X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Ftext%2Fshaper.cpp;h=9d9fc1bf672c2ad5369ba59d3e2bca4e412c3ef3;hp=8e2eed1cc120b6507c844020ad3cee4e13629132;hb=eb86a7e2a223a3876fa8be052872df527aad777f;hpb=3bdbf66c314bb6036eb35ec0d2f1c9c32652f931 diff --git a/dali-toolkit/internal/text/shaper.cpp b/dali-toolkit/internal/text/shaper.cpp index 8e2eed1..9d9fc1b 100644 --- a/dali-toolkit/internal/text/shaper.cpp +++ b/dali-toolkit/internal/text/shaper.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2015 Samsung Electronics Co., Ltd. + * Copyright (c) 2021 Samsung Electronics Co., Ltd. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. @@ -19,68 +19,83 @@ #include // EXTERNAL INCLUDES -#include -#include - -// INTERNAL INCLUDES -#include -#include -#include -#include +#include namespace Dali { - namespace Toolkit { - namespace Text { - -CharacterIndex min( CharacterIndex index0, - CharacterIndex index1 ) +CharacterIndex min(CharacterIndex index0, + CharacterIndex index1) { - return ( index0 < index1 ) ? index0 : index1; + return (index0 < index1) ? index0 : index1; } -void ShapeText( const Vector& text, - const Vector& lineBreakInfo, - const Vector& scripts, - const Vector& fonts, - Vector& glyphs, - Vector& glyphToCharacterMap, - Vector& charactersPerGlyph ) +void ShapeText(const Vector& text, + const Vector& lineBreakInfo, + const Vector& scripts, + const Vector& fonts, + CharacterIndex startCharacterIndex, + GlyphIndex startGlyphIndex, + Length numberOfCharacters, + Vector& glyphs, + Vector& glyphToCharacterMap, + Vector& charactersPerGlyph, + Vector& newParagraphGlyphs) { - const Length numberOfCharacters = text.Count(); - - if( 0u == numberOfCharacters ) + 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(); + const Length numberOfFontRuns = fonts.Count(); + const Length numberOfScriptRuns = scripts.Count(); + const Length totalNumberOfCharacters = text.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 != numberOfFontRuns) && + (totalNumberOfCharacters == 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." ); + DALI_ASSERT_DEBUG((0u != numberOfScriptRuns) && + (totalNumberOfCharacters == 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. + // A chunk of consecutive characters must not contain a LINE_MUST_BREAK, if there is one a new chunk has to be created. TextAbstraction::Shaping shaping = TextAbstraction::Shaping::Get(); // To shape the text a font and an script is needed. + + // Get the font run containing the startCharacterIndex character. Vector::ConstIterator fontRunIt = fonts.Begin(); + for(Vector::ConstIterator endIt = fonts.End(); fontRunIt < endIt; ++fontRunIt) + { + const FontRun& run = *fontRunIt; + if(startCharacterIndex < run.characterRun.characterIndex + run.characterRun.numberOfCharacters) + { + // Found. + break; + } + } + + // Get the script run containing the startCharacterIndex character. Vector::ConstIterator scriptRunIt = scripts.Begin(); + for(Vector::ConstIterator endIt = scripts.End(); scriptRunIt < endIt; ++scriptRunIt) + { + const ScriptRun& run = *scriptRunIt; + if(startCharacterIndex < run.characterRun.characterIndex + run.characterRun.numberOfCharacters) + { + // Found. + break; + } + } // Index to the the next one to be shaped. Is pointing the character after the last one it was shaped. CharacterIndex previousIndex = 0u; @@ -93,144 +108,150 @@ void ShapeText( const Vector& text, // 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( numberOfCharacters * 1.3f ); - glyphs.Resize( numberOfGlyphsReserved ); - glyphToCharacterMap.Resize( numberOfGlyphsReserved ); + GlyphInfo glyphInfo; + glyphInfo.isItalicRequired = false; + glyphInfo.isBoldRequired = false; + + const Length currentNumberOfGlyphs = glyphs.Count(); + const Length numberOfGlyphsReserved = static_cast(numberOfCharacters * 1.3f); + glyphs.Reserve(currentNumberOfGlyphs + numberOfGlyphsReserved); + glyphToCharacterMap.Reserve(currentNumberOfGlyphs + numberOfGlyphsReserved); // The actual number of glyphs. - Length totalNumberOfGlyphs = 0u; + Length totalNumberOfGlyphs = currentNumberOfGlyphs; + // The number of new glyphs. + Length numberOfNewGlyphs = 0u; + + const Character* const textBuffer = text.Begin(); + const LineBreakInfo* const lineBreakInfoBuffer = lineBreakInfo.Begin(); + CharacterIndex* glyphToCharacterMapBuffer = glyphToCharacterMap.Begin(); - const Character* textBuffer = text.Begin(); - const LineBreakInfo* lineBreakInfoBuffer = lineBreakInfo.Begin(); - GlyphInfo* glyphsBuffer = glyphs.Begin(); - CharacterIndex* glyphToCharacterMapBuffer = glyphToCharacterMap.Begin(); + Length glyphIndex = startGlyphIndex; // Traverse the characters and shape the text. - for( previousIndex = 0; previousIndex < numberOfCharacters; ) + const CharacterIndex lastCharacter = startCharacterIndex + numberOfCharacters; + for(previousIndex = startCharacterIndex; previousIndex < lastCharacter;) { // Get the font id and the script. - const FontRun& fontRun = *fontRunIt; + const FontRun& fontRun = *fontRunIt; const ScriptRun& scriptRun = *scriptRunIt; - currentFontId = fontRun.fontId; - currentScript = scriptRun.script; + currentFontId = fontRun.fontId; + currentScript = scriptRun.script; + const bool isItalicRequired = fontRun.isItalicRequired; + const bool isBoldRequired = fontRun.isBoldRequired; // 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 ); + 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 ) + + // Check if the current index is a new paragraph character. + // A new paragraph character is going to be shaped in order to not to mess the conversion tables. + // However, the metrics need to be changed in order to not to draw a square. + bool isNewParagraph = false; + + for(CharacterIndex index = previousIndex; index < currentIndex; ++index) { - mustBreak = TextAbstraction::LINE_MUST_BREAK == *( lineBreakInfoBuffer + index ); - if( mustBreak ) + mustBreak = TextAbstraction::LINE_MUST_BREAK == *(lineBreakInfoBuffer + index); + if(mustBreak) { - currentIndex = index; + isNewParagraph = TextAbstraction::IsNewParagraph(*(textBuffer + index)); + currentIndex = index + 1u; break; } } - // Check if the current index is a new paragraph character. - // A \n is going to be shaped in order to not to mess the conversion tables. - // After the \n character is shaped, the glyph is going to be reset to its - // default in order to not to get any metric or font index for it. - const bool isNewParagraph = TextAbstraction::IsNewParagraph( *( textBuffer + currentIndex ) ); - - // The last character is always a must-break even if it's not a \n. - Length numberOfCharactersToShape = currentIndex - previousIndex; - if( mustBreak ) - { - // Add one more character to shape. - ++numberOfCharactersToShape; - } - // Shape the text for the current chunk. - const Length numberOfGlyphs = shaping.Shape( textBuffer + previousIndex, - numberOfCharactersToShape, - currentFontId, - currentScript ); + const Length numberOfGlyphs = shaping.Shape(textBuffer + previousIndex, + (currentIndex - previousIndex), // The number of characters to shape. + currentFontId, + currentScript); - const Length glyphIndex = totalNumberOfGlyphs; - totalNumberOfGlyphs += numberOfGlyphs; + // Retrieve the glyphs and the glyph to character conversion map. + Vector tmpGlyphs; + Vector tmpGlyphToCharacterMap; - if( totalNumberOfGlyphs > numberOfGlyphsReserved ) - { - // Resize the vectors to get enough space. - numberOfGlyphsReserved = static_cast( totalNumberOfGlyphs * 1.3f ); - glyphs.Resize( numberOfGlyphsReserved ); - glyphToCharacterMap.Resize( numberOfGlyphsReserved ); - - // Iterators are not valid anymore, set them again. - glyphsBuffer = glyphs.Begin(); - glyphToCharacterMapBuffer = glyphToCharacterMap.Begin(); - } + GlyphInfo glyphInfo; + glyphInfo.isItalicRequired = isItalicRequired; + glyphInfo.isBoldRequired = isBoldRequired; - // Retrieve the glyphs and the glyph to character conversion map. - shaping.GetGlyphs( glyphsBuffer + glyphIndex, - glyphToCharacterMapBuffer + glyphIndex ); + tmpGlyphs.Resize(numberOfGlyphs, glyphInfo); + tmpGlyphToCharacterMap.Resize(numberOfGlyphs); + shaping.GetGlyphs(tmpGlyphs.Begin(), + tmpGlyphToCharacterMap.Begin()); - if( isNewParagraph ) + // Update the new indices of the glyph to character map. + if(0u != totalNumberOfGlyphs) { - // TODO : This is a work around to avoid drawing a square in the - // place of a new line character. + for(Vector::Iterator it = tmpGlyphToCharacterMap.Begin(), + endIt = tmpGlyphToCharacterMap.End(); + it != endIt; + ++it) + { + *it += previousIndex; + } + } - // If the last character is a \n, it resets the glyph to the default - // to avoid getting any metric for it. - GlyphInfo& glyph = *( glyphsBuffer + glyphIndex + ( numberOfGlyphs - 1u ) ); + totalNumberOfGlyphs += numberOfGlyphs; + numberOfNewGlyphs += numberOfGlyphs; - glyph = GlyphInfo(); - } + glyphs.Insert(glyphs.Begin() + glyphIndex, tmpGlyphs.Begin(), tmpGlyphs.End()); + glyphToCharacterMap.Insert(glyphToCharacterMap.Begin() + glyphIndex, tmpGlyphToCharacterMap.Begin(), tmpGlyphToCharacterMap.End()); + glyphIndex += numberOfGlyphs; - // Update indices. - if( 0u != glyphIndex ) + // Set the buffer pointers again. + glyphToCharacterMapBuffer = glyphToCharacterMap.Begin(); + + if(isNewParagraph) { - for( Length index = glyphIndex; index < glyphIndex + numberOfGlyphs; ++index ) - { - CharacterIndex& characterIndex = *( glyphToCharacterMapBuffer + index ); - characterIndex += previousIndex; - } + // Add the index of the new paragraph glyph to a vector. + // Their metrics will be updated in a following step. + newParagraphGlyphs.PushBack(glyphIndex - 1u); } // Update the iterators to get the next font or script run. - if( currentIndex == fontRun.characterRun.characterIndex + fontRun.characterRun.numberOfCharacters ) + if(currentIndex == fontRun.characterRun.characterIndex + fontRun.characterRun.numberOfCharacters) { ++fontRunIt; } - if( currentIndex == scriptRun.characterRun.characterIndex + scriptRun.characterRun.numberOfCharacters ) + if(currentIndex == scriptRun.characterRun.characterIndex + scriptRun.characterRun.numberOfCharacters) { ++scriptRunIt; } - // Update the previous index. Jumps the \n if needed. - previousIndex = mustBreak ? currentIndex + 1u : currentIndex; + // Update the previous index. + previousIndex = currentIndex; + } + + // Update indices. + for(Length index = startGlyphIndex + numberOfNewGlyphs; index < totalNumberOfGlyphs; ++index) + { + CharacterIndex& characterIndex = *(glyphToCharacterMapBuffer + index); + characterIndex += numberOfCharacters; } // Add the number of characters per glyph. - charactersPerGlyph.Reserve( totalNumberOfGlyphs ); - previousIndex = 0u; - for( Length index = 1u; index < totalNumberOfGlyphs; ++index ) + charactersPerGlyph.Reserve(totalNumberOfGlyphs); + Length* charactersPerGlyphBuffer = charactersPerGlyph.Begin(); + + const GlyphIndex lastGlyph = startGlyphIndex + numberOfNewGlyphs; + previousIndex = startCharacterIndex; + for(Length index = startGlyphIndex + 1u; index < lastGlyph; ++index) { - const CharacterIndex characterIndex = *( glyphToCharacterMapBuffer + index ); + const CharacterIndex characterIndex = *(glyphToCharacterMapBuffer + index); - charactersPerGlyph.PushBack( characterIndex - previousIndex ); + charactersPerGlyph.Insert(charactersPerGlyphBuffer + index - 1u, characterIndex - previousIndex); previousIndex = characterIndex; } - - charactersPerGlyph.PushBack( numberOfCharacters - previousIndex ); + charactersPerGlyph.Insert(charactersPerGlyphBuffer + lastGlyph - 1u, numberOfCharacters + startCharacterIndex - previousIndex); // Resize the vectors to set the right number of items. - glyphs.Resize( totalNumberOfGlyphs ); - glyphToCharacterMap.Resize( totalNumberOfGlyphs ); -} - -void ShapeText( const LogicalModel& logicalModel, - VisualModel& visualModel, - CharacterIndex characterIndex, - Length numberOfCharactersToRemove, - Length numberOfCharactersToInsert ) -{ + glyphs.Resize(totalNumberOfGlyphs); + glyphToCharacterMap.Resize(totalNumberOfGlyphs); } } // namespace Text