/// <summary> /// Helper function that retrieves the specified glyph, creating it if necessary. /// </summary> public BMGlyph GetGlyph(int index, bool createIfMissing) { // Get the requested glyph BMGlyph glyph = null; if (mDict.Count == 0) { // Populate the dictionary for faster access for (int i = 0, imax = mSaved.Count; i < imax; ++i) { BMGlyph bmg = mSaved[i]; mDict.Add(bmg.index, bmg); } } // Saved check is here so that the function call is not needed if it's true if (!mDict.TryGetValue(index, out glyph) && createIfMissing) { glyph = new BMGlyph(); glyph.index = index; mSaved.Add(glyph); mDict.Add(index, glyph); } return(glyph); }
/// <summary> /// Trim the glyphs, ensuring that they will never go past the specified bounds. /// </summary> public void Trim(int xMin, int yMin, int xMax, int yMax) { if (isValid) { for (int i = 0, imax = mSaved.Count; i < imax; ++i) { BMGlyph glyph = mSaved[i]; if (glyph != null) { glyph.Trim(xMin, yMin, xMax, yMax); } } } }