#include <dali-toolkit/internal/text/character-set-conversion.h>
#include <dali-toolkit/internal/text/layouts/layout-engine.h>
#include <dali-toolkit/internal/text/layouts/layout-parameters.h>
-#include <dali-toolkit/internal/text/logical-model.h>
+#include <dali-toolkit/internal/text/logical-model-impl.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-view.h>
-#include <dali-toolkit/internal/text/visual-model.h>
+#include <dali-toolkit/internal/text/visual-model-impl.h>
using std::vector;
return;
}
- Vector<GlyphInfo> glyphs;
- glyphs.Resize( numberOfGlyphs );
- mVisualModel->GetGlyphs( glyphs.Begin(), 0, numberOfGlyphs );
+ Vector<GlyphInfo>& glyphs = mVisualModel->mGlyphs;
const GlyphInfo* const glyphsBuffer = glyphs.Begin();
- Vector<Vector2> positions;
- positions.Resize( numberOfGlyphs );
- mVisualModel->GetGlyphPositions( positions.Begin(), 0, numberOfGlyphs );
+ Vector<Vector2>& positions = mVisualModel->mGlyphPositions;
const Vector2* const positionsBuffer = positions.Begin();
unsigned int closestGlyph = 0;
return false;
}
+Vector3 Controller::GetNaturalSize()
+{
+ Vector3 naturalSize;
+
+ if( mImpl->mRecalculateNaturalSize )
+ {
+ // Operations that can be done only once until the text changes.
+ const OperationsMask onlyOnceOperations = static_cast<OperationsMask>( CONVERT_TO_UTF32 |
+ GET_SCRIPTS |
+ VALIDATE_FONTS |
+ GET_LINE_BREAKS |
+ GET_WORD_BREAKS |
+ SHAPE_TEXT |
+ GET_GLYPH_METRICS );
+ // Make sure the model is up-to-date before layouting
+ ReplaceText( onlyOnceOperations );
+
+ // Operations that need to be done if the size changes.
+ const OperationsMask sizeOperations = static_cast<OperationsMask>( LAYOUT |
+ REORDER );
+
+ DoRelayout( Size( MAX_FLOAT, MAX_FLOAT ),
+ static_cast<OperationsMask>( onlyOnceOperations |
+ sizeOperations ),
+ naturalSize.GetVectorXY() );
+
+ // Do not do again the only once operations.
+ mImpl->mOperationsPending = static_cast<OperationsMask>( mImpl->mOperationsPending & ~onlyOnceOperations );
+
+ // Do the size related operations again.
+ mImpl->mOperationsPending = static_cast<OperationsMask>( mImpl->mOperationsPending | sizeOperations );
+
+ // Stores the natural size to avoid recalculate it again
+ // unless the text/style changes.
+ mImpl->mVisualModel->SetNaturalSize( naturalSize.GetVectorXY() );
+
+ mImpl->mRecalculateNaturalSize = false;
+ }
+ else
+ {
+ naturalSize = mImpl->mVisualModel->GetNaturalSize();
+ }
+
+ return naturalSize;
+}
+
+float Controller::GetHeightForWidth( float width )
+{
+ Size layoutSize;
+ if( width != mImpl->mControlSize.width )
+ {
+ // Operations that can be done only once until the text changes.
+ const OperationsMask onlyOnceOperations = static_cast<OperationsMask>( CONVERT_TO_UTF32 |
+ GET_SCRIPTS |
+ VALIDATE_FONTS |
+ GET_LINE_BREAKS |
+ GET_WORD_BREAKS |
+ SHAPE_TEXT |
+ GET_GLYPH_METRICS );
+
+ // Make sure the model is up-to-date before layouting
+ ReplaceText( onlyOnceOperations );
+
+ // Operations that need to be done if the size changes.
+ const OperationsMask sizeOperations = static_cast<OperationsMask>( LAYOUT |
+ REORDER );
+
+ DoRelayout( Size( width, MAX_FLOAT ),
+ static_cast<OperationsMask>( onlyOnceOperations |
+ sizeOperations ),
+ layoutSize );
+
+ // Do not do again the only once operations.
+ mImpl->mOperationsPending = static_cast<OperationsMask>( mImpl->mOperationsPending & ~onlyOnceOperations );
+
+ // Do the size related operations again.
+ mImpl->mOperationsPending = static_cast<OperationsMask>( mImpl->mOperationsPending | sizeOperations );
+ }
+ else
+ {
+ layoutSize = mImpl->mVisualModel->GetActualSize();
+ }
+
+ return layoutSize.height;
+}
+
bool Controller::Relayout( const Vector2& size )
{
if( ( size.width < Math::MACHINE_EPSILON_1000 ) || ( size.height < Math::MACHINE_EPSILON_1000 ) )
mImpl->mOperationsPending = static_cast<OperationsMask>( mImpl->mOperationsPending |
LAYOUT |
UPDATE_ACTUAL_SIZE |
- UPDATE_POSITIONS |
- UPDATE_LINES |
REORDER );
mImpl->mControlSize = size;
// Calculate the operations to be done.
const OperationsMask operations = static_cast<OperationsMask>( mImpl->mOperationsPending & operationsRequired );
- Vector<Character> utf32Characters;
- Length characterCount = 0u;
+ Vector<Character>& utf32Characters = mImpl->mLogicalModel->mText;
if( CONVERT_TO_UTF32 & operations )
{
std::string& text = mImpl->mNewText;
// Transform a text array encoded in utf8 into an array encoded in utf32.
// It returns the actual number of characters.
- characterCount = Utf8ToUtf32( utf8, text.size(), utf32Characters.Begin() );
+ const Length characterCount = Utf8ToUtf32( utf8, text.size(), utf32Characters.Begin() );
utf32Characters.Resize( characterCount );
- // Sets the text into the model.
- mImpl->mLogicalModel->SetText( utf32Characters.Begin(), characterCount );
-
// Discard temporary text
text.clear();
}
const Length numberOfCharacters = mImpl->mLogicalModel->GetNumberOfCharacters();
- Vector<LineBreakInfo> lineBreakInfo;
+ Vector<LineBreakInfo>& lineBreakInfo = mImpl->mLogicalModel->mLineBreakInfo;
if( 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'.
// It's also used to layout the text (where it should be a new line) or to shape the text (text in different lines
// is not shaped together).
- lineBreakInfo.Resize( characterCount, TextAbstraction::LINE_NO_BREAK );
+ lineBreakInfo.Resize( numberOfCharacters, TextAbstraction::LINE_NO_BREAK );
SetLineBreakInfo( utf32Characters,
lineBreakInfo );
-
- mImpl->mLogicalModel->SetLineBreakInfo( lineBreakInfo.Begin(), characterCount );
}
- Vector<WordBreakInfo> wordBreakInfo;
+ Vector<WordBreakInfo>& wordBreakInfo = mImpl->mLogicalModel->mWordBreakInfo;
if( 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( characterCount, TextAbstraction::WORD_NO_BREAK );
+ wordBreakInfo.Resize( numberOfCharacters, TextAbstraction::WORD_NO_BREAK );
SetWordBreakInfo( utf32Characters,
wordBreakInfo );
-
- mImpl->mLogicalModel->SetWordBreakInfo( wordBreakInfo.Begin(), characterCount );
}
const bool getScripts = GET_SCRIPTS & operations;
const bool validateFonts = VALIDATE_FONTS & operations;
- Vector<ScriptRun> scripts;
- Vector<FontRun> validFonts;
+ Vector<ScriptRun>& scripts = mImpl->mLogicalModel->mScriptRuns;
+ Vector<FontRun>& validFonts = mImpl->mLogicalModel->mFontRuns;
if( getScripts || validateFonts )
{
multilanguageSupport.SetScripts( utf32Characters,
lineBreakInfo,
scripts );
-
- // Sets the scripts into the model.
- mImpl->mLogicalModel->SetScripts( scripts.Begin(), scripts.Count() );
}
if( validateFonts )
{
- // Copy the requested font defaults received via the property system.
- // These may not be valid i.e. may not contain glyphs for the necessary scripts.
- GetDefaultFonts( validFonts, numberOfCharacters );
+ if( 0u == validFonts.Count() )
+ {
+ // Copy the requested font defaults received via the property system.
+ // These may not be valid i.e. may not contain glyphs for the necessary scripts.
+ GetDefaultFonts( validFonts, numberOfCharacters );
+ }
// Validates the fonts. If there is a character with no assigned font it sets a default one.
// After this call, fonts are validated.
multilanguageSupport.ValidateFonts( utf32Characters,
scripts,
validFonts );
-
- // Sets the fonts into the model.
- mImpl->mLogicalModel->SetFonts( validFonts.Begin(), validFonts.Count() );
}
}
if( BIDI_INFO & operations )
{
- // Some vectors with data needed to get the paragraph's bidirectional info may be void
- // after the first time the text has been laid out.
- // Fill the vectors again.
-
- if( 0u == utf32Characters.Count() )
- {
- utf32Characters.Resize( numberOfCharacters );
-
- mImpl->mLogicalModel->GetText( utf32Characters.Begin(),
- 0u,
- numberOfCharacters );
- }
-
- if( 0u == lineBreakInfo.Count() )
- {
- lineBreakInfo.Resize( numberOfCharacters );
-
- mImpl->mLogicalModel->GetLineBreakInfo( lineBreakInfo.Begin(),
- 0u,
- numberOfCharacters );
- }
-
- if( 0u == scripts.Count() )
- {
- scripts.Resize( mImpl->mLogicalModel->GetNumberOfScriptRuns( 0u,
- numberOfCharacters ) );
- mImpl->mLogicalModel->GetScriptRuns( scripts.Begin(),
- 0u,
- numberOfCharacters );
- }
-
// 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 < characterCount; ++index )
+ for( Length index = 0u; index < numberOfCharacters; ++index )
{
if( TextAbstraction::LINE_NO_BREAK == *( lineBreakInfoBuffer + index ) )
{
}
}
- Vector<BidirectionalParagraphInfoRun> bidirectionalInfo;
+ Vector<BidirectionalParagraphInfoRun>& bidirectionalInfo = mImpl->mLogicalModel->mBidirectionalParagraphInfo;
bidirectionalInfo.Reserve( numberOfParagraphs );
// Calculates the bidirectional info for the whole paragraph if it contains right to left scripts.
scripts,
lineBreakInfo,
bidirectionalInfo );
-
- mImpl->mLogicalModel->SetBidirectionalInfo( bidirectionalInfo.Begin(),
- bidirectionalInfo.Count() );
}
- Vector<GlyphInfo> glyphs;
- Vector<CharacterIndex> glyphsToCharactersMap;
- Vector<Length> charactersPerGlyph;
+ Vector<GlyphInfo>& glyphs = mImpl->mVisualModel->mGlyphs;
+ Vector<CharacterIndex>& glyphsToCharactersMap = mImpl->mVisualModel->mGlyphsToCharacters;
+ Vector<Length>& charactersPerGlyph = mImpl->mVisualModel->mCharactersPerGlyph;
if( SHAPE_TEXT & operations )
{
- if( 0u == validFonts.Count() )
- {
- validFonts.Resize( mImpl->mLogicalModel->GetNumberOfFontRuns( 0u,
- numberOfCharacters ) );
- mImpl->mLogicalModel->GetFontRuns( validFonts.Begin(),
- 0u,
- numberOfCharacters );
- }
-
// Shapes the text.
ShapeText( utf32Characters,
lineBreakInfo,
charactersPerGlyph );
}
+ const Length numberOfGlyphs = glyphs.Count();
+
if( GET_GLYPH_METRICS & operations )
{
- mImpl->mFontClient.GetGlyphMetrics( glyphs.Begin(), glyphs.Count() );
+ mImpl->mFontClient.GetGlyphMetrics( glyphs.Begin(), numberOfGlyphs );
}
- Length numberOfGlyphs = glyphs.Count();
if( 0u != numberOfGlyphs )
{
- // Sets the glyphs into the model.
- mImpl->mVisualModel->SetGlyphs( glyphs.Begin(),
- glyphsToCharactersMap.Begin(),
- charactersPerGlyph.Begin(),
- numberOfGlyphs );
+ // Create the glyph to character conversion table and the 'number of glyphs' per character.
+ mImpl->mVisualModel->CreateCharacterToGlyphTable(numberOfCharacters );
+ mImpl->mVisualModel->CreateGlyphsPerCharacterTable( numberOfCharacters );
}
}
const Length numberOfCharacters = mImpl->mLogicalModel->GetNumberOfCharacters();
Length numberOfGlyphs = mImpl->mVisualModel->GetNumberOfGlyphs();
- Vector<LineBreakInfo> lineBreakInfo;
- lineBreakInfo.Resize( numberOfCharacters );
- mImpl->mLogicalModel->GetLineBreakInfo( lineBreakInfo.Begin(),
- 0u,
- numberOfCharacters );
-
- Vector<WordBreakInfo> wordBreakInfo;
- wordBreakInfo.Resize( numberOfCharacters );
- mImpl->mLogicalModel->GetWordBreakInfo( wordBreakInfo.Begin(),
- 0u,
- numberOfCharacters );
-
- Vector<GlyphInfo> glyphs;
- glyphs.Resize( numberOfGlyphs );
- mImpl->mVisualModel->GetGlyphs( glyphs.Begin(),
- 0u,
- numberOfGlyphs );
-
- Vector<CharacterIndex> glyphsToCharactersMap;
- glyphsToCharactersMap.Resize( numberOfGlyphs );
- mImpl->mVisualModel->GetGlyphToCharacterMap( glyphsToCharactersMap.Begin(),
- 0u,
- numberOfGlyphs );
-
- Vector<Length> charactersPerGlyph;
- charactersPerGlyph.Resize( numberOfGlyphs );
- mImpl->mVisualModel->GetCharactersPerGlyphMap( charactersPerGlyph.Begin(),
- 0u,
- numberOfGlyphs );
+ Vector<LineBreakInfo>& lineBreakInfo = mImpl->mLogicalModel->mLineBreakInfo;
+ Vector<WordBreakInfo>& wordBreakInfo = mImpl->mLogicalModel->mWordBreakInfo;
+ Vector<GlyphInfo>& glyphs = mImpl->mVisualModel->mGlyphs;
+ Vector<CharacterIndex>& glyphsToCharactersMap = mImpl->mVisualModel->mGlyphsToCharacters;
+ Vector<Length>& charactersPerGlyph = mImpl->mVisualModel->mCharactersPerGlyph;
// Set the layout parameters.
LayoutParameters layoutParameters( size,
glyphsToCharactersMap.Begin(),
charactersPerGlyph.Begin() );
- // Reserve space to set the positions of the glyphs.
- Vector<Vector2> glyphPositions;
- glyphPositions.Resize( numberOfGlyphs );
-
// The laid-out lines.
// It's not possible to know in how many lines the text is going to be laid-out,
// but it can be resized at least with the number of 'paragraphs' to avoid
// some re-allocations.
- Vector<LineRun> lines;
- lines.Reserve( mImpl->mLogicalModel->GetNumberOfBidirectionalInfoRuns( 0u, numberOfCharacters ) );
+ Vector<LineRun>& lines = mImpl->mVisualModel->mLines;
+
+ // Resize the vector of positions to have the same size than the vector of glyphs.
+ Vector<Vector2>& glyphPositions = mImpl->mVisualModel->mGlyphPositions;
+ glyphPositions.Resize( numberOfGlyphs );
+
+ BidirectionalRunIndex firstBidiRunIndex = 0u;
+ Length numberOfBidiRuns = 0u;
+ mImpl->mLogicalModel->GetNumberOfBidirectionalInfoRuns( 0u, numberOfCharacters, firstBidiRunIndex, numberOfBidiRuns );
+
+ // Delete any previous laid out lines before setting the new ones.
+ lines.Clear();
+ lines.Reserve( numberOfBidiRuns );
// Update the visual model.
viewUpdated = mImpl->mLayoutEngine.LayoutText( layoutParameters,
// Reorder the lines
if( REORDER & operations )
{
- const Length numberOfBidiParagraphs = mImpl->mLogicalModel->GetNumberOfBidirectionalInfoRuns( 0u, numberOfCharacters );
-
- Vector<BidirectionalParagraphInfoRun> bidirectionalInfo;
- bidirectionalInfo.Resize( numberOfBidiParagraphs );
- mImpl->mLogicalModel->GetBidirectionalInfo( bidirectionalInfo.Begin(),
- 0u,
- numberOfCharacters );
+ Vector<BidirectionalParagraphInfoRun>& bidirectionalInfo = mImpl->mLogicalModel->mBidirectionalParagraphInfo;
// Check first if there are paragraphs with bidirectional info.
if( 0u != bidirectionalInfo.Count() )
layoutParameters.numberOfBidirectionalInfoRuns = numberOfBidirectionalInfoRuns;
// Get the character to glyph conversion table and set into the layout.
- Vector<GlyphIndex> characterToGlyphMap;
- characterToGlyphMap.Resize( numberOfCharacters );
-
- layoutParameters.charactersToGlyphsBuffer = characterToGlyphMap.Begin();
- mImpl->mVisualModel->GetCharacterToGlyphMap( layoutParameters.charactersToGlyphsBuffer,
- 0u,
- numberOfCharacters );
+ layoutParameters.charactersToGlyphsBuffer = mImpl->mVisualModel->mCharactersToGlyph.Begin();
// Get the glyphs per character table and set into the layout.
- Vector<Length> glyphsPerCharacter;
- glyphsPerCharacter.Resize( numberOfCharacters );
-
- layoutParameters.glyphsPerCharacterBuffer = glyphsPerCharacter.Begin();
- mImpl->mVisualModel->GetGlyphsPerCharacterMap( layoutParameters.glyphsPerCharacterBuffer,
- 0u,
- numberOfCharacters );
+ layoutParameters.glyphsPerCharacterBuffer = mImpl->mVisualModel->mGlyphsPerCharacter.Begin();
// Re-layout the text. Reorder those lines with right to left characters.
mImpl->mLayoutEngine.ReLayoutRightToLeftLines( layoutParameters,
}
}
- // Sets the positions into the model.
- if( UPDATE_POSITIONS & operations )
- {
- mImpl->mVisualModel->SetGlyphPositions( glyphPositions.Begin(),
- numberOfGlyphs );
- }
-
- // Sets the lines into the model.
- if( UPDATE_LINES & operations )
- {
- mImpl->mVisualModel->SetLines( lines.Begin(),
- lines.Count() );
- }
-
// Sets the actual size.
if( UPDATE_ACTUAL_SIZE & operations )
{
return viewUpdated;
}
-Vector3 Controller::GetNaturalSize()
-{
- Vector3 naturalSize;
-
- if( mImpl->mRecalculateNaturalSize )
- {
- // Operations that can be done only once until the text changes.
- const OperationsMask onlyOnceOperations = static_cast<OperationsMask>( CONVERT_TO_UTF32 |
- GET_SCRIPTS |
- VALIDATE_FONTS |
- GET_LINE_BREAKS |
- GET_WORD_BREAKS |
- SHAPE_TEXT |
- GET_GLYPH_METRICS );
- // Make sure the model is up-to-date before layouting
- ReplaceText( onlyOnceOperations );
-
- // Operations that need to be done if the size changes.
- const OperationsMask sizeOperations = static_cast<OperationsMask>( LAYOUT |
- REORDER );
-
- DoRelayout( Size( MAX_FLOAT, MAX_FLOAT ),
- static_cast<OperationsMask>( onlyOnceOperations |
- sizeOperations ),
- naturalSize.GetVectorXY() );
-
- // Do not do again the only once operations.
- mImpl->mOperationsPending = static_cast<OperationsMask>( mImpl->mOperationsPending & ~onlyOnceOperations );
-
- // Do the size related operations again.
- mImpl->mOperationsPending = static_cast<OperationsMask>( mImpl->mOperationsPending | sizeOperations );
-
- // Stores the natural size to avoid recalculate it again
- // unless the text/style changes.
- mImpl->mVisualModel->SetNaturalSize( naturalSize.GetVectorXY() );
-
- mImpl->mRecalculateNaturalSize = false;
- }
- else
- {
- naturalSize = mImpl->mVisualModel->GetNaturalSize();
- }
-
- return naturalSize;
-}
-
-float Controller::GetHeightForWidth( float width )
-{
- Size layoutSize;
- if( width != mImpl->mControlSize.width )
- {
- // Operations that can be done only once until the text changes.
- const OperationsMask onlyOnceOperations = static_cast<OperationsMask>( CONVERT_TO_UTF32 |
- GET_SCRIPTS |
- VALIDATE_FONTS |
- GET_LINE_BREAKS |
- GET_WORD_BREAKS |
- SHAPE_TEXT |
- GET_GLYPH_METRICS );
-
- // Make sure the model is up-to-date before layouting
- ReplaceText( onlyOnceOperations );
-
- // Operations that need to be done if the size changes.
- const OperationsMask sizeOperations = static_cast<OperationsMask>( LAYOUT |
- REORDER );
-
- DoRelayout( Size( width, MAX_FLOAT ),
- static_cast<OperationsMask>( onlyOnceOperations |
- sizeOperations ),
- layoutSize );
-
- // Do not do again the only once operations.
- mImpl->mOperationsPending = static_cast<OperationsMask>( mImpl->mOperationsPending & ~onlyOnceOperations );
-
- // Do the size related operations again.
- mImpl->mOperationsPending = static_cast<OperationsMask>( mImpl->mOperationsPending | sizeOperations );
- }
- else
- {
- layoutSize = mImpl->mVisualModel->GetActualSize();
- }
-
- return layoutSize.height;
-}
-
View& Controller::GetView()
{
return mImpl->mView;