#include <dali-toolkit/internal/text/shaper.h>
// EXTERNAL INCLUDES
-#include <dali/public-api/text-abstraction/shaping.h>
+#include <dali/devel-api/text-abstraction/script.h>
+#include <dali/devel-api/text-abstraction/shaping.h>
// INTERNAL INCLUDES
#include <dali-toolkit/internal/text/font-run.h>
-#include <dali-toolkit/internal/text/logical-model.h>
-#include <dali-toolkit/internal/text/script.h>
+#include <dali-toolkit/internal/text/logical-model-impl.h>
#include <dali-toolkit/internal/text/script-run.h>
-#include <dali-toolkit/internal/text/visual-model.h>
+#include <dali-toolkit/internal/text/visual-model-impl.h>
namespace Dali
{
const Vector<ScriptRun>& scripts,
const Vector<FontRun>& fonts,
Vector<GlyphInfo>& glyphs,
- Vector<CharacterIndex>& characterIndices,
- Vector<Length>& charactersPerGlyph )
+ Vector<CharacterIndex>& glyphToCharacterMap,
+ Vector<Length>& charactersPerGlyph,
+ Vector<GlyphIndex>& newParagraphGlyphs )
{
const Length numberOfCharacters = text.Count();
// 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();
Length numberOfGlyphsReserved = static_cast<Length>( numberOfCharacters * 1.3f );
glyphs.Resize( numberOfGlyphsReserved );
- charactersPerGlyph.Resize( numberOfGlyphsReserved );
+ glyphToCharacterMap.Resize( numberOfGlyphsReserved );
// The actual number of glyphs.
Length totalNumberOfGlyphs = 0u;
- const Character* textBuffer = text.Begin();
- const LineBreakInfo* lineBreakInfoBuffer = lineBreakInfo.Begin();
+ const Character* const textBuffer = text.Begin();
+ const LineBreakInfo* const lineBreakInfoBuffer = lineBreakInfo.Begin();
GlyphInfo* glyphsBuffer = glyphs.Begin();
- Length* charactersPerGlyphBuffer = charactersPerGlyph.Begin();
+ CharacterIndex* glyphToCharacterMapBuffer = glyphToCharacterMap.Begin();
// Traverse the characters and shape the text.
for( previousIndex = 0; previousIndex < numberOfCharacters; )
// Check if there is a line must break.
bool mustBreak = false;
+
+ // 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 )
{
- 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 ) ) )
- {
- ++numberOfCharactersToShape;
- }
-
// Shape the text for the current chunk.
const Length numberOfGlyphs = shaping.Shape( textBuffer + previousIndex,
- numberOfCharactersToShape,
+ ( currentIndex - previousIndex ), // The number of characters to shape.
currentFontId,
currentScript );
// Resize the vectors to get enough space.
numberOfGlyphsReserved = static_cast<Length>( totalNumberOfGlyphs * 1.3f );
glyphs.Resize( numberOfGlyphsReserved );
- charactersPerGlyph.Resize( numberOfGlyphsReserved );
+ glyphToCharacterMap.Resize( numberOfGlyphsReserved );
// Iterators are not valid anymore, set them again.
glyphsBuffer = glyphs.Begin();
- charactersPerGlyphBuffer = charactersPerGlyph.Begin();
+ glyphToCharacterMapBuffer = glyphToCharacterMap.Begin();
}
// Retrieve the glyphs and the glyph to character conversion map.
shaping.GetGlyphs( glyphsBuffer + glyphIndex,
- charactersPerGlyphBuffer + glyphIndex );
+ glyphToCharacterMapBuffer + glyphIndex );
+
+ if( isNewParagraph )
+ {
+ // Add the index of the new paragraph glyph to a vector.
+ // Their metrics will be updated in a following step.
+ newParagraphGlyphs.PushBack( totalNumberOfGlyphs - 1u );
+ }
+
+ // Update indices.
+ if( 0u != glyphIndex )
+ {
+ for( Length index = glyphIndex; index < glyphIndex + numberOfGlyphs; ++index )
+ {
+ CharacterIndex& characterIndex = *( glyphToCharacterMapBuffer + index );
+ characterIndex += previousIndex;
+ }
+ }
// Update the iterators to get the next font or script run.
if( currentIndex == fontRun.characterRun.characterIndex + fontRun.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 )
+ // Add the number of characters per glyph.
+ charactersPerGlyph.Reserve( totalNumberOfGlyphs );
+ previousIndex = 0u;
+ for( Length index = 1u; index < totalNumberOfGlyphs; ++index )
{
- characterIndex += *( charactersPerGlyphBuffer + index );
- characterIndices.PushBack( characterIndex );
+ const CharacterIndex characterIndex = *( glyphToCharacterMapBuffer + index );
+
+ charactersPerGlyph.PushBack( characterIndex - previousIndex );
+
+ previousIndex = characterIndex;
}
+ charactersPerGlyph.PushBack( numberOfCharacters - previousIndex );
+
// Resize the vectors to set the right number of items.
glyphs.Resize( totalNumberOfGlyphs );
- // characterIndices.Resize( totalNumberOfGlyphs );
- charactersPerGlyph.Resize( totalNumberOfGlyphs );
-}
-
-void ShapeText( const LogicalModel& logicalModel,
- VisualModel& visualModel,
- CharacterIndex characterIndex,
- Length numberOfCharactersToRemove,
- Length numberOfCharactersToInsert )
-{
+ glyphToCharacterMap.Resize( totalNumberOfGlyphs );
}
} // namespace Text