~whereswaldon/gio-x

966239d0a7d41561abeaa9ae1a820ab1e3e8f137 — Dominik Honnef 1 year, 7 months ago c62c60f
styledtext: split richtext's layout code into new package

The richtext package currently has two duties: laying out spans with
different styles, and providing an abstraction for pointer input
handling. The input handling is fairly opinionated and users may be
interested in implementing their own, while still reusing the existing
layout logic.

This package is a version of richtext that doesn't concern itself with
input handling. Instead, it allows users to pass in a function that gets
called for each span, letting users add their own input ops.

We've experimented with the following alternatives to providing a single
callback:

1. Storing a callback per span, in SpanStyle. This approach has the
downside of causing closures to escape to the heap, which results in
additional allocations for each span.

2. Storing pointer.InputOp and keyboard.InputOp in SpanStyle. This
doesn't compose well with the existing Gio ecosystem. For example,
gesture.Click expects to be able to add input ops itself, via an Add
method. This wouldn't be possible if the user were required to provide
input ops upfront. It also limits users in what kinds of input ops they
can add.

3. Instead of providing a slice of spans and a callback, we experimented
with providing one span and a callback at a time. This doesn't work
because laying out spans with differing sizes is a two-pass process,
with the first pass finding line heights and the second pass actually
laying out spans.

Signed-off-by: Dominik Honnef <dominik@honnef.co>
2 files changed, 214 insertions(+), 0 deletions(-)

A styledtext/README.md
A styledtext/styledtext.go
A styledtext/README.md => styledtext/README.md +3 -0
@@ 0,0 1,3 @@
# styledtext

Provides a widget that renders text in different styles.

A styledtext/styledtext.go => styledtext/styledtext.go +211 -0
@@ 0,0 1,211 @@
// Package styledtext provides rendering of text containing multiple fonts and styles.
package styledtext

import (
	"image"
	"image/color"
	"unicode/utf8"

	"gioui.org/layout"
	"gioui.org/op"
	"gioui.org/op/clip"
	"gioui.org/op/paint"
	"gioui.org/text"
	"gioui.org/unit"
	"golang.org/x/image/math/fixed"
)

// SpanStyle describes the appearance of a span of styled text.
type SpanStyle struct {
	Font    text.Font
	Size    unit.Sp
	Color   color.NRGBA
	Content string

	idx int
}

// spanShape describes the text shaping of a single span.
type spanShape struct {
	offset image.Point
	layout text.Layout
	size   image.Point
	ascent int
}

// Layout renders the span using the provided text shaping.
func (ss SpanStyle) Layout(gtx layout.Context, s text.Shaper, shape spanShape) layout.Dimensions {
	paint.ColorOp{Color: ss.Color}.Add(gtx.Ops)
	defer op.Offset(shape.offset).Push(gtx.Ops).Pop()
	defer clip.Outline{Path: s.Shape(ss.Font, fixed.I(gtx.Sp(ss.Size)), shape.layout)}.Op().Push(gtx.Ops).Pop()
	paint.PaintOp{}.Add(gtx.Ops)
	return layout.Dimensions{Size: shape.size}
}

// TextStyle presents rich text.
type TextStyle struct {
	Styles    []SpanStyle
	Alignment text.Alignment
	text.Shaper
}

// Text constructs a TextStyle.
func Text(shaper text.Shaper, styles ...SpanStyle) TextStyle {
	return TextStyle{
		Styles: styles,
		Shaper: shaper,
	}
}

// Layout renders the TextStyle.
//
// The spanFn function, if not nil, gets called for each span after it has been
// drawn, with the offset set to the span's top left corner. This can be used to
// set up input handling, for example.
//
// The context's maximum constraint is set to the span's dimensions, while the
// dims argument additionally provides the text's baseline. The idx argument is
// the span's index in TextStyle.Styles. The function may get called multiple
// times with the same index if a span has to be broken across multiple lines.
func (t TextStyle) Layout(gtx layout.Context, spanFn func(gtx layout.Context, idx int, dims layout.Dimensions)) layout.Dimensions {
	spans := make([]SpanStyle, len(t.Styles))
	copy(spans, t.Styles)
	for i := range spans {
		spans[i].idx = i
	}

	var (
		lineDims       image.Point
		lineAscent     int
		overallSize    image.Point
		lineShapes     []spanShape
		lineStartIndex int
	)

	for i := 0; i < len(spans); i++ {
		// grab the next span
		span := spans[i]

		// constrain the width of the line to the remaining space
		maxWidth := gtx.Constraints.Max.X - lineDims.X

		// shape the text of the current span
		lines := t.Shaper.LayoutString(span.Font, fixed.I(gtx.Sp(span.Size)), maxWidth, gtx.Locale, span.Content)

		// grab the first line of the result and compute its dimensions
		firstLine := lines[0]
		spanWidth := firstLine.Width.Ceil()
		spanHeight := (firstLine.Ascent + firstLine.Descent).Ceil()
		spanAscent := firstLine.Ascent.Ceil()

		// forceToNextLine handles the case in which the first segment of the new span does not fit
		// AND there is already content on the current line. If there is no content on the line,
		// we should display the content that doesn't fit anyway, as it won't fit on the next
		// line either.
		forceToNextLine := lineDims.X > 0 && spanWidth > maxWidth

		if !forceToNextLine {
			// store the text shaping results for the line
			lineShapes = append(lineShapes, spanShape{
				offset: image.Point{X: lineDims.X},
				size:   image.Point{X: spanWidth, Y: spanHeight},
				layout: firstLine.Layout,
				ascent: spanAscent,
			})
			// update the dimensions of the current line
			lineDims.X += spanWidth
			if lineDims.Y < spanHeight {
				lineDims.Y = spanHeight
			}
			if lineAscent < spanAscent {
				lineAscent = spanAscent
			}

			// update the width of the overall text
			if overallSize.X < lineDims.X {
				overallSize.X = lineDims.X
			}

		}

		// if we are breaking the current span across lines or we are on the
		// last span, lay out all of the spans for the line.
		if len(lines) > 1 || i == len(spans)-1 || forceToNextLine {
			lineMacro := op.Record(gtx.Ops)
			for i, shape := range lineShapes {
				// lay out this span
				span = spans[i+lineStartIndex]
				shape.offset.Y = overallSize.Y + lineAscent
				span.Layout(gtx, t.Shaper, shape)

				if spanFn == nil {
					continue
				}
				// set this offset to the upper corner of the text, not the lower
				shape.offset.Y -= shape.ascent
				offStack := op.Offset(shape.offset).Push(gtx.Ops)
				fnGtx := gtx
				fnGtx.Constraints.Min = image.Point{}
				fnGtx.Constraints.Max = shape.size
				spanFn(fnGtx, span.idx, layout.Dimensions{Size: shape.size, Baseline: shape.ascent})
				offStack.Pop()
			}
			lineCall := lineMacro.Stop()

			// Compute padding to align line. If the line is longer than can be displayed then padding is implicitly
			// limited to zero.
			finalShape := lineShapes[len(lineShapes)-1]
			lineWidth := finalShape.offset.X + finalShape.size.X
			var pad int
			if lineWidth < gtx.Constraints.Max.X {
				switch t.Alignment {
				case text.Start:
					pad = 0
				case text.Middle:
					pad = (gtx.Constraints.Max.X - lineWidth) / 2
				case text.End:
					pad = gtx.Constraints.Max.X - lineWidth
				}
			}

			stack := op.Offset(image.Pt(pad, 0)).Push(gtx.Ops)
			lineCall.Add(gtx.Ops)
			stack.Pop()

			// reset line shaping data and update overall vertical dimensions
			lineShapes = lineShapes[:0]
			overallSize.Y += lineDims.Y
		}

		// if the current span breaks across lines
		if len(lines) > 1 && !forceToNextLine {
			// mark where the next line to be laid out starts
			lineStartIndex = i + 1
			lineDims = image.Point{}
			lineAscent = 0

			// ensure the spans slice has room for another span
			spans = append(spans, SpanStyle{})
			// shift existing spans further
			for k := len(spans) - 1; k > i+1; k-- {
				spans[k] = spans[k-1]
			}
			// synthesize and insert a new span
			byteLen := 0
			for i := 0; i < firstLine.Layout.Runes.Count; i++ {
				_, n := utf8.DecodeRuneInString(span.Content[byteLen:])
				byteLen += n
			}
			span.Content = span.Content[byteLen:]
			spans[i+1] = span
		} else if forceToNextLine {
			// mark where the next line to be laid out starts
			lineStartIndex = i
			lineDims = image.Point{}
			lineAscent = 0
			i--
		}
	}

	return layout.Dimensions{Size: gtx.Constraints.Constrain(overallSize)}
}