* @pre The glyphs per character table needs to be created first.
*
* @param[in] startIndex The character from where the conversion table is created.
+ * @param[in] startGlyphIndex The glyph from where the conversion table is created.
* @param[in] numberOfCharacters The number of characters.
*/
void CreateCharacterToGlyphTable( CharacterIndex startIndex,
+ GlyphIndex startGlyphIndex,
Length numberOfCharacters );
/**
* @brief Creates an array containing the number of glyphs per character.
*
* @param[in] startIndex The character from where the table is created.
+ * @param[in] startGlyphIndex The glyph from where the conversion table is created.
* @param[in] numberOfCharacters The number of characters.
*/
void CreateGlyphsPerCharacterTable( CharacterIndex startIndex,
+ GlyphIndex startGlyphIndex,
Length numberOfCharacters );
/**
Vector<Vector2> mGlyphPositions; ///< For each glyph, the position.
Vector<LineRun> mLines; ///< The laid out lines.
Vector<GlyphRun> mUnderlineRuns; ///< Runs of glyphs that are underlined.
- Vector<ColorGlyphRun> mColorRuns; ///< Runs of glyphs with the same color.
+ Vector<Vector4> mColors; ///< Colors of the glyphs.
+ Vector<ColorIndex> mColorIndices; ///< Indices to the vector of colors for each glyphs.
Vector2 mControlSize; ///< The size of the UI control the decorator is adding it's decorations to.
Vector4 mTextColor; ///< The text color
bool mUnderlineEnabled:1; ///< Underline enabled flag
bool mUnderlineColorSet:1; ///< Has the underline color been explicitly set?
-
};
} // namespace Text