/* * 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. * */ #include "../precompiled.h" #include "FontFaceLayer.h" #include "FontFaceHandle.h" namespace Rocket { namespace Core { namespace BitmapFont { FontFaceLayer::FontFaceLayer() : Rocket::Core::FontFaceLayer() { handle = NULL; effect = NULL; } FontFaceLayer::~FontFaceLayer() { } // Generates the character and texture data for the layer. bool FontFaceLayer::Initialise(const Rocket::Core::FontFaceHandle* _handle, FontEffect* _effect, const Rocket::Core::FontFaceLayer* clone, bool deep_clone) { (void)(_effect); Rocket::Core::BitmapFont::FontFaceHandle * bm_font_face_handle; handle = _handle; bm_font_face_handle = ( Rocket::Core::BitmapFont::FontFaceHandle * ) handle; const FontGlyphList& glyphs = handle->GetGlyphs(); // Clone the geometry and textures from the clone layer. if (clone != NULL) { // Copy the cloned layer's characters. characters = clone->characters; // Copy (and reference) the cloned layer's textures. for (size_t i = 0; i < clone->textures.size(); ++i) textures.push_back(clone->textures[i]); } else { // Load texture from file Texture texture; if (!texture.Load( bm_font_face_handle->GetTextureSource() )) return false; textures.push_back(texture); // Initialise the texture layout for the glyphs. characters.resize(glyphs.size(), Character()); for (FontGlyphList::const_iterator i = glyphs.begin(); i != glyphs.end(); ++i) { const FontGlyph& glyph = *i; if(glyph.dimensions.x <= 0 || glyph.dimensions.y <= 0) continue; Vector2i glyph_origin( glyph.bitmap_dimensions.x, glyph.bitmap_dimensions.y ); // position in texture Vector2i glyph_dimensions = glyph.dimensions; // size of char Character character; character.origin = Vector2f((float) (glyph.bearing.x), (float) (glyph.bearing.y) - handle->GetBaseline()*3 ); character.dimensions = Vector2f((float) glyph.dimensions.x, (float) glyph.dimensions.y); // Set the character's texture index. character.texture_index = 0; // Generate the character's texture coordinates. character.texcoords[0].x = float(glyph_origin.x) / float(bm_font_face_handle->GetTextureWidth()); character.texcoords[0].y = float(glyph_origin.y) / float(bm_font_face_handle->GetTextureHeight()); character.texcoords[1].x = float(glyph_origin.x + character.dimensions.x) / float(bm_font_face_handle->GetTextureWidth()); character.texcoords[1].y = float(glyph_origin.y + character.dimensions.y) / float(bm_font_face_handle->GetTextureHeight()); characters[glyph.character] = character; // Add the character's dimensions into the texture layout engine. texture_layout.AddRectangle(glyph.character, glyph_dimensions); } // Generate the texture layout; this will position the glyph rectangles efficiently and // allocate the texture data ready for writing. if (!texture_layout.GenerateLayout(512)) return false; } return true; } // Generates the texture data for a layer (for the texture database). bool FontFaceLayer::GenerateTexture(const byte*& texture_data, Vector2i& texture_dimensions, int texture_id) { return true; } } } }