mCharactersPerGlyph.Resize( numberOfGlyphs );
memcpy( mCharactersPerGlyph.Begin(), charactersPerGlyph, numberOfGlyphs * sizeof( Length ) );
- // Build the characters to glyph conversion table.
- CreateCharacterToGlyphTable();
-
// Build the glyphs per character table.
CreateGlyphsPerCharacterTable();
+
+ // Build the characters to glyph conversion table.
+ CreateCharacterToGlyphTable();
}
}
}
}
mCharactersToGlyph.Reserve( numberOfCharacters );
+ DALI_ASSERT_DEBUG( mGlyphsPerCharacter.Count() != 0u ||
+ ( 0u == numberOfCharacters ) );
+
+ const Length* const glyphsPerCharacterBuffer = mGlyphsPerCharacter.Begin();
+
// 2) Traverse the glyphs and set the glyph indices per character.
// Index to the glyph.
GlyphIndex glyphIndex = 0u;
+ CharacterIndex characterIndex = 0u;
for( Vector<Length>::ConstIterator it = mCharactersPerGlyph.Begin(),
endIt = mCharactersPerGlyph.End();
it != endIt;
- ++it, ++glyphIndex )
+ ++it )
{
const Length numberOfCharactersPerGlyph = *it;
+ Length numberOfGlyphs = 0u;
// Set the glyph indices.
- for( Length index = 0u; index < numberOfCharactersPerGlyph; ++index )
+ for( Length index = 0u; index < numberOfCharactersPerGlyph; ++index, ++characterIndex )
{
mCharactersToGlyph.PushBack( glyphIndex );
+ numberOfGlyphs += *( glyphsPerCharacterBuffer + characterIndex );
}
+ glyphIndex += numberOfGlyphs;
}
}
// If no number of characters is given, just set something sensible to avoid reallocations.
numberOfCharacters = static_cast<Length> ( static_cast<float>( mGlyphs.Count() ) * 1.3f );
}
- mCharactersToGlyph.Reserve( numberOfCharacters );
+ mGlyphsPerCharacter.Reserve( numberOfCharacters );
// 2) Traverse the glyphs and set the number of glyphs per character.