// FILE HEADER
#include <dali-toolkit/internal/text/bidirectional-support.h>
+// EXTERNAL INCLUDES
+#include <dali/devel-api/text-abstraction/bidirectional-support.h>
+#include <memory.h>
+
namespace Dali
{
-
namespace Toolkit
{
-
namespace Text
{
-
-void SetBidirectionalInfo( const Vector<Character>& text,
- const Vector<LineBreakInfo>& lineBreakInfo,
- Vector<BidirectionalParagraphInfoRun>& bidirectionalInfo )
+void SetBidirectionalInfo(const Vector<Character>& text,
+ const Vector<ScriptRun>& scripts,
+ const Vector<LineBreakInfo>& lineBreakInfo,
+ CharacterIndex startIndex,
+ Length numberOfCharacters,
+ Vector<BidirectionalParagraphInfoRun>& bidirectionalInfo,
+ bool matchLayoutDirection,
+ Dali::LayoutDirection::Type layoutDirection)
{
+ // Find where to insert the new paragraphs.
+ BidirectionalRunIndex bidiInfoIndex = 0u;
+ for(Vector<BidirectionalParagraphInfoRun>::ConstIterator it = bidirectionalInfo.Begin(),
+ endIt = bidirectionalInfo.End();
+ it != endIt;
+ ++it)
+ {
+ const BidirectionalParagraphInfoRun& run = *it;
+
+ if(startIndex < run.characterRun.characterIndex + run.characterRun.numberOfCharacters)
+ {
+ // Found where to insert the bidi info.
+ break;
+ }
+ ++bidiInfoIndex;
+ }
+
+ // Traverse the script runs. If there is one with a right to left script, create the bidirectional info for the paragraph containing that script is needed.
+ // From the bidirectional point of view, a paragraph is the piece of text between two LINE_MUST_BREAK.
+
+ // Index pointing the first character of the current paragraph.
+ CharacterIndex paragraphCharacterIndex = startIndex;
+
+ // Pointer to the text buffer.
+ const Character* textBuffer = text.Begin();
+
+ // Pointer to the line break info buffer.
+ const LineBreakInfo* lineBreakInfoBuffer = lineBreakInfo.Begin();
+
+ // Handle to the bidirectional info module in text-abstraction.
+ TextAbstraction::BidirectionalSupport bidirectionalSupport = TextAbstraction::BidirectionalSupport::Get();
+
+ const CharacterIndex lastCharacter = startIndex + numberOfCharacters;
+
+ bool hasRightToLeftScript = false;
+
+ for(Vector<ScriptRun>::ConstIterator it = scripts.Begin(),
+ endIt = scripts.End();
+ it != endIt;
+ ++it)
+ {
+ const ScriptRun& scriptRun = *it;
+ const CharacterIndex lastScriptRunIndex = scriptRun.characterRun.characterIndex + scriptRun.characterRun.numberOfCharacters - 1u;
+
+ if(startIndex > lastScriptRunIndex)
+ {
+ // Skip the run as it has already been processed.
+ continue;
+ }
+
+ if(lastCharacter <= scriptRun.characterRun.characterIndex)
+ {
+ // Do not get bidirectional info beyond startIndex + numberOfCharacters.
+ break;
+ }
+
+ if(!hasRightToLeftScript && scriptRun.isRightToLeft)
+ {
+ // The script is right to left.
+ hasRightToLeftScript = true;
+ }
+
+ if(TextAbstraction::LINE_MUST_BREAK == *(lineBreakInfoBuffer + lastScriptRunIndex))
+ {
+ // A new paragraph has been found.
+
+ if(hasRightToLeftScript)
+ {
+ // The Bidirectional run must have the same number of characters than the paragraph.
+ BidirectionalParagraphInfoRun bidirectionalRun;
+ bidirectionalRun.characterRun.characterIndex = paragraphCharacterIndex;
+ bidirectionalRun.characterRun.numberOfCharacters = (lastScriptRunIndex - paragraphCharacterIndex) + 1u; // The must break character is part of the paragrah.
+
+ // Create the bidirectional info for the whole paragraph and store the index to the table with this info in the run.
+ bidirectionalRun.bidirectionalInfoIndex = bidirectionalSupport.CreateInfo(textBuffer + bidirectionalRun.characterRun.characterIndex,
+ bidirectionalRun.characterRun.numberOfCharacters,
+ matchLayoutDirection,
+ layoutDirection);
+
+ bidirectionalRun.direction = bidirectionalSupport.GetParagraphDirection(bidirectionalRun.bidirectionalInfoIndex);
+
+ bidirectionalInfo.Insert(bidirectionalInfo.Begin() + bidiInfoIndex, bidirectionalRun);
+ ++bidiInfoIndex;
+ }
+
+ // Point to the next paragraph.
+ paragraphCharacterIndex = lastScriptRunIndex + 1u;
+
+ // Reset whether there is a right to left script.
+ hasRightToLeftScript = false;
+ }
+ }
+
+ // Update indices of the bidi runs.
+ for(Vector<BidirectionalParagraphInfoRun>::Iterator it = bidirectionalInfo.Begin() + bidiInfoIndex,
+ endIt = bidirectionalInfo.End();
+ it != endIt;
+ ++it)
+ {
+ BidirectionalParagraphInfoRun& run = *it;
+
+ run.characterRun.characterIndex += numberOfCharacters;
+ }
}
-void ReplaceBidirectionalInfo( LogicalModel& model,
- CharacterIndex characterIndex,
- Length numberOfCharactersToRemove,
- Length numberOfCharactersToInsert )
+void ReorderLine(const BidirectionalParagraphInfoRun& bidirectionalParagraphInfo,
+ Vector<BidirectionalLineInfoRun>& lineInfoRuns,
+ BidirectionalLineRunIndex bidiLineIndex,
+ CharacterIndex startIndex,
+ Length numberOfCharacters,
+ CharacterIndex startIndexInSecondHalfLine,
+ Length numberOfCharactersInSecondHalfLine,
+ CharacterDirection direction)
{
+ // Handle to the bidirectional info module in text-abstraction.
+ TextAbstraction::BidirectionalSupport bidirectionalSupport = TextAbstraction::BidirectionalSupport::Get();
+
+ // Creates a bidirectional info for the line run.
+ BidirectionalLineInfoRun lineInfoRun;
+ lineInfoRun.characterRun.characterIndex = startIndex;
+ lineInfoRun.characterRun.numberOfCharacters = numberOfCharacters;
+ lineInfoRun.direction = direction;
+ lineInfoRun.isIdentity = true;
+
+ lineInfoRun.characterRunForSecondHalfLine.characterIndex = startIndexInSecondHalfLine;
+ lineInfoRun.characterRunForSecondHalfLine.numberOfCharacters = numberOfCharactersInSecondHalfLine;
+
+ // Allocate space for the conversion maps.
+ // The memory is freed after the visual to logical to visual conversion tables are built in the logical model.
+ lineInfoRun.visualToLogicalMap = reinterpret_cast<CharacterIndex*>(malloc(numberOfCharacters * sizeof(CharacterIndex)));
+
+ lineInfoRun.visualToLogicalMapSecondHalf = reinterpret_cast<CharacterIndex*>(malloc(numberOfCharactersInSecondHalfLine * sizeof(CharacterIndex)));
+
+ if(nullptr != lineInfoRun.visualToLogicalMap && nullptr != lineInfoRun.visualToLogicalMapSecondHalf)
+ {
+ // Reorders the line.
+ bidirectionalSupport.Reorder(bidirectionalParagraphInfo.bidirectionalInfoIndex,
+ lineInfoRun.characterRun.characterIndex - bidirectionalParagraphInfo.characterRun.characterIndex,
+ lineInfoRun.characterRun.numberOfCharacters,
+ lineInfoRun.visualToLogicalMap);
+
+ bidirectionalSupport.Reorder(bidirectionalParagraphInfo.bidirectionalInfoIndex,
+ lineInfoRun.characterRunForSecondHalfLine.characterIndex - bidirectionalParagraphInfo.characterRun.characterIndex,
+ lineInfoRun.characterRunForSecondHalfLine.numberOfCharacters,
+ lineInfoRun.visualToLogicalMapSecondHalf);
+
+ // For those LTR lines inside a bidirectional paragraph.
+ // It will save to relayout the line after reordering.
+ for(unsigned int i = 0; i < numberOfCharacters; ++i)
+ {
+ if(i != *(lineInfoRun.visualToLogicalMap + i))
+ {
+ lineInfoRun.isIdentity = false;
+ break;
+ }
+ }
+
+ for(unsigned int i = 0; i < numberOfCharactersInSecondHalfLine; ++i)
+ {
+ if(i != *(lineInfoRun.visualToLogicalMapSecondHalf + i))
+ {
+ lineInfoRun.isIdentity = false;
+ break;
+ }
+ }
+ }
+
+ // Push the run into the vector.
+ lineInfoRuns.Insert(lineInfoRuns.Begin() + bidiLineIndex, lineInfoRun);
}
-void ReorderLines( const Vector<BidirectionalParagraphInfoRun>& bidirectionalInfo,
- const Vector<CharacterRun>& lineRuns,
- Vector<BidirectionalLineInfoRun>& lineInfoRuns )
+bool GetMirroredText(const Vector<Character>& text,
+ const Vector<CharacterDirection>& directions,
+ const Vector<BidirectionalParagraphInfoRun>& bidirectionalInfo,
+ CharacterIndex startIndex,
+ Length numberOfCharacters,
+ Vector<Character>& mirroredText)
{
+ bool hasTextMirrored = false;
+
+ // Handle to the bidirectional info module in text-abstraction.
+ TextAbstraction::BidirectionalSupport bidirectionalSupport = TextAbstraction::BidirectionalSupport::Get();
+
+ mirroredText = text;
+
+ Character* mirroredTextBuffer = mirroredText.Begin();
+ CharacterDirection* directionsBuffer = directions.Begin();
+
+ CharacterIndex index = startIndex;
+ const CharacterIndex lastCharacter = startIndex + numberOfCharacters;
+
+ // Traverse the paragraphs and mirror the right to left ones.
+ for(Vector<BidirectionalParagraphInfoRun>::ConstIterator it = bidirectionalInfo.Begin(),
+ endIt = bidirectionalInfo.End();
+ it != endIt;
+ ++it)
+ {
+ const BidirectionalParagraphInfoRun& paragraph = *it;
+
+ if(index >= paragraph.characterRun.characterIndex + paragraph.characterRun.numberOfCharacters)
+ {
+ // Skip the paragraph as it has already been processed.
+ continue;
+ }
+
+ if(lastCharacter <= paragraph.characterRun.characterIndex)
+ {
+ // Do not get mirror characters beyond startIndex + numberOfCharacters.
+ break;
+ }
+
+ index += paragraph.characterRun.numberOfCharacters;
+ const bool tmpMirrored = bidirectionalSupport.GetMirroredText(mirroredTextBuffer + paragraph.characterRun.characterIndex,
+ directionsBuffer + paragraph.characterRun.characterIndex,
+ paragraph.characterRun.numberOfCharacters);
+
+ hasTextMirrored = hasTextMirrored || tmpMirrored;
+ }
+
+ return hasTextMirrored;
}
-void ReorderLines( LogicalModel& logicalModel,
- const VisualModel& visualModel,
- CharacterIndex characterIndex,
- Length numberOfCharactersToRemove,
- Length numberOfCharactersToInsert )
+void GetCharactersDirection(const Vector<BidirectionalParagraphInfoRun>& bidirectionalInfo,
+ Length totalNumberOfCharacters,
+ CharacterIndex startIndex,
+ Length numberOfCharacters,
+ Vector<CharacterDirection>& directions)
{
+ // Handle to the bidirectional info module in text-abstraction.
+ TextAbstraction::BidirectionalSupport bidirectionalSupport = TextAbstraction::BidirectionalSupport::Get();
+
+ // Resize the vector.
+ directions.Resize(totalNumberOfCharacters);
+
+ // Whether the current buffer is being updated or is set from scratch.
+ const bool updateCurrentBuffer = numberOfCharacters < totalNumberOfCharacters;
+
+ CharacterDirection* directionsBuffer = NULL;
+ Vector<CharacterDirection> newDirections;
+
+ if(updateCurrentBuffer)
+ {
+ newDirections.Resize(numberOfCharacters);
+ directionsBuffer = newDirections.Begin();
+ }
+ else
+ {
+ directionsBuffer = directions.Begin();
+ }
+
+ const CharacterIndex lastCharacter = startIndex + numberOfCharacters;
+ CharacterIndex index = startIndex;
+
+ for(Vector<BidirectionalParagraphInfoRun>::ConstIterator it = bidirectionalInfo.Begin(),
+ endIt = bidirectionalInfo.End();
+ it != endIt;
+ ++it)
+ {
+ const BidirectionalParagraphInfoRun& paragraph = *it;
+
+ if(index >= paragraph.characterRun.characterIndex + paragraph.characterRun.numberOfCharacters)
+ {
+ // Skip the paragraph as it has already been processed.
+ continue;
+ }
+
+ if(lastCharacter <= paragraph.characterRun.characterIndex)
+ {
+ // Do not get the character directions beyond startIndex + numberOfCharacters.
+ break;
+ }
+
+ // Set the directions of any previous left to right characters.
+ const Length numberOfLeftToRightCharacters = paragraph.characterRun.characterIndex - index;
+ if(numberOfLeftToRightCharacters > 0u)
+ {
+ memset(directionsBuffer + index - startIndex, false, numberOfLeftToRightCharacters * sizeof(bool));
+ }
+
+ // Set the directions of the bidirectional text.
+ bidirectionalSupport.GetCharactersDirection(paragraph.bidirectionalInfoIndex,
+ directionsBuffer + paragraph.characterRun.characterIndex - startIndex,
+ paragraph.characterRun.numberOfCharacters);
+
+ // Update the index.
+ index += paragraph.characterRun.numberOfCharacters + numberOfLeftToRightCharacters;
+ }
+
+ // Fills with left to right those paragraphs without right to left characters.
+ memset(directionsBuffer + index - startIndex, false, (lastCharacter - index) * sizeof(bool));
+
+ // If the direction info is updated, it needs to be inserted in the model.
+ if(updateCurrentBuffer)
+ {
+ // Insert the directions in the given buffer.
+ directions.Insert(directions.Begin() + startIndex,
+ newDirections.Begin(),
+ newDirections.End());
+ directions.Resize(totalNumberOfCharacters);
+ }
}
} // namespace Text