't pushed up
// against each other. This will avoid filtering artifacts.
if (rectangle.GetDimensions().x > 0)
width += rectangle.GetDimensions().x + 1;
first_unplaced_index = index + 1;
}
return placed_rectangles;
}
void TextureLayoutRow::Allocate(byte* texture_data, int stride)
{
for (size_t i = 0; i < rectangles.size(); ++i)
rectangles[i]->Allocate(texture_data, stride);
}
int TextureLayoutRow::GetHeight() const
{
return height;
}
void TextureLayoutRow::Unplace()
{
for (size_t i = 0; i < rectangles.size(); ++i)
rectangles[i]->Unplace();
}
} // namespace Rml