12929fcedd24e3da888f911c88380cac0a77bb45
[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   // Process the background color runs.
300   Vector<ColorRun> removedBackgroundColorRuns;
301   UpdateCharacterRuns<ColorRun>(index,
302                                 numberOfCharacters,
303                                 totalNumberOfCharacters,
304                                 mBackgroundColorRuns,
305                                 removedBackgroundColorRuns);
306
307   // Process the font description runs.
308   Vector<FontDescriptionRun> removedFontDescriptionRuns;
309   UpdateCharacterRuns<FontDescriptionRun>(index,
310                                           numberOfCharacters,
311                                           totalNumberOfCharacters,
312                                           mFontDescriptionRuns,
313                                           removedFontDescriptionRuns);
314
315   // Free memory allocated for the font family name.
316   FreeFontFamilyNames(removedFontDescriptionRuns);
317 }
318
319 void LogicalModel::RetrieveStyle(CharacterIndex index, InputStyle& style)
320 {
321   unsigned int runIndex = 0u;
322
323   // Set the text color.
324   bool                  colorOverriden  = false;
325   unsigned int          colorIndex      = 0u;
326   const ColorRun* const colorRunsBuffer = mColorRuns.Begin();
327   for(Vector<ColorRun>::ConstIterator it    = colorRunsBuffer,
328                                       endIt = mColorRuns.End();
329       it != endIt;
330       ++it, ++runIndex)
331   {
332     const ColorRun& colorRun = *it;
333
334     if((colorRun.characterRun.characterIndex <= index) &&
335        (index < colorRun.characterRun.characterIndex + colorRun.characterRun.numberOfCharacters))
336     {
337       colorIndex     = runIndex;
338       colorOverriden = true;
339     }
340   }
341
342   // Set the text's color if it's overriden.
343   if(colorOverriden)
344   {
345     style.textColor      = (*(colorRunsBuffer + colorIndex)).color;
346     style.isDefaultColor = false;
347   }
348
349   // Reset the run index.
350   runIndex = 0u;
351
352   // Set the font's parameters.
353   bool                            nameOverriden             = false;
354   bool                            weightOverriden           = false;
355   bool                            widthOverriden            = false;
356   bool                            slantOverriden            = false;
357   bool                            sizeOverriden             = false;
358   unsigned int                    nameIndex                 = 0u;
359   unsigned int                    weightIndex               = 0u;
360   unsigned int                    widthIndex                = 0u;
361   unsigned int                    slantIndex                = 0u;
362   unsigned int                    sizeIndex                 = 0u;
363   const FontDescriptionRun* const fontDescriptionRunsBuffer = mFontDescriptionRuns.Begin();
364   for(Vector<FontDescriptionRun>::ConstIterator it    = fontDescriptionRunsBuffer,
365                                                 endIt = mFontDescriptionRuns.End();
366       it != endIt;
367       ++it, ++runIndex)
368   {
369     const FontDescriptionRun& fontDescriptionRun = *it;
370
371     if((fontDescriptionRun.characterRun.characterIndex <= index) &&
372        (index < fontDescriptionRun.characterRun.characterIndex + fontDescriptionRun.characterRun.numberOfCharacters))
373     {
374       if(fontDescriptionRun.familyDefined)
375       {
376         nameIndex     = runIndex;
377         nameOverriden = true;
378       }
379
380       if(fontDescriptionRun.weightDefined)
381       {
382         weightIndex     = runIndex;
383         weightOverriden = true;
384       }
385
386       if(fontDescriptionRun.widthDefined)
387       {
388         widthIndex     = runIndex;
389         widthOverriden = true;
390       }
391
392       if(fontDescriptionRun.slantDefined)
393       {
394         slantIndex     = runIndex;
395         slantOverriden = true;
396       }
397
398       if(fontDescriptionRun.sizeDefined)
399       {
400         sizeIndex     = runIndex;
401         sizeOverriden = true;
402       }
403     }
404   }
405
406   // Set the font's family name if it's overriden.
407   if(nameOverriden)
408   {
409     const FontDescriptionRun& fontDescriptionRun = *(fontDescriptionRunsBuffer + nameIndex);
410
411     style.familyName      = std::string(fontDescriptionRun.familyName, fontDescriptionRun.familyLength);
412     style.isFamilyDefined = true;
413   }
414
415   // Set the font's weight if it's overriden.
416   if(weightOverriden)
417   {
418     const FontDescriptionRun& fontDescriptionRun = *(fontDescriptionRunsBuffer + weightIndex);
419
420     style.weight          = fontDescriptionRun.weight;
421     style.isWeightDefined = true;
422   }
423
424   // Set the font's width if it's overriden.
425   if(widthOverriden)
426   {
427     const FontDescriptionRun& fontDescriptionRun = *(fontDescriptionRunsBuffer + widthIndex);
428
429     style.width          = fontDescriptionRun.width;
430     style.isWidthDefined = true;
431   }
432
433   // Set the font's slant if it's overriden.
434   if(slantOverriden)
435   {
436     const FontDescriptionRun& fontDescriptionRun = *(fontDescriptionRunsBuffer + slantIndex);
437
438     style.slant          = fontDescriptionRun.slant;
439     style.isSlantDefined = true;
440   }
441
442   // Set the font's size if it's overriden.
443   if(sizeOverriden)
444   {
445     const FontDescriptionRun& fontDescriptionRun = *(fontDescriptionRunsBuffer + sizeIndex);
446
447     style.size          = static_cast<float>(fontDescriptionRun.size) / 64.f;
448     style.isSizeDefined = true;
449   }
450 }
451
452 void LogicalModel::ClearFontDescriptionRuns()
453 {
454   FreeFontFamilyNames(mFontDescriptionRuns);
455 }
456
457 void LogicalModel::CreateParagraphInfo(CharacterIndex startIndex,
458                                        Length         numberOfCharacters)
459 {
460   const Length totalNumberOfCharacters = mLineBreakInfo.Count();
461
462   // Count the number of LINE_MUST_BREAK to reserve some space for the vector of paragraph's info.
463   Vector<CharacterIndex> paragraphs;
464   paragraphs.Reserve(numberOfCharacters);
465   const TextAbstraction::LineBreakInfo* lineBreakInfoBuffer       = mLineBreakInfo.Begin();
466   const CharacterIndex                  lastCharacterIndexPlusOne = startIndex + numberOfCharacters;
467   for(Length index = startIndex; index < lastCharacterIndexPlusOne; ++index)
468   {
469     if(TextAbstraction::LINE_MUST_BREAK == *(lineBreakInfoBuffer + index))
470     {
471       paragraphs.PushBack(index);
472     }
473   }
474
475   // Whether the current paragraphs are updated or set from scratch.
476   const bool updateCurrentParagraphs = numberOfCharacters < totalNumberOfCharacters;
477
478   // Reserve space for current paragraphs plus new ones.
479   const Length numberOfNewParagraphs   = paragraphs.Count();
480   const Length totalNumberOfParagraphs = mParagraphInfo.Count() + numberOfNewParagraphs;
481   mParagraphInfo.Resize(totalNumberOfParagraphs);
482
483   ParagraphRun*        paragraphInfoBuffer = NULL;
484   Vector<ParagraphRun> newParagraphs;
485
486   if(updateCurrentParagraphs)
487   {
488     newParagraphs.Resize(numberOfNewParagraphs);
489     paragraphInfoBuffer = newParagraphs.Begin();
490   }
491   else
492   {
493     paragraphInfoBuffer = mParagraphInfo.Begin();
494   }
495
496   // Find where to insert the new paragraphs.
497   ParagraphRunIndex paragraphIndex = 0u;
498   CharacterIndex    firstIndex     = startIndex;
499
500   if(updateCurrentParagraphs)
501   {
502     for(Vector<ParagraphRun>::ConstIterator it    = mParagraphInfo.Begin(),
503                                             endIt = mParagraphInfo.Begin() + totalNumberOfParagraphs - numberOfNewParagraphs;
504         it != endIt;
505         ++it)
506     {
507       const ParagraphRun& paragraph(*it);
508
509       if(startIndex < paragraph.characterRun.characterIndex + paragraph.characterRun.numberOfCharacters)
510       {
511         firstIndex = paragraph.characterRun.characterIndex;
512         break;
513       }
514
515       ++paragraphIndex;
516     }
517   }
518
519   // Create the paragraph info.
520   ParagraphRunIndex newParagraphIndex = 0u;
521   for(Vector<CharacterIndex>::ConstIterator it    = paragraphs.Begin(),
522                                             endIt = paragraphs.End();
523       it != endIt;
524       ++it, ++newParagraphIndex)
525   {
526     const CharacterIndex index = *it;
527
528     ParagraphRun& paragraph                   = *(paragraphInfoBuffer + newParagraphIndex);
529     paragraph.characterRun.characterIndex     = firstIndex;
530     paragraph.characterRun.numberOfCharacters = 1u + index - firstIndex;
531
532     firstIndex += paragraph.characterRun.numberOfCharacters;
533   }
534
535   // Insert the new paragraphs.
536   if(updateCurrentParagraphs)
537   {
538     mParagraphInfo.Insert(mParagraphInfo.Begin() + paragraphIndex,
539                           newParagraphs.Begin(),
540                           newParagraphs.End());
541
542     mParagraphInfo.Resize(totalNumberOfParagraphs);
543
544     // Update the next paragraph indices.
545     for(Vector<ParagraphRun>::Iterator it    = mParagraphInfo.Begin() + paragraphIndex + newParagraphs.Count(),
546                                        endIt = mParagraphInfo.End();
547         it != endIt;
548         ++it)
549     {
550       ParagraphRun& paragraph(*it);
551
552       paragraph.characterRun.characterIndex += numberOfCharacters;
553     }
554   }
555 }
556
557 void LogicalModel::FindParagraphs(CharacterIndex             index,
558                                   Length                     numberOfCharacters,
559                                   Vector<ParagraphRunIndex>& paragraphs)
560 {
561   // Reserve som space for the paragraph indices.
562   paragraphs.Reserve(mParagraphInfo.Count());
563
564   // Traverse the paragraphs to find which ones contain the given characters.
565   ParagraphRunIndex paragraphIndex = 0u;
566   for(Vector<ParagraphRun>::ConstIterator it    = mParagraphInfo.Begin(),
567                                           endIt = mParagraphInfo.End();
568       it != endIt;
569       ++it, ++paragraphIndex)
570   {
571     const ParagraphRun& paragraph(*it);
572
573     if((paragraph.characterRun.characterIndex + paragraph.characterRun.numberOfCharacters > index) &&
574        (paragraph.characterRun.characterIndex < index + numberOfCharacters))
575     {
576       paragraphs.PushBack(paragraphIndex);
577     }
578   }
579 }
580
581 void LogicalModel::ClearEmbeddedImages()
582 {
583   FreeEmbeddedItems(mEmbeddedItems);
584 }
585
586 void LogicalModel::ClearAnchors()
587 {
588   FreeAnchors(mAnchors);
589 }
590
591 LogicalModel::~LogicalModel()
592 {
593   ClearFontDescriptionRuns();
594   ClearEmbeddedImages();
595 }
596
597 LogicalModel::LogicalModel()
598 : mBidirectionalLineIndex(0u)
599 {
600 }
601
602 } // namespace Text
603
604 } // namespace Toolkit
605
606 } // namespace Dali