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_How to layout, shape, and render text in complex or mixed scripts._
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_How to lay out, shape, and render text in complex or mixed scripts._
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Table of Contents
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- [Overview](#overview)
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- [General Process](#general-process)
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- [Internals](#internals)
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- [Example](#example)
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## Overview
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## Overview
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## Key Points
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As described in [Using Enhanced Font Interfaces](Using-Enhanced-Font-Interfaces),
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in order to support complex or mixed scripts, we tuned and enhanced
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MiniGUI's font interfaces in version 4.0.0.
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But this is only a small part of the whole story. To show a text paragraph in
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complex/mixed scripts, we must implement the complete APIs which conforming
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to Unicode standards and specifications, including the Unicode
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Bidirectional Algorithm (UAX #9), Unicode Line Breaking Algorithm
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(UAX #14), Unicode Normalization Forms (UAX #15), Unicode Script Property
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(UAX #24), Unicode Text Segmentation (UAX #29), Unicode Vertical
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Text Layout (UAX #50), and so on.
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On the basis of full support for Unicode, we provides APIs for laying out,
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shaping, and rendering the text in complex or mixed scripts.
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This document describe how to use these APIs to lay out, shape, and render
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text in complex or mixed scripts.
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Before we continue, let's clarify a few terms and concepts first.
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A `script` means a set of letters of one human language, for example, Latin,
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Han, Arabic, Hangul, and so on.
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The `writing system` means the specific writing convention of a
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language/script. For example, we write letters in Latin from left to right
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horizontally then from top to bottom vertically, while we write traditional
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Chinese words from top to bottom vertically then from right to left
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horizontally.
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The common languages, such as English and modern Chinese, are
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`standard scripts`. In these scripts, there is a one-to-one relationship
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between an encoded character (e.g. 0x4E2D in UTF-8) and the glyph (中)
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that represents it. And we write the characters in standard scripts
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always from left to right horizontally then from top to bottom vertically.
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A `glyph` is a set of data which represents a specific character in a
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visual or printable form. In computer, a glyph may be a bitmap or a
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vector path data.
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Generally, one `font` contains a lot of glyphs in bitmap or vector path data
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for the characters in a specific language or script or a few similar
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languages or scripts. For example, today, most fonts for East Asia markets
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contain almost all glyphs for Chinese (both traditional and simplified),
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Japanese, and Korea characters.
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Systems and applications that handle the standard scripts do not need to
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make a distinction between character processing and glyph processing.
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In working with text in a standard script, it is most often convenient to
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think only in terms of character processing, or simply text processing:
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that is, the sequential rendering of glyphs representing character codes
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as input in logical order.
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The term `complex script` refers to any writing system that requires
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some degree of character reordering and/or glyph processing to display,
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print or edit. In other words, scripts for which Unicode logical order
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and nominal glyph rendering of codepoints do not result in acceptable text.
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Such scripts, examples of which are Arabic and the numerous Indic scripts
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descended from the Brahmi writing system, are generally identifiable by
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their morphographic characteristics: the changing of the shape or position
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of glyphs as determined by their relationship to each other. It should be
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noted that such processing is not optional, but is essential to correctly
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rendering text in these scripts. Additional glyph processing to render
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appropriately sophisticated typography may be desirable beyond the minimum
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required to make the text readable.
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The situation becomes more complicated when we process a text in
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`mixed scripts`. That is, the text contains characters from different
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scripts, for example, Latin, Arabic, and Chinese.
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## General Process
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To lay out, shape, and render a text in mixed scripts, you should call
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`GetUCharsUntilParagraphBoundary` function first to convert
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a multi-byte string to a Unicode string under the specified white space
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rule, breaking rule, and transformation rule. For example, converting a
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general C string in UTF-8 or GB18030 to a Uchar32 string by calling this
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function. You can call `CreateLogFontForMChar2UChar` function to create
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a dummy logfont object for this purpose in order to expense a minimal
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memory.
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If the text is in simple scripts, like Latin or Chinese, you can call
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`GetGlyphsExtentPointEx` function to lay out the paragraph. This function
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returns a glyph string which can fit in a line with the specified
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maximal extent and rendering flags. After this, you call
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`DrawGlyphStringEx` function to draw the glyph string to the
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specific position of a DC.
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If the text is in complex and/or mixed scripts, like Arabic, Thai,
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and Indic, you should create a TEXTRUNS object first by calling
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`CreateTextRuns` function, then initialize the shaping engine for
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laying out the text.
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MiniGUI provides two types of shaping engine. One is the basic
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shaping engine. The corresponding function is `InitBasicShapingEngine`.
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The other is called complex shaping engine, which is based on HarfBuzz.
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The corresponding function is `InitComplexShapingEngine`. The latter
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one can give you a better shaping result.
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After this, you should call `CreateLayout` to create a layout object
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for laying out the text, then call `LayoutNextLine` to lay out the lines
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one by one.
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You can render the laid out lines by calling `DrawLayoutLine` function.
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Finally, you call `DestroyLayout` and `DestroyTextRuns` to destroy
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the layout object and text runs object.
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Before rendering the glyphs laid out, you can also call `GetLayoutLineRect`
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to get the line rectangle, or call `CalcLayoutBoundingRect` to get
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the bounding rectangle of one paragraph.
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## Internals
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These new APIs provide a very flexible implementation for your apps
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to process the complex scripts. The implementation is derived from
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LGPL'd Pango, but we optimize and simplify the original implementation
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in the following respects:
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* We split the layout process into two stages. We get the text runs
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(Pango items) in the first stage, and the text runs will keep as
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constants for subsequent different layouts. In the second stage,
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we create a layout object for a set of specific layout parameters,
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and generates the lines one by one for the caller. This is useful
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for an app like browser, it can reuse the text runs if the output
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width or height changed, and it is no need to re-generate the text
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runs because of the size change of the output rectangle.
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* We use MiniGUI's fontname for the font attributes of text, and leave
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the font selection and the glyph generating to MiniGUI's logfont
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module. In this way, we simplify the layout process greatly.
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* We always use Uchar32 string for the whole layout process. So the
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code and the structures are clearer than original implementation.
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* We provide two shaping engines for rendering the text. One is a
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basic shaping engine and other is the complex shaping engine based
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on HarfBuzz. The former can be used for some simple applications.
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##
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TBC... |
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\ No newline at end of file |
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