Updated all cpp files to new format
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / text / rendering / atlas / atlas-mesh-factory.cpp
index 4017f79..ac1c9bc 100644 (file)
@@ -1,5 +1,5 @@
- /*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+/*
+ * Copyright (c) 2021 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
 
 namespace Dali
 {
-
 namespace Toolkit
 {
-
 namespace Internal
 {
-
 namespace AtlasMeshFactory
 {
-
-void CreateQuad( SizeType imageWidth,
-                 SizeType imageHeight,
-                 SizeType block,
-                 const Toolkit::AtlasManager::AtlasSize& atlasSize,
-                 const Vector2& position,
-                 Toolkit::AtlasManager::Mesh2D& mesh )
+void CreateQuad(SizeType                                imageWidth,
+                SizeType                                imageHeight,
+                SizeType                                block,
+                const Toolkit::AtlasManager::AtlasSize& atlasSize,
+                const Vector2&                          position,
+                Toolkit::AtlasManager::Mesh2D&          mesh)
 {
   Toolkit::AtlasManager::Vertex2D vertex;
 
-  SizeType blockWidth = atlasSize.mBlockWidth;
+  SizeType blockWidth  = atlasSize.mBlockWidth;
   SizeType blockHeight = atlasSize.mBlockHeight;
 
-  float vertexBlockWidth = static_cast< float >( blockWidth );
-  float vertexBlockHeight = static_cast< float >( blockHeight );
+  float vertexBlockWidth  = static_cast<float>(blockWidth);
+  float vertexBlockHeight = static_cast<float>(blockHeight);
 
-  SizeType atlasWidth = atlasSize.mWidth;
+  SizeType atlasWidth  = atlasSize.mWidth;
   SizeType atlasHeight = atlasSize.mHeight;
 
-  SizeType atlasWidthInBlocks = ( atlasWidth - 1u ) / blockWidth;
+  SizeType atlasWidthInBlocks = (atlasWidth - 1u) / blockWidth;
 
   // Get the normalized size of a texel in both directions
-  float texelX = 1.0f / static_cast< float >( atlasWidth );
-  float texelY = 1.0f / static_cast< float >( atlasHeight );
+  float texelX = 1.0f / static_cast<float>(atlasWidth);
+  float texelY = 1.0f / static_cast<float>(atlasHeight);
 
-  float oneAndAHalfTexelX = texelX + ( texelX * 0.5f );
-  float oneAndAHalfTexelY = texelY + ( texelY * 0.5f );
+  float oneAndAHalfTexelX = texelX + (texelX * 0.5f);
+  float oneAndAHalfTexelY = texelY + (texelY * 0.5f);
 
-  float texelBlockWidth = texelX * vertexBlockWidth;
+  float texelBlockWidth  = texelX * vertexBlockWidth;
   float texelBlockHeight = texelY * vertexBlockHeight;
 
   uint32_t pixelsX = imageWidth % blockWidth;
   uint32_t pixelsY = imageHeight % blockHeight;
 
-  if ( !pixelsX )
+  if(!pixelsX)
   {
     pixelsX = blockWidth;
   }
-  if ( !pixelsY )
+  if(!pixelsY)
   {
     pixelsY = blockHeight;
   }
-  float vertexWidth = static_cast< float >( pixelsX );
-  float vertexHeight = static_cast< float >( pixelsY );
-  float texelWidth = texelX * vertexWidth;
-  float texelHeight = texelY * vertexHeight;
+  float vertexWidth  = static_cast<float>(pixelsX);
+  float vertexHeight = static_cast<float>(pixelsY);
+  float texelWidth   = texelX * vertexWidth;
+  float texelHeight  = texelY * vertexHeight;
 
   // We're going to 'blit' half a pixel more on each edge
   vertexWidth++;
   vertexHeight++;
 
   // Move back half a pixel
-  Vector2 topLeft = Vector2( position.x - 0.5f, position.y - 0.5f );
+  Vector2 topLeft = Vector2(position.x - 0.5f, position.y - 0.5f);
 
-  float fBlockX = texelBlockWidth * static_cast< float >( block % atlasWidthInBlocks );
+  float fBlockX = texelBlockWidth * static_cast<float>(block % atlasWidthInBlocks);
 
   // In the next expression, we have purposely made ( block / atlasWidthInBlocks ) yield an integer value and then convert to float as
   // we do not want the remainder in that expression to affect the value of fBlockY
-  float fBlockY = texelBlockHeight * static_cast< float >( block / atlasWidthInBlocks );
+  float fBlockY = texelBlockHeight * static_cast<float>(block / atlasWidthInBlocks);
 
   // Add on texture filtering compensation ( half a texel plus compensation for filled pixel in top left corner )
   fBlockX += oneAndAHalfTexelX;
   fBlockY += oneAndAHalfTexelY;
 
-  float texelWidthOffset = texelWidth + texelX;
+  float texelWidthOffset  = texelWidth + texelX;
   float texelHeightOffset = texelHeight + texelY;
 
   // Top left
-  vertex.mPosition.x = topLeft.x;
-  vertex.mPosition.y = topLeft.y;
+  vertex.mPosition.x  = topLeft.x;
+  vertex.mPosition.y  = topLeft.y;
   vertex.mTexCoords.x = fBlockX;
   vertex.mTexCoords.y = fBlockY;
 
-  mesh.mVertices.Reserve( 4u );
-  mesh.mVertices.PushBack( vertex );
+  mesh.mVertices.Reserve(4u);
+  mesh.mVertices.PushBack(vertex);
 
   // Top Right
-  vertex.mPosition.x = topLeft.x + vertexWidth;
-  vertex.mPosition.y = topLeft.y;
+  vertex.mPosition.x  = topLeft.x + vertexWidth;
+  vertex.mPosition.y  = topLeft.y;
   vertex.mTexCoords.x = fBlockX + texelWidthOffset;
   vertex.mTexCoords.y = fBlockY;
 
-  mesh.mVertices.PushBack( vertex );
+  mesh.mVertices.PushBack(vertex);
 
   // Bottom Left
-  vertex.mPosition.x = topLeft.x;
-  vertex.mPosition.y = topLeft.y + vertexHeight;
+  vertex.mPosition.x  = topLeft.x;
+  vertex.mPosition.y  = topLeft.y + vertexHeight;
   vertex.mTexCoords.x = fBlockX;
   vertex.mTexCoords.y = fBlockY + texelHeightOffset;
 
-  mesh.mVertices.PushBack( vertex );
+  mesh.mVertices.PushBack(vertex);
 
   // Bottom Right
-  vertex.mPosition.x = topLeft.x + vertexWidth;
-  vertex.mPosition.y = topLeft.y + vertexHeight;
+  vertex.mPosition.x  = topLeft.x + vertexWidth;
+  vertex.mPosition.y  = topLeft.y + vertexHeight;
   vertex.mTexCoords.x = fBlockX + texelWidthOffset;
   vertex.mTexCoords.y = fBlockY + texelHeightOffset;
 
-  mesh.mVertices.PushBack( vertex );
+  mesh.mVertices.PushBack(vertex);
 
   // Six indices in counter clockwise winding
-  mesh.mIndices.Reserve( 6u );
-  mesh.mIndices.PushBack( 1u );
-  mesh.mIndices.PushBack( 0u );
-  mesh.mIndices.PushBack( 2u );
-  mesh.mIndices.PushBack( 2u );
-  mesh.mIndices.PushBack( 3u );
-  mesh.mIndices.PushBack( 1u );
+  mesh.mIndices.Reserve(6u);
+  mesh.mIndices.PushBack(1u);
+  mesh.mIndices.PushBack(0u);
+  mesh.mIndices.PushBack(2u);
+  mesh.mIndices.PushBack(2u);
+  mesh.mIndices.PushBack(3u);
+  mesh.mIndices.PushBack(1u);
 }
 
-void AppendMesh( Toolkit::AtlasManager::Mesh2D& first,
-                 const Toolkit::AtlasManager::Mesh2D& second )
+void AppendMesh(Toolkit::AtlasManager::Mesh2D&       first,
+                const Toolkit::AtlasManager::Mesh2D& second)
 {
   const uint32_t verticesCount = first.mVertices.Size();
-  first.mVertices.Insert( first.mVertices.End(),
-                          second.mVertices.Begin(),
-                          second.mVertices.End() );
+  first.mVertices.Insert(first.mVertices.End(),
+                         second.mVertices.Begin(),
+                         second.mVertices.End());
 
   const uint32_t indicesCount = first.mIndices.Size();
-  first.mIndices.Insert( first.mIndices.End(),
-                         second.mIndices.Begin(),
-                         second.mIndices.End() );
-
-  for( Vector<unsigned short>::Iterator it = first.mIndices.Begin() + indicesCount,
-         endIt = first.mIndices.End();
-       it != endIt;
-       ++it )
+  first.mIndices.Insert(first.mIndices.End(),
+                        second.mIndices.Begin(),
+                        second.mIndices.End());
+
+  for(Vector<unsigned short>::Iterator it    = first.mIndices.Begin() + indicesCount,
+                                       endIt = first.mIndices.End();
+      it != endIt;
+      ++it)
   {
     *it += verticesCount;
   }