Using delete[] for pointer that created with new[]
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / text / logical-model-impl.cpp
old mode 100644 (file)
new mode 100755 (executable)
index 7dbe628..66c6d89
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2019 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.
@@ -18,8 +18,9 @@
 // CLASS HEADER
 #include <dali-toolkit/internal/text/logical-model-impl.h>
 
-// EXTERNAL INCLUDES
-#include <memory.h>
+// INTERNAL INCLUDES
+#include <dali-toolkit/internal/text/input-style.h>
+#include <dali-toolkit/internal/text/text-run-container.h>
 
 namespace Dali
 {
@@ -30,6 +31,33 @@ namespace Toolkit
 namespace Text
 {
 
+void FreeFontFamilyNames( Vector<FontDescriptionRun>& fontDescriptionRuns )
+{
+  for( Vector<FontDescriptionRun>::Iterator it = fontDescriptionRuns.Begin(),
+         endIt = fontDescriptionRuns.End();
+       it != endIt;
+       ++it )
+  {
+    delete[] (*it).familyName;
+  }
+
+  fontDescriptionRuns.Clear();
+}
+
+void FreeEmbeddedItems( Vector<EmbeddedItem>& embeddedItem )
+{
+  for( Vector<EmbeddedItem>::Iterator it = embeddedItem.Begin(),
+         endIt = embeddedItem.End();
+       it != endIt;
+       ++it )
+  {
+    EmbeddedItem& item = *it;
+    delete[] item.url;
+  }
+
+  embeddedItem.Clear();
+}
+
 LogicalModelPtr LogicalModel::New()
 {
   return LogicalModelPtr( new LogicalModel() );
@@ -39,9 +67,10 @@ Script LogicalModel::GetScript( CharacterIndex characterIndex ) const
 {
   // If this operation is too slow, consider a binary search.
 
+  const ScriptRun* const scriptRunBuffer = mScriptRuns.Begin();
   for( Length index = 0u, length = mScriptRuns.Count(); index < length; ++index )
   {
-    const ScriptRun* const scriptRun = mScriptRuns.Begin() + index;
+    const ScriptRun* const scriptRun = scriptRunBuffer + index;
 
     if( ( scriptRun->characterRun.characterIndex <= characterIndex ) &&
         ( characterIndex < scriptRun->characterRun.characterIndex + scriptRun->characterRun.numberOfCharacters ) )
@@ -64,191 +93,490 @@ CharacterDirection LogicalModel::GetCharacterDirection( CharacterIndex character
   return *( mCharacterDirections.Begin() + characterIndex );
 }
 
-void LogicalModel::SetVisualToLogicalMap( const BidirectionalLineInfoRun* const bidirectionalInfo,
-                                          Length numberOfRuns )
+CharacterIndex LogicalModel::GetLogicalCursorIndex( CharacterIndex visualCursorIndex )
 {
-  if( 0u == numberOfRuns )
+  // The character's directions buffer.
+  const CharacterDirection* const modelCharacterDirections = mCharacterDirections.Begin();
+
+  // The bidirectional line info.
+  const BidirectionalLineInfoRun* const bidirectionalLineInfo = mBidirectionalLineInfo.Begin() + mBidirectionalLineIndex;
+
+  // Whether the paragraph starts with a right to left character.
+  const bool isRightToLeftParagraph = bidirectionalLineInfo->direction;
+
+  // The total number of characters of the line.
+  const Length lastCharacterIndex = bidirectionalLineInfo->characterRun.characterIndex + bidirectionalLineInfo->characterRun.numberOfCharacters;
+
+  CharacterIndex logicalCursorIndex = 0u;
+
+  if( bidirectionalLineInfo->characterRun.characterIndex == visualCursorIndex )
+  {
+    if( isRightToLeftParagraph )
+    {
+      logicalCursorIndex = lastCharacterIndex;
+    }
+    else // else logical position is the first of the line.
+    {
+      logicalCursorIndex = bidirectionalLineInfo->characterRun.characterIndex;
+    }
+  }
+  else if( lastCharacterIndex == visualCursorIndex )
   {
-    mVisualToLogicalMap.Clear();
-    mLogicalToVisualMap.Clear();
-    mVisualToLogicalCursorMap.Clear();
+    if( isRightToLeftParagraph )
+    {
+      logicalCursorIndex = bidirectionalLineInfo->characterRun.characterIndex;
+    }
+    else // else logical position is the number of characters.
+    {
+      logicalCursorIndex = lastCharacterIndex;
+    }
   }
   else
   {
-    const Length numberOfCharacters = mText.Count();
-    mVisualToLogicalMap.Resize( numberOfCharacters );
-    mLogicalToVisualMap.Resize( numberOfCharacters );
-
-    const Length numberOfCharactersPlus = numberOfCharacters + 1u;
-    mVisualToLogicalCursorMap.Resize( numberOfCharactersPlus );
+    // Get the character indexed by  index - 1 and index
+    // and calculate the logical position according the directions of
+    // both characters and the direction of the paragraph.
 
-    CharacterIndex* modelVisualToLogicalMapBuffer = mVisualToLogicalMap.Begin();
-    CharacterIndex* modelLogicalToVisualMapBuffer = mLogicalToVisualMap.Begin();
+    const CharacterIndex previousVisualCursorIndex = visualCursorIndex - 1u;
+    const CharacterIndex previousLogicalCursorIndex = *( bidirectionalLineInfo->visualToLogicalMap + previousVisualCursorIndex - bidirectionalLineInfo->characterRun.characterIndex ) + bidirectionalLineInfo->characterRun.characterIndex;
+    const CharacterIndex currentLogicalCursorIndex = *( bidirectionalLineInfo->visualToLogicalMap + visualCursorIndex - bidirectionalLineInfo->characterRun.characterIndex ) + bidirectionalLineInfo->characterRun.characterIndex;
 
-    CharacterIndex* modelVisualToLogicalCursorMap = mVisualToLogicalCursorMap.Begin();
+    const CharacterDirection previousCharacterDirection = *( modelCharacterDirections + previousLogicalCursorIndex );
+    const CharacterDirection currentCharacterDirection = *( modelCharacterDirections + currentLogicalCursorIndex );
 
-    CharacterIndex lastIndex = 0u;
-    for( unsigned int bidiIndex = 0u; bidiIndex < numberOfRuns; ++bidiIndex )
+    if( previousCharacterDirection == currentCharacterDirection )
     {
-      const BidirectionalLineInfoRun& bidiLineInfo = *( bidirectionalInfo + bidiIndex );
-
-      if( lastIndex < bidiLineInfo.characterRun.characterIndex )
+      // Both glyphs have the same direction.
+      if( previousCharacterDirection )
       {
-        // Fill with the identity.
-        for( ; lastIndex < bidiLineInfo.characterRun.characterIndex; ++lastIndex )
+        logicalCursorIndex = previousLogicalCursorIndex;
+      }
+      else
+      {
+        logicalCursorIndex = currentLogicalCursorIndex;
+      }
+    }
+    else
+    {
+      if( isRightToLeftParagraph )
+      {
+        if( currentCharacterDirection )
+        {
+          logicalCursorIndex = currentLogicalCursorIndex + 1u;
+        }
+        else
         {
-          *( modelVisualToLogicalMapBuffer + lastIndex ) = lastIndex;
+          logicalCursorIndex = previousLogicalCursorIndex;
         }
       }
+      else
+      {
+        if( previousCharacterDirection )
+        {
+          logicalCursorIndex = currentLogicalCursorIndex;
+        }
+        else
+        {
+          logicalCursorIndex = previousLogicalCursorIndex + 1u;
+        }
+      }
+    }
+  }
+
+  return logicalCursorIndex;
+}
+
+CharacterIndex LogicalModel::GetLogicalCharacterIndex( CharacterIndex visualCharacterIndex )
+{
+  // The bidirectional line info.
+  const BidirectionalLineInfoRun* const bidirectionalLineInfo = mBidirectionalLineInfo.Begin() + mBidirectionalLineIndex;
+
+  return *( bidirectionalLineInfo->visualToLogicalMap + visualCharacterIndex - bidirectionalLineInfo->characterRun.characterIndex ) + bidirectionalLineInfo->characterRun.characterIndex;
+}
 
-      // Fill the conversion table of the run.
-      for( CharacterIndex index = 0u;
-           index < bidiLineInfo.characterRun.numberOfCharacters;
-           ++index, ++lastIndex )
+bool LogicalModel::FetchBidirectionalLineInfo( CharacterIndex characterIndex )
+{
+  // The number of bidirectional lines.
+  const Length numberOfBidirectionalLines = mBidirectionalLineInfo.Count();
+
+  if( 0u == numberOfBidirectionalLines )
+  {
+    // If there is no bidirectional info.
+    return false;
+  }
+
+  // Find the bidi line where the character is laid-out.
+
+  const BidirectionalLineInfoRun* const bidirectionalLineInfoBuffer = mBidirectionalLineInfo.Begin();
+
+  // Check first if the character is in the previously fetched line.
+
+  BidirectionalLineRunIndex bidiLineIndex = 0u;
+  CharacterIndex lastCharacterOfRightToLeftRun = 0u;
+  if( mBidirectionalLineIndex < numberOfBidirectionalLines )
+  {
+    const BidirectionalLineInfoRun& bidiLineRun = *( bidirectionalLineInfoBuffer + mBidirectionalLineIndex );
+
+    const CharacterIndex lastCharacterOfRunPlusOne = bidiLineRun.characterRun.characterIndex + bidiLineRun.characterRun.numberOfCharacters;
+    if( ( bidiLineRun.characterRun.characterIndex <= characterIndex ) &&
+        ( characterIndex < lastCharacterOfRunPlusOne ) )
+    {
+      // The character is in the previously fetched bidi line.
+      return true;
+    }
+    else
+    {
+      // The character is not in the previously fetched line.
+      // Set the bidi line index from where to start the fetch.
+
+      if( characterIndex < bidiLineRun.characterRun.characterIndex )
+      {
+        // Start the fetch from the beginning.
+        bidiLineIndex = 0u;
+      }
+      else
       {
-        *( modelVisualToLogicalMapBuffer + lastIndex ) = bidiLineInfo.characterRun.characterIndex + *( bidiLineInfo.visualToLogicalMap + index );
+        // Start the fetch from the next line.
+        bidiLineIndex = mBidirectionalLineIndex + 1u;
+        lastCharacterOfRightToLeftRun = lastCharacterOfRunPlusOne - 1u;
       }
     }
+  }
 
-    // Complete with the identity if there are some left to right characters after the last right to left.
-    for( ; lastIndex < numberOfCharacters; ++lastIndex )
+  // The character has not been found in the previously fetched bidi line.
+  for( Vector<BidirectionalLineInfoRun>::ConstIterator it = bidirectionalLineInfoBuffer + bidiLineIndex,
+         endIt = mBidirectionalLineInfo.End();
+       it != endIt;
+       ++it, ++bidiLineIndex )
+  {
+    const BidirectionalLineInfoRun& bidiLineRun = *it;
+
+    if( ( lastCharacterOfRightToLeftRun < characterIndex ) &&
+        ( characterIndex < bidiLineRun.characterRun.characterIndex ) )
     {
-      *( modelVisualToLogicalMapBuffer + lastIndex ) = lastIndex;
+      // The character is not inside a bidi line.
+      return false;
     }
 
-    // Sets the logical to visual conversion map.
-    for( CharacterIndex index = 0u; index < numberOfCharacters; ++index )
+    const CharacterIndex lastCharacterOfRunPlusOne = bidiLineRun.characterRun.characterIndex + bidiLineRun.characterRun.numberOfCharacters;
+    lastCharacterOfRightToLeftRun = lastCharacterOfRunPlusOne - 1u;
+    if( ( bidiLineRun.characterRun.characterIndex <= characterIndex ) &&
+        ( characterIndex < lastCharacterOfRunPlusOne ) )
     {
-      *( modelLogicalToVisualMapBuffer + *( modelVisualToLogicalMapBuffer + index ) ) = index;
+      // Bidi line found. Fetch the line.
+      mBidirectionalLineIndex = bidiLineIndex;
+      return true;
     }
+  }
+
+  return false;
+}
+
+BidirectionalLineRunIndex LogicalModel::GetBidirectionalLineInfo() const
+{
+  return mBidirectionalLineIndex;
+}
+
+void LogicalModel::UpdateTextStyleRuns( CharacterIndex index, int numberOfCharacters )
+{
+  const Length totalNumberOfCharacters = mText.Count();
+
+  // Process the color runs.
+  Vector<ColorRun> removedColorRuns;
+  UpdateCharacterRuns<ColorRun>( index,
+                                 numberOfCharacters,
+                                 totalNumberOfCharacters,
+                                 mColorRuns,
+                                 removedColorRuns );
+
+  // Process the font description runs.
+  Vector<FontDescriptionRun> removedFontDescriptionRuns;
+  UpdateCharacterRuns<FontDescriptionRun>( index,
+                                           numberOfCharacters,
+                                           totalNumberOfCharacters,
+                                           mFontDescriptionRuns,
+                                           removedFontDescriptionRuns );
+
+  // Free memory allocated for the font family name.
+  FreeFontFamilyNames( removedFontDescriptionRuns );
+}
 
-    // Sets the visual to logical conversion map for cursor positions.
+void LogicalModel::RetrieveStyle( CharacterIndex index, InputStyle& style )
+{
+  unsigned int runIndex = 0u;
+
+  // Set the text color.
+  bool colorOverriden = false;
+  unsigned int colorIndex = 0u;
+  const ColorRun* const colorRunsBuffer = mColorRuns.Begin();
+  for( Vector<ColorRun>::ConstIterator it = colorRunsBuffer,
+         endIt = mColorRuns.End();
+       it != endIt;
+       ++it, ++runIndex )
+  {
+    const ColorRun& colorRun = *it;
+
+    if( ( colorRun.characterRun.characterIndex <= index ) &&
+        ( index < colorRun.characterRun.characterIndex + colorRun.characterRun.numberOfCharacters ) )
+    {
+      colorIndex = runIndex;
+      colorOverriden = true;
+    }
+  }
 
-    const Length numberOfBidirectionalParagraphs = mBidirectionalParagraphInfo.Count();
-    BidirectionalParagraphInfoRun* bidirectionalParagraphInfoBuffer = mBidirectionalParagraphInfo.Begin();
-    BidirectionalParagraphInfoRun* bidirectionalParagraph = bidirectionalParagraphInfoBuffer;
+  // Set the text's color if it's overriden.
+  if( colorOverriden )
+  {
+    style.textColor = ( *( colorRunsBuffer + colorIndex ) ).color;
+    style.isDefaultColor = false;
+  }
 
-    const CharacterDirection* const modelCharacterDirections = mCharacterDirections.Begin();
+  // Reset the run index.
+  runIndex = 0u;
+
+  // Set the font's parameters.
+  bool nameOverriden = false;
+  bool weightOverriden = false;
+  bool widthOverriden = false;
+  bool slantOverriden = false;
+  bool sizeOverriden = false;
+  unsigned int nameIndex = 0u;
+  unsigned int weightIndex = 0u;
+  unsigned int widthIndex = 0u;
+  unsigned int slantIndex = 0u;
+  unsigned int sizeIndex = 0u;
+  const FontDescriptionRun* const fontDescriptionRunsBuffer = mFontDescriptionRuns.Begin();
+  for( Vector<FontDescriptionRun>::ConstIterator it = fontDescriptionRunsBuffer,
+         endIt = mFontDescriptionRuns.End();
+       it != endIt;
+       ++it, ++runIndex )
+  {
+    const FontDescriptionRun& fontDescriptionRun = *it;
 
-    Length bidirectionalParagraphIndex = 0u;
-    bool isRightToLeftParagraph = false;
-    for( CharacterIndex index = 0u; index < numberOfCharactersPlus; ++index )
+    if( ( fontDescriptionRun.characterRun.characterIndex <= index ) &&
+        ( index < fontDescriptionRun.characterRun.characterIndex + fontDescriptionRun.characterRun.numberOfCharacters ) )
     {
-      if( bidirectionalParagraph &&
-          ( bidirectionalParagraph->characterRun.characterIndex == index ) )
+      if( fontDescriptionRun.familyDefined )
       {
-        isRightToLeftParagraph = *( modelCharacterDirections + index );
+        nameIndex = runIndex;
+        nameOverriden = true;
       }
 
-      if( 0u == index )
+      if( fontDescriptionRun.weightDefined )
       {
-        if( isRightToLeftParagraph )
-        {
-          *( modelVisualToLogicalCursorMap + index ) = numberOfCharacters;
-        }
-        else // else logical position is zero.
-        {
-          *( modelVisualToLogicalCursorMap + index ) = 0u;
-        }
+        weightIndex = runIndex;
+        weightOverriden = true;
       }
-      else if( numberOfCharacters == index )
+
+      if( fontDescriptionRun.widthDefined )
       {
-        if( isRightToLeftParagraph )
-        {
-          *( modelVisualToLogicalCursorMap + index ) = 0u;
-        }
-        else // else logical position is the number of characters.
-        {
-          *( modelVisualToLogicalCursorMap + index ) = numberOfCharacters;
-        }
+        widthIndex = runIndex;
+        widthOverriden = true;
       }
-      else
+
+      if( fontDescriptionRun.slantDefined )
       {
-        // Get the character indexed by  index - 1 and index
-        // and calculate the logical position according the directions of
-        // both characters and the direction of the paragraph.
+        slantIndex = runIndex;
+        slantOverriden = true;
+      }
 
-        const CharacterIndex previousIndex = index - 1u;
-        const CharacterIndex logicalPosition0 = *( modelVisualToLogicalMapBuffer + previousIndex );
-        const CharacterIndex logicalPosition1 = *( modelVisualToLogicalMapBuffer + index );
+      if( fontDescriptionRun.sizeDefined )
+      {
+        sizeIndex = runIndex;
+        sizeOverriden = true;
+      }
+    }
+  }
 
-        const CharacterDirection direction0 = *( modelCharacterDirections + logicalPosition0 );
-        const CharacterDirection direction1 = *( modelCharacterDirections + logicalPosition1 );
+  // Set the font's family name if it's overriden.
+  if( nameOverriden )
+  {
+    const FontDescriptionRun& fontDescriptionRun = *( fontDescriptionRunsBuffer + nameIndex );
 
-        if( direction0 == direction1 )
-        {
-          // Both glyphs have the same direction.
-          if( direction0 )
-          {
-            *( modelVisualToLogicalCursorMap + index ) = logicalPosition0;
-          }
-          else
-          {
-            *( modelVisualToLogicalCursorMap + index ) = logicalPosition1;
-          }
-        }
-        else
-        {
-          if( isRightToLeftParagraph )
-          {
-            if( direction1 )
-            {
-              *( modelVisualToLogicalCursorMap + index ) = logicalPosition1 + 1u;
-            }
-            else
-            {
-              *( modelVisualToLogicalCursorMap + index ) = logicalPosition0;
-            }
-          }
-          else
-          {
-            if( direction0 )
-            {
-              *( modelVisualToLogicalCursorMap + index ) = logicalPosition1;
-            }
-            else
-            {
-              *( modelVisualToLogicalCursorMap + index ) = logicalPosition0 + 1u;
-            }
-          }
-        }
-      }
+    style.familyName = std::string( fontDescriptionRun.familyName, fontDescriptionRun.familyLength );
+    style.isFamilyDefined = true;
+  }
+
+  // Set the font's weight if it's overriden.
+  if( weightOverriden )
+  {
+    const FontDescriptionRun& fontDescriptionRun = *( fontDescriptionRunsBuffer + weightIndex );
+
+    style.weight = fontDescriptionRun.weight;
+    style.isWeightDefined = true;
+  }
+
+  // Set the font's width if it's overriden.
+  if( widthOverriden )
+  {
+    const FontDescriptionRun& fontDescriptionRun = *( fontDescriptionRunsBuffer + widthIndex );
+
+    style.width = fontDescriptionRun.width;
+    style.isWidthDefined = true;
+  }
 
-      if( bidirectionalParagraph &&
-          ( bidirectionalParagraph->characterRun.characterIndex + bidirectionalParagraph->characterRun.numberOfCharacters == index ) )
+  // Set the font's slant if it's overriden.
+  if( slantOverriden )
+  {
+    const FontDescriptionRun& fontDescriptionRun = *( fontDescriptionRunsBuffer + slantIndex );
+
+    style.slant = fontDescriptionRun.slant;
+    style.isSlantDefined = true;
+  }
+
+  // Set the font's size if it's overriden.
+  if( sizeOverriden )
+  {
+    const FontDescriptionRun& fontDescriptionRun = *( fontDescriptionRunsBuffer + sizeIndex );
+
+    style.size = static_cast<float>( fontDescriptionRun.size ) / 64.f;
+    style.isSizeDefined = true;
+  }
+}
+
+void LogicalModel::ClearFontDescriptionRuns()
+{
+  FreeFontFamilyNames( mFontDescriptionRuns );
+}
+
+void LogicalModel::CreateParagraphInfo( CharacterIndex startIndex,
+                                        Length numberOfCharacters )
+{
+  const Length totalNumberOfCharacters = mLineBreakInfo.Count();
+
+  // Count the number of LINE_MUST_BREAK to reserve some space for the vector of paragraph's info.
+  Vector<CharacterIndex> paragraphs;
+  paragraphs.Reserve( numberOfCharacters );
+  const TextAbstraction::LineBreakInfo* lineBreakInfoBuffer = mLineBreakInfo.Begin();
+  const CharacterIndex lastCharacterIndexPlusOne = startIndex + numberOfCharacters;
+  for( Length index = startIndex; index < lastCharacterIndexPlusOne; ++index )
+  {
+    if( TextAbstraction::LINE_MUST_BREAK == *( lineBreakInfoBuffer + index ) )
+    {
+      paragraphs.PushBack( index );
+    }
+  }
+
+  // Whether the current paragraphs are updated or set from scratch.
+  const bool updateCurrentParagraphs = numberOfCharacters < totalNumberOfCharacters;
+
+  // Reserve space for current paragraphs plus new ones.
+  const Length numberOfNewParagraphs = paragraphs.Count();
+  const Length totalNumberOfParagraphs = mParagraphInfo.Count() + numberOfNewParagraphs;
+  mParagraphInfo.Resize( totalNumberOfParagraphs );
+
+  ParagraphRun* paragraphInfoBuffer = NULL;
+  Vector<ParagraphRun> newParagraphs;
+
+  if( updateCurrentParagraphs )
+  {
+    newParagraphs.Resize( numberOfNewParagraphs );
+    paragraphInfoBuffer = newParagraphs.Begin();
+  }
+  else
+  {
+    paragraphInfoBuffer = mParagraphInfo.Begin();
+  }
+
+  // Find where to insert the new paragraphs.
+  ParagraphRunIndex paragraphIndex = 0u;
+  CharacterIndex firstIndex = startIndex;
+
+  if( updateCurrentParagraphs )
+  {
+    for( Vector<ParagraphRun>::ConstIterator it = mParagraphInfo.Begin(),
+           endIt = mParagraphInfo.Begin() + totalNumberOfParagraphs - numberOfNewParagraphs;
+         it != endIt;
+         ++it )
+    {
+      const ParagraphRun& paragraph( *it );
+
+      if( startIndex < paragraph.characterRun.characterIndex + paragraph.characterRun.numberOfCharacters )
       {
-        isRightToLeftParagraph = false;
-        ++bidirectionalParagraphIndex;
-        if( bidirectionalParagraphIndex < numberOfBidirectionalParagraphs )
-        {
-          bidirectionalParagraph = bidirectionalParagraphInfoBuffer + bidirectionalParagraphIndex;
-        }
-        else
-        {
-          bidirectionalParagraph = NULL;
-        }
+        firstIndex = paragraph.characterRun.characterIndex;
+        break;
       }
+
+      ++paragraphIndex;
+    }
+  }
+
+  // Create the paragraph info.
+  ParagraphRunIndex newParagraphIndex = 0u;
+  for( Vector<CharacterIndex>::ConstIterator it = paragraphs.Begin(),
+         endIt = paragraphs.End();
+       it != endIt;
+       ++it, ++newParagraphIndex )
+  {
+    const CharacterIndex index = *it;
+
+    ParagraphRun& paragraph = *( paragraphInfoBuffer + newParagraphIndex );
+    paragraph.characterRun.characterIndex = firstIndex;
+    paragraph.characterRun.numberOfCharacters = 1u + index - firstIndex;
+
+    firstIndex += paragraph.characterRun.numberOfCharacters;
+  }
+
+
+  // Insert the new paragraphs.
+  if( updateCurrentParagraphs )
+  {
+    mParagraphInfo.Insert( mParagraphInfo.Begin() + paragraphIndex,
+                           newParagraphs.Begin(),
+                           newParagraphs.End() );
+
+    mParagraphInfo.Resize( totalNumberOfParagraphs );
+
+    // Update the next paragraph indices.
+    for( Vector<ParagraphRun>::Iterator it = mParagraphInfo.Begin() + paragraphIndex + newParagraphs.Count(),
+           endIt = mParagraphInfo.End();
+         it != endIt;
+         ++it )
+    {
+      ParagraphRun& paragraph( *it );
+
+      paragraph.characterRun.characterIndex += numberOfCharacters;
     }
   }
 }
 
-CharacterIndex LogicalModel::GetLogicalCharacterIndex( CharacterIndex visualCharacterIndex ) const
+void LogicalModel::FindParagraphs( CharacterIndex index,
+                                   Length numberOfCharacters,
+                                   Vector<ParagraphRunIndex>& paragraphs )
 {
-  if( 0u == mVisualToLogicalMap.Count() )
+  // Reserve som space for the paragraph indices.
+  paragraphs.Reserve( mParagraphInfo.Count() );
+
+  // Traverse the paragraphs to find which ones contain the given characters.
+  ParagraphRunIndex paragraphIndex = 0u;
+  for( Vector<ParagraphRun>::ConstIterator it = mParagraphInfo.Begin(),
+         endIt = mParagraphInfo.End();
+       it != endIt;
+       ++it, ++paragraphIndex )
   {
-    // If there is no visual to logical info is because the whole text is left to right.
-    // Return the identity.
-    return visualCharacterIndex;
+    const ParagraphRun& paragraph( *it );
+
+    if( ( paragraph.characterRun.characterIndex + paragraph.characterRun.numberOfCharacters > index ) &&
+        ( paragraph.characterRun.characterIndex < index + numberOfCharacters ) )
+    {
+      paragraphs.PushBack( paragraphIndex );
+    }
   }
+}
 
-  return *( mVisualToLogicalMap.Begin() + visualCharacterIndex );
+void LogicalModel::ClearEmbeddedImages()
+{
+  FreeEmbeddedItems( mEmbeddedItems );
 }
 
 LogicalModel::~LogicalModel()
 {
+  ClearFontDescriptionRuns();
+  ClearEmbeddedImages();
 }
 
 LogicalModel::LogicalModel()
+: mBidirectionalLineIndex( 0u )
 {
 }