/*
* 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 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.
*
*/
#ifndef RMLUICOREFONTFACELAYER_H
#define RMLUICOREFONTFACELAYER_H
#include "../../Include/RmlUi/Core/FontGlyph.h"
#include "../../Include/RmlUi/Core/Geometry.h"
#include "../../Include/RmlUi/Core/GeometryUtilities.h"
#include "../../Include/RmlUi/Core/String.h"
#include "../../Include/RmlUi/Core/Texture.h"
#include "TextureLayout.h"
namespace Rml {
namespace Core {
class FontEffect;
class FontFaceHandle;
/**
A textured layer stored as part of a font face handle. Each handle will have at least a base
layer for the standard font. Further layers can be added to allow to rendering of text effects.
@author Peter Curry
*/
class FontFaceLayer
{
public:
FontFaceLayer();
virtual ~FontFaceLayer();
/// Generates the character and texture data for the layer.
/// @param[in] handle The handle generating this layer.
/// @param[in] effect The effect to initialise the layer with.
/// @param[in] clone The layer to optionally clone geometry and texture data from.
/// @param[in] deep_clone If true, the clones geometry will be completely cloned and the effect will have no option to affect even the glyph origins.
/// @return True if the layer was generated successfully, false if not.
virtual bool Initialise(const FontFaceHandle* handle, SharedPtr effect = {}, const FontFaceLayer* clone = nullptr, bool deep_clone = false);
/// Generates the texture data for a layer (for the texture database).
/// @param[out] texture_data The pointer to be set to the generated texture data.
/// @param[out] texture_dimensions The dimensions of the texture.
/// @param[in] glyphs The glyphs required by the font face handle.
/// @param[in] texture_id The index of the texture within the layer to generate.
virtual bool GenerateTexture(const byte*& texture_data, Vector2i& texture_dimensions, int texture_id);
/// Generates the geometry required to render a single character.
/// @param[out] geometry An array of geometries this layer will write to. It must be at least as big as the number of textures in this layer.
/// @param[in] character_code The character to generate geometry for.
/// @param[in] position The position of the baseline.
/// @param[in] colour The colour of the string.
inline void GenerateGeometry(Geometry* geometry, const word character_code, const Vector2f& position, const Colourb& colour) const
{
if (character_code >= characters.size())
return;
const Character& character = characters[character_code];
if (character.texture_index < 0)
return;
// Generate the geometry for the character.
std::vector< Vertex >& character_vertices = geometry[character.texture_index].GetVertices();
std::vector< int >& character_indices = geometry[character.texture_index].GetIndices();
character_vertices.resize(character_vertices.size() + 4);
character_indices.resize(character_indices.size() + 6);
GeometryUtilities::GenerateQuad(
&character_vertices[0] + (character_vertices.size() - 4),
&character_indices[0] + (character_indices.size() - 6),
Vector2f(position.x + character.origin.x, position.y + character.origin.y).Round(),
character.dimensions,
colour,
character.texcoords[0],
character.texcoords[1],
(int)character_vertices.size() - 4
);
}
/// Returns the effect used to generate the layer.
/// @return The layer's effect.
const FontEffect* GetFontEffect() const;
/// Returns on the layer's textures.
/// @param[in] index The index of the desired texture.
/// @return The requested texture.
const Texture* GetTexture(int index);
/// Returns the number of textures employed by this layer.
/// @return The number of used textures.
int GetNumTextures() const;
/// Returns the layer's colour.
/// @return The layer's colour.
const Colourb& GetColour() const;
// protected:
struct Character
{
Character() : texture_index(-1) { }
// The offset, in pixels, of the baseline from the start of this character's geometry.
Vector2f origin;
// The width and height, in pixels, of this character's geometry.
Vector2f dimensions;
// The texture coordinates for the character's geometry.
Vector2f texcoords[2];
// The texture this character renders from.
int texture_index;
};
typedef std::vector< Character > CharacterList;
typedef std::vector< Texture > TextureList;
const FontFaceHandle* handle;
SharedPtr effect;
TextureLayout texture_layout;
CharacterList characters;
TextureList textures;
Colourb colour;
};
}
}
#endif