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- #include "TextureLayoutRow.h"
- #include "TextureLayout.h"
- namespace Rml {
- TextureLayoutRow::TextureLayoutRow()
- {
- height = 0;
- }
- TextureLayoutRow::~TextureLayoutRow() {}
- int TextureLayoutRow::Generate(TextureLayout& layout, int max_width, int y)
- {
- int width = 1;
- int first_unplaced_index = 0;
- int placed_rectangles = 0;
- while (width < max_width)
- {
- // Find the first unplaced rectangle we can fit.
- int index;
- for (index = first_unplaced_index; index < layout.GetNumRectangles(); ++index)
- {
- TextureLayoutRectangle& rectangle = layout.GetRectangle(index);
- if (!rectangle.IsPlaced())
- {
- if (width + rectangle.GetDimensions().x + 1 <= max_width)
- break;
- }
- }
- if (index == layout.GetNumRectangles())
- return placed_rectangles;
- TextureLayoutRectangle& rectangle = layout.GetRectangle(index);
- // Increment the row height if necessary.
- height = Math::Max(height, rectangle.GetDimensions().y);
- // Add this glyph onto our list and mark it as placed.
- rectangles.push_back(&rectangle);
- rectangle.Place(layout.GetNumTextures(), Vector2i(width, y));
- ++placed_rectangles;
- // Increment our width. An extra pixel is added on so the rectangles aren't pushed up
- // against each other. This will avoid filtering artifacts.
- if (rectangle.GetDimensions().x > 0)
- width += rectangle.GetDimensions().x + 1;
- first_unplaced_index = index + 1;
- }
- return placed_rectangles;
- }
- void TextureLayoutRow::Allocate(byte* texture_data, int stride)
- {
- for (size_t i = 0; i < rectangles.size(); ++i)
- rectangles[i]->Allocate(texture_data, stride);
- }
- int TextureLayoutRow::GetHeight() const
- {
- return height;
- }
- void TextureLayoutRow::Unplace()
- {
- for (size_t i = 0; i < rectangles.size(); ++i)
- rectangles[i]->Unplace();
- }
- } // namespace Rml
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