#include <dali-toolkit/internal/text/bidirectional-support.h>
#include <dali-toolkit/internal/text/character-set-conversion.h>
#include <dali-toolkit/internal/text/color-segmentation.h>
+#include <dali-toolkit/internal/text/glyph-metrics-helper.h>
#include <dali-toolkit/internal/text/multi-language-support.h>
#include <dali-toolkit/internal/text/segmentation.h>
#include <dali-toolkit/internal/text/shaper.h>
+#include <dali-toolkit/internal/text/text-run-container.h>
namespace
{
Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, true, "LOG_TEXT_CONTROLS");
#endif
-/**
- * @brief Some characters can be shaped in more than one glyph.
- * This struct is used to retrieve metrics from these group of glyphs.
- */
-struct GlyphMetrics
-{
- GlyphMetrics()
- : fontHeight( 0.f ),
- advance( 0.f ),
- ascender( 0.f ),
- xBearing( 0.f )
- {}
-
- ~GlyphMetrics()
- {}
-
- float fontHeight; ///< The font's height of that glyphs.
- float advance; ///< The sum of all the advances of all the glyphs.
- float ascender; ///< The font's ascender.
- float xBearing; ///< The x bearing of the first glyph.
-};
-
} // namespace
namespace Dali
namespace Text
{
-/**
- * @brief Get some glyph's metrics of a group of glyphs formed as a result of shaping one character.
- *
- * @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] visualModel The visual model.
- * @param[in] metrics Used to access metrics from FontClient.
- */
-void GetGlyphsMetrics( GlyphIndex glyphIndex,
- Length numberOfGlyphs,
- GlyphMetrics& glyphMetrics,
- VisualModelPtr& visualModel,
- MetricsPtr& metrics )
-{
- const GlyphInfo* glyphsBuffer = visualModel->mGlyphs.Begin();
-
- const GlyphInfo& firstGlyph = *( glyphsBuffer + glyphIndex );
-
- Text::FontMetrics fontMetrics;
- metrics->GetFontMetrics( firstGlyph.fontId, fontMetrics );
-
- glyphMetrics.fontHeight = fontMetrics.height;
- glyphMetrics.advance = firstGlyph.advance;
- glyphMetrics.ascender = fontMetrics.ascender;
- glyphMetrics.xBearing = firstGlyph.xBearing;
-
- for( unsigned int i = 1u; i < numberOfGlyphs; ++i )
- {
- const GlyphInfo& glyphInfo = *( glyphsBuffer + glyphIndex + i );
-
- glyphMetrics.advance += glyphInfo.advance;
- }
-}
-
EventData::EventData( DecoratorPtr decorator )
: mDecorator( decorator ),
mImfManager(),
return decoratorUpdated;
}
-void Controller::Impl::UpdateModel( OperationsMask operationsRequired )
+void Controller::Impl::CalculateTextUpdateIndices( Length& numberOfCharacters )
+{
+ mTextUpdateInfo.mParagraphCharacterIndex = 0u;
+ mTextUpdateInfo.mStartGlyphIndex = 0u;
+ mTextUpdateInfo.mStartLineIndex = 0u;
+ numberOfCharacters = 0u;
+
+ const Length numberOfParagraphs = mLogicalModel->mParagraphInfo.Count();
+ if( 0u == numberOfParagraphs )
+ {
+ mTextUpdateInfo.mParagraphCharacterIndex = 0u;
+ numberOfCharacters = 0u;
+
+ mTextUpdateInfo.mRequestedNumberOfCharacters = mTextUpdateInfo.mNumberOfCharactersToAdd - mTextUpdateInfo.mNumberOfCharactersToRemove;
+
+ // Nothing else to do if there are no paragraphs.
+ return;
+ }
+
+ // Find the paragraphs to be updated.
+ Vector<ParagraphRunIndex> paragraphsToBeUpdated;
+ if( mTextUpdateInfo.mCharacterIndex >= mTextUpdateInfo.mPreviousNumberOfCharacters )
+ {
+ // Text is being added at the end of the current text.
+ if( mTextUpdateInfo.mIsLastCharacterNewParagraph )
+ {
+ // Text is being added in a new paragraph after the last character of the text.
+ mTextUpdateInfo.mParagraphCharacterIndex = mTextUpdateInfo.mPreviousNumberOfCharacters;
+ numberOfCharacters = 0u;
+ mTextUpdateInfo.mRequestedNumberOfCharacters = mTextUpdateInfo.mNumberOfCharactersToAdd - mTextUpdateInfo.mNumberOfCharactersToRemove;
+
+ mTextUpdateInfo.mStartGlyphIndex = mVisualModel->mGlyphs.Count();
+ mTextUpdateInfo.mStartLineIndex = mVisualModel->mLines.Count() - 1u;
+
+ // Nothing else to do;
+ return;
+ }
+
+ paragraphsToBeUpdated.PushBack( numberOfParagraphs - 1u );
+ }
+ else
+ {
+ Length numberOfCharactersToUpdate = 0u;
+ if( mTextUpdateInfo.mFullRelayoutNeeded )
+ {
+ numberOfCharactersToUpdate = mTextUpdateInfo.mPreviousNumberOfCharacters;
+ }
+ else
+ {
+ numberOfCharactersToUpdate = ( mTextUpdateInfo.mNumberOfCharactersToRemove > 0u ) ? mTextUpdateInfo.mNumberOfCharactersToRemove : 1u;
+ }
+ mLogicalModel->FindParagraphs( mTextUpdateInfo.mCharacterIndex,
+ numberOfCharactersToUpdate,
+ paragraphsToBeUpdated );
+ }
+
+ if( 0u != paragraphsToBeUpdated.Count() )
+ {
+ const ParagraphRunIndex firstParagraphIndex = *( paragraphsToBeUpdated.Begin() );
+ const ParagraphRun& firstParagraph = *( mLogicalModel->mParagraphInfo.Begin() + firstParagraphIndex );
+ mTextUpdateInfo.mParagraphCharacterIndex = firstParagraph.characterRun.characterIndex;
+
+ ParagraphRunIndex lastParagraphIndex = *( paragraphsToBeUpdated.End() - 1u );
+ const ParagraphRun& lastParagraph = *( mLogicalModel->mParagraphInfo.Begin() + lastParagraphIndex );
+
+ if( ( mTextUpdateInfo.mNumberOfCharactersToRemove > 0u ) && // Some character are removed.
+ ( lastParagraphIndex < numberOfParagraphs - 1u ) && // There is a next paragraph.
+ ( ( lastParagraph.characterRun.characterIndex + lastParagraph.characterRun.numberOfCharacters ) == // The last removed character is the new paragraph character.
+ ( mTextUpdateInfo.mCharacterIndex + mTextUpdateInfo.mNumberOfCharactersToRemove ) ) )
+ {
+ // The new paragraph character of the last updated paragraph has been removed so is going to be merged with the next one.
+ const ParagraphRun& lastParagraph = *( mLogicalModel->mParagraphInfo.Begin() + lastParagraphIndex + 1u );
+
+ numberOfCharacters = lastParagraph.characterRun.characterIndex + lastParagraph.characterRun.numberOfCharacters - mTextUpdateInfo.mParagraphCharacterIndex;
+ }
+ else
+ {
+ numberOfCharacters = lastParagraph.characterRun.characterIndex + lastParagraph.characterRun.numberOfCharacters - mTextUpdateInfo.mParagraphCharacterIndex;
+ }
+ }
+
+ mTextUpdateInfo.mRequestedNumberOfCharacters = numberOfCharacters + mTextUpdateInfo.mNumberOfCharactersToAdd - mTextUpdateInfo.mNumberOfCharactersToRemove;
+ mTextUpdateInfo.mStartGlyphIndex = *( mVisualModel->mCharactersToGlyph.Begin() + mTextUpdateInfo.mParagraphCharacterIndex );
+}
+
+void Controller::Impl::ClearFullModelData( OperationsMask operations )
+{
+ if( NO_OPERATION != ( GET_LINE_BREAKS & operations ) )
+ {
+ mLogicalModel->mLineBreakInfo.Clear();
+ mLogicalModel->mParagraphInfo.Clear();
+ }
+
+ if( NO_OPERATION != ( GET_WORD_BREAKS & operations ) )
+ {
+ mLogicalModel->mLineBreakInfo.Clear();
+ }
+
+ if( NO_OPERATION != ( GET_SCRIPTS & operations ) )
+ {
+ mLogicalModel->mScriptRuns.Clear();
+ }
+
+ if( NO_OPERATION != ( VALIDATE_FONTS & operations ) )
+ {
+ mLogicalModel->mFontRuns.Clear();
+ }
+
+ if( 0u != mLogicalModel->mBidirectionalParagraphInfo.Count() )
+ {
+ if( NO_OPERATION != ( BIDI_INFO & operations ) )
+ {
+ mLogicalModel->mBidirectionalParagraphInfo.Clear();
+ mLogicalModel->mCharacterDirections.Clear();
+ }
+
+ if( NO_OPERATION != ( REORDER & operations ) )
+ {
+ // Free the allocated memory used to store the conversion table in the bidirectional line info run.
+ for( Vector<BidirectionalLineInfoRun>::Iterator it = mLogicalModel->mBidirectionalLineInfo.Begin(),
+ endIt = mLogicalModel->mBidirectionalLineInfo.End();
+ it != endIt;
+ ++it )
+ {
+ BidirectionalLineInfoRun& bidiLineInfo = *it;
+
+ free( bidiLineInfo.visualToLogicalMap );
+ bidiLineInfo.visualToLogicalMap = NULL;
+ }
+ mLogicalModel->mBidirectionalLineInfo.Clear();
+ }
+ }
+
+ if( NO_OPERATION != ( SHAPE_TEXT & operations ) )
+ {
+ mVisualModel->mGlyphs.Clear();
+ mVisualModel->mGlyphsToCharacters.Clear();
+ mVisualModel->mCharactersToGlyph.Clear();
+ mVisualModel->mCharactersPerGlyph.Clear();
+ mVisualModel->mGlyphsPerCharacter.Clear();
+ mVisualModel->mGlyphPositions.Clear();
+ }
+
+ if( NO_OPERATION != ( LAYOUT & operations ) )
+ {
+ mVisualModel->mLines.Clear();
+ }
+
+ if( NO_OPERATION != ( COLOR & operations ) )
+ {
+ mVisualModel->mColorIndices.Clear();
+ }
+}
+
+void Controller::Impl::ClearCharacterModelData( CharacterIndex startIndex, CharacterIndex endIndex, OperationsMask operations )
+{
+ const CharacterIndex endIndexPlusOne = endIndex + 1u;
+
+ if( NO_OPERATION != ( GET_LINE_BREAKS & operations ) )
+ {
+ // Clear the line break info.
+ LineBreakInfo* lineBreakInfoBuffer = mLogicalModel->mLineBreakInfo.Begin();
+
+ mLogicalModel->mLineBreakInfo.Erase( lineBreakInfoBuffer + startIndex,
+ lineBreakInfoBuffer + endIndexPlusOne );
+
+ // Clear the paragraphs.
+ ClearCharacterRuns( startIndex,
+ endIndex,
+ mLogicalModel->mParagraphInfo );
+ }
+
+ if( NO_OPERATION != ( GET_WORD_BREAKS & operations ) )
+ {
+ // Clear the word break info.
+ WordBreakInfo* wordBreakInfoBuffer = mLogicalModel->mWordBreakInfo.Begin();
+
+ mLogicalModel->mWordBreakInfo.Erase( wordBreakInfoBuffer + startIndex,
+ wordBreakInfoBuffer + endIndexPlusOne );
+ }
+
+ if( NO_OPERATION != ( GET_SCRIPTS & operations ) )
+ {
+ // Clear the scripts.
+ ClearCharacterRuns( startIndex,
+ endIndex,
+ mLogicalModel->mScriptRuns );
+ }
+
+ if( NO_OPERATION != ( VALIDATE_FONTS & operations ) )
+ {
+ // Clear the fonts.
+ ClearCharacterRuns( startIndex,
+ endIndex,
+ mLogicalModel->mFontRuns );
+ }
+
+ if( 0u != mLogicalModel->mBidirectionalParagraphInfo.Count() )
+ {
+ if( NO_OPERATION != ( BIDI_INFO & operations ) )
+ {
+ // Clear the bidirectional paragraph info.
+ ClearCharacterRuns( startIndex,
+ endIndex,
+ mLogicalModel->mBidirectionalParagraphInfo );
+
+ // Clear the character's directions.
+ CharacterDirection* characterDirectionsBuffer = mLogicalModel->mCharacterDirections.Begin();
+
+ mLogicalModel->mCharacterDirections.Erase( characterDirectionsBuffer + startIndex,
+ characterDirectionsBuffer + endIndexPlusOne );
+ }
+
+ if( NO_OPERATION != ( REORDER & operations ) )
+ {
+ uint32_t startRemoveIndex = mLogicalModel->mBidirectionalLineInfo.Count();
+ uint32_t endRemoveIndex = startRemoveIndex;
+ ClearCharacterRuns( startIndex,
+ endIndex,
+ mLogicalModel->mBidirectionalLineInfo,
+ startRemoveIndex,
+ endRemoveIndex );
+
+ BidirectionalLineInfoRun* bidirectionalLineInfoBuffer = mLogicalModel->mBidirectionalLineInfo.Begin();
+
+ // Free the allocated memory used to store the conversion table in the bidirectional line info run.
+ for( Vector<BidirectionalLineInfoRun>::Iterator it = bidirectionalLineInfoBuffer + startRemoveIndex,
+ endIt = bidirectionalLineInfoBuffer + endRemoveIndex;
+ it != endIt;
+ ++it )
+ {
+ BidirectionalLineInfoRun& bidiLineInfo = *it;
+
+ free( bidiLineInfo.visualToLogicalMap );
+ bidiLineInfo.visualToLogicalMap = NULL;
+ }
+
+ mLogicalModel->mBidirectionalLineInfo.Erase( bidirectionalLineInfoBuffer + startRemoveIndex,
+ bidirectionalLineInfoBuffer + endRemoveIndex );
+ }
+ }
+}
+
+void Controller::Impl::ClearGlyphModelData( CharacterIndex startIndex, CharacterIndex endIndex, OperationsMask operations )
+{
+ const CharacterIndex endIndexPlusOne = endIndex + 1u;
+ const Length numberOfCharactersRemoved = endIndexPlusOne - startIndex;
+
+ // Convert the character index to glyph index before deleting the character to glyph and the glyphs per character buffers.
+ GlyphIndex* charactersToGlyphBuffer = mVisualModel->mCharactersToGlyph.Begin();
+ Length* glyphsPerCharacterBuffer = mVisualModel->mGlyphsPerCharacter.Begin();
+
+ const GlyphIndex endGlyphIndexPlusOne = *( charactersToGlyphBuffer + endIndex ) + *( glyphsPerCharacterBuffer + endIndex );
+ const Length numberOfGlyphsRemoved = endGlyphIndexPlusOne - mTextUpdateInfo.mStartGlyphIndex;
+
+ if( NO_OPERATION != ( SHAPE_TEXT & operations ) )
+ {
+ // Update the character to glyph indices.
+ for( Vector<GlyphIndex>::Iterator it = charactersToGlyphBuffer + endIndexPlusOne,
+ endIt = charactersToGlyphBuffer + mVisualModel->mCharactersToGlyph.Count();
+ it != endIt;
+ ++it )
+ {
+ CharacterIndex& index = *it;
+ index -= numberOfGlyphsRemoved;
+ }
+
+ // Clear the character to glyph conversion table.
+ mVisualModel->mCharactersToGlyph.Erase( charactersToGlyphBuffer + startIndex,
+ charactersToGlyphBuffer + endIndexPlusOne );
+
+ // Clear the glyphs per character table.
+ mVisualModel->mGlyphsPerCharacter.Erase( glyphsPerCharacterBuffer + startIndex,
+ glyphsPerCharacterBuffer + endIndexPlusOne );
+
+ // Clear the glyphs buffer.
+ GlyphInfo* glyphsBuffer = mVisualModel->mGlyphs.Begin();
+ mVisualModel->mGlyphs.Erase( glyphsBuffer + mTextUpdateInfo.mStartGlyphIndex,
+ glyphsBuffer + endGlyphIndexPlusOne );
+
+ CharacterIndex* glyphsToCharactersBuffer = mVisualModel->mGlyphsToCharacters.Begin();
+
+ // Update the glyph to character indices.
+ for( Vector<CharacterIndex>::Iterator it = glyphsToCharactersBuffer + endGlyphIndexPlusOne,
+ endIt = glyphsToCharactersBuffer + mVisualModel->mGlyphsToCharacters.Count();
+ it != endIt;
+ ++it )
+ {
+ CharacterIndex& index = *it;
+ index -= numberOfCharactersRemoved;
+ }
+
+ // Clear the glyphs to characters buffer.
+ mVisualModel->mGlyphsToCharacters.Erase( glyphsToCharactersBuffer + mTextUpdateInfo.mStartGlyphIndex,
+ glyphsToCharactersBuffer + endGlyphIndexPlusOne );
+
+ // Clear the characters per glyph buffer.
+ Length* charactersPerGlyphBuffer = mVisualModel->mCharactersPerGlyph.Begin();
+ mVisualModel->mCharactersPerGlyph.Erase( charactersPerGlyphBuffer + mTextUpdateInfo.mStartGlyphIndex,
+ charactersPerGlyphBuffer + endGlyphIndexPlusOne );
+
+ // Clear the positions buffer.
+ Vector2* positionsBuffer = mVisualModel->mGlyphPositions.Begin();
+ mVisualModel->mGlyphPositions.Erase( positionsBuffer + mTextUpdateInfo.mStartGlyphIndex,
+ positionsBuffer + endGlyphIndexPlusOne );
+ }
+
+ if( NO_OPERATION != ( LAYOUT & operations ) )
+ {
+ // Clear the lines.
+ uint32_t startRemoveIndex = mVisualModel->mLines.Count();
+ uint32_t endRemoveIndex = startRemoveIndex;
+ ClearCharacterRuns( startIndex,
+ endIndex,
+ mVisualModel->mLines,
+ startRemoveIndex,
+ endRemoveIndex );
+
+ // Will update the glyph runs.
+ startRemoveIndex = mVisualModel->mLines.Count();
+ endRemoveIndex = startRemoveIndex;
+ ClearGlyphRuns( mTextUpdateInfo.mStartGlyphIndex,
+ endGlyphIndexPlusOne - 1u,
+ mVisualModel->mLines,
+ startRemoveIndex,
+ endRemoveIndex );
+
+ // Set the line index from where to insert the new laid-out lines.
+ mTextUpdateInfo.mStartLineIndex = startRemoveIndex;
+
+ LineRun* linesBuffer = mVisualModel->mLines.Begin();
+ mVisualModel->mLines.Erase( linesBuffer + startRemoveIndex,
+ linesBuffer + endRemoveIndex );
+ }
+
+ if( NO_OPERATION != ( COLOR & operations ) )
+ {
+ if( 0u != mVisualModel->mColorIndices.Count() )
+ {
+ ColorIndex* colorIndexBuffer = mVisualModel->mColorIndices.Begin();
+ mVisualModel->mColorIndices.Erase( colorIndexBuffer + mTextUpdateInfo.mStartGlyphIndex,
+ colorIndexBuffer + endGlyphIndexPlusOne );
+ }
+ }
+}
+
+void Controller::Impl::ClearModelData( CharacterIndex startIndex, CharacterIndex endIndex, OperationsMask operations )
+{
+ if( mTextUpdateInfo.mClearAll ||
+ ( ( 0u == startIndex ) &&
+ ( mTextUpdateInfo.mPreviousNumberOfCharacters == endIndex + 1u ) ) )
+ {
+ ClearFullModelData( operations );
+ }
+ else
+ {
+ // Clear the model data related with characters.
+ ClearCharacterModelData( startIndex, endIndex, operations );
+
+ // Clear the model data related with glyphs.
+ ClearGlyphModelData( startIndex, endIndex, operations );
+ }
+
+ // The estimated number of lines. Used to avoid reallocations when layouting.
+ mTextUpdateInfo.mEstimatedNumberOfLines = std::max( mVisualModel->mLines.Count(), mLogicalModel->mParagraphInfo.Count() );
+
+ mVisualModel->ClearCaches();
+}
+
+bool Controller::Impl::UpdateModel( OperationsMask operationsRequired )
{
DALI_LOG_INFO( gLogFilter, Debug::General, "Controller::UpdateModel\n" );
// Calculate the operations to be done.
const OperationsMask operations = static_cast<OperationsMask>( mOperationsPending & operationsRequired );
+ if( NO_OPERATION == operations )
+ {
+ // Nothing to do if no operations are pending and required.
+ return false;
+ }
+
Vector<Character>& utf32Characters = mLogicalModel->mText;
const Length numberOfCharacters = utf32Characters.Count();
- Vector<LineBreakInfo>& lineBreakInfo = mLogicalModel->mLineBreakInfo;
+ // Index to the first character of the first paragraph to be updated.
CharacterIndex startIndex = 0u;
- Length requestedNumberOfCharacters = numberOfCharacters;
- if( GET_LINE_BREAKS & operations )
+ // Number of characters of the paragraphs to be removed.
+ Length paragraphCharacters = 0u;
+
+ CalculateTextUpdateIndices( paragraphCharacters );
+ startIndex = mTextUpdateInfo.mParagraphCharacterIndex;
+
+ if( mTextUpdateInfo.mClearAll ||
+ ( 0u != paragraphCharacters ) )
+ {
+ ClearModelData( startIndex, startIndex + ( ( paragraphCharacters > 0u ) ? paragraphCharacters - 1u : 0u ), operations );
+ }
+
+ mTextUpdateInfo.mClearAll = false;
+
+ // Whether the model is updated.
+ bool updated = false;
+
+ Vector<LineBreakInfo>& lineBreakInfo = mLogicalModel->mLineBreakInfo;
+ const Length requestedNumberOfCharacters = mTextUpdateInfo.mRequestedNumberOfCharacters;
+
+ if( NO_OPERATION != ( GET_LINE_BREAKS & operations ) )
{
// Retrieves the line break info. The line break info is used to split the text in 'paragraphs' to
// calculate the bidirectional info for each 'paragraph'.
lineBreakInfo.Resize( numberOfCharacters, TextAbstraction::LINE_NO_BREAK );
SetLineBreakInfo( utf32Characters,
+ startIndex,
+ requestedNumberOfCharacters,
lineBreakInfo );
+
+ // Create the paragraph info.
+ mLogicalModel->CreateParagraphInfo( startIndex,
+ requestedNumberOfCharacters );
+ updated = true;
}
Vector<WordBreakInfo>& wordBreakInfo = mLogicalModel->mWordBreakInfo;
- if( GET_WORD_BREAKS & operations )
+ if( NO_OPERATION != ( GET_WORD_BREAKS & operations ) )
{
// Retrieves the word break info. The word break info is used to layout the text (where to wrap the text in lines).
wordBreakInfo.Resize( numberOfCharacters, TextAbstraction::WORD_NO_BREAK );
startIndex,
requestedNumberOfCharacters,
wordBreakInfo );
+ updated = true;
}
- const bool getScripts = GET_SCRIPTS & operations;
- const bool validateFonts = VALIDATE_FONTS & operations;
+ const bool getScripts = NO_OPERATION != ( GET_SCRIPTS & operations );
+ const bool validateFonts = NO_OPERATION != ( VALIDATE_FONTS & operations );
Vector<ScriptRun>& scripts = mLogicalModel->mScriptRuns;
Vector<FontRun>& validFonts = mLogicalModel->mFontRuns;
requestedNumberOfCharacters,
validFonts );
}
+ updated = true;
}
Vector<Character> mirroredUtf32Characters;
bool textMirrored = false;
- Length numberOfParagraphs = 0u;
- if( BIDI_INFO & operations )
+ const Length numberOfParagraphs = mLogicalModel->mParagraphInfo.Count();
+ if( NO_OPERATION != ( BIDI_INFO & operations ) )
{
- // Count the number of LINE_NO_BREAK to reserve some space for the vector of paragraph's
- // bidirectional info.
-
- const TextAbstraction::LineBreakInfo* lineBreakInfoBuffer = lineBreakInfo.Begin();
- for( Length index = 0u; index < numberOfCharacters; ++index )
- {
- if( TextAbstraction::LINE_NO_BREAK == *( lineBreakInfoBuffer + index ) )
- {
- ++numberOfParagraphs;
- }
- }
-
Vector<BidirectionalParagraphInfoRun>& bidirectionalInfo = mLogicalModel->mBidirectionalParagraphInfo;
bidirectionalInfo.Reserve( numberOfParagraphs );
// There is no right to left characters. Clear the directions vector.
mLogicalModel->mCharacterDirections.Clear();
}
+ updated = true;
}
Vector<GlyphInfo>& glyphs = mVisualModel->mGlyphs;
Vector<GlyphIndex> newParagraphGlyphs;
newParagraphGlyphs.Reserve( numberOfParagraphs );
- GlyphIndex startGlyphIndex = 0u;
- if( SHAPE_TEXT & operations )
+ const Length currentNumberOfGlyphs = glyphs.Count();
+ if( NO_OPERATION != ( SHAPE_TEXT & operations ) )
{
const Vector<Character>& textToShape = textMirrored ? mirroredUtf32Characters : utf32Characters;
// Shapes the text.
scripts,
validFonts,
startIndex,
- startGlyphIndex,
+ mTextUpdateInfo.mStartGlyphIndex,
requestedNumberOfCharacters,
glyphs,
glyphsToCharactersMap,
newParagraphGlyphs );
// Create the 'number of glyphs' per character and the glyph to character conversion tables.
- mVisualModel->CreateGlyphsPerCharacterTable( startIndex, numberOfCharacters );
- mVisualModel->CreateCharacterToGlyphTable( startIndex, numberOfCharacters );
+ mVisualModel->CreateGlyphsPerCharacterTable( startIndex, mTextUpdateInfo.mStartGlyphIndex, requestedNumberOfCharacters );
+ mVisualModel->CreateCharacterToGlyphTable( startIndex, mTextUpdateInfo.mStartGlyphIndex, requestedNumberOfCharacters );
+ updated = true;
}
- const Length numberOfGlyphs = glyphs.Count();
+ const Length numberOfGlyphs = glyphs.Count() - currentNumberOfGlyphs;
- if( GET_GLYPH_METRICS & operations )
+ if( NO_OPERATION != ( GET_GLYPH_METRICS & operations ) )
{
- GlyphInfo* glyphsBuffer = glyphs.Begin() + startGlyphIndex;
- mMetrics->GetGlyphMetrics( glyphsBuffer, numberOfGlyphs );
+ GlyphInfo* glyphsBuffer = glyphs.Begin();
+ mMetrics->GetGlyphMetrics( glyphsBuffer + mTextUpdateInfo.mStartGlyphIndex, numberOfGlyphs );
// Update the width and advance of all new paragraph characters.
for( Vector<GlyphIndex>::ConstIterator it = newParagraphGlyphs.Begin(), endIt = newParagraphGlyphs.End(); it != endIt; ++it )
glyph.width = 0.f;
glyph.advance = 0.f;
}
+ updated = true;
+ }
+
+ if( NO_OPERATION != ( COLOR & operations ) )
+ {
+ // Set the color runs in glyphs.
+ SetColorSegmentationInfo( mLogicalModel->mColorRuns,
+ mVisualModel->mCharactersToGlyph,
+ mVisualModel->mGlyphsPerCharacter,
+ startIndex,
+ mTextUpdateInfo.mStartGlyphIndex,
+ requestedNumberOfCharacters,
+ mVisualModel->mColors,
+ mVisualModel->mColorIndices );
+
+ updated = true;
}
if( ( NULL != mEventData ) &&
// TODO: At the moment the underline runs are only for pre-edit.
mVisualModel->mUnderlineRuns.PushBack( underlineRun );
}
-}
-bool Controller::Impl::UpdateModelStyle( OperationsMask operationsRequired )
-{
- bool updated = false;
+ // The estimated number of lines. Used to avoid reallocations when layouting.
+ mTextUpdateInfo.mEstimatedNumberOfLines = std::max( mVisualModel->mLines.Count(), mLogicalModel->mParagraphInfo.Count() );
- if( COLOR & operationsRequired )
- {
- // Set the color runs in glyphs.
- SetColorSegmentationInfo( mLogicalModel->mColorRuns,
- mVisualModel->mCharactersToGlyph,
- mVisualModel->mGlyphsPerCharacter,
- mVisualModel->mColorRuns );
-
- updated = true;
- }
+ // Set the previous number of characters for the next time the text is updated.
+ mTextUpdateInfo.mPreviousNumberOfCharacters = numberOfCharacters;
return updated;
}
{
// Sets the default text's color.
inputStyle.textColor = mTextColor;
+ inputStyle.isDefaultColor = true;
+
+ inputStyle.familyName.clear();
+ inputStyle.weight = TextAbstraction::FontWeight::NORMAL;
+ inputStyle.width = TextAbstraction::FontWidth::NORMAL;
+ inputStyle.slant = TextAbstraction::FontSlant::NORMAL;
+ inputStyle.size = 0.f;
+
+ inputStyle.familyDefined = false;
+ inputStyle.weightDefined = false;
+ inputStyle.widthDefined = false;
+ inputStyle.slantDefined = false;
+ inputStyle.sizeDefined = false;
// Sets the default font's family name, weight, width, slant and size.
if( mFontDefaults )
{
- inputStyle.familyName = mFontDefaults->mFontDescription.family;
- inputStyle.weight = mFontDefaults->mFontDescription.weight;
- inputStyle.width = mFontDefaults->mFontDescription.width;
- inputStyle.slant = mFontDefaults->mFontDescription.slant;
- inputStyle.size = mFontDefaults->mDefaultPointSize;
+ if( mFontDefaults->familyDefined )
+ {
+ inputStyle.familyName = mFontDefaults->mFontDescription.family;
+ inputStyle.familyDefined = true;
+ }
- inputStyle.familyDefined = mFontDefaults->familyDefined;
- inputStyle.weightDefined = mFontDefaults->weightDefined;
- inputStyle.widthDefined = mFontDefaults->widthDefined;
- inputStyle.slantDefined = mFontDefaults->slantDefined;
- inputStyle.sizeDefined = mFontDefaults->sizeDefined;
- }
- else
- {
- inputStyle.familyName.clear();
- inputStyle.weight = TextAbstraction::FontWeight::NORMAL;
- inputStyle.width = TextAbstraction::FontWidth::NORMAL;
- inputStyle.slant = TextAbstraction::FontSlant::NORMAL;
- inputStyle.size = 0.f;
+ if( mFontDefaults->weightDefined )
+ {
+ inputStyle.weight = mFontDefaults->mFontDescription.weight;
+ inputStyle.weightDefined = true;
+ }
+
+ if( mFontDefaults->widthDefined )
+ {
+ inputStyle.width = mFontDefaults->mFontDescription.width;
+ inputStyle.widthDefined = true;
+ }
+
+ if( mFontDefaults->slantDefined )
+ {
+ inputStyle.slant = mFontDefaults->mFontDescription.slant;
+ inputStyle.slantDefined = true;
+ }
- inputStyle.familyDefined = false;
- inputStyle.weightDefined = false;
- inputStyle.widthDefined = false;
- inputStyle.slantDefined = false;
- inputStyle.sizeDefined = false;
+ if( mFontDefaults->sizeDefined )
+ {
+ inputStyle.size = mFontDefaults->mDefaultPointSize;
+ inputStyle.sizeDefined = true;
+ }
}
}
const CharacterIndex startOfSelectedText = handlesCrossed ? mEventData->mRightSelectionPosition : mEventData->mLeftSelectionPosition;
const Length lengthOfSelectedText = ( handlesCrossed ? mEventData->mLeftSelectionPosition : mEventData->mRightSelectionPosition ) - startOfSelectedText;
+ Vector<Character>& utf32Characters = mLogicalModel->mText;
+ const Length numberOfCharacters = utf32Characters.Count();
+
// Validate the start and end selection points
- if( ( startOfSelectedText + lengthOfSelectedText ) <= mLogicalModel->mText.Count() )
+ if( ( startOfSelectedText + lengthOfSelectedText ) <= numberOfCharacters )
{
//Get text as a UTF8 string
- Vector<Character>& utf32Characters = mLogicalModel->mText;
-
Utf32ToUtf8( &utf32Characters[startOfSelectedText], lengthOfSelectedText, selectedText );
if( deleteAfterRetrieval ) // Only delete text if copied successfully
mLogicalModel->UpdateTextStyleRuns( startOfSelectedText, -static_cast<int>( lengthOfSelectedText ) );
- // Delete text between handles
- Vector<Character>& currentText = mLogicalModel->mText;
+ // Mark the paragraphs to be updated.
+ mTextUpdateInfo.mCharacterIndex = startOfSelectedText;
+ mTextUpdateInfo.mNumberOfCharactersToRemove = lengthOfSelectedText;
- Vector<Character>::Iterator first = currentText.Begin() + startOfSelectedText;
+ // Delete text between handles
+ Vector<Character>::Iterator first = utf32Characters.Begin() + startOfSelectedText;
Vector<Character>::Iterator last = first + lengthOfSelectedText;
- currentText.Erase( first, last );
+ utf32Characters.Erase( first, last );
// Scroll after delete.
mEventData->mPrimaryCursorPosition = handlesCrossed ? mEventData->mRightSelectionPosition : mEventData->mLeftSelectionPosition;
void Controller::Impl::HideClipboard()
{
- if( mClipboard )
+ if( mClipboard && mClipboardHideEnabled )
{
mClipboard.HideClipboard();
}
}
+void Controller::Impl::SetClipboardHideEnable(bool enable)
+{
+ mClipboardHideEnabled = enable;
+}
+
bool Controller::Impl::CopyStringToClipboard( std::string& source )
{
//Send string to clipboard
const Vector<Vector2>& positions = mVisualModel->mGlyphPositions;
const Vector2* const positionsBuffer = positions.Begin();
- // Get the visual to logical conversion tables.
- const CharacterIndex* const visualToLogicalBuffer = ( 0u != mLogicalModel->mVisualToLogicalMap.Count() ) ? mLogicalModel->mVisualToLogicalMap.Begin() : NULL;
- const CharacterIndex* const visualToLogicalCursorBuffer = mLogicalModel->mVisualToLogicalCursorMap.Begin();
-
// Get the character to glyph conversion table.
const GlyphIndex* const charactersToGlyphBuffer = mVisualModel->mCharactersToGlyph.Begin();
// Get the glyphs per character table.
const Length* const glyphsPerCharacterBuffer = mVisualModel->mGlyphsPerCharacter.Begin();
- // If the vector is void, there is no right to left characters.
- const bool hasRightToLeftCharacters = NULL != visualToLogicalBuffer;
+ // Get the glyph's info buffer.
+ const GlyphInfo* const glyphInfoBuffer = mVisualModel->mGlyphs.Begin();
const CharacterIndex startCharacter = line.characterRun.characterIndex;
const CharacterIndex endCharacter = line.characterRun.characterIndex + line.characterRun.numberOfCharacters;
for( ; !matched && ( visualIndex < endCharacter ); ++visualIndex )
{
// The character in logical order.
- const CharacterIndex characterLogicalOrderIndex = hasRightToLeftCharacters ? *( visualToLogicalBuffer + visualIndex ) : visualIndex;
+ const CharacterIndex characterLogicalOrderIndex = mLogicalModel->GetLogicalCharacterIndex( visualIndex );
// Get the script of the character.
const Script script = mLogicalModel->GetScript( characterLogicalOrderIndex );
{
// Get the first character/glyph of the group of glyphs.
const CharacterIndex firstVisualCharacterIndex = 1u + visualIndex - numberOfCharacters;
- const CharacterIndex firstLogicalCharacterIndex = hasRightToLeftCharacters ? *( visualToLogicalBuffer + firstVisualCharacterIndex ) : firstVisualCharacterIndex;
+ const CharacterIndex firstLogicalCharacterIndex = mLogicalModel->GetLogicalCharacterIndex( firstVisualCharacterIndex );
const GlyphIndex firstLogicalGlyphIndex = *( charactersToGlyphBuffer + firstLogicalCharacterIndex );
// Get the metrics for the group of glyphs.
GetGlyphsMetrics( firstLogicalGlyphIndex,
numberOfGlyphs,
glyphMetrics,
- mVisualModel,
+ glyphInfoBuffer,
mMetrics );
// Get the position of the first glyph.
}
-
// Return the logical position of the cursor in characters.
if( !matched )
visualIndex = endCharacter;
}
- logicalIndex = hasRightToLeftCharacters ? *( visualToLogicalCursorBuffer + visualIndex ) : visualIndex;
+ logicalIndex = mLogicalModel->GetLogicalCursorIndex( visualIndex );
DALI_LOG_INFO( gLogFilter, Debug::Verbose, "%p closest visualIndex %d logicalIndex %d\n", this, visualIndex, logicalIndex );
DALI_ASSERT_DEBUG( ( logicalIndex <= mLogicalModel->mText.Count() && logicalIndex >= 0 ) && "GetClosestCursorIndex - Out of bounds index" );
const Length* const charactersPerGlyphBuffer = mVisualModel->mCharactersPerGlyph.Begin();
const CharacterIndex* const glyphsToCharactersBuffer = mVisualModel->mGlyphsToCharacters.Begin();
const Vector2* const glyphPositionsBuffer = mVisualModel->mGlyphPositions.Begin();
+ const GlyphInfo* const glyphInfoBuffer = mVisualModel->mGlyphs.Begin();
// Convert the cursor position into the glyph position.
const GlyphIndex primaryGlyphIndex = *( charactersToGlyphBuffer + index );
GetGlyphsMetrics( primaryGlyphIndex,
primaryNumberOfGlyphs,
glyphMetrics,
- mVisualModel,
+ glyphInfoBuffer,
mMetrics );
// Whether to add the glyph's advance to the cursor position.
GetGlyphsMetrics( secondaryGlyphIndex,
secondaryNumberOfGlyphs,
glyphMetrics,
- mVisualModel,
+ glyphInfoBuffer,
mMetrics );
// Set the secondary cursor's position.