+ void ReLayoutRightToLeftLines( const LayoutParameters& layoutParameters,
+ Vector<Vector2>& glyphPositions )
+ {
+ // Traverses the paragraphs with right to left characters.
+ for( LineIndex lineIndex = 0u; lineIndex < layoutParameters.numberOfBidirectionalInfoRuns; ++lineIndex )
+ {
+ const BidirectionalLineInfoRun& bidiLine = *( layoutParameters.lineBidirectionalInfoRunsBuffer + lineIndex );
+
+ float penX = 0.f;
+
+ const CharacterIndex characterVisualIndex = bidiLine.characterRun.characterIndex + *bidiLine.visualToLogicalMap;
+ const GlyphInfo& glyph = *( layoutParameters.glyphsBuffer + *( layoutParameters.charactersToGlyphsBuffer + characterVisualIndex ) );
+
+ penX = -glyph.xBearing;
+
+ Vector2* glyphPositionsBuffer = glyphPositions.Begin();
+
+ // Traverses the characters of the right to left paragraph.
+ for( CharacterIndex characterLogicalIndex = 0u;
+ characterLogicalIndex < bidiLine.characterRun.numberOfCharacters;
+ ++characterLogicalIndex )
+ {
+ // Convert the character in the logical order into the character in the visual order.
+ const CharacterIndex characterVisualIndex = bidiLine.characterRun.characterIndex + *( bidiLine.visualToLogicalMap + characterLogicalIndex );
+
+ // Get the number of glyphs of the character.
+ const Length numberOfGlyphs = *( layoutParameters.glyphsPerCharacterBuffer + characterVisualIndex );
+
+ for( GlyphIndex index = 0u; index < numberOfGlyphs; ++index )
+ {
+ // Convert the character in the visual order into the glyph in the visual order.
+ const GlyphIndex glyphIndex = *( layoutParameters.charactersToGlyphsBuffer + characterVisualIndex ) + index;
+
+ DALI_ASSERT_DEBUG( 0u <= glyphIndex && glyphIndex < layoutParameters.totalNumberOfGlyphs );
+
+ const GlyphInfo& glyph = *( layoutParameters.glyphsBuffer + glyphIndex );
+ Vector2& position = *( glyphPositionsBuffer + glyphIndex );
+
+ position.x = penX + glyph.xBearing;
+ penX += glyph.advance;
+ }
+ }
+ }
+ }
+
+ void Align( const LayoutParameters& layoutParameters,
+ const Size& layoutSize,
+ const Vector<LineRun>& lines,
+ Vector<Vector2>& glyphPositions )
+ {
+ Vector2* glyphPositionsBuffer = glyphPositions.Begin();
+
+ // Traverse all lines and align the glyphs.
+ // LayoutParameters contains bidirectional info for those lines with
+ // right to left text, this info includes the paragraph's direction.
+
+ LineIndex bidiLineIndex = 0u;
+ for( Vector<LineRun>::ConstIterator it = lines.Begin(), endIt = lines.End();
+ it != endIt;
+ ++it )
+ {
+ const LineRun& line = *it;
+
+ // 1) Get the paragrap's direction.
+ bool paragraphDirection = false;
+
+ // Check if there is any right to left line.
+ if( ( NULL != layoutParameters.lineBidirectionalInfoRunsBuffer ) &&
+ ( bidiLineIndex < layoutParameters.numberOfBidirectionalInfoRuns ) )
+ {
+ const BidirectionalLineInfoRun* bidiLine = layoutParameters.lineBidirectionalInfoRunsBuffer + bidiLineIndex;
+
+ // Get the right to left line that match with current line.
+ while( ( line.characterRun.characterIndex > bidiLine->characterRun.characterIndex ) &&
+ ( bidiLineIndex < layoutParameters.numberOfBidirectionalInfoRuns ) )
+ {
+ ++bidiLineIndex;
+ bidiLine = layoutParameters.lineBidirectionalInfoRunsBuffer + bidiLineIndex;
+ }
+
+ if( line.characterRun.characterIndex == bidiLine->characterRun.characterIndex )
+ {
+ paragraphDirection = bidiLine->direction;
+ }
+ }
+
+ // 2) Calculate the alignment offset accordingly with the align option,
+ // the box width, line length, and the paragraphs direction.
+ float alignOffset = CalculateHorizontalAlignment( layoutSize.width,
+ line.width,
+ line.extraLength,
+ paragraphDirection );
+
+ // 3) Traverse all glyphs and update the 'x' position.
+ for( GlyphIndex index = line.glyphIndex,
+ endIndex = line.glyphIndex + line.numberOfGlyphs;
+ index < endIndex;
+ ++index )
+ {
+ Vector2& position = *( glyphPositionsBuffer + index );
+
+ position.x += alignOffset;
+ }
+ }
+ }
+
+ float CalculateHorizontalAlignment( float boxWidth,
+ float lineLength,
+ float extraLength,
+ bool paragraphDirection )
+ {
+ float offset = 0.f;
+
+ HorizontalAlignment alignment = mHorizontalAlignment;
+ if( paragraphDirection &&
+ ( HORIZONTAL_ALIGN_CENTER != alignment ) )
+ {
+ if( HORIZONTAL_ALIGN_BEGIN == alignment )
+ {
+ alignment = HORIZONTAL_ALIGN_END;
+ }
+ else
+ {
+ alignment = HORIZONTAL_ALIGN_BEGIN;
+ }
+ }
+
+ switch( alignment )
+ {
+ case HORIZONTAL_ALIGN_BEGIN:
+ {
+ offset = 0.f;
+ break;
+ }
+ case HORIZONTAL_ALIGN_CENTER:
+ {
+ offset = 0.5f * ( boxWidth - lineLength );
+ const int intOffset = static_cast<int>( offset ); // try to avoid pixel alignment.
+ offset = static_cast<float>( intOffset );
+ break;
+ }
+ case HORIZONTAL_ALIGN_END:
+ {
+ offset = boxWidth - lineLength;
+ break;
+ }
+ }
+
+ if( paragraphDirection )
+ {
+ offset -= extraLength;
+ }
+
+ return offset;
+ }
+