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// Copyright (c) Six Labors.
// Licensed under the Six Labors Split License.
using System;
using System.Collections.Generic;
using System.Numerics;
using System.Runtime.CompilerServices;
using SixLabors.Fonts;
using SixLabors.Fonts.Rendering;
using SixLabors.ImageSharp.Drawing.Processing;
namespace SixLabors.ImageSharp.Drawing.Text {
/// <summary>
/// Defines a base rendering surface that Fonts can use to generate shapes.
/// </summary>
internal class BaseGlyphBuilder : IGlyphRenderer
{
/// <summary>
/// The last point emitted by <c>MoveTo</c> / <c>LineTo</c> / curve commands.
/// Used as the implicit start of the next segment.
/// </summary>
private Vector2 currentPoint;
/// <summary>
/// Snapshot of the <see cref="GlyphRendererParameters"/> for the glyph currently
/// being processed. Set at the start of each <c>BeginGlyph</c> call and read by
/// <c>SetDecoration</c> to determine layout orientation.
/// </summary>
private GlyphRendererParameters parameters;
// Tracks whether geometry was emitted inside BeginLayer/EndLayer pairs for this glyph.
// When true, EndGlyph skips its default single-layer path capture because layers
// already contributed their paths individually.
private bool usedLayers;
// Tracks whether we are currently inside a layer block.
// Guards against unbalanced EndLayer calls.
private bool inLayer;
// --- Per-GRAPHEME layered capture ---
// A grapheme cluster (e.g. a base glyph + COLR v0 color layers) may span
// multiple BeginGlyph/EndGlyph calls. These fields aggregate all layers
// belonging to the same grapheme into a single GlyphPathCollection.
private GlyphPathCollection.Builder? graphemeBuilder;
private int graphemePathCount;
private int currentGraphemeIndex = -1;
private readonly List<GlyphPathCollection> currentGlyphs = [];
// Previous decoration details per decoration type, used to stitch adjacent
// decorations together and eliminate sub-pixel gaps between glyphs.
private TextDecorationDetails? previousUnderlineTextDecoration;
private TextDecorationDetails? previousOverlineTextDecoration;
private TextDecorationDetails? previousStrikeoutTextDecoration;
// Per-layer (within current grapheme) bookkeeping:
private int layerStartIndex;
private Paint? currentLayerPaint;
private FillRule currentLayerFillRule;
private ClipQuad? currentClipBounds;
/// <summary>
/// Initializes a new instance of the <see cref="BaseGlyphBuilder"/> class
/// with an identity transform.
/// </summary>
public BaseGlyphBuilder() => this.Builder = new PathBuilder();
/// <summary>
/// Initializes a new instance of the <see cref="BaseGlyphBuilder"/> class
/// with the specified transform applied to all incoming glyph geometry.
/// </summary>
/// <param name="transform">A matrix transform applied to every point received from the font engine.</param>
public BaseGlyphBuilder(Matrix4x4 transform) => this.Builder = new PathBuilder(transform);
/// <summary>
/// Gets the flattened paths captured for all glyphs/graphemes.
/// </summary>
public IPathCollection Paths => new PathCollection(this.CurrentPaths);
/// <summary>
/// Gets the layer-preserving collections captured per grapheme in rendering order.
/// Each entry aggregates all glyph layers that belong to a single grapheme cluster.
/// </summary>
public IReadOnlyList<GlyphPathCollection> Glyphs => this.currentGlyphs;
/// <summary>
/// Gets the <see cref="PathBuilder"/> used to accumulate outline segments
/// (<c>MoveTo</c>, <c>LineTo</c>, curves) for the current glyph or layer.
/// The builder is cleared between glyphs / layers.
/// </summary>
protected PathBuilder Builder { get; }
/// <summary>
/// Gets the running list of all <see cref="IPath"/> instances produced so far
/// (glyph outlines, layer outlines, and decoration rectangles). Subclasses
/// read from the end of this list (e.g. <c>CurrentPaths[^1]</c>) to obtain
/// the most recently built path.
/// </summary>
protected List<IPath> CurrentPaths { get; } = [];
/// <summary>
/// Called by the font engine after all glyphs in the text block have been rendered.
/// Flushes any in-progress grapheme aggregate and resets per-text-block state.
/// </summary>
void IGlyphRenderer.EndText()
{
// Finalize the last grapheme, if any:
if (this.graphemeBuilder is not null && this.graphemePathCount > 0)
{
this.currentGlyphs.Add(this.graphemeBuilder.Build());
}
this.graphemeBuilder = null;
this.graphemePathCount = 0;
this.currentGraphemeIndex = -1;
this.previousUnderlineTextDecoration = null;
this.previousOverlineTextDecoration = null;
this.previousStrikeoutTextDecoration = null;
this.EndText();
}
void IGlyphRenderer.BeginText(in FontRectangle bounds) => this.BeginText(bounds);
/// <summary>
/// Called by the font engine before emitting outline data for a single glyph.
/// Manages grapheme-cluster transitions and resets per-glyph state.
/// </summary>
/// <returns>
/// <see langword="true"/> to have the font engine emit the full outline
/// (MoveTo/LineTo/curves/EndGlyph); <see langword="false"/> to skip it entirely,
/// which is used by caching subclasses when the glyph path is already available.
/// </returns>
bool IGlyphRenderer.BeginGlyph(in FontRectangle bounds, in GlyphRendererParameters parameters)
{
// If grapheme changed, flush previous aggregate and start a new one:
if (this.graphemeBuilder is not null && this.currentGraphemeIndex != parameters.GraphemeIndex)
{
if (this.graphemePathCount > 0)
{
this.currentGlyphs.Add(this.graphemeBuilder.Build());
}
this.graphemeBuilder = null;
this.graphemePathCount = 0;
}
if (this.graphemeBuilder is null)
{
this.graphemeBuilder = new GlyphPathCollection.Builder();
this.currentGraphemeIndex = parameters.GraphemeIndex;
this.graphemePathCount = 0;
}
this.parameters = parameters;
this.Builder.Clear();
this.usedLayers = false;
this.inLayer = false;
this.layerStartIndex = this.graphemePathCount;
this.currentLayerPaint = null;
this.currentLayerFillRule = FillRule.NonZero;
this.currentClipBounds = null;
return this.BeginGlyph(in bounds, in parameters);
}
/// <inheritdoc/>
void IGlyphRenderer.BeginFigure() => this.Builder.StartFigure();
/// <inheritdoc/>
void IGlyphRenderer.CubicBezierTo(Vector2 secondControlPoint, Vector2 thirdControlPoint, Vector2 point)
{
this.Builder.AddCubicBezier(this.currentPoint, secondControlPoint, thirdControlPoint, point);
this.currentPoint = point;
}
/// <summary>
/// Called by the font engine after the outline for a single glyph has been fully emitted.
/// Builds the accumulated path and registers it as a grapheme layer unless explicit
/// <c>BeginLayer</c>/<c>EndLayer</c> pairs already handled layer registration.
/// </summary>
void IGlyphRenderer.EndGlyph()
{
// If the glyph did not open any explicit layer, treat its geometry as a single
// implicit layer so that non-color glyphs still produce a GlyphPathCollection entry.
if (!this.usedLayers)
{
IPath path = this.Builder.Build();
this.CurrentPaths.Add(path);
if (this.graphemeBuilder is not null)
{
this.graphemeBuilder.AddPath(path);
this.graphemeBuilder.AddLayer(
startIndex: this.graphemePathCount,
count: 1,
paint: null,
fillRule: FillRule.NonZero,
bounds: path.Bounds,
kind: GlyphLayerKind.Glyph);
this.graphemePathCount++;
}
}
this.EndGlyph();
this.Builder.Clear();
this.inLayer = false;
this.usedLayers = false;
this.layerStartIndex = this.graphemePathCount;
}
/// <inheritdoc/>
void IGlyphRenderer.EndFigure() => this.Builder.CloseFigure();
/// <inheritdoc/>
void IGlyphRenderer.LineTo(Vector2 point)
{
this.Builder.AddLine(this.currentPoint, point);
this.currentPoint = point;
}
/// <inheritdoc/>
void IGlyphRenderer.MoveTo(Vector2 point)
{
this.Builder.StartFigure();
this.currentPoint = point;
}
/// <inheritdoc/>
void IGlyphRenderer.ArcTo(float radiusX, float radiusY, float rotation, bool largeArc, bool sweep, Vector2 point)
{
this.Builder.AddArc(this.currentPoint, radiusX, radiusY, rotation, largeArc, sweep, point);
this.currentPoint = point;
}
/// <inheritdoc/>
void IGlyphRenderer.QuadraticBezierTo(Vector2 secondControlPoint, Vector2 point)
{
this.Builder.AddQuadraticBezier(this.currentPoint, secondControlPoint, point);
this.currentPoint = point;
}
/// <summary>
/// Called by the font engine to begin a color layer within a COLR v0/v1 glyph.
/// Each layer receives its own paint, fill rule, and optional clip bounds.
/// </summary>
void IGlyphRenderer.BeginLayer(Paint? paint, FillRule fillRule, ClipQuad? clipBounds)
{
this.usedLayers = true;
this.inLayer = true;
this.layerStartIndex = this.graphemePathCount;
this.currentLayerPaint = paint;
this.currentLayerFillRule = fillRule;
this.currentClipBounds = clipBounds;
this.Builder.Clear();
this.BeginLayer(paint, fillRule, clipBounds);
}
/// <summary>
/// Called by the font engine to close a color layer opened by <c>BeginLayer</c>.
/// Builds the layer path, applies any clip quad, and registers the result
/// as a painted layer in the current grapheme aggregate.
/// </summary>
void IGlyphRenderer.EndLayer()
{
if (!this.inLayer)
{
return;
}
IPath path = this.Builder.Build();
// If the layer defines a clip quad (e.g. from COLR v1), intersect the
// built path with the quad polygon to constrain rendering.
if (this.currentClipBounds is not null)
{
ClipQuad clip = this.currentClipBounds.Value;
PointF[] points = [clip.TopLeft, clip.TopRight, clip.BottomRight, clip.BottomLeft];
LinearLineSegment segment = new(points);
Polygon polygon = new(segment);
ShapeOptions options = new()
{
BooleanOperation = BooleanOperation.Intersection,
IntersectionRule = TextUtilities.MapFillRule(this.currentLayerFillRule)
};
path = path.Clip(options, polygon);
}
this.CurrentPaths.Add(path);
if (this.graphemeBuilder is not null)
{
this.graphemeBuilder.AddPath(path);
this.graphemeBuilder.AddLayer(
startIndex: this.layerStartIndex,
count: 1,
paint: this.currentLayerPaint,
fillRule: this.currentLayerFillRule,
bounds: path.Bounds,
kind: GlyphLayerKind.Painted);
this.graphemePathCount++;
}
this.Builder.Clear();
this.inLayer = false;
this.currentLayerPaint = null;
this.currentLayerFillRule = FillRule.NonZero;
this.currentClipBounds = null;
this.EndLayer();
}
/// <summary>
/// Called by the font engine to emit a text decoration (underline, strikeout, or overline)
/// for the current glyph. Builds a filled rectangle path from the start/end positions and
/// thickness, then registers it as a <see cref="GlyphLayerKind.Decoration"/> layer.
/// Adjacent decorations are stitched together using the previous decoration details to
/// eliminate sub-pixel gaps caused by font metric rounding.
/// </summary>
void IGlyphRenderer.SetDecoration(TextDecorations textDecorations, Vector2 start, Vector2 end, float thickness)
{
if (thickness == 0)
{
return;
}
// Clamp the thickness to whole pixels.
thickness = MathF.Max(1F, (float)Math.Round(thickness));
IGlyphRenderer renderer = this;
bool rotated = this.parameters.LayoutMode is GlyphLayoutMode.Vertical or GlyphLayoutMode.VerticalRotated;
Vector2 pad = rotated ? new Vector2(thickness * .5F, 0) : new Vector2(0, thickness * .5F);
start = ClampToPixel(start, (int)thickness, rotated);
end = ClampToPixel(end, (int)thickness, rotated);
// Sometimes the start and end points do not align properly leaving pixel sized gaps
// so we need to adjust them. Use any previous decoration to try and continue the line.
TextDecorationDetails? previous = textDecorations switch
{
TextDecorations.Underline => this.previousUnderlineTextDecoration,
TextDecorations.Overline => this.previousOverlineTextDecoration,
TextDecorations.Strikeout => this.previousStrikeoutTextDecoration,
_ => null
};
if (previous != null)
{
float prevThickness = previous.Value.Thickness;
Vector2 prevStart = previous.Value.Start;
Vector2 prevEnd = previous.Value.End;
// If the previous line is identical to the new one ignore it.
// This can happen when multiple glyph layers are used.
if (prevStart == start && prevEnd == end)
{
return;
}
// Align the new line with the previous one if they are close enough.
// Use a 2 pixel threshold to account for anti-aliasing gaps.
if (rotated)
{
if (thickness == prevThickness
&& prevEnd.Y + 2 >= start.Y
&& prevEnd.X == start.X)
{
start = prevEnd;
}
}
else if (thickness == prevThickness
&& prevEnd.Y == start.Y
&& prevEnd.X + 2 >= start.X)
{
start = prevEnd;
}
}
TextDecorationDetails current = new()
{
Start = start,
End = end,
Thickness = thickness
};
switch (textDecorations)
{
case TextDecorations.Underline:
this.previousUnderlineTextDecoration = current;
break;
case TextDecorations.Strikeout:
this.previousStrikeoutTextDecoration = current;
break;
case TextDecorations.Overline:
this.previousOverlineTextDecoration = current;
break;
}
Vector2 a = start - pad;
Vector2 b = start + pad;
Vector2 c = end + pad;
Vector2 d = end - pad;
// Drawing is always centered around the point so we need to offset by half.
Vector2 offset = Vector2.Zero;
if (textDecorations == TextDecorations.Overline)
{
// CSS overline is drawn above the position, so we need to move it up.
offset = rotated ? new Vector2(thickness * .5F, 0) : new Vector2(0, -(thickness * .5F));
}
else if (textDecorations == TextDecorations.Underline)
{
// CSS underline is drawn below the position, so we need to move it down.
offset = rotated ? new Vector2(-(thickness * .5F), 0) : new Vector2(0, thickness * .5F);
}
// We clamp the start and end points to the pixel grid to avoid anti-aliasing
// when there is no transform.
renderer.BeginFigure();
renderer.MoveTo(ClampToPixel(a + offset));
renderer.LineTo(ClampToPixel(b + offset));
renderer.LineTo(ClampToPixel(c + offset));
renderer.LineTo(ClampToPixel(d + offset));
renderer.EndFigure();
IPath path = this.Builder.Build();
// If the path is degenerate (e.g. zero width line) we just skip it
// and return. This might happen when clamping moves the points.
if (path.Bounds.IsEmpty)
{
this.Builder.Clear();
return;
}
this.CurrentPaths.Add(path);
if (this.graphemeBuilder is not null)
{
// Decorations are emitted as independent paths; each layer must point
// at the path index appended for this specific decoration.
this.graphemeBuilder.AddPath(path);
this.graphemeBuilder.AddLayer(
startIndex: this.graphemePathCount,
count: 1,
paint: this.currentLayerPaint,
fillRule: FillRule.NonZero,
bounds: path.Bounds,
kind: GlyphLayerKind.Decoration);
this.graphemePathCount++;
}
this.Builder.Clear();
this.SetDecoration(textDecorations, start, end, thickness);
}
/// <inheritdoc cref="IGlyphRenderer.BeginText(in FontRectangle)"/>
protected virtual void BeginText(in FontRectangle bounds)
{
}
/// <summary>
/// Called after base-class bookkeeping in <c>IGlyphRenderer.BeginGlyph</c>.
/// Subclasses override this to apply transforms, consult caches, or opt out of
/// outline emission by returning <see langword="false"/>.
/// </summary>
/// <param name="bounds">The font-metric bounding rectangle of the glyph.</param>
/// <param name="parameters">Identifies the glyph (id, font, layout mode, text run, etc.).</param>
/// <returns>
/// <see langword="true"/> to receive outline data and an <c>EndGlyph</c> call;
/// <see langword="false"/> to skip outline emission for this glyph entirely.
/// </returns>
protected virtual bool BeginGlyph(in FontRectangle bounds, in GlyphRendererParameters parameters)
=> true;
/// <summary>
/// Called after the base class has built and registered the glyph path.
/// Subclasses override this to emit drawing operations from the captured path.
/// </summary>
protected virtual void EndGlyph()
{
}
/// <summary>
/// Called after the base class has flushed all grapheme aggregates.
/// Subclasses override this for any per-text-block finalization.
/// </summary>
protected virtual void EndText()
{
}
/// <summary>
/// Called when a COLR color layer begins. Subclasses override this to
/// capture the layer's paint and composite mode.
/// </summary>
/// <param name="paint">The paint for this color layer, or <see langword="null"/> for the default foreground.</param>
/// <param name="fillRule">The fill rule to use when rasterizing this layer.</param>
/// <param name="clipBounds">Optional clip quad constraining the layer region.</param>
protected virtual void BeginLayer(Paint? paint, FillRule fillRule, ClipQuad? clipBounds)
{
}
/// <summary>
/// Called when a COLR color layer ends. Subclasses override this to
/// emit the layer as a drawing operation.
/// </summary>
protected virtual void EndLayer()
{
}
/// <summary>
/// Returns the set of text decorations enabled for the current glyph.
/// The font engine calls this to decide which <c>SetDecoration</c> callbacks to emit.
/// Subclasses override this to include decorations implied by rich-text pens
/// (e.g. <see cref="RichTextRun.UnderlinePen"/>).
/// </summary>
/// <returns>A flags enum of the active text decorations.</returns>
public virtual TextDecorations EnabledDecorations()
=> this.parameters.TextRun.TextDecorations;
/// <summary>
/// Override point for subclasses to emit decoration drawing operations.
/// Called after the base class has built and registered the decoration path
/// in <see cref="CurrentPaths"/>.
/// </summary>
/// <param name="textDecorations">The type of decoration (underline, strikeout, or overline).</param>
/// <param name="start">The start position of the decoration line.</param>
/// <param name="end">The end position of the decoration line.</param>
/// <param name="thickness">The thickness of the decoration line in pixels.</param>
public virtual void SetDecoration(TextDecorations textDecorations, Vector2 start, Vector2 end, float thickness)
{
}
/// <summary>
/// Truncates a floating-point position to the nearest whole pixel toward negative infinity.
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static Point ClampToPixel(PointF point) => Point.Truncate(point);
/// <summary>
/// Snaps a decoration endpoint to the pixel grid, taking stroke thickness and
/// orientation into account. Even-thickness lines snap to whole pixels; odd-thickness
/// lines snap to half pixels so the stroke center lands on a pixel boundary.
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static PointF ClampToPixel(PointF point, int thickness, bool rotated)
{
// Even thickness: snap to whole pixels.
if ((thickness & 1) == 0)
{
return Point.Truncate(point);
}
// Odd thickness: snap to half pixels along the perpendicular axis
// so the 1px-wide center row/column aligns with physical pixels.
if (rotated)
{
return Point.Truncate(point) + new Vector2(.5F, 0);
}
return Point.Truncate(point) + new Vector2(0, .5F);
}
/// <summary>
/// Records the start, end, and thickness of a previously emitted decoration line
/// so that the next adjacent decoration can be stitched seamlessly.
/// </summary>
private struct TextDecorationDetails
{
/// <summary>Gets or sets the start position of the decoration.</summary>
public Vector2 Start { get; set; }
/// <summary>Gets or sets the end position of the decoration.</summary>
public Vector2 End { get; set; }
/// <summary>Gets or sets the decoration thickness in pixels.</summary>
public float Thickness { get; internal set; }
}
}
}
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// Copyright (c) Six Labors.
// Licensed under the Six Labors Split License.
using System.Numerics;
namespace SixLabors.ImageSharp.Drawing.Text {
/// <summary>
/// A rendering surface that Fonts can use to generate shapes.
/// Extends <see cref="BaseGlyphBuilder"/> by adding a configurable origin offset
/// so that all captured geometry is translated by the specified amount.
/// </summary>
internal class GlyphBuilder : BaseGlyphBuilder
{
/// <summary>
/// Initializes a new instance of the <see cref="GlyphBuilder"/> class.
/// </summary>
public GlyphBuilder()
: this(Vector2.Zero)
{
}
/// <summary>
/// Initializes a new instance of the <see cref="GlyphBuilder"/> class.
/// </summary>
/// <param name="origin">The origin.</param>
public GlyphBuilder(Vector2 origin) => this.Builder.SetOrigin(origin);
}
}
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// Copyright (c) Six Labors.
// Licensed under the Six Labors Split License.
using System.Numerics;
using SixLabors.Fonts.Rendering;
using SixLabors.ImageSharp.PixelFormats;
namespace SixLabors.ImageSharp.Drawing.Text {
/// <summary>
/// Describes a single painted layer as a span within the glyph's path list.
/// </summary>
public readonly struct GlyphLayerInfo
{
/// <summary>
/// Initializes a new instance of the <see cref="GlyphLayerInfo"/> struct.
/// </summary>
/// <param name="startIndex">Start index (inclusive) of the layer's paths within the glyph's path list.</param>
/// <param name="count">Number of paths in this layer.</param>
/// <param name="paint">The layer paint (null means use renderer default).</param>
/// <param name="fillRule">The fill rule to use for this layer.</param>
/// <param name="bounds">Axis-aligned bounds of the layer geometry.</param>
/// <param name="kind">An optional semantic hint for the layer type.</param>
internal GlyphLayerInfo(
int startIndex,
int count,
Paint? paint,
FillRule fillRule,
RectangleF bounds,
GlyphLayerKind kind)
{
this.StartIndex = startIndex;
this.Count = count;
this.Paint = paint;
this.IntersectionRule = TextUtilities.MapFillRule(fillRule);
CompositeMode compositeMode = paint?.CompositeMode ?? CompositeMode.SrcOver;
this.PixelAlphaCompositionMode = TextUtilities.MapCompositionMode(compositeMode);
this.PixelColorBlendingMode = TextUtilities.MapBlendingMode(compositeMode);
this.Bounds = bounds;
this.Kind = kind;
}
private GlyphLayerInfo(
int startIndex,
int count,
Paint? paint,
IntersectionRule intersectionRule,
PixelAlphaCompositionMode compositionMode,
PixelColorBlendingMode colorBlendingMode,
RectangleF bounds,
GlyphLayerKind kind)
{
this.StartIndex = startIndex;
this.Count = count;
this.Paint = paint;
this.IntersectionRule = intersectionRule;
this.PixelAlphaCompositionMode = compositionMode;
this.PixelColorBlendingMode = colorBlendingMode;
this.Bounds = bounds;
this.Kind = kind;
}
/// <summary>
/// Gets the start index (inclusive) of the layer span within the glyph's path list.
/// </summary>
public int StartIndex { get; }
/// <summary>
/// Gets the number of paths in this layer.
/// </summary>
public int Count { get; }
/// <summary>
/// Gets the paint definition to use for this layer; may be <see langword="null"/>.
/// </summary>
public Paint? Paint { get; }
/// <summary>
/// Gets the fill rule for rasterization of this layer.
/// </summary>
public IntersectionRule IntersectionRule { get; }
/// <summary>
/// Gets the pixel alpha composition mode to use for this layer.
/// </summary>
public PixelAlphaCompositionMode PixelAlphaCompositionMode { get; }
/// <summary>
/// Gets the pixel color blending mode to use for this layer.
/// </summary>
public PixelColorBlendingMode PixelColorBlendingMode { get; }
/// <summary>
/// Gets the bounds of the layer geometry (device space).
/// </summary>
public RectangleF Bounds { get; }
/// <summary>
/// Gets the semantic kind of the layer (for policy decisions).
/// </summary>
public GlyphLayerKind Kind { get; }
internal static GlyphLayerInfo Transform(in GlyphLayerInfo info, Matrix4x4 matrix)
=> new(
info.StartIndex,
info.Count,
info.Paint,
info.IntersectionRule,
info.PixelAlphaCompositionMode,
info.PixelColorBlendingMode,
RectangleF.Transform(info.Bounds, matrix),
info.Kind);
}
}
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// Copyright (c) Six Labors.
// Licensed under the Six Labors Split License.
namespace SixLabors.ImageSharp.Drawing.Text {
/// <summary>
/// Optional semantic classification for layers to aid monochrome projection or decoration handling.
/// </summary>
public enum GlyphLayerKind
{
/// <summary>
/// Regular glyph geometry layer.
/// </summary>
Glyph = 0,
/// <summary>
/// Text decoration geometry (underline/overline/strikethrough).
/// </summary>
Decoration = 1,
/// <summary>
/// Painted layer (e.g. color emoji glyph).
/// </summary>
Painted = 2
}
}
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// Copyright (c) Six Labors.
// Licensed under the Six Labors Split License.
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Numerics;
using SixLabors.Fonts.Rendering;
namespace SixLabors.ImageSharp.Drawing.Text {
/// <summary>
/// A geometry + paint container for a single glyph, preserving painted layer boundaries.
/// </summary>
public sealed class GlyphPathCollection
{
private readonly List<IPath> paths;
private readonly ReadOnlyCollection<IPath> readOnlyPaths;
private readonly List<GlyphLayerInfo> layers;
private readonly ReadOnlyCollection<GlyphLayerInfo> readOnlyLayers;
/// <summary>
/// Initializes a new instance of the <see cref="GlyphPathCollection"/> class.
/// </summary>
/// <param name="paths">All paths emitted for the glyph in z-order.</param>
/// <param name="layers">Layer descriptors referring to spans within <paramref name="paths"/>.</param>
internal GlyphPathCollection(List<IPath> paths, List<GlyphLayerInfo> layers)
{
Guard.NotNull(paths, nameof(paths));
Guard.NotNull(layers, nameof(layers));
this.paths = paths;
this.layers = layers;
this.readOnlyPaths = new ReadOnlyCollection<IPath>(this.paths);
this.readOnlyLayers = new ReadOnlyCollection<GlyphLayerInfo>(this.layers);
this.Paths = new PathCollection(this.paths);
}
/// <summary>
/// Gets the flattened geometry for the glyph (all paths in z-order).
/// This is equivalent to concatenating all layer spans.
/// </summary>
public IPathCollection Paths { get; }
/// <summary>
/// Gets a read-only view of all individual paths in z-order.
/// </summary>
public IReadOnlyList<IPath> PathList => this.readOnlyPaths;
/// <summary>
/// Gets a read-only list of layer descriptors preserving paint, fill rule and path spans.
/// </summary>
public IReadOnlyList<GlyphLayerInfo> Layers => this.readOnlyLayers;
/// <summary>
/// Gets the number of layers.
/// </summary>
public int LayerCount => this.layers.Count;
/// <summary>
/// Gets an axis-aligned bounding box of the entire glyph in device space.
/// </summary>
public RectangleF Bounds => this.Paths.Bounds;
/// <summary>
/// Transforms the glyph using the specified matrix.
/// </summary>
/// <param name="matrix">The transform matrix.</param>
/// <returns>
/// A new <see cref="GlyphPathCollection"/> with the matrix applied to it.
/// </returns>
public GlyphPathCollection Transform(Matrix4x4 matrix)
{
List<IPath> transformed = new(this.paths.Count);
for (int i = 0; i < this.paths.Count; i++)
{
transformed.Add(this.paths[i].Transform(matrix));
}
List<GlyphLayerInfo> transformedLayers = new(this.layers.Count);
for (int i = 0; i < this.layers.Count; i++)
{
transformedLayers.Add(GlyphLayerInfo.Transform(this.layers[i], matrix));
}
return new GlyphPathCollection(transformed, transformedLayers);
}
/// <summary>
/// Creates a <see cref="PathCollection"/> containing only the paths from layers that
/// satisfy <paramref name="predicate"/>. Useful to project to monochrome.
/// </summary>
/// <param name="predicate">A filter deciding whether to keep a layer.</param>
/// <returns>A new <see cref="PathCollection"/> with the selected paths.</returns>
public PathCollection ToPathCollection(Func<GlyphLayerInfo, bool>? predicate = null)
{
List<IPath> kept = [];
for (int i = 0; i < this.layers.Count; i++)
{
GlyphLayerInfo li = this.layers[i];
if (predicate?.Invoke(li) == false)
{
continue;
}
int end = li.StartIndex + li.Count;
for (int p = li.StartIndex; p < end; p++)
{
kept.Add(this.paths[p]);
}
}
return new PathCollection(kept);
}
/// <summary>
/// Gets a <see cref="PathCollection"/> view of a single layer's geometry.
/// </summary>
/// <param name="layerIndex">The zero-based layer index.</param>
/// <returns>A path collection comprising only that layer's span.</returns>
public PathCollection GetLayerPaths(int layerIndex)
{
Guard.MustBeLessThan(layerIndex, this.layers.Count, nameof(layerIndex));
GlyphLayerInfo li = this.layers[layerIndex];
List<IPath> chunk = new(li.Count);
int end = li.StartIndex + li.Count;
for (int p = li.StartIndex; p < end; p++)
{
chunk.Add(this.paths[p]);
}
return new PathCollection(chunk);
}
/// <summary>
/// Builder used by glyph renderers to populate a <see cref="GlyphPathCollection"/>.
/// </summary>
internal sealed class Builder
{
private readonly List<IPath> paths = [];
private readonly List<GlyphLayerInfo> layers = [];
/// <summary>
/// Adds a completed path to the collection (current z-order position).
/// </summary>
/// <param name="path">The path to add.</param>
public void AddPath(IPath path) => this.paths.Add(path);
/// <summary>
/// Adds a layer descriptor pointing at the most recently added paths.
/// </summary>
/// <param name="startIndex">Start index within the path list (inclusive).</param>
/// <param name="count">Number of paths belonging to this layer.</param>
/// <param name="paint">The paint for this layer (may be null for default).</param>
/// <param name="fillRule">The fill rule for this layer.</param>
/// <param name="bounds">Optional cached bounds for this layer.</param>
/// <param name="kind">Optional semantic kind (eg. Decoration).</param>
/// <exception cref="ArgumentOutOfRangeException">
/// Thrown if the specified span is out of range of the current path list.
/// </exception>
public void AddLayer(
int startIndex,
int count,
Paint? paint,
FillRule fillRule,
RectangleF bounds,
GlyphLayerKind kind = GlyphLayerKind.Glyph)
{
if (startIndex < 0 || count < 0 || startIndex + count > this.paths.Count)
{
throw new ArgumentOutOfRangeException(nameof(count), "Layer span is out of range of the current path list.");
}
this.layers.Add(new GlyphLayerInfo(startIndex, count, paint, fillRule, bounds, kind));
}
/// <summary>
/// Builds the immutable <see cref="GlyphPathCollection"/>.
/// </summary>
/// <returns>The collection.</returns>
public GlyphPathCollection Build() => new(this.paths, this.layers);
}
}
}
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// Copyright (c) Six Labors.
// Licensed under the Six Labors Split License.
using System;
using System.Numerics;
using System.Runtime.CompilerServices;
using SixLabors.Fonts;
using SixLabors.Fonts.Rendering;
namespace SixLabors.ImageSharp.Drawing.Text {
/// <summary>
/// A rendering surface that Fonts can use to generate shapes by following a path.
/// Each glyph is positioned along the path and rotated to match the path tangent
/// at the glyph's horizontal center.
/// </summary>
internal sealed class PathGlyphBuilder : GlyphBuilder
{
/// <summary>
/// The path that glyphs are laid out along. Exposed as <see cref="IPathInternals"/>
/// to access the <see cref="IPathInternals.PointAlongPath"/> method for efficient
/// position + tangent queries.
/// </summary>
private readonly IPathInternals path;
/// <summary>
/// Initializes a new instance of the <see cref="PathGlyphBuilder"/> class.
/// </summary>
/// <param name="path">The path to render the glyphs along.</param>
public PathGlyphBuilder(IPath path)
{
if (path is IPathInternals internals)
{
this.path = internals;
}
else
{
// Wrap in ComplexPolygon to gain IPathInternals.
this.path = new ComplexPolygon(path);
}
}
/// <inheritdoc/>
protected override bool BeginGlyph(in FontRectangle bounds, in GlyphRendererParameters parameters)
{
// Translate + rotate the glyph to follow the path. Always returns true because
// path-based glyphs are never cached (each has a unique per-position transform).
this.TransformGlyph(in bounds);
return true;
}
/// <summary>
/// Computes the translation + rotation matrix that places a glyph along the path.
/// The glyph's horizontal center is mapped to the path distance, and the glyph
/// is rotated to match the path tangent at that point.
/// </summary>
/// <param name="bounds">The font-metric bounding rectangle of the glyph.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void TransformGlyph(in FontRectangle bounds)
{
// Query the path at the glyph's horizontal center.
Vector2 half = new(bounds.Width * .5F, 0);
SegmentInfo pathPoint = this.path.PointAlongPath(bounds.Left + half.X);
// Translate so the glyph's top-left aligns with the path point,
// then rotate around the path point to follow the tangent.
Vector2 translation = (Vector2)pathPoint.Point - bounds.Location - half + new Vector2(0, bounds.Top);
Matrix4x4 matrix = Matrix4x4.CreateTranslation(translation.X, translation.Y, 0) * new Matrix4x4(Matrix3x2.CreateRotation(pathPoint.Angle - MathF.PI, (Vector2)pathPoint.Point));
this.Builder.SetTransform(matrix);
}
}
}
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// Copyright (c) Six Labors.
// Licensed under the Six Labors Split License.
using System.Collections.Generic;
using System.Numerics;
using SixLabors.Fonts;
using SixLabors.Fonts.Rendering;
namespace SixLabors.ImageSharp.Drawing.Text {
/// <summary>
/// Builds vector shapes from text using the provided layout and rendering options.
/// </summary>
public static class TextBuilder
{
/// <summary>
/// Generates the combined outline paths for all rendered glyphs in <paramref name="text"/>.
/// The result merges per-glyph outlines into a single <see cref="IPathCollection"/> suitable for filling or stroking as one unit.
/// </summary>
/// <param name="text">The text to shape and render.</param>
/// <param name="textOptions">The text rendering and layout options.</param>
/// <returns>The combined <see cref="IPathCollection"/> for the rendered glyphs.</returns>
public static IPathCollection GeneratePaths(string text, TextOptions textOptions)
{
GlyphBuilder glyphBuilder = new();
TextRenderer renderer = new(glyphBuilder);
renderer.RenderText(text, textOptions);
return glyphBuilder.Paths;
}
/// <summary>
/// Generates per-glyph path data and metadata for the rendered <paramref name="text"/>.
/// Each entry contains the combined outline paths for a glyph and associated metadata that enables intelligent fill or stroke decisions at the glyph level.
/// </summary>
/// <param name="text">The text to shape and render.</param>
/// <param name="textOptions">The text rendering and layout options.</param>
/// <returns>A read-only list of <see cref="GlyphPathCollection"/> entries, one for each rendered glyph.</returns>
public static IReadOnlyList<GlyphPathCollection> GenerateGlyphs(string text, TextOptions textOptions)
{
GlyphBuilder glyphBuilder = new();
TextRenderer renderer = new(glyphBuilder);
renderer.RenderText(text, textOptions);
return glyphBuilder.Glyphs;
}
/// <summary>
/// Generates the combined outline paths for all rendered glyphs in <paramref name="text"/>,
/// laid out along the supplied <paramref name="path"/> baseline.
/// The result merges per-glyph outlines into a single <see cref="IPathCollection"/>.
/// </summary>
/// <param name="text">The text to shape and render.</param>
/// <param name="path">The path that defines the text baseline.</param>
/// <param name="textOptions">The text rendering and layout options.</param>
/// <returns>The combined <see cref="IPathCollection"/> for the rendered glyphs.</returns>
public static IPathCollection GeneratePaths(string text, IPath path, TextOptions textOptions)
{
(IPath Path, TextOptions TextOptions) transformed = ConfigureOptions(textOptions, path);
PathGlyphBuilder glyphBuilder = new(transformed.Path);
TextRenderer renderer = new(glyphBuilder);
renderer.RenderText(text, transformed.TextOptions);
return glyphBuilder.Paths;
}
/// <summary>
/// Generates per-glyph path data and metadata for the rendered <paramref name="text"/>,
/// laid out along the supplied <paramref name="path"/> baseline.
/// Each entry contains the combined outline paths for a glyph and associated metadata.
/// </summary>
/// <param name="text">The text to shape and render.</param>
/// <param name="path">The path that defines the text baseline.</param>
/// <param name="textOptions">The text rendering and layout options.</param>
/// <returns>A read-only list of <see cref="GlyphPathCollection"/> entries, one for each rendered glyph.</returns>
public static IReadOnlyList<GlyphPathCollection> GenerateGlyphs(string text, IPath path, TextOptions textOptions)
{
(IPath Path, TextOptions TextOptions) transformed = ConfigureOptions(textOptions, path);
PathGlyphBuilder glyphBuilder = new(transformed.Path);
TextRenderer renderer = new(glyphBuilder);
renderer.RenderText(text, transformed.TextOptions);
return glyphBuilder.Glyphs;
}
private static (IPath Path, TextOptions TextOptions) ConfigureOptions(TextOptions options, IPath path)
{
// When a path is specified we should explicitly follow that path
// and not adjust the origin. Any translation should be applied to the path.
if (options.Origin != Vector2.Zero)
{
TextOptions clone = new(options)
{
Origin = Vector2.Zero
};
return (path.Translate(options.Origin), clone);
}
return (path, options);
}
}
}
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// Copyright (c) Six Labors.
// Licensed under the Six Labors Split License.
using SixLabors.Fonts.Rendering;
using SixLabors.ImageSharp.Drawing.Processing;
using SixLabors.ImageSharp.PixelFormats;
namespace SixLabors.ImageSharp.Drawing.Text {
internal static class TextUtilities
{
public static IntersectionRule MapFillRule(FillRule fillRule)
=> fillRule switch
{
FillRule.EvenOdd => IntersectionRule.EvenOdd,
FillRule.NonZero => IntersectionRule.NonZero,
_ => IntersectionRule.NonZero,
};
public static PixelAlphaCompositionMode MapCompositionMode(CompositeMode mode)
=> mode switch
{
CompositeMode.Clear => PixelAlphaCompositionMode.Clear,
CompositeMode.Src => PixelAlphaCompositionMode.Src,
CompositeMode.Dest => PixelAlphaCompositionMode.Dest,
CompositeMode.SrcOver => PixelAlphaCompositionMode.SrcOver,
CompositeMode.DestOver => PixelAlphaCompositionMode.DestOver,
CompositeMode.SrcIn => PixelAlphaCompositionMode.SrcIn,
CompositeMode.DestIn => PixelAlphaCompositionMode.DestIn,
CompositeMode.SrcOut => PixelAlphaCompositionMode.SrcOut,
CompositeMode.DestOut => PixelAlphaCompositionMode.DestOut,
CompositeMode.SrcAtop => PixelAlphaCompositionMode.SrcAtop,
CompositeMode.DestAtop => PixelAlphaCompositionMode.DestAtop,
CompositeMode.Xor => PixelAlphaCompositionMode.Xor,
_ => PixelAlphaCompositionMode.SrcOver,
};
public static PixelColorBlendingMode MapBlendingMode(CompositeMode mode)
=> mode switch
{
CompositeMode.Plus => PixelColorBlendingMode.Add,
CompositeMode.Screen => PixelColorBlendingMode.Screen,
CompositeMode.Overlay => PixelColorBlendingMode.Overlay,
CompositeMode.Darken => PixelColorBlendingMode.Darken,
CompositeMode.Lighten => PixelColorBlendingMode.Lighten,
CompositeMode.HardLight => PixelColorBlendingMode.HardLight,
CompositeMode.Multiply => PixelColorBlendingMode.Multiply,
// TODO: We do not support the following separate alpha blending modes:
// - ColorDodge, ColorBurn, SoftLight, Difference, Exclusion
// TODO: We do not support the non-alpha blending modes.
// - Hue, Saturation, Color, Luminosity
_ => PixelColorBlendingMode.Normal
};
public static DrawingOptions CloneOrReturnForRules(
this DrawingOptions drawingOptions,
IntersectionRule intersectionRule,
PixelAlphaCompositionMode compositionMode,
PixelColorBlendingMode colorBlendingMode)
{
if (drawingOptions.ShapeOptions.IntersectionRule == intersectionRule &&
drawingOptions.GraphicsOptions.AlphaCompositionMode == compositionMode &&
drawingOptions.GraphicsOptions.ColorBlendingMode == colorBlendingMode)
{
return drawingOptions;
}
ShapeOptions shapeOptions = drawingOptions.ShapeOptions.DeepClone();
shapeOptions.IntersectionRule = intersectionRule;
GraphicsOptions graphicsOptions = drawingOptions.GraphicsOptions.DeepClone();
graphicsOptions.AlphaCompositionMode = compositionMode;
graphicsOptions.ColorBlendingMode = colorBlendingMode;
return new DrawingOptions(graphicsOptions, shapeOptions, drawingOptions.Transform);
}
public static GraphicsOptions CloneOrReturnForRules(
this GraphicsOptions graphicsOptions,
PixelAlphaCompositionMode compositionMode,
PixelColorBlendingMode colorBlendingMode)
{
if (graphicsOptions.AlphaCompositionMode == compositionMode &&
graphicsOptions.ColorBlendingMode == colorBlendingMode)
{
return graphicsOptions;
}
GraphicsOptions clone = graphicsOptions.DeepClone();
clone.AlphaCompositionMode = compositionMode;
clone.ColorBlendingMode = colorBlendingMode;
return clone;
}
}
}