ex)
The current character(0x2665) is emoji script.
'UIFont' and 'EMOJI' font have '0x2665' unicode.
The priority of font is 'UIFont' -> 'EMOJI'.
The now behavior is that we find and output glyphs in EMOJI fonts. because the current character is an emoji script.
However, we want to be output from a high priority 'UIFont'.
so modified it.
and If you want to print emoji fonts, you can add variation unicode.
0x2665+variation unicode = at 'EMOJI' font file
The logic to check variation unicode will be added later.
Change-Id: Id5b54a75280d1678874665a42291facdbce72042
// Checks if the current character is supported by the selected font.
isValidFont = fontClient.IsCharacterSupportedByFont( fontId, character );
// Checks if the current character is supported by the selected font.
isValidFont = fontClient.IsCharacterSupportedByFont( fontId, character );
- // Emojis are present in many monochrome fonts; prefer color by default.
- if( isValidFont &&
- isEmojiScript )
- {
- const GlyphIndex glyphIndex = fontClient.GetGlyphIndex( fontId, character );
-
- // For color emojis, the font is valid if the glyph is a color glyph (the bitmap is RGBA).
- isValidFont = fontClient.IsColorGlyph( fontId, glyphIndex );
- }
-
// If there is a valid font, cache it.
if( isValidFont && !isCommonScript )
{
// If there is a valid font, cache it.
if( isValidFont && !isCommonScript )
{
DefaultFonts* defaultFontsPerScript = NULL;
DefaultFonts* defaultFontsPerScript = NULL;
- // Emojis are present in many monochrome fonts; prefer color by default.
- const bool preferColor = ( TextAbstraction::EMOJI == script );
-
// Find a fallback-font.
fontId = fontClient.FindFallbackFont( character,
currentFontDescription,
currentFontPointSize,
// Find a fallback-font.
fontId = fontClient.FindFallbackFont( character,
currentFontDescription,
currentFontPointSize,