X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Ftext%2Fcolor-segmentation.cpp;h=9476480c2b7ac88f9d41e2c235b74fbf58e0d489;hb=ba1c6fea08ea39ca92356ae4b39a952919398e7e;hp=3c2f76aed48ae929f69cc8cce2578b324b81d5f4;hpb=24d1c5037a28d3b8e9094dbb65630687e079705a;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/text/color-segmentation.cpp b/dali-toolkit/internal/text/color-segmentation.cpp index 3c2f76a..9476480 100644 --- a/dali-toolkit/internal/text/color-segmentation.cpp +++ b/dali-toolkit/internal/text/color-segmentation.cpp @@ -26,13 +26,10 @@ namespace Dali { - namespace Toolkit { - namespace Text { - /** * @brief Finds a color in the vector of colors. * It inserts the color in the vector if it's not in. @@ -42,16 +39,16 @@ namespace Text * * @return The index + 1 where the color is in the vector. The index zero is reserved for the default color. */ -ColorIndex FindColor( Vector& colors, - const Vector4& color ) +ColorIndex FindColor(Vector& colors, + const Vector4& color) { ColorIndex index = 1u; // The index zero is reserved for the default color. - for( Vector::Iterator it = colors.Begin(), - endIt = colors.End(); - it != endIt; - ++it ) + for(Vector::Iterator it = colors.Begin(), + endIt = colors.End(); + it != endIt; + ++it) { - if( color == *it ) + if(color == *it) { return index; } @@ -59,77 +56,77 @@ ColorIndex FindColor( Vector& colors, ++index; } - colors.PushBack( color ); + colors.PushBack(color); return index; } -void SetColorSegmentationInfo( const Vector& colorRuns, - const Vector& charactersToGlyph, - const Vector& glyphsPerCharacter, - CharacterIndex startCharacterIndex, - GlyphIndex startGlyphIndex, - Length numberOfCharacters, - Vector& colors, - Vector& colorIndices ) +void SetColorSegmentationInfo(const Vector& colorRuns, + const Vector& charactersToGlyph, + const Vector& glyphsPerCharacter, + CharacterIndex startCharacterIndex, + GlyphIndex startGlyphIndex, + Length numberOfCharacters, + Vector& colors, + Vector& colorIndices) { - if( 0u == charactersToGlyph.Count() ) + if(0u == charactersToGlyph.Count()) { // Nothing to do if there is no text. return; } // Get pointers to the buffers. - const GlyphIndex* const charactersToGlyphBuffer = charactersToGlyph.Begin(); - const Length* const glyphsPerCharacterBuffer = glyphsPerCharacter.Begin(); + const GlyphIndex* const charactersToGlyphBuffer = charactersToGlyph.Begin(); + const Length* const glyphsPerCharacterBuffer = glyphsPerCharacter.Begin(); // Calculate the number of glyphs to insert. const CharacterIndex lastCharacterIndex = startCharacterIndex + numberOfCharacters - 1u; - const Length numberOfNewGlyphs = *( charactersToGlyphBuffer + lastCharacterIndex ) + *( glyphsPerCharacterBuffer + lastCharacterIndex ) - *( charactersToGlyphBuffer + startCharacterIndex ); + const Length numberOfNewGlyphs = *(charactersToGlyphBuffer + lastCharacterIndex) + *(glyphsPerCharacterBuffer + lastCharacterIndex) - *(charactersToGlyphBuffer + startCharacterIndex); // Reserve space for the new color indices. Vector newColorIndices; - newColorIndices.Resize( numberOfNewGlyphs ); + newColorIndices.Resize(numberOfNewGlyphs); ColorIndex* newColorIndicesBuffer = newColorIndices.Begin(); // Convert from characters to glyphs. Length index = 0u; - for( Vector::ConstIterator it = colorRuns.Begin(), - endIt = colorRuns.End(); - it != endIt; - ++it, ++index ) + for(Vector::ConstIterator it = colorRuns.Begin(), + endIt = colorRuns.End(); + it != endIt; + ++it, ++index) { const ColorRun& colorRun = *it; - if( ( startCharacterIndex < colorRun.characterRun.characterIndex + colorRun.characterRun.numberOfCharacters ) && - ( colorRun.characterRun.characterIndex < startCharacterIndex + numberOfCharacters ) ) + if((startCharacterIndex < colorRun.characterRun.characterIndex + colorRun.characterRun.numberOfCharacters) && + (colorRun.characterRun.characterIndex < startCharacterIndex + numberOfCharacters)) { - if( 0u < colorRun.characterRun.numberOfCharacters ) + if(0u < colorRun.characterRun.numberOfCharacters) { // Find the color index. - const ColorIndex colorIndex = FindColor( colors, colorRun.color ); + const ColorIndex colorIndex = FindColor(colors, colorRun.color); // Get the index to the last character of the run. const CharacterIndex lastIndex = colorRun.characterRun.characterIndex + colorRun.characterRun.numberOfCharacters - 1u; - const GlyphIndex glyphIndex = std::max( startGlyphIndex, *( charactersToGlyphBuffer + colorRun.characterRun.characterIndex ) ) - startGlyphIndex; + const GlyphIndex glyphIndex = std::max(startGlyphIndex, *(charactersToGlyphBuffer + colorRun.characterRun.characterIndex)) - startGlyphIndex; // Get the number of glyphs of the run. - const Length lastGlyphIndexPlusOne = std::min( numberOfNewGlyphs, *( charactersToGlyphBuffer + lastIndex ) + *( glyphsPerCharacterBuffer + lastIndex ) - startGlyphIndex ); + const Length lastGlyphIndexPlusOne = std::min(numberOfNewGlyphs, *(charactersToGlyphBuffer + lastIndex) + *(glyphsPerCharacterBuffer + lastIndex) - startGlyphIndex); // Set the indices. - for( GlyphIndex i = glyphIndex; i < lastGlyphIndexPlusOne; ++i ) + for(GlyphIndex i = glyphIndex; i < lastGlyphIndexPlusOne; ++i) { - *( newColorIndicesBuffer + i ) = colorIndex; + *(newColorIndicesBuffer + i) = colorIndex; } } } } // Insert the new indices. - colorIndices.Insert( colorIndices.Begin() + startGlyphIndex, - newColorIndices.Begin(), - newColorIndices.End() ); + colorIndices.Insert(colorIndices.Begin() + startGlyphIndex, + newColorIndices.Begin(), + newColorIndices.End()); } } // namespace Text