Support Underline to Markup using underlined-character-run
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / text / logical-model-impl.cpp
1 /*
2  * Copyright (c) 2021 Samsung Electronics Co., Ltd.
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  *
16  */
17
18 // CLASS HEADER
19 #include <dali-toolkit/internal/text/logical-model-impl.h>
20
21 // INTERNAL INCLUDES
22 #include <dali-toolkit/internal/text/input-style.h>
23 #include <dali-toolkit/internal/text/text-run-container.h>
24
25 namespace Dali
26 {
27 namespace Toolkit
28 {
29 namespace Text
30 {
31 void FreeFontFamilyNames(Vector<FontDescriptionRun>& fontDescriptionRuns)
32 {
33   for(Vector<FontDescriptionRun>::Iterator it    = fontDescriptionRuns.Begin(),
34                                            endIt = fontDescriptionRuns.End();
35       it != endIt;
36       ++it)
37   {
38     delete[](*it).familyName;
39   }
40
41   fontDescriptionRuns.Clear();
42 }
43
44 void FreeEmbeddedItems(Vector<EmbeddedItem>& embeddedItem)
45 {
46   for(Vector<EmbeddedItem>::Iterator it    = embeddedItem.Begin(),
47                                      endIt = embeddedItem.End();
48       it != endIt;
49       ++it)
50   {
51     EmbeddedItem& item = *it;
52     delete[] item.url;
53   }
54
55   embeddedItem.Clear();
56 }
57
58 void FreeAnchors(Vector<Anchor>& anchors)
59 {
60   for(auto&& anchor : anchors)
61   {
62     delete[] anchor.href;
63   }
64
65   anchors.Clear();
66 }
67
68 LogicalModelPtr LogicalModel::New()
69 {
70   return LogicalModelPtr(new LogicalModel());
71 }
72
73 Script LogicalModel::GetScript(CharacterIndex characterIndex) const
74 {
75   // If this operation is too slow, consider a binary search.
76
77   const ScriptRun* const scriptRunBuffer = mScriptRuns.Begin();
78   for(Length index = 0u, length = mScriptRuns.Count(); index < length; ++index)
79   {
80     const ScriptRun* const scriptRun = scriptRunBuffer + index;
81
82     if((scriptRun->characterRun.characterIndex <= characterIndex) &&
83        (characterIndex < scriptRun->characterRun.characterIndex + scriptRun->characterRun.numberOfCharacters))
84     {
85       return scriptRun->script;
86     }
87   }
88
89   return TextAbstraction::UNKNOWN;
90 }
91
92 CharacterDirection LogicalModel::GetCharacterDirection(CharacterIndex characterIndex) const
93 {
94   if(characterIndex >= mCharacterDirections.Count())
95   {
96     // The model has no right to left characters, so the vector of directions is void.
97     return false;
98   }
99
100   return *(mCharacterDirections.Begin() + characterIndex);
101 }
102
103 CharacterIndex LogicalModel::GetLogicalCursorIndex(CharacterIndex visualCursorIndex)
104 {
105   // The character's directions buffer.
106   const CharacterDirection* const modelCharacterDirections = mCharacterDirections.Begin();
107
108   // The bidirectional line info.
109   const BidirectionalLineInfoRun* const bidirectionalLineInfo = mBidirectionalLineInfo.Begin() + mBidirectionalLineIndex;
110
111   // Whether the paragraph starts with a right to left character.
112   const bool isRightToLeftParagraph = bidirectionalLineInfo->direction;
113
114   // The total number of characters of the line.
115   const Length lastCharacterIndex = bidirectionalLineInfo->characterRun.characterIndex + bidirectionalLineInfo->characterRun.numberOfCharacters;
116
117   CharacterIndex logicalCursorIndex = 0u;
118
119   if(bidirectionalLineInfo->characterRun.characterIndex == visualCursorIndex)
120   {
121     if(isRightToLeftParagraph)
122     {
123       logicalCursorIndex = lastCharacterIndex;
124     }
125     else // else logical position is the first of the line.
126     {
127       logicalCursorIndex = bidirectionalLineInfo->characterRun.characterIndex;
128     }
129   }
130   else if(lastCharacterIndex == visualCursorIndex)
131   {
132     if(isRightToLeftParagraph)
133     {
134       logicalCursorIndex = bidirectionalLineInfo->characterRun.characterIndex;
135     }
136     else // else logical position is the number of characters.
137     {
138       logicalCursorIndex = lastCharacterIndex;
139     }
140   }
141   else
142   {
143     // Get the character indexed by  index - 1 and index
144     // and calculate the logical position according the directions of
145     // both characters and the direction of the paragraph.
146
147     const CharacterIndex previousVisualCursorIndex  = visualCursorIndex - 1u;
148     const CharacterIndex previousLogicalCursorIndex = *(bidirectionalLineInfo->visualToLogicalMap + previousVisualCursorIndex - bidirectionalLineInfo->characterRun.characterIndex) + bidirectionalLineInfo->characterRun.characterIndex;
149     const CharacterIndex currentLogicalCursorIndex  = *(bidirectionalLineInfo->visualToLogicalMap + visualCursorIndex - bidirectionalLineInfo->characterRun.characterIndex) + bidirectionalLineInfo->characterRun.characterIndex;
150
151     const CharacterDirection previousCharacterDirection = *(modelCharacterDirections + previousLogicalCursorIndex);
152     const CharacterDirection currentCharacterDirection  = *(modelCharacterDirections + currentLogicalCursorIndex);
153
154     if(previousCharacterDirection == currentCharacterDirection)
155     {
156       // Both glyphs have the same direction.
157       if(previousCharacterDirection)
158       {
159         logicalCursorIndex = previousLogicalCursorIndex;
160       }
161       else
162       {
163         logicalCursorIndex = currentLogicalCursorIndex;
164       }
165     }
166     else
167     {
168       if(isRightToLeftParagraph)
169       {
170         if(currentCharacterDirection)
171         {
172           logicalCursorIndex = currentLogicalCursorIndex + 1u;
173         }
174         else
175         {
176           logicalCursorIndex = previousLogicalCursorIndex;
177         }
178       }
179       else
180       {
181         if(previousCharacterDirection)
182         {
183           logicalCursorIndex = currentLogicalCursorIndex;
184         }
185         else
186         {
187           logicalCursorIndex = previousLogicalCursorIndex + 1u;
188         }
189       }
190     }
191   }
192
193   return logicalCursorIndex;
194 }
195
196 CharacterIndex LogicalModel::GetLogicalCharacterIndex(CharacterIndex visualCharacterIndex)
197 {
198   // The bidirectional line info.
199   const BidirectionalLineInfoRun* const bidirectionalLineInfo = mBidirectionalLineInfo.Begin() + mBidirectionalLineIndex;
200
201   return *(bidirectionalLineInfo->visualToLogicalMap + visualCharacterIndex - bidirectionalLineInfo->characterRun.characterIndex) + bidirectionalLineInfo->characterRun.characterIndex;
202 }
203
204 bool LogicalModel::FetchBidirectionalLineInfo(CharacterIndex characterIndex)
205 {
206   // The number of bidirectional lines.
207   const Length numberOfBidirectionalLines = mBidirectionalLineInfo.Count();
208
209   if(0u == numberOfBidirectionalLines)
210   {
211     // If there is no bidirectional info.
212     return false;
213   }
214
215   // Find the bidi line where the character is laid-out.
216
217   const BidirectionalLineInfoRun* const bidirectionalLineInfoBuffer = mBidirectionalLineInfo.Begin();
218
219   // Check first if the character is in the previously fetched line.
220
221   BidirectionalLineRunIndex bidiLineIndex                 = 0u;
222   CharacterIndex            lastCharacterOfRightToLeftRun = 0u;
223   if(mBidirectionalLineIndex < numberOfBidirectionalLines)
224   {
225     const BidirectionalLineInfoRun& bidiLineRun = *(bidirectionalLineInfoBuffer + mBidirectionalLineIndex);
226
227     const CharacterIndex lastCharacterOfRunPlusOne = bidiLineRun.characterRun.characterIndex + bidiLineRun.characterRun.numberOfCharacters;
228     if((bidiLineRun.characterRun.characterIndex <= characterIndex) &&
229        (characterIndex < lastCharacterOfRunPlusOne))
230     {
231       // The character is in the previously fetched bidi line.
232       return true;
233     }
234     else
235     {
236       // The character is not in the previously fetched line.
237       // Set the bidi line index from where to start the fetch.
238
239       if(characterIndex < bidiLineRun.characterRun.characterIndex)
240       {
241         // Start the fetch from the beginning.
242         bidiLineIndex = 0u;
243       }
244       else
245       {
246         // Start the fetch from the next line.
247         bidiLineIndex                 = mBidirectionalLineIndex + 1u;
248         lastCharacterOfRightToLeftRun = lastCharacterOfRunPlusOne - 1u;
249       }
250     }
251   }
252
253   // The character has not been found in the previously fetched bidi line.
254   for(Vector<BidirectionalLineInfoRun>::ConstIterator it    = bidirectionalLineInfoBuffer + bidiLineIndex,
255                                                       endIt = mBidirectionalLineInfo.End();
256       it != endIt;
257       ++it, ++bidiLineIndex)
258   {
259     const BidirectionalLineInfoRun& bidiLineRun = *it;
260
261     if((lastCharacterOfRightToLeftRun < characterIndex) &&
262        (characterIndex < bidiLineRun.characterRun.characterIndex))
263     {
264       // The character is not inside a bidi line.
265       return false;
266     }
267
268     const CharacterIndex lastCharacterOfRunPlusOne = bidiLineRun.characterRun.characterIndex + bidiLineRun.characterRun.numberOfCharacters;
269     lastCharacterOfRightToLeftRun                  = lastCharacterOfRunPlusOne - 1u;
270     if((bidiLineRun.characterRun.characterIndex <= characterIndex) &&
271        (characterIndex < lastCharacterOfRunPlusOne))
272     {
273       // Bidi line found. Fetch the line.
274       mBidirectionalLineIndex = bidiLineIndex;
275       return true;
276     }
277   }
278
279   return false;
280 }
281
282 BidirectionalLineRunIndex LogicalModel::GetBidirectionalLineInfo() const
283 {
284   return mBidirectionalLineIndex;
285 }
286
287 void LogicalModel::UpdateTextStyleRuns(CharacterIndex index, int numberOfCharacters)
288 {
289   const Length totalNumberOfCharacters = mText.Count();
290
291   // Process the color runs.
292   Vector<ColorRun> removedColorRuns;
293   UpdateCharacterRuns<ColorRun>(index,
294                                 numberOfCharacters,
295                                 totalNumberOfCharacters,
296                                 mColorRuns,
297                                 removedColorRuns);
298
299   // This is needed until now for underline tag in mark-up processor
300   // Process the underlined runs.
301   Vector<UnderlinedCharacterRun> removedUnderlinedCharacterRuns;
302   UpdateCharacterRuns<UnderlinedCharacterRun>(index,
303                                 numberOfCharacters,
304                                 totalNumberOfCharacters,
305                                 mUnderlinedCharacterRuns,
306                                 removedUnderlinedCharacterRuns);
307
308   // Process the background color runs.
309   Vector<ColorRun> removedBackgroundColorRuns;
310   UpdateCharacterRuns<ColorRun>(index,
311                                 numberOfCharacters,
312                                 totalNumberOfCharacters,
313                                 mBackgroundColorRuns,
314                                 removedBackgroundColorRuns);
315
316   // Process the font description runs.
317   Vector<FontDescriptionRun> removedFontDescriptionRuns;
318   UpdateCharacterRuns<FontDescriptionRun>(index,
319                                           numberOfCharacters,
320                                           totalNumberOfCharacters,
321                                           mFontDescriptionRuns,
322                                           removedFontDescriptionRuns);
323
324   // Free memory allocated for the font family name.
325   FreeFontFamilyNames(removedFontDescriptionRuns);
326 }
327
328 void LogicalModel::RetrieveStyle(CharacterIndex index, InputStyle& style)
329 {
330   unsigned int runIndex = 0u;
331
332   // Set the text color.
333   bool                  colorOverriden  = false;
334   unsigned int          colorIndex      = 0u;
335   const ColorRun* const colorRunsBuffer = mColorRuns.Begin();
336   for(Vector<ColorRun>::ConstIterator it    = colorRunsBuffer,
337                                       endIt = mColorRuns.End();
338       it != endIt;
339       ++it, ++runIndex)
340   {
341     const ColorRun& colorRun = *it;
342
343     if((colorRun.characterRun.characterIndex <= index) &&
344        (index < colorRun.characterRun.characterIndex + colorRun.characterRun.numberOfCharacters))
345     {
346       colorIndex     = runIndex;
347       colorOverriden = true;
348     }
349   }
350
351   // Set the text's color if it's overriden.
352   if(colorOverriden)
353   {
354     style.textColor      = (*(colorRunsBuffer + colorIndex)).color;
355     style.isDefaultColor = false;
356   }
357
358   // Reset the run index.
359   runIndex = 0u;
360
361   // Set the font's parameters.
362   bool                            nameOverriden             = false;
363   bool                            weightOverriden           = false;
364   bool                            widthOverriden            = false;
365   bool                            slantOverriden            = false;
366   bool                            sizeOverriden             = false;
367   unsigned int                    nameIndex                 = 0u;
368   unsigned int                    weightIndex               = 0u;
369   unsigned int                    widthIndex                = 0u;
370   unsigned int                    slantIndex                = 0u;
371   unsigned int                    sizeIndex                 = 0u;
372   const FontDescriptionRun* const fontDescriptionRunsBuffer = mFontDescriptionRuns.Begin();
373   for(Vector<FontDescriptionRun>::ConstIterator it    = fontDescriptionRunsBuffer,
374                                                 endIt = mFontDescriptionRuns.End();
375       it != endIt;
376       ++it, ++runIndex)
377   {
378     const FontDescriptionRun& fontDescriptionRun = *it;
379
380     if((fontDescriptionRun.characterRun.characterIndex <= index) &&
381        (index < fontDescriptionRun.characterRun.characterIndex + fontDescriptionRun.characterRun.numberOfCharacters))
382     {
383       if(fontDescriptionRun.familyDefined)
384       {
385         nameIndex     = runIndex;
386         nameOverriden = true;
387       }
388
389       if(fontDescriptionRun.weightDefined)
390       {
391         weightIndex     = runIndex;
392         weightOverriden = true;
393       }
394
395       if(fontDescriptionRun.widthDefined)
396       {
397         widthIndex     = runIndex;
398         widthOverriden = true;
399       }
400
401       if(fontDescriptionRun.slantDefined)
402       {
403         slantIndex     = runIndex;
404         slantOverriden = true;
405       }
406
407       if(fontDescriptionRun.sizeDefined)
408       {
409         sizeIndex     = runIndex;
410         sizeOverriden = true;
411       }
412     }
413   }
414
415   // Set the font's family name if it's overriden.
416   if(nameOverriden)
417   {
418     const FontDescriptionRun& fontDescriptionRun = *(fontDescriptionRunsBuffer + nameIndex);
419
420     style.familyName      = std::string(fontDescriptionRun.familyName, fontDescriptionRun.familyLength);
421     style.isFamilyDefined = true;
422   }
423
424   // Set the font's weight if it's overriden.
425   if(weightOverriden)
426   {
427     const FontDescriptionRun& fontDescriptionRun = *(fontDescriptionRunsBuffer + weightIndex);
428
429     style.weight          = fontDescriptionRun.weight;
430     style.isWeightDefined = true;
431   }
432
433   // Set the font's width if it's overriden.
434   if(widthOverriden)
435   {
436     const FontDescriptionRun& fontDescriptionRun = *(fontDescriptionRunsBuffer + widthIndex);
437
438     style.width          = fontDescriptionRun.width;
439     style.isWidthDefined = true;
440   }
441
442   // Set the font's slant if it's overriden.
443   if(slantOverriden)
444   {
445     const FontDescriptionRun& fontDescriptionRun = *(fontDescriptionRunsBuffer + slantIndex);
446
447     style.slant          = fontDescriptionRun.slant;
448     style.isSlantDefined = true;
449   }
450
451   // Set the font's size if it's overriden.
452   if(sizeOverriden)
453   {
454     const FontDescriptionRun& fontDescriptionRun = *(fontDescriptionRunsBuffer + sizeIndex);
455
456     style.size          = static_cast<float>(fontDescriptionRun.size) / 64.f;
457     style.isSizeDefined = true;
458   }
459 }
460
461 void LogicalModel::ClearFontDescriptionRuns()
462 {
463   FreeFontFamilyNames(mFontDescriptionRuns);
464 }
465
466 void LogicalModel::CreateParagraphInfo(CharacterIndex startIndex,
467                                        Length         numberOfCharacters)
468 {
469   const Length totalNumberOfCharacters = mLineBreakInfo.Count();
470
471   // Count the number of LINE_MUST_BREAK to reserve some space for the vector of paragraph's info.
472   Vector<CharacterIndex> paragraphs;
473   paragraphs.Reserve(numberOfCharacters);
474   const TextAbstraction::LineBreakInfo* lineBreakInfoBuffer       = mLineBreakInfo.Begin();
475   const CharacterIndex                  lastCharacterIndexPlusOne = startIndex + numberOfCharacters;
476   for(Length index = startIndex; index < lastCharacterIndexPlusOne; ++index)
477   {
478     if(TextAbstraction::LINE_MUST_BREAK == *(lineBreakInfoBuffer + index))
479     {
480       paragraphs.PushBack(index);
481     }
482   }
483
484   // Whether the current paragraphs are updated or set from scratch.
485   const bool updateCurrentParagraphs = numberOfCharacters < totalNumberOfCharacters;
486
487   // Reserve space for current paragraphs plus new ones.
488   const Length numberOfNewParagraphs   = paragraphs.Count();
489   const Length totalNumberOfParagraphs = mParagraphInfo.Count() + numberOfNewParagraphs;
490   mParagraphInfo.Resize(totalNumberOfParagraphs);
491
492   ParagraphRun*        paragraphInfoBuffer = NULL;
493   Vector<ParagraphRun> newParagraphs;
494
495   if(updateCurrentParagraphs)
496   {
497     newParagraphs.Resize(numberOfNewParagraphs);
498     paragraphInfoBuffer = newParagraphs.Begin();
499   }
500   else
501   {
502     paragraphInfoBuffer = mParagraphInfo.Begin();
503   }
504
505   // Find where to insert the new paragraphs.
506   ParagraphRunIndex paragraphIndex = 0u;
507   CharacterIndex    firstIndex     = startIndex;
508
509   if(updateCurrentParagraphs)
510   {
511     for(Vector<ParagraphRun>::ConstIterator it    = mParagraphInfo.Begin(),
512                                             endIt = mParagraphInfo.Begin() + totalNumberOfParagraphs - numberOfNewParagraphs;
513         it != endIt;
514         ++it)
515     {
516       const ParagraphRun& paragraph(*it);
517
518       if(startIndex < paragraph.characterRun.characterIndex + paragraph.characterRun.numberOfCharacters)
519       {
520         firstIndex = paragraph.characterRun.characterIndex;
521         break;
522       }
523
524       ++paragraphIndex;
525     }
526   }
527
528   // Create the paragraph info.
529   ParagraphRunIndex newParagraphIndex = 0u;
530   for(Vector<CharacterIndex>::ConstIterator it    = paragraphs.Begin(),
531                                             endIt = paragraphs.End();
532       it != endIt;
533       ++it, ++newParagraphIndex)
534   {
535     const CharacterIndex index = *it;
536
537     ParagraphRun& paragraph                   = *(paragraphInfoBuffer + newParagraphIndex);
538     paragraph.characterRun.characterIndex     = firstIndex;
539     paragraph.characterRun.numberOfCharacters = 1u + index - firstIndex;
540
541     firstIndex += paragraph.characterRun.numberOfCharacters;
542   }
543
544   // Insert the new paragraphs.
545   if(updateCurrentParagraphs)
546   {
547     mParagraphInfo.Insert(mParagraphInfo.Begin() + paragraphIndex,
548                           newParagraphs.Begin(),
549                           newParagraphs.End());
550
551     mParagraphInfo.Resize(totalNumberOfParagraphs);
552
553     // Update the next paragraph indices.
554     for(Vector<ParagraphRun>::Iterator it    = mParagraphInfo.Begin() + paragraphIndex + newParagraphs.Count(),
555                                        endIt = mParagraphInfo.End();
556         it != endIt;
557         ++it)
558     {
559       ParagraphRun& paragraph(*it);
560
561       paragraph.characterRun.characterIndex += numberOfCharacters;
562     }
563   }
564 }
565
566 void LogicalModel::FindParagraphs(CharacterIndex             index,
567                                   Length                     numberOfCharacters,
568                                   Vector<ParagraphRunIndex>& paragraphs)
569 {
570   // Reserve som space for the paragraph indices.
571   paragraphs.Reserve(mParagraphInfo.Count());
572
573   // Traverse the paragraphs to find which ones contain the given characters.
574   ParagraphRunIndex paragraphIndex = 0u;
575   for(Vector<ParagraphRun>::ConstIterator it    = mParagraphInfo.Begin(),
576                                           endIt = mParagraphInfo.End();
577       it != endIt;
578       ++it, ++paragraphIndex)
579   {
580     const ParagraphRun& paragraph(*it);
581
582     if((paragraph.characterRun.characterIndex + paragraph.characterRun.numberOfCharacters > index) &&
583        (paragraph.characterRun.characterIndex < index + numberOfCharacters))
584     {
585       paragraphs.PushBack(paragraphIndex);
586     }
587   }
588 }
589
590 void LogicalModel::ClearEmbeddedImages()
591 {
592   FreeEmbeddedItems(mEmbeddedItems);
593 }
594
595 void LogicalModel::ClearAnchors()
596 {
597   FreeAnchors(mAnchors);
598 }
599
600 LogicalModel::~LogicalModel()
601 {
602   ClearFontDescriptionRuns();
603   ClearEmbeddedImages();
604 }
605
606 LogicalModel::LogicalModel()
607 : mBidirectionalLineIndex(0u)
608 {
609 }
610
611 } // namespace Text
612
613 } // namespace Toolkit
614
615 } // namespace Dali