ElementText.cpp 22 KB

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  1. /*
  2. * This source file is part of RmlUi, the HTML/CSS Interface Middleware
  3. *
  4. * For the latest information, see http://github.com/mikke89/RmlUi
  5. *
  6. * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
  7. * Copyright (c) 2019-2023 The RmlUi Team, and contributors
  8. *
  9. * Permission is hereby granted, free of charge, to any person obtaining a copy
  10. * of this software and associated documentation files (the "Software"), to deal
  11. * in the Software without restriction, including without limitation the rights
  12. * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  13. * copies of the Software, and to permit persons to whom the Software is
  14. * furnished to do so, subject to the following conditions:
  15. *
  16. * The above copyright notice and this permission notice shall be included in
  17. * all copies or substantial portions of the Software.
  18. *
  19. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  20. * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  21. * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  22. * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  23. * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  24. * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  25. * THE SOFTWARE.
  26. *
  27. */
  28. #include "../../Include/RmlUi/Core/ElementText.h"
  29. #include "../../Include/RmlUi/Core/Context.h"
  30. #include "../../Include/RmlUi/Core/Core.h"
  31. #include "../../Include/RmlUi/Core/ElementDocument.h"
  32. #include "../../Include/RmlUi/Core/ElementUtilities.h"
  33. #include "../../Include/RmlUi/Core/Event.h"
  34. #include "../../Include/RmlUi/Core/FontEngineInterface.h"
  35. #include "../../Include/RmlUi/Core/MeshUtilities.h"
  36. #include "../../Include/RmlUi/Core/Profiling.h"
  37. #include "../../Include/RmlUi/Core/Property.h"
  38. #include "../../Include/RmlUi/Core/RenderManager.h"
  39. #include "../../Include/RmlUi/Core/TextShapingContext.h"
  40. #include "ComputeProperty.h"
  41. #include "ElementDefinition.h"
  42. #include "ElementStyle.h"
  43. #include "TransformState.h"
  44. namespace Rml {
  45. static bool BuildToken(String& token, const char*& token_begin, const char* string_end, bool first_token, bool collapse_white_space,
  46. bool break_at_endline, Style::TextTransform text_transformation, bool decode_escape_characters);
  47. static bool LastToken(const char* token_begin, const char* string_end, bool collapse_white_space, bool break_at_endline);
  48. void LogMissingFontFace(Element* element)
  49. {
  50. const String font_family_property = element->GetProperty<String>("font-family");
  51. if (font_family_property.empty())
  52. {
  53. Log::Message(Log::LT_WARNING, "No font face defined. Missing 'font-family' property. On element %s", element->GetAddress().c_str());
  54. }
  55. else
  56. {
  57. const ComputedValues& computed = element->GetComputedValues();
  58. const String font_face_description = GetFontFaceDescription(font_family_property, computed.font_style(), computed.font_weight());
  59. Log::Message(Log::LT_WARNING,
  60. "No font face defined. Ensure (1) that Context::Update is run after new elements are constructed, before Context::Render, "
  61. "and (2) that the specified font face %s has been successfully loaded. "
  62. "Please see previous log messages for all successfully loaded fonts. On element %s",
  63. font_face_description.c_str(), element->GetAddress().c_str());
  64. }
  65. }
  66. ElementText::ElementText(const String& tag) :
  67. Element(tag), colour(255, 255, 255), opacity(1), font_handle_version(0), geometry_dirty(true), dirty_layout_on_change(true),
  68. generated_decoration(Style::TextDecoration::None), decoration_property(Style::TextDecoration::None), font_effects_dirty(true),
  69. font_effects_handle(0)
  70. {}
  71. ElementText::~ElementText() {}
  72. void ElementText::SetText(const String& _text)
  73. {
  74. if (text != _text)
  75. {
  76. text = _text;
  77. if (dirty_layout_on_change)
  78. DirtyLayout();
  79. }
  80. }
  81. const String& ElementText::GetText() const
  82. {
  83. return text;
  84. }
  85. void ElementText::OnRender()
  86. {
  87. RMLUI_ZoneScoped;
  88. FontFaceHandle font_face_handle = GetFontFaceHandle();
  89. if (font_face_handle == 0)
  90. return;
  91. RenderManager& render_manager = GetContext()->GetRenderManager();
  92. FontEngineInterface& font_engine_interface = *GetFontEngineInterface();
  93. // If our font effects have potentially changed, update it and force a geometry generation if necessary.
  94. if (font_effects_dirty && UpdateFontEffects())
  95. geometry_dirty = true;
  96. // Dirty geometry if font version has changed.
  97. int new_version = font_engine_interface.GetVersion(font_face_handle);
  98. if (new_version != font_handle_version)
  99. {
  100. font_handle_version = new_version;
  101. geometry_dirty = true;
  102. }
  103. // Regenerate the geometry if the colour or font configuration has altered.
  104. bool should_regenerate = geometry_dirty;
  105. if (!should_regenerate)
  106. for (size_t i = 0; i < lines.size(); ++i)
  107. should_regenerate = !font_engine_interface.EnsureGlyphs(font_face_handle, lines[i].text) || should_regenerate;
  108. if (should_regenerate)
  109. GenerateGeometry(render_manager, font_face_handle);
  110. // Regenerate text decoration if necessary.
  111. if (decoration_property != generated_decoration)
  112. {
  113. if (decoration_property == Style::TextDecoration::None)
  114. {
  115. decoration.reset();
  116. }
  117. else
  118. {
  119. Mesh mesh;
  120. if (decoration)
  121. mesh = decoration->Release(Geometry::ReleaseMode::ClearMesh);
  122. else
  123. decoration = MakeUnique<Geometry>();
  124. GenerateDecoration(mesh, font_face_handle);
  125. *decoration = GetRenderManager()->MakeGeometry(std::move(mesh));
  126. }
  127. generated_decoration = decoration_property;
  128. }
  129. const Vector2f translation = GetAbsoluteOffset();
  130. bool render = true;
  131. // Do a visibility test against the scissor region to avoid unnecessary render calls. Instead of handling
  132. // culling in complicated transform cases, for simplicity we always proceed to render if one is detected.
  133. Rectanglei scissor_region = render_manager.GetScissorRegion();
  134. if (!scissor_region.Valid())
  135. scissor_region = Rectanglei::FromSize(render_manager.GetViewport());
  136. if (!GetTransformState() || !GetTransformState()->GetTransform())
  137. {
  138. const FontMetrics& font_metrics = GetFontEngineInterface()->GetFontMetrics(GetFontFaceHandle());
  139. const int ascent = Math::RoundUpToInteger(font_metrics.ascent);
  140. const int descent = Math::RoundUpToInteger(font_metrics.descent);
  141. render = false;
  142. for (const Line& line : lines)
  143. {
  144. const Vector2i baseline = Vector2i(translation + line.position);
  145. const Rectanglei line_region = Rectanglei::FromCorners(baseline - Vector2i(0, ascent), baseline + Vector2i(line.width, descent));
  146. if (line_region.Valid() && scissor_region.Intersects(line_region))
  147. {
  148. render = true;
  149. break;
  150. }
  151. }
  152. }
  153. if (render)
  154. {
  155. for (size_t i = 0; i < geometry.size(); ++i)
  156. geometry[i].geometry.Render(translation, geometry[i].texture);
  157. }
  158. if (decoration)
  159. decoration->Render(translation);
  160. }
  161. bool ElementText::GenerateLine(String& line, int& line_length, float& line_width, int line_begin, float maximum_line_width, float right_spacing_width,
  162. bool trim_whitespace_prefix, bool decode_escape_characters, bool allow_empty)
  163. {
  164. RMLUI_ZoneScoped;
  165. RMLUI_ASSERT(
  166. maximum_line_width >= 0.f); // TODO: Check all callers for conformance, check break at line condition below. Possibly check for FLT_MAX.
  167. FontFaceHandle font_face_handle = GetFontFaceHandle();
  168. // Initialise the output variables.
  169. line.clear();
  170. line_length = 0;
  171. line_width = 0;
  172. // Bail if we don't have a valid font face.
  173. if (font_face_handle == 0)
  174. {
  175. LogMissingFontFace(GetParentNode() ? GetParentNode() : this);
  176. return true;
  177. }
  178. // Determine how we are processing white-space while formatting the text.
  179. using namespace Style;
  180. const auto& computed = GetComputedValues();
  181. WhiteSpace white_space_property = computed.white_space();
  182. bool collapse_white_space =
  183. white_space_property == WhiteSpace::Normal || white_space_property == WhiteSpace::Nowrap || white_space_property == WhiteSpace::Preline;
  184. bool break_at_line = (maximum_line_width >= 0) &&
  185. (white_space_property == WhiteSpace::Normal || white_space_property == WhiteSpace::Prewrap || white_space_property == WhiteSpace::Preline);
  186. bool break_at_endline =
  187. white_space_property == WhiteSpace::Pre || white_space_property == WhiteSpace::Prewrap || white_space_property == WhiteSpace::Preline;
  188. const TextShapingContext text_shaping_context{computed.language(), computed.direction(), computed.letter_spacing()};
  189. TextTransform text_transform_property = computed.text_transform();
  190. WordBreak word_break = computed.word_break();
  191. FontEngineInterface* font_engine_interface = GetFontEngineInterface();
  192. // Starting at the line_begin character, we generate sections of the text (we'll call them tokens) depending on the
  193. // white-space parsing parameters. Each section is then appended to the line if it can fit. If not, or if an
  194. // endline is found (and we're processing them), then the line is ended. kthxbai!
  195. const char* token_begin = text.c_str() + line_begin;
  196. const char* string_end = text.c_str() + text.size();
  197. while (token_begin != string_end)
  198. {
  199. String token;
  200. const char* next_token_begin = token_begin;
  201. Character previous_codepoint = Character::Null;
  202. if (!line.empty())
  203. previous_codepoint =
  204. StringUtilities::ToCharacter(StringUtilities::SeekBackwardUTF8(&line.back(), line.data()), line.data() + line.size());
  205. // Generate the next token and determine its pixel-length.
  206. bool break_line = BuildToken(token, next_token_begin, string_end, line.empty() && trim_whitespace_prefix, collapse_white_space,
  207. break_at_endline, text_transform_property, decode_escape_characters);
  208. int token_width = font_engine_interface->GetStringWidth(font_face_handle, token, text_shaping_context, previous_codepoint);
  209. // If we're breaking to fit a line box, check if the token can fit on the line before we add it.
  210. if (break_at_line)
  211. {
  212. const bool is_last_token = LastToken(next_token_begin, string_end, collapse_white_space, break_at_endline);
  213. int max_token_width = int(maximum_line_width - (is_last_token ? line_width + right_spacing_width : line_width));
  214. if (token_width > max_token_width)
  215. {
  216. if (word_break == WordBreak::BreakAll || (word_break == WordBreak::BreakWord && line.empty()))
  217. {
  218. // Try to break up the word
  219. max_token_width = int(maximum_line_width - line_width);
  220. const int token_max_size = int(next_token_begin - token_begin);
  221. const char* partial_string_end = token_begin + token_max_size;
  222. // @performance: Can be made much faster. Use string width heuristics and logarithmic search.
  223. while (true)
  224. {
  225. partial_string_end = StringUtilities::SeekBackwardUTF8(partial_string_end - 1, token_begin);
  226. bool force_loop_break_at_end = false;
  227. if (partial_string_end == token_begin)
  228. {
  229. // Not even the first character of the token fits. Let it overflow onto the next line if we can.
  230. if (allow_empty || !line.empty())
  231. return false;
  232. // Continue by forcing the first character to be consumed, even though it will overflow.
  233. partial_string_end = StringUtilities::SeekForwardUTF8(token_begin + 1, token_begin + token_max_size);
  234. force_loop_break_at_end = true;
  235. }
  236. token.clear();
  237. next_token_begin = token_begin;
  238. BuildToken(token, next_token_begin, partial_string_end, line.empty() && trim_whitespace_prefix, collapse_white_space,
  239. break_at_endline, text_transform_property, decode_escape_characters);
  240. token_width = font_engine_interface->GetStringWidth(font_face_handle, token, text_shaping_context, previous_codepoint);
  241. if (force_loop_break_at_end || token_width <= max_token_width)
  242. break;
  243. }
  244. break_line = true;
  245. }
  246. else if (allow_empty || !line.empty())
  247. {
  248. // Let the token overflow into the next line.
  249. return false;
  250. }
  251. }
  252. }
  253. // The token can fit on the end of the line, so add it onto the end and increment our width and length counters.
  254. line += token;
  255. line_length += (int)(next_token_begin - token_begin);
  256. line_width += token_width;
  257. // Break out of the loop if an endline was forced.
  258. if (break_line && (allow_empty || !line.empty()))
  259. return false;
  260. // Set the beginning of the next token.
  261. token_begin = next_token_begin;
  262. }
  263. return true;
  264. }
  265. void ElementText::ClearLines()
  266. {
  267. RMLUI_ZoneScoped;
  268. lines.clear();
  269. generated_decoration = Style::TextDecoration::None;
  270. }
  271. void ElementText::AddLine(Vector2f line_position, String line)
  272. {
  273. if (font_effects_dirty)
  274. UpdateFontEffects();
  275. lines.emplace_back(std::move(line), line_position);
  276. geometry_dirty = true;
  277. }
  278. void ElementText::SuppressAutoLayout()
  279. {
  280. dirty_layout_on_change = false;
  281. }
  282. void ElementText::OnPropertyChange(const PropertyIdSet& changed_properties)
  283. {
  284. RMLUI_ZoneScoped;
  285. Element::OnPropertyChange(changed_properties);
  286. bool colour_changed = false;
  287. bool font_face_changed = false;
  288. auto& computed = GetComputedValues();
  289. if (changed_properties.Contains(PropertyId::Color) || changed_properties.Contains(PropertyId::Opacity))
  290. {
  291. const float new_opacity = computed.opacity();
  292. const bool opacity_changed = opacity != new_opacity;
  293. ColourbPremultiplied new_colour = computed.color().ToPremultiplied(new_opacity);
  294. colour_changed = colour != new_colour;
  295. if (colour_changed)
  296. {
  297. colour = new_colour;
  298. }
  299. if (opacity_changed)
  300. {
  301. opacity = new_opacity;
  302. font_effects_dirty = true;
  303. geometry_dirty = true;
  304. }
  305. }
  306. if (changed_properties.Contains(PropertyId::FontFamily) || //
  307. changed_properties.Contains(PropertyId::FontWeight) || //
  308. changed_properties.Contains(PropertyId::FontStyle) || //
  309. changed_properties.Contains(PropertyId::FontSize) || //
  310. changed_properties.Contains(PropertyId::LetterSpacing) || //
  311. changed_properties.Contains(PropertyId::RmlUi_Language) || //
  312. changed_properties.Contains(PropertyId::RmlUi_Direction))
  313. {
  314. font_face_changed = true;
  315. geometry_dirty = true;
  316. font_effects_handle = 0;
  317. font_effects_dirty = true;
  318. font_handle_version = 0;
  319. }
  320. if (changed_properties.Contains(PropertyId::FontEffect))
  321. {
  322. font_effects_dirty = true;
  323. }
  324. if (changed_properties.Contains(PropertyId::TextDecoration))
  325. {
  326. decoration_property = computed.text_decoration();
  327. if (decoration && decoration_property == Style::TextDecoration::None)
  328. decoration.reset();
  329. }
  330. if (font_face_changed)
  331. {
  332. // We have to let our document know we need to be regenerated.
  333. if (dirty_layout_on_change)
  334. DirtyLayout();
  335. }
  336. else if (colour_changed)
  337. {
  338. // Force the geometry to be regenerated.
  339. geometry_dirty = true;
  340. // Re-colour the decoration geometry.
  341. if (decoration)
  342. {
  343. Mesh mesh = decoration->Release();
  344. for (Vertex& vertex : mesh.vertices)
  345. vertex.colour = colour;
  346. if (RenderManager* render_manager = GetRenderManager())
  347. *decoration = render_manager->MakeGeometry(std::move(mesh));
  348. }
  349. }
  350. }
  351. void ElementText::GetRML(String& content)
  352. {
  353. content += StringUtilities::EncodeRml(text);
  354. }
  355. bool ElementText::UpdateFontEffects()
  356. {
  357. RMLUI_ZoneScoped;
  358. if (GetFontFaceHandle() == 0)
  359. return false;
  360. font_effects_dirty = false;
  361. static const FontEffectList empty_font_effects;
  362. // Fetch the font-effect for this text element
  363. const FontEffectList* font_effects = &empty_font_effects;
  364. if (GetComputedValues().has_font_effect())
  365. {
  366. if (const Property* p = GetProperty(PropertyId::FontEffect))
  367. if (FontEffectsPtr effects = p->Get<FontEffectsPtr>())
  368. font_effects = &effects->list;
  369. }
  370. // Request a font layer configuration to match this set of effects. If this is different from
  371. // our old configuration, then return true to indicate we'll need to regenerate geometry.
  372. FontEffectsHandle new_font_effects_handle = GetFontEngineInterface()->PrepareFontEffects(GetFontFaceHandle(), *font_effects);
  373. if (new_font_effects_handle != font_effects_handle)
  374. {
  375. font_effects_handle = new_font_effects_handle;
  376. return true;
  377. }
  378. return false;
  379. }
  380. void ElementText::GenerateGeometry(RenderManager& render_manager, const FontFaceHandle font_face_handle)
  381. {
  382. RMLUI_ZoneScopedC(0xD2691E);
  383. const auto& computed = GetComputedValues();
  384. const TextShapingContext text_shaping_context{computed.language(), computed.direction(), computed.letter_spacing()};
  385. TexturedMeshList mesh_list;
  386. mesh_list.reserve(geometry.size());
  387. // Generate the new geometry, one line at a time.
  388. for (size_t i = 0; i < lines.size(); ++i)
  389. {
  390. lines[i].width = GetFontEngineInterface()->GenerateString(render_manager, font_face_handle, font_effects_handle, lines[i].text,
  391. lines[i].position, colour, opacity, text_shaping_context, mesh_list);
  392. }
  393. // Apply the new geometry and textures. Reuse the old geometry if the mesh matches, which can be relatively common
  394. // where the layout is changed in a way that does not visually affect this element.
  395. geometry.resize(mesh_list.size());
  396. for (size_t i = 0; i < mesh_list.size(); i++)
  397. {
  398. if (!geometry[i].geometry || geometry[i].geometry.GetMesh() != mesh_list[i].mesh)
  399. geometry[i].geometry = render_manager.MakeGeometry(std::move(mesh_list[i].mesh));
  400. geometry[i].texture = mesh_list[i].texture;
  401. }
  402. generated_decoration = Style::TextDecoration::None;
  403. geometry_dirty = false;
  404. }
  405. void ElementText::GenerateDecoration(Mesh& mesh, const FontFaceHandle font_face_handle)
  406. {
  407. RMLUI_ZoneScopedC(0xA52A2A);
  408. RMLUI_ASSERT(decoration);
  409. const FontMetrics& metrics = GetFontEngineInterface()->GetFontMetrics(font_face_handle);
  410. float offset = 0.f;
  411. switch (decoration_property)
  412. {
  413. case Style::TextDecoration::Underline: offset = metrics.underline_position; break;
  414. case Style::TextDecoration::Overline: offset = -1.1f * metrics.ascent; break;
  415. case Style::TextDecoration::LineThrough: offset = -0.65f * metrics.x_height; break;
  416. case Style::TextDecoration::None: return;
  417. }
  418. for (const Line& line : lines)
  419. {
  420. const Vector2f position = {line.position.x, line.position.y + offset};
  421. const Vector2f size = {(float)line.width, metrics.underline_thickness};
  422. MeshUtilities::GenerateLine(mesh, position, size, colour);
  423. }
  424. }
  425. static bool BuildToken(String& token, const char*& token_begin, const char* string_end, bool first_token, bool collapse_white_space,
  426. bool break_at_endline, Style::TextTransform text_transformation, bool decode_escape_characters)
  427. {
  428. RMLUI_ASSERT(token_begin != string_end);
  429. token.reserve(string_end - token_begin + token.size());
  430. // Check what the first character of the token is; all we need to know is if it is white-space or not.
  431. bool parsing_white_space = StringUtilities::IsWhitespace(*token_begin);
  432. // Loop through the string from the token's beginning until we find an end to the token. This can occur in various
  433. // places, depending on the white-space processing;
  434. // - at the end of a section of non-white-space characters,
  435. // - at the end of a section of white-space characters, if we're not collapsing white-space,
  436. // - at an endline token, if we're breaking on endlines.
  437. while (token_begin != string_end)
  438. {
  439. bool force_non_whitespace = false;
  440. char character = *token_begin;
  441. const char* escape_begin = token_begin;
  442. // Check for an ampersand; if we find one, we've got an HTML escaped character.
  443. if (decode_escape_characters && character == '&')
  444. {
  445. // Find the terminating ';'.
  446. while (token_begin != string_end && *token_begin != ';')
  447. ++token_begin;
  448. // If we couldn't find the ';', print the token like normal text.
  449. if (token_begin == string_end)
  450. {
  451. token_begin = escape_begin;
  452. }
  453. // We could find a ';', parse the escape code. If the escape code is recognised, set the parsed character
  454. // to the appropriate one. If it is a non-breaking space, prevent it being picked up as whitespace. If it
  455. // is not recognised, print the token like normal text.
  456. else
  457. {
  458. String escape_code(escape_begin + 1, token_begin);
  459. if (escape_code == "lt")
  460. character = '<';
  461. else if (escape_code == "gt")
  462. character = '>';
  463. else if (escape_code == "amp")
  464. character = '&';
  465. else if (escape_code == "quot")
  466. character = '"';
  467. else if (escape_code == "nbsp")
  468. {
  469. character = ' ';
  470. force_non_whitespace = true;
  471. }
  472. else
  473. token_begin = escape_begin;
  474. }
  475. }
  476. // Check for an endline token; if we're breaking on endlines and we find one, then return true to indicate a
  477. // forced break.
  478. if (break_at_endline && character == '\n')
  479. {
  480. token += '\n';
  481. token_begin++;
  482. return true;
  483. }
  484. // If we've transitioned from white-space characters to non-white-space characters, or vice-versa, then check
  485. // if should terminate the token; if we're not collapsing white-space, then yes (as sections of white-space are
  486. // non-breaking), otherwise only if we've transitioned from characters to white-space.
  487. bool white_space = !force_non_whitespace && StringUtilities::IsWhitespace(character);
  488. if (white_space != parsing_white_space)
  489. {
  490. if (!collapse_white_space)
  491. {
  492. // Restore pointer to the beginning of the escaped token, if we processed an escape code.
  493. token_begin = escape_begin;
  494. return false;
  495. }
  496. // We're collapsing white-space; we only tokenise words, not white-space, so we're only done tokenising
  497. // once we've begun parsing non-white-space and then found white-space.
  498. if (!parsing_white_space)
  499. {
  500. // However, if we are the last non-whitespace character in the string, and there are trailing
  501. // whitespace characters after this token, then we need to append a single space to the end of this
  502. // token.
  503. if (token_begin != string_end && LastToken(token_begin, string_end, collapse_white_space, break_at_endline))
  504. token += ' ';
  505. return false;
  506. }
  507. // We've transitioned from white-space to non-white-space, so we append a single white-space character.
  508. if (!first_token)
  509. token += ' ';
  510. parsing_white_space = false;
  511. }
  512. // If the current character is white-space, we'll append a space character to the token if we're not collapsing
  513. // sections of white-space.
  514. if (white_space)
  515. {
  516. if (!collapse_white_space)
  517. token += ' ';
  518. }
  519. else
  520. {
  521. if (text_transformation == Style::TextTransform::Uppercase)
  522. {
  523. if (character >= 'a' && character <= 'z')
  524. character += ('A' - 'a');
  525. }
  526. else if (text_transformation == Style::TextTransform::Lowercase)
  527. {
  528. if (character >= 'A' && character <= 'Z')
  529. character -= ('A' - 'a');
  530. }
  531. token += character;
  532. }
  533. ++token_begin;
  534. }
  535. return false;
  536. }
  537. static bool LastToken(const char* token_begin, const char* string_end, bool collapse_white_space, bool break_at_endline)
  538. {
  539. bool last_token = (token_begin == string_end);
  540. if (collapse_white_space && !last_token)
  541. {
  542. last_token = true;
  543. const char* character = token_begin;
  544. while (character != string_end)
  545. {
  546. if (!StringUtilities::IsWhitespace(*character) || (break_at_endline && *character == '\n'))
  547. {
  548. last_token = false;
  549. break;
  550. }
  551. character++;
  552. }
  553. }
  554. return last_token;
  555. }
  556. } // namespace Rml