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koreader/frontend/ui/rendertext.lua
poire-z 43d36b2ea9 TextBoxWidget: allow showing bits of text in bold
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).
2024-01-18 12:51:10 +01:00

320 lines
12 KiB
Lua

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