efl/src/lib/evas/common/evas_text_utils.h

193 lines
6.0 KiB
C

#ifndef _EVAS_TEXT_UTILS_H
# define _EVAS_TEXT_UTILS_H
typedef struct _Evas_Text_Props Evas_Text_Props;
// special case props
typedef struct _Evas_Text_Props_One Evas_Text_Props_One;
typedef struct _Evas_Text_Props_Info Evas_Text_Props_Info;
typedef struct _Evas_Font_Array_Data Evas_Font_Array_Data;
typedef struct _Evas_Font_Array Evas_Font_Array;
typedef struct _Evas_Font_Glyph_Info Evas_Font_Glyph_Info;
typedef enum
{
EVAS_TEXT_PROPS_MODE_NONE = 0,
EVAS_TEXT_PROPS_MODE_SHAPE
} Evas_Text_Props_Mode;
# include "evas_font_ot.h"
# include "language/evas_language_utils.h"
/* Used for showing "malformed" or missing chars */
#define REPLACEMENT_CHAR 0xFFFD
typedef struct _Evas_Glyph Evas_Glyph;
typedef struct _Evas_Glyph_Array Evas_Glyph_Array;
struct _Evas_Glyph_Array
{
Eina_Inarray *array;
void *fi;
unsigned int refcount;
};
struct _Evas_Text_Props
{
Evas_Text_Props_Info *info; // 8/4
Evas_Glyph_Array *glyphs; // 8/4
void *font_instance; // 8/4
/* Start and len represent the start offset and the length in the
* glyphs_info and ot_data fields, they are both internal */
// i only wonder if generation needs 32bits... :)
int generation; // 4
// Evas_BiDi_Props bidi; // 4 // bidi.dir == enum
// Evas_Script_Type script; // 4 // enum
// Eina_Bool changed : 1; // 1
// Eina_Bool prepare : 1;
// // +3 pad
// ** the below saves 8 bytes (72 -> 64 on 64bit)
Evas_BiDi_Direction bidi_dir : 2; // 2 (enough for values)
Evas_Script_Type script : 7; // cont (enough for values)
Eina_Bool changed : 1; // cont (bool)
Eina_Bool prepare : 1; // cont (bool)
// we have space here for at LEAST 5 bits (round up to 2 bytes) but due
// to common padding we actually can add 5 + 16 (21) more bits for free
Eina_Bool szlen_mode : 5; // use 5 of he 21 bits
// this can go here as the above is nicely aligned....
// this is really big... 32 bytes. MOSt of the time the following...
// start == text_offset == 0 AND len == text_len == smallish value (8 or
// 16 bit is enough to store it most of the time).
size_t start; // 8/4
size_t len; // 8/4
size_t text_offset; // 8/4 /* The text offset from the start of the info */
size_t text_len; // 8/4 /* The length of the original text */
};
#define EVAS_TP_SZLEN_FULL 0
#define EVAS_TP_SZLEN_ONE 1
// special case textprop for ONE char! should use this for textgrid but
// we have to modify every bit of code that usea a textprop to go through a
// getter or setter etc. etc.
struct _Evas_Text_Props_One
{
Evas_Text_Props_Info *info; // 8/4
Evas_Glyph_Array *glyphs; // 8/4
void *font_instance; // 8/4
/* Start and len represent the start offset and the length in the
* glyphs_info and ot_data fields, they are both internal */
// i only wonder if generation needs 32bits... :)
int generation; // 4
// Evas_BiDi_Props bidi; // 4 // bidi.dir == enum
// Evas_Script_Type script; // 4 // enum
// Eina_Bool changed : 1; // 1
// Eina_Bool prepare : 1;
// // +3 pad
// ** the below saves 8 bytes (72 -> 64 on 64bit)
Evas_BiDi_Direction bidi_dir : 2; // 2 (enough for values)
Evas_Script_Type script : 7; // cont (enough for values)
Eina_Bool changed : 1; // cont (bool)
Eina_Bool prepare : 1; // cont (bool)
// we have space here for at LEAST 5 bits (round up to 2 bytes) but due
// to common padding we actually can add 5 + 16 (21) more bits for free
Eina_Bool szlen_mode : 5; // use 5 of he 21 bits
};
struct _Evas_Text_Props_Info
{
Evas_Font_Glyph_Info *glyph; // 8/4
Evas_Font_OT_Info *ot; // 8/4
unsigned int refcount; // 4
};
struct _Evas_Font_Array_Data
{
struct {
unsigned char r, g, b, a;
} color;
int x;
Evas_Glyph_Array *glyphs;
};
struct _Evas_Font_Array
{
Eina_Inarray *array;
unsigned int refcount;
};
/* Sorted in visual order when created */
struct _Evas_Font_Glyph_Info
{
unsigned int index; // 4 /* Should conform to FT */
#if 1
// done with shorts to save space... if we need 32k or bigger glyphs and
// relative layout info... worry then.
Evas_Coord pen_after; // 4
short x_bear, y_bear, width; // 6
#else
Evas_Coord x_bear; // 4
/* This one is rarely used, only in draw, in which we already get the glyph
* so it doesn't really save time. Leaving it here just so no one will
* add it thinking it was accidentally skipped */
Evas_Coord y_bear; // 4
Evas_Coord width; // 4
Evas_Coord pen_after; // 4
#endif
};
void
evas_common_font_glyphs_ref(Evas_Glyph_Array *array);
void
evas_common_font_glyphs_unref(Evas_Glyph_Array *array);
void
evas_common_font_fonts_ref(Evas_Font_Array *array);
void
evas_common_font_fonts_unref(Evas_Font_Array *array);
void
evas_common_text_props_bidi_set(Evas_Text_Props *props,
Evas_BiDi_Paragraph_Props *bidi_par_props, size_t start);
void
evas_common_text_props_script_set(Evas_Text_Props *props, Evas_Script_Type scr);
EAPI Eina_Bool
evas_common_text_props_content_create(void *_fi, const Eina_Unicode *text,
Evas_Text_Props *text_props, const Evas_BiDi_Paragraph_Props *par_props,
size_t par_pos, int len, Evas_Text_Props_Mode mode, const char *lang);
void
evas_common_text_props_content_copy_and_ref(Evas_Text_Props *dst,
const Evas_Text_Props *src);
void
evas_common_text_props_content_ref(Evas_Text_Props *props);
void
evas_common_text_props_content_nofree_unref(Evas_Text_Props *props);
void
evas_common_text_props_content_unref(Evas_Text_Props *props);
EAPI int
evas_common_text_props_cluster_next(const Evas_Text_Props *props, int pos);
EAPI int
evas_common_text_props_cluster_prev(const Evas_Text_Props *props, int pos);
EAPI int
evas_common_text_props_index_find(const Evas_Text_Props *props, int _cutoff);
EAPI Eina_Bool
evas_common_text_props_split(Evas_Text_Props *base, Evas_Text_Props *ext,
int cutoff);
EAPI void
evas_common_text_props_merge(Evas_Text_Props *item1, const Evas_Text_Props *item2);
/* Common to Textblock and Filters */
Eina_Bool evas_common_format_color_parse(const char *str, int slen, unsigned char *r, unsigned char *g, unsigned char *b, unsigned char *a);
#endif