This commit unifies and fixes the shaper's handling of the alignment
minimum width. Previously it was only considered when the text was
a single line, but in hindsight that was clearly a mistake. Now the
maximum width of all shaped lines and the minimum width is used to
set the text alignment.
This commit also fixes an index test in package widget that was
relying on the old (incorrect) alignment behavior.
Signed-off-by: Chris Waldon <christopher.waldon.dev@gmail.com>
This commit updates the textIterator and glyphIndex types to consume
new flag information provided on glyphs. These changes allow widget.Label
and widget.Editor to correctly compute text bounding boxes and to
generate valid cursor positions at the end of text.
Signed-off-by: Chris Waldon <christopher.waldon.dev@gmail.com>
This commit restructures the entire text shaping stack to enable lines of shaped text to
have non-homogeneous properties like which font face they belong to and which direction
a segment of text is going.
The text package now provides a concrete type text.Shaper which can be used to convert
strings into sequences of renderable text.Glyphs. At a high level, the API is used
like this:
// Prepare some fonts.
var collection []text.FontFace
// Make a shaper with those fonts loaded.
shaper := text.NewShaper(collection)
// Shape a string.
shaper.LayoutString(text.Parameters{
PxPerEm: fixed.I(12),
}, 0, 100, system.Locale{}, "Hello")
// Iterate the glyphs from that string.
for glyph, ok := shaper.NextGlyph(); ok; glyph, ok = shaper.NextGlyph() {
// Convert the glyph data into a path. In real uses, convert batches of glyphs
// rather than single glyphs to reduce the number of individual paths and offsets
// required to display your text.
shape := shaper.Shape([]text.Glyph{glyph})
// Offset the glyph to the position it declares within its fields. This will
// automatically handle correct bidirectional text glyph positioning.
offset := op.Offset(image.Pt(glyph.X.Floor(), int(glyph.Y))).Push(gtx.Ops)
// Create a clip area from the shape of the glyph.
area := clip.Outline{Path: shape}.Push(gtx.Ops)
// Paint whatever the current color is within the glyph's shape.
paint.PaintOp{}.Add(gtx.Ops)
area.Pop()
offset.Pop()
}
This API will transparently handle both font fallback (choosing appropriate fonts
from those loaded when the primary font doesn't contain a required glyph) and
bidirectional text (mixed left-to-right and right-to-left text). Glyphs are
iterated in order of the input runes, not their visual order, but proper use
of the provided offsets will ensure that text always displays correctly.
Thanks to Elias Naur for suggesting this glyph iterator strategy. It let us cut
through a lot of accumulated complexity from trying to match our old text APIs,
meaning that this change actually is a net negative change in lines of code.
This commit consumes the upstream github.com/go-text/typesetting/shaping API
now that my prior work is merged there, removing the need for the font/opentype/internal
package entirely.
As part of my efforts, I fuzzed both the low-level text shaping stack and the
editor widget extensively. I've committed regression tests found that way into
the appropriate testdata files to ensure the fuzzer re-checks them.
Fixes: https://todo.sr.ht/~eliasnaur/gio/425
Fixes: https://todo.sr.ht/~eliasnaur/gio/211
Signed-off-by: Chris Waldon <christopher.waldon.dev@gmail.com>