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Support combining characters. (#121)
Modify the ftxui::Pixel. Instead of storing a wchar, store a std::wstring. Now a single pixel can store multiple codepoints. If a codepoint is of size <=0, it will be appended to the previous pixel. Only ftxui::text() is supported. ftxui::vtext support still needs to be added. This causes the following CPU and memory regression: - Memory: Pixel size increases by 200% (16 byte => 48byte). - CPU: Draw/Second decrease by 62.5% (16k draw/s => 6k draw/s on 80x80) Both regressions are acceptable. There are still two orders of magnitude (100x) before the levels where performance/memory concerns begins. This fixes: https://github.com/ArthurSonzogni/FTXUI/issues/109
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@ -18,9 +18,16 @@ using Element = std::shared_ptr<Node>;
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/// @brief A unicode character and its associated style.
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/// @brief A unicode character and its associated style.
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/// @ingroup screen
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/// @ingroup screen
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struct Pixel {
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struct Pixel {
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// The graphemes stored into the pixel. To support combining characters,
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// like: a⃦, this can potentially contains multiple codepoitns.
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// Required: character.size() >= 1;
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std::wstring character = L" ";
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// Colors:
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Color background_color = Color::Default;
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Color background_color = Color::Default;
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Color foreground_color = Color::Default;
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Color foreground_color = Color::Default;
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wchar_t character = U' ';
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// A bit field representing the style:
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bool blink : 1;
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bool blink : 1;
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bool bold : 1;
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bool bold : 1;
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bool dim : 1;
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bool dim : 1;
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@ -29,10 +29,15 @@ class Text : public Node {
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if (y > box_.y_max)
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if (y > box_.y_max)
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return;
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return;
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for (wchar_t c : text_) {
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for (wchar_t c : text_) {
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const int width = wchar_width(c);
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if (width >= 1) {
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if (x > box_.x_max)
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if (x > box_.x_max)
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return;
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return;
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screen.at(x, y) = c;
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screen.PixelAt(x, y).character = c;
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x += wchar_width(c);
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} else {
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screen.PixelAt(x - 1, y).character += c;
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}
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x += std::max(width, 0);
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}
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}
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}
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}
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@ -6,6 +6,7 @@
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#include "ftxui/dom/node.hpp" // for Render
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#include "ftxui/dom/node.hpp" // for Render
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#include "ftxui/screen/box.hpp" // for ftxui
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#include "ftxui/screen/box.hpp" // for ftxui
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#include "ftxui/screen/screen.hpp" // for Screen
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#include "ftxui/screen/screen.hpp" // for Screen
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#include "ftxui/screen/string.hpp" // for to_string
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#include "gtest/gtest_pred_impl.h" // for Test, EXPECT_EQ, TEST
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#include "gtest/gtest_pred_impl.h" // for Test, EXPECT_EQ, TEST
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using namespace ftxui;
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using namespace ftxui;
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@ -86,6 +87,23 @@ TEST(TextTest, CJK_3) {
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screen.ToString());
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screen.ToString());
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}
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}
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TEST(TextTest, CombiningCharacters) {
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const std::wstring t =
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// Combining above:
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L"ā à á â ã ā a̅ ă ȧ ä ả å a̋ ǎ a̍ a̎ ȁ a̐ ȃ a̒ a̔ a̕ a̚ a̛ a̽ a̾ a̿ à á a͂ a͆ a͊ a͋ a͌ a͐ "
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L"a͑ a͒ a͗ a͘ a͛ a͝ a͞ a͠ a͡ aͣ aͤ aͥ aͦ aͧ aͨ aͩ aͪ aͫ aͬ aͭ aͮ aͯ a᷀ a᷁ a᷃ a᷄ a᷅ a᷆ a᷇ a᷈ a᷉ a᷾ a⃐ a⃑ a⃔ "
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L"a⃕ a⃖ a⃗ a⃛ a⃜ a⃡ a⃩ a⃰ a︠ a︡ a︢ a︣"
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// Combining middle:
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L"a̴ a̵ a̶ a̷ a̸ a⃒ a⃓ a⃘ a⃙ a⃚ a⃝ a⃞ a⃟ a⃥ a⃦"
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// Combining below:
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L"a̗ a̘ a̙ a̜ a̝ a̞ a̟ a̠ a̡ a̢ ạ ḁ a̦ a̧ ą a̩ a̪ a̫ a̬ a̭ a̮ a̯ a̰ a̱ a̲ a̳ a̹ a̺ a̻ a̼ aͅ a͇ a͈ a͉ a͍ "
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L"a͎ a͓ a͔ a͕ a͖ a͙ a͚ a͜ a͟ a͢ a᷂ a᷊ a᷿ a⃨";
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auto element = text(t);
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Screen screen(290, 1);
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Render(screen, element);
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EXPECT_EQ(to_string(t), screen.ToString());
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}
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// Copyright 2020 Arthur Sonzogni. All rights reserved.
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// Copyright 2020 Arthur Sonzogni. All rights reserved.
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// Use of this source code is governed by the MIT license that can be found in
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// Use of this source code is governed by the MIT license that can be found in
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// the LICENSE file.
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// the LICENSE file.
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@ -164,17 +164,14 @@ std::string Screen::ToString() {
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}
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}
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for (int x = 0; x < dimx_;) {
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for (int x = 0; x < dimx_;) {
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auto& pixel = pixels_[y][x];
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auto& pixel = pixels_[y][x];
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wchar_t c = pixel.character;
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UpdatePixelStyle(ss, previous_pixel, pixel);
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UpdatePixelStyle(ss, previous_pixel, pixel);
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auto width = wchar_width(c);
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int x_inc = 0;
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if (width <= 0) {
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for (auto& c : pixel.character) {
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// Avoid an infinite loop for non-printable characters
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c = L' ';
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width = 1;
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}
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ss << c;
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ss << c;
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x += width;
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x_inc += wchar_width(c);
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}
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x += std::max(x_inc, 1);
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}
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}
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}
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}
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@ -191,7 +188,7 @@ void Screen::Print() {
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/// @param x The character position along the x-axis.
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/// @param x The character position along the x-axis.
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/// @param y The character position along the y-axis.
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/// @param y The character position along the y-axis.
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wchar_t& Screen::at(int x, int y) {
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wchar_t& Screen::at(int x, int y) {
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return PixelAt(x, y).character;
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return PixelAt(x, y).character[0];
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}
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}
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/// @brief Access a Pixel at a given position.
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/// @brief Access a Pixel at a given position.
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