// Pointers to the text buffer.
const Character* const textBuffer = text.Begin();
+ // Initialize whether is right to left direction
+ currentScriptRun.isRightToLeft = false;
+
// Traverse all characters and set the scripts.
const Length lastCharacter = startIndex + numberOfCharacters;
for( Length index = startIndex; index < lastCharacter; ++index )
while( !endOfText &&
( TextAbstraction::COMMON == script ) )
{
+ // Check if whether is right to left markup and Keeps true if the previous value was true.
+ currentScriptRun.isRightToLeft = currentScriptRun.isRightToLeft || TextAbstraction::IsRightToLeftMark( character );
+
if( TextAbstraction::EMOJI == currentScriptRun.script )
{
// Emojis doesn't mix well with characters common to all scripts. Insert the emoji run.
currentScriptRun.characterRun.numberOfCharacters = 0u;
currentScriptRun.script = TextAbstraction::UNKNOWN;
numberOfAllScriptCharacters = 0u;
+ // Initialize whether is right to left direction
+ currentScriptRun.isRightToLeft = false;
}
// Get the next character.
( TextAbstraction::EMOJI != script ) )
{
// Sets the direction of the first valid script.
- isParagraphRTL = TextAbstraction::IsRightToLeftScript( script );
+ isParagraphRTL = currentScriptRun.isRightToLeft || TextAbstraction::IsRightToLeftScript( script );
isFirstScriptToBeSet = false;
}
currentScriptRun.characterRun.numberOfCharacters = numberOfAllScriptCharacters + 1u; // Adds the white spaces which are at the begining of the script.
currentScriptRun.script = script;
numberOfAllScriptCharacters = 0u;
+ // Check if whether is right to left script.
+ currentScriptRun.isRightToLeft = TextAbstraction::IsRightToLeftScript( currentScriptRun.script );
}
else
{
Vector<ScriptRun>::ConstIterator scriptRunEndIt = scripts.End();
bool isNewParagraphCharacter = false;
- FontId currentFontId = 0u;
- FontId previousFontId = 0u;
bool isPreviousEmojiScript = false;
// Description of fallback font which is selected at current iteration.
// Get the font for the current character.
FontId fontId = fontClient.GetFontId( currentFontDescription, currentFontPointSize );
- currentFontId = fontId;
// Get the script for the current character.
Script script = GetScript( index,
// supports the 'white space'. However, that font may not support the DEVANAGARI script.
isCommonScript = TextAbstraction::IsCommonScript( character );
- if( isCommonScript )
+ // Check in the valid fonts cache.
+ ValidateFontsPerScript* validateFontsPerScript = *( validFontsPerScriptCacheBuffer + script );
+
+ if( NULL != validateFontsPerScript )
{
- if( isValidCachedDefaultFont &&
- ( isDefaultFont || ( currentFontId == previousFontId ) ) &&
- !isEmojiScript )
+ // This cache stores valid fonts set by the user.
+ isValidFont = validateFontsPerScript->IsValidFont( fontId );
+
+ // It may happen that a validated font for a script doesn't have all the glyphs for that script.
+ // i.e a font validated for the CJK script may contain glyphs for the chinese language but not for the Japanese.
+ if( isValidFont )
{
- // 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;
+ // Checks if the current character is supported by the font is needed.
+ isValidFont = fontClient.IsCharacterSupportedByFont( fontId, character );
}
}
- else
+
+ if( !isValidFont ) // (2)
{
- // Check in the valid fonts cache.
- ValidateFontsPerScript* validateFontsPerScript = *( validFontsPerScriptCacheBuffer + script );
+ // The selected font is not stored in any cache.
+
+ // Checks if the current character is supported by the selected font.
+ isValidFont = fontClient.IsCharacterSupportedByFont( fontId, character );
- if( NULL != validateFontsPerScript )
+ // Emojis are present in many monochrome fonts; prefer color by default.
+ if( isValidFont &&
+ isEmojiScript )
{
- // This cache stores valid fonts set by the user.
- isValidFont = validateFontsPerScript->IsValidFont( fontId );
+ const GlyphIndex glyphIndex = fontClient.GetGlyphIndex( fontId, character );
- // It may happen that a validated font for a script doesn't have all the glyphs for that script.
- // i.e a font validated for the CJK script may contain glyphs for the chinese language but not for the Japanese.
- if( isValidFont )
+ // For color emojis, the font is valid if the glyph is a color glyph (the bitmap is RGBA).
+ isValidFont = fontClient.IsColorGlyph( fontId, glyphIndex );
+ }
+
+ // If there is a valid font, cache it.
+ if( isValidFont && !isCommonScript )
+ {
+ if( NULL == validateFontsPerScript )
{
- // Checks if the current character is supported by the font is needed.
- isValidFont = fontClient.IsCharacterSupportedByFont( fontId, character );
+ validateFontsPerScript = new ValidateFontsPerScript();
+
+ *( validFontsPerScriptCacheBuffer + script ) = validateFontsPerScript;
}
+
+ validateFontsPerScript->mValidFonts.PushBack( fontId );
}
- if( !isValidFont ) // (2)
+ if( !isValidFont && ( fontId != cachedDefaultFontId ) && ( !TextAbstraction::IsNewParagraph( character ) )) // (3)
{
- // The selected font is not stored in any cache.
+ // The selected font by the user or the platform's default font has failed to validate the character.
- // Checks if the current character is supported by the selected font.
- isValidFont = fontClient.IsCharacterSupportedByFont( fontId, character );
-
- // Emojis are present in many monochrome fonts; prefer color by default.
- if( isValidFont &&
- isEmojiScript )
+ // Checks if the previously discarted cached default font supports the character.
+ bool isValidCachedFont = false;
+ if( isValidCachedDefaultFont )
{
- const GlyphIndex glyphIndex = fontClient.GetGlyphIndex( fontId, character );
-
- // For color emojis, the font is valid if the glyph is a color glyph (the bitmap is RGBA).
- isValidFont = fontClient.IsColorGlyph( fontId, glyphIndex );
+ isValidCachedFont = fontClient.IsCharacterSupportedByFont( cachedDefaultFontId, character );
}
- // If there is a valid font, cache it.
- if( isValidFont )
+ if( isValidCachedFont )
{
- if( NULL == validateFontsPerScript )
- {
- validateFontsPerScript = new ValidateFontsPerScript();
+ // Use the cached default font for the script if there is one.
+ fontId = cachedDefaultFontId;
+ }
+ else
+ {
+ // There is no valid cached default font for the script.
- *( validFontsPerScriptCacheBuffer + script ) = validateFontsPerScript;
- }
+ DefaultFonts* defaultFontsPerScript = NULL;
- validateFontsPerScript->mValidFonts.PushBack( fontId );
- }
+ // Emojis are present in many monochrome fonts; prefer color by default.
+ const bool preferColor = ( TextAbstraction::EMOJI == script );
- if( !isValidFont && ( fontId != cachedDefaultFontId ) ) // (3)
- {
- // The selected font by the user or the platform's default font has failed to validate the character.
+ // Find a fallback-font.
+ fontId = fontClient.FindFallbackFont( character,
+ currentFontDescription,
+ currentFontPointSize,
+ preferColor );
- // Checks if the previously discarted cached default font supports the character.
- bool isValidCachedFont = false;
- if( isValidCachedDefaultFont )
+ if( 0u == fontId )
{
- isValidCachedFont = fontClient.IsCharacterSupportedByFont( cachedDefaultFontId, character );
+ fontId = fontClient.FindDefaultFont( UTF32_A, currentFontPointSize );
}
- if( isValidCachedFont )
+ if ( !isCommonScript && (script != TextAbstraction::UNKNOWN) )
{
- // Use the cached default font for the script if there is one.
- fontId = cachedDefaultFontId;
- }
- else
- {
- // There is no valid cached default font for the script.
-
- DefaultFonts* defaultFontsPerScript = NULL;
-
- // Emojis are present in many monochrome fonts; prefer color by default.
- const bool preferColor = ( TextAbstraction::EMOJI == script );
-
- // Find a fallback-font.
- fontId = fontClient.FindFallbackFont( character,
- currentFontDescription,
- currentFontPointSize,
- preferColor );
-
- if( 0u == fontId )
+ // Cache the font if it is not an unknown script
+ if( NULL == defaultFontsPerScript )
{
- // If the system does not support a suitable font, fallback to Latin
- defaultFontsPerScript = *( defaultFontPerScriptCacheBuffer + TextAbstraction::LATIN );
- if( NULL != defaultFontsPerScript )
- {
- fontId = defaultFontsPerScript->FindFont( fontClient,
- currentFontDescription,
- currentFontPointSize );
- }
- }
+ defaultFontsPerScript = *( defaultFontPerScriptCacheBuffer + script );
- if( 0u == fontId )
- {
- fontId = fontClient.FindDefaultFont( UTF32_A, currentFontPointSize );
- }
-
- if ( script != TextAbstraction::UNKNOWN )
- {
- // Cache the font if it is not an unknown script
if( NULL == defaultFontsPerScript )
{
- defaultFontsPerScript = *( defaultFontPerScriptCacheBuffer + script );
-
- if( NULL == defaultFontsPerScript )
- {
- defaultFontsPerScript = new DefaultFonts();
- *( defaultFontPerScriptCacheBuffer + script ) = defaultFontsPerScript;
- }
+ defaultFontsPerScript = new DefaultFonts();
+ *( defaultFontPerScriptCacheBuffer + script ) = defaultFontsPerScript;
}
- defaultFontsPerScript->Cache( currentFontDescription, fontId );
}
+ defaultFontsPerScript->Cache( currentFontDescription, fontId );
}
- } // !isValidFont (3)
- } // !isValidFont (2)
- } // !isCommonScript
+ }
+ } // !isValidFont (3)
+ } // !isValidFont (2)
} // !isValidFont (1)
#ifdef DEBUG_ENABLED
// Whether the current character is a new paragraph character.
isNewParagraphCharacter = TextAbstraction::IsNewParagraph( character );
- previousFontId = currentFontId;
isPreviousEmojiScript = isEmojiScript;
} // end traverse characters.