/*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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-toolkit/internal/text/multi-language-support-impl.h>
// EXTERNAL INCLUDES
-#include <dali/integration-api/debug.h>
-#include <dali/devel-api/adaptor-framework/singleton-service.h>
+#include <dali/devel-api/common/singleton-service.h>
#include <dali/devel-api/text-abstraction/font-client.h>
+#include <dali/integration-api/debug.h>
// INTERNAL INCLUDES
#include <dali-toolkit/internal/text/multi-language-helper-functions.h>
namespace Dali
{
-
namespace Toolkit
{
-
namespace
{
#if defined(DEBUG_ENABLED)
#endif
const Dali::Toolkit::Text::Character UTF32_A = 0x0041;
-}
+} // namespace
namespace Text
{
-
namespace Internal
{
-
-bool ValidateFontsPerScript::IsValidFont( FontId fontId ) const
+bool ValidateFontsPerScript::IsValidFont(FontId fontId) const
{
- for( Vector<FontId>::ConstIterator it = mValidFonts.Begin(),
- endIt = mValidFonts.End();
- it != endIt;
- ++it )
+ for(Vector<FontId>::ConstIterator it = mValidFonts.Begin(),
+ endIt = mValidFonts.End();
+ it != endIt;
+ ++it)
{
- if( fontId == *it )
+ if(fontId == *it)
{
return true;
}
return false;
}
-FontId DefaultFonts::FindFont( TextAbstraction::FontClient& fontClient,
- const TextAbstraction::FontDescription& description,
- PointSize26Dot6 size ) const
+FontId DefaultFonts::FindFont(TextAbstraction::FontClient& fontClient,
+ const TextAbstraction::FontDescription& description,
+ PointSize26Dot6 size) const
{
- for( std::vector<CacheItem>::const_iterator it = mFonts.begin(),
- endIt = mFonts.end();
- it != endIt;
- ++it )
+ for(std::vector<CacheItem>::const_iterator it = mFonts.begin(),
+ endIt = mFonts.end();
+ it != endIt;
+ ++it)
{
const CacheItem& item = *it;
- if( ( ( TextAbstraction::FontWeight::NONE == description.weight ) || ( description.weight == item.description.weight ) ) &&
- ( ( TextAbstraction::FontWidth::NONE == description.width ) || ( description.width == item.description.width ) ) &&
- ( ( TextAbstraction::FontSlant::NONE == description.slant ) || ( description.slant == item.description.slant ) ) &&
- ( size == fontClient.GetPointSize( item.fontId ) ) &&
- ( description.family.empty() || ( description.family == item.description.family ) ) )
+ if(((TextAbstraction::FontWeight::NONE == description.weight) || (description.weight == item.description.weight)) &&
+ ((TextAbstraction::FontWidth::NONE == description.width) || (description.width == item.description.width)) &&
+ ((TextAbstraction::FontSlant::NONE == description.slant) || (description.slant == item.description.slant)) &&
+ (size == fontClient.GetPointSize(item.fontId)) &&
+ (description.family.empty() || (description.family == item.description.family)))
{
return item.fontId;
}
return 0u;
}
-void DefaultFonts::Cache( const TextAbstraction::FontDescription& description, FontId fontId )
+void DefaultFonts::Cache(const TextAbstraction::FontDescription& description, FontId fontId)
{
CacheItem item;
item.description = description;
- item.fontId = fontId;
- mFonts.push_back( item );
+ item.fontId = fontId;
+ mFonts.push_back(item);
}
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 + 1, NULL );
+ mDefaultFontPerScriptCache.Resize(TextAbstraction::UNKNOWN + 1, 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.
- mValidFontsPerScriptCache.Resize( TextAbstraction::UNKNOWN + 1, NULL );
+ mValidFontsPerScriptCache.Resize(TextAbstraction::UNKNOWN + 1, NULL);
}
MultilanguageSupport::~MultilanguageSupport()
{
// Destroy the default font per script cache.
- for( Vector<DefaultFonts*>::Iterator it = mDefaultFontPerScriptCache.Begin(),
- endIt = mDefaultFontPerScriptCache.End();
- it != endIt;
- ++it )
+ 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;
- ++it )
+ for(Vector<ValidateFontsPerScript*>::Iterator it = mValidFontsPerScriptCache.Begin(),
+ endIt = mValidFontsPerScriptCache.End();
+ it != endIt;
+ ++it)
{
delete *it;
}
{
Text::MultilanguageSupport multilanguageSupportHandle;
- SingletonService service( SingletonService::Get() );
- if( service )
+ SingletonService service(SingletonService::Get());
+ if(service)
{
// Check whether the singleton is already created
- Dali::BaseHandle handle = service.GetSingleton( typeid( Text::MultilanguageSupport ) );
- if( handle )
+ Dali::BaseHandle handle = service.GetSingleton(typeid(Text::MultilanguageSupport));
+ if(handle)
{
// If so, downcast the handle
- MultilanguageSupport* impl = dynamic_cast< Internal::MultilanguageSupport* >( handle.GetObjectPtr() );
- multilanguageSupportHandle = Text::MultilanguageSupport( impl );
+ MultilanguageSupport* impl = dynamic_cast<Internal::MultilanguageSupport*>(handle.GetObjectPtr());
+ multilanguageSupportHandle = Text::MultilanguageSupport(impl);
}
else // create and register the object
{
- multilanguageSupportHandle = Text::MultilanguageSupport( new MultilanguageSupport );
- service.Register( typeid( multilanguageSupportHandle ), multilanguageSupportHandle );
+ multilanguageSupportHandle = Text::MultilanguageSupport(new MultilanguageSupport);
+ service.Register(typeid(multilanguageSupportHandle), multilanguageSupportHandle);
}
}
return multilanguageSupportHandle;
}
-void MultilanguageSupport::SetScripts( const Vector<Character>& text,
- CharacterIndex startIndex,
- Length numberOfCharacters,
- Vector<ScriptRun>& scripts )
+void MultilanguageSupport::SetScripts(const Vector<Character>& text,
+ CharacterIndex startIndex,
+ Length numberOfCharacters,
+ Vector<ScriptRun>& scripts)
{
- if( 0u == numberOfCharacters )
+ 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 )
+ if(0u != startIndex)
{
- for( Vector<ScriptRun>::ConstIterator it = scripts.Begin(),
- endIt = scripts.End();
- it != endIt;
- ++it, ++scriptIndex )
+ 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 )
+ if(startIndex < run.characterRun.characterIndex + run.characterRun.numberOfCharacters)
{
// Run found.
break;
// Stores the current script run.
ScriptRun currentScriptRun;
- currentScriptRun.characterRun.characterIndex = startIndex;
+ currentScriptRun.characterRun.characterIndex = startIndex;
currentScriptRun.characterRun.numberOfCharacters = 0u;
- currentScriptRun.script = TextAbstraction::UNKNOWN;
+ currentScriptRun.script = TextAbstraction::UNKNOWN;
// Reserve some space to reduce the number of reallocations.
- scripts.Reserve( text.Count() << 2u );
+ scripts.Reserve(text.Count() << 2u);
// Whether the first valid script needs to be set.
bool isFirstScriptToBeSet = true;
// Traverse all characters and set the scripts.
const Length lastCharacter = startIndex + numberOfCharacters;
- for( Length index = startIndex; index < lastCharacter; ++index )
+ for(Length index = startIndex; index < lastCharacter; ++index)
{
- Character character = *( textBuffer + index );
+ Character character = *(textBuffer + index);
// Get the script of the character.
- Script script = TextAbstraction::GetCharacterScript( 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:
// Skip those characters valid for many scripts like white spaces or '\n'.
bool endOfText = index == lastCharacter;
- while( !endOfText &&
- ( TextAbstraction::COMMON == script ) )
+ 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 );
+ currentScriptRun.isRightToLeft = currentScriptRun.isRightToLeft || TextAbstraction::IsRightToLeftMark(character);
- if( TextAbstraction::EMOJI == currentScriptRun.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 );
+ scripts.Insert(scripts.Begin() + scriptIndex, currentScriptRun);
++scriptIndex;
// Initialize the new one.
- currentScriptRun.characterRun.characterIndex = currentScriptRun.characterRun.characterIndex + currentScriptRun.characterRun.numberOfCharacters;
+ currentScriptRun.characterRun.characterIndex = currentScriptRun.characterRun.characterIndex + currentScriptRun.characterRun.numberOfCharacters;
currentScriptRun.characterRun.numberOfCharacters = 0u;
- currentScriptRun.script = TextAbstraction::UNKNOWN;
- numberOfAllScriptCharacters = 0u;
+ currentScriptRun.script = TextAbstraction::UNKNOWN;
+ numberOfAllScriptCharacters = 0u;
}
// Count all these characters to be added into a script.
++numberOfAllScriptCharacters;
- if( TextAbstraction::IsNewParagraph( character ) )
+ if(TextAbstraction::IsNewParagraph(character))
{
// The character is a new paragraph.
// To know when there is a new paragraph is needed because if there is a white space
currentScriptRun.characterRun.numberOfCharacters += numberOfAllScriptCharacters;
// Store the script run.
- scripts.Insert( scripts.Begin() + scriptIndex, currentScriptRun );
+ scripts.Insert(scripts.Begin() + scriptIndex, currentScriptRun);
++scriptIndex;
// Initialize the new one.
- currentScriptRun.characterRun.characterIndex = currentScriptRun.characterRun.characterIndex + currentScriptRun.characterRun.numberOfCharacters;
+ currentScriptRun.characterRun.characterIndex = currentScriptRun.characterRun.characterIndex + currentScriptRun.characterRun.numberOfCharacters;
currentScriptRun.characterRun.numberOfCharacters = 0u;
- currentScriptRun.script = TextAbstraction::UNKNOWN;
- numberOfAllScriptCharacters = 0u;
+ currentScriptRun.script = TextAbstraction::UNKNOWN;
+ numberOfAllScriptCharacters = 0u;
// Initialize whether is right to left direction
currentScriptRun.isRightToLeft = false;
}
// Get the next character.
++index;
endOfText = index == lastCharacter;
- if( !endOfText )
+ if(!endOfText)
{
- character = *( textBuffer + index );
- script = TextAbstraction::GetCharacterScript( character );
+ character = *(textBuffer + index);
+ script = TextAbstraction::GetCharacterScript(character);
}
} // end while( !endOfText && ( TextAbstraction::COMMON == script ) )
- if( endOfText )
+ 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.
}
// Check if it is the first character of a paragraph.
- if( isFirstScriptToBeSet &&
- ( TextAbstraction::UNKNOWN != script ) &&
- ( TextAbstraction::COMMON != script ) &&
- ( TextAbstraction::EMOJI != script ) )
+ if(isFirstScriptToBeSet &&
+ (TextAbstraction::UNKNOWN != script) &&
+ (TextAbstraction::COMMON != script) &&
+ (TextAbstraction::EMOJI != script))
{
// Sets the direction of the first valid script.
- isParagraphRTL = currentScriptRun.isRightToLeft || TextAbstraction::IsRightToLeftScript( script );
+ isParagraphRTL = currentScriptRun.isRightToLeft || TextAbstraction::IsRightToLeftScript(script);
isFirstScriptToBeSet = false;
}
- if( ( script != currentScriptRun.script ) &&
- ( TextAbstraction::COMMON != script ) )
+ if((script != currentScriptRun.script) &&
+ (TextAbstraction::COMMON != script))
{
// Current run needs to be stored and a new one initialized.
- if( ( isParagraphRTL == TextAbstraction::IsRightToLeftScript( currentScriptRun.script ) ) &&
- ( TextAbstraction::UNKNOWN != currentScriptRun.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 ) )
+ else if((TextAbstraction::IsRightToLeftScript(currentScriptRun.script) == TextAbstraction::IsRightToLeftScript(script)) &&
+ (TextAbstraction::UNKNOWN != currentScriptRun.script))
{
// 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 ) )
+ else if((TextAbstraction::UNKNOWN == currentScriptRun.script) &&
+ (TextAbstraction::EMOJI == script))
{
currentScriptRun.characterRun.numberOfCharacters += numberOfAllScriptCharacters;
numberOfAllScriptCharacters = 0u;
}
- if( 0u != currentScriptRun.characterRun.numberOfCharacters )
+ if(0u != currentScriptRun.characterRun.numberOfCharacters)
{
// Store the script run.
- scripts.Insert( scripts.Begin() + scriptIndex, currentScriptRun );
+ scripts.Insert(scripts.Begin() + scriptIndex, currentScriptRun);
++scriptIndex;
}
// Initialize the new one.
- currentScriptRun.characterRun.characterIndex = currentScriptRun.characterRun.characterIndex + currentScriptRun.characterRun.numberOfCharacters;
+ currentScriptRun.characterRun.characterIndex = currentScriptRun.characterRun.characterIndex + currentScriptRun.characterRun.numberOfCharacters;
currentScriptRun.characterRun.numberOfCharacters = numberOfAllScriptCharacters + 1u; // Adds the white spaces which are at the begining of the script.
- currentScriptRun.script = script;
- numberOfAllScriptCharacters = 0u;
+ currentScriptRun.script = script;
+ numberOfAllScriptCharacters = 0u;
// Check if whether is right to left script.
- currentScriptRun.isRightToLeft = TextAbstraction::IsRightToLeftScript( currentScriptRun.script );
+ currentScriptRun.isRightToLeft = TextAbstraction::IsRightToLeftScript(currentScriptRun.script);
}
else
{
- if( TextAbstraction::UNKNOWN != currentScriptRun.script )
+ if(TextAbstraction::UNKNOWN != currentScriptRun.script)
{
// Adds white spaces between characters.
currentScriptRun.characterRun.numberOfCharacters += numberOfAllScriptCharacters;
// Add remaining characters into the last script.
currentScriptRun.characterRun.numberOfCharacters += numberOfAllScriptCharacters;
- if( 0u != currentScriptRun.characterRun.numberOfCharacters )
+ if(0u != currentScriptRun.characterRun.numberOfCharacters)
{
// Store the last run.
- scripts.Insert( scripts.Begin() + scriptIndex, currentScriptRun );
+ scripts.Insert(scripts.Begin() + scriptIndex, currentScriptRun);
++scriptIndex;
}
- if( scriptIndex < scripts.Count() )
+ 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;
+ 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 )
+ for(Vector<ScriptRun>::Iterator it = scripts.Begin() + scriptIndex,
+ endIt = scripts.End();
+ it != endIt;
+ ++it)
{
- ScriptRun& run = *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,
- const TextAbstraction::FontDescription& defaultFontDescription,
- TextAbstraction::PointSize26Dot6 defaultFontPointSize,
- CharacterIndex startIndex,
- Length numberOfCharacters,
- Vector<FontRun>& fonts )
+void MultilanguageSupport::ValidateFonts(const Vector<Character>& text,
+ const Vector<ScriptRun>& scripts,
+ const Vector<FontDescriptionRun>& fontDescriptions,
+ const TextAbstraction::FontDescription& defaultFontDescription,
+ TextAbstraction::PointSize26Dot6 defaultFontPointSize,
+ CharacterIndex startIndex,
+ Length numberOfCharacters,
+ Vector<FontRun>& fonts)
{
- DALI_LOG_INFO( gLogFilter, Debug::General, "-->MultilanguageSupport::ValidateFonts\n" );
+ DALI_LOG_INFO(gLogFilter, Debug::General, "-->MultilanguageSupport::ValidateFonts\n");
- if( 0u == numberOfCharacters )
+ if(0u == numberOfCharacters)
{
- DALI_LOG_INFO( gLogFilter, Debug::General, "<--MultilanguageSupport::ValidateFonts\n" );
+ DALI_LOG_INFO(gLogFilter, Debug::General, "<--MultilanguageSupport::ValidateFonts\n");
// Nothing to do if there are no characters.
return;
}
// Find the first index where to insert the font run.
FontRunIndex fontIndex = 0u;
- if( 0u != startIndex )
+ if(0u != startIndex)
{
- for( Vector<FontRun>::ConstIterator it = fonts.Begin(),
- endIt = fonts.End();
- it != endIt;
- ++it, ++fontIndex )
+ 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 )
+ if(startIndex < run.characterRun.characterIndex + run.characterRun.numberOfCharacters)
{
// Run found.
break;
// Traverse the characters and validate/set the fonts.
// Get the caches.
- DefaultFonts** defaultFontPerScriptCacheBuffer = mDefaultFontPerScriptCache.Begin();
- ValidateFontsPerScript** validFontsPerScriptCacheBuffer = mValidFontsPerScriptCache.Begin();
+ DefaultFonts** defaultFontPerScriptCacheBuffer = mDefaultFontPerScriptCache.Begin();
+ ValidateFontsPerScript** validFontsPerScriptCacheBuffer = mValidFontsPerScriptCache.Begin();
// Stores the validated font runs.
- fonts.Reserve( fontDescriptions.Count() );
+ fonts.Reserve(fontDescriptions.Count());
// Initializes a validated font run.
FontRun currentFontRun;
- currentFontRun.characterRun.characterIndex = startIndex;
+ currentFontRun.characterRun.characterIndex = startIndex;
currentFontRun.characterRun.numberOfCharacters = 0u;
- currentFontRun.fontId = 0u;
- currentFontRun.isBoldRequired = false;
- currentFontRun.isItalicRequired = false;
+ currentFontRun.fontId = 0u;
+ currentFontRun.isBoldRequired = false;
+ currentFontRun.isItalicRequired = false;
// Get the font client.
TextAbstraction::FontClient fontClient = TextAbstraction::FontClient::Get();
const Character* const textBuffer = text.Begin();
// Iterators of the script runs.
- Vector<ScriptRun>::ConstIterator scriptRunIt = scripts.Begin();
- Vector<ScriptRun>::ConstIterator scriptRunEndIt = scripts.End();
- bool isNewParagraphCharacter = false;
+ Vector<ScriptRun>::ConstIterator scriptRunIt = scripts.Begin();
+ Vector<ScriptRun>::ConstIterator scriptRunEndIt = scripts.End();
+ bool isNewParagraphCharacter = false;
bool isPreviousEmojiScript = false;
CharacterIndex lastCharacter = startIndex + numberOfCharacters;
- for( Length index = startIndex; index < lastCharacter; ++index )
+ for(Length index = startIndex; index < lastCharacter; ++index)
{
// Get the current character.
- const Character character = *( textBuffer + index );
- bool isItalicRequired = false;
- bool isBoldRequired = false;
+ const Character character = *(textBuffer + index);
+ bool isItalicRequired = false;
+ bool isBoldRequired = false;
// new description for current character
TextAbstraction::FontDescription currentFontDescription;
TextAbstraction::PointSize26Dot6 currentFontPointSize = defaultFontPointSize;
- bool isDefaultFont = true;
- MergeFontDescriptions( fontDescriptions,
- defaultFontDescription,
- defaultFontPointSize,
- index,
- currentFontDescription,
- currentFontPointSize,
- isDefaultFont );
+ bool isDefaultFont = true;
+ MergeFontDescriptions(fontDescriptions,
+ defaultFontDescription,
+ defaultFontPointSize,
+ index,
+ currentFontDescription,
+ currentFontPointSize,
+ isDefaultFont);
// Get the font for the current character.
- FontId fontId = fontClient.GetFontId( currentFontDescription, currentFontPointSize );
+ FontId fontId = fontClient.GetFontId(currentFontDescription, currentFontPointSize);
// Get the script for the current character.
- Script script = GetScript( index,
- scriptRunIt,
- scriptRunEndIt );
+ Script script = GetScript(index,
+ scriptRunIt,
+ scriptRunEndIt);
#ifdef DEBUG_ENABLED
{
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() );
+ 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
// Check first in the cache of default fonts per script and size.
- FontId cachedDefaultFontId = 0u;
- DefaultFonts* defaultFonts = *( defaultFontPerScriptCacheBuffer + script );
- if( NULL != defaultFonts )
+ FontId cachedDefaultFontId = 0u;
+ DefaultFonts* defaultFonts = *(defaultFontPerScriptCacheBuffer + script);
+ if(NULL != defaultFonts)
{
// This cache stores fall-back fonts.
- cachedDefaultFontId = defaultFonts->FindFont( fontClient,
- currentFontDescription,
- currentFontPointSize );
+ cachedDefaultFontId = defaultFonts->FindFont(fontClient,
+ currentFontDescription,
+ currentFontPointSize);
}
// Whether the cached default font is valid.
const bool isValidCachedDefaultFont = 0u != cachedDefaultFontId;
// 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 );
+ isValidFont = isValidCachedDefaultFont && (fontId == cachedDefaultFontId);
- if( isValidFont )
+ if(isValidFont)
{
// Check if the font supports the character.
- isValidFont = fontClient.IsCharacterSupportedByFont( fontId, character );
+ isValidFont = fontClient.IsCharacterSupportedByFont(fontId, character);
}
bool isCommonScript = false;
- bool isEmojiScript = TextAbstraction::EMOJI == script;
+ bool isEmojiScript = TextAbstraction::EMOJI == script;
- if( isEmojiScript && !isPreviousEmojiScript )
+ if(isEmojiScript && !isPreviousEmojiScript)
{
- if( 0u != currentFontRun.characterRun.numberOfCharacters )
+ if(0u != currentFontRun.characterRun.numberOfCharacters)
{
// Store the font run.
- fonts.Insert( fonts.Begin() + fontIndex, currentFontRun );
+ fonts.Insert(fonts.Begin() + fontIndex, currentFontRun);
++fontIndex;
}
// Initialize the new one.
- currentFontRun.characterRun.characterIndex = currentFontRun.characterRun.characterIndex + currentFontRun.characterRun.numberOfCharacters;
+ currentFontRun.characterRun.characterIndex = currentFontRun.characterRun.characterIndex + currentFontRun.characterRun.numberOfCharacters;
currentFontRun.characterRun.numberOfCharacters = 0u;
- currentFontRun.fontId = fontId;
- currentFontRun.isItalicRequired = false;
- currentFontRun.isBoldRequired = false;
+ currentFontRun.fontId = fontId;
+ currentFontRun.isItalicRequired = false;
+ currentFontRun.isBoldRequired = false;
}
// If the given font is not valid, it means either:
// - 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)
+ if(!isValidFont) // (1)
{
// Whether the current character is common for all scripts (i.e. white spaces, ...)
//
// 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 );
+ isCommonScript = TextAbstraction::IsCommonScript(character);
// Check in the valid fonts cache.
- ValidateFontsPerScript* validateFontsPerScript = *( validFontsPerScriptCacheBuffer + script );
+ ValidateFontsPerScript* validateFontsPerScript = *(validFontsPerScriptCacheBuffer + script);
- if( NULL != validateFontsPerScript )
+ if(NULL != validateFontsPerScript)
{
// This cache stores valid fonts set by the user.
- isValidFont = validateFontsPerScript->IsValidFont( fontId );
+ 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 )
+ if(isValidFont)
{
// Checks if the current character is supported by the font is needed.
- isValidFont = fontClient.IsCharacterSupportedByFont( fontId, character );
+ isValidFont = fontClient.IsCharacterSupportedByFont(fontId, character);
}
}
- if( !isValidFont ) // (2)
+ if(!isValidFont) // (2)
{
// 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 );
-
- // Emojis are present in many monochrome fonts; prefer color by default.
- if( isValidFont &&
- isEmojiScript )
- {
- 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 );
- }
+ isValidFont = fontClient.IsCharacterSupportedByFont(fontId, character);
// If there is a valid font, cache it.
- if( isValidFont && !isCommonScript )
+ if(isValidFont && !isCommonScript)
{
- if( NULL == validateFontsPerScript )
+ if(NULL == validateFontsPerScript)
{
validateFontsPerScript = new ValidateFontsPerScript();
- *( validFontsPerScriptCacheBuffer + script ) = validateFontsPerScript;
+ *(validFontsPerScriptCacheBuffer + script) = validateFontsPerScript;
}
- validateFontsPerScript->mValidFonts.PushBack( fontId );
+ validateFontsPerScript->mValidFonts.PushBack(fontId);
}
- if( !isValidFont && ( fontId != cachedDefaultFontId ) && ( !TextAbstraction::IsNewParagraph( character ) )) // (3)
+ if(!isValidFont && (fontId != cachedDefaultFontId) && (!TextAbstraction::IsNewParagraph(character))) // (3)
{
// The selected font by the user or the platform's default font has failed to validate the character.
// Checks if the previously discarted cached default font supports the character.
bool isValidCachedFont = false;
- if( isValidCachedDefaultFont )
+ if(isValidCachedDefaultFont)
{
- isValidCachedFont = fontClient.IsCharacterSupportedByFont( cachedDefaultFontId, character );
+ isValidCachedFont = fontClient.IsCharacterSupportedByFont(cachedDefaultFontId, character);
}
- if( isValidCachedFont )
+ if(isValidCachedFont)
{
// Use the cached default font for the script if there is one.
fontId = cachedDefaultFontId;
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 );
+ fontId = fontClient.FindFallbackFont(character,
+ currentFontDescription,
+ currentFontPointSize,
+ false);
- if( 0u == fontId )
+ if(0u == fontId)
{
- fontId = fontClient.FindDefaultFont( UTF32_A, currentFontPointSize );
+ fontId = fontClient.FindDefaultFont(UTF32_A, currentFontPointSize);
}
- if ( !isCommonScript && (script != TextAbstraction::UNKNOWN) )
+ if(!isCommonScript && (script != TextAbstraction::UNKNOWN))
{
// Cache the font if it is not an unknown script
- if( NULL == defaultFontsPerScript )
+ if(NULL == defaultFontsPerScript)
{
- defaultFontsPerScript = *( defaultFontPerScriptCacheBuffer + script );
+ defaultFontsPerScript = *(defaultFontPerScriptCacheBuffer + script);
- if( NULL == defaultFontsPerScript )
+ 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)
- } // !isValidFont (1)
+ } // !isValidFont (2)
+ } // !isValidFont (1)
#ifdef DEBUG_ENABLED
{
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() );
+ 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
// Whether bols style is required.
- isBoldRequired = ( currentFontDescription.weight >= TextAbstraction::FontWeight::BOLD );
+ isBoldRequired = (currentFontDescription.weight >= TextAbstraction::FontWeight::BOLD);
// Whether italic style is required.
- isItalicRequired = ( currentFontDescription.slant >= TextAbstraction::FontSlant::ITALIC );
+ isItalicRequired = (currentFontDescription.slant >= TextAbstraction::FontSlant::ITALIC);
// The font is now validated.
- if( ( fontId != currentFontRun.fontId ) ||
- isNewParagraphCharacter ||
- // If font id is same as previous but style is diffrent, initialize new one
- ( ( fontId == currentFontRun.fontId ) && ( ( isBoldRequired != currentFontRun.isBoldRequired ) || ( isItalicRequired != currentFontRun.isItalicRequired ) ) ) )
+ if((fontId != currentFontRun.fontId) ||
+ isNewParagraphCharacter ||
+ // If font id is same as previous but style is diffrent, initialize new one
+ ((fontId == currentFontRun.fontId) && ((isBoldRequired != currentFontRun.isBoldRequired) || (isItalicRequired != currentFontRun.isItalicRequired))))
{
// Current run needs to be stored and a new one initialized.
- if( 0u != currentFontRun.characterRun.numberOfCharacters )
+ if(0u != currentFontRun.characterRun.numberOfCharacters)
{
// Store the font run.
- fonts.Insert( fonts.Begin() + fontIndex, currentFontRun );
+ fonts.Insert(fonts.Begin() + fontIndex, currentFontRun);
++fontIndex;
}
// Initialize the new one.
- currentFontRun.characterRun.characterIndex = currentFontRun.characterRun.characterIndex + currentFontRun.characterRun.numberOfCharacters;
+ currentFontRun.characterRun.characterIndex = currentFontRun.characterRun.characterIndex + currentFontRun.characterRun.numberOfCharacters;
currentFontRun.characterRun.numberOfCharacters = 0u;
- currentFontRun.fontId = fontId;
- currentFontRun.isBoldRequired = isBoldRequired;
- currentFontRun.isItalicRequired = isItalicRequired;
+ currentFontRun.fontId = fontId;
+ currentFontRun.isBoldRequired = isBoldRequired;
+ currentFontRun.isItalicRequired = isItalicRequired;
}
// Add one more character to the run.
++currentFontRun.characterRun.numberOfCharacters;
// Whether the current character is a new paragraph character.
- isNewParagraphCharacter = TextAbstraction::IsNewParagraph( character );
- isPreviousEmojiScript = isEmojiScript;
+ isNewParagraphCharacter = TextAbstraction::IsNewParagraph(character);
+ isPreviousEmojiScript = isEmojiScript;
} // end traverse characters.
- if( 0u != currentFontRun.characterRun.numberOfCharacters )
+ if(0u != currentFontRun.characterRun.numberOfCharacters)
{
// Store the last run.
- fonts.Insert( fonts.Begin() + fontIndex, currentFontRun );
+ fonts.Insert(fonts.Begin() + fontIndex, currentFontRun);
++fontIndex;
}
- if( fontIndex < fonts.Count() )
+ if(fontIndex < fonts.Count())
{
// Update the indices of the next font runs.
- const FontRun& run = *( fonts.Begin() + fontIndex - 1u );
+ 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 )
+ for(Vector<FontRun>::Iterator it = fonts.Begin() + fontIndex,
+ endIt = fonts.End();
+ it != endIt;
+ ++it)
{
FontRun& run = *it;
}
}
- DALI_LOG_INFO( gLogFilter, Debug::General, "<--MultilanguageSupport::ValidateFonts\n" );
+ DALI_LOG_INFO(gLogFilter, Debug::General, "<--MultilanguageSupport::ValidateFonts\n");
}
} // namespace Internal