if( REORDER & operations )
{
Vector<BidirectionalParagraphInfoRun>& bidirectionalInfo = mImpl->mLogicalModel->mBidirectionalParagraphInfo;
+ Vector<BidirectionalLineInfoRun>& bidirectionalLineInfo = mImpl->mLogicalModel->mBidirectionalLineInfo;
// Check first if there are paragraphs with bidirectional info.
if( 0u != bidirectionalInfo.Count() )
{
// Get the lines
const Length numberOfLines = mImpl->mVisualModel->mLines.Count();
+ const CharacterIndex startIndex = 0u;
+ Length requestedNumberOfCharacters = mImpl->mLogicalModel->mText.Count();
// Reorder the lines.
- Vector<BidirectionalLineInfoRun> lineBidirectionalInfoRuns;
- lineBidirectionalInfoRuns.Reserve( numberOfLines ); // Reserve because is not known yet how many lines have right to left characters.
+ bidirectionalLineInfo.Reserve( numberOfLines ); // Reserve because is not known yet how many lines have right to left characters.
ReorderLines( bidirectionalInfo,
+ startIndex,
+ requestedNumberOfCharacters,
lines,
- lineBidirectionalInfoRuns );
-
- // Set the bidirectional info into the model.
- const Length numberOfBidirectionalInfoRuns = lineBidirectionalInfoRuns.Count();
- mImpl->mLogicalModel->SetVisualToLogicalMap( lineBidirectionalInfoRuns.Begin(),
- numberOfBidirectionalInfoRuns );
+ bidirectionalLineInfo );
// Set the bidirectional info per line into the layout parameters.
- layoutParameters.lineBidirectionalInfoRunsBuffer = lineBidirectionalInfoRuns.Begin();
- layoutParameters.numberOfBidirectionalInfoRuns = numberOfBidirectionalInfoRuns;
+ layoutParameters.lineBidirectionalInfoRunsBuffer = bidirectionalLineInfo.Begin();
+ layoutParameters.numberOfBidirectionalInfoRuns = bidirectionalLineInfo.Count();
+
+ // Set the bidirectional info into the model.
+ mImpl->mLogicalModel->SetVisualToLogicalMap( layoutParameters.lineBidirectionalInfoRunsBuffer,
+ layoutParameters.numberOfBidirectionalInfoRuns,
+ startIndex,
+ requestedNumberOfCharacters );
// Get the character to glyph conversion table and set into the layout.
layoutParameters.charactersToGlyphsBuffer = mImpl->mVisualModel->mCharactersToGlyph.Begin();
-
// Get the glyphs per character table and set into the layout.
layoutParameters.glyphsPerCharacterBuffer = mImpl->mVisualModel->mGlyphsPerCharacter.Begin();
glyphPositions );
// Free the allocated memory used to store the conversion table in the bidirectional line info run.
- for( Vector<BidirectionalLineInfoRun>::Iterator it = lineBidirectionalInfoRuns.Begin(),
- endIt = lineBidirectionalInfoRuns.End();
+ for( Vector<BidirectionalLineInfoRun>::Iterator it = bidirectionalLineInfo.Begin(),
+ endIt = bidirectionalLineInfo.End();
it != endIt;
++it )
{
BidirectionalLineInfoRun& bidiLineInfo = *it;
free( bidiLineInfo.visualToLogicalMap );
+ bidiLineInfo.visualToLogicalMap = NULL;
}
+
+ bidirectionalLineInfo.Clear();
}
} // REORDER