FontFaceLayer.cpp 8.0 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 "FontFaceLayer.h"
  30. #include "../../Include/RmlUi/Core/Core.h"
  31. #include "FontFaceHandleDefault.h"
  32. namespace Rml {
  33. namespace Core {
  34. #ifndef RMLUI_NO_FONT_INTERFACE_DEFAULT
  35. FontFaceLayer::FontFaceLayer() : colour(255, 255, 255)
  36. {
  37. handle = nullptr;
  38. }
  39. FontFaceLayer::~FontFaceLayer()
  40. {
  41. }
  42. // Generates the character and texture data for the layer.
  43. bool FontFaceLayer::Initialise(const FontFaceHandleDefault* _handle, SharedPtr<const FontEffect> _effect, const FontFaceLayer* clone, bool deep_clone)
  44. {
  45. handle = _handle;
  46. effect = _effect;
  47. if (effect)
  48. colour = effect->GetColour();
  49. const FontGlyphMap& glyphs = handle->GetGlyphs();
  50. // Clone the geometry and textures from the clone layer.
  51. if (clone != nullptr)
  52. {
  53. // Copy the cloned layer's characters.
  54. characters = clone->characters;
  55. // Copy (and reference) the cloned layer's textures.
  56. for (size_t i = 0; i < clone->textures.size(); ++i)
  57. textures.push_back(clone->textures[i]);
  58. // Request the effect (if we have one) adjust the origins as appropriate.
  59. if (!deep_clone &&
  60. effect != nullptr)
  61. {
  62. for (auto& pair : glyphs)
  63. {
  64. CodePoint code_point = pair.first;
  65. const FontGlyph& glyph = pair.second;
  66. RMLUI_ASSERT(characters.find(code_point) != characters.end());
  67. Character& character = characters[code_point];
  68. Vector2i glyph_origin(Math::RealToInteger(character.origin.x), Math::RealToInteger(character.origin.y));
  69. Vector2i glyph_dimensions(Math::RealToInteger(character.dimensions.x), Math::RealToInteger(character.dimensions.y));
  70. if (effect->GetGlyphMetrics(glyph_origin, glyph_dimensions, glyph))
  71. {
  72. character.origin.x = (float)glyph_origin.x;
  73. character.origin.y = (float)glyph_origin.y;
  74. }
  75. else
  76. character.texture_index = -1;
  77. }
  78. }
  79. }
  80. else
  81. {
  82. // Initialise the texture layout for the glyphs.
  83. characters.reserve(glyphs.size());
  84. for (auto& pair : glyphs)
  85. {
  86. CodePoint code_point = pair.first;
  87. const FontGlyph& glyph = pair.second;
  88. Vector2i glyph_origin(0, 0);
  89. Vector2i glyph_dimensions = glyph.bitmap_dimensions;
  90. // Adjust glyph origin / dimensions for the font effect.
  91. if (effect != nullptr)
  92. {
  93. if (!effect->GetGlyphMetrics(glyph_origin, glyph_dimensions, glyph))
  94. continue;
  95. }
  96. Character character;
  97. character.origin = Vector2f((float)(glyph_origin.x + glyph.bearing.x), (float)(glyph_origin.y - glyph.bearing.y));
  98. character.dimensions = Vector2f((float)glyph_dimensions.x - glyph_origin.x, (float)glyph_dimensions.y - glyph_origin.y);
  99. characters[code_point] = character;
  100. // Add the character's dimensions into the texture layout engine.
  101. texture_layout.AddRectangle((int)code_point, glyph_dimensions - glyph_origin);
  102. }
  103. constexpr int max_texture_dimensions = 1024;
  104. // Generate the texture layout; this will position the glyph rectangles efficiently and
  105. // allocate the texture data ready for writing.
  106. if (!texture_layout.GenerateLayout(max_texture_dimensions))
  107. return false;
  108. // Iterate over each rectangle in the layout, copying the glyph data into the rectangle as
  109. // appropriate and generating geometry.
  110. for (int i = 0; i < texture_layout.GetNumRectangles(); ++i)
  111. {
  112. TextureLayoutRectangle& rectangle = texture_layout.GetRectangle(i);
  113. const TextureLayoutTexture& texture = texture_layout.GetTexture(rectangle.GetTextureIndex());
  114. CodePoint code_point = (CodePoint)rectangle.GetId();
  115. RMLUI_ASSERT(characters.find(code_point) != characters.end());
  116. Character& character = characters[code_point];
  117. // Set the character's texture index.
  118. character.texture_index = rectangle.GetTextureIndex();
  119. // Generate the character's texture coordinates.
  120. character.texcoords[0].x = float(rectangle.GetPosition().x) / float(texture.GetDimensions().x);
  121. character.texcoords[0].y = float(rectangle.GetPosition().y) / float(texture.GetDimensions().y);
  122. character.texcoords[1].x = float(rectangle.GetPosition().x + rectangle.GetDimensions().x) / float(texture.GetDimensions().x);
  123. character.texcoords[1].y = float(rectangle.GetPosition().y + rectangle.GetDimensions().y) / float(texture.GetDimensions().y);
  124. }
  125. // Generate the textures.
  126. for (int i = 0; i < texture_layout.GetNumTextures(); ++i)
  127. {
  128. Texture texture;
  129. if (!texture.Load(CreateString(64, "?font::%p/%p/%d/%d", handle, effect.get(), i, handle->GetVersion())))
  130. return false;
  131. textures.push_back(texture);
  132. }
  133. }
  134. return true;
  135. }
  136. // Generates the texture data for a layer (for the texture database).
  137. bool FontFaceLayer::GenerateTexture(UniquePtr<const byte[]>& texture_data, Vector2i& texture_dimensions, int texture_id)
  138. {
  139. if (texture_id < 0 ||
  140. texture_id > texture_layout.GetNumTextures())
  141. return false;
  142. const FontGlyphMap& glyphs = handle->GetGlyphs();
  143. // Generate the texture data.
  144. texture_data = texture_layout.GetTexture(texture_id).AllocateTexture();
  145. texture_dimensions = texture_layout.GetTexture(texture_id).GetDimensions();
  146. for (int i = 0; i < texture_layout.GetNumRectangles(); ++i)
  147. {
  148. TextureLayoutRectangle& rectangle = texture_layout.GetRectangle(i);
  149. CodePoint code_point = (CodePoint)rectangle.GetId();
  150. RMLUI_ASSERT(characters.find(code_point) != characters.end());
  151. Character& character = characters[code_point];
  152. if (character.texture_index != texture_id)
  153. continue;
  154. auto it = glyphs.find((CodePoint)rectangle.GetId());
  155. if (it == glyphs.end())
  156. continue;
  157. const FontGlyph& glyph = it->second;
  158. if (effect == nullptr)
  159. {
  160. // Copy the glyph's bitmap data into its allocated texture.
  161. if (glyph.bitmap_data != nullptr)
  162. {
  163. byte* destination = rectangle.GetTextureData();
  164. const byte* source = glyph.bitmap_data.get();
  165. for (int j = 0; j < glyph.bitmap_dimensions.y; ++j)
  166. {
  167. for (int k = 0; k < glyph.bitmap_dimensions.x; ++k)
  168. destination[k * 4 + 3] = source[k];
  169. destination += rectangle.GetTextureStride();
  170. source += glyph.bitmap_dimensions.x;
  171. }
  172. }
  173. }
  174. else
  175. {
  176. effect->GenerateGlyphTexture(rectangle.GetTextureData(), Vector2i(Math::RealToInteger(character.dimensions.x), Math::RealToInteger(character.dimensions.y)), rectangle.GetTextureStride(), glyph);
  177. }
  178. }
  179. return true;
  180. }
  181. // Returns the effect used to generate the layer.
  182. const FontEffect* FontFaceLayer::GetFontEffect() const
  183. {
  184. return effect.get();
  185. }
  186. // Returns on the layer's textures.
  187. const Texture* FontFaceLayer::GetTexture(int index)
  188. {
  189. RMLUI_ASSERT(index >= 0);
  190. RMLUI_ASSERT(index < GetNumTextures());
  191. return &(textures[index]);
  192. }
  193. // Returns the number of textures employed by this layer.
  194. int FontFaceLayer::GetNumTextures() const
  195. {
  196. return (int)textures.size();
  197. }
  198. // Returns the layer's colour.
  199. const Colourb& FontFaceLayer::GetColour() const
  200. {
  201. return colour;
  202. }
  203. #endif
  204. }
  205. }