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godot/thirdparty/graphite/src/inc/Pass.h
Rémi Verschelde 0ee6ffb257 graphite: Update to latest Git, switch to MIT license
Graphite is now available under:
MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later

We pick MIT which is the same as Godot's main license for simplicity.

Remove define to skip deprecation warnings, upstream fixed those.
2022-12-13 10:06:00 +01:00

96 lines
3.4 KiB
C++

// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
// Copyright 2010, SIL International, All rights reserved.
#pragma once
#include <cstdlib>
#include "inc/Code.h"
namespace graphite2 {
class Segment;
class Face;
class Silf;
struct Rule;
struct RuleEntry;
struct State;
class FiniteStateMachine;
class Error;
class ShiftCollider;
class KernCollider;
class json;
enum passtype;
class Pass
{
public:
Pass();
~Pass();
bool readPass(const byte * pPass, size_t pass_length, size_t subtable_base, Face & face,
enum passtype pt, uint32 version, Error &e);
bool runGraphite(vm::Machine & m, FiniteStateMachine & fsm, bool reverse) const;
void init(Silf *silf) { m_silf = silf; }
byte collisionLoops() const { return m_numCollRuns; }
bool reverseDir() const { return m_isReverseDir; }
CLASS_NEW_DELETE
private:
void findNDoRule(Slot* & iSlot, vm::Machine &, FiniteStateMachine& fsm) const;
int doAction(const vm::Machine::Code* codeptr, Slot * & slot_out, vm::Machine &) const;
bool testPassConstraint(vm::Machine & m) const;
bool testConstraint(const Rule & r, vm::Machine &) const;
bool readRules(const byte * rule_map, const size_t num_entries,
const byte *precontext, const uint16 * sort_key,
const uint16 * o_constraint, const byte *constraint_data,
const uint16 * o_action, const byte * action_data,
Face &, enum passtype pt, Error &e);
bool readStates(const byte * starts, const byte * states, const byte * o_rule_map, Face &, Error &e);
bool readRanges(const byte * ranges, size_t num_ranges, Error &e);
uint16 glyphToCol(const uint16 gid) const;
bool runFSM(FiniteStateMachine & fsm, Slot * slot) const;
void dumpRuleEventConsidered(const FiniteStateMachine & fsm, const RuleEntry & re) const;
void dumpRuleEventOutput(const FiniteStateMachine & fsm, const Rule & r, Slot * os) const;
void adjustSlot(int delta, Slot * & slot_out, SlotMap &) const;
bool collisionShift(Segment *seg, int dir, json * const dbgout) const;
bool collisionKern(Segment *seg, int dir, json * const dbgout) const;
bool collisionFinish(Segment *seg, GR_MAYBE_UNUSED json * const dbgout) const;
bool resolveCollisions(Segment *seg, Slot *slot, Slot *start, ShiftCollider &coll, bool isRev,
int dir, bool &moved, bool &hasCol, json * const dbgout) const;
float resolveKern(Segment *seg, Slot *slot, Slot *start, int dir,
float &ymin, float &ymax, json *const dbgout) const;
const Silf * m_silf;
uint16 * m_cols;
Rule * m_rules; // rules
RuleEntry * m_ruleMap;
uint16 * m_startStates; // prectxt length
uint16 * m_transitions;
State * m_states;
vm::Machine::Code * m_codes;
byte * m_progs;
byte m_numCollRuns;
byte m_kernColls;
byte m_iMaxLoop;
uint16 m_numGlyphs;
uint16 m_numRules;
uint16 m_numStates;
uint16 m_numTransition;
uint16 m_numSuccess;
uint16 m_successStart;
uint16 m_numColumns;
byte m_minPreCtxt;
byte m_maxPreCtxt;
byte m_colThreshold;
bool m_isReverseDir;
vm::Machine::Code m_cPConstraint;
private: //defensive
Pass(const Pass&);
Pass& operator=(const Pass&);
};
} // namespace graphite2