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/*
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*
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* (C) Copyright IBM Corp. 1998-2004 - All Rights Reserved
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*
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*/
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#ifndef __GXLAYOUTENGINE_H
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#define __GXLAYOUTENGINE_H
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#include "LETypes.h"
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#include "LayoutEngine.h"
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#include "MorphTables.h"
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U_NAMESPACE_BEGIN
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class LEFontInstance;
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class LEGlyphStorage;
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/**
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* This class implements layout for QuickDraw GX or Apple Advanced Typograyph (AAT)
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* fonts. A font is a GX or AAT font if it contains a 'mort' table. See Apple's
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* TrueType Reference Manual (http://fonts.apple.com/TTRefMan/index.html) for details.
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* Information about 'mort' tables is in the chapter titled "Font Files."
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*
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* @internal
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*/
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class GXLayoutEngine : public LayoutEngine
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{
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public:
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/**
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* This is the main constructor. It constructs an instance of GXLayoutEngine for
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* a particular font, script and language. It takes the 'mort' table as a parameter since
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* LayoutEngine::layoutEngineFactory has to read the 'mort' table to know that it has a
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* GX font.
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*
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* Note: GX and AAT fonts don't contain any script and language specific tables, so
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* the script and language are ignored.
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*
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* @param fontInstance - the font
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* @param scriptCode - the script
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* @param langaugeCode - the language
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* @param morphTable - the 'mort' table
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*
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* @see LayoutEngine::layoutEngineFactory
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* @see ScriptAndLangaugeTags.h for script and language codes
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*
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* @internal
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*/
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GXLayoutEngine(const LEFontInstance *fontInstance, le_int32 scriptCode, le_int32 languageCode, const MorphTableHeader *morphTable);
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/**
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* The destructor, virtual for correct polymorphic invocation.
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*
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* @internal
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*/
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virtual ~GXLayoutEngine();
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/**
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* ICU "poor man's RTTI", returns a UClassID for the actual class.
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*
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* @stable ICU 2.8
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*/
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virtual UClassID getDynamicClassID() const;
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/**
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* ICU "poor man's RTTI", returns a UClassID for this class.
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*
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* @stable ICU 2.8
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*/
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static UClassID getStaticClassID();
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protected:
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/**
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* The address of the 'mort' table
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*
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* @internal
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*/
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const MorphTableHeader *fMorphTable;
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/**
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* This method does GX layout using the font's 'mort' table. It converts the
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* input character codes to glyph indices using mapCharsToGlyphs, and then
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* applies the 'mort' table.
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*
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* Input parameters:
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* @param chars - the input character context
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* @param offset - the index of the first character to process
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* @param count - the number of characters to process
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* @param max - the number of characters in the input context
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* @param rightToLeft - <code>TRUE</code> if the text is in a right to left directional run
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* @param glyphStorage - the glyph storage object. The glyph and char index arrays will be set.
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*
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* Output parameters:
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* @param success - set to an error code if the operation fails
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*
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* @return the number of glyphs in the glyph index array
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*
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* @internal
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*/
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virtual le_int32 computeGlyphs(const LEUnicode chars[], le_int32 offset, le_int32 count, le_int32 max, le_bool rightToLeft,
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LEGlyphStorage &glyphStorage, LEErrorCode &success);
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/**
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* This method adjusts the glyph positions using the font's
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* 'kern', 'trak', 'bsln', 'opbd' and 'just' tables.
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*
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* Input parameters:
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* @param glyphStorage - the object holding the glyph storage. The positions will be updated as needed.
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*
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* Output parameters:
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* @param success - set to an error code if the operation fails
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*
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* @internal
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*/
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virtual void adjustGlyphPositions(const LEUnicode chars[], le_int32 offset, le_int32 count, le_bool reverse,
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LEGlyphStorage &glyphStorage, LEErrorCode &success);
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};
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U_NAMESPACE_END
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#endif
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