/* * This source file is part of RmlUi, the HTML/CSS Interface Middleware * * For the latest information, see http://github.com/mikke89/RmlUi * * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd * Copyright (c) 2019-2023 The RmlUi Team, and contributors * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. * */ #include "../../Include/RmlUi/Core/ElementText.h" #include "../../Include/RmlUi/Core/Context.h" #include "../../Include/RmlUi/Core/Core.h" #include "../../Include/RmlUi/Core/ElementDocument.h" #include "../../Include/RmlUi/Core/ElementUtilities.h" #include "../../Include/RmlUi/Core/Event.h" #include "../../Include/RmlUi/Core/FontEngineInterface.h" #include "../../Include/RmlUi/Core/MeshUtilities.h" #include "../../Include/RmlUi/Core/Profiling.h" #include "../../Include/RmlUi/Core/Property.h" #include "../../Include/RmlUi/Core/RenderManager.h" #include "../../Include/RmlUi/Core/TextShapingContext.h" #include "ComputeProperty.h" #include "ElementDefinition.h" #include "ElementStyle.h" #include "TransformState.h" #include namespace Rml { static bool BuildToken(String& token, const char*& token_begin, const char* string_end, bool first_token, bool collapse_white_space, bool break_at_endline, Style::TextTransform text_transformation, bool decode_escape_characters); static bool LastToken(const char* token_begin, const char* string_end, bool collapse_white_space, bool break_at_endline); static int RoundDownToIntegerClamped(float value) { constexpr int clamp = (1 << std::numeric_limits::digits); constexpr float clamp_f = float{clamp}; if (value >= clamp_f) return clamp; if (value <= -clamp_f) return -clamp; return static_cast(value); } struct TextOverflowResolved { bool enabled = false; float overflow_width = 0.f; String overflow_text; }; static TextOverflowResolved ResolveTextOverflow(Element* parent, FontFaceHandle font_face_handle) { if (!parent) return {}; const auto& parent_computed = parent->GetComputedValues(); if (parent_computed.overflow_x() == Style::Overflow::Visible && parent_computed.overflow_y() == Style::Overflow::Visible) return {}; const Style::TextOverflow text_overflow = parent_computed.text_overflow(); if (text_overflow == Style::TextOverflow::Clip) return {}; const Box& box = parent->GetBox(); const BoxArea clip_area = parent->GetClipArea(); auto AccumulateRightSideEdgesUpTo = [](const Box& box, BoxArea up_to_area) -> float { float result = 0; for (int i = (int)up_to_area; i < int(BoxArea::Content); i++) result += box.GetEdge((BoxArea)i, BoxEdge::Right); return result; }; const float overflow_width = parent->GetScrollLeft() + box.GetSize().x + AccumulateRightSideEdgesUpTo(box, clip_area); constexpr char ellipsis_chars[] = "\xE2\x80\xA6"; // U+2026 constexpr char dots_chars[] = "..."; String overflow_text = (text_overflow == Style::TextOverflow::String ? parent->GetComputedValues().text_overflow_string() : (GetFontEngineInterface()->GetFontMetrics(font_face_handle).has_ellipsis ? ellipsis_chars : dots_chars)); return TextOverflowResolved{ true, overflow_width, std::move(overflow_text), }; } void LogMissingFontFace(Element* element) { const String font_family_property = element->GetProperty("font-family"); if (font_family_property.empty()) { Log::Message(Log::LT_WARNING, "No font face defined. Missing 'font-family' property. On element %s", element->GetAddress().c_str()); } else { const ComputedValues& computed = element->GetComputedValues(); const String font_face_description = GetFontFaceDescription(font_family_property, computed.font_style(), computed.font_weight()); Log::Message(Log::LT_WARNING, "No font face defined. Ensure (1) that Context::Update is run after new elements are constructed, before Context::Render, " "and (2) that the specified font face %s has been successfully loaded. " "Please see previous log messages for all successfully loaded fonts. On element %s", font_face_description.c_str(), element->GetAddress().c_str()); } } ElementText::ElementText() : Node(), colour(255, 255, 255), opacity(1), font_handle_version(0), geometry_dirty(true), dirty_layout_on_change(true), generated_decoration(Style::TextDecoration::None), decoration_property(Style::TextDecoration::None), font_effects_dirty(true), font_effects_handle(0) {} ElementText::~ElementText() {} void ElementText::SetText(const String& _text) { if (text != _text) { text = _text; if (dirty_layout_on_change) DirtyLayout(); } } const String& ElementText::GetText() const { return text; } void ElementText::Render(Element* parent, Vector2f translation) { RMLUI_ZoneScoped; RMLUI_ASSERT(parent); FontFaceHandle font_face_handle = parent->GetFontFaceHandle(); if (font_face_handle == 0) return; RenderManager& render_manager = GetContext()->GetRenderManager(); // If our font effects have potentially changed, update it and force a geometry generation if necessary. if (font_effects_dirty && UpdateFontEffects()) geometry_dirty = true; // Dirty geometry if font version has changed. int new_version = GetFontEngineInterface()->GetVersion(font_face_handle); if (new_version != font_handle_version) { font_handle_version = new_version; geometry_dirty = true; } // Regenerate the geometry if the colour or font configuration has altered. if (geometry_dirty) GenerateGeometry(render_manager, font_face_handle); // Regenerate text decoration if necessary. if (decoration_property != generated_decoration) { if (decoration_property == Style::TextDecoration::None) { decoration.reset(); } else { Mesh mesh; if (decoration) mesh = decoration->Release(Geometry::ReleaseMode::ClearMesh); else decoration = MakeUnique(); GenerateDecoration(mesh, font_face_handle); *decoration = GetRenderManager()->MakeGeometry(std::move(mesh)); } generated_decoration = decoration_property; } // TODO(Michael): This should not occur, assert instead. if (!layout.offset_parent) return; // TODO(Michael): It's a bit more complicated. We should do the same as if calling GetAbsoluteOffset on this node. // Except we don't have all of that data. See Element::UpdateAbsoluteOffsetAndRenderBoxData. Consider if we should // have some kind of mix-in property, like SpatialNode that stores offset (including cached absolute offset, and // parent node). translation = layout.offset_parent->GetAbsoluteOffset() + layout.offset; bool render = true; // Do a visibility test against the scissor region to avoid unnecessary render calls. Instead of handling // culling in complicated transform cases, for simplicity we always proceed to render if one is detected. Rectanglei scissor_region = render_manager.GetScissorRegion(); if (!scissor_region.Valid()) scissor_region = Rectanglei::FromSize(render_manager.GetViewport()); if (!parent->GetTransformState() || !parent->GetTransformState()->GetTransform()) { const FontMetrics& font_metrics = GetFontEngineInterface()->GetFontMetrics(parent->GetFontFaceHandle()); const int ascent = Math::RoundUpToInteger(font_metrics.ascent); const int descent = Math::RoundUpToInteger(font_metrics.descent); render = false; for (const Line& line : lines) { const Vector2i baseline = Vector2i(translation + line.position); const Rectanglei line_region = Rectanglei::FromCorners(baseline - Vector2i(0, ascent), baseline + Vector2i(line.width, descent)); if (line_region.Valid() && scissor_region.Intersects(line_region)) { render = true; break; } } } if (render) { for (size_t i = 0; i < geometry.size(); ++i) geometry[i].geometry.Render(translation, geometry[i].texture); } if (decoration) decoration->Render(translation); } bool ElementText::GenerateLine(String& line, int& line_length, float& line_width, int line_begin, float maximum_line_width, float right_spacing_width, bool trim_whitespace_prefix, bool decode_escape_characters, bool allow_empty) { RMLUI_ZoneScoped; RMLUI_ASSERT(maximum_line_width >= 0.f); Element* parent = GetParentElement(); RMLUI_ASSERT(parent); FontFaceHandle font_face_handle = parent->GetFontFaceHandle(); // Initialise the output variables. line.clear(); line_length = 0; line_width = 0; // Bail if we don't have a valid font face. if (font_face_handle == 0) { LogMissingFontFace(parent); return true; } // Determine how we are processing white-space while formatting the text. using namespace Style; const auto& computed = parent->GetComputedValues(); const WhiteSpace white_space_property = computed.white_space(); const bool collapse_white_space = (white_space_property == WhiteSpace::Normal || white_space_property == WhiteSpace::Nowrap || white_space_property == WhiteSpace::Preline); const bool break_at_line = (white_space_property == WhiteSpace::Normal || white_space_property == WhiteSpace::Prewrap || white_space_property == WhiteSpace::Preline); const bool break_at_endline = (white_space_property == WhiteSpace::Pre || white_space_property == WhiteSpace::Prewrap || white_space_property == WhiteSpace::Preline); const TextShapingContext text_shaping_context{computed.language(), computed.direction(), computed.font_kerning(), computed.letter_spacing()}; TextTransform text_transform_property = computed.text_transform(); WordBreak word_break = computed.word_break(); FontEngineInterface* font_engine_interface = GetFontEngineInterface(); // Starting at the line_begin character, we generate sections of the text (we'll call them tokens) depending on the // white-space parsing parameters. Each section is then appended to the line if it can fit. If not, or if an // endline is found (and we're processing them), then the line is ended. kthxbai! const char* token_begin = text.c_str() + line_begin; const char* string_end = text.c_str() + text.size(); while (token_begin != string_end) { String token; const char* next_token_begin = token_begin; Character previous_codepoint = Character::Null; if (!line.empty()) previous_codepoint = StringUtilities::ToCharacter(StringUtilities::SeekBackwardUTF8(&line.back(), line.data()), line.data() + line.size()); // Generate the next token and determine its pixel-length. bool break_line = BuildToken(token, next_token_begin, string_end, line.empty() && trim_whitespace_prefix, collapse_white_space, break_at_endline, text_transform_property, decode_escape_characters); int token_width = font_engine_interface->GetStringWidth(font_face_handle, token, text_shaping_context, previous_codepoint); // If we're breaking to fit a line box, check if the token can fit on the line before we add it. if (break_at_line) { const bool is_last_token = LastToken(next_token_begin, string_end, collapse_white_space, break_at_endline); int max_token_width = RoundDownToIntegerClamped(maximum_line_width - (is_last_token ? line_width + right_spacing_width : line_width)); if (token_width > max_token_width) { if (word_break == WordBreak::BreakAll || (word_break == WordBreak::BreakWord && line.empty())) { // Try to break up the word max_token_width = RoundDownToIntegerClamped(maximum_line_width - line_width); const int token_max_size = int(next_token_begin - token_begin); const char* partial_string_end = token_begin + token_max_size; // @performance: Can be made much faster. Use string width heuristics and logarithmic search. while (true) { partial_string_end = StringUtilities::SeekBackwardUTF8(partial_string_end - 1, token_begin); bool force_loop_break_at_end = false; if (partial_string_end == token_begin) { // Not even the first character of the token fits. Let it overflow onto the next line if we can. if (allow_empty || !line.empty()) return false; // Continue by forcing the first character to be consumed, even though it will overflow. partial_string_end = StringUtilities::SeekForwardUTF8(token_begin + 1, token_begin + token_max_size); force_loop_break_at_end = true; } token.clear(); next_token_begin = token_begin; BuildToken(token, next_token_begin, partial_string_end, line.empty() && trim_whitespace_prefix, collapse_white_space, break_at_endline, text_transform_property, decode_escape_characters); token_width = font_engine_interface->GetStringWidth(font_face_handle, token, text_shaping_context, previous_codepoint); if (force_loop_break_at_end || token_width <= max_token_width) break; } break_line = true; } else if (allow_empty || !line.empty()) { // Let the token overflow into the next line. return false; } } } // The token can fit on the end of the line, so add it onto the end and increment our width and length counters. line += token; line_length += (int)(next_token_begin - token_begin); line_width += token_width; // Break out of the loop if an endline was forced. if (break_line && (allow_empty || !line.empty())) return false; // Set the beginning of the next token. token_begin = next_token_begin; } return true; } void ElementText::ClearLines() { RMLUI_ZoneScoped; lines.clear(); generated_decoration = Style::TextDecoration::None; geometry_dirty = true; } void ElementText::AddLine(Vector2f line_position, String line) { if (font_effects_dirty) UpdateFontEffects(); lines.emplace_back(std::move(line), line_position); geometry_dirty = true; } void ElementText::SubmitLayout(Element* offset_parent, Vector2f offset) { layout.offset_parent = offset_parent; layout.offset = offset; } void ElementText::SuppressAutoLayout() { dirty_layout_on_change = false; } void ElementText::OverrideColour(Optional new_override_colour) { override_colour = new_override_colour; geometry_dirty = true; generated_decoration = Style::TextDecoration::None; } const ComputedValues& ElementText::GetComputedValues() const { Element* parent_element = GetParentElement(); RMLUI_ASSERT(parent_element); return parent_element->GetComputedValues(); } void ElementText::OnParentPropertyChange(Element* parent, const PropertyIdSet& changed_properties) { RMLUI_ZoneScoped; RMLUI_ASSERT(parent); bool colour_changed = false; bool font_face_changed = false; auto& computed = parent->GetComputedValues(); if (changed_properties.Contains(PropertyId::Color) || changed_properties.Contains(PropertyId::Opacity)) { const float new_opacity = computed.opacity(); const bool opacity_changed = opacity != new_opacity; ColourbPremultiplied new_colour = override_colour.value_or(computed.color()).ToPremultiplied(new_opacity); colour_changed = colour != new_colour; if (colour_changed) { colour = new_colour; } if (opacity_changed) { opacity = new_opacity; font_effects_dirty = true; geometry_dirty = true; } } if (changed_properties.Contains(PropertyId::FontFamily) || // changed_properties.Contains(PropertyId::FontWeight) || // changed_properties.Contains(PropertyId::FontStyle) || // changed_properties.Contains(PropertyId::FontSize) || // changed_properties.Contains(PropertyId::FontKerning) || // changed_properties.Contains(PropertyId::LetterSpacing) || // changed_properties.Contains(PropertyId::RmlUi_Language) || // changed_properties.Contains(PropertyId::RmlUi_Direction) || // changed_properties.Contains(PropertyId::TextOverflow)) { font_face_changed = true; geometry_dirty = true; font_effects_handle = 0; font_effects_dirty = true; font_handle_version = 0; } if (changed_properties.Contains(PropertyId::FontEffect)) { font_effects_dirty = true; } if (changed_properties.Contains(PropertyId::TextDecoration)) { decoration_property = computed.text_decoration(); if (decoration && decoration_property == Style::TextDecoration::None) decoration.reset(); } if (font_face_changed) { // We have to let our document know we need to be regenerated. if (dirty_layout_on_change) DirtyLayout(); } else if (colour_changed) { // Force the geometry to be regenerated. geometry_dirty = true; // Re-colour the decoration geometry. if (decoration) { Mesh mesh = decoration->Release(); for (Vertex& vertex : mesh.vertices) vertex.colour = colour; if (RenderManager* render_manager = GetRenderManager()) *decoration = render_manager->MakeGeometry(std::move(mesh)); } } } bool ElementText::UpdateFontEffects() { RMLUI_ZoneScoped; Element* parent = GetParentElement(); RMLUI_ASSERT(parent); if (parent->GetFontFaceHandle() == 0) return false; font_effects_dirty = false; static const FontEffectList empty_font_effects; // Fetch the font-effect for this text element const FontEffectList* font_effects = &empty_font_effects; if (parent->GetComputedValues().has_font_effect()) { if (const Property* p = parent->GetProperty(PropertyId::FontEffect)) if (FontEffectsPtr effects = p->Get()) font_effects = &effects->list; } // Request a font layer configuration to match this set of effects. If this is different from // our old configuration, then return true to indicate we'll need to regenerate geometry. FontEffectsHandle new_font_effects_handle = GetFontEngineInterface()->PrepareFontEffects(parent->GetFontFaceHandle(), *font_effects); if (new_font_effects_handle != font_effects_handle) { font_effects_handle = new_font_effects_handle; return true; } return false; } void ElementText::GenerateGeometry(RenderManager& render_manager, const FontFaceHandle font_face_handle) { RMLUI_ZoneScopedC(0xD2691E); Element* parent = GetParentElement(); RMLUI_ASSERT(parent); const TextOverflowResolved text_overflow = ResolveTextOverflow(parent, font_face_handle); const auto& computed = parent->GetComputedValues(); const TextShapingContext text_shaping_context{computed.language(), computed.direction(), computed.font_kerning(), computed.letter_spacing()}; TexturedMeshList mesh_list; mesh_list.reserve(geometry.size()); for (Line& line : lines) { line.width = GetFontEngineInterface()->GenerateString(render_manager, font_face_handle, font_effects_handle, line.text, line.position, colour, opacity, text_shaping_context, mesh_list); } const auto text_overflows_on_line = [&](const Line& line) { return line.position.x + line.width > text_overflow.overflow_width; }; if (text_overflow.enabled && std::any_of(lines.begin(), lines.end(), text_overflows_on_line)) { mesh_list.clear(); for (Line& line : lines) { if (line.text.empty()) continue; String abbreviated_text; StringView text_submit_view = line.text; StringIteratorU8 view(line.text, line.text.size()); --view; // If we have text overflow, reduce the string one character at a time, append the ellipsis or custom // string, and try again until it fits. @performance Can be improved by e.g. logarithmic search. Consider // combining it with the word-breaking algorithm of 'GenerateLine'. for (; text_overflows_on_line(line) && view && view.get() != line.text.c_str(); --view) { abbreviated_text.reserve(line.text.size() + text_overflow.overflow_text.size()); abbreviated_text.assign(line.text.c_str(), view.get()); abbreviated_text.append(text_overflow.overflow_text); line.width = GetFontEngineInterface()->GetStringWidth(font_face_handle, abbreviated_text, text_shaping_context); text_submit_view = abbreviated_text; } line.width = GetFontEngineInterface()->GenerateString(render_manager, font_face_handle, font_effects_handle, text_submit_view, line.position, colour, opacity, text_shaping_context, mesh_list); } } // Apply the new geometry and textures. Reuse the old geometry if the mesh matches, which can be relatively common // where the layout is changed in a way that does not visually affect this element. geometry.resize(mesh_list.size()); for (size_t i = 0; i < mesh_list.size(); i++) { if (!geometry[i].geometry || geometry[i].geometry.GetMesh() != mesh_list[i].mesh) geometry[i].geometry = render_manager.MakeGeometry(std::move(mesh_list[i].mesh)); geometry[i].texture = mesh_list[i].texture; } generated_decoration = Style::TextDecoration::None; geometry_dirty = false; } void ElementText::GenerateDecoration(Mesh& mesh, const FontFaceHandle font_face_handle) { RMLUI_ZoneScopedC(0xA52A2A); RMLUI_ASSERT(decoration); const FontMetrics& metrics = GetFontEngineInterface()->GetFontMetrics(font_face_handle); float offset = 0.f; switch (decoration_property) { case Style::TextDecoration::Underline: offset = metrics.underline_position; break; case Style::TextDecoration::Overline: offset = -1.1f * metrics.ascent; break; case Style::TextDecoration::LineThrough: offset = -0.65f * metrics.x_height; break; case Style::TextDecoration::None: return; } for (const Line& line : lines) { const Vector2f position = {line.position.x, line.position.y + offset}; const Vector2f size = {(float)line.width, metrics.underline_thickness}; MeshUtilities::GenerateLine(mesh, position, size, colour); } } static bool BuildToken(String& token, const char*& token_begin, const char* string_end, bool first_token, bool collapse_white_space, bool break_at_endline, Style::TextTransform text_transformation, bool decode_escape_characters) { RMLUI_ASSERT(token_begin != string_end); token.reserve(string_end - token_begin + token.size()); // Check what the first character of the token is; all we need to know is if it is white-space or not. bool parsing_white_space = StringUtilities::IsWhitespace(*token_begin); // Loop through the string from the token's beginning until we find an end to the token. This can occur in various // places, depending on the white-space processing; // - at the end of a section of non-white-space characters, // - at the end of a section of white-space characters, if we're not collapsing white-space, // - at an endline token, if we're breaking on endlines. while (token_begin != string_end) { bool force_non_whitespace = false; char character = *token_begin; const char* escape_begin = token_begin; // Check for an ampersand; if we find one, we've got an HTML escaped character. if (decode_escape_characters && character == '&') { // Find the terminating ';'. while (token_begin != string_end && *token_begin != ';') ++token_begin; // If we couldn't find the ';', print the token like normal text. if (token_begin == string_end) { token_begin = escape_begin; } // We could find a ';', parse the escape code. If the escape code is recognised, set the parsed character // to the appropriate one. If it is a non-breaking space, prevent it being picked up as whitespace. If it // is not recognised, print the token like normal text. else { String escape_code(escape_begin + 1, token_begin); if (escape_code == "lt") character = '<'; else if (escape_code == "gt") character = '>'; else if (escape_code == "amp") character = '&'; else if (escape_code == "quot") character = '"'; else if (escape_code == "nbsp") { character = ' '; force_non_whitespace = true; } else token_begin = escape_begin; } } // Check for an endline token; if we're breaking on endlines and we find one, then return true to indicate a // forced break. if (break_at_endline && character == '\n') { token += '\n'; token_begin++; return true; } // If we've transitioned from white-space characters to non-white-space characters, or vice-versa, then check // if should terminate the token; if we're not collapsing white-space, then yes (as sections of white-space are // non-breaking), otherwise only if we've transitioned from characters to white-space. bool white_space = !force_non_whitespace && StringUtilities::IsWhitespace(character); if (white_space != parsing_white_space) { if (!collapse_white_space) { // Restore pointer to the beginning of the escaped token, if we processed an escape code. token_begin = escape_begin; return false; } // We're collapsing white-space; we only tokenise words, not white-space, so we're only done tokenising // once we've begun parsing non-white-space and then found white-space. if (!parsing_white_space) { // However, if we are the last non-whitespace character in the string, and there are trailing // whitespace characters after this token, then we need to append a single space to the end of this // token. if (token_begin != string_end && LastToken(token_begin, string_end, collapse_white_space, break_at_endline)) token += ' '; return false; } // We've transitioned from white-space to non-white-space, so we append a single white-space character. if (!first_token) token += ' '; parsing_white_space = false; } // If the current character is white-space, we'll append a space character to the token if we're not collapsing // sections of white-space. if (white_space) { if (!collapse_white_space) token += ' '; } else { if (text_transformation == Style::TextTransform::Uppercase) { if (character >= 'a' && character <= 'z') character += ('A' - 'a'); } else if (text_transformation == Style::TextTransform::Lowercase) { if (character >= 'A' && character <= 'Z') character -= ('A' - 'a'); } token += character; } ++token_begin; } return false; } static bool LastToken(const char* token_begin, const char* string_end, bool collapse_white_space, bool break_at_endline) { bool last_token = (token_begin == string_end); if (collapse_white_space && !last_token) { last_token = true; const char* character = token_begin; while (character != string_end) { if (!StringUtilities::IsWhitespace(*character) || (break_at_endline && *character == '\n')) { last_token = false; break; } character++; } } return last_token; } } // namespace Rml