X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Ftext%2Fshaper.cpp;h=9d9fc1bf672c2ad5369ba59d3e2bca4e412c3ef3;hb=d74d70d51ed70b00e29a2b6feac5419124fffc49;hp=e70750cfafd3731caa8efc537d8598524853dcd1;hpb=830f03638ec6ecd3b12ba3d9eb6419fdb3a3db09;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/text/shaper.cpp b/dali-toolkit/internal/text/shaper.cpp index e70750c..9d9fc1b 100644 --- a/dali-toolkit/internal/text/shaper.cpp +++ b/dali-toolkit/internal/text/shaper.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2015 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. @@ -19,68 +19,83 @@ #include // EXTERNAL INCLUDES -#include - -// INTERNAL INCLUDES -#include -#include -#include -#include -#include +#include namespace Dali { - namespace Toolkit { - namespace Text { - -CharacterIndex min( CharacterIndex index0, - CharacterIndex index1 ) +CharacterIndex min(CharacterIndex index0, + CharacterIndex index1) { - return ( index0 < index1 ) ? index0 : index1; + return (index0 < index1) ? index0 : index1; } -void ShapeText( const Vector& text, - const Vector& lineBreakInfo, - const Vector& scripts, - const Vector& fonts, - Vector& glyphs, - Vector& characterIndices, - Vector& charactersPerGlyph ) +void ShapeText(const Vector& text, + const Vector& lineBreakInfo, + const Vector& scripts, + const Vector& fonts, + CharacterIndex startCharacterIndex, + GlyphIndex startGlyphIndex, + Length numberOfCharacters, + Vector& glyphs, + Vector& glyphToCharacterMap, + Vector& charactersPerGlyph, + Vector& newParagraphGlyphs) { - const Length numberOfCharacters = text.Count(); - - if( 0u == numberOfCharacters ) + if(0u == numberOfCharacters) { // Nothing to do if there are no characters. return; } #ifdef DEBUG_ENABLED - const Length numberOfFontRuns = fonts.Count(); - const Length numberOfScriptRuns = scripts.Count(); + const Length numberOfFontRuns = fonts.Count(); + const Length numberOfScriptRuns = scripts.Count(); + const Length totalNumberOfCharacters = text.Count(); #endif - DALI_ASSERT_DEBUG( ( 0u != numberOfFontRuns ) && - ( numberOfCharacters == fonts[numberOfFontRuns - 1u].characterRun.characterIndex + fonts[numberOfFontRuns - 1u].characterRun.numberOfCharacters ) && - "Toolkit::Text::ShapeText. All characters must have a font set." ); + DALI_ASSERT_DEBUG((0u != numberOfFontRuns) && + (totalNumberOfCharacters == fonts[numberOfFontRuns - 1u].characterRun.characterIndex + fonts[numberOfFontRuns - 1u].characterRun.numberOfCharacters) && + "Toolkit::Text::ShapeText. All characters must have a font set."); - DALI_ASSERT_DEBUG( ( 0u != numberOfScriptRuns ) && - ( numberOfCharacters == scripts[numberOfScriptRuns - 1u].characterRun.characterIndex + scripts[numberOfScriptRuns - 1u].characterRun.numberOfCharacters ) && - "Toolkit::Text::ShapeText. All characters must have a script set." ); + DALI_ASSERT_DEBUG((0u != numberOfScriptRuns) && + (totalNumberOfCharacters == scripts[numberOfScriptRuns - 1u].characterRun.characterIndex + scripts[numberOfScriptRuns - 1u].characterRun.numberOfCharacters) && + "Toolkit::Text::ShapeText. All characters must have a script set."); // The text needs to be split in chunks of consecutive characters. // Each chunk must contain characters with the same font id and script set. - // A chunk of consecutive characters must not contain a LINE_MUST_BREAK, if there is one a new chunk have to be created. + // A chunk of consecutive characters must not contain a LINE_MUST_BREAK, if there is one a new chunk has to be created. TextAbstraction::Shaping shaping = TextAbstraction::Shaping::Get(); // To shape the text a font and an script is needed. + + // Get the font run containing the startCharacterIndex character. Vector::ConstIterator fontRunIt = fonts.Begin(); + for(Vector::ConstIterator endIt = fonts.End(); fontRunIt < endIt; ++fontRunIt) + { + const FontRun& run = *fontRunIt; + if(startCharacterIndex < run.characterRun.characterIndex + run.characterRun.numberOfCharacters) + { + // Found. + break; + } + } + + // Get the script run containing the startCharacterIndex character. Vector::ConstIterator scriptRunIt = scripts.Begin(); + for(Vector::ConstIterator endIt = scripts.End(); scriptRunIt < endIt; ++scriptRunIt) + { + const ScriptRun& run = *scriptRunIt; + if(startCharacterIndex < run.characterRun.characterIndex + run.characterRun.numberOfCharacters) + { + // Found. + break; + } + } // Index to the the next one to be shaped. Is pointing the character after the last one it was shaped. CharacterIndex previousIndex = 0u; @@ -93,112 +108,150 @@ void ShapeText( const Vector& text, // There is no way to know the number of glyphs before shaping the text. // To avoid reallocations it's reserved space for a slightly biger number of glyphs than the number of characters. - Length numberOfGlyphsReserved = static_cast( numberOfCharacters * 1.3f ); - glyphs.Resize( numberOfGlyphsReserved ); - charactersPerGlyph.Resize( numberOfGlyphsReserved ); + GlyphInfo glyphInfo; + glyphInfo.isItalicRequired = false; + glyphInfo.isBoldRequired = false; + + const Length currentNumberOfGlyphs = glyphs.Count(); + const Length numberOfGlyphsReserved = static_cast(numberOfCharacters * 1.3f); + glyphs.Reserve(currentNumberOfGlyphs + numberOfGlyphsReserved); + glyphToCharacterMap.Reserve(currentNumberOfGlyphs + numberOfGlyphsReserved); // The actual number of glyphs. - Length totalNumberOfGlyphs = 0u; + Length totalNumberOfGlyphs = currentNumberOfGlyphs; + // The number of new glyphs. + Length numberOfNewGlyphs = 0u; - const Character* textBuffer = text.Begin(); - const LineBreakInfo* lineBreakInfoBuffer = lineBreakInfo.Begin(); - GlyphInfo* glyphsBuffer = glyphs.Begin(); - Length* charactersPerGlyphBuffer = charactersPerGlyph.Begin(); + const Character* const textBuffer = text.Begin(); + const LineBreakInfo* const lineBreakInfoBuffer = lineBreakInfo.Begin(); + CharacterIndex* glyphToCharacterMapBuffer = glyphToCharacterMap.Begin(); + + Length glyphIndex = startGlyphIndex; // Traverse the characters and shape the text. - for( previousIndex = 0; previousIndex < numberOfCharacters; ) + const CharacterIndex lastCharacter = startCharacterIndex + numberOfCharacters; + for(previousIndex = startCharacterIndex; previousIndex < lastCharacter;) { // Get the font id and the script. - const FontRun& fontRun = *fontRunIt; + const FontRun& fontRun = *fontRunIt; const ScriptRun& scriptRun = *scriptRunIt; - currentFontId = fontRun.fontId; - currentScript = scriptRun.script; + currentFontId = fontRun.fontId; + currentScript = scriptRun.script; + const bool isItalicRequired = fontRun.isItalicRequired; + const bool isBoldRequired = fontRun.isBoldRequired; // Get the min index to the last character of both runs. - CharacterIndex currentIndex = min( fontRun.characterRun.characterIndex + fontRun.characterRun.numberOfCharacters, - scriptRun.characterRun.characterIndex + scriptRun.characterRun.numberOfCharacters ); + CharacterIndex currentIndex = min(fontRun.characterRun.characterIndex + fontRun.characterRun.numberOfCharacters, + scriptRun.characterRun.characterIndex + scriptRun.characterRun.numberOfCharacters); // Check if there is a line must break. bool mustBreak = false; - for( CharacterIndex index = previousIndex; index < currentIndex; ++index ) + + // Check if the current index is a new paragraph character. + // A new paragraph character is going to be shaped in order to not to mess the conversion tables. + // However, the metrics need to be changed in order to not to draw a square. + bool isNewParagraph = false; + + for(CharacterIndex index = previousIndex; index < currentIndex; ++index) { - mustBreak = TextAbstraction::LINE_MUST_BREAK == *( lineBreakInfoBuffer + index ); - if( mustBreak ) + mustBreak = TextAbstraction::LINE_MUST_BREAK == *(lineBreakInfoBuffer + index); + if(mustBreak) { - currentIndex = index; + isNewParagraph = TextAbstraction::IsNewParagraph(*(textBuffer + index)); + currentIndex = index + 1u; break; } } - // Check if the current index is a white space. Do not want to shape a \n. - // The last character is always a must-break even if it's not a \n. - Length numberOfCharactersToShape = currentIndex - previousIndex; - if( mustBreak && !IsWhiteSpace( *( textBuffer + currentIndex ) ) ) + // Shape the text for the current chunk. + const Length numberOfGlyphs = shaping.Shape(textBuffer + previousIndex, + (currentIndex - previousIndex), // The number of characters to shape. + currentFontId, + currentScript); + + // Retrieve the glyphs and the glyph to character conversion map. + Vector tmpGlyphs; + Vector tmpGlyphToCharacterMap; + + GlyphInfo glyphInfo; + glyphInfo.isItalicRequired = isItalicRequired; + glyphInfo.isBoldRequired = isBoldRequired; + + tmpGlyphs.Resize(numberOfGlyphs, glyphInfo); + tmpGlyphToCharacterMap.Resize(numberOfGlyphs); + shaping.GetGlyphs(tmpGlyphs.Begin(), + tmpGlyphToCharacterMap.Begin()); + + // Update the new indices of the glyph to character map. + if(0u != totalNumberOfGlyphs) { - ++numberOfCharactersToShape; + for(Vector::Iterator it = tmpGlyphToCharacterMap.Begin(), + endIt = tmpGlyphToCharacterMap.End(); + it != endIt; + ++it) + { + *it += previousIndex; + } } - // Shape the text for the current chunk. - const Length numberOfGlyphs = shaping.Shape( textBuffer + previousIndex, - numberOfCharactersToShape, - currentFontId, - currentScript ); - - const Length glyphIndex = totalNumberOfGlyphs; totalNumberOfGlyphs += numberOfGlyphs; + numberOfNewGlyphs += numberOfGlyphs; + + glyphs.Insert(glyphs.Begin() + glyphIndex, tmpGlyphs.Begin(), tmpGlyphs.End()); + glyphToCharacterMap.Insert(glyphToCharacterMap.Begin() + glyphIndex, tmpGlyphToCharacterMap.Begin(), tmpGlyphToCharacterMap.End()); + glyphIndex += numberOfGlyphs; - if( totalNumberOfGlyphs > numberOfGlyphsReserved ) + // Set the buffer pointers again. + glyphToCharacterMapBuffer = glyphToCharacterMap.Begin(); + + if(isNewParagraph) { - // Resize the vectors to get enough space. - numberOfGlyphsReserved = static_cast( totalNumberOfGlyphs * 1.3f ); - glyphs.Resize( numberOfGlyphsReserved ); - charactersPerGlyph.Resize( numberOfGlyphsReserved ); - - // Iterators are not valid anymore, set them again. - glyphsBuffer = glyphs.Begin(); - charactersPerGlyphBuffer = charactersPerGlyph.Begin(); + // Add the index of the new paragraph glyph to a vector. + // Their metrics will be updated in a following step. + newParagraphGlyphs.PushBack(glyphIndex - 1u); } - // Retrieve the glyphs and the glyph to character conversion map. - shaping.GetGlyphs( glyphsBuffer + glyphIndex, - charactersPerGlyphBuffer + glyphIndex ); - // Update the iterators to get the next font or script run. - if( currentIndex == fontRun.characterRun.characterIndex + fontRun.characterRun.numberOfCharacters ) + if(currentIndex == fontRun.characterRun.characterIndex + fontRun.characterRun.numberOfCharacters) { ++fontRunIt; } - if( currentIndex == scriptRun.characterRun.characterIndex + scriptRun.characterRun.numberOfCharacters ) + if(currentIndex == scriptRun.characterRun.characterIndex + scriptRun.characterRun.numberOfCharacters) { ++scriptRunIt; } - // Update the previous index. Jumps the \n if needed. - previousIndex = mustBreak ? currentIndex + 1u : currentIndex; + // Update the previous index. + previousIndex = currentIndex; } - characterIndices.Reserve( totalNumberOfGlyphs ); - CharacterIndex characterIndex = 0u; - characterIndices.PushBack( characterIndex ); - for( Length index = 0u, length = totalNumberOfGlyphs - 1u; index < length; ++index ) + // Update indices. + for(Length index = startGlyphIndex + numberOfNewGlyphs; index < totalNumberOfGlyphs; ++index) { - characterIndex += *( charactersPerGlyphBuffer + index ); - characterIndices.PushBack( characterIndex ); + CharacterIndex& characterIndex = *(glyphToCharacterMapBuffer + index); + characterIndex += numberOfCharacters; } - // Resize the vectors to set the right number of items. - glyphs.Resize( totalNumberOfGlyphs ); - // characterIndices.Resize( totalNumberOfGlyphs ); - charactersPerGlyph.Resize( totalNumberOfGlyphs ); -} + // Add the number of characters per glyph. + charactersPerGlyph.Reserve(totalNumberOfGlyphs); + Length* charactersPerGlyphBuffer = charactersPerGlyph.Begin(); -void ShapeText( const LogicalModel& logicalModel, - VisualModel& visualModel, - CharacterIndex characterIndex, - Length numberOfCharactersToRemove, - Length numberOfCharactersToInsert ) -{ + const GlyphIndex lastGlyph = startGlyphIndex + numberOfNewGlyphs; + previousIndex = startCharacterIndex; + for(Length index = startGlyphIndex + 1u; index < lastGlyph; ++index) + { + const CharacterIndex characterIndex = *(glyphToCharacterMapBuffer + index); + + charactersPerGlyph.Insert(charactersPerGlyphBuffer + index - 1u, characterIndex - previousIndex); + + previousIndex = characterIndex; + } + charactersPerGlyph.Insert(charactersPerGlyphBuffer + lastGlyph - 1u, numberOfCharacters + startCharacterIndex - previousIndex); + + // Resize the vectors to set the right number of items. + glyphs.Resize(totalNumberOfGlyphs); + glyphToCharacterMap.Resize(totalNumberOfGlyphs); } } // namespace Text