// INTERNAL INCLUDES
#include <dali-toolkit/internal/text/bidirectional-support.h>
#include <dali-toolkit/internal/text/character-set-conversion.h>
-#include <dali-toolkit/internal/text/layouts/layout-parameters.h>
#include <dali-toolkit/internal/text/multi-language-support.h>
-#include <dali-toolkit/internal/text/script-run.h>
#include <dali-toolkit/internal/text/segmentation.h>
#include <dali-toolkit/internal/text/shaper.h>
-#include <dali-toolkit/internal/text/text-io.h>
-#include <dali-toolkit/internal/text/text-view.h>
namespace
{
* @param[in] glyphIndex The index to the first glyph.
* @param[in] numberOfGlyphs The number of glyphs.
* @param[out] glyphMetrics Some glyph metrics (font height, advance, ascender and x bearing).
- * @param[in]
- * @param[in]
+ * @param[in] visualModel The visual model.
+ * @param[in] fontClient The font client.
*/
void GetGlyphsMetrics( GlyphIndex glyphIndex,
Length numberOfGlyphs,
{
// Retrieves the scripts used in the text.
multilanguageSupport.SetScripts( utf32Characters,
- lineBreakInfo,
scripts );
}
Vector<Character> mirroredUtf32Characters;
bool textMirrored = false;
+ Length numberOfParagraphs = 0u;
if( BIDI_INFO & operations )
{
// Count the number of LINE_NO_BREAK to reserve some space for the vector of paragraph's
// bidirectional info.
- Length numberOfParagraphs = 0u;
-
const TextAbstraction::LineBreakInfo* lineBreakInfoBuffer = lineBreakInfo.Begin();
for( Length index = 0u; index < numberOfCharacters; ++index )
{
// This paragraph has right to left text. Some characters may need to be mirrored.
// TODO: consider if the mirrored string can be stored as well.
- textMirrored = GetMirroredText( utf32Characters, mirroredUtf32Characters );
+ textMirrored = GetMirroredText( utf32Characters,
+ mirroredUtf32Characters,
+ bidirectionalInfo );
// Only set the character directions if there is right to left characters.
Vector<CharacterDirection>& directions = mLogicalModel->mCharacterDirections;
// There is no right to left characters. Clear the directions vector.
mLogicalModel->mCharacterDirections.Clear();
}
-
- }
+ }
Vector<GlyphInfo>& glyphs = mVisualModel->mGlyphs;
Vector<CharacterIndex>& glyphsToCharactersMap = mVisualModel->mGlyphsToCharacters;
Vector<Length>& charactersPerGlyph = mVisualModel->mCharactersPerGlyph;
+ Vector<GlyphIndex> newParagraphGlyphs;
+ newParagraphGlyphs.Reserve( numberOfParagraphs );
+
if( SHAPE_TEXT & operations )
{
const Vector<Character>& textToShape = textMirrored ? mirroredUtf32Characters : utf32Characters;
validFonts,
glyphs,
glyphsToCharactersMap,
- charactersPerGlyph );
+ charactersPerGlyph,
+ newParagraphGlyphs );
// Create the 'number of glyphs' per character and the glyph to character conversion tables.
mVisualModel->CreateGlyphsPerCharacterTable( numberOfCharacters );
if( GET_GLYPH_METRICS & operations )
{
- mFontClient.GetGlyphMetrics( glyphs.Begin(), numberOfGlyphs );
+ GlyphInfo* glyphsBuffer = glyphs.Begin();
+ mFontClient.GetGlyphMetrics( glyphsBuffer, numberOfGlyphs );
+
+ // Update the width and advance of all new paragraph characters.
+ for( Vector<GlyphIndex>::ConstIterator it = newParagraphGlyphs.Begin(), endIt = newParagraphGlyphs.End(); it != endIt; ++it )
+ {
+ const GlyphIndex index = *it;
+ GlyphInfo& glyph = *( glyphsBuffer + index );
+
+ glyph.xBearing = 0.f;
+ glyph.width = 0.f;
+ glyph.advance = 0.f;
+ }
}
}
if( handleStopScrolling )
{
- mEventData->mUpdateLeftSelectionPosition = ( mEventData->mLeftSelectionPosition != handlePosition ) && ( mEventData->mRightSelectionPosition != handlePosition);
+ mEventData->mUpdateLeftSelectionPosition = ( mEventData->mRightSelectionPosition != handlePosition );
mEventData->mScrollAfterUpdatePosition = mEventData->mUpdateLeftSelectionPosition;
if( mEventData->mUpdateLeftSelectionPosition )
if( handleStopScrolling )
{
- mEventData->mUpdateRightSelectionPosition = ( mEventData->mRightSelectionPosition != handlePosition ) && ( mEventData->mLeftSelectionPosition != handlePosition );
+ mEventData->mUpdateRightSelectionPosition = ( mEventData->mLeftSelectionPosition != handlePosition );
mEventData->mScrollAfterUpdatePosition = mEventData->mUpdateRightSelectionPosition;
-
if( mEventData->mUpdateRightSelectionPosition )
{
mEventData->mRightSelectionPosition = handlePosition;
ClampHorizontalScroll( actualSize );
+ bool endOfScroll = false;
if( Vector2::ZERO == ( currentScrollPosition - mEventData->mScrollPosition ) )
{
// Notify the decorator there is no more text to scroll.
// The decorator won't send more scroll events.
mEventData->mDecorator->NotifyEndOfScroll();
+ // Still need to set the position of the handle.
+ endOfScroll = true;
}
- else
- {
- const bool scrollRightDirection = xSpeed > 0.f;
- const bool leftSelectionHandleEvent = Event::LEFT_SELECTION_HANDLE_EVENT == event.type;
- const bool rightSelectionHandleEvent = Event::RIGHT_SELECTION_HANDLE_EVENT == event.type;
- if( Event::GRAB_HANDLE_EVENT == event.type )
- {
- ChangeState( EventData::GRAB_HANDLE_PANNING );
+ // Set the position of the handle.
+ const bool scrollRightDirection = xSpeed > 0.f;
+ const bool leftSelectionHandleEvent = Event::LEFT_SELECTION_HANDLE_EVENT == event.type;
+ const bool rightSelectionHandleEvent = Event::RIGHT_SELECTION_HANDLE_EVENT == event.type;
- Vector2 position = mEventData->mDecorator->GetPosition( GRAB_HANDLE );
+ if( Event::GRAB_HANDLE_EVENT == event.type )
+ {
+ ChangeState( EventData::GRAB_HANDLE_PANNING );
- // Position the grag handle close to either the left or right edge.
- position.x = scrollRightDirection ? 0.f : mControlSize.width;
+ Vector2 position = mEventData->mDecorator->GetPosition( GRAB_HANDLE );
- // Get the new handle position.
- // The grab handle's position is in decorator coords. Need to transforms to text coords.
- const CharacterIndex handlePosition = GetClosestCursorIndex( position.x - mEventData->mScrollPosition.x - mAlignmentOffset.x,
- position.y - mEventData->mScrollPosition.y - mAlignmentOffset.y );
+ // Position the grag handle close to either the left or right edge.
+ position.x = scrollRightDirection ? 0.f : mVisualModel->mControlSize.width;
- mEventData->mUpdateCursorPosition = mEventData->mPrimaryCursorPosition != handlePosition;
- mEventData->mScrollAfterUpdatePosition = mEventData->mUpdateCursorPosition;
- mEventData->mPrimaryCursorPosition = handlePosition;
- }
- else if( leftSelectionHandleEvent || rightSelectionHandleEvent )
- {
- // TODO: This is recalculating the selection box every time the text is scrolled with the selection handles.
- // Think if something can be done to save power.
+ // Get the new handle position.
+ // The grab handle's position is in decorator coords. Need to transforms to text coords.
+ const CharacterIndex handlePosition = GetClosestCursorIndex( position.x - mEventData->mScrollPosition.x - mAlignmentOffset.x,
+ position.y - mEventData->mScrollPosition.y - mAlignmentOffset.y );
- ChangeState( EventData::SELECTION_HANDLE_PANNING );
+ mEventData->mUpdateCursorPosition = mEventData->mPrimaryCursorPosition != handlePosition;
+ mEventData->mScrollAfterUpdatePosition = mEventData->mUpdateCursorPosition;
+ mEventData->mPrimaryCursorPosition = handlePosition;
+ }
+ else if( leftSelectionHandleEvent || rightSelectionHandleEvent )
+ {
+ // TODO: This is recalculating the selection box every time the text is scrolled with the selection handles.
+ // Think if something can be done to save power.
+
+ ChangeState( EventData::SELECTION_HANDLE_PANNING );
- Vector2 position = mEventData->mDecorator->GetPosition( leftSelectionHandleEvent ? Text::LEFT_SELECTION_HANDLE : Text::RIGHT_SELECTION_HANDLE );
+ Vector2 position = mEventData->mDecorator->GetPosition( leftSelectionHandleEvent ? Text::LEFT_SELECTION_HANDLE : Text::RIGHT_SELECTION_HANDLE );
- // Position the selection handle close to either the left or right edge.
- position.x = scrollRightDirection ? 0.f : mControlSize.width;
+ // Position the selection handle close to either the left or right edge.
+ position.x = scrollRightDirection ? 0.f : mVisualModel->mControlSize.width;
- // Get the new handle position.
- // The selection handle's position is in decorator coords. Need to transforms to text coords.
- const CharacterIndex handlePosition = GetClosestCursorIndex( position.x - mEventData->mScrollPosition.x - mAlignmentOffset.x,
- position.y - mEventData->mScrollPosition.y - mAlignmentOffset.y );
+ // Get the new handle position.
+ // The selection handle's position is in decorator coords. Need to transforms to text coords.
+ const CharacterIndex handlePosition = GetClosestCursorIndex( position.x - mEventData->mScrollPosition.x - mAlignmentOffset.x,
+ position.y - mEventData->mScrollPosition.y - mAlignmentOffset.y );
- if( leftSelectionHandleEvent )
+ if( leftSelectionHandleEvent )
+ {
+ const bool differentHandles = ( mEventData->mLeftSelectionPosition != handlePosition ) && ( mEventData->mRightSelectionPosition != handlePosition );
+ mEventData->mUpdateLeftSelectionPosition = endOfScroll || differentHandles;
+ if( differentHandles )
{
- mEventData->mUpdateLeftSelectionPosition = handlePosition != mEventData->mLeftSelectionPosition;
mEventData->mLeftSelectionPosition = handlePosition;
}
- else
+ }
+ else
+ {
+ const bool differentHandles = ( mEventData->mRightSelectionPosition != handlePosition ) && ( mEventData->mLeftSelectionPosition != handlePosition );
+ mEventData->mUpdateRightSelectionPosition = endOfScroll || differentHandles;
+ if( differentHandles )
{
- mEventData->mUpdateRightSelectionPosition = handlePosition != mEventData->mRightSelectionPosition;
mEventData->mRightSelectionPosition = handlePosition;
}
+ }
- if( mEventData->mUpdateLeftSelectionPosition || mEventData->mUpdateRightSelectionPosition )
- {
- RepositionSelectionHandles( mEventData->mLeftSelectionPosition,
- mEventData->mRightSelectionPosition );
+ if( mEventData->mUpdateLeftSelectionPosition || mEventData->mUpdateRightSelectionPosition )
+ {
+ RepositionSelectionHandles( mEventData->mLeftSelectionPosition,
+ mEventData->mRightSelectionPosition );
- mEventData->mScrollAfterUpdatePosition = true;
- }
+ mEventData->mScrollAfterUpdatePosition = true;
}
- mEventData->mDecoratorUpdated = true;
}
+ mEventData->mDecoratorUpdated = true;
} // end ( HANDLE_SCROLLING == state )
}
const Length* const glyphsPerCharacterBuffer = mVisualModel->mGlyphsPerCharacter.Begin();
const GlyphInfo* const glyphsBuffer = mVisualModel->mGlyphs.Begin();
const Vector2* const positionsBuffer = mVisualModel->mGlyphPositions.Begin();
+ const Length* const charactersPerGlyphBuffer = mVisualModel->mCharactersPerGlyph.Begin();
+ const CharacterIndex* const glyphToCharacterBuffer = mVisualModel->mGlyphsToCharacters.Begin();
+ const CharacterDirection* const modelCharacterDirectionsBuffer = ( 0u != mLogicalModel->mCharacterDirections.Count() ) ? mLogicalModel->mCharacterDirections.Begin() : NULL;
// TODO: Better algorithm to create the highlight box.
// TODO: Multi-line.
+ // Get the height of the line.
const Vector<LineRun>& lines = mVisualModel->mLines;
const LineRun& firstLine = *lines.Begin();
const float height = firstLine.ascender + -firstLine.descender;
+ // Swap the indices if the start is greater than the end.
const bool indicesSwapped = ( selectionStart > selectionEnd );
if( indicesSwapped )
{
std::swap( selectionStart, selectionEnd );
}
- GlyphIndex glyphStart = *( charactersToGlyphBuffer + selectionStart );
- GlyphIndex glyphEnd = *( charactersToGlyphBuffer + ( selectionEnd - 1u ) ) + *( glyphsPerCharacterBuffer + ( selectionEnd - 1u ) ) - 1u;
+ // Get the indices to the first and last selected glyphs.
+ const CharacterIndex selectionEndMinusOne = selectionEnd - 1u;
+ const GlyphIndex glyphStart = *( charactersToGlyphBuffer + selectionStart );
+ const Length numberOfGlyphs = *( glyphsPerCharacterBuffer + selectionEndMinusOne );
+ const GlyphIndex glyphEnd = *( charactersToGlyphBuffer + selectionEndMinusOne ) + ( ( numberOfGlyphs > 0 ) ? numberOfGlyphs - 1u : 0u );
+
+ // Check if the first glyph is a ligature that must be broken like Latin ff, fi, or Arabic ﻻ, etc which needs special code.
+ const Length numberOfCharactersStart = *( charactersPerGlyphBuffer + glyphStart );
+ bool splitStartGlyph = ( numberOfCharactersStart > 1u ) && HasLigatureMustBreak( mLogicalModel->GetScript( selectionStart ) );
+
+ // Check if the last glyph is a ligature that must be broken like Latin ff, fi, or Arabic ﻻ, etc which needs special code.
+ const Length numberOfCharactersEnd = *( charactersPerGlyphBuffer + glyphEnd );
+ bool splitEndGlyph = ( glyphStart != glyphEnd ) && ( numberOfCharactersEnd > 1u ) && HasLigatureMustBreak( mLogicalModel->GetScript( selectionEndMinusOne ) );
+ // Tell the decorator to swap the selection handles if needed.
mEventData->mDecorator->SwapSelectionHandlesEnabled( firstLine.direction != indicesSwapped );
const Vector2 offset = mEventData->mScrollPosition + mAlignmentOffset;
+ // Traverse the glyphs.
for( GlyphIndex index = glyphStart; index <= glyphEnd; ++index )
{
const GlyphInfo& glyph = *( glyphsBuffer + index );
const Vector2& position = *( positionsBuffer + index );
+ if( splitStartGlyph )
+ {
+ // If the first glyph is a ligature that must be broken it may be needed to add only part of the glyph to the highlight box.
+
+ const float glyphAdvance = glyph.advance / static_cast<float>( numberOfCharactersStart );
+ const CharacterIndex interGlyphIndex = selectionStart - *( glyphToCharacterBuffer + glyphStart );
+ // Get the direction of the character.
+ CharacterDirection isCurrentRightToLeft = false;
+ if( NULL != modelCharacterDirectionsBuffer ) // If modelCharacterDirectionsBuffer is NULL, it means the whole text is left to right.
+ {
+ isCurrentRightToLeft = *( modelCharacterDirectionsBuffer + selectionStart );
+ }
+
+ // The end point could be in the middle of the ligature.
+ // Calculate the number of characters selected.
+ const Length numberOfCharacters = ( glyphStart == glyphEnd ) ? ( selectionEnd - selectionStart ) : ( numberOfCharactersStart - interGlyphIndex );
+
+ const float xPosition = position.x - glyph.xBearing + offset.x + glyphAdvance * static_cast<float>( isCurrentRightToLeft ? ( numberOfCharactersStart - interGlyphIndex - numberOfCharacters ) : interGlyphIndex );
+
+ mEventData->mDecorator->AddHighlight( xPosition,
+ offset.y,
+ xPosition + static_cast<float>( numberOfCharacters ) * glyphAdvance,
+ offset.y + height );
+
+ splitStartGlyph = false;
+ continue;
+ }
+
+ if( splitEndGlyph && ( index == glyphEnd ) )
+ {
+ // Equally, if the last glyph is a ligature that must be broken it may be needed to add only part of the glyph to the highlight box.
+
+ const float glyphAdvance = glyph.advance / static_cast<float>( numberOfCharactersEnd );
+ const CharacterIndex interGlyphIndex = selectionEnd - *( glyphToCharacterBuffer + glyphEnd );
+ // Get the direction of the character.
+ CharacterDirection isCurrentRightToLeft = false;
+ if( NULL != modelCharacterDirectionsBuffer ) // If modelCharacterDirectionsBuffer is NULL, it means the whole text is left to right.
+ {
+ isCurrentRightToLeft = *( modelCharacterDirectionsBuffer + selectionEnd );
+ }
+
+ const Length numberOfCharacters = numberOfCharactersEnd - interGlyphIndex;
+
+ const float xPosition = position.x - glyph.xBearing + offset.x + ( isCurrentRightToLeft ? ( glyphAdvance * static_cast<float>( numberOfCharacters ) ) : 0.f );
+ mEventData->mDecorator->AddHighlight( xPosition,
+ offset.y,
+ xPosition + static_cast<float>( interGlyphIndex ) * glyphAdvance,
+ offset.y + height );
+
+ splitEndGlyph = false;
+ continue;
+ }
+
const float xPosition = position.x - glyph.xBearing + offset.x;
- mEventData->mDecorator->AddHighlight( xPosition, offset.y, xPosition + glyph.advance, height );
+ mEventData->mDecorator->AddHighlight( xPosition,
+ offset.y,
+ xPosition + glyph.advance,
+ offset.y + height );
}
CursorInfo primaryCursorInfo;
const Vector2& position = *( positionsBuffer + glyphLogicalOrderIndex );
- // Prevents to jump the whole Latin ligatures like fi, ff, ...
- const Length numberOfCharactersInLigature = ( TextAbstraction::LATIN == script ) ? *( charactersPerGlyphBuffer + glyphLogicalOrderIndex ) : 1u;
+ // Prevents to jump the whole Latin ligatures like fi, ff, or Arabic ﻻ...
+ const Length numberOfCharactersInLigature = HasLigatureMustBreak( script ) ? *( charactersPerGlyphBuffer + glyphLogicalOrderIndex ) : 1u;
const float glyphAdvance = glyphMetrics.advance / static_cast<float>( numberOfCharactersInLigature );
for( GlyphIndex index = 0u; !matched && ( index < numberOfCharactersInLigature ); ++index )
cursorInfo.lineHeight = GetDefaultFontLineHeight();
cursorInfo.primaryCursorHeight = cursorInfo.lineHeight;
- cursorInfo.primaryPosition.x = 1.f;
+ cursorInfo.primaryPosition.x = mEventData->mDecorator->GetCursorWidth();
cursorInfo.primaryPosition.y = 0.f;
// Nothing else to do.
}
// Get the line where the character is laid-out.
- const LineRun* modelLines = mVisualModel->mLines.Begin();
+ const LineRun* const modelLines = mVisualModel->mLines.Begin();
const LineIndex lineIndex = mVisualModel->GetLineOfCharacter( characterIndex );
const LineRun& line = *( modelLines + lineIndex );
}
}
+ const GlyphIndex* const charactersToGlyphBuffer = mVisualModel->mCharactersToGlyph.Begin();
+ const Length* const glyphsPerCharacterBuffer = mVisualModel->mGlyphsPerCharacter.Begin();
+ const Length* const charactersPerGlyphBuffer = mVisualModel->mCharactersPerGlyph.Begin();
+ const CharacterIndex* const glyphsToCharactersBuffer = mVisualModel->mGlyphsToCharacters.Begin();
+ const Vector2* const glyphPositionsBuffer = mVisualModel->mGlyphPositions.Begin();
+
// Convert the cursor position into the glyph position.
- const GlyphIndex primaryGlyphIndex = *( mVisualModel->mCharactersToGlyph.Begin() + index );
- const Length primaryNumberOfGlyphs = *( mVisualModel->mGlyphsPerCharacter.Begin() + index );
- const Length primaryNumberOfCharacters = *( mVisualModel->mCharactersPerGlyph.Begin() + primaryGlyphIndex );
+ const GlyphIndex primaryGlyphIndex = *( charactersToGlyphBuffer + index );
+ const Length primaryNumberOfGlyphs = *( glyphsPerCharacterBuffer + index );
+ const Length primaryNumberOfCharacters = *( charactersPerGlyphBuffer + primaryGlyphIndex );
// Get the metrics for the group of glyphs.
GlyphMetrics glyphMetrics;
mVisualModel,
mFontClient );
- float glyphAdvance = 0.f;
+ // Whether to add the glyph's advance to the cursor position.
+ // i.e if the paragraph is left to right and the logical cursor is zero, the position is the position of the first glyph and the advance is not added,
+ // if the logical cursor is one, the position is the position of the first glyph and the advance is added.
+ // A 'truth table' was build and an online Karnaugh map tool was used to simplify the logic.
+ //
+ // FLCP A
+ // ------
+ // 0000 1
+ // 0001 1
+ // 0010 0
+ // 0011 0
+ // 0100 1
+ // 0101 0
+ // 0110 1
+ // 0111 0
+ // 1000 0
+ // 1001 x
+ // 1010 x
+ // 1011 1
+ // 1100 x
+ // 1101 x
+ // 1110 x
+ // 1111 x
+ //
+ // Where F -> isFirstPosition
+ // L -> isLastPosition
+ // C -> isCurrentRightToLeft
+ // P -> isRightToLeftParagraph
+ // A -> Whether to add the glyph's advance.
+
+ const bool addGlyphAdvance = ( ( isLastPosition && !isRightToLeftParagraph ) ||
+ ( isFirstPosition && isRightToLeftParagraph ) ||
+ ( !isFirstPosition && !isLastPosition && !isCurrentRightToLeft ) );
+
+ float glyphAdvance = addGlyphAdvance ? glyphMetrics.advance : 0.f;
+
if( !isLastPosition &&
( primaryNumberOfCharacters > 1u ) )
{
- const CharacterIndex firstIndex = *( mVisualModel->mGlyphsToCharacters.Begin() + primaryGlyphIndex );
- glyphAdvance = static_cast<float>( 1u + characterIndex - firstIndex ) * glyphMetrics.advance / static_cast<float>( primaryNumberOfCharacters );
- }
- else
- {
- glyphAdvance = glyphMetrics.advance;
+ const CharacterIndex firstIndex = *( glyphsToCharactersBuffer + primaryGlyphIndex );
+
+ bool isCurrentRightToLeft = false;
+ if( NULL != modelCharacterDirectionsBuffer ) // If modelCharacterDirectionsBuffer is NULL, it means the whole text is left to right.
+ {
+ isCurrentRightToLeft = *( modelCharacterDirectionsBuffer + index );
+ }
+
+ Length numberOfGlyphAdvance = ( isFirstPosition ? 0u : 1u ) + characterIndex - firstIndex;
+ if( isCurrentRightToLeft )
+ {
+ numberOfGlyphAdvance = primaryNumberOfCharacters - numberOfGlyphAdvance;
+ }
+
+ glyphAdvance = static_cast<float>( numberOfGlyphAdvance ) * glyphMetrics.advance / static_cast<float>( primaryNumberOfCharacters );
}
// Get the glyph position and x bearing.
- const Vector2& primaryPosition = *( mVisualModel->mGlyphPositions.Begin() + primaryGlyphIndex );
+ const Vector2& primaryPosition = *( glyphPositionsBuffer + primaryGlyphIndex );
// Set the primary cursor's height.
cursorInfo.primaryCursorHeight = cursorInfo.isSecondaryCursor ? 0.5f * glyphMetrics.fontHeight : glyphMetrics.fontHeight;
// Set the primary cursor's position.
- if( isLastPosition )
- {
- cursorInfo.primaryPosition.x = -glyphMetrics.xBearing + primaryPosition.x + ( isRightToLeftParagraph ? 0.f : glyphMetrics.advance );
- }
- else
- {
- cursorInfo.primaryPosition.x = -glyphMetrics.xBearing + primaryPosition.x + ( ( ( isFirstPosition && !isCurrentRightToLeft ) || ( !isFirstPosition && isCurrentRightToLeft ) ) ? 0.f : glyphAdvance );
- }
+ cursorInfo.primaryPosition.x = -glyphMetrics.xBearing + primaryPosition.x + glyphAdvance;
cursorInfo.primaryPosition.y = line.ascender - glyphMetrics.ascender;
// Calculate the secondary cursor.
index = ( isRightToLeftParagraph == isCurrentRightToLeft ) ? nextCharacterIndex : characterIndex;
}
- const GlyphIndex secondaryGlyphIndex = *( mVisualModel->mCharactersToGlyph.Begin() + index );
- const Length secondaryNumberOfGlyphs = *( mVisualModel->mGlyphsPerCharacter.Begin() + index );
+ const GlyphIndex secondaryGlyphIndex = *( charactersToGlyphBuffer + index );
+ const Length secondaryNumberOfGlyphs = *( glyphsPerCharacterBuffer + index );
- const Vector2& secondaryPosition = *( mVisualModel->mGlyphPositions.Begin() + index );
+ const Vector2& secondaryPosition = *( glyphPositionsBuffer + secondaryGlyphIndex );
GetGlyphsMetrics( secondaryGlyphIndex,
secondaryNumberOfGlyphs,
CharacterIndex cursorIndex = mEventData->mPrimaryCursorPosition;
- const Script script = mLogicalModel->GetScript( index );
- const GlyphIndex* charactersToGlyphBuffer = mVisualModel->mCharactersToGlyph.Begin();
- const Length* charactersPerGlyphBuffer = mVisualModel->mCharactersPerGlyph.Begin();
+ const GlyphIndex* const charactersToGlyphBuffer = mVisualModel->mCharactersToGlyph.Begin();
+ const Length* const charactersPerGlyphBuffer = mVisualModel->mCharactersPerGlyph.Begin();
+
+ GlyphIndex glyphIndex = *( charactersToGlyphBuffer + index );
+ Length numberOfCharacters = *( charactersPerGlyphBuffer + glyphIndex );
- Length numberOfCharacters = 0u;
- if( TextAbstraction::LATIN == script )
+ if( numberOfCharacters > 1u )
{
- // Prevents to jump the whole Latin ligatures like fi, ff, ...
- numberOfCharacters = 1u;
+ const Script script = mLogicalModel->GetScript( index );
+ if( HasLigatureMustBreak( script ) )
+ {
+ // Prevents to jump the whole Latin ligatures like fi, ff, or Arabic ﻻ, ...
+ numberOfCharacters = 1u;
+ }
}
else
{
- GlyphIndex glyphIndex = *( charactersToGlyphBuffer + index );
- numberOfCharacters = *( charactersPerGlyphBuffer + glyphIndex );
-
while( 0u == numberOfCharacters )
{
- numberOfCharacters = *( charactersPerGlyphBuffer + glyphIndex );
++glyphIndex;
+ numberOfCharacters = *( charactersPerGlyphBuffer + glyphIndex );
}
}
{
case LayoutEngine::HORIZONTAL_ALIGN_BEGIN:
{
- cursorPosition.x = 1.f;
+ cursorPosition.x = mEventData->mDecorator->GetCursorWidth();
break;
}
case LayoutEngine::HORIZONTAL_ALIGN_CENTER:
{
- cursorPosition.x = floor( 0.5f * mControlSize.width );
+ cursorPosition.x = floor( 0.5f * mVisualModel->mControlSize.width );
break;
}
case LayoutEngine::HORIZONTAL_ALIGN_END:
{
- cursorPosition.x = mControlSize.width;
+ cursorPosition.x = mVisualModel->mControlSize.width;
break;
}
}
}
case LayoutEngine::VERTICAL_ALIGN_CENTER:
{
- cursorPosition.y = floorf( 0.5f * ( mControlSize.height - lineHeight ) );
+ cursorPosition.y = floorf( 0.5f * ( mVisualModel->mControlSize.height - lineHeight ) );
break;
}
case LayoutEngine::VERTICAL_ALIGN_BOTTOM:
{
- cursorPosition.y = mControlSize.height - lineHeight;
+ cursorPosition.y = mVisualModel->mControlSize.height - lineHeight;
break;
}
}
void Controller::Impl::ClampHorizontalScroll( const Vector2& actualSize )
{
// Clamp between -space & 0 (and the text alignment).
- if( actualSize.width > mControlSize.width )
+ if( actualSize.width > mVisualModel->mControlSize.width )
{
- const float space = ( actualSize.width - mControlSize.width ) + mAlignmentOffset.x;
+ const float space = ( actualSize.width - mVisualModel->mControlSize.width ) + mAlignmentOffset.x;
mEventData->mScrollPosition.x = ( mEventData->mScrollPosition.x < -space ) ? -space : mEventData->mScrollPosition.x;
mEventData->mScrollPosition.x = ( mEventData->mScrollPosition.x > -mAlignmentOffset.x ) ? -mAlignmentOffset.x : mEventData->mScrollPosition.x;
void Controller::Impl::ClampVerticalScroll( const Vector2& actualSize )
{
// Clamp between -space & 0 (and the text alignment).
- if( actualSize.height > mControlSize.height )
+ if( actualSize.height > mVisualModel->mControlSize.height )
{
- const float space = ( actualSize.height - mControlSize.height ) + mAlignmentOffset.y;
+ const float space = ( actualSize.height - mVisualModel->mControlSize.height ) + mAlignmentOffset.y;
mEventData->mScrollPosition.y = ( mEventData->mScrollPosition.y < -space ) ? -space : mEventData->mScrollPosition.y;
mEventData->mScrollPosition.y = ( mEventData->mScrollPosition.y > -mAlignmentOffset.y ) ? -mAlignmentOffset.y : mEventData->mScrollPosition.y;
mEventData->mScrollPosition.x += offset.x;
updateDecorator = true;
}
- else if( position.x > mControlSize.width )
+ else if( position.x > mVisualModel->mControlSize.width )
{
- offset.x = mControlSize.width - position.x;
+ offset.x = mVisualModel->mControlSize.width - position.x;
mEventData->mScrollPosition.x += offset.x;
updateDecorator = true;
}
}
// Set which cursors are active according the state.
- if( ( EventData::EDITING == mEventData->mState ) ||
- ( EventData::EDITING_WITH_POPUP == mEventData->mState ) ||
+ if( ( EventData::EDITING == mEventData->mState ) ||
+ ( EventData::EDITING_WITH_POPUP == mEventData->mState ) ||
+ ( EventData::EDITING_WITH_GRAB_HANDLE == mEventData->mState ) ||
( EventData::GRAB_HANDLE_PANNING == mEventData->mState ) )
{
if( cursorInfo.isSecondaryCursor )