// Attempts to position unplaced rectangles from the layout into this row.
int TextureLayoutRow::Generate(TextureLayout& layout, int max_width, int y)
{
	int placed_rectangles = 0;

	while(!layout.unplaced_rectangles.empty())
	{
		TextureLayoutRectangle* rectangle = layout.unplaced_rectangles.front();
		if (placed_width + rectangle->GetDimensions().x + 1 > max_width)
			break;

		// 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);
		if (layout.has_generated)
			rectangle->Place(layout.GetNumTextures()-1, Vector2i(placed_width, y));
		else
			rectangle->Place(layout.GetNumTextures(), Vector2i(placed_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)
			placed_width += rectangle->GetDimensions().x + 1;

		layout.rectangles.push_back(rectangle);
		layout.unplaced_rectangles.pop();
	}

	return placed_rectangles;
}
Exemple #2
0
// Generate texture layout for all unplaced characters
bool FontFaceLayer::GenerateLayout()
{
	int prior_num_rectangles = texture_layout.GetNumRectangles();
	int prior_num_textures = texture_layout.GetNumTextures();

	// 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;

	// Iterate over each rectangle in the layout, copying the glyph data into the rectangle as
	// appropriate and generating geometry.
	int rectangle_count = texture_layout.GetNumRectangles();
	for (int i = prior_num_rectangles; i < rectangle_count; ++i)
	{
		TextureLayoutRectangle* rectangle = texture_layout.GetRectangle(i);
		Character* character = characters[(word) rectangle->GetId()];
		if (!character)
			continue;
		const TextureLayoutTexture* texture = texture_layout.GetTexture(rectangle->GetTextureIndex());

		// Set the character's texture index.
		character->texture_index = rectangle->GetTextureIndex();

		// Generate the character's texture coordinates.
		character->texcoords[0].x = float(rectangle->GetPosition().x) / float(texture->GetDimensions().x);
		character->texcoords[0].y = float(rectangle->GetPosition().y) / float(texture->GetDimensions().y);
		character->texcoords[1].x = float(rectangle->GetPosition().x + rectangle->GetDimensions().x) / float(texture->GetDimensions().x);
		character->texcoords[1].y = float(rectangle->GetPosition().y + rectangle->GetDimensions().y) / float(texture->GetDimensions().y);
	}

	if (prior_num_textures > 0 && prior_num_rectangles != rectangle_count)
		textures[prior_num_textures-1]->Update();

	// Generate the textures.
	int texture_count = texture_layout.GetNumTextures();
	for (int i = prior_num_textures; i < texture_count; ++i)
	{
		Texture* texture = new Texture();
		if (!texture->Load(String(64, "?font::%p/%p/%d/%p", handle, effect, i, texture_layout.GetTexture(i))))
		{
			delete texture;
			return false;
		}

		textures.push_back(texture);
	}

	return true;
}
Exemple #3
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	bool operator()(const TextureLayoutRectangle& lhs, const TextureLayoutRectangle& rhs) const
	{
		return lhs.GetDimensions().y > rhs.GetDimensions().y;
	}