/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
#include <dali/integration-api/debug.h>
// INTERNAL INCLUDES
+#include <dali-toolkit/internal/text/characters-helper-functions.h>
+#include <dali-toolkit/internal/text/emoji-helper.h>
#include <dali-toolkit/internal/text/glyph-metrics-helper.h>
+#include <dali-toolkit/internal/text/rendering/styles/character-spacing-helper-functions.h>
namespace
{
-
#if defined(DEBUG_ENABLED)
- Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, true, "LOG_TEXT_CONTROLS");
+Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, true, "LOG_TEXT_CONTROLS");
#endif
-} // namespace
+const Dali::Toolkit::Text::CharacterDirection LTR = false; ///< Left To Right direction.
-namespace Dali
+struct FindWordData
{
+ FindWordData(const Dali::Toolkit::Text::Character* const textBuffer,
+ Dali::Toolkit::Text::Length totalNumberOfCharacters,
+ Dali::Toolkit::Text::CharacterIndex hitCharacter,
+ bool isWhiteSpace,
+ bool isNewParagraph)
+ : textBuffer(textBuffer),
+ totalNumberOfCharacters(totalNumberOfCharacters),
+ hitCharacter(hitCharacter),
+ foundIndex(0),
+ isWhiteSpace(isWhiteSpace),
+ isNewParagraph(isNewParagraph)
+ {
+ }
-namespace Toolkit
+ ~FindWordData()
+ {
+ }
+
+ const Dali::Toolkit::Text::Character* const textBuffer;
+ Dali::Toolkit::Text::Length totalNumberOfCharacters;
+ Dali::Toolkit::Text::CharacterIndex hitCharacter;
+ Dali::Toolkit::Text::CharacterIndex foundIndex;
+ bool isWhiteSpace : 1u;
+ bool isNewParagraph : 1u;
+};
+
+bool IsWhiteSpaceOrNewParagraph(Dali::Toolkit::Text::Character character,
+ bool isHitWhiteSpace,
+ bool isHitWhiteSpaceOrNewParagraph)
{
+ bool isWhiteSpaceOrNewParagraph = false;
+ if(isHitWhiteSpaceOrNewParagraph)
+ {
+ if(isHitWhiteSpace)
+ {
+ // Whether the current character is a white space. Note a new paragraph character is a white space as well but here is not wanted.
+ isWhiteSpaceOrNewParagraph = Dali::TextAbstraction::IsWhiteSpace(character) && !Dali::TextAbstraction::IsNewParagraph(character);
+ }
+ else
+ {
+ // Whether the current character is a new paragraph character.
+ isWhiteSpaceOrNewParagraph = Dali::TextAbstraction::IsNewParagraph(character);
+ }
+ }
+ else
+ {
+ // Whether the current character is a white space or a new paragraph character (note the new paragraph character is a white space as well).
+ isWhiteSpaceOrNewParagraph = Dali::TextAbstraction::IsWhiteSpace(character);
+ }
-namespace Text
+ return isWhiteSpaceOrNewParagraph;
+}
+
+void FindStartOfWord(FindWordData& data)
+{
+ const bool isHitWhiteSpaceOrNewParagraph = data.isWhiteSpace || data.isNewParagraph;
+
+ for(data.foundIndex = data.hitCharacter; data.foundIndex > 0; --data.foundIndex)
+ {
+ const Dali::Toolkit::Text::Character character = *(data.textBuffer + data.foundIndex - 1u);
+
+ const bool isWhiteSpaceOrNewParagraph = IsWhiteSpaceOrNewParagraph(character,
+ data.isWhiteSpace,
+ isHitWhiteSpaceOrNewParagraph);
+
+ if(isHitWhiteSpaceOrNewParagraph != isWhiteSpaceOrNewParagraph)
+ {
+ break;
+ }
+ }
+}
+
+void FindEndOfWord(FindWordData& data)
{
+ const bool isHitWhiteSpaceOrNewParagraph = data.isWhiteSpace || data.isNewParagraph;
-LineIndex GetClosestLine( VisualModelPtr visualModel,
- float visualY )
+ for(data.foundIndex = data.hitCharacter + 1u; data.foundIndex < data.totalNumberOfCharacters; ++data.foundIndex)
+ {
+ const Dali::Toolkit::Text::Character character = *(data.textBuffer + data.foundIndex);
+
+ const bool isWhiteSpaceOrNewParagraph = IsWhiteSpaceOrNewParagraph(character,
+ data.isWhiteSpace,
+ isHitWhiteSpaceOrNewParagraph);
+
+ if(isHitWhiteSpaceOrNewParagraph != isWhiteSpaceOrNewParagraph)
+ {
+ break;
+ }
+ }
+}
+
+} //namespace
+
+namespace Dali
+{
+namespace Toolkit
{
- float totalHeight = 0.f;
- LineIndex lineIndex = 0u;
+namespace Text
+{
+LineIndex GetClosestLine(VisualModelPtr visualModel,
+ float visualY,
+ bool& matchedLine)
+{
+ float totalHeight = 0.f;
+ LineIndex lineIndex = 0;
+ matchedLine = false;
+
+ if(visualY < 0.f)
+ {
+ return 0;
+ }
const Vector<LineRun>& lines = visualModel->mLines;
- for( LineIndex endLine = lines.Count();
- lineIndex < endLine;
- ++lineIndex )
+
+ for(Vector<LineRun>::ConstIterator it = lines.Begin(),
+ endIt = lines.End();
+ it != endIt;
+ ++it, ++lineIndex)
{
- const LineRun& lineRun = lines[lineIndex];
- totalHeight += lineRun.ascender + -lineRun.descender;
- if( visualY < totalHeight )
+ const LineRun& lineRun = *it;
+ bool isLastLine = (it + 1 == endIt);
+
+ totalHeight += GetLineHeight(lineRun, isLastLine);
+
+ if(visualY < totalHeight)
{
+ matchedLine = true;
return lineIndex;
}
}
- if( lineIndex == 0 )
+ if(lineIndex == 0)
{
return 0;
}
- return lineIndex-1;
+ return lineIndex - 1u;
}
-CharacterIndex GetClosestCursorIndex( VisualModelPtr visualModel,
- LogicalModelPtr logicalModel,
- MetricsPtr metrics,
- float visualX,
- float visualY )
+float CalculateLineOffset(const Vector<LineRun>& lines,
+ LineIndex lineIndex)
{
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "GetClosestCursorIndex, closest visualX %f visualY %f\n", visualX, visualY );
+ float offset = 0.f;
- CharacterIndex logicalIndex = 0u;
+ for(Vector<LineRun>::ConstIterator it = lines.Begin(),
+ endIt = lines.Begin() + lineIndex;
+ it != endIt;
+ ++it)
+ {
+ const LineRun& lineRun = *it;
+ bool isLastLine = (it + 1 == lines.End());
+
+ offset += GetLineHeight(lineRun, isLastLine);
+ }
+
+ return offset;
+}
+
+CharacterIndex GetClosestCursorIndex(VisualModelPtr visualModel,
+ LogicalModelPtr logicalModel,
+ MetricsPtr metrics,
+ float visualX,
+ float visualY,
+ CharacterHitTest::Mode mode,
+ bool& matchedCharacter)
+{
+ DALI_LOG_INFO(gLogFilter, Debug::Verbose, "GetClosestCursorIndex, closest visualX %f visualY %f\n", visualX, visualY);
+
+ // Whether there is a hit on a glyph.
+ matchedCharacter = false;
- const Length numberOfGlyphs = visualModel->mGlyphs.Count();
- const Length numberOfLines = visualModel->mLines.Count();
- if( ( 0 == numberOfGlyphs ) ||
- ( 0 == numberOfLines ) )
+ CharacterIndex logicalIndex = 0;
+
+ const Length totalNumberOfGlyphs = visualModel->mGlyphs.Count();
+ const Length totalNumberOfLines = visualModel->mLines.Count();
+ if((0 == totalNumberOfGlyphs) ||
+ (0 == totalNumberOfLines))
{
return logicalIndex;
}
+ // Get the character-spacing runs.
+ const Vector<CharacterSpacingGlyphRun>& characterSpacingGlyphRuns = visualModel->GetCharacterSpacingGlyphRuns();
+ const float modelCharacterSpacing = visualModel->GetCharacterSpacing();
+
+ // Whether there is a hit on a line.
+ bool matchedLine = false;
+
// Find which line is closest.
- const LineIndex lineIndex = Text::GetClosestLine( visualModel,
- visualY );
- const LineRun& line = visualModel->mLines[lineIndex];
+ const LineIndex lineIndex = Text::GetClosestLine(visualModel,
+ visualY,
+ matchedLine);
+
+ if(!matchedLine && (CharacterHitTest::TAP == mode))
+ {
+ // Return the first or the last character if the touch point doesn't hit a line.
+ return (visualY < 0.f) ? 0 : logicalModel->mText.Count();
+ }
+
+ // Convert from text's coords to line's coords.
+ const LineRun& line = *(visualModel->mLines.Begin() + lineIndex);
+
+ // Transform the tap point from text's coords to line's coords.
+ visualX -= line.alignmentOffset;
// Get the positions of the glyphs.
- const Vector<Vector2>& positions = visualModel->mGlyphPositions;
- const Vector2* const positionsBuffer = positions.Begin();
+ const Vector2* const positionsBuffer = visualModel->mGlyphPositions.Begin();
// Get the character to glyph conversion table.
const GlyphIndex* const charactersToGlyphBuffer = visualModel->mCharactersToGlyph.Begin();
// Get the glyphs per character table.
const Length* const glyphsPerCharacterBuffer = visualModel->mGlyphsPerCharacter.Begin();
+ // Get the characters per glyph table.
+ const Length* const charactersPerGlyphBuffer = visualModel->mCharactersPerGlyph.Begin();
+
// Get the glyph's info buffer.
const GlyphInfo* const glyphInfoBuffer = visualModel->mGlyphs.Begin();
const CharacterIndex startCharacter = line.characterRun.characterIndex;
const CharacterIndex endCharacter = line.characterRun.characterIndex + line.characterRun.numberOfCharacters;
- DALI_ASSERT_DEBUG( endCharacter <= logicalModel->mText.Count() && "Invalid line info" );
+ DALI_ASSERT_DEBUG(endCharacter <= logicalModel->mText.Count() && "Invalid line info");
// Whether this line is a bidirectional line.
- const bool bidiLineFetched = logicalModel->FetchBidirectionalLineInfo( startCharacter );
+ const bool bidiLineFetched = logicalModel->FetchBidirectionalLineInfo(startCharacter);
- // Whether there is a hit on a glyph.
- bool matched = false;
+ // The character's direction buffer.
+ const CharacterDirection* const directionsBuffer = bidiLineFetched ? logicalModel->mCharacterDirections.Begin() : NULL;
+
+ // Whether the touch point if before the first glyph.
+ bool isBeforeFirstGlyph = false;
// Traverses glyphs in visual order. To do that use the visual to logical conversion table.
- CharacterIndex visualIndex = startCharacter;
- Length numberOfCharacters = 0u;
- for( ; !matched && ( visualIndex < endCharacter ); ++visualIndex )
+ CharacterIndex visualIndex = startCharacter;
+ Length numberOfVisualCharacters = 0;
+ float calculatedAdvance = 0.f;
+ Vector<CharacterIndex>& glyphToCharacterMap = visualModel->mGlyphsToCharacters;
+ const CharacterIndex* glyphToCharacterMapBuffer = glyphToCharacterMap.Begin();
+ for(; visualIndex < endCharacter; ++visualIndex)
{
// The character in logical order.
- const CharacterIndex characterLogicalOrderIndex = ( bidiLineFetched ? logicalModel->GetLogicalCharacterIndex( visualIndex ) : visualIndex );
-
- // Get the script of the character.
- const Script script = logicalModel->GetScript( characterLogicalOrderIndex );
+ const CharacterIndex characterLogicalOrderIndex = (bidiLineFetched ? logicalModel->GetLogicalCharacterIndex(visualIndex) : visualIndex);
+ const CharacterDirection direction = (bidiLineFetched ? *(directionsBuffer + characterLogicalOrderIndex) : LTR);
// The number of glyphs for that character
- const Length numberOfGlyphs = *( glyphsPerCharacterBuffer + characterLogicalOrderIndex );
- ++numberOfCharacters;
-
+ const Length numberOfGlyphs = *(glyphsPerCharacterBuffer + characterLogicalOrderIndex);
+ ++numberOfVisualCharacters;
- if( 0u != numberOfGlyphs )
+ if(0 != numberOfGlyphs)
{
// Get the first character/glyph of the group of glyphs.
- const CharacterIndex firstVisualCharacterIndex = 1u + visualIndex - numberOfCharacters;
- const CharacterIndex firstLogicalCharacterIndex = ( bidiLineFetched ? logicalModel->GetLogicalCharacterIndex( firstVisualCharacterIndex ) : firstVisualCharacterIndex );
- const GlyphIndex firstLogicalGlyphIndex = *( charactersToGlyphBuffer + firstLogicalCharacterIndex );
+ const CharacterIndex firstVisualCharacterIndex = 1u + visualIndex - numberOfVisualCharacters;
+ const CharacterIndex firstLogicalCharacterIndex = (bidiLineFetched ? logicalModel->GetLogicalCharacterIndex(firstVisualCharacterIndex) : firstVisualCharacterIndex);
+ const GlyphIndex firstLogicalGlyphIndex = *(charactersToGlyphBuffer + firstLogicalCharacterIndex);
// Get the metrics for the group of glyphs.
GlyphMetrics glyphMetrics;
- GetGlyphsMetrics( firstLogicalGlyphIndex,
- numberOfGlyphs,
- glyphMetrics,
- glyphInfoBuffer,
- metrics );
+ const float characterSpacing = GetGlyphCharacterSpacing(firstLogicalGlyphIndex, characterSpacingGlyphRuns, modelCharacterSpacing);
+ calculatedAdvance = GetCalculatedAdvance(*(logicalModel->mText.Begin() + (*(glyphToCharacterMapBuffer + firstLogicalGlyphIndex))), characterSpacing, (*(visualModel->mGlyphs.Begin() + firstLogicalGlyphIndex)).advance);
+ GetGlyphsMetrics(firstLogicalGlyphIndex,
+ numberOfGlyphs,
+ glyphMetrics,
+ glyphInfoBuffer,
+ metrics,
+ calculatedAdvance);
// Get the position of the first glyph.
- const Vector2& position = *( positionsBuffer + firstLogicalGlyphIndex );
+ const Vector2& position = *(positionsBuffer + firstLogicalGlyphIndex);
- // Whether the glyph can be split, like Latin ligatures fi, ff or Arabic ﻻ.
- const bool isInterglyphIndex = ( numberOfCharacters > numberOfGlyphs ) && HasLigatureMustBreak( script );
- const Length numberOfBlocks = isInterglyphIndex ? numberOfCharacters : 1u;
- const float glyphAdvance = glyphMetrics.advance / static_cast<float>( numberOfBlocks );
+ if(startCharacter == visualIndex)
+ {
+ const float glyphPosition = -glyphMetrics.xBearing + position.x;
- GlyphIndex index = 0u;
- for( ; !matched && ( index < numberOfBlocks ); ++index )
+ if(visualX < glyphPosition)
+ {
+ isBeforeFirstGlyph = true;
+ break;
+ }
+ }
+
+ // Whether the glyph can be split, like Latin ligatures fi, ff or Arabic (ل + ا).
+ Length numberOfCharacters = *(charactersPerGlyphBuffer + firstLogicalGlyphIndex);
+ if(direction != LTR)
+ {
+ // As characters are being traversed in visual order,
+ // for right to left ligatures, the character which contains the
+ // number of glyphs in the table is found first.
+ // Jump the number of characters to the next glyph is needed.
+
+ if(0 == numberOfCharacters)
+ {
+ // TODO: This is a workaround to fix an issue with complex characters in the arabic
+ // script like i.e. رّ or الأَبْجَدِيَّة العَرَبِيَّة
+ // There are characters that are not shaped in one glyph but in combination with
+ // the next one generates two of them.
+ // The visual to logical conversion table have characters in different order than
+ // expected even if all of them are arabic.
+
+ // The workaround doesn't fix the issue completely but it prevents the application
+ // to hang in an infinite loop.
+
+ // Find the number of characters.
+ for(GlyphIndex index = firstLogicalGlyphIndex + 1u;
+ (0 == numberOfCharacters) && (index < totalNumberOfGlyphs);
+ ++index)
+ {
+ numberOfCharacters = *(charactersPerGlyphBuffer + index);
+ }
+
+ if(2u > numberOfCharacters)
+ {
+ continue;
+ }
+
+ --numberOfCharacters;
+ }
+
+ visualIndex += numberOfCharacters - 1u;
+ }
+
+ // Get the script of the character.
+ const Script script = logicalModel->GetScript(characterLogicalOrderIndex);
+
+ const bool isInterglyphIndex = (numberOfCharacters > numberOfGlyphs) && HasLigatureMustBreak(script);
+ const Length numberOfBlocks = isInterglyphIndex ? numberOfCharacters : 1u;
+ const float glyphAdvance = glyphMetrics.advance / static_cast<float>(numberOfBlocks);
+
+ CharacterIndex index = 0;
+ for(; index < numberOfBlocks; ++index)
{
// Find the mid-point of the area containing the glyph
- const float glyphCenter = -glyphMetrics.xBearing + position.x + ( static_cast<float>( index ) + 0.5f ) * glyphAdvance;
+ const float glyphCenter = -glyphMetrics.xBearing + position.x + (static_cast<float>(index) + 0.5f) * glyphAdvance;
- if( visualX < glyphCenter )
+ if(visualX < glyphCenter)
{
- matched = true;
+ matchedCharacter = true;
break;
}
}
- if( matched )
+ if(matchedCharacter)
{
+ // If the glyph is shaped from more than one character, it matches the character of the glyph.
visualIndex = firstVisualCharacterIndex + index;
break;
}
- numberOfCharacters = 0u;
+ numberOfVisualCharacters = 0;
}
+ } // for characters in visual order.
- }
+ // The number of characters of the whole text.
+ const Length totalNumberOfCharacters = logicalModel->mText.Count();
// Return the logical position of the cursor in characters.
- if( !matched )
+ if(!matchedCharacter)
{
- visualIndex = endCharacter;
+ if(isBeforeFirstGlyph)
+ {
+ // If no character is matched, then the first character (in visual order) of the line is used.
+ visualIndex = startCharacter;
+ }
+ else
+ {
+ // If no character is matched, then the last character (in visual order) of the line is used.
+ visualIndex = endCharacter;
+ }
}
- logicalIndex = ( bidiLineFetched ? logicalModel->GetLogicalCursorIndex( visualIndex ) : visualIndex );
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "closest visualIndex %d logicalIndex %d\n", visualIndex, logicalIndex );
+ // Get the paragraph direction.
+ const CharacterDirection paragraphDirection = line.direction;
- DALI_ASSERT_DEBUG( ( logicalIndex <= logicalModel->mText.Count() && logicalIndex >= 0 ) && "GetClosestCursorIndex - Out of bounds index" );
+ if(totalNumberOfCharacters != visualIndex)
+ {
+ // The visual index is not at the end of the text.
- return logicalIndex;
-}
+ if(LTR == paragraphDirection)
+ {
+ // The paragraph direction is left to right.
+ if(visualIndex == endCharacter)
+ {
+ // It places the cursor just before the last character in visual order.
+ // i.e. it places the cursor just before the '\n' or before the last character
+ // if there is a long line with no word breaks which is wrapped.
+
+ // It doesn't check if the closest line is the last one like the RTL branch below
+ // because the total number of characters is different than the visual index and
+ // the visual index is the last character of the line.
+ --visualIndex;
+ }
+ }
+ else
+ {
+ // The paragraph direction is right to left.
-void GetCursorPosition( VisualModelPtr visualModel,
- LogicalModelPtr logicalModel,
- MetricsPtr metrics,
- CharacterIndex logical,
- CursorInfo& cursorInfo )
-{
- // TODO: Check for multiline with \n, etc...
+ if((lineIndex != totalNumberOfLines - 1u) && // is not the last line.
+ (visualIndex == startCharacter))
+ {
+ // It places the cursor just after the first character in visual order.
+ // i.e. it places the cursor just after the '\n' or after the last character
+ // if there is a long line with no word breaks which is wrapped.
- const Length numberOfCharacters = logicalModel->mText.Count();
+ // If the last line doesn't end with '\n' it won't increase the visual index
+ // placing the cursor at the beginning of the line (in visual order).
+ ++visualIndex;
+ }
+ }
+ }
+ else
+ {
+ // The visual index is at the end of text.
- // Check if the logical position is the first or the last one of the text.
- const bool isFirstPosition = 0u == logical;
- const bool isLastPosition = numberOfCharacters == logical;
+ // If the text ends with a new paragraph character i.e. a '\n', an extra line with no characters is added at the end of the text.
+ // This branch checks if the closest line is the one with the last '\n'. If it is, it decrements the visual index to place
+ // the cursor just before the last '\n'.
- // 'logical' is the logical 'cursor' index.
- // Get the next and current logical 'character' index.
- const CharacterIndex nextCharacterIndex = logical;
- const CharacterIndex characterIndex = isFirstPosition ? logical : logical - 1u;
+ if((lineIndex != totalNumberOfLines - 1u) &&
+ TextAbstraction::IsNewParagraph(*(logicalModel->mText.Begin() + visualIndex - 1u)))
+ {
+ --visualIndex;
+ }
+ }
- // Get the direction of the character and the next one.
- const CharacterDirection* const modelCharacterDirectionsBuffer = ( 0u != logicalModel->mCharacterDirections.Count() ) ? logicalModel->mCharacterDirections.Begin() : NULL;
+ logicalIndex = (bidiLineFetched ? logicalModel->GetLogicalCursorIndex(visualIndex) : visualIndex);
- CharacterDirection isCurrentRightToLeft = false;
- CharacterDirection isNextRightToLeft = false;
- if( NULL != modelCharacterDirectionsBuffer ) // If modelCharacterDirectionsBuffer is NULL, it means the whole text is left to right.
+ // Handle Emoji clustering for cursor handling:
+ // Fixing this case:
+ // - When there is Emoji contains multi unicodes and it is layoutted at the end of line (LineWrap case , is not new line case)
+ // - Try to click at the center or at the end of Emoji then the cursor appears inside Emoji
+ // - Example:"FamilyManWomanGirlBoy 👨‍👩‍👧‍👦"
+ const Script script = logicalModel->GetScript(logicalIndex);
+ if(IsOneOfEmojiScripts(script))
{
- isCurrentRightToLeft = *( modelCharacterDirectionsBuffer + characterIndex );
- isNextRightToLeft = *( modelCharacterDirectionsBuffer + nextCharacterIndex );
+ //TODO: Use this clustering for Emoji cases only. This needs more testing to generalize to all scripts.
+ CharacterRun emojiClusteredCharacters = RetrieveClusteredCharactersOfCharacterIndex(visualModel, logicalModel, logicalIndex);
+ logicalIndex = emojiClusteredCharacters.characterIndex;
}
- // Get the line where the character is laid-out.
- const LineRun* const modelLines = visualModel->mLines.Begin();
+ DALI_LOG_INFO(gLogFilter, Debug::Verbose, "closest visualIndex %d logicalIndex %d\n", visualIndex, logicalIndex);
+
+ DALI_ASSERT_DEBUG((logicalIndex <= logicalModel->mText.Count() && logicalIndex >= 0) && "GetClosestCursorIndex - Out of bounds index");
+
+ return logicalIndex;
+}
- const LineIndex lineIndex = visualModel->GetLineOfCharacter( characterIndex );
- const LineRun& line = *( modelLines + lineIndex );
+void GetCursorPosition(GetCursorPositionParameters& parameters,
+ float defaultFontLineHeight,
+ CursorInfo& cursorInfo)
+{
+ const LineRun* const modelLines = parameters.visualModel->mLines.Begin();
+ if(NULL == modelLines)
+ {
+ // Nothing to do.
+ return;
+ }
- // Get the paragraph's direction.
- const CharacterDirection isRightToLeftParagraph = line.direction;
+ // Whether the logical cursor position is at the end of the whole text.
+ const bool isLastPosition = parameters.logicalModel->mText.Count() == parameters.logical;
- // Check whether there is an alternative position:
+ // Get the line where the character is laid-out.
+ const CharacterIndex characterOfLine = isLastPosition ? (parameters.logical - 1u) : parameters.logical;
- cursorInfo.isSecondaryCursor = ( !isLastPosition && ( isCurrentRightToLeft != isNextRightToLeft ) ) ||
- ( isLastPosition && ( isRightToLeftParagraph != isCurrentRightToLeft ) );
+ // Whether the cursor is in the last position and the last position is a new paragraph character.
+ const bool isLastNewParagraph = parameters.isMultiline && isLastPosition && TextAbstraction::IsNewParagraph(*(parameters.logicalModel->mText.Begin() + characterOfLine));
- // Set the line offset and height.
- cursorInfo.lineOffset = 0.f;
- cursorInfo.lineHeight = line.ascender + -line.descender;
+ const LineIndex lineIndex = parameters.visualModel->GetLineOfCharacter(characterOfLine);
+ const LineRun& line = *(modelLines + lineIndex);
- // Calculate the primary cursor.
+ CharacterIndex index;
+ GlyphMetrics glyphMetrics;
+ MetricsPtr& metrics = parameters.metrics;
+ GlyphIndex glyphIndex = 0u;
+ Length numberOfGlyphs = 0u;
- CharacterIndex index = characterIndex;
- if( cursorInfo.isSecondaryCursor )
+ if(isLastNewParagraph)
{
- // If there is a secondary position, the primary cursor may be in a different place than the logical index.
+ // The cursor is in a new line with no characters. Place the cursor in that line.
+ const LineIndex newLineIndex = lineIndex + 1u;
+ const LineRun& newLine = *(modelLines + newLineIndex);
- if( isLastPosition )
- {
- // The position of the cursor after the last character needs special
- // care depending on its direction and the direction of the paragraph.
+ cursorInfo.isSecondaryCursor = false;
- // Need to find the first character after the last character with the paragraph's direction.
- // i.e l0 l1 l2 r0 r1 should find r0.
+ // Set the line offset and height.
+ cursorInfo.lineOffset = CalculateLineOffset(parameters.visualModel->mLines,
+ newLineIndex);
- // TODO: check for more than one line!
- index = isRightToLeftParagraph ? line.characterRun.characterIndex : line.characterRun.characterIndex + line.characterRun.numberOfCharacters - 1u;
- index = logicalModel->GetLogicalCharacterIndex( index );
- }
- else
+ // The line height is the addition of the line ascender and the line descender.
+ // However, the line descender has a negative value, hence the subtraction also line spacing should not be included in cursor height.
+ cursorInfo.lineHeight = newLine.ascender - newLine.descender;
+
+ index = 0u;
+ const Length totalNumberOfCharacters = parameters.logicalModel->mText.Count();
+ if(totalNumberOfCharacters > 0u)
{
- index = ( isRightToLeftParagraph == isCurrentRightToLeft ) ? characterIndex : nextCharacterIndex;
+ index = totalNumberOfCharacters - 1u;
}
- }
- const GlyphIndex* const charactersToGlyphBuffer = visualModel->mCharactersToGlyph.Begin();
- const Length* const glyphsPerCharacterBuffer = visualModel->mGlyphsPerCharacter.Begin();
- const Length* const charactersPerGlyphBuffer = visualModel->mCharactersPerGlyph.Begin();
- const CharacterIndex* const glyphsToCharactersBuffer = visualModel->mGlyphsToCharacters.Begin();
- const Vector2* const glyphPositionsBuffer = visualModel->mGlyphPositions.Begin();
- const GlyphInfo* const glyphInfoBuffer = visualModel->mGlyphs.Begin();
+ GetGlyphMetricsFromCharacterIndex(index, parameters.visualModel, parameters.logicalModel, metrics, glyphMetrics, glyphIndex, numberOfGlyphs);
+
+ // Set the primary cursor's height.
+ // The primary cursor height will take the font height of the last character and if there are no characters, it'll take the default font line height.
+ cursorInfo.primaryCursorHeight = (totalNumberOfCharacters > 0) ? (cursorInfo.isSecondaryCursor ? 0.5f * glyphMetrics.fontHeight : glyphMetrics.fontHeight) : defaultFontLineHeight;
- // Convert the cursor position into the glyph position.
- const GlyphIndex primaryGlyphIndex = *( charactersToGlyphBuffer + index );
- const Length primaryNumberOfGlyphs = *( glyphsPerCharacterBuffer + index );
- const Length primaryNumberOfCharacters = *( charactersPerGlyphBuffer + primaryGlyphIndex );
-
- // Get the metrics for the group of glyphs.
- GlyphMetrics glyphMetrics;
- GetGlyphsMetrics( primaryGlyphIndex,
- primaryNumberOfGlyphs,
- glyphMetrics,
- glyphInfoBuffer,
- metrics );
-
- // Whether to add the glyph's advance to the cursor position.
- // i.e if the paragraph is left to right and the logical cursor is zero, the position is the position of the first glyph and the advance is not added,
- // if the logical cursor is one, the position is the position of the first glyph and the advance is added.
- // A 'truth table' was build and an online Karnaugh map tool was used to simplify the logic.
- //
- // FLCP A
- // ------
- // 0000 1
- // 0001 1
- // 0010 0
- // 0011 0
- // 0100 1
- // 0101 0
- // 0110 1
- // 0111 0
- // 1000 0
- // 1001 x
- // 1010 x
- // 1011 1
- // 1100 x
- // 1101 x
- // 1110 x
- // 1111 x
- //
- // Where F -> isFirstPosition
- // L -> isLastPosition
- // C -> isCurrentRightToLeft
- // P -> isRightToLeftParagraph
- // A -> Whether to add the glyph's advance.
-
- const bool addGlyphAdvance = ( ( isLastPosition && !isRightToLeftParagraph ) ||
- ( isFirstPosition && isRightToLeftParagraph ) ||
- ( !isFirstPosition && !isLastPosition && !isCurrentRightToLeft ) );
-
- float glyphAdvance = addGlyphAdvance ? glyphMetrics.advance : 0.f;
-
- if( !isLastPosition &&
- ( primaryNumberOfCharacters > 1u ) )
+ // Set the primary cursor's position.
+ cursorInfo.primaryPosition.x = (LTR == line.direction) ? newLine.alignmentOffset : parameters.visualModel->mControlSize.width - newLine.alignmentOffset;
+ cursorInfo.primaryPosition.y = cursorInfo.lineOffset;
+ }
+ else
{
- const CharacterIndex firstIndex = *( glyphsToCharactersBuffer + primaryGlyphIndex );
+ // Whether this line is a bidirectional line.
+ const bool bidiLineFetched = parameters.logicalModel->FetchBidirectionalLineInfo(characterOfLine);
- bool isCurrentRightToLeft = false;
- if( NULL != modelCharacterDirectionsBuffer ) // If modelCharacterDirectionsBuffer is NULL, it means the whole text is left to right.
- {
- isCurrentRightToLeft = *( modelCharacterDirectionsBuffer + index );
- }
+ // Check if the logical position is the first or the last one of the line.
+ const bool isFirstPositionOfLine = line.characterRun.characterIndex == parameters.logical;
+ const bool isLastPositionOfLine = line.characterRun.characterIndex + line.characterRun.numberOfCharacters == parameters.logical;
- Length numberOfGlyphAdvance = ( isFirstPosition ? 0u : 1u ) + characterIndex - firstIndex;
- if( isCurrentRightToLeft )
+ // 'logical' is the logical 'cursor' index.
+ // Get the next and current logical 'character' index.
+ const CharacterIndex characterIndex = isFirstPositionOfLine ? parameters.logical : parameters.logical - 1u;
+ const CharacterIndex nextCharacterIndex = isLastPositionOfLine ? characterIndex : parameters.logical;
+
+ // The character's direction buffer.
+ const CharacterDirection* const directionsBuffer = bidiLineFetched ? parameters.logicalModel->mCharacterDirections.Begin() : NULL;
+
+ CharacterDirection isCurrentRightToLeft = false;
+ CharacterDirection isNextRightToLeft = false;
+ if(bidiLineFetched) // If bidiLineFetched is false, it means the whole text is left to right.
{
- numberOfGlyphAdvance = primaryNumberOfCharacters - numberOfGlyphAdvance;
+ isCurrentRightToLeft = *(directionsBuffer + characterIndex);
+ isNextRightToLeft = *(directionsBuffer + nextCharacterIndex);
}
- glyphAdvance = static_cast<float>( numberOfGlyphAdvance ) * glyphMetrics.advance / static_cast<float>( primaryNumberOfCharacters );
- }
+ // Get the paragraph's direction.
+ const CharacterDirection isRightToLeftParagraph = line.direction;
- // Get the glyph position and x bearing.
- const Vector2& primaryPosition = *( glyphPositionsBuffer + primaryGlyphIndex );
+ // Check whether there is an alternative position:
+ cursorInfo.isSecondaryCursor = ((!isLastPositionOfLine && (isCurrentRightToLeft != isNextRightToLeft)) ||
+ (isLastPositionOfLine && (isRightToLeftParagraph != isCurrentRightToLeft)) ||
+ (isFirstPositionOfLine && (isRightToLeftParagraph != isCurrentRightToLeft)));
- // Set the primary cursor's height.
- cursorInfo.primaryCursorHeight = cursorInfo.isSecondaryCursor ? 0.5f * glyphMetrics.fontHeight : glyphMetrics.fontHeight;
+ // Set the line offset and height.
+ cursorInfo.lineOffset = CalculateLineOffset(parameters.visualModel->mLines,
+ lineIndex);
- // Set the primary cursor's position.
- cursorInfo.primaryPosition.x = -glyphMetrics.xBearing + primaryPosition.x + glyphAdvance;
- cursorInfo.primaryPosition.y = line.ascender - glyphMetrics.ascender;
+ // The line height is the addition of the line ascender and the line descender.
+ // However, the line descender has a negative value, hence the subtraction also line spacing should not be included in cursor height.
+ cursorInfo.lineHeight = line.ascender - line.descender;
- // Calculate the secondary cursor.
+ // Calculate the primary cursor.
- if( cursorInfo.isSecondaryCursor )
- {
- // Set the secondary cursor's height.
- cursorInfo.secondaryCursorHeight = 0.5f * glyphMetrics.fontHeight;
+ index = characterIndex;
+ if(cursorInfo.isSecondaryCursor)
+ {
+ // If there is a secondary position, the primary cursor may be in a different place than the logical index.
+
+ if(isLastPositionOfLine)
+ {
+ // The position of the cursor after the last character needs special
+ // care depending on its direction and the direction of the paragraph.
+
+ // Need to find the first character after the last character with the paragraph's direction.
+ // i.e l0 l1 l2 r0 r1 should find r0.
+
+ index = isRightToLeftParagraph ? line.characterRun.characterIndex : line.characterRun.characterIndex + line.characterRun.numberOfCharacters - 1u;
+ if(bidiLineFetched)
+ {
+ index = parameters.logicalModel->GetLogicalCharacterIndex(index);
+ }
+ }
+ else if(isFirstPositionOfLine)
+ {
+ index = isRightToLeftParagraph ? line.characterRun.characterIndex + line.characterRun.numberOfCharacters - 1u : line.characterRun.characterIndex;
+ if(bidiLineFetched)
+ {
+ index = parameters.logicalModel->GetLogicalCharacterIndex(index);
+ }
+ }
+ else
+ {
+ index = (isRightToLeftParagraph == isCurrentRightToLeft) ? characterIndex : nextCharacterIndex;
+ }
+ }
- CharacterIndex index = characterIndex;
- if( !isLastPosition )
+ const Length* const charactersPerGlyphBuffer = parameters.visualModel->mCharactersPerGlyph.Begin();
+ const CharacterIndex* const glyphsToCharactersBuffer = parameters.visualModel->mGlyphsToCharacters.Begin();
+ const Vector2* const glyphPositionsBuffer = parameters.visualModel->mGlyphPositions.Begin();
+ const float modelCharacterSpacing = parameters.visualModel->GetCharacterSpacing();
+
+ const Vector<CharacterSpacingGlyphRun>& characterSpacingGlyphRuns = parameters.visualModel->GetCharacterSpacingGlyphRuns();
+
+ // Get the metrics for the group of glyphs.
+ GetGlyphMetricsFromCharacterIndex(index, parameters.visualModel, parameters.logicalModel, metrics, glyphMetrics, glyphIndex, numberOfGlyphs);
+
+ // Convert the cursor position into the glyph position.
+ const GlyphIndex primaryGlyphIndex = glyphIndex;
+ const Length primaryNumberOfCharacters = *(charactersPerGlyphBuffer + primaryGlyphIndex);
+
+ // Whether to add the glyph's advance to the cursor position.
+ // i.e if the paragraph is left to right and the logical cursor is zero, the position is the position of the first glyph and the advance is not added,
+ // if the logical cursor is one, the position is the position of the first glyph and the advance is added.
+ // A 'truth table' was build and an online Karnaugh map tool was used to simplify the logic.
+ //
+ // FLCP A
+ // ------
+ // 0000 1
+ // 0001 1
+ // 0010 0
+ // 0011 0
+ // 0100 1
+ // 0101 0
+ // 0110 1
+ // 0111 0
+ // 1000 0
+ // 1001 1
+ // 1010 0
+ // 1011 1
+ // 1100 x
+ // 1101 x
+ // 1110 x
+ // 1111 x
+ //
+ // Where F -> isFirstPosition
+ // L -> isLastPosition
+ // C -> isCurrentRightToLeft
+ // P -> isRightToLeftParagraph
+ // A -> Whether to add the glyph's advance.
+
+ const bool addGlyphAdvance = ((isLastPositionOfLine && !isRightToLeftParagraph) ||
+ (isFirstPositionOfLine && isRightToLeftParagraph) ||
+ (!isFirstPositionOfLine && !isLastPosition && !isCurrentRightToLeft));
+
+ float glyphAdvance = addGlyphAdvance ? (glyphMetrics.advance) : 0.f;
+
+ if(!isLastPositionOfLine &&
+ (primaryNumberOfCharacters > 1u))
{
- index = ( isRightToLeftParagraph == isCurrentRightToLeft ) ? nextCharacterIndex : characterIndex;
+ const CharacterIndex firstIndex = *(glyphsToCharactersBuffer + primaryGlyphIndex);
+
+ bool isCurrentRightToLeft = false;
+ if(bidiLineFetched) // If bidiLineFetched is false, it means the whole text is left to right.
+ {
+ isCurrentRightToLeft = *(directionsBuffer + index);
+ }
+
+ Length numberOfGlyphAdvance = (isFirstPositionOfLine ? 0 : 1u) + characterIndex - firstIndex;
+ if(isCurrentRightToLeft)
+ {
+ numberOfGlyphAdvance = primaryNumberOfCharacters - numberOfGlyphAdvance;
+ }
+
+ glyphAdvance = static_cast<float>(numberOfGlyphAdvance) * (glyphMetrics.advance) / static_cast<float>(primaryNumberOfCharacters);
}
- const GlyphIndex secondaryGlyphIndex = *( charactersToGlyphBuffer + index );
- const Length secondaryNumberOfGlyphs = *( glyphsPerCharacterBuffer + index );
+ // Get the glyph position and x bearing (in the line's coords).
+ const Vector2& primaryPosition = *(glyphPositionsBuffer + primaryGlyphIndex);
+
+ // Set the primary cursor's height.
+ cursorInfo.primaryCursorHeight = cursorInfo.isSecondaryCursor ? 0.5f * glyphMetrics.fontHeight : glyphMetrics.fontHeight;
+
+ cursorInfo.glyphOffset = line.ascender - glyphMetrics.ascender;
+ // Set the primary cursor's position.
+ cursorInfo.primaryPosition.x = -glyphMetrics.xBearing + primaryPosition.x + glyphAdvance;
+ cursorInfo.primaryPosition.y = cursorInfo.lineOffset + cursorInfo.glyphOffset;
- const Vector2& secondaryPosition = *( glyphPositionsBuffer + secondaryGlyphIndex );
+ // Transform the cursor info from line's coords to text's coords.
+ cursorInfo.primaryPosition.x += line.alignmentOffset;
- GetGlyphsMetrics( secondaryGlyphIndex,
- secondaryNumberOfGlyphs,
- glyphMetrics,
- glyphInfoBuffer,
- metrics );
+ // Calculate the secondary cursor.
+ if(cursorInfo.isSecondaryCursor)
+ {
+ // Set the secondary cursor's height.
+ cursorInfo.secondaryCursorHeight = 0.5f * glyphMetrics.fontHeight;
+
+ CharacterIndex index = characterIndex;
+ if(!isLastPositionOfLine)
+ {
+ index = (isRightToLeftParagraph == isCurrentRightToLeft) ? nextCharacterIndex : characterIndex;
+ }
- // Set the secondary cursor's position.
- cursorInfo.secondaryPosition.x = -glyphMetrics.xBearing + secondaryPosition.x + ( isCurrentRightToLeft ? 0.f : glyphMetrics.advance );
- cursorInfo.secondaryPosition.y = cursorInfo.lineHeight - cursorInfo.secondaryCursorHeight - line.descender - ( glyphMetrics.fontHeight - glyphMetrics.ascender );
+ GetGlyphMetricsFromCharacterIndex(index, parameters.visualModel, parameters.logicalModel, metrics, glyphMetrics, glyphIndex, numberOfGlyphs);
+
+ const GlyphIndex secondaryGlyphIndex = glyphIndex;
+ const Vector2& secondaryPosition = *(glyphPositionsBuffer + secondaryGlyphIndex);
+
+ // Set the secondary cursor's position.
+
+ // FCP A
+ // ------
+ // 000 1
+ // 001 x
+ // 010 0
+ // 011 0
+ // 100 x
+ // 101 0
+ // 110 1
+ // 111 x
+ //
+ // Where F -> isFirstPosition
+ // C -> isCurrentRightToLeft
+ // P -> isRightToLeftParagraph
+ // A -> Whether to add the glyph's advance.
+
+ const bool addGlyphAdvance = ((!isFirstPositionOfLine && !isCurrentRightToLeft) ||
+ (isFirstPositionOfLine && !isRightToLeftParagraph));
+
+ const float characterSpacing = GetGlyphCharacterSpacing(secondaryGlyphIndex, characterSpacingGlyphRuns, modelCharacterSpacing);
+ cursorInfo.secondaryPosition.x = -glyphMetrics.xBearing + secondaryPosition.x + (addGlyphAdvance ? (glyphMetrics.advance + characterSpacing) : 0.f);
+ cursorInfo.secondaryPosition.y = cursorInfo.lineOffset + cursorInfo.lineHeight - cursorInfo.secondaryCursorHeight;
+
+ // Transform the cursor info from line's coords to text's coords.
+ cursorInfo.secondaryPosition.x += line.alignmentOffset;
+ }
}
}
-void FindSelectionIndices( VisualModelPtr visualModel,
- LogicalModelPtr logicalModel,
- MetricsPtr metrics,
- float visualX,
- float visualY,
- CharacterIndex& startIndex,
- CharacterIndex& endIndex )
+bool FindSelectionIndices(VisualModelPtr visualModel,
+ LogicalModelPtr logicalModel,
+ MetricsPtr metrics,
+ float visualX,
+ float visualY,
+ CharacterIndex& startIndex,
+ CharacterIndex& endIndex,
+ CharacterIndex& noTextHitIndex)
{
- CharacterIndex hitCharacter = Text::GetClosestCursorIndex( visualModel,
- logicalModel,
- metrics,
- visualX,
- visualY );
- DALI_ASSERT_DEBUG( hitCharacter <= logicalModel->mText.Count() && "GetClosestCursorIndex returned out of bounds index" );
-
- if( logicalModel->mText.Count() == 0 )
+ /*
+ Hit character Select
+|-------------------------------------------------------|------------------------------------------|
+| On a word | The word |
+| On a single white space between words | The word before or after the white space |
+| On one of the multiple contiguous white spaces | The white spaces |
+| On a single white space which is in the position zero | The white space and the next word |
+| On a new paragraph character | The word or group of white spaces before |
+|-------------------------------------------------------|------------------------------------------|
+*/
+ const Length totalNumberOfCharacters = logicalModel->mText.Count();
+ startIndex = 0;
+ endIndex = 0;
+ noTextHitIndex = 0;
+
+ if(0 == totalNumberOfCharacters)
+ {
+ // Nothing to do if the model is empty.
+ return false;
+ }
+
+ bool matchedCharacter = false;
+ CharacterIndex hitCharacter = Text::GetClosestCursorIndex(visualModel,
+ logicalModel,
+ metrics,
+ visualX,
+ visualY,
+ CharacterHitTest::TAP,
+ matchedCharacter);
+
+ if(!matchedCharacter)
{
- return; // if model empty
+ noTextHitIndex = hitCharacter;
}
- if( hitCharacter >= logicalModel->mText.Count() )
+ DALI_ASSERT_DEBUG((hitCharacter <= totalNumberOfCharacters) && "GetClosestCursorIndex returned out of bounds index");
+
+ if(hitCharacter >= totalNumberOfCharacters)
{
// Closest hit character is the last character.
- if( hitCharacter == logicalModel->mText.Count() )
+ if(hitCharacter == totalNumberOfCharacters)
{
hitCharacter--; //Hit character index set to last character in logical model
}
else
{
// hitCharacter is out of bounds
- return;
+ return false;
}
}
+ const Character* const textBuffer = logicalModel->mText.Begin();
+
startIndex = hitCharacter;
- endIndex = hitCharacter;
- bool isHitCharacterWhitespace = TextAbstraction::IsWhiteSpace( logicalModel->mText[hitCharacter] );
+ endIndex = hitCharacter;
+
+ // Whether the hit character is a new paragraph character.
+ const bool isHitCharacterNewParagraph = TextAbstraction::IsNewParagraph(*(textBuffer + hitCharacter));
+
+ // Whether the hit character is a white space. Note a new paragraph character is a white space as well but here is not wanted.
+ const bool isHitCharacterWhiteSpace = TextAbstraction::IsWhiteSpace(*(textBuffer + hitCharacter)) && !isHitCharacterNewParagraph;
- // Find the start and end of the text
- for( startIndex = hitCharacter; startIndex > 0; --startIndex )
+ FindWordData data(textBuffer,
+ totalNumberOfCharacters,
+ hitCharacter,
+ isHitCharacterWhiteSpace,
+ isHitCharacterNewParagraph);
+
+ if(isHitCharacterNewParagraph)
{
- if( isHitCharacterWhitespace != TextAbstraction::IsWhiteSpace( logicalModel->mText[ startIndex-1 ] ) )
+ // Find the first character before the hit one which is not a new paragraph character.
+
+ if(hitCharacter > 0)
{
- break;
+ endIndex = hitCharacter - 1u;
+ for(; endIndex > 0; --endIndex)
+ {
+ const Dali::Toolkit::Text::Character character = *(data.textBuffer + endIndex);
+
+ if(!Dali::TextAbstraction::IsNewParagraph(character))
+ {
+ break;
+ }
+ }
}
+
+ data.hitCharacter = endIndex;
+ data.isNewParagraph = false;
+ data.isWhiteSpace = TextAbstraction::IsWhiteSpace(*(textBuffer + data.hitCharacter));
}
- const CharacterIndex pastTheEnd = logicalModel->mText.Count();
- for( endIndex = hitCharacter + 1u; endIndex < pastTheEnd; ++endIndex )
+
+ // Find the start of the word.
+ FindStartOfWord(data);
+ startIndex = data.foundIndex;
+
+ // Find the end of the word.
+ FindEndOfWord(data);
+ endIndex = data.foundIndex;
+
+ if(1u == (endIndex - startIndex))
{
- if( isHitCharacterWhitespace != TextAbstraction::IsWhiteSpace( logicalModel->mText[ endIndex ] ) )
+ if(isHitCharacterWhiteSpace)
{
- break;
+ // Select the word before or after the white space
+
+ if(0 == hitCharacter)
+ {
+ data.isWhiteSpace = false;
+ FindEndOfWord(data);
+ endIndex = data.foundIndex;
+ }
+ else if(hitCharacter > 0)
+ {
+ // Find the start of the word.
+ data.hitCharacter = hitCharacter - 1u;
+ data.isWhiteSpace = false;
+ FindStartOfWord(data);
+ startIndex = data.foundIndex;
+
+ --endIndex;
+ }
}
}
+
+ return matchedCharacter;
}
} // namespace Text