#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