mirror of
https://github.com/koreader/koreader
synced 2024-11-18 03:25:46 +00:00
43d36b2ea9
Allow for embedding "tags" (invalid Unicode codepoints) in the text string to trigger some text formatting: for now only bolding some parts of text is possible. Use it with fulltext search "all results" to highlight the matched word (instead of the previously used brackets).
320 lines
12 KiB
Lua
320 lines
12 KiB
Lua
--[[--
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Text rendering module.
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]]
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local bit = require("bit")
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local Font = require("ui/font")
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local Cache = require("cache")
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local Blitbuffer = require("ffi/blitbuffer")
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local logger = require("logger")
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local band = bit.band
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local bor = bit.bor
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local lshift = bit.lshift
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--[[
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@TODO: all these functions should probably be methods on Face objects
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]]--
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local RenderText = {}
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local GlyphCache = Cache:new{
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-- 1024 slots
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slots = 1024,
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-- Rely on our FFI finalizer to free the BBs on GC
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enable_eviction_cb = false,
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}
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-- iterator over UTF8 encoded characters in a string
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local function utf8Chars(input_text)
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local function read_next_glyph(input, pos)
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if string.len(input) < pos then return nil end
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local value = string.byte(input, pos)
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if band(value, 0x80) == 0 then
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--- @todo check valid ranges
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return pos+1, value, string.sub(input, pos, pos)
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elseif band(value, 0xC0) == 0x80 -- invalid, continuation
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or band(value, 0xF8) == 0xF8 -- 5-or-more byte sequence, illegal due to RFC3629
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then
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return pos+1, 0xFFFD, "\xFF\xFD"
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else
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local glyph, bytes_left
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if band(value, 0xE0) == 0xC0 then
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glyph = band(value, 0x1F)
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bytes_left = 1
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elseif band(value, 0xF0) == 0xE0 then
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glyph = band(value, 0x0F)
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bytes_left = 2
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elseif band(value, 0xF8) == 0xF0 then
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glyph = band(value, 0x07)
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bytes_left = 3
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else
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return pos+1, 0xFFFD, "\xFF\xFD"
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end
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if string.len(input) < (pos + bytes_left) then
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return pos+1, 0xFFFD, "\xFF\xFD"
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end
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for i = pos+1, pos + bytes_left do
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value = string.byte(input, i)
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if band(value, 0xC0) == 0x80 then
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glyph = bor(lshift(glyph, 6), band(value, 0x3F))
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else
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-- invalid UTF8 continuation - don't be greedy, just skip
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-- the initial char of the sequence.
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return pos+1, 0xFFFD, "\xFF\xFD"
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end
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end
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--- @todo check for valid ranges here!
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return pos+bytes_left+1, glyph, string.sub(input, pos, pos+bytes_left)
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end
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end
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return read_next_glyph, input_text, 1
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end
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--- Returns a rendered glyph
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--
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-- @tparam ui.font.FontFaceObj face font face for the text
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-- @int charcode
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-- @bool[opt=false] bold whether the text should be measured as bold
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-- @treturn glyph
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function RenderText:getGlyph(face, charcode, bold)
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local orig_bold = bold
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if face.is_real_bold then
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bold = false -- don't embolden glyphs already bold
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end
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local hash = "glyph|"..face.hash.."|"..charcode.."|"..(bold and 1 or 0)
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local glyph = GlyphCache:check(hash)
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if glyph then
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-- cache hit
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return glyph
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end
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local rendered_glyph = face.ftsize:renderGlyph(charcode, bold)
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if not face.ftsize:hasGlyph(charcode) then
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for index, font in pairs(Font.fallbacks) do
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-- use original size before scaling by screen DPI
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local fb_face = Font:getFace(font, face.orig_size)
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if fb_face ~= nil then
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-- for some characters it cannot find in Fallbacks, it will crash here
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if fb_face.ftsize:hasGlyph(charcode) then
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rendered_glyph = fb_face.ftsize:renderGlyph(charcode, orig_bold)
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break
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end
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end
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end
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end
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if not rendered_glyph then
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logger.warn("error rendering glyph (charcode=", charcode, ") for face", face)
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return
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end
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GlyphCache:insert(hash, rendered_glyph)
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return rendered_glyph
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end
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--- Returns a substring of a given text that meets the maximum width (in pixels)
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-- restriction.
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--
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-- @string text text to truncate
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-- @tparam ui.font.FontFaceObj face font face for the text
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-- @int width maximum width in pixels
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-- @bool[opt=false] kerning whether the text should be measured with kerning
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-- @bool[opt=false] bold whether the text should be measured as bold
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-- @treturn string
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-- @see truncateTextByWidth
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function RenderText:getSubTextByWidth(text, face, width, kerning, bold)
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local pen_x = 0
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local prevcharcode
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local char_list = {}
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for _, charcode, uchar in utf8Chars(text) do
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if pen_x < width then
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local glyph = self:getGlyph(face, charcode, bold)
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if kerning and prevcharcode then
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local kern = face.ftsize:getKerning(prevcharcode, charcode)
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pen_x = pen_x + kern
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end
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pen_x = pen_x + glyph.ax
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if pen_x <= width then
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prevcharcode = charcode
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table.insert(char_list, uchar)
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else
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break
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end
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end
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end
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return table.concat(char_list)
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end
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--- Measure rendered size for a given text.
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--
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-- Note this function does not render the text into a bitmap. Use it if you
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-- only need the estimated size information.
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--
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-- @int x start position for a given text (within maximum width)
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-- @int width maximum rendering width in pixels (think of it as size of the bitmap)
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-- @tparam ui.font.FontFaceObj face font face that will be used for rendering
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-- @string text text to measure
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-- @bool[opt=false] kerning whether the text should be measured with kerning
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-- @bool[opt=false] bold whether the text should be measured as bold
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-- @treturn RenderTextSize
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function RenderText:sizeUtf8Text(x, width, face, text, kerning, bold)
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if not text then
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logger.warn("sizeUtf8Text called without text")
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return { x = 0, y_top = 0, y_bottom = 0 }
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end
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-- may still need more adaptive pen placement when kerning,
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-- see: http://freetype.org/freetype2/docs/glyphs/glyphs-4.html
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local pen_x = 0
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local pen_y_top = 0
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local pen_y_bottom = 0
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local prevcharcode = 0
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for _, charcode, uchar in utf8Chars(text) do
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if not width or pen_x < (width - x) then
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local glyph = self:getGlyph(face, charcode, bold)
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if kerning and (prevcharcode ~= 0) then
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pen_x = pen_x + (face.ftsize):getKerning(prevcharcode, charcode)
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end
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pen_x = pen_x + glyph.ax
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pen_y_top = math.max(pen_y_top, glyph.t)
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pen_y_bottom = math.max(pen_y_bottom, glyph.bb:getHeight() - glyph.t)
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prevcharcode = charcode
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end -- if pen_x < (width - x)
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end
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--- RenderText size information
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-- @table RenderTextSize
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-- @field x length of the text on x coordinate
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-- @field y_top distance between top-most pixel (scanline) and baseline
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-- (bearingY)
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-- @field y_bottom distance between bottom-most pixel (scanline) and
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-- baseline (height - y_top)
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return { x = pen_x, y_top = pen_y_top, y_bottom = pen_y_bottom }
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end
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--- Render a given text into a given BlitBuffer
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--
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-- @tparam BlitBuffer dest_bb Buffer to blit into
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-- @int x starting x coordinate position within dest_bb
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-- @int baseline y coordinate for baseline, within dest_bb
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-- @tparam ui.font.FontFaceObj face font face that will be used for rendering
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-- @string text text to render
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-- @bool[opt=false] kerning whether the text should be measured with kerning
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-- @bool[opt=false] bold whether the text should be measured as bold
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-- @tparam[opt=Blitbuffer.COLOR_BLACK] Blitbuffer.COLOR fgcolor foreground color
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-- @int[opt=nil] width maximum rendering width
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-- @tparam[opt] table char_pads array of integers, nb of pixels to add, one for each utf8 char in text
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-- @return int width of rendered bitmap
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function RenderText:renderUtf8Text(dest_bb, x, baseline, face, text, kerning, bold, fgcolor, width, char_pads)
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if not text then
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logger.warn("renderUtf8Text called without text")
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return 0
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end
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if not fgcolor then
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fgcolor = Blitbuffer.COLOR_BLACK
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end
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-- may still need more adaptive pen placement when kerning,
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-- see: http://freetype.org/freetype2/docs/glyphs/glyphs-4.html
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local pen_x = 0
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local prevcharcode = 0
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local text_width = dest_bb:getWidth() - x
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if width and width < text_width then
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text_width = width
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end
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local char_idx = 0
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for _, charcode, uchar in utf8Chars(text) do
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if pen_x < text_width then
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local glyph = self:getGlyph(face, charcode, bold)
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if kerning and (prevcharcode ~= 0) then
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pen_x = pen_x + face.ftsize:getKerning(prevcharcode, charcode)
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end
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dest_bb:colorblitFrom(
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glyph.bb,
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x + pen_x + glyph.l,
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baseline - glyph.t,
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0, 0,
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glyph.bb:getWidth(), glyph.bb:getHeight(),
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fgcolor)
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pen_x = pen_x + glyph.ax
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prevcharcode = charcode
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end -- if pen_x < text_width
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if char_pads then
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char_idx = char_idx + 1
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pen_x = pen_x + (char_pads[char_idx] or 0)
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-- We used to use:
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-- pen_x = pen_x + char_pads[char_idx]
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-- above will fail if we didnt count the same number of chars, we'll see
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-- We saw, and it's pretty robust: it never failed before we tried to
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-- render some binary content, which messes the utf8 sequencing: the
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-- split to UTF8 is only reversible if text is valid UTF8 (or nearly UTF8).
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-- TextBoxWidget did this sequencing, counted the number of chars
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-- and made out 'char_pads', and gave us back the concatenated utf8
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-- chars as 'text', that we sequenced again above: we may not get the
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-- same number of chars as we did previously to make char_pads.
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-- We'd rather not crash (and have binary stuff displayed, even if
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-- badly). The mess in char_pads is negligeable when that happens.
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end
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end
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return pen_x
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end
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local ellipsis = "…"
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function RenderText:getEllipsisWidth(face, bold)
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return self:sizeUtf8Text(0, false, face, ellipsis, false, bold).x
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end
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--- Returns a substring of a given text that meets the maximum width (in pixels)
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-- restriction with ellipses (…) at the end if required.
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--
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-- @string text text to truncate
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-- @tparam ui.font.FontFaceObj face font face for the text
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-- @int width maximum width in pixels
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-- @bool[opt=false] kerning whether the text should be measured with kerning
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-- @bool[opt=false] bold whether the text should be measured as bold
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-- @treturn string
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-- @see getSubTextByWidth
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function RenderText:truncateTextByWidth(text, face, max_width, kerning, bold)
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local ellipsis_width = self:getEllipsisWidth(face, bold)
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local new_txt_width = max_width - ellipsis_width
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local sub_txt = self:getSubTextByWidth(text, face, new_txt_width, kerning, bold)
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return sub_txt .. ellipsis
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end
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--- Returns a rendered glyph by glyph index
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-- xtext/Harfbuzz, after shaping, gives glyph indexes in the font, which
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-- is usually different from the unicode codepoint of the original char)
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--
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-- @tparam ui.font.FontFaceObj face font face for the text
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-- @int glyph index
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-- @bool[opt=false] bold whether the glyph should be artificially boldened
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-- @treturn glyph
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function RenderText:getGlyphByIndex(face, glyphindex, bold, bolder)
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if face.is_real_bold then
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bold = false -- don't embolden glyphs already bold
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end
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local hash = "xglyph|"..face.hash.."|"..glyphindex.."|"..(bold and 1 or 0)..(bolder and "x" or "")
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local glyph = GlyphCache:check(hash)
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if glyph then
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-- cache hit
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return glyph
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end
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local embolden_strength
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if bold or bolder then
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embolden_strength = face.embolden_half_strength
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if bolder then
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-- Even if not bold, get it bolder than the strength we'd use for bold
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embolden_strength = embolden_strength * 1.5
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end
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end
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local rendered_glyph = face.ftsize:renderGlyphByIndex(glyphindex, embolden_strength)
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if not rendered_glyph then
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logger.warn("error rendering glyph (glyphindex=", glyphindex, ") for face", face)
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return
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end
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GlyphCache:insert(hash, rendered_glyph)
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return rendered_glyph
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end
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return RenderText
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