/*
* 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.
*
*/
#include "precompiled.h"
#ifndef RMLUI_NO_FONT_INTERFACE_DEFAULT
#include "FontFaceLayer.h"
#include "FontFaceHandle.h"
namespace Rml {
namespace Core {
BitmapFont::FontFaceLayer::FontFaceLayer() : Rml::Core::FontFaceLayer()
{
handle = nullptr;
effect = nullptr;
}
BitmapFont::FontFaceLayer::~FontFaceLayer()
{
}
// Generates the character and texture data for the layer.
bool BitmapFont::FontFaceLayer::Initialise(const Rml::Core::FontFaceHandleDefault* _handle, SharedPtr _effect, const Rml::Core::FontFaceLayer* clone, bool deep_clone)
{
(void)(_effect);
Rml::Core::BitmapFont::FontFaceHandle
* bm_font_face_handle;
handle = _handle;
bm_font_face_handle = ( Rml::Core::BitmapFont::FontFaceHandle * ) handle;
const FontGlyphList& glyphs = handle->GetGlyphs();
// Clone the geometry and textures from the clone layer.
if (clone != nullptr)
{
// Copy the cloned layer's characters.
characters = clone->characters;
// Copy (and reference) the cloned layer's textures.
for (size_t i = 0; i < clone->textures.size(); ++i)
textures.push_back(clone->textures[i]);
}
else
{
// Load texture from file
Texture texture;
if (!texture.Load( bm_font_face_handle->GetTextureSource() ))
return false;
textures.push_back(texture);
// Initialise the texture layout for the glyphs.
characters.resize(glyphs.size(), Character());
for (FontGlyphList::const_iterator i = glyphs.begin(); i != glyphs.end(); ++i)
{
const FontGlyph& glyph = *i;
if(glyph.dimensions.x <= 0 || glyph.dimensions.y <= 0)
continue;
Vector2i glyph_origin( glyph.bitmap_dimensions.x, glyph.bitmap_dimensions.y ); // position in texture
Vector2i glyph_dimensions = glyph.dimensions; // size of char
Character character;
character.origin = Vector2f((float) (glyph.bearing.x), (float) (glyph.bearing.y) - handle->GetBaseline()*3 );
character.dimensions = Vector2f((float) glyph.dimensions.x, (float) glyph.dimensions.y);
// Set the character's texture index.
character.texture_index = 0;
// Generate the character's texture coordinates.
character.texcoords[0].x = float(glyph_origin.x) / float(bm_font_face_handle->GetTextureWidth());
character.texcoords[0].y = float(glyph_origin.y) / float(bm_font_face_handle->GetTextureHeight());
character.texcoords[1].x = float(glyph_origin.x + character.dimensions.x) / float(bm_font_face_handle->GetTextureWidth());
character.texcoords[1].y = float(glyph_origin.y + character.dimensions.y) / float(bm_font_face_handle->GetTextureHeight());
characters[glyph.character] = character;
// Add the character's dimensions into the texture layout engine.
texture_layout.AddRectangle(glyph.character, glyph_dimensions);
}
// Generate the texture layout; this will position the glyph rectangles efficiently and
// allocate the texture data ready for writing.
if (!texture_layout.GenerateLayout(512))
return false;
}
return true;
}
// Generates the texture data for a layer (for the texture database).
bool BitmapFont::FontFaceLayer::GenerateTexture(const byte*& texture_data, Vector2i& texture_dimensions, int texture_id)
{
return true;
}
}
}
#endif