2 * Copyright (c) 2021 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/visual-model-impl.h>
30 VisualModelPtr VisualModel::New()
32 return VisualModelPtr(new VisualModel());
35 void VisualModel::CreateCharacterToGlyphTable(CharacterIndex startIndex,
36 GlyphIndex startGlyphIndex,
37 Length numberOfCharacters)
39 if(0u == numberOfCharacters)
45 DALI_ASSERT_DEBUG(mGlyphsPerCharacter.Count() != 0u);
47 // Get the total number of characters.
48 const Length totalNumberOfCharacters = (0u == mGlyphsToCharacters.Count()) ? 0u : *(mGlyphsToCharacters.End() - 1u) + *(mCharactersPerGlyph.End() - 1u); // Index to the first character + the number of characters that form the last glyph.
50 // Whether the current buffer is being updated or is set from scratch.
51 const bool updateCurrentBuffer = numberOfCharacters < totalNumberOfCharacters;
53 Vector<GlyphIndex> newCharactersToGlyph;
54 GlyphIndex* charactersToGlyphBuffer = NULL;
56 // 1) Reserve some space for the glyph indices to avoid reallocations.
57 if(updateCurrentBuffer)
59 newCharactersToGlyph.Resize(numberOfCharacters);
60 charactersToGlyphBuffer = newCharactersToGlyph.Begin();
64 mCharactersToGlyph.Resize(numberOfCharacters);
65 charactersToGlyphBuffer = mCharactersToGlyph.Begin() + startIndex;
68 const Length* const glyphsPerCharacterBuffer = mGlyphsPerCharacter.Begin();
70 // 2) Traverse the glyphs and set the glyph indices per character.
72 // Index to the glyph.
73 GlyphIndex glyphIndex = startGlyphIndex;
74 CharacterIndex characterIndex = startIndex;
75 const CharacterIndex lastCharacterIndexPlusOne = startIndex + numberOfCharacters;
76 for(Vector<Length>::ConstIterator it = mCharactersPerGlyph.Begin() + glyphIndex,
77 endIt = mCharactersPerGlyph.End();
78 (it != endIt) && (characterIndex < lastCharacterIndexPlusOne);
81 const Length numberOfCharactersPerGlyph = *it;
83 Length numberOfGlyphs = 0u;
84 // Set the glyph indices.
85 for(Length index = 0u; index < numberOfCharactersPerGlyph; ++index, ++characterIndex)
87 *charactersToGlyphBuffer = glyphIndex;
88 numberOfGlyphs += *(glyphsPerCharacterBuffer + characterIndex);
89 ++charactersToGlyphBuffer;
91 glyphIndex += numberOfGlyphs;
94 // If the character to glyph buffer is updated, it needs to be inserted in the model.
95 if(updateCurrentBuffer)
97 // Update the indices.
98 const Length numberOfGlyphs = glyphIndex - startGlyphIndex;
99 for(Vector<Length>::Iterator it = mCharactersToGlyph.Begin() + startIndex,
100 endIt = mCharactersToGlyph.End();
104 *it += numberOfGlyphs;
107 mCharactersToGlyph.Insert(mCharactersToGlyph.Begin() + startIndex,
108 newCharactersToGlyph.Begin(),
109 newCharactersToGlyph.End());
113 void VisualModel::CreateGlyphsPerCharacterTable(CharacterIndex startIndex,
114 GlyphIndex startGlyphIndex,
115 Length numberOfCharacters)
117 if(0u == numberOfCharacters)
123 // Get the total number of characters.
124 const Length totalNumberOfCharacters = (0u == mGlyphsToCharacters.Count()) ? 0u : *(mGlyphsToCharacters.End() - 1u) + *(mCharactersPerGlyph.End() - 1u); // Index to the first character + the number of characters that form the last glyph.
126 // Whether the current buffer is being updated or is set from scratch.
127 const bool updateCurrentBuffer = numberOfCharacters < totalNumberOfCharacters;
129 Vector<Length> newGlyphsPerCharacter;
130 Length* glyphsPerCharacterBuffer = NULL;
132 // 1) Reserve some space for the glyphs per character to avoid reallocations.
133 if(updateCurrentBuffer)
135 newGlyphsPerCharacter.Resize(numberOfCharacters);
136 glyphsPerCharacterBuffer = newGlyphsPerCharacter.Begin();
140 mGlyphsPerCharacter.Resize(numberOfCharacters);
141 glyphsPerCharacterBuffer = mGlyphsPerCharacter.Begin() + startIndex;
144 // 2) Traverse the glyphs and set the number of glyphs per character.
146 Length traversedCharacters = 0;
148 // The number of 'characters per glyph' equal to zero.
149 Length zeroCharactersPerGlyph = 0u;
151 for(Vector<Length>::ConstIterator it = mCharactersPerGlyph.Begin() + startGlyphIndex,
152 endIt = mCharactersPerGlyph.End();
153 (it != endIt) && (traversedCharacters < numberOfCharacters);
156 const Length numberOfCharactersPerGlyph = *it;
157 traversedCharacters += numberOfCharactersPerGlyph;
159 // Set the glyphs per character.
160 if(0u == numberOfCharactersPerGlyph)
162 ++zeroCharactersPerGlyph;
166 const Length numberOfZeroGlyphsPerCharacter = (numberOfCharactersPerGlyph - 1u);
167 for(Length zeroIndex = 0u; zeroIndex < numberOfZeroGlyphsPerCharacter; ++zeroIndex)
169 *glyphsPerCharacterBuffer = 0u;
171 // Point to the next position in the buffer.
172 ++glyphsPerCharacterBuffer;
175 *glyphsPerCharacterBuffer = zeroCharactersPerGlyph + 1u;
177 zeroCharactersPerGlyph = 0u;
179 // Point to the next position in the buffer.
180 ++glyphsPerCharacterBuffer;
184 // If the glyphs per character buffer is updated, it needs to be inserted in the model.
185 if(updateCurrentBuffer)
187 mGlyphsPerCharacter.Insert(mGlyphsPerCharacter.Begin() + startIndex,
188 newGlyphsPerCharacter.Begin(),
189 newGlyphsPerCharacter.End());
193 void VisualModel::GetGlyphs(GlyphInfo* glyphs,
194 GlyphIndex glyphIndex,
195 Length numberOfGlyphs) const
197 memcpy(glyphs, mGlyphs.Begin() + glyphIndex, numberOfGlyphs * sizeof(GlyphInfo));
200 void VisualModel::GetGlyphPositions(Vector2* glyphPositions,
201 GlyphIndex glyphIndex,
202 Length numberOfGlyphs) const
204 memcpy(glyphPositions, mGlyphPositions.Begin() + glyphIndex, numberOfGlyphs * sizeof(Vector2));
207 void VisualModel::GetNumberOfLines(GlyphIndex glyphIndex,
208 Length numberOfGlyphs,
209 LineIndex& firstLine,
210 Length& numberOfLines) const
212 // Initialize the number of lines and the first line.
215 bool firstLineFound = false;
217 const GlyphIndex lastGlyphIndex = glyphIndex + numberOfGlyphs;
219 // Traverse the lines and count those lines within the range of glyphs.
220 for(Vector<LineRun>::ConstIterator it = mLines.Begin(),
221 endIt = mLines.End();
225 const LineRun& line = *it;
227 if((line.glyphRun.glyphIndex + line.glyphRun.numberOfGlyphs > glyphIndex) &&
228 (lastGlyphIndex > line.glyphRun.glyphIndex))
230 firstLineFound = true;
233 else if(lastGlyphIndex <= line.glyphRun.glyphIndex)
235 // nothing else to do.
246 void VisualModel::GetLinesOfGlyphRange(LineRun* lines,
247 GlyphIndex glyphIndex,
248 Length numberOfGlyphs) const
250 LineIndex firstLine = 0u;
251 Length numberOfLines = 0u;
253 GetNumberOfLines(glyphIndex,
258 memcpy(lines, mLines.Begin() + firstLine, numberOfLines * sizeof(LineRun));
261 LineIndex VisualModel::GetLineOfCharacter(CharacterIndex characterIndex)
263 // 1) Check line is empty or not.
269 // 2) Check in the cached line.
270 const LineRun& lineRun = *(mLines.Begin() + mCachedLineIndex);
271 if((lineRun.characterRun.characterIndex <= characterIndex) &&
272 (characterIndex < lineRun.characterRun.characterIndex + lineRun.characterRun.numberOfCharacters))
274 return mCachedLineIndex;
277 // 3) Is not in the cached line. Check in the other lines.
278 LineIndex index = characterIndex < lineRun.characterRun.characterIndex ? 0u : mCachedLineIndex + 1u;
280 for(Vector<LineRun>::ConstIterator it = mLines.Begin() + index,
281 endIt = mLines.End();
285 const LineRun& lineRun = *it;
287 if(characterIndex < lineRun.characterRun.characterIndex + lineRun.characterRun.numberOfCharacters)
289 mCachedLineIndex = index;
297 void VisualModel::GetUnderlineRuns(GlyphRun* underlineRuns,
298 UnderlineRunIndex index,
299 Length numberOfRuns) const
301 memcpy(underlineRuns,
302 mUnderlineRuns.Begin() + index,
303 numberOfRuns * sizeof(GlyphRun));
306 void VisualModel::SetNaturalSize(const Vector2& size)
311 const Vector2& VisualModel::GetNaturalSize() const
316 void VisualModel::SetLayoutSize(const Vector2& size)
321 const Vector2& VisualModel::GetLayoutSize() const
326 void VisualModel::SetTextColor(const Vector4& textColor)
328 mTextColor = textColor;
330 if(!mUnderlineColorSet)
332 mUnderlineColor = textColor;
336 void VisualModel::SetShadowOffset(const Vector2& shadowOffset)
338 mShadowOffset = shadowOffset;
341 void VisualModel::SetShadowColor(const Vector4& shadowColor)
343 mShadowColor = shadowColor;
346 void VisualModel::SetShadowBlurRadius(const float& shadowBlurRadius)
348 mShadowBlurRadius = shadowBlurRadius;
351 void VisualModel::SetUnderlineColor(const Vector4& color)
353 mUnderlineColor = color;
354 mUnderlineColorSet = true;
357 void VisualModel::SetOutlineColor(const Vector4& color)
359 mOutlineColor = color;
362 void VisualModel::SetUnderlineEnabled(bool enabled)
364 mUnderlineEnabled = enabled;
367 void VisualModel::SetUnderlineHeight(float height)
369 mUnderlineHeight = height;
372 void VisualModel::SetOutlineWidth(uint16_t width)
374 mOutlineWidth = width;
377 void VisualModel::SetBackgroundColor(const Vector4& color)
379 mBackgroundColor = color;
382 void VisualModel::SetBackgroundEnabled(bool enabled)
384 mBackgroundEnabled = enabled;
387 const Vector4& VisualModel::GetTextColor() const
392 const Vector2& VisualModel::GetShadowOffset() const
394 return mShadowOffset;
397 const Vector4& VisualModel::GetShadowColor() const
402 const float& VisualModel::GetShadowBlurRadius() const
404 return mShadowBlurRadius;
407 const Vector4& VisualModel::GetUnderlineColor() const
409 return mUnderlineColor;
412 const Vector4& VisualModel::GetOutlineColor() const
414 return mOutlineColor;
417 bool VisualModel::IsUnderlineEnabled() const
419 return mUnderlineEnabled;
422 float VisualModel::GetUnderlineHeight() const
424 return mUnderlineHeight;
427 uint16_t VisualModel::GetOutlineWidth() const
429 return mOutlineWidth;
432 const Vector4& VisualModel::GetBackgroundColor() const
434 return mBackgroundColor;
437 bool VisualModel::IsBackgroundEnabled() const
439 return mBackgroundEnabled;
442 Length VisualModel::GetNumberOfUnderlineRuns() const
444 return mUnderlineRuns.Count();
447 void VisualModel::ClearCaches()
449 mCachedLineIndex = 0u;
452 VisualModel::~VisualModel()
456 VisualModel::VisualModel()
458 mGlyphsToCharacters(),
459 mCharactersToGlyph(),
460 mCharactersPerGlyph(),
461 mGlyphsPerCharacter(),
464 mTextColor(Color::BLACK),
465 mShadowColor(Color::BLACK),
466 mUnderlineColor(Color::BLACK),
467 mOutlineColor(Color::WHITE),
468 mBackgroundColor(Color::TRANSPARENT),
471 mUnderlineHeight(0.0f),
472 mShadowBlurRadius(0.0f),
476 mCachedLineIndex(0u),
477 mUnderlineEnabled(false),
478 mUnderlineColorSet(false),
479 mBackgroundEnabled(false)
485 } // namespace Toolkit