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This patch improves script run itemization and also exposes metrics and bounds for layouts. In addition, there is a fair amount of internal cleanup, including ref counting, and making the MinikinFont abstraction strong enough to support both FreeType and Skia implementations. There is also a sample implementation using Skia, in the sample directory. As part of its functionality, his patch measures the bounds of the layout and gives access through Layout::GetBounds(). The corresponding method is not implemented in the FreeType-only implementation of MinikinFont, so that will probably have to be fixed. Change-Id: Ib1a3fe9d7c90519ac651fb4aa957848e4bb758ec
109 lines
3.2 KiB
C++
109 lines
3.2 KiB
C++
/*
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* Copyright (C) 2013 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef MINIKIN_LAYOUT_H
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#define MINIKIN_LAYOUT_H
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#include <hb.h>
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#include <vector>
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#include <minikin/CssParse.h>
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#include <minikin/FontCollection.h>
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#include <minikin/MinikinFontFreeType.h>
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namespace android {
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// The Bitmap class is for debugging. We'll probably move it out
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// of here into a separate lightweight software rendering module
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// (optional, as we'd hope most clients would do their own)
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class Bitmap {
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public:
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Bitmap(int width, int height);
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~Bitmap();
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void writePnm(std::ofstream& o) const;
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void drawGlyph(const GlyphBitmap& bitmap, int x, int y);
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private:
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int width;
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int height;
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uint8_t* buf;
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};
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struct LayoutGlyph {
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// index into mFaces and mHbFonts vectors. We could imagine
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// moving this into a run length representation, because it's
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// more efficient for long strings, and we'll probably need
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// something like that for paint attributes (color, underline,
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// fake b/i, etc), as having those per-glyph is bloated.
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int font_ix;
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unsigned int glyph_id;
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float x;
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float y;
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};
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class Layout {
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public:
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void dump() const;
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void setFontCollection(const FontCollection* collection);
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void doLayout(const uint16_t* buf, size_t nchars);
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void draw(Bitmap*, int x0, int y0) const;
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void setProperties(const std::string css);
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// This must be called before any invocations.
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// TODO: probably have a factory instead
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static void init();
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// public accessors
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size_t nGlyphs() const;
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// Does not bump reference; ownership is still layout
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MinikinFont *getFont(int i) const;
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unsigned int getGlyphId(int i) const;
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float getX(int i) const;
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float getY(int i) const;
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float getAdvance() const;
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// Get advances, copying into caller-provided buffer. The size of this
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// buffer must match the length of the string (nchars arg to doLayout).
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void getAdvances(float* advances);
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void getBounds(MinikinRect* rect);
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private:
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// Find a face in the mFaces vector, or create a new entry
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int findFace(MinikinFont* face, MinikinPaint* paint);
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CssProperties mProps; // TODO: want spans
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std::vector<LayoutGlyph> mGlyphs;
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std::vector<float> mAdvances;
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// In future, this will be some kind of mapping from the
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// identifier used to represent font-family to a font collection.
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// But for the time being, it should be ok to have just one
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// per layout.
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const FontCollection* mCollection;
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std::vector<MinikinFont *> mFaces;
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std::vector<hb_font_t *> mHbFonts;
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float mAdvance;
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MinikinRect mBounds;
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};
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} // namespace android
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#endif // MINIKIN_LAYOUT_H
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