#include <dali-toolkit/internal/text/multi-language-support-impl.h>
// EXTERNAL INCLUDES
-#include <memory.h>
#include <dali/integration-api/debug.h>
-#include <dali/public-api/adaptor-framework/singleton-service.h>
-#include <dali/public-api/text-abstraction/font-client.h>
-#include <dali/public-api/text-abstraction/script.h>
+#include <dali/devel-api/adaptor-framework/singleton-service.h>
+#include <dali/devel-api/text-abstraction/font-client.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/internal/text/logical-model-impl.h>
-#include <dali-toolkit/internal/text/font-run.h>
-#include <dali-toolkit/internal/text/script-run.h>
-#include <dali-toolkit/internal/text/text-io.h>
+#include <dali-toolkit/internal/text/multi-language-helper-functions.h>
namespace Dali
{
namespace
{
#if defined(DEBUG_ENABLED)
-Debug::Filter* gLogFilter = Debug::Filter::New(Debug::Concise, true, "LOG_MULTI_LANGUAGE_SUPPORT");
+Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, true, "LOG_MULTI_LANGUAGE_SUPPORT");
#endif
const Dali::Toolkit::Text::Character UTF32_A = 0x0041;
namespace Internal
{
-/**
- * @brief Retrieves the font Id from the font run for a given character's @p index.
- *
- * If the character's index exceeds the current font run it increases the iterator to get the next one.
- *
- * @param[in] index The character's index.
- * @param[in,out] fontRunIt Iterator to the current font run.
- * @param[in] fontRunEndIt Iterator to one after the last font run.
- *
- * @return The font id.
- */
-FontId GetFontId( Length index,
- Vector<FontRun>::ConstIterator& fontRunIt,
- const Vector<FontRun>::ConstIterator& fontRunEndIt )
+bool ValidateFontsPerScript::IsValidFont( FontId fontId ) const
{
- FontId fontId = 0u;
-
- if( fontRunIt != fontRunEndIt )
- {
- const FontRun& fontRun = *fontRunIt;
-
- if( ( index >= fontRun.characterRun.characterIndex ) &&
- ( index < fontRun.characterRun.characterIndex + fontRun.characterRun.numberOfCharacters ) )
- {
- fontId = fontRun.fontId;
- }
-
- if( index + 1u == fontRun.characterRun.characterIndex + fontRun.characterRun.numberOfCharacters )
- {
- // All the characters of the current run have been traversed. Get the next one for the next iteration.
- ++fontRunIt;
- }
- }
-
- return fontId;
-}
-
-/**
- * @brief Retrieves the script Id from the script run for a given character's @p index.
- *
- * If the character's index exceeds the current script run it increases the iterator to get the next one.
- *
- * @param[in] index The character's index.
- * @param[in,out] scriptRunIt Iterator to the current font run.
- * @param[in] scriptRunEndIt Iterator to one after the last script run.
- *
- * @return The script.
- */
-Script GetScript( Length index,
- Vector<ScriptRun>::ConstIterator& scriptRunIt,
- const Vector<ScriptRun>::ConstIterator& scriptRunEndIt )
-{
- Script script = TextAbstraction::UNKNOWN;
-
- if( scriptRunIt != scriptRunEndIt )
+ for( Vector<FontId>::ConstIterator it = mValidFonts.Begin(),
+ endIt = mValidFonts.End();
+ it != endIt;
+ ++it )
{
- const ScriptRun& scriptRun = *scriptRunIt;
-
- if( ( index >= scriptRun.characterRun.characterIndex ) &&
- ( index < scriptRun.characterRun.characterIndex + scriptRun.characterRun.numberOfCharacters ) )
- {
- script = scriptRun.script;
- }
-
- if( index + 1u == scriptRun.characterRun.characterIndex + scriptRun.characterRun.numberOfCharacters )
+ if( fontId == *it )
{
- // All the characters of the current run have been traversed. Get the next one for the next iteration.
- ++scriptRunIt;
+ return true;
}
}
- return script;
-}
-
-/**
- * @brief Whether the character is valid for all scripts. i.e. the white space.
- *
- * @param[in] character The character.
- *
- * @return @e true if the character is valid for all scripts.
- */
-bool IsValidForAllScripts( Character character )
-{
- return ( TextAbstraction::IsWhiteSpace( character ) ||
- TextAbstraction::IsZeroWidthNonJoiner( character ) ||
- TextAbstraction::IsZeroWidthJoiner( character ) ||
- TextAbstraction::IsZeroWidthSpace( character ) ||
- TextAbstraction::IsLeftToRightMark( character ) ||
- TextAbstraction::IsRightToLeftMark( character ) ||
- TextAbstraction::IsThinSpace( character ) );
+ return false;
}
-bool ValidateFontsPerScript::FindValidFont( FontId fontId ) const
+FontId DefaultFonts::FindFont( TextAbstraction::FontClient& fontClient, PointSize26Dot6 size ) const
{
- for( Vector<FontId>::ConstIterator it = mValidFonts.Begin(),
- endIt = mValidFonts.End();
+ for( Vector<FontId>::ConstIterator it = mFonts.Begin(),
+ endIt = mFonts.End();
it != endIt;
++it )
{
- if( fontId == *it )
+ const FontId fontId = *it;
+ if( size == fontClient.GetPointSize( fontId ) )
{
- return true;
+ return fontId;
}
}
- return false;
+ return 0u;
}
MultilanguageSupport::MultilanguageSupport()
{
// Initializes the default font cache to zero (invalid font).
// Reserves space to cache the default fonts and access them with the script as an index.
- mDefaultFontPerScriptCache.Resize( TextAbstraction::UNKNOWN, 0u );
+ mDefaultFontPerScriptCache.Resize( TextAbstraction::UNKNOWN, NULL );
// Initializes the valid fonts cache to NULL (no valid fonts).
// Reserves space to cache the valid fonts and access them with the script as an index.
MultilanguageSupport::~MultilanguageSupport()
{
- // Destroy the valid fonts per script cache.
+ // Destroy the default font per script cache.
+ for( Vector<DefaultFonts*>::Iterator it = mDefaultFontPerScriptCache.Begin(),
+ endIt = mDefaultFontPerScriptCache.End();
+ it != endIt;
+ ++it )
+ {
+ delete *it;
+ }
+ // Destroy the valid fonts per script cache.
for( Vector<ValidateFontsPerScript*>::Iterator it = mValidFontsPerScriptCache.Begin(),
endIt = mValidFontsPerScriptCache.End();
it != endIt;
}
void MultilanguageSupport::SetScripts( const Vector<Character>& text,
- const Vector<LineBreakInfo>& lineBreakInfo,
+ CharacterIndex startIndex,
+ Length numberOfCharacters,
Vector<ScriptRun>& scripts )
{
- const Length numberOfCharacters = text.Count();
-
if( 0u == numberOfCharacters )
{
// Nothing to do if there are no characters.
return;
}
+ // Find the first index where to insert the script.
+ ScriptRunIndex scriptIndex = 0u;
+ if( 0u != startIndex )
+ {
+ for( Vector<ScriptRun>::ConstIterator it = scripts.Begin(),
+ endIt = scripts.End();
+ it != endIt;
+ ++it, ++scriptIndex )
+ {
+ const ScriptRun& run = *it;
+ if( startIndex < run.characterRun.characterIndex + run.characterRun.numberOfCharacters )
+ {
+ // Run found.
+ break;
+ }
+ }
+ }
+
// Stores the current script run.
ScriptRun currentScriptRun;
- currentScriptRun.characterRun.characterIndex = 0u;
+ currentScriptRun.characterRun.characterIndex = startIndex;
currentScriptRun.characterRun.numberOfCharacters = 0u;
currentScriptRun.script = TextAbstraction::UNKNOWN;
// Reserve some space to reduce the number of reallocations.
- scripts.Reserve( numberOfCharacters << 2u );
+ scripts.Reserve( text.Count() << 2u );
- // Whether the first valid script need to be set.
- bool firstValidScript = true;
+ // Whether the first valid script needs to be set.
+ bool isFirstScriptToBeSet = true;
// Whether the first valid script is a right to left script.
bool isParagraphRTL = false;
// Count the number of characters which are valid for all scripts. i.e. white spaces or '\n'.
Length numberOfAllScriptCharacters = 0u;
- // Pointers to the text and break info buffers.
- const Character* textBuffer = text.Begin();
- const LineBreakInfo* breakInfoBuffer = lineBreakInfo.Begin();
+ // Pointers to the text buffer.
+ const Character* const textBuffer = text.Begin();
// Traverse all characters and set the scripts.
- for( Length index = 0u; index < numberOfCharacters; ++index )
+ const Length lastCharacter = startIndex + numberOfCharacters;
+ for( Length index = startIndex; index < lastCharacter; ++index )
{
Character character = *( textBuffer + index );
- LineBreakInfo breakInfo = *( breakInfoBuffer + index );
+
+ // Get the script of the character.
+ Script script = TextAbstraction::GetCharacterScript( character );
// Some characters (like white spaces) are valid for many scripts. The rules to set a script
// for them are:
// script of the first character of the paragraph with a defined script.
// Skip those characters valid for many scripts like white spaces or '\n'.
- bool endOfText = index == numberOfCharacters;
+ bool endOfText = index == lastCharacter;
while( !endOfText &&
- IsValidForAllScripts( character ) )
+ ( TextAbstraction::COMMON == script ) )
{
+ if( TextAbstraction::EMOJI == currentScriptRun.script )
+ {
+ // Emojis doesn't mix well with characters common to all scripts. Insert the emoji run.
+ scripts.Insert( scripts.Begin() + scriptIndex, currentScriptRun );
+ ++scriptIndex;
+
+ // Initialize the new one.
+ currentScriptRun.characterRun.characterIndex = currentScriptRun.characterRun.characterIndex + currentScriptRun.characterRun.numberOfCharacters;
+ currentScriptRun.characterRun.numberOfCharacters = 0u;
+ currentScriptRun.script = TextAbstraction::UNKNOWN;
+ numberOfAllScriptCharacters = 0u;
+ }
+
// Count all these characters to be added into a script.
++numberOfAllScriptCharacters;
- if( TextAbstraction::LINE_MUST_BREAK == breakInfo )
+ if( TextAbstraction::IsNewParagraph( character ) )
{
- // The next character is a new paragraph.
- // Know when there is a new paragraph is needed because if there is a white space
+ // The character is a new paragraph.
+ // To know when there is a new paragraph is needed because if there is a white space
// between two scripts with different directions, it is added to the script with
// the same direction than the first script of the paragraph.
- firstValidScript = true;
- isParagraphRTL = false;
+ isFirstScriptToBeSet = true;
+
+ // Characters common to all scripts at the end of the paragraph are added to the last script.
+ currentScriptRun.characterRun.numberOfCharacters += numberOfAllScriptCharacters;
+
+ // Store the script run.
+ if( TextAbstraction::UNKNOWN == currentScriptRun.script )
+ {
+ currentScriptRun.script = TextAbstraction::LATIN;
+ }
+ scripts.Insert( scripts.Begin() + scriptIndex, currentScriptRun );
+ ++scriptIndex;
+
+ // Initialize the new one.
+ currentScriptRun.characterRun.characterIndex = currentScriptRun.characterRun.characterIndex + currentScriptRun.characterRun.numberOfCharacters;
+ currentScriptRun.characterRun.numberOfCharacters = 0u;
+ currentScriptRun.script = TextAbstraction::UNKNOWN;
+ numberOfAllScriptCharacters = 0u;
}
// Get the next character.
++index;
- endOfText = index == numberOfCharacters;
+ endOfText = index == lastCharacter;
if( !endOfText )
{
character = *( textBuffer + index );
- breakInfo = *( breakInfoBuffer + index );
+ script = TextAbstraction::GetCharacterScript( character );
}
- }
+ } // end while( !endOfText && ( TextAbstraction::COMMON == script ) )
if( endOfText )
{
break;
}
- // Get the script of the character.
- Script script = TextAbstraction::GetCharacterScript( character );
-
// Check if it is the first character of a paragraph.
- if( firstValidScript &&
- ( TextAbstraction::UNKNOWN != script ) )
+ if( isFirstScriptToBeSet &&
+ ( TextAbstraction::UNKNOWN != script ) &&
+ ( TextAbstraction::COMMON != script ) &&
+ ( TextAbstraction::EMOJI != script ) )
{
// Sets the direction of the first valid script.
isParagraphRTL = TextAbstraction::IsRightToLeftScript( script );
- firstValidScript = false;
+ isFirstScriptToBeSet = false;
}
- if( script != currentScriptRun.script )
+ if( ( script != currentScriptRun.script ) &&
+ ( TextAbstraction::COMMON != script ) )
{
// Current run needs to be stored and a new one initialized.
- if( isParagraphRTL != TextAbstraction::IsRightToLeftScript( script ) )
+ if( ( isParagraphRTL == TextAbstraction::IsRightToLeftScript( currentScriptRun.script ) ) &&
+ ( TextAbstraction::UNKNOWN != currentScriptRun.script ) )
+ {
+ // Previous script has the same direction than the first script of the paragraph.
+ // All the previously skipped characters need to be added to the previous script before it's stored.
+ currentScriptRun.characterRun.numberOfCharacters += numberOfAllScriptCharacters;
+ numberOfAllScriptCharacters = 0u;
+ }
+ else if( ( TextAbstraction::IsRightToLeftScript( currentScriptRun.script ) == TextAbstraction::IsRightToLeftScript( script ) ) &&
+ ( TextAbstraction::UNKNOWN != currentScriptRun.script ) )
{
- // Current script has different direction than the first script of the paragraph.
+ // Current script and previous one have the same direction.
// All the previously skipped characters need to be added to the previous script before it's stored.
currentScriptRun.characterRun.numberOfCharacters += numberOfAllScriptCharacters;
numberOfAllScriptCharacters = 0u;
}
+ else if( ( TextAbstraction::UNKNOWN == currentScriptRun.script ) &&
+ ( TextAbstraction::EMOJI == script ) )
+ {
+ currentScriptRun.script = TextAbstraction::LATIN;
+ currentScriptRun.characterRun.numberOfCharacters += numberOfAllScriptCharacters;
+ numberOfAllScriptCharacters = 0u;
+ }
if( 0u != currentScriptRun.characterRun.numberOfCharacters )
{
// Store the script run.
- scripts.PushBack( currentScriptRun );
+ scripts.Insert( scripts.Begin() + scriptIndex, currentScriptRun );
+ ++scriptIndex;
}
// Initialize the new one.
currentScriptRun.characterRun.characterIndex = currentScriptRun.characterRun.characterIndex + currentScriptRun.characterRun.numberOfCharacters;
- currentScriptRun.characterRun.numberOfCharacters = numberOfAllScriptCharacters; // Adds the white spaces which are at the begining of the script.
+ currentScriptRun.characterRun.numberOfCharacters = numberOfAllScriptCharacters + 1u; // Adds the white spaces which are at the begining of the script.
currentScriptRun.script = script;
numberOfAllScriptCharacters = 0u;
}
else
{
- // Adds white spaces between characters.
- currentScriptRun.characterRun.numberOfCharacters += numberOfAllScriptCharacters;
- numberOfAllScriptCharacters = 0u;
- }
+ if( TextAbstraction::UNKNOWN != currentScriptRun.script )
+ {
+ // Adds white spaces between characters.
+ currentScriptRun.characterRun.numberOfCharacters += numberOfAllScriptCharacters;
+ numberOfAllScriptCharacters = 0u;
+ }
- if( TextAbstraction::LINE_MUST_BREAK == breakInfo )
- {
- // The next character is a new paragraph.
- firstValidScript = true;
- isParagraphRTL = false;
+ // Add one more character to the run.
+ ++currentScriptRun.characterRun.numberOfCharacters;
}
-
- // Add one more character to the run.
- ++currentScriptRun.characterRun.numberOfCharacters;
}
// Add remaining characters into the last script.
currentScriptRun.characterRun.numberOfCharacters += numberOfAllScriptCharacters;
+
if( 0u != currentScriptRun.characterRun.numberOfCharacters )
{
if( TextAbstraction::UNKNOWN == currentScriptRun.script )
}
// Store the last run.
- scripts.PushBack( currentScriptRun );
+ scripts.Insert( scripts.Begin() + scriptIndex, currentScriptRun );
+ ++scriptIndex;
}
-}
-void MultilanguageSupport::ReplaceScripts( LogicalModel& model,
- CharacterIndex characterIndex,
- Length numberOfCharactersToRemove,
- Length numberOfCharactersToInsert )
-{
+ if( scriptIndex < scripts.Count() )
+ {
+ // Update the indices of the next script runs.
+ const ScriptRun& run = *( scripts.Begin() + scriptIndex - 1u );
+ CharacterIndex nextCharacterIndex = run.characterRun.characterIndex + run.characterRun.numberOfCharacters;
+
+ for( Vector<ScriptRun>::Iterator it = scripts.Begin() + scriptIndex,
+ endIt = scripts.End();
+ it != endIt;
+ ++it )
+ {
+ ScriptRun& run = *it;
+ run.characterRun.characterIndex = nextCharacterIndex;
+ nextCharacterIndex += run.characterRun.numberOfCharacters;
+ }
+ }
}
void MultilanguageSupport::ValidateFonts( const Vector<Character>& text,
const Vector<ScriptRun>& scripts,
+ const Vector<FontDescriptionRun>& fontDescriptions,
+ FontId defaultFontId,
+ CharacterIndex startIndex,
+ Length numberOfCharacters,
Vector<FontRun>& fonts )
{
- const Length numberOfCharacters = text.Count();
+ DALI_LOG_INFO( gLogFilter, Debug::General, "-->MultilanguageSupport::ValidateFonts\n" );
if( 0u == numberOfCharacters )
{
+ DALI_LOG_INFO( gLogFilter, Debug::General, "<--MultilanguageSupport::ValidateFonts\n" );
// Nothing to do if there are no characters.
return;
}
- // Copy the fonts set by application developers.
- const Length numberOfFontRuns = fonts.Count();
- const Vector<FontRun> definedFonts = fonts;
- fonts.Clear();
+ // Find the first index where to insert the font run.
+ FontRunIndex fontIndex = 0u;
+ if( 0u != startIndex )
+ {
+ for( Vector<FontRun>::ConstIterator it = fonts.Begin(),
+ endIt = fonts.End();
+ it != endIt;
+ ++it, ++fontIndex )
+ {
+ const FontRun& run = *it;
+ if( startIndex < run.characterRun.characterIndex + run.characterRun.numberOfCharacters )
+ {
+ // Run found.
+ break;
+ }
+ }
+ }
// Traverse the characters and validate/set the fonts.
// Get the caches.
- FontId* defaultFontPerScriptCacheBuffer = mDefaultFontPerScriptCache.Begin();
+ DefaultFonts** defaultFontPerScriptCacheBuffer = mDefaultFontPerScriptCache.Begin();
ValidateFontsPerScript** validFontsPerScriptCacheBuffer = mValidFontsPerScriptCache.Begin();
// Stores the validated font runs.
- fonts.Reserve( numberOfFontRuns );
+ fonts.Reserve( fontDescriptions.Count() );
// Initializes a validated font run.
FontRun currentFontRun;
- currentFontRun.characterRun.characterIndex = 0u;
+ currentFontRun.characterRun.characterIndex = startIndex;
currentFontRun.characterRun.numberOfCharacters = 0u;
currentFontRun.fontId = 0u;
- currentFontRun.isDefault = false;
// Get the font client.
TextAbstraction::FontClient fontClient = TextAbstraction::FontClient::Get();
- // Iterators of the font and script runs.
- Vector<FontRun>::ConstIterator fontRunIt = definedFonts.Begin();
- Vector<FontRun>::ConstIterator fontRunEndIt = definedFonts.End();
+ // Get the default font description and default size.
+ TextAbstraction::FontDescription defaultFontDescription;
+ TextAbstraction::PointSize26Dot6 defaultPointSize = TextAbstraction::FontClient::DEFAULT_POINT_SIZE;
+ if( defaultFontId > 0u )
+ {
+ fontClient.GetDescription( defaultFontId, defaultFontDescription );
+ defaultPointSize = fontClient.GetPointSize( defaultFontId );
+ }
+
+ // Merge font descriptions
+ Vector<FontId> fontIds;
+ fontIds.Resize( numberOfCharacters, defaultFontId );
+ Vector<bool> isDefaultFont;
+ isDefaultFont.Resize( numberOfCharacters, true );
+ MergeFontDescriptions( fontDescriptions,
+ fontIds,
+ isDefaultFont,
+ defaultFontDescription,
+ defaultPointSize,
+ startIndex,
+ numberOfCharacters );
+
+ const Character* const textBuffer = text.Begin();
+ const FontId* const fontIdsBuffer = fontIds.Begin();
+ const bool* const isDefaultFontBuffer = isDefaultFont.Begin();
Vector<ScriptRun>::ConstIterator scriptRunIt = scripts.Begin();
Vector<ScriptRun>::ConstIterator scriptRunEndIt = scripts.End();
+ bool isNewParagraphCharacter = false;
- for( Length index = 0u; index < numberOfCharacters; ++index )
+ PointSize26Dot6 currentPointSize = defaultPointSize;
+ FontId currentFontId = 0u;
+ FontId previousFontId = 0u;
+ bool isPreviousEmojiScript = false;
+
+ // Whether it's the first set of characters to be validated.
+ // Used in case the paragraph starts with characters common to all scripts.
+ bool isFirstSetToBeValidated = true;
+
+ CharacterIndex lastCharacter = startIndex + numberOfCharacters;
+ for( Length index = startIndex; index < lastCharacter; ++index )
{
- // Get the character.
- const Character character = *( text.Begin() + index );
+ // Get the current character.
+ const Character character = *( textBuffer + index );
+
+ // Get the font for the current character.
+ FontId fontId = *( fontIdsBuffer + index - startIndex );
- // Get the font for the character.
- FontId fontId = GetFontId( index,
- fontRunIt,
- fontRunEndIt );
+ // Whether the font being validated for the current character is a default one not set by the user.
+ const bool isDefault = *( isDefaultFontBuffer + index - startIndex );
- // Get the script for the character.
- Script script = GetScript( index,
- scriptRunIt,
- scriptRunEndIt );
+ // Get the script for the current character.
+ const Script script = GetScript( index,
+ scriptRunIt,
+ scriptRunEndIt );
+
+ // Get the current point size.
+ if( currentFontId != fontId )
+ {
+ currentPointSize = fontClient.GetPointSize( fontId );
+ currentFontId = fontId;
+ }
- if( TextAbstraction::UNKNOWN == script )
+#ifdef DEBUG_ENABLED
{
- DALI_LOG_WARNING( "MultilanguageSupport::ValidateFonts. Unknown script!" );
- script = TextAbstraction::LATIN;
+ Dali::TextAbstraction::FontDescription description;
+ fontClient.GetDescription( fontId, description );
+
+ DALI_LOG_INFO( gLogFilter,
+ Debug::Verbose,
+ " Initial font set\n Character : %x, Script : %s, Font : %s \n",
+ character,
+ Dali::TextAbstraction::ScriptName[script],
+ description.path.c_str() );
}
+#endif
- // Whether the font being validated is a default one not set by the user.
- const bool isDefault = ( 0u == fontId );
+ // Validate whether the current character is supported by the given font.
+ bool isValidFont = false;
- // The default font point size.
- PointSize26Dot6 pointSize = TextAbstraction::FontClient::DEFAULT_POINT_SIZE;
+ // Check first in the cache of default fonts per script and size.
- if( !isDefault )
+ DefaultFonts* defaultFonts = *( defaultFontPerScriptCacheBuffer + script );
+ FontId cachedDefaultFontId = 0u;
+ if( NULL != defaultFonts )
{
- // Validate if the font set by the user supports the character.
+ cachedDefaultFontId = defaultFonts->FindFont( fontClient, currentPointSize );
+ }
- // Check first in the caches.
+ // Whether the cached default font is valid.
+ const bool isValidCachedDefaultFont = 0u != cachedDefaultFontId;
- // The user may have set the default font. Check it. Otherwise check in the valid fonts cache.
- if( fontId != *( defaultFontPerScriptCacheBuffer + script ) )
+ // The font is valid if it matches with the default one for the current script and size and it's different than zero.
+ isValidFont = isValidCachedDefaultFont && ( fontId == cachedDefaultFontId );
+
+ bool isCommonScript = false;
+ bool isEmojiScript = TextAbstraction::EMOJI == script;
+
+ if( isEmojiScript && !isPreviousEmojiScript )
+ {
+ if( 0u != currentFontRun.characterRun.numberOfCharacters )
+ {
+ // Store the font run.
+ fonts.Insert( fonts.Begin() + fontIndex, currentFontRun );
+ ++fontIndex;
+ }
+
+ // Initialize the new one.
+ currentFontRun.characterRun.characterIndex = currentFontRun.characterRun.characterIndex + currentFontRun.characterRun.numberOfCharacters;
+ currentFontRun.characterRun.numberOfCharacters = 0u;
+ currentFontRun.fontId = fontId;
+ }
+
+
+ // If the given font is not valid, it means either:
+ // - there is no cached font for the current script yet or,
+ // - the user has set a different font than the default one for the current script or,
+ // - the platform default font is different than the default font for the current script.
+
+ // Need to check if the given font supports the current character.
+ if( !isValidFont ) // (1)
+ {
+ // Whether the current character is common for all scripts (i.e. white spaces, ...)
+
+ // Is not desirable to cache fonts for the common script.
+ //
+ // i.e. Consider the text " हिंदी", the 'white space' has assigned the DEVANAGARI script.
+ // The user may have set a font or the platform's default is used.
+ //
+ // As the 'white space' is the first character, no font is cached so the font validation
+ // retrieves a glyph from the given font.
+ //
+ // Many fonts support 'white spaces' so probably the font set by the user or the platform's default
+ // supports the 'white space'. However, that font may not support the DEVANAGARI script.
+ isCommonScript = TextAbstraction::IsCommonScript( character );
+
+ if( isCommonScript )
+ {
+ if( isValidCachedDefaultFont &&
+ ( isDefault || ( currentFontId == previousFontId ) ) &&
+ !isEmojiScript )
+ {
+ // At this point the character common for all scripts has no font assigned.
+ // If there is a valid previously cached default font for it, use that one.
+ fontId = cachedDefaultFontId;
+ isValidFont = true;
+ }
+ }
+ else
{
// Check in the valid fonts cache.
ValidateFontsPerScript* validateFontsPerScript = *( validFontsPerScriptCacheBuffer + script );
- if( NULL == validateFontsPerScript )
+ if( NULL != validateFontsPerScript )
{
- validateFontsPerScript = new ValidateFontsPerScript();
+ isValidFont = validateFontsPerScript->IsValidFont( fontId );
}
- if( NULL != validateFontsPerScript )
+ if( !isValidFont ) // (2)
{
- if( !validateFontsPerScript->FindValidFont( fontId ) )
+ // Use the font client to validate the font.
+ const GlyphIndex glyphIndex = fontClient.GetGlyphIndex( fontId, character );
+
+ // The font is valid if there is a glyph for that character.
+ isValidFont = 0u != glyphIndex;
+
+ // Emojis are present in many monochrome fonts; prefer color by default.
+ if( isValidFont &&
+ isEmojiScript )
{
- // Use the font client to validate the font.
- GlyphIndex glyphIndex = fontClient.GetGlyphIndex( fontId, character );
+ const PixelData bitmap = fontClient.CreateBitmap( fontId, glyphIndex );
+
+ // For color emojis, the font is valid if the bitmap is RGBA.
+ isValidFont = bitmap && ( Pixel::BGRA8888 == bitmap.GetPixelFormat() );
+ }
- // Emojis are present in many monochrome fonts; prefer color by default.
- if( TextAbstraction::EMOJI == script &&
- 0u != glyphIndex )
+ // If there is a valid font, cache it.
+ if( isValidFont )
+ {
+ if( NULL == validateFontsPerScript )
{
- BufferImage bitmap = fontClient.CreateBitmap( fontId, glyphIndex );
- if( bitmap &&
- Pixel::BGRA8888 != bitmap.GetPixelFormat() )
- {
- glyphIndex = 0;
- }
+ validateFontsPerScript = new ValidateFontsPerScript();
+
+ *( validFontsPerScriptCacheBuffer + script ) = validateFontsPerScript;
}
- if( 0u == glyphIndex )
- {
- // Get the point size of the current font. It will be used to get a default font id.
- pointSize = fontClient.GetPointSize( fontId );
+ validateFontsPerScript->mValidFonts.PushBack( fontId );
+ }
- // The font is not valid. Set to zero and a default one will be set.
- fontId = 0u;
+ if( !isValidFont ) // (3)
+ {
+ // The given font has not been validated.
+
+ if( isValidCachedDefaultFont )
+ {
+ // Use the cached default font for the script if there is one.
+ fontId = cachedDefaultFontId;
}
else
{
- // Add the font to the valid font cache.
- validateFontsPerScript->mValidFonts.PushBack( fontId );
- }
- }
- }
- }
- } // !isDefault
+ // There is no valid cached default font for the script.
- // The font has not been validated. Find a default one.
- if( 0u == fontId )
- {
- // The character has no font assigned. Get a default one from the cache
- fontId = *( defaultFontPerScriptCacheBuffer + script );
+ DefaultFonts* defaultFontsPerScript = NULL;
- // If the cache has not a default font, get one from the font client.
- if( 0u == fontId )
- {
- // Emojis are present in many monochrome fonts; prefer color by default.
- bool preferColor = ( TextAbstraction::EMOJI == script );
+ // Emojis are present in many monochrome fonts; prefer color by default.
+ const bool preferColor = ( TextAbstraction::EMOJI == script );
- // Find a default font.
- fontId = fontClient.FindDefaultFont( character, pointSize, preferColor );
+ // Find a fallback-font.
+ fontId = fontClient.FindFallbackFont( currentFontId, character, currentPointSize, preferColor );
- // If the system does not support a suitable font, fallback to Latin
- if( 0u == fontId )
- {
- fontId = *( defaultFontPerScriptCacheBuffer + TextAbstraction::LATIN );
- }
- if( 0u == fontId )
- {
- fontId = fontClient.FindDefaultFont( UTF32_A, pointSize );
- }
+ if( 0u == fontId )
+ {
+ // If the system does not support a suitable font, fallback to Latin
+ defaultFontsPerScript = *( defaultFontPerScriptCacheBuffer + TextAbstraction::LATIN );
+ if( NULL != defaultFontsPerScript )
+ {
+ fontId = defaultFontsPerScript->FindFont( fontClient, currentPointSize );
+ }
+ }
+
+ if( 0u == fontId )
+ {
+ fontId = fontClient.FindDefaultFont( UTF32_A, currentPointSize );
+ }
+
+ // Cache the font.
+ if( NULL == defaultFontsPerScript )
+ {
+ defaultFontsPerScript = *( defaultFontPerScriptCacheBuffer + script );
+
+ if( NULL == defaultFontsPerScript )
+ {
+ defaultFontsPerScript = new DefaultFonts();
+ *( defaultFontPerScriptCacheBuffer + script ) = defaultFontsPerScript;
+ }
+ }
+ defaultFontsPerScript->mFonts.PushBack( fontId );
+ }
+ } // !isValidFont (3)
+ } // !isValidFont (2)
+ } // !isCommonScript
+ } // !isValidFont (1)
#ifdef DEBUG_ENABLED
- Dali::TextAbstraction::FontDescription description;
- fontClient.GetDescription( fontId, description );
- DALI_LOG_INFO( gLogFilter, Debug::Concise, "Script: %s; Selected font: %s\n", Dali::TextAbstraction::ScriptName[script], description.path.c_str() );
+ {
+ Dali::TextAbstraction::FontDescription description;
+ fontClient.GetDescription( fontId, description );
+ DALI_LOG_INFO( gLogFilter,
+ Debug::Verbose,
+ " Validated font set\n Character : %x, Script : %s, Font : %s \n",
+ character,
+ Dali::TextAbstraction::ScriptName[script],
+ description.path.c_str() );
+ }
#endif
- // Cache the font.
- *( defaultFontPerScriptCacheBuffer + script ) = fontId;
- }
+
+ if( isFirstSetToBeValidated && !isCommonScript )
+ {
+ currentFontRun.fontId = fontId;
+ isFirstSetToBeValidated = false;
}
// The font is now validated.
-
if( ( fontId != currentFontRun.fontId ) ||
- ( isDefault != currentFontRun.isDefault ) )
+ isNewParagraphCharacter )
{
// Current run needs to be stored and a new one initialized.
if( 0u != currentFontRun.characterRun.numberOfCharacters )
{
// Store the font run.
- fonts.PushBack( currentFontRun );
+ fonts.Insert( fonts.Begin() + fontIndex, currentFontRun );
+ ++fontIndex;
}
// Initialize the new one.
currentFontRun.characterRun.characterIndex = currentFontRun.characterRun.characterIndex + currentFontRun.characterRun.numberOfCharacters;
currentFontRun.characterRun.numberOfCharacters = 0u;
currentFontRun.fontId = fontId;
- currentFontRun.isDefault = isDefault;
+
+ if( isNewParagraphCharacter )
+ {
+ isFirstSetToBeValidated = true;
+ }
}
// Add one more character to the run.
++currentFontRun.characterRun.numberOfCharacters;
- }
+
+ // Whether the current character is a new paragraph character.
+ isNewParagraphCharacter = TextAbstraction::IsNewParagraph( character );
+ previousFontId = currentFontId;
+ isPreviousEmojiScript = isEmojiScript;
+ } // end traverse characters.
if( 0u != currentFontRun.characterRun.numberOfCharacters )
{
// Store the last run.
- fonts.PushBack( currentFontRun );
+ fonts.Insert( fonts.Begin() + fontIndex, currentFontRun );
+ ++fontIndex;
}
-}
-void MultilanguageSupport::ValidateFonts( LogicalModel& model,
- CharacterIndex characterIndex,
- Length numberOfCharactersToRemove,
- Length numberOfCharactersToInsert )
-{
+ if( fontIndex < fonts.Count() )
+ {
+ // Update the indices of the next font runs.
+ const FontRun& run = *( fonts.Begin() + fontIndex - 1u );
+ CharacterIndex nextCharacterIndex = run.characterRun.characterIndex + run.characterRun.numberOfCharacters;
+
+ for( Vector<FontRun>::Iterator it = fonts.Begin() + fontIndex,
+ endIt = fonts.End();
+ it != endIt;
+ ++it )
+ {
+ FontRun& run = *it;
+
+ run.characterRun.characterIndex = nextCharacterIndex;
+ nextCharacterIndex += run.characterRun.numberOfCharacters;
+ }
+ }
+
+ DALI_LOG_INFO( gLogFilter, Debug::General, "<--MultilanguageSupport::ValidateFonts\n" );
}
} // namespace Internal