public readonly record struct AtlasGlyphWhere a glyph's field is in the atlas, and the quad to draw it in.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
⚠ Not GlyphPlacement, which this assembly already has and which means something else — where a shaped glyph sits in a run. Two types of one name in one assembly is a mistake nobody makes twice and everybody has to read around.
Fields and properties (7)
public AtlasRegion RegionIts rectangle in the atlas texture, in pixels.
public float LeftThe quad's left edge, in ems from the pen position.
public float TopIts top edge, in ems above the baseline. Positive is up.
public float RightIts right edge, in ems from the pen.
public float BottomIts bottom edge, in ems. Negative below the baseline.
public float ScreenPixelRangeHow many screen pixels one unit of the field's range covers, at a font size of one em. A shader multiplies this by the size it is drawing at to know how hard to threshold.
public bool IsEmptyWhether the glyph draws nothing, as a space does.
Methods (1)
public AtlasGlyph(AtlasRegion Region, float Left, float Top, float Right, float Bottom, float ScreenPixelRange)Where a glyph's field is in the atlas, and the quad to draw it in.
Used by (4)
- GlyphFieldCacheVixen.Ui.Text
- GlyphFieldCacheTestsVixen.Ui.Text.Tests
- UiGeometryBuilderVixen.Ui
- UiGeometryTestsVixen.Ui.Tests