+ else
+ {
+ for(uint32_t x = xRangeMin; x < xRangeMax; x++)
+ {
+ // Note : this is same logic as bitmap[y][x] = underlineColor;
+ *(bitmapBuffer + x) = packedUnderlineColor;
+ }
+ }
+ bitmapBuffer += glyphData.width;
+ }
+ if(underlineType == Text::Underline::DOUBLE)
+ {
+ int32_t secondUnderlineYOffset = underlineYOffset - ONE_AND_A_HALF * maxUnderlineHeight;
+ const uint32_t secondYRangeMin = static_cast<uint32_t>(std::max(0, secondUnderlineYOffset));
+ const uint32_t secondYRangeMax = static_cast<uint32_t>(std::max(0, std::min(static_cast<int32_t>(bufferHeight), secondUnderlineYOffset + static_cast<int32_t>(maxUnderlineHeight))));
+
+ // Rewind bitmapBuffer pointer, and skip secondYRangeMin line.
+ bitmapBuffer = reinterpret_cast<uint32_t*>(glyphData.bitmapBuffer.GetBuffer()) + yRangeMin * glyphData.width;
+
+ for(uint32_t y = secondYRangeMin; y < secondYRangeMax; y++)
+ {
+ for(uint32_t x = xRangeMin; x < xRangeMax; x++)
+ {
+ // Note : this is same logic as bitmap[y][x] = underlineColor;
+ *(bitmapBuffer + x) = packedUnderlineColor;
+ }
+ bitmapBuffer += glyphData.width;
+ }
+ }
+ }
+}
+
+/// Draws the background color to the buffer
+void DrawBackgroundColor(
+ Vector4 backgroundColor,
+ const uint32_t bufferWidth,
+ const uint32_t bufferHeight,
+ GlyphData& glyphData,
+ const float baseline,
+ const LineRun& line,
+ const float lineExtentLeft,
+ const float lineExtentRight)
+{
+ const int32_t yRangeMin = std::max(0, static_cast<int32_t>(glyphData.verticalOffset + baseline - line.ascender));
+ const int32_t yRangeMax = std::min(static_cast<int32_t>(bufferHeight), static_cast<int32_t>(glyphData.verticalOffset + baseline - line.descender));
+ const int32_t xRangeMin = std::max(0, static_cast<int32_t>(glyphData.horizontalOffset + lineExtentLeft));
+ const int32_t xRangeMax = std::min(static_cast<int32_t>(bufferWidth), static_cast<int32_t>(glyphData.horizontalOffset + lineExtentRight + 1)); // Due to include last point, we add 1 here
+
+ // If current glyph don't need to be rendered, just ignore.
+ if(yRangeMax <= yRangeMin || xRangeMax <= xRangeMin)
+ {
+ return;
+ }
+
+ // We can optimize by memset when backgroundColor.a is near zero
+ uint8_t backgroundColorAlpha = static_cast<uint8_t>(backgroundColor.a * 255.f);
+
+ uint32_t* bitmapBuffer = reinterpret_cast<uint32_t*>(glyphData.bitmapBuffer.GetBuffer());
+
+ // Skip yRangeMin line.
+ bitmapBuffer += yRangeMin * glyphData.width;
+
+ if(backgroundColorAlpha == 0)
+ {
+ for(int32_t y = yRangeMin; y < yRangeMax; y++)
+ {
+ // We can use memset.
+ memset(bitmapBuffer + xRangeMin, 0, (xRangeMax - xRangeMin) * sizeof(uint32_t));
+ bitmapBuffer += glyphData.width;
+ }
+ }
+ else
+ {
+ uint32_t packedBackgroundColor = 0u;
+ uint8_t* packedBackgroundColorBuffer = reinterpret_cast<uint8_t*>(&packedBackgroundColor);
+
+ // Write the color to the pixel buffer
+ *(packedBackgroundColorBuffer + 3u) = backgroundColorAlpha;
+ *(packedBackgroundColorBuffer + 2u) = static_cast<uint8_t>(backgroundColor.b * backgroundColorAlpha);
+ *(packedBackgroundColorBuffer + 1u) = static_cast<uint8_t>(backgroundColor.g * backgroundColorAlpha);
+ *(packedBackgroundColorBuffer) = static_cast<uint8_t>(backgroundColor.r * backgroundColorAlpha);
+
+ for(int32_t y = yRangeMin; y < yRangeMax; y++)
+ {
+ for(int32_t x = xRangeMin; x < xRangeMax; x++)
+ {
+ // Note : this is same logic as bitmap[y][x] = backgroundColor;
+ *(bitmapBuffer + x) = packedBackgroundColor;
+ }
+ bitmapBuffer += glyphData.width;
+ }
+ }
+}
+
+Devel::PixelBuffer DrawGlyphsBackground(const ViewModel* model, Devel::PixelBuffer& buffer, const uint32_t bufferWidth, const uint32_t bufferHeight, const bool ignoreHorizontalAlignment, const int32_t horizontalOffset, const int32_t verticalOffset)
+{
+ // Retrieve lines, glyphs, positions and colors from the view model.
+ const Length modelNumberOfLines = model->GetNumberOfLines();
+ const LineRun* const modelLinesBuffer = model->GetLines();
+ const Length numberOfGlyphs = model->GetNumberOfGlyphs();
+ const GlyphInfo* const glyphsBuffer = model->GetGlyphs();
+ const Vector2* const positionBuffer = model->GetLayout();
+ const Vector4* const backgroundColorsBuffer = model->GetBackgroundColors();
+ const ColorIndex* const backgroundColorIndicesBuffer = model->GetBackgroundColorIndices();
+
+ const DevelText::VerticalLineAlignment::Type verLineAlign = model->GetVerticalLineAlignment();
+
+ // Create and initialize the pixel buffer.
+ GlyphData glyphData;
+ glyphData.verticalOffset = verticalOffset;
+ glyphData.width = bufferWidth;
+ glyphData.height = bufferHeight;
+ glyphData.bitmapBuffer = buffer;
+ glyphData.horizontalOffset = 0;
+
+ ColorIndex prevBackgroundColorIndex = 0;
+ ColorIndex backgroundColorIndex = 0;
+
+ // Traverses the lines of the text.
+ for(LineIndex lineIndex = 0u; lineIndex < modelNumberOfLines; ++lineIndex)
+ {
+ const LineRun& line = *(modelLinesBuffer + lineIndex);
+
+ // Sets the horizontal offset of the line.
+ glyphData.horizontalOffset = ignoreHorizontalAlignment ? 0 : static_cast<int32_t>(line.alignmentOffset);
+ glyphData.horizontalOffset += horizontalOffset;
+
+ // Increases the vertical offset with the line's ascender.
+ glyphData.verticalOffset += static_cast<int32_t>(line.ascender + GetPreOffsetVerticalLineAlignment(line, verLineAlign));
+
+ float left = bufferWidth;
+ float right = 0.0f;
+ float baseline = 0.0f;
+
+ // Traverses the glyphs of the line.
+ const GlyphIndex endGlyphIndex = std::min(numberOfGlyphs, line.glyphRun.glyphIndex + line.glyphRun.numberOfGlyphs);
+ for(GlyphIndex glyphIndex = line.glyphRun.glyphIndex; glyphIndex < endGlyphIndex; ++glyphIndex)
+ {
+ // Retrieve the glyph's info.
+ const GlyphInfo* const glyphInfo = glyphsBuffer + glyphIndex;
+
+ if((glyphInfo->width < Math::MACHINE_EPSILON_1000) ||
+ (glyphInfo->height < Math::MACHINE_EPSILON_1000))
+ {
+ // Nothing to do if default background color, the glyph's width or height is zero.
+ continue;
+ }
+
+ backgroundColorIndex = (nullptr == backgroundColorsBuffer) ? 0u : *(backgroundColorIndicesBuffer + glyphIndex);
+
+ if((backgroundColorIndex != prevBackgroundColorIndex) &&
+ (prevBackgroundColorIndex != 0u))
+ {
+ const Vector4& backgroundColor = *(backgroundColorsBuffer + prevBackgroundColorIndex - 1u);
+ DrawBackgroundColor(backgroundColor, bufferWidth, bufferHeight, glyphData, baseline, line, left, right);
+ }
+
+ if(backgroundColorIndex == 0u)
+ {
+ prevBackgroundColorIndex = backgroundColorIndex;
+ //if background color is the default do nothing
+ continue;
+ }
+
+ // Retrieves the glyph's position.
+ const Vector2* const position = positionBuffer + glyphIndex;
+
+ if(baseline < position->y + glyphInfo->yBearing)
+ {
+ baseline = position->y + glyphInfo->yBearing;
+ }
+
+ // Calculate the positions of leftmost and rightmost glyphs in the current line
+ if((position->x < left) || (backgroundColorIndex != prevBackgroundColorIndex))
+ {
+ left = position->x - glyphInfo->xBearing;
+ }
+
+ if(position->x + glyphInfo->width > right)
+ {
+ right = position->x - glyphInfo->xBearing + glyphInfo->advance;
+ }
+
+ prevBackgroundColorIndex = backgroundColorIndex;
+ }
+
+ //draw last background at line end if not default
+ if(backgroundColorIndex != 0u)
+ {
+ const Vector4& backgroundColor = *(backgroundColorsBuffer + backgroundColorIndex - 1u);
+ DrawBackgroundColor(backgroundColor, bufferWidth, bufferHeight, glyphData, baseline, line, left, right);
+ }
+
+ // Increases the vertical offset with the line's descender.
+ glyphData.verticalOffset += static_cast<int32_t>(-line.descender + GetPostOffsetVerticalLineAlignment(line, verLineAlign));
+ }
+
+ return glyphData.bitmapBuffer;
+}
+
+/// Draws the specified strikethrough color to the buffer
+void DrawStrikethrough(const uint32_t bufferWidth,
+ const uint32_t bufferHeight,
+ GlyphData& glyphData,
+ const float baseline,
+ const float strikethroughStartingYPosition,
+ const float maxStrikethroughHeight,
+ const float lineExtentLeft,
+ const float lineExtentRight,
+ const StrikethroughStyleProperties& commonStrikethroughProperties,
+ const StrikethroughStyleProperties& currentStrikethroughProperties,
+ const LineRun& line)
+{
+ const Vector4& strikethroughColor = currentStrikethroughProperties.colorDefined ? currentStrikethroughProperties.color : commonStrikethroughProperties.color;
+
+ const uint32_t yRangeMin = static_cast<uint32_t>(strikethroughStartingYPosition);
+ const uint32_t yRangeMax = std::min(bufferHeight, static_cast<uint32_t>(strikethroughStartingYPosition + maxStrikethroughHeight));
+ const uint32_t xRangeMin = static_cast<uint32_t>(glyphData.horizontalOffset + lineExtentLeft);
+ const uint32_t xRangeMax = std::min(bufferWidth, static_cast<uint32_t>(glyphData.horizontalOffset + lineExtentRight + 1)); // Due to include last point, we add 1 here
+
+ // If current glyph don't need to be rendered, just ignore.
+ if(yRangeMax <= yRangeMin || xRangeMax <= xRangeMin)
+ {
+ return;
+ }
+
+ // We can optimize by memset when strikethroughColor.a is near zero
+ uint8_t strikethroughColorAlpha = static_cast<uint8_t>(strikethroughColor.a * 255.f);
+
+ uint32_t* bitmapBuffer = reinterpret_cast<uint32_t*>(glyphData.bitmapBuffer.GetBuffer());
+
+ // Skip yRangeMin line.
+ bitmapBuffer += yRangeMin * glyphData.width;
+
+ if(strikethroughColorAlpha == 0)
+ {
+ for(uint32_t y = yRangeMin; y < yRangeMax; y++)
+ {
+ // We can use memset.
+ memset(bitmapBuffer + xRangeMin, 0, (xRangeMax - xRangeMin) * sizeof(uint32_t));
+ bitmapBuffer += glyphData.width;
+ }
+ }
+ else
+ {
+ uint32_t packedStrikethroughColor = 0u;
+ uint8_t* packedStrikethroughColorBuffer = reinterpret_cast<uint8_t*>(&packedStrikethroughColor);
+
+ // Write the color to the pixel buffer
+ *(packedStrikethroughColorBuffer + 3u) = strikethroughColorAlpha;
+ *(packedStrikethroughColorBuffer + 2u) = static_cast<uint8_t>(strikethroughColor.b * strikethroughColorAlpha);
+ *(packedStrikethroughColorBuffer + 1u) = static_cast<uint8_t>(strikethroughColor.g * strikethroughColorAlpha);
+ *(packedStrikethroughColorBuffer) = static_cast<uint8_t>(strikethroughColor.r * strikethroughColorAlpha);
+
+ for(uint32_t y = yRangeMin; y < yRangeMax; y++)
+ {
+ for(uint32_t x = xRangeMin; x < xRangeMax; x++)
+ {
+ // Note : this is same logic as bitmap[y][x] = strikethroughColor;
+ *(bitmapBuffer + x) = packedStrikethroughColor;
+ }
+ bitmapBuffer += glyphData.width;