/* * This source file is part of libRocket, the HTML/CSS Interface Middleware * * For the latest information, see http://www.librocket.com * * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd * * 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 ROCKETCOREFONTFACELAYER_H #define ROCKETCOREFONTFACELAYER_H #include "../../Include/Rocket/Core/FontGlyph.h" #include "../../Include/Rocket/Core/Geometry.h" #include "../../Include/Rocket/Core/GeometryUtilities.h" #include "../../Include/Rocket/Core/String.h" #include "../../Include/Rocket/Core/Texture.h" #include "TextureLayout.h" namespace Rocket { namespace Core { class FontEffect; class FontFaceHandle; /** 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 to rendering of text effects. @author Peter Curry */ class FontFaceLayer { public: FontFaceLayer(); ~FontFaceLayer(); /// Generates the character and texture data for the layer. /// @param[in] handle The handle generating this layer. /// @param[in] effect The effect to initialise the layer with. /// @param[in] clone The layer to optionally clone geometry and texture data from. /// @param[in] deep_clone If true, the clones geometry will be completely cloned and the effect will have no option to affect even the glyph origins. /// @return True if the layer was generated successfully, false if not. virtual bool Initialise(const FontFaceHandle* handle, FontEffect* effect = NULL, const FontFaceLayer* clone = NULL, bool deep_clone = false); /// Generates the texture data for a layer (for the texture database). /// @param[out] texture_data The pointer to be set to the generated texture data. /// @param[out] texture_dimensions The dimensions of the texture. /// @param[in] glyphs The glyphs required by the font face handle. /// @param[in] texture_id The index of the texture within the layer to generate. virtual bool GenerateTexture(const byte*& texture_data, Vector2i& texture_dimensions, int texture_id); /// Generates the geometry required to render a single character. /// @param[out] geometry An array of geometries 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(Geometry* geometry, const word character_code, const Vector2f& position, const Colourb& colour) const { if (character_code >= characters.size()) return; const Character& character = characters[character_code]; if (character.texture_index < 0) return; // Generate the geometry for the character. std::vector< Vertex >& character_vertices = geometry[character.texture_index].GetVertices(); std::vector< int >& character_indices = geometry[character.texture_index].GetIndices(); character_vertices.resize(character_vertices.size() + 4); character_indices.resize(character_indices.size() + 6); GeometryUtilities::GenerateQuad(&character_vertices[0] + (character_vertices.size() - 4), &character_indices[0] + (character_indices.size() - 6), Vector2f(position.x + character.origin.x, position.y + character.origin.y), character.dimensions, colour, character.texcoords[0], character.texcoords[1], (int)character_vertices.size() - 4); } /// Returns the effect used to generate the layer. /// @return The layer's effect. const FontEffect* GetFontEffect() const; /// Returns on the layer's textures. /// @param[in] index The index of the desired texture. /// @return The requested texture. const Texture* GetTexture(int index); /// Returns the number of textures employed by this layer. /// @return The number of used textures. int GetNumTextures() const; /// Returns the layer's colour. /// @return The layer's colour. const Colourb& GetColour() const; // protected: struct Character { Character() : texture_index(-1) { } // 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; }; typedef std::vector< Character > CharacterList; typedef std::vector< Texture > TextureList; const FontFaceHandle* handle; FontEffect* effect; TextureLayout texture_layout; CharacterList characters; TextureList textures; Colourb colour; }; } } #endif