Vector<LineBreakInfo>& lineBreakInfo = logicalModel->mLineBreakInfo;
lineBreakInfo.Resize( numberOfCharacters );
- SetLineBreakInfo( utf32Characters, lineBreakInfo );
+ SetLineBreakInfo( utf32Characters,
+ 0u,
+ numberOfCharacters,
+ lineBreakInfo );
if( 0u == numberOfCharacters )
{
numberOfCharacters,
bidirectionalInfo );
+ // Create the paragraph info.
+ logicalModel->CreateParagraphInfo( 0u,
+ numberOfCharacters );
+
// 6) Set character directions.
Vector<CharacterDirection>& characterDirections = logicalModel->mCharacterDirections;
if( 0u != bidirectionalInfo.Count() )
newParagraphGlyphs );
// Create the 'number of glyphs' per character and the glyph to character conversion tables.
- visualModel->CreateGlyphsPerCharacterTable( 0u, numberOfCharacters );
- visualModel->CreateCharacterToGlyphTable( 0u, numberOfCharacters );
+ visualModel->CreateGlyphsPerCharacterTable( 0u, 0u, numberOfCharacters );
+ visualModel->CreateCharacterToGlyphTable( 0u, 0u, numberOfCharacters );
const Length numberOfGlyphs = glyphs.Count();
// The initial glyph and the number of glyphs to layout.
layoutParameters.startGlyphIndex = 0u;
layoutParameters.numberOfGlyphs = numberOfGlyphs;
+ layoutParameters.startLineIndex = 0u;
+ layoutParameters.estimatedNumberOfLines = logicalModel->mParagraphInfo.Count();
layoutEngine.LayoutText( layoutParameters,
glyphPositions,