TextureLayoutRow.cpp 3.3 KB

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  1. /*
  2. * This source file is part of RmlUi, the HTML/CSS Interface Middleware
  3. *
  4. * For the latest information, see http://github.com/mikke89/RmlUi
  5. *
  6. * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
  7. * Copyright (c) 2019 The RmlUi Team, and contributors
  8. *
  9. * Permission is hereby granted, free of charge, to any person obtaining a copy
  10. * of this software and associated documentation files (the "Software"), to deal
  11. * in the Software without restriction, including without limitation the rights
  12. * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  13. * copies of the Software, and to permit persons to whom the Software is
  14. * furnished to do so, subject to the following conditions:
  15. *
  16. * The above copyright notice and this permission notice shall be included in
  17. * all copies or substantial portions of the Software.
  18. *
  19. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  20. * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  21. * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  22. * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  23. * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  24. * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  25. * THE SOFTWARE.
  26. *
  27. */
  28. #include "precompiled.h"
  29. #include "TextureLayoutRow.h"
  30. #include "TextureLayout.h"
  31. namespace Rml {
  32. namespace Core {
  33. TextureLayoutRow::TextureLayoutRow()
  34. {
  35. height = 0;
  36. }
  37. TextureLayoutRow::~TextureLayoutRow()
  38. {
  39. }
  40. // Attempts to position unplaced rectangles from the layout into this row.
  41. int TextureLayoutRow::Generate(TextureLayout& layout, int max_width, int y)
  42. {
  43. int width = 1;
  44. int first_unplaced_index = 0;
  45. int placed_rectangles = 0;
  46. while (width < max_width)
  47. {
  48. // Find the first unplaced rectangle we can fit.
  49. int index;
  50. for (index = first_unplaced_index; index < layout.GetNumRectangles(); ++index)
  51. {
  52. TextureLayoutRectangle& rectangle = layout.GetRectangle(index);
  53. if (!rectangle.IsPlaced())
  54. {
  55. if (width + rectangle.GetDimensions().x + 1 <= max_width)
  56. break;
  57. }
  58. }
  59. if (index == layout.GetNumRectangles())
  60. return placed_rectangles;
  61. TextureLayoutRectangle& rectangle = layout.GetRectangle(index);
  62. // Increment the row height if necessary.
  63. height = Math::Max(height, rectangle.GetDimensions().y);
  64. // Add this glyph onto our list and mark it as placed.
  65. rectangles.push_back(&rectangle);
  66. rectangle.Place(layout.GetNumTextures(), Vector2i(width, y));
  67. ++placed_rectangles;
  68. // Increment our width. An extra pixel is added on so the rectangles aren't pushed up
  69. // against each other. This will avoid filtering artifacts.
  70. if (rectangle.GetDimensions().x > 0)
  71. width += rectangle.GetDimensions().x + 1;
  72. first_unplaced_index = index + 1;
  73. }
  74. return placed_rectangles;
  75. }
  76. // Assigns allocated texture data to all rectangles in this row.
  77. void TextureLayoutRow::Allocate(byte* texture_data, int stride)
  78. {
  79. for (size_t i = 0; i < rectangles.size(); ++i)
  80. rectangles[i]->Allocate(texture_data, stride);
  81. }
  82. // Returns the height of the row.
  83. int TextureLayoutRow::GetHeight() const
  84. {
  85. return height;
  86. }
  87. // Resets the placed status for all of the rectangles within this row.
  88. void TextureLayoutRow::Unplace()
  89. {
  90. for (size_t i = 0; i < rectangles.size(); ++i)
  91. rectangles[i]->Unplace();
  92. }
  93. }
  94. }