/*
* 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"
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);
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(const String& tag) :
Element(tag), 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::OnRender()
{
RMLUI_ZoneScoped;
FontFaceHandle font_face_handle = 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;
}
const Vector2f translation = GetAbsoluteOffset();
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 (!GetTransformState() || !GetTransformState()->GetTransform())
{
const FontMetrics& font_metrics = GetFontEngineInterface()->GetFontMetrics(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); // TODO: Check all callers for conformance, check break at line condition below. Possibly check for FLT_MAX.
FontFaceHandle font_face_handle = 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(GetParentNode() ? GetParentNode() : this);
return true;
}
// Determine how we are processing white-space while formatting the text.
using namespace Style;
const auto& computed = GetComputedValues();
WhiteSpace white_space_property = computed.white_space();
bool collapse_white_space =
white_space_property == WhiteSpace::Normal || white_space_property == WhiteSpace::Nowrap || white_space_property == WhiteSpace::Preline;
bool break_at_line = (maximum_line_width >= 0) &&
(white_space_property == WhiteSpace::Normal || white_space_property == WhiteSpace::Prewrap || white_space_property == WhiteSpace::Preline);
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.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 = int(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 = int(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::SuppressAutoLayout()
{
dirty_layout_on_change = false;
}
void ElementText::OnPropertyChange(const PropertyIdSet& changed_properties)
{
RMLUI_ZoneScoped;
Element::OnPropertyChange(changed_properties);
bool colour_changed = false;
bool font_face_changed = false;
auto& computed = 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 = 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::LetterSpacing) || //
changed_properties.Contains(PropertyId::RmlUi_Language) || //
changed_properties.Contains(PropertyId::RmlUi_Direction))
{
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));
}
}
}
void ElementText::GetRML(String& content)
{
content += StringUtilities::EncodeRml(text);
}
bool ElementText::UpdateFontEffects()
{
RMLUI_ZoneScoped;
if (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 (GetComputedValues().has_font_effect())
{
if (const Property* p = 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(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);
const auto& computed = GetComputedValues();
const TextShapingContext text_shaping_context{computed.language(), computed.direction(), computed.letter_spacing()};
TexturedMeshList mesh_list;
mesh_list.reserve(geometry.size());
// Generate the new geometry, one line at a time.
for (size_t i = 0; i < lines.size(); ++i)
{
lines[i].width = GetFontEngineInterface()->GenerateString(render_manager, font_face_handle, font_effects_handle, lines[i].text,
lines[i].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