}
void VisualModel::CreateCharacterToGlyphTable( CharacterIndex startIndex,
+ GlyphIndex startGlyphIndex,
Length numberOfCharacters )
{
if( 0u == numberOfCharacters )
// 2) Traverse the glyphs and set the glyph indices per character.
// Index to the glyph.
- const GlyphIndex startGlyphIndex = updateCurrentBuffer ? *( mCharactersToGlyph.Begin() + startIndex ) : 0u;
GlyphIndex glyphIndex = startGlyphIndex;
CharacterIndex characterIndex = startIndex;
const CharacterIndex lastCharacterIndexPlusOne = startIndex + numberOfCharacters;
}
void VisualModel::CreateGlyphsPerCharacterTable( CharacterIndex startIndex,
+ GlyphIndex startGlyphIndex,
Length numberOfCharacters )
{
if( 0u == numberOfCharacters )
// 2) Traverse the glyphs and set the number of glyphs per character.
- // The glyph index.
- const GlyphIndex glyphIndex = updateCurrentBuffer ? *( mCharactersToGlyph.Begin() + startIndex ) : 0u;
Length traversedCharacters = 0;
// The number of 'characters per glyph' equal to zero.
Length zeroCharactersPerGlyph = 0u;
- for( Vector<Length>::ConstIterator it = mCharactersPerGlyph.Begin() + glyphIndex,
+ for( Vector<Length>::ConstIterator it = mCharactersPerGlyph.Begin() + startGlyphIndex,
endIt = mCharactersPerGlyph.End();
( it != endIt ) && ( traversedCharacters < numberOfCharacters );
++it )
mTextColor( Color::BLACK ),
mShadowColor( Color::BLACK ),
mUnderlineColor( Color::BLACK ),
- mShadowOffset( Vector2::ZERO ),
+ mControlSize(),
+ mShadowOffset(),
mUnderlineHeight( 0.0f ),
mNaturalSize(),
mLayoutSize(),