// EXTERNAL INCLUDES
#include <memory.h>
-#include <dali/public-api/math/vector2.h>
namespace Dali
{
return VisualModelPtr( new VisualModel() );
}
-void VisualModel::SetGlyphs( const GlyphInfo* glyphs,
- const CharacterIndex* characterIndices,
- const Length* charactersPerGlyph,
- Length numberOfGlyphs )
+void VisualModel::CreateCharacterToGlyphTable( CharacterIndex startIndex,
+ Length numberOfCharacters )
{
- if( 0u == numberOfGlyphs )
+ if( 0u == numberOfCharacters )
{
- mGlyphs.Clear();
- mGlyphsToCharacters.Clear();
- mCharactersToGlyph.Clear();
- mCharactersPerGlyph.Clear();
- mGlyphsPerCharacter.Clear();
+ // Nothing to do.
+ return;
}
- else
- {
- if( NULL != glyphs )
- {
- mGlyphs.Resize( numberOfGlyphs );
- memcpy( mGlyphs.Begin(), glyphs, numberOfGlyphs * sizeof( GlyphInfo ) );
- }
- if( NULL != characterIndices )
- {
- mGlyphsToCharacters.Resize( numberOfGlyphs );
- memcpy( mGlyphsToCharacters.Begin(), characterIndices, numberOfGlyphs * sizeof( CharacterIndex ) );
- }
+ DALI_ASSERT_DEBUG( mGlyphsPerCharacter.Count() != 0u );
- if( NULL != charactersPerGlyph )
- {
- mCharactersPerGlyph.Resize( numberOfGlyphs );
- memcpy( mCharactersPerGlyph.Begin(), charactersPerGlyph, numberOfGlyphs * sizeof( Length ) );
+ // Get the total number of characters.
+ const Length totalNumberOfCharacters = ( 0u == mGlyphsToCharacters.Count() ) ? 0u : *( mGlyphsToCharacters.End() - 1u ) + *( mCharactersPerGlyph.End() - 1u ); // Index to the first character + the number of characters that form the last glyph.
- // Build the glyphs per character table.
- CreateGlyphsPerCharacterTable();
+ // Whether the current buffer is being updated or is set from scratch.
+ const bool updateCurrentBuffer = numberOfCharacters < totalNumberOfCharacters;
- // Build the characters to glyph conversion table.
- CreateCharacterToGlyphTable();
- }
- }
-}
+ Vector<GlyphIndex> newCharactersToGlyph;
+ GlyphIndex* charactersToGlyphBuffer = NULL;
-void VisualModel::CreateCharacterToGlyphTable( Length numberOfCharacters )
-{
- // 1) Reserve some space for the characters to avoid reallocations.
- if( 0u == numberOfCharacters )
+ // 1) Reserve some space for the glyph indices to avoid reallocations.
+ if( updateCurrentBuffer )
{
- // If no number of characters is given, just set something sensible to avoid reallocations.
- numberOfCharacters = static_cast<Length> ( static_cast<float>( mGlyphs.Count() ) * 1.3f );
+ newCharactersToGlyph.Resize( numberOfCharacters );
+ charactersToGlyphBuffer = newCharactersToGlyph.Begin();
+ }
+ else
+ {
+ mCharactersToGlyph.Resize( numberOfCharacters );
+ charactersToGlyphBuffer = mCharactersToGlyph.Begin() + startIndex;
}
- mCharactersToGlyph.Reserve( numberOfCharacters );
-
- DALI_ASSERT_DEBUG( mGlyphsPerCharacter.Count() != 0u ||
- ( 0u == numberOfCharacters ) );
const Length* const glyphsPerCharacterBuffer = mGlyphsPerCharacter.Begin();
// 2) Traverse the glyphs and set the glyph indices per character.
// Index to the glyph.
- GlyphIndex glyphIndex = 0u;
- CharacterIndex characterIndex = 0u;
- for( Vector<Length>::ConstIterator it = mCharactersPerGlyph.Begin(),
+ const GlyphIndex startGlyphIndex = updateCurrentBuffer ? *( mCharactersToGlyph.Begin() + startIndex ) : 0u;
+ GlyphIndex glyphIndex = startGlyphIndex;
+ CharacterIndex characterIndex = startIndex;
+ const CharacterIndex lastCharacterIndexPlusOne = startIndex + numberOfCharacters;
+ for( Vector<Length>::ConstIterator it = mCharactersPerGlyph.Begin() + glyphIndex,
endIt = mCharactersPerGlyph.End();
- it != endIt;
+ ( it != endIt ) && ( characterIndex < lastCharacterIndexPlusOne );
++it )
{
const Length numberOfCharactersPerGlyph = *it;
// Set the glyph indices.
for( Length index = 0u; index < numberOfCharactersPerGlyph; ++index, ++characterIndex )
{
- mCharactersToGlyph.PushBack( glyphIndex );
+ *charactersToGlyphBuffer = glyphIndex;
numberOfGlyphs += *( glyphsPerCharacterBuffer + characterIndex );
+ ++charactersToGlyphBuffer;
}
glyphIndex += numberOfGlyphs;
}
+
+ // If the character to glyph buffer is updated, it needs to be inserted in the model.
+ if( updateCurrentBuffer )
+ {
+ // Update the indices.
+ const Length numberOfGlyphs = glyphIndex - startGlyphIndex;
+ for( Vector<Length>::Iterator it = mCharactersToGlyph.Begin() + startIndex,
+ endIt = mCharactersToGlyph.End();
+ it != endIt;
+ ++it )
+ {
+ *it += numberOfGlyphs;
+ }
+
+ mCharactersToGlyph.Insert( mCharactersToGlyph.Begin() + startIndex,
+ newCharactersToGlyph.Begin(),
+ newCharactersToGlyph.End() );
+
+ }
}
-void VisualModel::CreateGlyphsPerCharacterTable( Length numberOfCharacters )
+void VisualModel::CreateGlyphsPerCharacterTable( CharacterIndex startIndex,
+ Length numberOfCharacters )
{
- // 1) Reserve some space for the characters to avoid reallocations.
if( 0u == numberOfCharacters )
{
- // If no number of characters is given, just set something sensible to avoid reallocations.
- numberOfCharacters = static_cast<Length> ( static_cast<float>( mGlyphs.Count() ) * 1.3f );
+ // Nothing to do.
+ return;
+ }
+
+ // Get the total number of characters.
+ const Length totalNumberOfCharacters = ( 0u == mGlyphsToCharacters.Count() ) ? 0u : *( mGlyphsToCharacters.End() - 1u ) + *( mCharactersPerGlyph.End() - 1u ); // Index to the first character + the number of characters that form the last glyph.
+
+ // Whether the current buffer is being updated or is set from scratch.
+ const bool updateCurrentBuffer = numberOfCharacters < totalNumberOfCharacters;
+
+ Vector<Length> newGlyphsPerCharacter;
+ Length* glyphsPerCharacterBuffer = NULL;
+
+ // 1) Reserve some space for the glyphs per character to avoid reallocations.
+ if( updateCurrentBuffer )
+ {
+ newGlyphsPerCharacter.Resize( numberOfCharacters );
+ glyphsPerCharacterBuffer = newGlyphsPerCharacter.Begin();
+ }
+ else
+ {
+ mGlyphsPerCharacter.Resize( numberOfCharacters );
+ glyphsPerCharacterBuffer = mGlyphsPerCharacter.Begin() + startIndex;
}
- mGlyphsPerCharacter.Reserve( numberOfCharacters );
// 2) Traverse the glyphs and set the number of glyphs per character.
+ // The glyph index.
+ const GlyphIndex glyphIndex = updateCurrentBuffer ? *( mCharactersToGlyph.Begin() + startIndex ) : 0u;
+ Length traversedCharacters = 0;
+
// The number of 'characters per glyph' equal to zero.
Length zeroCharactersPerGlyph = 0u;
- for( Vector<Length>::ConstIterator it = mCharactersPerGlyph.Begin(),
+ for( Vector<Length>::ConstIterator it = mCharactersPerGlyph.Begin() + glyphIndex,
endIt = mCharactersPerGlyph.End();
- it != endIt;
+ ( it != endIt ) && ( traversedCharacters < numberOfCharacters );
++it )
{
const Length numberOfCharactersPerGlyph = *it;
+ traversedCharacters += numberOfCharactersPerGlyph;
// Set the glyphs per character.
if( 0u == numberOfCharactersPerGlyph )
else
{
const Length numberOfZeroGlyphsPerCharacter = ( numberOfCharactersPerGlyph - 1u );
- for( Length zeroIndex = 0u; zeroIndex < numberOfZeroGlyphsPerCharacter ; ++zeroIndex )
+ for( Length zeroIndex = 0u; zeroIndex < numberOfZeroGlyphsPerCharacter; ++zeroIndex )
{
- mGlyphsPerCharacter.PushBack( 0u );
+ *glyphsPerCharacterBuffer = 0u;
+
+ // Point to the next position in the buffer.
+ ++glyphsPerCharacterBuffer;
}
- mGlyphsPerCharacter.PushBack( 1u + zeroCharactersPerGlyph );
+ *glyphsPerCharacterBuffer = zeroCharactersPerGlyph + 1u;
zeroCharactersPerGlyph = 0u;
+
+ // Point to the next position in the buffer.
+ ++glyphsPerCharacterBuffer;
}
}
-}
-Length VisualModel::GetNumberOfGlyphs() const
-{
- return mGlyphs.Count();
+ // If the glyphs per character buffer is updated, it needs to be inserted in the model.
+ if( updateCurrentBuffer )
+ {
+ mGlyphsPerCharacter.Insert( mGlyphsPerCharacter.Begin() + startIndex,
+ newGlyphsPerCharacter.Begin(),
+ newGlyphsPerCharacter.End() );
+ }
}
void VisualModel::GetGlyphs( GlyphInfo* glyphs,
memcpy( glyphs, mGlyphs.Begin() + glyphIndex, numberOfGlyphs * sizeof( GlyphInfo ) );
}
-const GlyphInfo& VisualModel::GetGlyphInfo( GlyphIndex glyphIndex ) const
-{
- return mGlyphs[glyphIndex];
-}
-
-void VisualModel::ReplaceGlyphs( GlyphIndex glyphIndex,
- Length numberOfGlyphsToRemove,
- const GlyphInfo* const glyphs,
- const Length* const numberOfCharacters,
- Length numberOfGlyphsToInsert )
-{
-}
-
-CharacterIndex VisualModel::GetCharacterIndex( GlyphIndex glyphIndex ) const
-{
- return mGlyphsToCharacters[glyphIndex];
-}
-
-Length VisualModel::GetCharactersPerGlyph( GlyphIndex glyphIndex ) const
-{
- return mCharactersPerGlyph[glyphIndex];
-}
-
-GlyphIndex VisualModel::GetGlyphIndex( CharacterIndex characterIndex ) const
-{
- return mCharactersToGlyph[characterIndex];
-}
-
-void VisualModel::GetCharacterToGlyphMap( GlyphIndex* characterToGlyphMap,
- CharacterIndex characterIndex,
- Length numberOfCharacters ) const
-{
- memcpy( characterToGlyphMap, mCharactersToGlyph.Begin() + characterIndex, numberOfCharacters * sizeof( GlyphIndex ) );
-}
-
-void VisualModel::GetGlyphToCharacterMap( CharacterIndex* glyphToCharacter,
- GlyphIndex glyphIndex,
- Length numberOfGlyphs ) const
-{
- memcpy( glyphToCharacter, mGlyphsToCharacters.Begin() + glyphIndex, numberOfGlyphs * sizeof( CharacterIndex ) );
-}
-
-void VisualModel::GetCharactersPerGlyphMap( Length* charactersPerGlyph,
- GlyphIndex glyphIndex,
- Length numberOfGlyphs ) const
-{
- memcpy( charactersPerGlyph, mCharactersPerGlyph.Begin() + glyphIndex, numberOfGlyphs * sizeof( Length ) );
-}
-
-void VisualModel::GetGlyphsPerCharacterMap( Length* glyphsPerCharacter,
- CharacterIndex characterIndex,
- Length numberOfCharacters ) const
-{
- memcpy( glyphsPerCharacter, mGlyphsPerCharacter.Begin() + characterIndex, numberOfCharacters * sizeof( Length ) );
-}
-
-void VisualModel::SetGlyphPositions( const Vector2* glyphPositions,
- Length numberOfGlyphs )
-{
- if( 0u == numberOfGlyphs )
- {
- mGlyphPositions.Clear();
- }
- else
- {
- mGlyphPositions.Resize( numberOfGlyphs );
- memcpy( mGlyphPositions.Begin(), glyphPositions, numberOfGlyphs * sizeof( Vector2 ) );
- }
-}
-
-Length VisualModel::GetNumberOfGlyphPositions() const
-{
- return mGlyphPositions.Count();
-}
-
void VisualModel::GetGlyphPositions( Vector2* glyphPositions,
GlyphIndex glyphIndex,
Length numberOfGlyphs ) const
memcpy( glyphPositions, mGlyphPositions.Begin() + glyphIndex, numberOfGlyphs * sizeof( Vector2 ) );
}
-const Vector2& VisualModel::GetGlyphPosition( GlyphIndex glyphIndex ) const
-{
- return *( mGlyphPositions.Begin() + glyphIndex );
-}
-
-void VisualModel::ReplaceGlyphPositions( GlyphIndex glyphIndex,
- Length numberOfGlyphsToRemove,
- const Vector2* const positions,
- Length numberOfGlyphsToInsert )
-{
-}
-
-void VisualModel::SetLines( const LineRun* const lines,
- Length numberOfLines )
-{
- if( 0u == numberOfLines )
- {
- mLines.Clear();
- }
- else
- {
- mLines.Resize( numberOfLines );
- memcpy( mLines.Begin(), lines, numberOfLines * sizeof( LineRun ) );
- }
-}
-
-Length VisualModel::GetNumberOfLines() const
-{
- return mLines.Count();
-}
-
-void VisualModel::GetLines( LineRun* lines,
- LineIndex lineIndex,
- Length numberOfLines ) const
-{
- memcpy( lines, mLines.Begin() + lineIndex, numberOfLines * sizeof( LineRun ) );
-}
-
void VisualModel::GetNumberOfLines( GlyphIndex glyphIndex,
Length numberOfGlyphs,
LineIndex& firstLine,
{
const LineRun& line = *it;
- if( ( line.glyphIndex + line.numberOfGlyphs > glyphIndex ) &&
- ( lastGlyphIndex > line.glyphIndex ) )
+ if( ( line.glyphRun.glyphIndex + line.glyphRun.numberOfGlyphs > glyphIndex ) &&
+ ( lastGlyphIndex > line.glyphRun.glyphIndex ) )
{
firstLineFound = true;
++numberOfLines;
}
- else if( lastGlyphIndex <= line.glyphIndex )
+ else if( lastGlyphIndex <= line.glyphRun.glyphIndex )
{
// nothing else to do.
break;
memcpy( lines, mLines.Begin() + firstLine, numberOfLines * sizeof( LineRun ) );
}
-LineIndex VisualModel::GetLineOfGlyph( GlyphIndex glyphIndex )
-{
- const CharacterIndex characterIndex = *( mGlyphsToCharacters.Begin() + glyphIndex );
-
- return GetLineOfCharacter( characterIndex );
-}
-
LineIndex VisualModel::GetLineOfCharacter( CharacterIndex characterIndex )
{
// 1) Check first in the cached line.
return index;
}
-void VisualModel::ReplaceLines( GlyphIndex glyphIndex,
- Length numberOfGlyphsToRemove,
- const LineRun* const lines,
- Length numberOfGlyphsToInsert )
+void VisualModel::GetUnderlineRuns( GlyphRun* underlineRuns,
+ UnderlineRunIndex index,
+ Length numberOfRuns ) const
{
+ memcpy( underlineRuns,
+ mUnderlineRuns.Begin() + index,
+ numberOfRuns * sizeof( GlyphRun ) );
}
void VisualModel::SetNaturalSize( const Vector2& size )