2 * Copyright (c) 2017 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali-toolkit/internal/text/multi-language-support-impl.h>
22 #include <dali/integration-api/debug.h>
23 #include <dali/devel-api/adaptor-framework/singleton-service.h>
24 #include <dali/devel-api/text-abstraction/font-client.h>
27 #include <dali-toolkit/internal/text/multi-language-helper-functions.h>
28 #include <dali-toolkit/devel-api/styling/style-manager-devel.h>
38 #if defined(DEBUG_ENABLED)
39 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, true, "LOG_MULTI_LANGUAGE_SUPPORT");
42 const Dali::Toolkit::Text::Character UTF32_A = 0x0041;
51 bool ValidateFontsPerScript::IsValidFont( FontId fontId ) const
53 for( Vector<FontId>::ConstIterator it = mValidFonts.Begin(),
54 endIt = mValidFonts.End();
67 FontId DefaultFonts::FindFont( TextAbstraction::FontClient& fontClient,
68 const TextAbstraction::FontDescription& description,
69 PointSize26Dot6 size ) const
71 for( std::vector<CacheItem>::const_iterator it = mFonts.begin(),
76 const CacheItem& item = *it;
78 if( ( ( TextAbstraction::FontWeight::NONE == description.weight ) || ( description.weight == item.description.weight ) ) &&
79 ( ( TextAbstraction::FontWidth::NONE == description.width ) || ( description.width == item.description.width ) ) &&
80 ( ( TextAbstraction::FontSlant::NONE == description.slant ) || ( description.slant == item.description.slant ) ) &&
81 ( size == fontClient.GetPointSize( item.fontId ) ) &&
82 ( description.family.empty() || ( description.family == item.description.family ) ) )
91 void DefaultFonts::Cache( const TextAbstraction::FontDescription& description, FontId fontId )
94 item.description = description;
96 mFonts.push_back( item );
99 MultilanguageSupport::MultilanguageSupport()
100 : mDefaultFontPerScriptCache(),
101 mValidFontsPerScriptCache()
103 // Initializes the default font cache to zero (invalid font).
104 // Reserves space to cache the default fonts and access them with the script as an index.
105 mDefaultFontPerScriptCache.Resize( TextAbstraction::UNKNOWN, NULL );
107 // Initializes the valid fonts cache to NULL (no valid fonts).
108 // Reserves space to cache the valid fonts and access them with the script as an index.
109 mValidFontsPerScriptCache.Resize( TextAbstraction::UNKNOWN, NULL );
111 // Add custom font directory
112 Toolkit::StyleManager styleManager = Toolkit::StyleManager::Get();
116 Property::Map config = Toolkit::DevelStyleManager::GetConfigurations( styleManager );
117 if( config["customFontDirectory"].Get( path ) )
119 TextAbstraction::FontClient fontClient = TextAbstraction::FontClient::Get();
120 fontClient.AddCustomFontDirectory( path.c_str() );
126 MultilanguageSupport::~MultilanguageSupport()
128 // Destroy the default font per script cache.
129 for( Vector<DefaultFonts*>::Iterator it = mDefaultFontPerScriptCache.Begin(),
130 endIt = mDefaultFontPerScriptCache.End();
137 // Destroy the valid fonts per script cache.
138 for( Vector<ValidateFontsPerScript*>::Iterator it = mValidFontsPerScriptCache.Begin(),
139 endIt = mValidFontsPerScriptCache.End();
147 Text::MultilanguageSupport MultilanguageSupport::Get()
149 Text::MultilanguageSupport multilanguageSupportHandle;
151 SingletonService service( SingletonService::Get() );
154 // Check whether the singleton is already created
155 Dali::BaseHandle handle = service.GetSingleton( typeid( Text::MultilanguageSupport ) );
158 // If so, downcast the handle
159 MultilanguageSupport* impl = dynamic_cast< Internal::MultilanguageSupport* >( handle.GetObjectPtr() );
160 multilanguageSupportHandle = Text::MultilanguageSupport( impl );
162 else // create and register the object
164 multilanguageSupportHandle = Text::MultilanguageSupport( new MultilanguageSupport );
165 service.Register( typeid( multilanguageSupportHandle ), multilanguageSupportHandle );
169 return multilanguageSupportHandle;
172 void MultilanguageSupport::SetScripts( const Vector<Character>& text,
173 CharacterIndex startIndex,
174 Length numberOfCharacters,
175 Vector<ScriptRun>& scripts )
177 if( 0u == numberOfCharacters )
179 // Nothing to do if there are no characters.
183 // Find the first index where to insert the script.
184 ScriptRunIndex scriptIndex = 0u;
185 if( 0u != startIndex )
187 for( Vector<ScriptRun>::ConstIterator it = scripts.Begin(),
188 endIt = scripts.End();
190 ++it, ++scriptIndex )
192 const ScriptRun& run = *it;
193 if( startIndex < run.characterRun.characterIndex + run.characterRun.numberOfCharacters )
201 // Stores the current script run.
202 ScriptRun currentScriptRun;
203 currentScriptRun.characterRun.characterIndex = startIndex;
204 currentScriptRun.characterRun.numberOfCharacters = 0u;
205 currentScriptRun.script = TextAbstraction::UNKNOWN;
207 // Reserve some space to reduce the number of reallocations.
208 scripts.Reserve( text.Count() << 2u );
210 // Whether the first valid script needs to be set.
211 bool isFirstScriptToBeSet = true;
213 // Whether the first valid script is a right to left script.
214 bool isParagraphRTL = false;
216 // Count the number of characters which are valid for all scripts. i.e. white spaces or '\n'.
217 Length numberOfAllScriptCharacters = 0u;
219 // Pointers to the text buffer.
220 const Character* const textBuffer = text.Begin();
222 // Traverse all characters and set the scripts.
223 const Length lastCharacter = startIndex + numberOfCharacters;
224 for( Length index = startIndex; index < lastCharacter; ++index )
226 Character character = *( textBuffer + index );
228 // Get the script of the character.
229 Script script = TextAbstraction::GetCharacterScript( character );
231 // Some characters (like white spaces) are valid for many scripts. The rules to set a script
233 // - If they are at the begining of a paragraph they get the script of the first character with
234 // a defined script. If they are at the end, they get the script of the last one.
235 // - If they are between two scripts with the same direction, they get the script of the previous
236 // character with a defined script. If the two scripts have different directions, they get the
237 // script of the first character of the paragraph with a defined script.
239 // Skip those characters valid for many scripts like white spaces or '\n'.
240 bool endOfText = index == lastCharacter;
242 ( TextAbstraction::COMMON == script ) )
244 if( TextAbstraction::EMOJI == currentScriptRun.script )
246 // Emojis doesn't mix well with characters common to all scripts. Insert the emoji run.
247 scripts.Insert( scripts.Begin() + scriptIndex, currentScriptRun );
250 // Initialize the new one.
251 currentScriptRun.characterRun.characterIndex = currentScriptRun.characterRun.characterIndex + currentScriptRun.characterRun.numberOfCharacters;
252 currentScriptRun.characterRun.numberOfCharacters = 0u;
253 currentScriptRun.script = TextAbstraction::UNKNOWN;
254 numberOfAllScriptCharacters = 0u;
257 // Count all these characters to be added into a script.
258 ++numberOfAllScriptCharacters;
260 if( TextAbstraction::IsNewParagraph( character ) )
262 // The character is a new paragraph.
263 // To know when there is a new paragraph is needed because if there is a white space
264 // between two scripts with different directions, it is added to the script with
265 // the same direction than the first script of the paragraph.
266 isFirstScriptToBeSet = true;
268 // Characters common to all scripts at the end of the paragraph are added to the last script.
269 currentScriptRun.characterRun.numberOfCharacters += numberOfAllScriptCharacters;
271 // Store the script run.
272 if( TextAbstraction::UNKNOWN == currentScriptRun.script )
274 currentScriptRun.script = TextAbstraction::LATIN;
276 scripts.Insert( scripts.Begin() + scriptIndex, currentScriptRun );
279 // Initialize the new one.
280 currentScriptRun.characterRun.characterIndex = currentScriptRun.characterRun.characterIndex + currentScriptRun.characterRun.numberOfCharacters;
281 currentScriptRun.characterRun.numberOfCharacters = 0u;
282 currentScriptRun.script = TextAbstraction::UNKNOWN;
283 numberOfAllScriptCharacters = 0u;
286 // Get the next character.
288 endOfText = index == lastCharacter;
291 character = *( textBuffer + index );
292 script = TextAbstraction::GetCharacterScript( character );
294 } // end while( !endOfText && ( TextAbstraction::COMMON == script ) )
298 // Last characters of the text are 'white spaces'.
299 // There is nothing else to do. Just add the remaining characters to the last script after this bucle.
303 // Check if it is the first character of a paragraph.
304 if( isFirstScriptToBeSet &&
305 ( TextAbstraction::UNKNOWN != script ) &&
306 ( TextAbstraction::COMMON != script ) &&
307 ( TextAbstraction::EMOJI != script ) )
309 // Sets the direction of the first valid script.
310 isParagraphRTL = TextAbstraction::IsRightToLeftScript( script );
311 isFirstScriptToBeSet = false;
314 if( ( script != currentScriptRun.script ) &&
315 ( TextAbstraction::COMMON != script ) )
317 // Current run needs to be stored and a new one initialized.
319 if( ( isParagraphRTL == TextAbstraction::IsRightToLeftScript( currentScriptRun.script ) ) &&
320 ( TextAbstraction::UNKNOWN != currentScriptRun.script ) )
322 // Previous script has the same direction than the first script of the paragraph.
323 // All the previously skipped characters need to be added to the previous script before it's stored.
324 currentScriptRun.characterRun.numberOfCharacters += numberOfAllScriptCharacters;
325 numberOfAllScriptCharacters = 0u;
327 else if( ( TextAbstraction::IsRightToLeftScript( currentScriptRun.script ) == TextAbstraction::IsRightToLeftScript( script ) ) &&
328 ( TextAbstraction::UNKNOWN != currentScriptRun.script ) )
330 // Current script and previous one have the same direction.
331 // All the previously skipped characters need to be added to the previous script before it's stored.
332 currentScriptRun.characterRun.numberOfCharacters += numberOfAllScriptCharacters;
333 numberOfAllScriptCharacters = 0u;
335 else if( ( TextAbstraction::UNKNOWN == currentScriptRun.script ) &&
336 ( TextAbstraction::EMOJI == script ) )
338 currentScriptRun.script = TextAbstraction::LATIN;
339 currentScriptRun.characterRun.numberOfCharacters += numberOfAllScriptCharacters;
340 numberOfAllScriptCharacters = 0u;
343 if( 0u != currentScriptRun.characterRun.numberOfCharacters )
345 // Store the script run.
346 scripts.Insert( scripts.Begin() + scriptIndex, currentScriptRun );
350 // Initialize the new one.
351 currentScriptRun.characterRun.characterIndex = currentScriptRun.characterRun.characterIndex + currentScriptRun.characterRun.numberOfCharacters;
352 currentScriptRun.characterRun.numberOfCharacters = numberOfAllScriptCharacters + 1u; // Adds the white spaces which are at the begining of the script.
353 currentScriptRun.script = script;
354 numberOfAllScriptCharacters = 0u;
358 if( TextAbstraction::UNKNOWN != currentScriptRun.script )
360 // Adds white spaces between characters.
361 currentScriptRun.characterRun.numberOfCharacters += numberOfAllScriptCharacters;
362 numberOfAllScriptCharacters = 0u;
365 // Add one more character to the run.
366 ++currentScriptRun.characterRun.numberOfCharacters;
370 // Add remaining characters into the last script.
371 currentScriptRun.characterRun.numberOfCharacters += numberOfAllScriptCharacters;
373 if( 0u != currentScriptRun.characterRun.numberOfCharacters )
375 if( TextAbstraction::UNKNOWN == currentScriptRun.script )
377 // There are only white spaces in the last script. Set the latin script.
378 currentScriptRun.script = TextAbstraction::LATIN;
381 // Store the last run.
382 scripts.Insert( scripts.Begin() + scriptIndex, currentScriptRun );
386 if( scriptIndex < scripts.Count() )
388 // Update the indices of the next script runs.
389 const ScriptRun& run = *( scripts.Begin() + scriptIndex - 1u );
390 CharacterIndex nextCharacterIndex = run.characterRun.characterIndex + run.characterRun.numberOfCharacters;
392 for( Vector<ScriptRun>::Iterator it = scripts.Begin() + scriptIndex,
393 endIt = scripts.End();
397 ScriptRun& run = *it;
398 run.characterRun.characterIndex = nextCharacterIndex;
399 nextCharacterIndex += run.characterRun.numberOfCharacters;
404 void MultilanguageSupport::ValidateFonts( const Vector<Character>& text,
405 const Vector<ScriptRun>& scripts,
406 const Vector<FontDescriptionRun>& fontDescriptions,
407 const TextAbstraction::FontDescription& defaultFontDescription,
408 TextAbstraction::PointSize26Dot6 defaultFontPointSize,
409 CharacterIndex startIndex,
410 Length numberOfCharacters,
411 Vector<FontRun>& fonts )
413 DALI_LOG_INFO( gLogFilter, Debug::General, "-->MultilanguageSupport::ValidateFonts\n" );
415 if( 0u == numberOfCharacters )
417 DALI_LOG_INFO( gLogFilter, Debug::General, "<--MultilanguageSupport::ValidateFonts\n" );
418 // Nothing to do if there are no characters.
422 // Find the first index where to insert the font run.
423 FontRunIndex fontIndex = 0u;
424 if( 0u != startIndex )
426 for( Vector<FontRun>::ConstIterator it = fonts.Begin(),
431 const FontRun& run = *it;
432 if( startIndex < run.characterRun.characterIndex + run.characterRun.numberOfCharacters )
440 // Traverse the characters and validate/set the fonts.
443 DefaultFonts** defaultFontPerScriptCacheBuffer = mDefaultFontPerScriptCache.Begin();
444 ValidateFontsPerScript** validFontsPerScriptCacheBuffer = mValidFontsPerScriptCache.Begin();
446 // Stores the validated font runs.
447 fonts.Reserve( fontDescriptions.Count() );
449 // Initializes a validated font run.
450 FontRun currentFontRun;
451 currentFontRun.characterRun.characterIndex = startIndex;
452 currentFontRun.characterRun.numberOfCharacters = 0u;
453 currentFontRun.fontId = 0u;
455 // Get the font client.
456 TextAbstraction::FontClient fontClient = TextAbstraction::FontClient::Get();
458 const Character* const textBuffer = text.Begin();
460 // Iterators of the script runs.
461 Vector<ScriptRun>::ConstIterator scriptRunIt = scripts.Begin();
462 Vector<ScriptRun>::ConstIterator scriptRunEndIt = scripts.End();
463 bool isNewParagraphCharacter = false;
465 FontId currentFontId = 0u;
466 FontId previousFontId = 0u;
467 bool isPreviousEmojiScript = false;
469 // Whether it's the first set of characters to be validated.
470 // Used in case the paragraph starts with characters common to all scripts.
471 bool isFirstSetToBeValidated = true;
473 CharacterIndex lastCharacter = startIndex + numberOfCharacters;
474 for( Length index = startIndex; index < lastCharacter; ++index )
476 // Get the current character.
477 const Character character = *( textBuffer + index );
479 TextAbstraction::FontDescription currentFontDescription;
480 TextAbstraction::PointSize26Dot6 currentFontPointSize = defaultFontPointSize;
481 bool isDefaultFont = true;
482 MergeFontDescriptions( fontDescriptions,
483 defaultFontDescription,
484 defaultFontPointSize,
486 currentFontDescription,
487 currentFontPointSize,
490 // Get the font for the current character.
491 FontId fontId = fontClient.GetFontId( currentFontDescription, currentFontPointSize );
492 currentFontId = fontId;
494 // Get the script for the current character.
495 Script script = GetScript( index,
501 Dali::TextAbstraction::FontDescription description;
502 fontClient.GetDescription( fontId, description );
504 DALI_LOG_INFO( gLogFilter,
506 " Initial font set\n Character : %x, Script : %s, Font : %s \n",
508 Dali::TextAbstraction::ScriptName[script],
509 description.path.c_str() );
512 if( script == TextAbstraction::UNKNOWN )
514 script = TextAbstraction::LATIN;
517 // Validate whether the current character is supported by the given font.
518 bool isValidFont = false;
520 // Check first in the cache of default fonts per script and size.
522 FontId cachedDefaultFontId = 0u;
523 DefaultFonts* defaultFonts = *( defaultFontPerScriptCacheBuffer + script );
524 if( NULL != defaultFonts )
526 // This cache stores fall-back fonts.
527 cachedDefaultFontId = defaultFonts->FindFont( fontClient,
528 currentFontDescription,
529 currentFontPointSize );
532 // Whether the cached default font is valid.
533 const bool isValidCachedDefaultFont = 0u != cachedDefaultFontId;
535 // The font is valid if it matches with the default one for the current script and size and it's different than zero.
536 isValidFont = isValidCachedDefaultFont && ( fontId == cachedDefaultFontId );
540 // Check if the font supports the character.
541 isValidFont = fontClient.IsCharacterSupportedByFont( fontId, character );
544 bool isCommonScript = false;
545 bool isEmojiScript = TextAbstraction::EMOJI == script;
547 if( isEmojiScript && !isPreviousEmojiScript )
549 if( 0u != currentFontRun.characterRun.numberOfCharacters )
551 // Store the font run.
552 fonts.Insert( fonts.Begin() + fontIndex, currentFontRun );
556 // Initialize the new one.
557 currentFontRun.characterRun.characterIndex = currentFontRun.characterRun.characterIndex + currentFontRun.characterRun.numberOfCharacters;
558 currentFontRun.characterRun.numberOfCharacters = 0u;
559 currentFontRun.fontId = fontId;
562 // If the given font is not valid, it means either:
563 // - there is no cached font for the current script yet or,
564 // - the user has set a different font than the default one for the current script or,
565 // - the platform default font is different than the default font for the current script.
567 // Need to check if the given font supports the current character.
568 if( !isValidFont ) // (1)
570 // Whether the current character is common for all scripts (i.e. white spaces, ...)
572 // Is not desirable to cache fonts for the common script.
574 // i.e. Consider the text " हिंदी", the 'white space' has assigned the DEVANAGARI script.
575 // The user may have set a font or the platform's default is used.
577 // As the 'white space' is the first character, no font is cached so the font validation
578 // retrieves a glyph from the given font.
580 // Many fonts support 'white spaces' so probably the font set by the user or the platform's default
581 // supports the 'white space'. However, that font may not support the DEVANAGARI script.
582 isCommonScript = TextAbstraction::IsCommonScript( character );
586 if( isValidCachedDefaultFont &&
587 ( isDefaultFont || ( currentFontId == previousFontId ) ) &&
590 // At this point the character common for all scripts has no font assigned.
591 // If there is a valid previously cached default font for it, use that one.
592 fontId = cachedDefaultFontId;
597 // Check in the valid fonts cache.
598 ValidateFontsPerScript* validateFontsPerScript = *( validFontsPerScriptCacheBuffer + script );
600 if( NULL != validateFontsPerScript )
602 // This cache stores valid fonts set by the user.
603 isValidFont = validateFontsPerScript->IsValidFont( fontId );
605 // It may happen that a validated font for a script doesn't have all the glyphs for that script.
606 // i.e a font validated for the CJK script may contain glyphs for the chinese language but not for the Japanese.
609 // Checks if the current character is supported by the font is needed.
610 isValidFont = fontClient.IsCharacterSupportedByFont( fontId, character );
614 if( !isValidFont ) // (2)
616 // The selected font is not stored in any cache.
618 // Checks if the current character is supported by the selected font.
619 isValidFont = fontClient.IsCharacterSupportedByFont( fontId, character );
621 // Emojis are present in many monochrome fonts; prefer color by default.
625 const GlyphIndex glyphIndex = fontClient.GetGlyphIndex( fontId, character );
627 // For color emojis, the font is valid if the glyph is a color glyph (the bitmap is RGBA).
628 isValidFont = fontClient.IsColorGlyph( fontId, glyphIndex );
631 // If there is a valid font, cache it.
634 if( NULL == validateFontsPerScript )
636 validateFontsPerScript = new ValidateFontsPerScript();
638 *( validFontsPerScriptCacheBuffer + script ) = validateFontsPerScript;
641 validateFontsPerScript->mValidFonts.PushBack( fontId );
644 if( !isValidFont && ( fontId != cachedDefaultFontId ) ) // (3)
646 // The selected font by the user or the platform's default font has failed to validate the character.
648 // Checks if the previously discarted cached default font supports the character.
649 bool isValidCachedFont = false;
650 if( isValidCachedDefaultFont )
652 isValidCachedFont = fontClient.IsCharacterSupportedByFont( cachedDefaultFontId, character );
655 if( isValidCachedFont )
657 // Use the cached default font for the script if there is one.
658 fontId = cachedDefaultFontId;
662 // There is no valid cached default font for the script.
664 DefaultFonts* defaultFontsPerScript = NULL;
666 // Emojis are present in many monochrome fonts; prefer color by default.
667 const bool preferColor = ( TextAbstraction::EMOJI == script );
669 // Find a fallback-font.
670 fontId = fontClient.FindFallbackFont( character,
671 currentFontDescription,
672 currentFontPointSize,
677 // If the system does not support a suitable font, fallback to Latin
678 defaultFontsPerScript = *( defaultFontPerScriptCacheBuffer + TextAbstraction::LATIN );
679 if( NULL != defaultFontsPerScript )
681 fontId = defaultFontsPerScript->FindFont( fontClient,
682 currentFontDescription,
683 currentFontPointSize );
689 fontId = fontClient.FindDefaultFont( UTF32_A, currentFontPointSize );
693 if( NULL == defaultFontsPerScript )
695 defaultFontsPerScript = *( defaultFontPerScriptCacheBuffer + script );
697 if( NULL == defaultFontsPerScript )
699 defaultFontsPerScript = new DefaultFonts();
700 *( defaultFontPerScriptCacheBuffer + script ) = defaultFontsPerScript;
703 defaultFontsPerScript->Cache( currentFontDescription, fontId );
705 } // !isValidFont (3)
706 } // !isValidFont (2)
708 } // !isValidFont (1)
712 Dali::TextAbstraction::FontDescription description;
713 fontClient.GetDescription( fontId, description );
714 DALI_LOG_INFO( gLogFilter,
716 " Validated font set\n Character : %x, Script : %s, Font : %s \n",
718 Dali::TextAbstraction::ScriptName[script],
719 description.path.c_str() );
723 if( isFirstSetToBeValidated && !isCommonScript )
725 currentFontRun.fontId = fontId;
726 isFirstSetToBeValidated = false;
729 // The font is now validated.
730 if( ( fontId != currentFontRun.fontId ) ||
731 isNewParagraphCharacter )
733 // Current run needs to be stored and a new one initialized.
735 if( 0u != currentFontRun.characterRun.numberOfCharacters )
737 // Store the font run.
738 fonts.Insert( fonts.Begin() + fontIndex, currentFontRun );
742 // Initialize the new one.
743 currentFontRun.characterRun.characterIndex = currentFontRun.characterRun.characterIndex + currentFontRun.characterRun.numberOfCharacters;
744 currentFontRun.characterRun.numberOfCharacters = 0u;
745 currentFontRun.fontId = fontId;
747 if( isNewParagraphCharacter )
749 isFirstSetToBeValidated = true;
753 // Add one more character to the run.
754 ++currentFontRun.characterRun.numberOfCharacters;
756 // Whether the current character is a new paragraph character.
757 isNewParagraphCharacter = TextAbstraction::IsNewParagraph( character );
758 previousFontId = currentFontId;
759 isPreviousEmojiScript = isEmojiScript;
760 } // end traverse characters.
762 if( 0u != currentFontRun.characterRun.numberOfCharacters )
764 // Store the last run.
765 fonts.Insert( fonts.Begin() + fontIndex, currentFontRun );
769 if( fontIndex < fonts.Count() )
771 // Update the indices of the next font runs.
772 const FontRun& run = *( fonts.Begin() + fontIndex - 1u );
773 CharacterIndex nextCharacterIndex = run.characterRun.characterIndex + run.characterRun.numberOfCharacters;
775 for( Vector<FontRun>::Iterator it = fonts.Begin() + fontIndex,
782 run.characterRun.characterIndex = nextCharacterIndex;
783 nextCharacterIndex += run.characterRun.numberOfCharacters;
787 DALI_LOG_INFO( gLogFilter, Debug::General, "<--MultilanguageSupport::ValidateFonts\n" );
790 } // namespace Internal
794 } // namespace Toolkit