// CLASS HEADER
#include <dali-toolkit/internal/text/multi-language-support-impl.h>
-// INTERNAL INCLUDES
-#include <dali/public-api/adaptor-framework/singleton-service.h>
-#include <dali/public-api/text-abstraction/font-client.h>
-#include <dali-toolkit/public-api/text/logical-model.h>
-#include <dali-toolkit/public-api/text/font-run.h>
-#include <dali-toolkit/public-api/text/script.h>
-#include <dali-toolkit/public-api/text/script-run.h>
-#include <dali/integration-api/debug.h>
-
// EXTERNAL INCLUDES
#include <memory.h>
+#include <dali/integration-api/debug.h>
+#include <dali/devel-api/adaptor-framework/singleton-service.h>
+#include <dali/devel-api/text-abstraction/font-client.h>
+#include <dali/devel-api/text-abstraction/script.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>
namespace Dali
{
namespace Toolkit
{
+namespace
+{
+#if defined(DEBUG_ENABLED)
+Debug::Filter* gLogFilter = Debug::Filter::New(Debug::Concise, true, "LOG_MULTI_LANGUAGE_SUPPORT");
+#endif
+
+const Dali::Toolkit::Text::Character UTF32_A = 0x0041;
+}
+
namespace Text
{
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 ) );
+}
+
bool ValidateFontsPerScript::FindValidFont( FontId fontId ) const
{
for( Vector<FontId>::ConstIterator it = mValidFonts.Begin(),
}
void MultilanguageSupport::SetScripts( const Vector<Character>& text,
+ const Vector<LineBreakInfo>& lineBreakInfo,
Vector<ScriptRun>& scripts )
{
const Length numberOfCharacters = text.Count();
return;
}
- // Traverse all characters and set the scripts.
-
// Stores the current script run.
ScriptRun currentScriptRun;
currentScriptRun.characterRun.characterIndex = 0u;
// Reserve some space to reduce the number of reallocations.
scripts.Reserve( numberOfCharacters << 2u );
- for( Length index = 0u; index < numberOfCharacters; ++index )
- {
- const Character character = *( text.Begin() + index );
+ // Whether the first valid script need to be set.
+ bool firstValidScript = true;
- Script script = GetCharacterScript( character );
+ // Whether the first valid script is a right to left script.
+ bool isParagraphRTL = false;
- if( TextAbstraction::UNKNOWN == script )
+ // 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();
+
+ // Traverse all characters and set the scripts.
+ for( Length index = 0u; index < numberOfCharacters; ++index )
+ {
+ Character character = *( textBuffer + index );
+ LineBreakInfo breakInfo = *( breakInfoBuffer + index );
+
+ // Some characters (like white spaces) are valid for many scripts. The rules to set a script
+ // for them are:
+ // - If they are at the begining of a paragraph they get the script of the first character with
+ // a defined script. If they are at the end, they get the script of the last one.
+ // - If they are between two scripts with the same direction, they get the script of the previous
+ // character with a defined script. If the two scripts have different directions, they get the
+ // 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;
+ while( !endOfText &&
+ IsValidForAllScripts( character ) )
{
- if( IsZeroWidthNonJoiner( character ) ||
- IsZeroWidthJoiner( character ) ||
- IsZeroWidthSpace( character ) ||
- IsLeftToRightMark( character ) ||
- IsRightToLeftMark( character ) ||
- IsThinSpace( character ) )
+ // Count all these characters to be added into a script.
+ ++numberOfAllScriptCharacters;
+
+ if( TextAbstraction::LINE_MUST_BREAK == breakInfo )
{
- // Keep previous script if the character is a zero width joiner or a zero width non joiner.
- script = currentScriptRun.script;
+ // The next character is a new paragraph.
+ // 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;
}
- else
+
+ // Get the next character.
+ ++index;
+ endOfText = index == numberOfCharacters;
+ if( !endOfText )
{
- script = TextAbstraction::LATIN;
- DALI_ASSERT_DEBUG( !"MultilanguageSupport::SetScripts. Unkown script!" );
+ character = *( textBuffer + index );
+ breakInfo = *( breakInfoBuffer + index );
}
}
+ if( endOfText )
+ {
+ // Last characters of the text are 'white spaces'.
+ // There is nothing else to do. Just add the remaining characters to the last script after this bucle.
+ 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 ) )
+ {
+ // Sets the direction of the first valid script.
+ isParagraphRTL = TextAbstraction::IsRightToLeftScript( script );
+ firstValidScript = false;
+ }
+
if( script != currentScriptRun.script )
{
// Current run needs to be stored and a new one initialized.
+ if( isParagraphRTL != TextAbstraction::IsRightToLeftScript( script ) )
+ {
+ // Current script has different 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;
+ }
+
if( 0u != currentScriptRun.characterRun.numberOfCharacters )
{
// Store the script run.
// Initialize the new one.
currentScriptRun.characterRun.characterIndex = currentScriptRun.characterRun.characterIndex + currentScriptRun.characterRun.numberOfCharacters;
- currentScriptRun.characterRun.numberOfCharacters = 0u;
+ currentScriptRun.characterRun.numberOfCharacters = numberOfAllScriptCharacters; // 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::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 remaining characters into the last script.
+ currentScriptRun.characterRun.numberOfCharacters += numberOfAllScriptCharacters;
if( 0u != currentScriptRun.characterRun.numberOfCharacters )
{
+ if( TextAbstraction::UNKNOWN == currentScriptRun.script )
+ {
+ // There are only white spaces in the last script. Set the latin script.
+ currentScriptRun.script = TextAbstraction::LATIN;
+ }
+
// Store the last run.
scripts.PushBack( currentScriptRun );
}
}
+void MultilanguageSupport::ReplaceScripts( LogicalModel& model,
+ CharacterIndex characterIndex,
+ Length numberOfCharactersToRemove,
+ Length numberOfCharactersToInsert )
+{
+}
+
void MultilanguageSupport::ValidateFonts( const Vector<Character>& text,
const Vector<ScriptRun>& scripts,
Vector<FontRun>& fonts )
{
// Check in the valid fonts cache.
ValidateFontsPerScript* validateFontsPerScript = *( validFontsPerScriptCacheBuffer + script );
+
+ if( NULL == validateFontsPerScript )
+ {
+ validateFontsPerScript = new ValidateFontsPerScript();
+
+ *( validFontsPerScriptCacheBuffer + script ) = validateFontsPerScript;
+ }
+
if( NULL != validateFontsPerScript )
{
if( !validateFontsPerScript->FindValidFont( fontId ) )
{
// Use the font client to validate the font.
- const GlyphIndex glyphIndex = fontClient.GetGlyphIndex( fontId, character );
+ GlyphIndex glyphIndex = fontClient.GetGlyphIndex( fontId, character );
+
+ // Emojis are present in many monochrome fonts; prefer color by default.
+ if( TextAbstraction::EMOJI == script &&
+ 0u != glyphIndex )
+ {
+ BufferImage bitmap = fontClient.CreateBitmap( fontId, glyphIndex );
+ if( bitmap &&
+ Pixel::BGRA8888 != bitmap.GetPixelFormat() )
+ {
+ glyphIndex = 0;
+ }
+ }
if( 0u == glyphIndex )
{
}
}
}
- else
- {
- // Use the font client to validate the font.
- const GlyphIndex glyphIndex = fontClient.GetGlyphIndex( fontId, character );
-
- 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 );
-
- // The font is not valid. Set to zero and a default one will be set.
- fontId = 0u;
- }
- else
- {
- // Add the font to the valid font cache.
- validateFontsPerScript = new ValidateFontsPerScript();
- *( validFontsPerScriptCacheBuffer + script ) = validateFontsPerScript;
-
- validateFontsPerScript->mValidFonts.PushBack( fontId );
- }
- }
}
- }
+ } // !isDefault
// The font has not been validated. Find a default one.
if( 0u == fontId )
// 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 );
+
// Find a default font.
- fontId = fontClient.FindDefaultFont( character, pointSize );
+ fontId = fontClient.FindDefaultFont( character, pointSize, 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 );
+ }
+
+#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() );
+#endif
// Cache the font.
*( defaultFontPerScriptCacheBuffer + script ) = fontId;
}
}
}
+void MultilanguageSupport::ValidateFonts( LogicalModel& model,
+ CharacterIndex characterIndex,
+ Length numberOfCharactersToRemove,
+ Length numberOfCharactersToInsert )
+{
+}
+
} // namespace Internal
} // namespace Text