Exemple #1
0
void TTF_TextBox(const drawTextCommand_t *cmd, const char *string, int count) {
	TTFtextRow rows[2];
	int nrows = 0, i;
	int oldAlign = state.align;
	int halign = state.align & (FONS_ALIGN_LEFT | FONS_ALIGN_CENTER | FONS_ALIGN_RIGHT);
	int valign = state.align & (FONS_ALIGN_TOP | FONS_ALIGN_MIDDLE | FONS_ALIGN_BOTTOM | FONS_ALIGN_BASELINE);
	float lineh;

	fonsPushState(ctx);

	fonsVertMetrics(ctx, nullptr, nullptr, &lineh);
	fonsSetAlign(ctx, FONS_ALIGN_LEFT | valign);

	float x = cmd->x;
	float y = cmd->y;
	lineh *= state.lineHeight;

	const char *end = TTF_CountChars(string, count);

	while ((nrows = TTF_BreakLines(string, end, cmd->w, rows, 2)) > 0) {
		for (i = 0; i < nrows; i++) {
			TTFtextRow* row = &rows[i];
			if (halign & FONS_ALIGN_LEFT)
				fonsDrawText(ctx, x, y, row->start, row->end);
			else if (halign & FONS_ALIGN_CENTER)
				fonsDrawText(ctx, x + cmd->w * 0.5f - row->width*0.5f, y, row->start, row->end);
			else if (halign & FONS_ALIGN_RIGHT)
				fonsDrawText(ctx, x + cmd->w - row->width, y, row->start, row->end);
			y += lineh;
		}
		string = rows[nrows - 1].next;
	}

	fonsPopState(ctx);
}
Exemple #2
0
const char * TTF_BreakString(int w, const char *in) {
	TTFtextRow rows[2];
	int nrows = 0, i;
	int oldAlign = state.align;
	int halign = state.align & (FONS_ALIGN_LEFT | FONS_ALIGN_CENTER | FONS_ALIGN_RIGHT);
	int valign = state.align & (FONS_ALIGN_TOP | FONS_ALIGN_MIDDLE | FONS_ALIGN_BOTTOM | FONS_ALIGN_BASELINE);
	float lineh;

	fonsVertMetrics(ctx, nullptr, nullptr, &lineh);
	fonsSetAlign(ctx, FONS_ALIGN_LEFT | valign);

	if (splitStr != nullptr) {
		sdsfree(splitStr);
	}
	splitStr = sdsempty();

	while ((nrows = TTF_BreakLines(in, nullptr, w, rows, 2)) > 0) {
		for (i = 0; i < nrows; i++) {
			TTFtextRow* row = &rows[i];

			splitStr = sdscatlen(splitStr, row->start, row->end - row->start);
			splitStr = sdscat(splitStr, "\n");
		}
		in = rows[nrows - 1].next;
	}

	fonsSetAlign(ctx, oldAlign);

	return splitStr;
}
void ofxFontStash2::getVerticalMetrics(const ofxFontStashStyle & style, float* ascender, float* descender, float* lineH){
	applyStyle(style);
	fonsVertMetrics(fs, ascender, descender, lineH);
	if( pixelDensity != 1 ){
		*ascender /= pixelDensity;
		*descender /= pixelDensity;
		*lineH /= pixelDensity;
	}
}
FontContext::FontMetrics FontContext::getMetrics() {
    FontMetrics metrics;
    fonsVertMetrics(m_fsContext, &metrics.ascender, &metrics.descender, &metrics.lineHeight);
    return metrics;
}
Exemple #5
0
int main()
{
	int fontNormal = FONS_INVALID;
	int fontItalic = FONS_INVALID;
	int fontBold = FONS_INVALID;
	int fontJapanese = FONS_INVALID;

	GLFWwindow* window;
	const GLFWvidmode* mode;
	
	struct FONSparams params;
	struct FONScontext* fs = NULL;

	if (!glfwInit())
		return -1;

	mode = glfwGetVideoMode(glfwGetPrimaryMonitor());
    window = glfwCreateWindow(mode->width - 40, mode->height - 80, "Font Stash", NULL, NULL);
	if (!window) {
		glfwTerminate();
		return -1;
	}

	glfwMakeContextCurrent(window);

	memset(&params, 0, sizeof(params));
	params.width = 512;
	params.height = 512;
	params.flags = FONS_ZERO_TOPLEFT;

	if (glstInit(&params) == 0) {
		printf("Could not create renderer.\n");
		return -1;
	}

	fs = fonsCreate(&params);
	if (fs == NULL) {
		printf("Could not create stash.\n");
		return -1;
	}

	fontNormal = fonsAddFont(fs, "../example/DroidSerif-Regular.ttf");
	if (fontNormal == FONS_INVALID) {
		printf("Could not add font normal.\n");
		return -1;
	}
	fontItalic = fonsAddFont(fs, "../example/DroidSerif-Italic.ttf");
	if (fontItalic == FONS_INVALID) {
		printf("Could not add font italic.\n");
		return -1;
	}
	fontBold = fonsAddFont(fs, "../example/DroidSerif-Bold.ttf");
	if (fontBold == FONS_INVALID) {
		printf("Could not add font bold.\n");
		return -1;
	}
	fontJapanese = fonsAddFont(fs, "../example/DroidSansJapanese.ttf");
	if (fontJapanese == FONS_INVALID) {
		printf("Could not add font japanese.\n");
		return -1;
	}

	while (!glfwWindowShouldClose(window))
	{
		float sx, sy, dx, dy, lh = 0;
		int width, height;
		glfwGetFramebufferSize(window, &width, &height);
		// Update and render
		glViewport(0, 0, width, height);
		glClearColor(0.3f, 0.3f, 0.32f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
		glEnable(GL_BLEND);
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
		glDisable(GL_TEXTURE_2D);
		glMatrixMode(GL_PROJECTION);
		glLoadIdentity();
		glOrtho(0,width,height,0,-1,1);

		glMatrixMode(GL_MODELVIEW);
		glLoadIdentity();
		glDisable(GL_DEPTH_TEST);
		glColor4ub(255,255,255,255);
		glEnable(GL_BLEND);
		glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);


		unsigned int white = glstRGBA(255,255,255,255);
		unsigned int brown = glstRGBA(192,128,0,128);
		unsigned int blue = glstRGBA(0,192,255,255);

		sx = 100; sy = 100;
		
		dx = sx; dy = sy;

		dash(dx,dy);

		fonsSetSize(fs, 124.0f);
		fonsSetFont(fs, fontNormal);
		fonsVertMetrics(fs, NULL, NULL, &lh);
		dx = sx;
		dy += lh;
		dash(dx,dy);
		
		fonsSetSize(fs, 124.0f);
		fonsSetFont(fs, fontNormal);
		fonsSetColor(fs, white);
		fonsDrawText(fs, dx,dy,"The quick ",&dx);

		fonsSetSize(fs, 48.0f);
		fonsSetFont(fs, fontItalic);
		fonsSetColor(fs, brown);
		fonsDrawText(fs, dx,dy,"brown ",&dx);

		fonsSetSize(fs, 24.0f);
		fonsSetFont(fs, fontNormal);
		fonsSetColor(fs, white);
		fonsDrawText(fs, dx,dy,"fox ",&dx);

		fonsVertMetrics(fs, NULL, NULL, &lh);
		dx = sx;
		dy += lh*1.2f;
		dash(dx,dy);
		fonsSetFont(fs, fontItalic);
		fonsDrawText(fs, dx,dy,"jumps over ",&dx);
		fonsSetFont(fs, fontBold);
		fonsDrawText(fs, dx,dy,"the lazy ",&dx);
		fonsSetFont(fs, fontNormal);
		fonsDrawText(fs, dx,dy,"dog.",&dx);

		dx = sx;
		dy += lh*1.2f;
		dash(dx,dy);
		fonsSetSize(fs, 12.0f);
		fonsSetFont(fs, fontNormal);
		fonsSetColor(fs, blue);
		fonsDrawText(fs, dx,dy,"Now is the time for all good men to come to the aid of the party.",&dx);

		fonsVertMetrics(fs, NULL,NULL,&lh);
		dx = sx;
		dy += lh*1.2f*2;
		dash(dx,dy);
		fonsSetSize(fs, 18.0f);
		fonsSetFont(fs, fontItalic);
		fonsSetColor(fs, white);
		fonsDrawText(fs, dx,dy,"Ég get etið gler án þess að meiða mig.",&dx);

		fonsVertMetrics(fs, NULL,NULL,&lh);
		dx = sx;
		dy += lh*1.2f;
		dash(dx,dy);
		fonsSetFont(fs, fontJapanese);
		fonsDrawText(fs, dx,dy,"私はガラスを食べられます。それは私を傷つけません。asd",&dx);

		glEnable(GL_DEPTH_TEST);

		glfwSwapBuffers(window);
		glfwPollEvents();
	}

	fonsDelete(fs);

	glfwTerminate();
	return 0;
}
void LikertHCI::initializeText(int threadId, FONScontext* fs, int fontNormal, int lineCount, float border, std::shared_ptr<GLSLProgram> shader, float textSize, const std::vector<std::string> &texts, std::string texKey, std::vector<std::vector<std::shared_ptr<Texture> > > &textures, std::vector<std::vector<glm::dvec2> > &sizes)
{
	float sx, sy, lh = 0;
	unsigned int white = glfonsRGBA(255,255,255,255);
	unsigned int gray = glfonsRGBA(81, 76, 76, 255);

	fonsClearState(fs);
	fonsSetSize(fs, textSize);
	fonsSetFont(fs, fontNormal);
	fonsSetColor(fs, white);
	fonsSetAlign(fs, FONS_ALIGN_CENTER | FONS_ALIGN_TOP);
	fonsVertMetrics(fs, NULL, NULL, &lh);

	for(int i=0; i < texts.size(); i++) {

		std::stringstream ss(texts[i]);
		std::string line;
		std::vector<std::string> lines;

		float maxWidth = 0;
		while(std::getline(ss, line, '\n')){
			float width = fonsTextBounds(fs, line.c_str(), NULL, NULL);
			if (width > maxWidth) {
				maxWidth = width;
			}
			lines.push_back(line);
		}

		sx = maxWidth + (1.0f*border);
		sy = border;
		if (lineCount > lines.size()) {
			sy += lh * (lineCount - lines.size()) * 0.5;
		}
		float height = lh*lineCount+2.0*border;


		std::shared_ptr<Texture> depthTexture = Texture::createEmpty("depthTex", sx, height, 1, 1, false, GL_TEXTURE_2D, GL_DEPTH_COMPONENT32F);
		depthTexture->setTexParameteri(GL_TEXTURE_MIN_FILTER, GL_LINEAR);
		depthTexture->setTexParameteri(GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		depthTexture->setTexParameteri(GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		depthTexture->setTexParameteri(GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
		glFramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthTexture->getID(), 0);

		textures[threadId][i] = Texture::createEmpty("colorTex", sx, height, 1, 4, false, GL_TEXTURE_2D, GL_RGBA8);
		textures[threadId][i]->setTexParameteri(GL_TEXTURE_MIN_FILTER, GL_LINEAR);
		textures[threadId][i]->setTexParameteri(GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		textures[threadId][i]->setTexParameteri(GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		textures[threadId][i]->setTexParameteri(GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
		textures[threadId][i]->setTexParameterf(GL_TEXTURE_MAX_ANISOTROPY_EXT, 16.0);
		glFramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textures[threadId][i]->getID(), 0);
			
		GLenum status = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
		switch(status) {
		case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
			assert(false);
			break;
		case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
			assert(false);
			break;
		case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
			assert(false);
			break;
		case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
			assert(false);
			break;
		case GL_FRAMEBUFFER_UNSUPPORTED:
			assert(false);
			break;
		case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
			assert(false);
			break;
		default:
			break;
		}
		assert(status == GL_FRAMEBUFFER_COMPLETE);

		sizes[threadId].push_back(glm::dvec2(sx, height));

		glViewport(0,0, sx, height);
		glClear(GL_COLOR_BUFFER_BIT);

		shader->setUniform("projection_mat", glm::ortho(0., (double)sx, (double)height, 0., -1., 1.));
		shader->setUniform("view_mat", glm::dmat4(1.0));
		shader->setUniform("model_mat", glm::dmat4(1.0));
		shader->setUniform("has_lambertian_texture", false);

		glDisable(GL_DEPTH_TEST);


		// Draw the darker interior quad so we get a white border around the outside from the clear color
		float rim = border/4.0f;

		GLfloat vertices[]  = {rim, height-rim,    sx-rim, height-rim,  rim, rim,  sx-rim, rim};
		GLfloat texCoords[] = { 0, 1,   1, 1,  1, 0,  0, 0 };
		GLfloat colors[]  = { 0.32, 0.3, 0.3, 1.0,   0.32, 0.3, 0.3, 1.0,   0.32, 0.3, 0.3, 1.0,   0.32, 0.3, 0.3, 1.0};

		// create the vao
		GLuint vaoID = 0;
		glGenVertexArrays(1, &vaoID);
		glBindVertexArray(vaoID);

		GLuint quadVBO = 0;
		glGenBuffers(1, &quadVBO);
		glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
		glBufferData(GL_ARRAY_BUFFER, sizeof(vertices)+sizeof(texCoords)+sizeof(colors), 0, GL_STREAM_DRAW);
		glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);                             // copy vertices starting from 0 offest
		glBufferSubData(GL_ARRAY_BUFFER, sizeof(vertices), sizeof(texCoords), texCoords);                // copy texCoords after vertices
		glBufferSubData(GL_ARRAY_BUFFER, sizeof(vertices)+sizeof(texCoords), sizeof(colors), colors);  // copy colours after normals

		// set up vertex attributes
		glEnableVertexAttribArray(0);
		glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
		glEnableVertexAttribArray(1);
		glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void*)sizeof(vertices));
		glEnableVertexAttribArray(2);
		glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, 0, (void*)(sizeof(vertices)+sizeof(texCoords)));

		glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

		glBindVertexArray(0);
		glDeleteBuffers(1, &quadVBO);
		glDeleteVertexArrays(1, &vaoID);

		shader->setUniform("has_lambertian_texture", true);
		glActiveTexture(GL_TEXTURE0);
		shader->setUniform("lambertian_texture", 0);

		glEnable(GL_BLEND);
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

		for(int j=0; j < lines.size(); j++) { 
			std::string text = boost::replace_all_copy(lines[j], "_", " ");
			fonsDrawText(fs, sx/2.0, sy, text.c_str(), NULL);
			sy += lh;
		}

		glDisable(GL_BLEND);

		textures[threadId][i]->generateMipMaps();
		std::string textureKey = texKey + texts[i];
		texMan->setTextureEntry(threadId, textureKey, textures[threadId][i]);

		depthTexture.reset();
	}
}
Exemple #7
0
int main()
{
	int fontNormal = FONS_INVALID;
	int fontItalic = FONS_INVALID;
	int fontBold = FONS_INVALID;
	int fontJapanese = FONS_INVALID;
	GLFWwindow* window;
	const GLFWvidmode* mode;
	
	if (!glfwInit())
		return -1;

	mode = glfwGetVideoMode(glfwGetPrimaryMonitor());
    window = glfwCreateWindow(mode->width - 40, mode->height - 80, "Font Stash", NULL, NULL);
	if (!window) {
		glfwTerminate();
		return -1;
	}

    glfwSetKeyCallback(window, key);
	glfwMakeContextCurrent(window);

	fs = glfonsCreate(256, 256, FONS_ZERO_TOPLEFT);
	if (fs == NULL) {
		printf("Could not create stash.\n");
		return -1;
	}

	fonsSetErrorCallback(fs, stashError, fs);

	fontNormal = fonsAddFont(fs, "sans", "../example/DroidSerif-Regular.ttf");
	if (fontNormal == FONS_INVALID) {
		printf("Could not add font normal.\n");
		return -1;
	}
	fontItalic = fonsAddFont(fs, "sans-italic", "../example/DroidSerif-Italic.ttf");
	if (fontItalic == FONS_INVALID) {
		printf("Could not add font italic.\n");
		return -1;
	}
	fontBold = fonsAddFont(fs, "sans-bold", "../example/DroidSerif-Bold.ttf");
	if (fontBold == FONS_INVALID) {
		printf("Could not add font bold.\n");
		return -1;
	}
	fontJapanese = fonsAddFont(fs, "sans-jp", "../example/DroidSansJapanese.ttf");
	if (fontJapanese == FONS_INVALID) {
		printf("Could not add font japanese.\n");
		return -1;
	}

	while (!glfwWindowShouldClose(window))
	{
		float sx, sy, dx, dy, lh = 0;
		int width, height;
		int atlasw, atlash;
		unsigned int white,black,brown,blue;
		char msg[64];
		glfwGetFramebufferSize(window, &width, &height);
		// Update and render
		glViewport(0, 0, width, height);
		glClearColor(0.3f, 0.3f, 0.32f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
		glEnable(GL_BLEND);
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
		glDisable(GL_TEXTURE_2D);
		glMatrixMode(GL_PROJECTION);
		glLoadIdentity();
		glOrtho(0,width,height,0,-1,1);

		glMatrixMode(GL_MODELVIEW);
		glLoadIdentity();
		glDisable(GL_DEPTH_TEST);
		glColor4ub(255,255,255,255);
		glEnable(GL_BLEND);
		glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
		glEnable(GL_CULL_FACE);

		white = glfonsRGBA(255,255,255,255);
		brown = glfonsRGBA(192,128,0,128);
		blue = glfonsRGBA(0,192,255,255);
		black = glfonsRGBA(0,0,0,255);

		sx = 50; sy = 50;
		
		dx = sx; dy = sy;

		dash(dx,dy);

		fonsClearState(fs);

		fonsSetSize(fs, size);
		fonsSetFont(fs, fontNormal);
		fonsVertMetrics(fs, NULL, NULL, &lh);
		dx = sx;
		dy += lh;
		dash(dx,dy);
		
		fonsSetSize(fs, size);
		fonsSetFont(fs, fontNormal);
		fonsSetColor(fs, white);
		dx = fonsDrawText(fs, dx,dy,"The quick ",NULL);

		fonsSetSize(fs, size/2);
		fonsSetFont(fs, fontItalic);
		fonsSetColor(fs, brown);
		dx = fonsDrawText(fs, dx,dy,"brown ",NULL);

		fonsSetSize(fs, size/3);
		fonsSetFont(fs, fontNormal);
		fonsSetColor(fs, white);
		dx = fonsDrawText(fs, dx,dy,"fox ",NULL);

		fonsSetSize(fs, 14);
		fonsSetFont(fs, fontNormal);
		fonsSetColor(fs, white);
		fonsDrawText(fs, 20, height-20,"Press UP / DOWN keys to change font size and to trigger atlas full callback, R to reset atlas, E to expand atlas.",NULL);

		fonsGetAtlasSize(fs, &atlasw, &atlash);
		snprintf(msg, sizeof(msg), "Atlas: %d × %d", atlasw, atlash);
		fonsDrawText(fs, 20, height-50, msg, NULL);

		fonsDrawDebug(fs, width - atlasw - 20, 20.0);

		glEnable(GL_DEPTH_TEST);

		glfwSwapBuffers(window);
		glfwPollEvents();
	}

	glfonsDelete(fs);

	glfwTerminate();
	return 0;
}
const vector<StyledLine> ofxFontStash2::layoutLines(const vector<StyledText> &blocks, float targetWidth, bool debug ){
	float x = 0;
	float y = 0;
	if (targetWidth < 0) return vector<StyledLine>();
	float xx = x;
	float yy = y;
	
	TS_START_NIF("split words");
	vector<SplitTextBlock> words = splitWords(blocks);
	TS_STOP_NIF("split words");
	
	if (words.size() == 0) return vector<StyledLine>();
	
	vector<StyledLine> lines;
	
	// here we create the first line. a few things to note:
	// - in general, like in a texteditor, the line exists first, then content is added to it.
	// - 'line' here refers to the visual representation. even a line with no newline (\n) can span multiple lines
	lines.push_back(StyledLine());
	
	ofxFontStashStyle currentStyle;
	currentStyle.fontSize = -1; // this makes sure the first style is actually applied, even if it's the default style
		
	float lineWidth = 0;
	int wordsThisLine = 0;
	
	vector<float> lineHeigts;
	float currentLineH = 0;
	
	float bounds[4];
	float dx;
	LineElement le;
	
	TS_START("walk words");
	for(int i = 0; i < words.size(); i++){
		StyledLine &currentLine = lines.back();
		
		//TS_START_ACC("word style");
		if(words[i].styledText.style.valid && currentStyle != words[i].styledText.style ){
			//cout << "   new style!" << endl;
			currentStyle = words[i].styledText.style;
			if(applyStyle(currentStyle)){
				fonsVertMetrics(fs, NULL, NULL, &currentLineH);
				currentLineH/=pixelDensity;
			}else{
				ofLogError() << "no style font defined!";
			}
		}
		//TS_STOP_ACC("word style");
		
		bool stayOnCurrentLine = true;
		
		if( words[i].type == SEPARATOR_INVISIBLE && words[i].styledText.text == "\n" ){
			stayOnCurrentLine = false;
			dx = 0;
			
			// add a zero-width enter mark. this is used to keep track
			// of the vertical spacing of empty lines.
			le = LineElement(words[i], ofRectangle(xx,yy,0,currentLineH));
			le.baseLineY = yy;
			le.x = xx;
			le.lineHeight = currentLineH;
			currentLine.elements.push_back(le);
			
			float lineH = calcLineHeight(currentLine);
			currentLine.lineH = lineH;
			currentLine.lineW = xx - x + dx;
			
			// no!
			//i--; //re-calc dimensions of this word on a new line!
			yy += lineH;
			
			lineWidth = 0;
			wordsThisLine = 0;
			xx = x;
			lines.push_back(StyledLine());
			continue;
		}
		else{
			//TS_START_ACC("fonsTextBounds");
			// applyStyle() already upscaled the font size for the display resolution.
			// Here we do the same for x/y.
			// The result gets the inverse treatment.
			dx = fonsTextBounds(	fs,
								xx*pixelDensity,
								yy*pixelDensity,
								words[i].styledText.text.c_str(),
								NULL,
								&bounds[0]
								)/pixelDensity;
			bounds[0]/=pixelDensity;
			bounds[1]/=pixelDensity;
			bounds[2]/=pixelDensity;
			bounds[3]/=pixelDensity;
			//TS_STOP_ACC("fonsTextBounds");
			
			//hansi: using dx instead of bounds[2]-bounds[0]
			//dx is the right size for spacing out text. bounds give exact area of the char, which isn't so useful here.
			ofRectangle where = ofRectangle(bounds[0], bounds[1] , dx, bounds[3] - bounds[1]);
			
			le = LineElement(words[i], where);
			le.baseLineY = yy;
			le.x = xx;
			le.lineHeight = currentLineH;
			
			float nextWidth = lineWidth + dx;
			
			//if not wider than targetW
			// ||
			//this is the 1st word in this line but even that doesnt fit
			stayOnCurrentLine = nextWidth < targetWidth || (wordsThisLine == 0 && (nextWidth >= targetWidth));
			
		}
		
		if (stayOnCurrentLine){
			
			//TS_START_ACC("stay on line");
			currentLine.elements.push_back(le);
			lineWidth += dx;
			xx += dx;
			wordsThisLine++;
			//TS_STOP_ACC("stay on line");
			
		} else if( words[i].type == SEPARATOR_INVISIBLE && words[i].styledText.text == " " ){
			// ignore spaces when moving into the next line!
			continue;
		} else{ //too long, start a new line
			
			//TS_START_ACC("new line");
			//calc height for this line - taking in account all words in the line
			float lineH = lineHeightMultiplier * calcLineHeight(currentLine);
			currentLine.lineH = lineH;
			currentLine.lineW = xx - x;
			
			i--; //re-calc dimensions of this word on a new line!
			yy += lineH;
			
			lineWidth = 0;
			wordsThisLine = 0;
			xx = x;
			lines.push_back(StyledLine());
			//TS_STOP_ACC("new line");
		}
	}

	//TS_START_ACC("last line");
	// update dimensions of the last line
	StyledLine &currentLine = lines.back();
	if( currentLine.elements.size() == 0 ){
		// but at least one spacing character, so we have a line height.
		le = LineElement(SplitTextBlock(SEPARATOR_INVISIBLE,"",currentStyle), ofRectangle(xx,yy,0,currentLineH));
		le.baseLineY = yy;
		le.x = xx;
		le.lineHeight = currentLineH;
		currentLine.elements.push_back(le);
	}
	
	float lineH = calcLineHeight(currentLine);
	currentLine.lineH = lineH;
	currentLine.lineW = xx - x + dx;
	
	//TS_STOP_ACC("last line");

	TS_STOP("walk words");
	
	return lines; 
}