// CLASS HEADER
#include <dali-toolkit/public-api/text/shaper.h>
+// EXTERNAL INCLUDES
+#include <dali/public-api/text-abstraction/shaping.h>
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/text/font-run.h>
+#include <dali-toolkit/public-api/text/logical-model.h>
+#include <dali-toolkit/public-api/text/script.h>
+#include <dali-toolkit/public-api/text/script-run.h>
+#include <dali-toolkit/public-api/text/visual-model.h>
+
namespace Dali
{
namespace Text
{
+CharacterIndex min( CharacterIndex index0,
+ CharacterIndex index1 )
+{
+ return ( index0 < index1 ) ? index0 : index1;
+}
+
void ShapeText( const Vector<Character>& text,
const Vector<LineBreakInfo>& lineBreakInfo,
const Vector<ScriptRun>& scripts,
Vector<CharacterIndex>& characterIndices,
Vector<Length>& charactersPerGlyph )
{
+ const Length numberOfCharacters = text.Count();
+
+ if( 0u == numberOfCharacters )
+ {
+ // Nothing to do if there are no characters.
+ return;
+ }
+
+#ifdef DEBUG_ENABLED
+ const Length numberOfFontRuns = fonts.Count();
+ const Length numberOfScriptRuns = scripts.Count();
+#endif
+
+ DALI_ASSERT_DEBUG( ( 0u != numberOfFontRuns ) &&
+ ( numberOfCharacters == 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 ) &&
+ "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.
+
+ TextAbstraction::Shaping shaping = TextAbstraction::Shaping::Get();
+
+ // To shape the text a font and an script is needed.
+ Vector<FontRun>::ConstIterator fontRunIt = fonts.Begin();
+ Vector<ScriptRun>::ConstIterator scriptRunIt = scripts.Begin();
+
+ // Index to the the next one to be shaped. Is pointing the character after the last one it was shaped.
+ CharacterIndex previousIndex = 0u;
+
+ // The current font id and script used to shape the text.
+ FontId currentFontId = 0u;
+ Script currentScript = TextAbstraction::UNKNOWN;
+
+ // Reserve some space to allocate the glyphs and the glyph to character map.
+ // 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 );
+ charactersPerGlyph.Resize( numberOfGlyphsReserved );
+
+ // The actual number of glyphs.
+ Length totalNumberOfGlyphs = 0u;
+
+ const Character* textBuffer = text.Begin();
+ const LineBreakInfo* lineBreakInfoBuffer = lineBreakInfo.Begin();
+ GlyphInfo* glyphsBuffer = glyphs.Begin();
+ Length* charactersPerGlyphBuffer = charactersPerGlyph.Begin();
+
+ // Traverse the characters and shape the text.
+ for( previousIndex = 0; previousIndex < numberOfCharacters; )
+ {
+ // Get the font id and the script.
+ const FontRun& fontRun = *fontRunIt;
+ const ScriptRun& scriptRun = *scriptRunIt;
+
+ currentFontId = fontRun.fontId;
+ currentScript = scriptRun.script;
+
+ // Get the min index to the last character of both runs.
+ CharacterIndex currentIndex = min( fontRun.characterRun.characterIndex + fontRun.characterRun.numberOfCharacters,
+ scriptRun.characterRun.characterIndex + scriptRun.characterRun.numberOfCharacters );
+
+ // Check if there is a line must break.
+ bool mustBreak = false;
+ for( CharacterIndex index = previousIndex; index < currentIndex; ++index )
+ {
+ mustBreak = TextAbstraction::LINE_MUST_BREAK == *( lineBreakInfoBuffer + index );
+ if( mustBreak )
+ {
+ currentIndex = index;
+ break;
+ }
+ }
+
+ // Check if the current index is a white space. Do not want to shape a \n.
+ // The last character is always a must-break even if it's not a \n.
+ Length numberOfCharactersToShape = currentIndex - previousIndex;
+ if( mustBreak && !IsWhiteSpace( *( textBuffer + currentIndex ) ) )
+ {
+ ++numberOfCharactersToShape;
+ }
+
+ // Shape the text for the current chunk.
+ const Length numberOfGlyphs = shaping.Shape( textBuffer + previousIndex,
+ numberOfCharactersToShape,
+ currentFontId,
+ currentScript );
+
+ const Length glyphIndex = totalNumberOfGlyphs;
+ totalNumberOfGlyphs += numberOfGlyphs;
+
+ if( totalNumberOfGlyphs > numberOfGlyphsReserved )
+ {
+ // Resize the vectors to get enough space.
+ numberOfGlyphsReserved = static_cast<Length>( totalNumberOfGlyphs * 1.3f );
+ glyphs.Resize( numberOfGlyphsReserved );
+ charactersPerGlyph.Resize( numberOfGlyphsReserved );
+
+ // Iterators are not valid anymore, set them again.
+ glyphsBuffer = glyphs.Begin();
+ charactersPerGlyphBuffer = charactersPerGlyph.Begin();
+ }
+
+ // Retrieve the glyphs and the glyph to character conversion map.
+ shaping.GetGlyphs( glyphsBuffer + glyphIndex,
+ charactersPerGlyphBuffer + glyphIndex );
+
+ // Update the iterators to get the next font or script run.
+ if( currentIndex == fontRun.characterRun.characterIndex + fontRun.characterRun.numberOfCharacters )
+ {
+ ++fontRunIt;
+ }
+ if( currentIndex == scriptRun.characterRun.characterIndex + scriptRun.characterRun.numberOfCharacters )
+ {
+ ++scriptRunIt;
+ }
+
+ // Update the previous index. Jumps the \n if needed.
+ previousIndex = mustBreak ? currentIndex + 1u : currentIndex;
+ }
+
+ characterIndices.Reserve( totalNumberOfGlyphs );
+ CharacterIndex characterIndex = 0u;
+ characterIndices.PushBack( characterIndex );
+ for( Length index = 0u, length = totalNumberOfGlyphs - 1u; index < length; ++index )
+ {
+ characterIndex += *( charactersPerGlyphBuffer + index );
+ characterIndices.PushBack( characterIndex );
+ }
+
+ // Resize the vectors to set the right number of items.
+ glyphs.Resize( totalNumberOfGlyphs );
+ // characterIndices.Resize( totalNumberOfGlyphs );
+ charactersPerGlyph.Resize( totalNumberOfGlyphs );
+}
+
+void ShapeText( const LogicalModel& logicalModel,
+ VisualModel& visualModel,
+ CharacterIndex characterIndex,
+ Length numberOfCharactersToRemove,
+ Length numberOfCharactersToInsert )
+{
}
} // namespace Text