/*
* 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 "FontFaceLayer.h"
#include "../../../Include/RmlUi/Core/RenderManager.h"
#include "FontFaceHandleDefault.h"
#include
#include
namespace Rml {
FontFaceLayer::FontFaceLayer(const SharedPtr& _effect) : colour(255, 255, 255)
{
effect = _effect;
if (effect)
colour = effect->GetColour();
}
FontFaceLayer::~FontFaceLayer() {}
bool FontFaceLayer::Generate(const FontFaceHandleDefault* handle, const FontFaceLayer* clone, bool clone_glyph_origins)
{
// Clear the old layout if it exists.
{
// @performance: We could be much smarter about this, e.g. such as adding new glyphs to the existing texture layout and textures.
// Right now we re-generate the whole thing, including textures.
texture_layout = TextureLayout{};
character_boxes.clear();
textures_owned.clear();
textures_ptr = &textures_owned;
}
const FontGlyphMap& glyphs = handle->GetGlyphs();
// Generate the new layout.
if (clone)
{
// Clone the geometry and textures from the clone layer.
character_boxes = clone->character_boxes;
// Point our textures to the cloned layer's textures.
textures_ptr = clone->textures_ptr;
// Request the effect (if we have one) and adjust the origins as appropriate.
if (effect && !clone_glyph_origins)
{
for (auto& pair : glyphs)
{
Character character = pair.first;
const FontGlyph& glyph = pair.second;
auto it = character_boxes.find(character);
if (it == character_boxes.end())
{
// This can happen if the layers have been dirtied in FontHandleDefault. We will
// probably be regenerated soon, just skip the character for now.
continue;
}
TextureBox& box = it->second;
Vector2i glyph_origin = Vector2i(box.origin);
Vector2i glyph_dimensions = Vector2i(box.dimensions);
if (effect->GetGlyphMetrics(glyph_origin, glyph_dimensions, glyph))
box.origin = Vector2f(glyph_origin);
else
box.texture_index = -1;
}
}
}
else
{
// Initialise the texture layout for the glyphs.
character_boxes.reserve(glyphs.size());
for (auto& pair : glyphs)
{
Character character = pair.first;
const FontGlyph& glyph = pair.second;
Vector2i glyph_origin(0, 0);
Vector2i glyph_dimensions = glyph.bitmap_dimensions;
// Adjust glyph origin / dimensions for the font effect.
if (effect)
{
if (!effect->GetGlyphMetrics(glyph_origin, glyph_dimensions, glyph))
continue;
}
TextureBox box;
box.origin = Vector2f(float(glyph_origin.x + glyph.bearing.x), float(glyph_origin.y - glyph.bearing.y));
box.dimensions = Vector2f(glyph_dimensions);
RMLUI_ASSERT(box.dimensions.x >= 0 && box.dimensions.y >= 0);
character_boxes[character] = box;
// Add the character's dimensions into the texture layout engine.
texture_layout.AddRectangle((int)character, glyph_dimensions);
}
constexpr int max_texture_dimensions = 1024;
// Generate the texture layout; this will position the glyph rectangles efficiently and
// allocate the texture data ready for writing.
if (!texture_layout.GenerateLayout(max_texture_dimensions))
return false;
// Iterate over each rectangle in the layout, copying the glyph data into the rectangle as
// appropriate and generating geometry.
for (int i = 0; i < texture_layout.GetNumRectangles(); ++i)
{
TextureLayoutRectangle& rectangle = texture_layout.GetRectangle(i);
const TextureLayoutTexture& texture = texture_layout.GetTexture(rectangle.GetTextureIndex());
Character character = (Character)rectangle.GetId();
RMLUI_ASSERT(character_boxes.find(character) != character_boxes.end());
TextureBox& box = character_boxes[character];
// Set the character's texture index.
box.texture_index = rectangle.GetTextureIndex();
// Generate the character's texture coordinates.
box.texcoords[0].x = float(rectangle.GetPosition().x) / float(texture.GetDimensions().x);
box.texcoords[0].y = float(rectangle.GetPosition().y) / float(texture.GetDimensions().y);
box.texcoords[1].x = float(rectangle.GetPosition().x + rectangle.GetDimensions().x) / float(texture.GetDimensions().x);
box.texcoords[1].y = float(rectangle.GetPosition().y + rectangle.GetDimensions().y) / float(texture.GetDimensions().y);
}
const FontEffect* effect_ptr = effect.get();
const int handle_version = handle->GetVersion();
// Generate the textures.
for (int i = 0; i < texture_layout.GetNumTextures(); ++i)
{
const int texture_id = i;
CallbackTextureFunction texture_callback = [handle, effect_ptr, texture_id, handle_version](
const CallbackTextureInterface& texture_interface) -> bool {
Vector2i dimensions;
Vector data;
if (!handle->GenerateLayerTexture(data, dimensions, effect_ptr, texture_id, handle_version) || data.empty())
return false;
if (!texture_interface.GenerateTexture(data, dimensions))
return false;
return true;
};
static_assert(std::is_nothrow_move_constructible::value,
"CallbackTextureSource must be nothrow move constructible so that it can be placed in the vector below.");
textures_owned.emplace_back(std::move(texture_callback));
}
}
return true;
}
bool FontFaceLayer::GenerateTexture(Vector& texture_data, Vector2i& texture_dimensions, int texture_id, const FontGlyphMap& glyphs)
{
if (texture_id < 0 || texture_id > texture_layout.GetNumTextures())
return false;
// Generate the texture data.
texture_data = texture_layout.GetTexture(texture_id).AllocateTexture();
texture_dimensions = texture_layout.GetTexture(texture_id).GetDimensions();
for (int i = 0; i < texture_layout.GetNumRectangles(); ++i)
{
TextureLayoutRectangle& rectangle = texture_layout.GetRectangle(i);
Character character = (Character)rectangle.GetId();
RMLUI_ASSERT(character_boxes.find(character) != character_boxes.end());
TextureBox& box = character_boxes[character];
if (box.texture_index != texture_id)
continue;
auto it = glyphs.find((Character)rectangle.GetId());
if (it == glyphs.end())
continue;
const FontGlyph& glyph = it->second;
if (effect == nullptr)
{
// Copy the glyph's bitmap data into its allocated texture.
if (glyph.bitmap_data)
{
byte* destination = rectangle.GetTextureData();
const byte* source = glyph.bitmap_data;
const int num_bytes_per_line = glyph.bitmap_dimensions.x * (glyph.color_format == ColorFormat::RGBA8 ? 4 : 1);
for (int j = 0; j < glyph.bitmap_dimensions.y; ++j)
{
switch (glyph.color_format)
{
case ColorFormat::A8:
{
// We use premultiplied alpha, so copy the alpha into all four channels.
for (int k = 0; k < num_bytes_per_line; ++k)
for (int c = 0; c < 4; ++c)
destination[k * 4 + c] = source[k];
}
break;
case ColorFormat::RGBA8:
{
memcpy(destination, source, num_bytes_per_line);
}
break;
}
destination += rectangle.GetTextureStride();
source += num_bytes_per_line;
}
}
}
else
{
effect->GenerateGlyphTexture(rectangle.GetTextureData(), Vector2i(box.dimensions), rectangle.GetTextureStride(), glyph);
}
}
return true;
}
const FontEffect* FontFaceLayer::GetFontEffect() const
{
return effect.get();
}
Texture FontFaceLayer::GetTexture(RenderManager& render_manager, int index)
{
RMLUI_ASSERT(index >= 0);
RMLUI_ASSERT(index < GetNumTextures());
return (*textures_ptr)[index].GetTexture(render_manager);
}
int FontFaceLayer::GetNumTextures() const
{
return (int)textures_ptr->size();
}
ColourbPremultiplied FontFaceLayer::GetColour(float opacity) const
{
return colour.ToPremultiplied(opacity);
}
} // namespace Rml