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#ifndef Magnum_Text_GlyphCache_h
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#define Magnum_Text_GlyphCache_h
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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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/** @file
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* @brief Class @ref Magnum::Text::GlyphCache
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*/
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#include <vector>
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#include <unordered_map>
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#include "Magnum/Math/Range.h"
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#include "Magnum/Texture.h"
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#include "Magnum/Text/visibility.h"
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namespace Magnum { namespace Text {
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/**
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@brief Glyph cache
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Contains font glyphs prerendered into texture atlas.
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@section Text-GlyphCache-usage Usage
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Create GlyphCache object with sufficient size and then call
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@ref AbstractFont::createGlyphCache() to fill it with glyphs.
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@code{.cpp}
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Text::AbstractFont* font;
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Text::GlyphCache* cache = new GlyphCache(Vector2i(512));
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font->createGlyphCache(cache, "abcdefghijklmnopqrstuvwxyz"
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"ABCDEFGHIJKLMNOPQRSTUVWXYZ"
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"0123456789?!:;,. ");
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@endcode
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See @ref Renderer for information about text rendering.
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@todo Some way for Font to negotiate or check internal texture format
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@todo Default glyph 0 with rect 0 0 0 0 will result in negative dimensions when
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nonzero padding is removed
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*/
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class MAGNUM_TEXT_EXPORT GlyphCache {
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public:
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/**
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* @brief Constructor
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* @param internalFormat Internal texture format
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* @param originalSize Unscaled glyph cache texture size
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* @param size Actual glyph cache texture size
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* @param padding Padding around every glyph
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*
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* All glyphs parameters are saved relative to @p originalSize,
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* although the actual glyph cache texture has @p size. Glyph
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* @p padding can be used to account for e.g. glyph shadows.
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*/
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explicit GlyphCache(TextureFormat internalFormat, const Vector2i& originalSize, const Vector2i& size, const Vector2i& padding = Vector2i());
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/**
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* @brief Constructor
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*
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* Same as calling the above with @p originalSize and @p size the same.
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*/
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explicit GlyphCache(TextureFormat internalFormat, const Vector2i& size, const Vector2i& padding = Vector2i());
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/**
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* @brief Constructor
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*
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* Sets internal texture format to red channel only. On desktop OpenGL
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* requires @extension{ARB,texture_rg} (also part of OpenGL ES 3.0), in
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* ES2 uses @extension{EXT,texture_rg}, if available, or
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* @ref TextureFormat::Luminance as fallback.
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*/
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explicit GlyphCache(const Vector2i& originalSize, const Vector2i& size, const Vector2i& padding = Vector2i());
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/**
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* @brief Constructor
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*
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* Same as calling the above with @p originalSize and @p size the same.
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*/
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explicit GlyphCache(const Vector2i& size, const Vector2i& padding = Vector2i());
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virtual ~GlyphCache();
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/**
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* @brief Cache size
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*
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* Size of unscaled glyph cache texture.
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*/
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Vector2i textureSize() const { return _size; }
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/** @brief Glyph padding */
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Vector2i padding() const { return _padding; }
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/** @brief Count of glyphs in the cache */
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std::size_t glyphCount() const { return glyphs.size(); }
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/** @brief Cache texture */
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Texture2D& texture() { return _texture; }
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/**
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* @brief Parameters of given glyph
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* @param glyph Glyph ID
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*
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* First tuple element is glyph position relative to point on baseline,
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* second element is glyph region in texture atlas.
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*
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* Returned values include padding.
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*
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* If no glyph is found, glyph @cpp 0 @ce is returned, which is by
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* default on zero position and has zero region in texture atlas. You
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* can reset it to some meaningful value in @ref insert().
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* @see @ref padding()
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*/
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std::pair<Vector2i, Range2Di> operator[](UnsignedInt glyph) const {
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auto it = glyphs.find(glyph);
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return it == glyphs.end() ? glyphs.at(0) : it->second;
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}
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/** @brief Iterator access to cache data */
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std::unordered_map<UnsignedInt, std::pair<Vector2i, Range2Di>>::const_iterator begin() const {
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return glyphs.begin();
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}
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/** @brief Iterator access to cache data */
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std::unordered_map<UnsignedInt, std::pair<Vector2i, Range2Di>>::const_iterator end() const {
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return glyphs.end();
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}
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/**
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* @brief Layout glyphs with given sizes to the cache
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*
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* Returns non-overlapping regions in cache texture to store glyphs.
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* The reserved space is reused on next call to @ref reserve() if no
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* glyph was stored there, use @ref insert() to store actual glyph on
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* given position and @ref setImage() to upload glyph image.
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*
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* Glyph @p sizes are expected to be without padding.
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*
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* @attention Cache size must be large enough to contain all rendered
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* glyphs.
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* @see @ref padding()
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*/
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std::vector<Range2Di> reserve(const std::vector<Vector2i>& sizes);
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/**
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* @brief Insert glyph to cache
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* @param glyph Glyph ID
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* @param position Position relative to point on baseline
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* @param rectangle Region in texture atlas
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*
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* You can obtain unused non-overlapping regions with @ref reserve().
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* You can't overwrite already inserted glyph, however you can reset
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* glyph @cpp 0 @ce to some meaningful value.
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*
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* Glyph parameters are expected to be without padding.
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*
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* See also @ref setImage() to upload glyph image.
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* @see @ref padding()
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*/
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void insert(UnsignedInt glyph, const Vector2i& position, const Range2Di& rectangle);
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/**
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* @brief Set cache image
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*
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* Uploads image for one or more glyphs to given offset in cache
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* texture.
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*/
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virtual void setImage(const Vector2i& offset, const ImageView2D& image);
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private:
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void MAGNUM_LOCAL initialize(TextureFormat internalFormat, const Vector2i& size);
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Vector2i _size, _padding;
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Texture2D _texture;
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std::unordered_map<UnsignedInt, std::pair<Vector2i, Range2Di>> glyphs;
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};
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}}
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#endif
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