/* * * (C) Copyright IBM Corp. 1998-2008 - All Rights Reserved * */ #ifndef __GXLAYOUTENGINE_H #define __GXLAYOUTENGINE_H #include "LETypes.h" #include "LayoutEngine.h" #include "MorphTables.h" U_NAMESPACE_BEGIN class LEFontInstance; class LEGlyphStorage; /** * This class implements layout for QuickDraw GX or Apple Advanced Typograyph (AAT) * fonts. A font is a GX or AAT font if it contains a 'mort' table. See Apple's * TrueType Reference Manual (http://fonts.apple.com/TTRefMan/index.html) for details. * Information about 'mort' tables is in the chapter titled "Font Files." * * @internal */ class GXLayoutEngine : public LayoutEngine { public: /** * This is the main constructor. It constructs an instance of GXLayoutEngine for * a particular font, script and language. It takes the 'mort' table as a parameter since * LayoutEngine::layoutEngineFactory has to read the 'mort' table to know that it has a * GX font. * * Note: GX and AAT fonts don't contain any script and language specific tables, so * the script and language are ignored. * * @param fontInstance - the font * @param scriptCode - the script * @param langaugeCode - the language * @param morphTable - the 'mort' table * @param success - set to an error code if the operation fails * * @see LayoutEngine::layoutEngineFactory * @see ScriptAndLangaugeTags.h for script and language codes * * @internal */ GXLayoutEngine(const LEFontInstance *fontInstance, le_int32 scriptCode, le_int32 languageCode, const MorphTableHeader *morphTable, LEErrorCode &success); /** * The destructor, virtual for correct polymorphic invocation. * * @internal */ virtual ~GXLayoutEngine(); /** * ICU "poor man's RTTI", returns a UClassID for the actual class. * * @stable ICU 2.8 */ virtual UClassID getDynamicClassID() const; /** * ICU "poor man's RTTI", returns a UClassID for this class. * * @stable ICU 2.8 */ static UClassID getStaticClassID(); protected: /** * The address of the 'mort' table * * @internal */ const MorphTableHeader *fMorphTable; /** * This method does GX layout using the font's 'mort' table. It converts the * input character codes to glyph indices using mapCharsToGlyphs, and then * applies the 'mort' table. * * Input parameters: * @param chars - the input character context * @param offset - the index of the first character to process * @param count - the number of characters to process * @param max - the number of characters in the input context * @param rightToLeft - <code>TRUE</code> if the text is in a right to left directional run * @param glyphStorage - the glyph storage object. The glyph and char index arrays will be set. * * Output parameters: * @param success - set to an error code if the operation fails * * @return the number of glyphs in the glyph index array * * @internal */ virtual le_int32 computeGlyphs(const LEUnicode chars[], le_int32 offset, le_int32 count, le_int32 max, le_bool rightToLeft, LEGlyphStorage &glyphStorage, LEErrorCode &success); /** * This method adjusts the glyph positions using the font's * 'kern', 'trak', 'bsln', 'opbd' and 'just' tables. * * Input parameters: * @param glyphStorage - the object holding the glyph storage. The positions will be updated as needed. * * Output parameters: * @param success - set to an error code if the operation fails * * @internal */ virtual void adjustGlyphPositions(const LEUnicode chars[], le_int32 offset, le_int32 count, le_bool reverse, LEGlyphStorage &glyphStorage, LEErrorCode &success); }; U_NAMESPACE_END #endif