public new Result Shape(string text, float xOffset, float yOffset, SKPaint paint) { if (string.IsNullOrEmpty(text)) { return(new Result()); } using var buffer = new Buffer(); switch (paint.TextEncoding) { case SKTextEncoding.Utf8: buffer.AddUtf8(text); break; case SKTextEncoding.Utf16: buffer.AddUtf16(text); break; case SKTextEncoding.Utf32: buffer.AddUtf32(text); break; default: throw new NotSupportedException("TextEncoding of type GlyphId is not supported."); } buffer.GuessSegmentProperties(); return(Shape(buffer, xOffset, yOffset, paint)); }
public void ShouldAddUtfBySpan() { using (var buffer = new Buffer()) { var utf8 = Encoding.UTF8.GetBytes("A").AsSpan(); buffer.AddUtf8(utf8); Assert.Equal(1, buffer.Length); var utf16 = "B".AsSpan(); buffer.AddUtf16(utf16); Assert.Equal(2, buffer.Length); var utf32 = new[] { char.ConvertToUtf32("C", 0) }; buffer.AddUtf32(utf32); Assert.Equal(3, buffer.Length); } }
/// <summary> /// Shape an array of utf-32 code points /// </summary> /// <param name="bufferSet">A re-usable text shaping buffer set that results will be allocated from</param> /// <param name="codePoints">The utf-32 code points to be shaped</param> /// <param name="style">The user style for the text</param> /// <param name="direction">LTR or RTL direction</param> /// <param name="clusterAdjustment">A value to add to all reported cluster numbers</param> /// <param name="asFallbackFor">The type face this font is a fallback for</param> /// <param name="textAlignment">The text alignment of the paragraph, used to control placement of glyphs within character cell when letter spacing used</param> /// <returns>A TextShaper.Result representing the shaped text</returns> public Result Shape(ResultBufferSet bufferSet, Slice <int> codePoints, IStyle style, TextDirection direction, int clusterAdjustment, SKTypeface asFallbackFor, TextAlignment textAlignment) { // Work out if we need to force this to a fixed pitch and if // so the unscale character width we need to use float forceFixedPitchWidth = 0; if (asFallbackFor != _typeface && asFallbackFor != null) { var originalTypefaceShaper = ForTypeface(asFallbackFor); if (originalTypefaceShaper._isFixedPitch) { forceFixedPitchWidth = originalTypefaceShaper._fixedCharacterWidth; } } // Work out how much to shift glyphs in the character cell when using letter spacing // The idea here is to align the glyphs within the character cell the same way as the // text block alignment so that left/right aligned text still aligns with the margin // and centered text is still centered (and not shifted slightly due to the extra // space that would be at the right with normal letter spacing). float glyphLetterSpacingAdjustment = 0; switch (textAlignment) { case TextAlignment.Right: glyphLetterSpacingAdjustment = style.LetterSpacing; break; case TextAlignment.Center: glyphLetterSpacingAdjustment = style.LetterSpacing / 2; break; } using (var buffer = new HarfBuzzSharp.Buffer()) { // Setup buffer buffer.AddUtf32(new ReadOnlySpan <int>(codePoints.Underlying, codePoints.Start, codePoints.Length), 0, -1); // Setup directionality (if supplied) switch (direction) { case TextDirection.LTR: buffer.Direction = Direction.LeftToRight; break; case TextDirection.RTL: buffer.Direction = Direction.RightToLeft; break; default: throw new ArgumentException(nameof(direction)); } // Guess other attributes buffer.GuessSegmentProperties(); // Shape it _font.Shape(buffer); // RTL? bool rtl = buffer.Direction == Direction.RightToLeft; // Work out glyph scaling and offsetting for super/subscript float glyphScale = style.FontSize / overScale; float glyphVOffset = 0; if (style.FontVariant == FontVariant.SuperScript) { glyphScale *= 0.65f; glyphVOffset -= style.FontSize * 0.35f; } if (style.FontVariant == FontVariant.SubScript) { glyphScale *= 0.65f; glyphVOffset += style.FontSize * 0.1f; } // Create results and get buffes var r = new Result(); r.GlyphIndicies = bufferSet.GlyphIndicies.Add((int)buffer.Length, false); r.GlyphPositions = bufferSet.GlyphPositions.Add((int)buffer.Length, false); r.Clusters = bufferSet.Clusters.Add((int)buffer.Length, false); r.CodePointXCoords = bufferSet.CodePointXCoords.Add(codePoints.Length, false); r.CodePointXCoords.Fill(0); // Convert points var gp = buffer.GlyphPositions; var gi = buffer.GlyphInfos; float cursorX = 0; float cursorY = 0; float cursorXCluster = 0; for (int i = 0; i < buffer.Length; i++) { r.GlyphIndicies[i] = (ushort)gi[i].Codepoint; r.Clusters[i] = (int)gi[i].Cluster + clusterAdjustment; // Update code point positions if (!rtl) { // First cluster, different cluster, or same cluster with lower x-coord if (i == 0 || (r.Clusters[i] != r.Clusters[i - 1]) || (cursorX < r.CodePointXCoords[r.Clusters[i] - clusterAdjustment])) { r.CodePointXCoords[r.Clusters[i] - clusterAdjustment] = cursorX; } } // Get the position var pos = gp[i]; // Update glyph position r.GlyphPositions[i] = new SKPoint( cursorX + pos.XOffset * glyphScale + glyphLetterSpacingAdjustment, cursorY - pos.YOffset * glyphScale + glyphVOffset ); // Update cursor position cursorX += pos.XAdvance * glyphScale; cursorY += pos.YAdvance * glyphScale; if (i + 1 == gi.Length || gi[i].Cluster != gi[i + 1].Cluster) { cursorX += style.LetterSpacing; } // Are we falling back for a fixed pitch font and is the next character a // new cluster? If so advance by the width of the original font, not this // fallback font if (forceFixedPitchWidth != 0) { // New cluster? if (i + 1 >= buffer.Length || gi[i].Cluster != gi[i + 1].Cluster) { // Work out fixed pitch position of next cluster cursorXCluster += forceFixedPitchWidth * glyphScale; if (cursorXCluster > cursorX) { // Nudge characters to center them in the fixed pitch width if (i == 0 || gi[i - 1].Cluster != gi[i].Cluster) { r.GlyphPositions[i].X += (cursorXCluster - cursorX) / 2; } // Use fixed width character position cursorX = cursorXCluster; } else { // Character is wider (probably an emoji) so we // allow it to exceed the fixed pitch character width cursorXCluster = cursorX; } } } // Store RTL cursor position if (rtl) { // First cluster, different cluster, or same cluster with lower x-coord if (i == 0 || (r.Clusters[i] != r.Clusters[i - 1]) || (cursorX > r.CodePointXCoords[r.Clusters[i] - clusterAdjustment])) { r.CodePointXCoords[r.Clusters[i] - clusterAdjustment] = cursorX; } } } // Finalize cursor positions by filling in any that weren't // referenced by a cluster if (rtl) { r.CodePointXCoords[0] = cursorX; for (int i = codePoints.Length - 2; i >= 0; i--) { if (r.CodePointXCoords[i] == 0) { r.CodePointXCoords[i] = r.CodePointXCoords[i + 1]; } } } else { for (int i = 1; i < codePoints.Length; i++) { if (r.CodePointXCoords[i] == 0) { r.CodePointXCoords[i] = r.CodePointXCoords[i - 1]; } } } // Also return the end cursor position r.EndXCoord = new SKPoint(cursorX, cursorY); // And some other useful metrics r.Ascent = _fontMetrics.Ascent * style.FontSize / overScale; r.Descent = _fontMetrics.Descent * style.FontSize / overScale; r.XMin = _fontMetrics.XMin * style.FontSize / overScale; // Done return(r); } }