/* * 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. * */ #ifndef RMLUI_CORE_FONTENGINEDEFAULT_FONTFACELAYER_H #define RMLUI_CORE_FONTENGINEDEFAULT_FONTFACELAYER_H #include "../../../Include/RmlUi/Core/CallbackTexture.h" #include "../../../Include/RmlUi/Core/FontGlyph.h" #include "../../../Include/RmlUi/Core/Geometry.h" #include "../../../Include/RmlUi/Core/MeshUtilities.h" #include "../TextureLayout.h" namespace Rml { class FontEffect; class FontFaceHandleDefault; /** 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 rendering of text effects. @author Peter Curry */ class FontFaceLayer { public: FontFaceLayer(const SharedPtr& _effect); ~FontFaceLayer(); /// Generates or re-generates the character and texture data for the layer. /// @param[in] handle The handle generating this layer. /// @param[in] clone The layer to optionally clone geometry and texture data from. /// @param[in] clone_glyph_origins True to keep the character origins from the cloned layer, false to generate new ones. /// @return True if the layer was generated successfully, false if not. bool Generate(const FontFaceHandleDefault* handle, const FontFaceLayer* clone = nullptr, bool clone_glyph_origins = false); /// Generates the texture data for a layer (for the texture database). /// @param[out] texture_data The generated texture data. /// @param[out] texture_dimensions The dimensions of the texture. /// @param[in] texture_id The index of the texture within the layer to generate. /// @param[in] glyphs The glyphs required by the font face handle. bool GenerateTexture(Vector& texture_data, Vector2i& texture_dimensions, int texture_id, const FontGlyphMap& glyphs); /// Generates the geometry required to render a single character. /// @param[out] mesh_list An array of meshes 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(TexturedMesh* mesh_list, const Character character_code, const Vector2f position, const ColourbPremultiplied colour) const { auto it = character_boxes.find(character_code); if (it == character_boxes.end()) return; const TextureBox& box = it->second; if (box.texture_index < 0) return; // Generate the geometry for the character. Mesh& mesh = mesh_list[box.texture_index].mesh; MeshUtilities::GenerateQuad(mesh, (position + box.origin).Round(), box.dimensions, colour, box.texcoords[0], box.texcoords[1]); } /// Returns the effect used to generate the layer. const FontEffect* GetFontEffect() const; /// Returns one of the layer's textures. Texture GetTexture(RenderManager& render_manager, int index); /// Returns the number of textures employed by this layer. int GetNumTextures() const; /// Returns the layer's colour after applying the given opacity. ColourbPremultiplied GetColour(float opacity) const; private: struct TextureBox { // 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 = -1; }; using CharacterMap = UnorderedMap; using TextureList = Vector; SharedPtr effect; TextureList textures_owned; TextureList* textures_ptr = &textures_owned; TextureLayout texture_layout; CharacterMap character_boxes; Colourb colour; }; } // namespace Rml #endif