Dali-Text: Keyboard Shortcuts
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / text / shaper.cpp
old mode 100644 (file)
new mode 100755 (executable)
index c236d28..de41d0e
@@ -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.
 #include <dali-toolkit/internal/text/shaper.h>
 
 // EXTERNAL INCLUDES
-#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-impl.h>
-#include <dali-toolkit/internal/text/script-run.h>
-#include <dali-toolkit/internal/text/visual-model-impl.h>
-
 namespace Dali
 {
 
@@ -47,12 +40,14 @@ void ShapeText( const Vector<Character>& text,
                 const Vector<LineBreakInfo>& lineBreakInfo,
                 const Vector<ScriptRun>& scripts,
                 const Vector<FontRun>& fonts,
+                CharacterIndex startCharacterIndex,
+                GlyphIndex startGlyphIndex,
+                Length numberOfCharacters,
                 Vector<GlyphInfo>& glyphs,
                 Vector<CharacterIndex>& glyphToCharacterMap,
-                Vector<Length>& charactersPerGlyph )
+                Vector<Length>& charactersPerGlyph,
+                Vector<GlyphIndex>& newParagraphGlyphs )
 {
-  const Length numberOfCharacters = text.Count();
-
   if( 0u == numberOfCharacters )
   {
     // Nothing to do if there are no characters.
@@ -62,25 +57,48 @@ void ShapeText( const Vector<Character>& text,
 #ifdef DEBUG_ENABLED
   const Length numberOfFontRuns = fonts.Count();
   const Length numberOfScriptRuns = scripts.Count();
+  const Length totalNumberOfCharacters = text.Count();
 #endif
 
   DALI_ASSERT_DEBUG( ( 0u != numberOfFontRuns ) &&
-                     ( numberOfCharacters == fonts[numberOfFontRuns - 1u].characterRun.characterIndex + fonts[numberOfFontRuns - 1u].characterRun.numberOfCharacters ) &&
+                     ( totalNumberOfCharacters == fonts[numberOfFontRuns - 1u].characterRun.characterIndex + fonts[numberOfFontRuns - 1u].characterRun.numberOfCharacters ) &&
                      "Toolkit::Text::ShapeText. All characters must have a font set." );
 
   DALI_ASSERT_DEBUG( ( 0u != numberOfScriptRuns ) &&
-                     ( numberOfCharacters == scripts[numberOfScriptRuns - 1u].characterRun.characterIndex + scripts[numberOfScriptRuns - 1u].characterRun.numberOfCharacters ) &&
+                     ( totalNumberOfCharacters == scripts[numberOfScriptRuns - 1u].characterRun.characterIndex + scripts[numberOfScriptRuns - 1u].characterRun.numberOfCharacters ) &&
                      "Toolkit::Text::ShapeText. All characters must have a script set." );
 
   // 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();
 
   // To shape the text a font and an script is needed.
+
+  // Get the font run containing the startCharacterIndex character.
   Vector<FontRun>::ConstIterator fontRunIt = fonts.Begin();
+  for( Vector<FontRun>::ConstIterator endIt = fonts.End(); fontRunIt < endIt; ++fontRunIt )
+  {
+    const FontRun& run = *fontRunIt;
+    if( startCharacterIndex < run.characterRun.characterIndex + run.characterRun.numberOfCharacters )
+    {
+      // Found.
+      break;
+    }
+  }
+
+  // Get the script run containing the startCharacterIndex character.
   Vector<ScriptRun>::ConstIterator scriptRunIt = scripts.Begin();
+  for( Vector<ScriptRun>::ConstIterator endIt = scripts.End(); scriptRunIt < endIt; ++scriptRunIt )
+  {
+    const ScriptRun& run = *scriptRunIt;
+    if( startCharacterIndex < run.characterRun.characterIndex + run.characterRun.numberOfCharacters )
+    {
+      // Found.
+      break;
+    }
+  }
 
   // Index to the the next one to be shaped. Is pointing the character after the last one it was shaped.
   CharacterIndex previousIndex = 0u;
@@ -93,20 +111,29 @@ void ShapeText( const Vector<Character>& text,
   // There is no way to know the number of glyphs before shaping the text.
   // To avoid reallocations it's reserved space for a slightly biger number of glyphs than the number of characters.
 
-  Length numberOfGlyphsReserved = static_cast<Length>( numberOfCharacters * 1.3f );
-  glyphs.Resize( numberOfGlyphsReserved );
-  glyphToCharacterMap.Resize( numberOfGlyphsReserved );
+  GlyphInfo glyphInfo;
+  glyphInfo.isItalicRequired = false;
+  glyphInfo.isBoldRequired = false;
+
+  const Length currentNumberOfGlyphs = glyphs.Count();
+  const Length numberOfGlyphsReserved = static_cast<Length>( numberOfCharacters * 1.3f );
+  glyphs.Reserve( currentNumberOfGlyphs + numberOfGlyphsReserved );
+  glyphToCharacterMap.Reserve( currentNumberOfGlyphs + numberOfGlyphsReserved );
 
   // The actual number of glyphs.
-  Length totalNumberOfGlyphs = 0u;
+  Length totalNumberOfGlyphs = currentNumberOfGlyphs;
+  // The number of new glyphs.
+  Length numberOfNewGlyphs = 0u;
 
-  const Character* textBuffer = text.Begin();
-  const LineBreakInfo* lineBreakInfoBuffer = lineBreakInfo.Begin();
-  GlyphInfo* glyphsBuffer = glyphs.Begin();
+  const Character* const textBuffer = text.Begin();
+  const LineBreakInfo* const lineBreakInfoBuffer = lineBreakInfo.Begin();
   CharacterIndex* glyphToCharacterMapBuffer = glyphToCharacterMap.Begin();
 
+  Length glyphIndex = startGlyphIndex;
+
   // Traverse the characters and shape the text.
-  for( previousIndex = 0; previousIndex < numberOfCharacters; )
+  const CharacterIndex lastCharacter = startCharacterIndex + numberOfCharacters;
+  for( previousIndex = startCharacterIndex; previousIndex < lastCharacter; )
   {
     // Get the font id and the script.
     const FontRun& fontRun = *fontRunIt;
@@ -114,6 +141,8 @@ void ShapeText( const Vector<Character>& text,
 
     currentFontId = fontRun.fontId;
     currentScript = scriptRun.script;
+    const bool isItalicRequired = fontRun.isItalicRequired;
+    const bool isBoldRequired = fontRun.isBoldRequired;
 
     // Get the min index to the last character of both runs.
     CharacterIndex currentIndex = min( fontRun.characterRun.characterIndex + fontRun.characterRun.numberOfCharacters,
@@ -121,75 +150,69 @@ void ShapeText( const Vector<Character>& text,
 
     // 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 new paragraph character.
-    // A \n is going to be shaped in order to not to mess the conversion tables.
-    // After the \n character is shaped, the glyph is going to be reset to its
-    // default in order to not to get any metric or font index for it.
-    const bool isNewParagraph = TextAbstraction::IsNewParagraph( *( textBuffer + currentIndex ) );
-
-    // The last character is always a must-break even if it's not a \n.
-    Length numberOfCharactersToShape = currentIndex - previousIndex;
-    if( mustBreak )
-    {
-      // Add one more character to shape.
-      ++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 );
 
-    const Length glyphIndex = totalNumberOfGlyphs;
-    totalNumberOfGlyphs += numberOfGlyphs;
+    // Retrieve the glyphs and the glyph to character conversion map.
+    Vector<GlyphInfo> tmpGlyphs;
+    Vector<CharacterIndex> tmpGlyphToCharacterMap;
 
-    if( totalNumberOfGlyphs > numberOfGlyphsReserved )
-    {
-      // Resize the vectors to get enough space.
-      numberOfGlyphsReserved = static_cast<Length>( totalNumberOfGlyphs * 1.3f );
-      glyphs.Resize( numberOfGlyphsReserved );
-      glyphToCharacterMap.Resize( numberOfGlyphsReserved );
-
-      // Iterators are not valid anymore, set them again.
-      glyphsBuffer = glyphs.Begin();
-      glyphToCharacterMapBuffer = glyphToCharacterMap.Begin();
-    }
+    GlyphInfo glyphInfo;
+    glyphInfo.isItalicRequired = isItalicRequired;
+    glyphInfo.isBoldRequired = isBoldRequired;
 
-    // Retrieve the glyphs and the glyph to character conversion map.
-    shaping.GetGlyphs( glyphsBuffer + glyphIndex,
-                       glyphToCharacterMapBuffer + glyphIndex );
+    tmpGlyphs.Resize( numberOfGlyphs, glyphInfo );
+    tmpGlyphToCharacterMap.Resize( numberOfGlyphs );
+    shaping.GetGlyphs( tmpGlyphs.Begin(),
+                       tmpGlyphToCharacterMap.Begin() );
 
-    if( isNewParagraph )
+    // Update the new indices of the glyph to character map.
+    if( 0u != totalNumberOfGlyphs )
     {
-      // TODO : This is a work around to avoid drawing a square in the
-      //        place of a new line character.
+      for( Vector<CharacterIndex>::Iterator it = tmpGlyphToCharacterMap.Begin(),
+             endIt = tmpGlyphToCharacterMap.End();
+           it != endIt;
+           ++it )
+      {
+        *it += previousIndex;
+      }
+    }
 
-      // If the last character is a \n, it resets the glyph to the default
-      // to avoid getting any metric for it.
-      GlyphInfo& glyph = *( glyphsBuffer + glyphIndex + ( numberOfGlyphs - 1u ) );
+    totalNumberOfGlyphs += numberOfGlyphs;
+    numberOfNewGlyphs += numberOfGlyphs;
 
-      glyph = GlyphInfo();
-    }
+    glyphs.Insert( glyphs.Begin() + glyphIndex, tmpGlyphs.Begin(), tmpGlyphs.End() );
+    glyphToCharacterMap.Insert( glyphToCharacterMap.Begin() + glyphIndex, tmpGlyphToCharacterMap.Begin(), tmpGlyphToCharacterMap.End() );
+    glyphIndex += numberOfGlyphs;
+
+    // Set the buffer pointers again.
+    glyphToCharacterMapBuffer = glyphToCharacterMap.Begin();
 
-    // Update indices.
-    if( 0u != glyphIndex )
+    if( isNewParagraph )
     {
-      for( Length index = glyphIndex; index < glyphIndex + numberOfGlyphs; ++index )
-      {
-        CharacterIndex& characterIndex = *( glyphToCharacterMapBuffer + index );
-        characterIndex += previousIndex;
-      }
+      // Add the index of the new paragraph glyph to a vector.
+      // Their metrics will be updated in a following step.
+      newParagraphGlyphs.PushBack( glyphIndex - 1u );
     }
 
     // Update the iterators to get the next font or script run.
@@ -202,37 +225,38 @@ void ShapeText( const Vector<Character>& text,
       ++scriptRunIt;
     }
 
-    // Update the previous index. Jumps the \n if needed.
-    previousIndex = mustBreak ? currentIndex + 1u : currentIndex;
+    // Update the previous index.
+    previousIndex = currentIndex;
+  }
+
+  // Update indices.
+  for( Length index = startGlyphIndex + numberOfNewGlyphs; index < totalNumberOfGlyphs; ++index )
+  {
+    CharacterIndex& characterIndex = *( glyphToCharacterMapBuffer + index );
+    characterIndex += numberOfCharacters;
   }
 
   // Add the number of characters per glyph.
   charactersPerGlyph.Reserve( totalNumberOfGlyphs );
-  previousIndex = 0u;
-  for( Length index = 1u; index < totalNumberOfGlyphs; ++index )
+  Length* charactersPerGlyphBuffer = charactersPerGlyph.Begin();
+
+  const GlyphIndex lastGlyph = startGlyphIndex + numberOfNewGlyphs;
+  previousIndex = startCharacterIndex;
+  for( Length index = startGlyphIndex + 1u; index < lastGlyph; ++index )
   {
     const CharacterIndex characterIndex = *( glyphToCharacterMapBuffer + index );
 
-    charactersPerGlyph.PushBack( characterIndex - previousIndex );
+    charactersPerGlyph.Insert( charactersPerGlyphBuffer + index - 1u, characterIndex - previousIndex );
 
     previousIndex = characterIndex;
   }
-
-  charactersPerGlyph.PushBack( numberOfCharacters - previousIndex );
+  charactersPerGlyph.Insert( charactersPerGlyphBuffer + lastGlyph - 1u, numberOfCharacters + startCharacterIndex - previousIndex );
 
   // Resize the vectors to set the right number of items.
   glyphs.Resize( totalNumberOfGlyphs );
   glyphToCharacterMap.Resize( totalNumberOfGlyphs );
 }
 
-void ShapeText( const LogicalModel& logicalModel,
-                VisualModel& visualModel,
-                CharacterIndex characterIndex,
-                Length numberOfCharactersToRemove,
-                Length numberOfCharactersToInsert )
-{
-}
-
 } // namespace Text
 
 } // namespace Toolkit