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0026361: Visualization - move OpenGl_TextFormatter to Font_TextFormatter
for usage without OpenGL. Split OpenGl_TextFormatter into Font_TextFormatter and OpenGl_TextBuilder. Font_TextFormatter can format a text independetly of OpenGl now. OpenGl_TextBuilder generates primitive array required for rendering text using OpenGl_Font instance.
This commit is contained in:
308
src/Font/Font_TextFormatter.cxx
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308
src/Font/Font_TextFormatter.cxx
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// Created on: 2013-01-29
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// Created by: Kirill GAVRILOV
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// Copyright (c) 2013-2014 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and/or modify it under
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// the terms of the GNU Lesser General Public License version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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#include <Font_TextFormatter.hxx>
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namespace
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{
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typedef NCollection_Vec2<Standard_ShortReal> Vec2f;
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//! Auxiliary function to translate corners by the vector.
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inline void move (NCollection_Vector< Vec2f >& theCorners,
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const Vec2f& theMoveVec,
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Standard_Integer theCharLower,
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const Standard_Integer theCharUpper)
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{
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for(; theCharLower <= theCharUpper; ++theCharLower)
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{
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theCorners.ChangeValue (theCharLower) += theMoveVec;
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}
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}
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//! Auxiliary function to translate corners in vertical direction.
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inline void moveY (NCollection_Vector<Vec2f>& theCorners,
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const Standard_ShortReal theMoveVec,
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Standard_Integer theCharLower,
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const Standard_Integer theCharUpper)
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{
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for(; theCharLower <= theCharUpper; ++theCharLower)
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{
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theCorners.ChangeValue (theCharLower).y() += theMoveVec;
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}
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}
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//! Apply floor to vector components.
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//! @param theVec - vector to change (by reference!)
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//! @return modified vector
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inline Vec2f& floor (Vec2f& theVec)
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{
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theVec.x() = std::floor (theVec.x());
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theVec.y() = std::floor (theVec.y());
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return theVec;
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}
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}
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// =======================================================================
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// function : Font_TextFormatter
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// purpose :
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// =======================================================================
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Font_TextFormatter::Font_TextFormatter()
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: myAlignX (Graphic3d_HTA_LEFT),
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myAlignY (Graphic3d_VTA_TOP),
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myTabSize (8),
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//
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myPen (0.0f, 0.0f),
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myRectsNb (0),
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myLineSpacing (0.0f),
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myAscender (0.0f),
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myIsFormatted (false),
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//
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myLinesNb (0),
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myRectLineStart (0),
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myRectWordStart (0),
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myNewLineNb(0),
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myPenCurrLine (0.0f),
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myBndTop (0.0f),
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myBndWidth (0.0f),
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myMoveVec (0.0f, 0.0f)
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{
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//
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}
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// =======================================================================
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// function : SetupAlignment
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// purpose :
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// =======================================================================
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void Font_TextFormatter::SetupAlignment (const Graphic3d_HorizontalTextAlignment theAlignX,
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const Graphic3d_VerticalTextAlignment theAlignY)
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{
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myAlignX = theAlignX;
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myAlignY = theAlignY;
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}
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// =======================================================================
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// function : Reset
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// purpose :
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// =======================================================================
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void Font_TextFormatter::Reset()
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{
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myIsFormatted = false;
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myString.Clear();
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myPen.x() = myPen.y() = 0.0f;
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myRectsNb = 0;
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myLineSpacing = myAscender = 0.0f;
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myCorners.Clear();
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myNewLines.Clear();
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}
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// =======================================================================
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// function : Append
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// purpose :
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// =======================================================================
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void Font_TextFormatter::Append (const NCollection_String& theString,
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Font_FTFont& theFont)
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{
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if (theString.IsEmpty())
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{
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return;
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}
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myAscender = Max (myAscender, theFont.Ascender());
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myLineSpacing = Max (myLineSpacing, theFont.LineSpacing());
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myString += theString;
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int aSymbolsCounter = 0; // special counter to process tabulation symbols
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// first pass - render all symbols using associated font on single ZERO baseline
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for (NCollection_Utf8Iter anIter = theString.Iterator(); *anIter != 0;)
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{
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const Standard_Utf32Char aCharThis = *anIter;
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const Standard_Utf32Char aCharNext = *++anIter;
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if (aCharThis == '\x0D' // CR (carriage return)
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|| aCharThis == '\a' // BEL (alarm)
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|| aCharThis == '\f' // FF (form feed) NP (new page)
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|| aCharThis == '\b' // BS (backspace)
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|| aCharThis == '\v') // VT (vertical tab)
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{
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continue; // skip unsupported carriage control codes
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}
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else if (aCharThis == '\x0A') // LF (line feed, new line)
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{
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aSymbolsCounter = 0;
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myNewLines.Append (myPen.x());
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continue; // will be processed on second pass
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}
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else if (aCharThis == ' ')
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{
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++aSymbolsCounter;
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myPen.x() += theFont.AdvanceX (' ', aCharNext);
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continue;
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}
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else if (aCharThis == '\t')
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{
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const Standard_Integer aSpacesNum = (myTabSize - (aSymbolsCounter - 1) % myTabSize);
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myPen.x() += theFont.AdvanceX (' ', aCharNext) * Standard_ShortReal(aSpacesNum);
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aSymbolsCounter += aSpacesNum;
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continue;
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}
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++aSymbolsCounter;
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myCorners.Append (myPen);
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myPen.x() += theFont.AdvanceX (aCharThis, aCharNext);
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++myRectsNb;
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}
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}
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// =======================================================================
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// function : newLine
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// purpose :
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// =======================================================================
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void Font_TextFormatter::newLine (const Standard_Integer theLastRect)
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{
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if (myRectLineStart >= myRectsNb)
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{
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++myLinesNb;
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myPenCurrLine -= myLineSpacing;
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return;
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}
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myMoveVec.y() = myPenCurrLine;
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switch (myAlignX)
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{
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default:
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case Graphic3d_HTA_LEFT:
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{
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myMoveVec.x() = (myNewLineNb > 0) ? -myNewLines.Value (myNewLineNb - 1) : 0.0f;
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break;
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}
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case Graphic3d_HTA_RIGHT:
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{
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myMoveVec.x() = (myNewLineNb < myNewLines.Length())
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? -myNewLines.Value (myNewLineNb)
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: -myPen.x();
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break;
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}
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case Graphic3d_HTA_CENTER:
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{
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const Standard_ShortReal aFrom = (myNewLineNb > 0)
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? myNewLines.Value (myNewLineNb - 1)
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: 0.0f;
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const Standard_ShortReal aTo = (myNewLineNb < myNewLines.Length())
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? myNewLines.Value (myNewLineNb)
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: myPen.x();
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myMoveVec.x() = -0.5f * (aFrom + aTo);
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break;
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}
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}
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move (myCorners, myMoveVec, myRectLineStart, theLastRect);
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++myLinesNb;
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myPenCurrLine -= myLineSpacing;
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myRectLineStart = myRectWordStart = theLastRect + 1;
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}
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// =======================================================================
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// function : Format
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// purpose :
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// =======================================================================
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void Font_TextFormatter::Format()
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{
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if (myRectsNb == 0 || myIsFormatted)
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{
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return;
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}
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myIsFormatted = true;
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myLinesNb = myRectLineStart = myRectWordStart = 0;
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myBndTop = 0.0f;
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myBndWidth = 0.0f;
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myMoveVec.x() = myMoveVec.y() = 0.0f;
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// split text into lines and apply horizontal alignment
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myPenCurrLine = -myAscender;
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Standard_Integer aRectIter = 0;
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myNewLineNb = 0;
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Standard_ShortReal aMaxLineWidth = -1.0f;
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for (NCollection_Utf8Iter anIter = myString.Iterator(); *anIter != 0; ++anIter)
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{
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const Standard_Utf32Char aCharThis = *anIter;
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if (aCharThis == '\x0D' // CR (carriage return)
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|| aCharThis == '\a' // BEL (alarm)
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|| aCharThis == '\f' // FF (form feed) NP (new page)
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|| aCharThis == '\b' // BS (backspace)
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|| aCharThis == '\v') // VT (vertical tab)
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{
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continue; // skip unsupported carriage control codes
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}
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else if (aCharThis == '\x0A') // LF (line feed, new line)
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{
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// calculate max line width
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if (myNewLineNb == 0)
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{
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aMaxLineWidth = myNewLines.Value(0);
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}
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else
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{
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aMaxLineWidth = Max (aMaxLineWidth, myNewLines.Value (myNewLineNb) - myNewLines.Value (myNewLineNb - 1));
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}
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const Standard_Integer aLastRect = aRectIter - 1; // last rect on current line
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newLine (aLastRect);
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++myNewLineNb;
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continue;
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}
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else if (aCharThis == ' '
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|| aCharThis == '\t')
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{
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myRectWordStart = aRectIter;
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continue;
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}
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++aRectIter;
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}
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// If only one line
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if (aMaxLineWidth < 0.0f)
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{
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aMaxLineWidth = myPen.x();
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}
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else // Consider last line
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{
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aMaxLineWidth = Max (aMaxLineWidth, myPen.x() - myNewLines.Value (myNewLineNb - 1));
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}
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myBndWidth = aMaxLineWidth;
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// move last line
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newLine (myRectsNb - 1);
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// apply vertical alignment style
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if (myAlignY == Graphic3d_VTA_BOTTOM)
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{
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myBndTop = -myLineSpacing - myPenCurrLine;
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moveY (myCorners, myBndTop, 0, myRectsNb - 1);
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}
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else if (myAlignY == Graphic3d_VTA_CENTER)
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{
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myBndTop = 0.5f * (myLineSpacing * Standard_ShortReal(myLinesNb));
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moveY (myCorners, myBndTop, 0, myRectsNb - 1);
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}
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}
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