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lottie/text: Enable advanced text features with local font
Previously, local fonts had their own rendering process, which did not support advanced features such as Range Selector, Alignment Options and Follow Path. To enable these features and unify the logic, local fonts are now rendered glyph by glyph.
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1 changed files with 228 additions and 198 deletions
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@ -26,7 +26,7 @@
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#include "tvgLottieModel.h"
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#include "tvgLottieBuilder.h"
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#include "tvgLottieExpressions.h"
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#include "tvgText.h"
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/************************************************************************/
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/* Internal Class Implementation */
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@ -899,45 +899,6 @@ void LottieBuilder::updateImage(LottieGroup* layer)
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}
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//TODO: unify with the updateText() building logic
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static void _fontText(LottieText* text, Scene* scene, float frameNo, LottieExpressions* exps)
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{
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auto& doc = text->doc(frameNo, exps);
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if (!doc.text) return;
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auto delim = "\r\n";
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auto size = doc.size * 75.0f; //1 pt = 1/72; 1 in = 96 px; -> 72/96 = 0.75
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auto lineHeight = doc.size * 100.0f;
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auto buf = (char*)alloca(strlen(doc.text) + 1);
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strcpy(buf, doc.text);
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auto token = std::strtok(buf, delim);
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auto cnt = 0;
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while (token) {
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auto txt = Text::gen();
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if (txt->font(doc.name, size) != Result::Success) {
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//fallback to any available font
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txt->font(nullptr, size);
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}
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txt->text(token);
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txt->fill(doc.color.rgb[0], doc.color.rgb[1], doc.color.rgb[2]);
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float width;
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txt->bounds(nullptr, nullptr, &width, nullptr);
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auto cursorX = width * doc.justify;
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auto cursorY = lineHeight * cnt;
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txt->translate(cursorX, -lineHeight + cursorY);
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token = std::strtok(nullptr, delim);
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scene->push(txt);
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cnt++;
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}
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}
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void LottieBuilder::updateText(LottieLayer* layer, float frameNo)
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{
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auto text = static_cast<LottieText*>(layer->children.first());
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@ -947,11 +908,6 @@ void LottieBuilder::updateText(LottieLayer* layer, float frameNo)
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if (!p || !text->font) return;
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if (text->font->origin != LottieFont::Origin::Embedded) {
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_fontText(text, layer->scene, frameNo, exps);
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return;
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}
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auto scale = doc.size;
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Point cursor{};
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//TODO: Need to revise to alloc scene / textgroup when they are really necessary
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@ -966,6 +922,7 @@ void LottieBuilder::updateText(LottieLayer* layer, float frameNo)
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//text string
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int idx = 0;
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float spaceWidth = 0.0f;
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auto totalChars = strlen(p);
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while (true) {
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//TODO: remove nested scenes.
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@ -1027,11 +984,14 @@ void LottieBuilder::updateText(LottieLayer* layer, float frameNo)
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}
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//find the glyph
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bool found = false;
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LottieGlyph* glyph = nullptr;
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ARRAY_FOREACH(g, text->font->chars) {
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auto glyph = *g;
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//draw matched glyphs
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if (!strncmp(glyph->code, code, glyph->len)) {
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if (!strncmp((*g)->code, code, (*g)->len)) {
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glyph = *g;
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break;
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}
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}
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if (textGrouping == LottieText::AlignOption::Group::Chars || textGrouping == LottieText::AlignOption::Group::All) {
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//new text group, single scene for each characters
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scene->push(textGroup);
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@ -1039,8 +999,14 @@ void LottieBuilder::updateText(LottieLayer* layer, float frameNo)
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textGroup->translate(cursor.x, cursor.y);
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}
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//draw the glyph
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auto& textGroupMatrix = textGroup->transform();
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auto shape = text->pooling();
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float glyphSpacing = 0.0f;
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Shape* shape = nullptr;
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Text* txt = nullptr;
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if (glyph) {
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shape = text->pooling();
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shape->reset();
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ARRAY_FOREACH(p, glyph->children) {
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auto group = static_cast<LottieGroup*>(*p);
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@ -1050,6 +1016,59 @@ void LottieBuilder::updateText(LottieLayer* layer, float frameNo)
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}
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}
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}
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} else {
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txt = tvg::Text::gen();
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if (text->font->origin == LottieFont::Origin::Embedded || txt->font(doc.name, 75.0f) != Result::Success) {
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//fallback to any available font
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txt->font(nullptr, 75.0f);
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}
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float letterSpacing = 0.0f;
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if (*p == ' ') {
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if (spaceWidth > 0.0f) glyphSpacing = spaceWidth;
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else {
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// Calculate space width by measuring "a a" vs "aa"
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const char* withSpace = "a a";
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const char* withoutSpace = "aa";
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txt->text(withSpace);
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txt->bounds(nullptr, nullptr, &spaceWidth, nullptr);
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float widthNoSpace;
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txt->text(withoutSpace);
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txt->bounds(nullptr, nullptr, &widthNoSpace, nullptr);
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spaceWidth = glyphSpacing = spaceWidth - widthNoSpace;
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}
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} else if (*(p + 1) != '\0') {
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// Get width of current char + next char
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char twoChars[3] = {*p, *(p + 1), '\0'};
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txt->text(twoChars);
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float twoCharWidth;
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txt->bounds(nullptr, nullptr, &twoCharWidth, nullptr);
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// Get width of next char alone
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char nextChar[2] = {*(p + 1), '\0'};
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txt->text(nextChar);
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float nextCharWidth;
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txt->bounds(nullptr, nullptr, &nextCharWidth, nullptr);
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// Calculate spacing between chars
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letterSpacing = twoCharWidth - nextCharWidth; // Caching might help performance?
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}
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char targetChar[2] = {*p, '\0'};
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txt->text(targetChar);
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if (letterSpacing > 0.0f) {
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float width;
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txt->bounds(nullptr, nullptr, &width, nullptr);
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glyphSpacing = letterSpacing - width;
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}
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shape = TEXT(txt)->shape;
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}
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shape->fill(doc.color.rgb[0], doc.color.rgb[1], doc.color.rgb[2]);
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shape->translate(cursor.x - textGroupMatrix.e13, cursor.y - textGroupMatrix.e23);
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shape->opacity(255);
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@ -1141,24 +1160,34 @@ void LottieBuilder::updateText(LottieLayer* layer, float frameNo)
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textGroup->transform(textGroupMatrix);
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}
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auto& matrix = shape->transform();
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auto& matrix = txt ? txt->transform() : shape->transform();
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tvg::identity(&matrix);
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translate(&matrix, (translation / scale + cursor) - Point{textGroupMatrix.e13, textGroupMatrix.e23});
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tvg::scale(&matrix, scaling * capScale);
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shape->transform(matrix);
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if (txt) {
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matrix.e23 -= 100.0f; // Align line height for the local font
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txt->transform(matrix);
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} else shape->transform(matrix);
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}
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//glyph width
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float glyphWidth = 0.0f;
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if (glyph) glyphWidth = glyph->width;
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else if (txt) txt->bounds(nullptr, nullptr, &glyphWidth, nullptr);
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if (needGroup) {
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textGroup->push(shape);
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if (txt) textGroup->push(txt);
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else textGroup->push(shape);
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} else {
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// When text isn't selected, exclude the shape from the text group
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// Cases with matrix scaling factors =! 1 handled in the 'needGroup' scenario
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auto& matrix = shape->transform();
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auto& matrix = txt ? txt->transform() : shape->transform();
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if (followPath) {
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identity(&matrix);
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auto angle = 0.0f;
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auto halfGlyphWidth = glyph->width * 0.5f;
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auto halfGlyphWidth = glyphWidth * 0.5f;
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auto position = followPath->position(cursor.x + halfGlyphWidth + firstMargin, angle);
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matrix.e11 = matrix.e22 = capScale;
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matrix.e13 = position.x - halfGlyphWidth * matrix.e11;
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@ -1169,25 +1198,26 @@ void LottieBuilder::updateText(LottieLayer* layer, float frameNo)
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matrix.e23 = cursor.y;
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}
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if (txt) {
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matrix.e23 -= 100.0f; // Align line height for the local font
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txt->transform(matrix);
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scene->push(txt);
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} else {
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shape->transform(matrix);
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scene->push(shape);
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}
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}
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if (glyph) {
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p += glyph->len;
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idx += glyph->len;
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//advance the cursor position horizontally
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cursor.x += (glyph->width + doc.tracking) * capScale;
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found = true;
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break;
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}
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}
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if (!found) {
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} else {
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++p;
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++idx;
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}
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//advance the cursor position horizontally
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cursor.x += (glyphWidth + glyphSpacing + doc.tracking) * capScale;
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}
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delete(scene);
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