And cleaned up the Windows drawing effect code like we did yesterday.
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@ -6,29 +6,24 @@
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// we need to combine color and underline style into one unit for IDWriteLayout::SetDrawingEffect()
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// we also need to collect all the background blocks and add them all at once
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// TODO(TODO does not seem to apply here?) this is the wrong approach; it causes Pango to end runs early, meaning attributes like the ligature attributes never get applied properly
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// TODO contextual alternates override ligatures?
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// TODO rename this struct to something that isn't exclusively foreach-ing?
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struct foreachParams {
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const uint16_t *s;
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size_t len;
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IDWriteTextLayout *layout;
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std::map<size_t, textDrawingEffect *> *effects;
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std::vector<backgroundFunc> *backgroundFuncs;
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};
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#define isCodepointStart(w) ((((uint16_t) (w)) < 0xDC00) || (((uint16_t) (w)) >= 0xE000))
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static void ensureEffectsInRange(struct foreachParams *p, size_t start, size_t end, std::function<void(textDrawingEffect *)> f)
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{
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size_t i;
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size_t *key;
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textDrawingEffect *t;
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// TODO explain why we make one for every character
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for (i = start; i < end; i++) {
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// don't create redundant entries; see below
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// TODO explain this more clearly (surrogate pairs)
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if (!isCodepointStart(p->s[i]))
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continue;
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t = (*(p->effects))[i];
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if (t != NULL) {
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f(t);
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@ -194,20 +189,49 @@ static int processAttribute(uiAttributedString *s, uiAttributeSpec *spec, size_t
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static void applyAndFreeEffectsAttributes(struct foreachParams *p)
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{
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size_t i, n;
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textDrawingEffect *effect, *effectb;
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DWRITE_TEXT_RANGE range;
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auto apply = [](IDWriteTextLayout *layout, textDrawingEffect *effect, DWRITE_TEXT_RANGE range) {
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HRESULT hr;
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for (auto iter = p->effects->begin(); iter != p->effects->end(); iter++) {
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// make sure we cover an entire code point
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range.startPosition = iter->first;
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range.length = 1;
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if (!isCodepointStart(p->s[iter->first]))
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range.length = 2;
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hr = p->layout->SetDrawingEffect(iter->second, range);
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if (effect == NULL)
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return;
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hr = layout->SetDrawingEffect(effect, range);
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if (hr != S_OK)
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logHRESULT(L"error applying drawing effects attributes", hr);
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iter->second->Release();
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effect->Release();
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};
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// go through, fililng in the effect attribute for successive ranges of identical textDrawingEffects
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// we are best off treating series of identical effects as single ranges ourselves for parity across platforms, even if Windows does something similar itself
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// this also avoids breaking apart surrogate pairs (though IIRC Windows doing the something similar itself might make this a non-issue here)
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effect = NULL;
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n = p->len;
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range.startPosition = 0;
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for (i = 0; i < n; i++) {
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effectb = (*(p->effects))[i];
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// run of no effect?
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if (effect == NULL && effectb == NULL)
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continue;
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// run of the same effect?
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if (effect != NULL && effectb != NULL)
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if (effect->same(effectb)) {
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effectb->Release();
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continue;
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}
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// the effect has changed; commit the old effect
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range.length = i - range.startPosition;
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apply(p->layout, effect, range);
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range.startPosition = i;
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effect = effectb;
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}
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// and apply the last effect
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range.length = i - range.startPosition;
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apply(p->layout, effect, range);
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delete p->effects;
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}
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@ -216,6 +240,7 @@ void attrstrToIDWriteTextLayoutAttrs(uiDrawTextLayoutParams *p, IDWriteTextLayou
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struct foreachParams fep;
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fep.s = attrstrUTF16(p->String);
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fep.len = attrstrUTF16Len(p->String);
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fep.layout = layout;
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fep.effects = new std::map<size_t, textDrawingEffect *>;
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fep.backgroundFuncs = new std::vector<backgroundFunc>;
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