/* * 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