1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
|
/*
* Copyright (C) 2013 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef MINIKIN_LAYOUT_H
#define MINIKIN_LAYOUT_H
#include <hb.h>
#include <vector>
#include <minikin/CssParse.h>
#include <minikin/FontCollection.h>
#include <minikin/MinikinFontFreeType.h>
namespace android {
// The Bitmap class is for debugging. We'll probably move it out
// of here into a separate lightweight software rendering module
// (optional, as we'd hope most clients would do their own)
class Bitmap {
public:
Bitmap(int width, int height);
~Bitmap();
void writePnm(std::ofstream& o) const;
void drawGlyph(const GlyphBitmap& bitmap, int x, int y);
private:
int width;
int height;
uint8_t* buf;
};
struct LayoutGlyph {
// index into mFaces and mHbFonts vectors. We could imagine
// moving this into a run length representation, because it's
// more efficient for long strings, and we'll probably need
// something like that for paint attributes (color, underline,
// fake b/i, etc), as having those per-glyph is bloated.
int font_ix;
unsigned int glyph_id;
float x;
float y;
};
class Layout {
public:
void dump() const;
void setFontCollection(const FontCollection* collection);
void doLayout(const uint16_t* buf, size_t nchars);
void draw(Bitmap*, int x0, int y0) const;
void setProperties(const std::string css);
// This must be called before any invocations.
// TODO: probably have a factory instead
static void init();
// public accessors
size_t nGlyphs() const;
// Does not bump reference; ownership is still layout
MinikinFont *getFont(int i) const;
unsigned int getGlyphId(int i) const;
float getX(int i) const;
float getY(int i) const;
float getAdvance() const;
// Get advances, copying into caller-provided buffer. The size of this
// buffer must match the length of the string (nchars arg to doLayout).
void getAdvances(float* advances);
void getBounds(MinikinRect* rect);
private:
// Find a face in the mFaces vector, or create a new entry
int findFace(MinikinFont* face, MinikinPaint* paint);
CssProperties mProps; // TODO: want spans
std::vector<LayoutGlyph> mGlyphs;
std::vector<float> mAdvances;
// In future, this will be some kind of mapping from the
// identifier used to represent font-family to a font collection.
// But for the time being, it should be ok to have just one
// per layout.
const FontCollection* mCollection;
std::vector<MinikinFont *> mFaces;
std::vector<hb_font_t *> mHbFonts;
float mAdvance;
MinikinRect mBounds;
};
} // namespace android
#endif // MINIKIN_LAYOUT_H
|