/*
* 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