Files
UnrealEngineUWP/Engine/Source/Runtime/Slate/Private/Framework/Text/SyntaxTokenizer.cpp

88 lines
2.6 KiB
C++
Raw Normal View History

// Copyright Epic Games, Inc. All Rights Reserved.
Added support for SMultiLineEditableText to edit rich-text TTP# 336464 - Editor: Finish the Multiline Editable Text Block Abstracted away the SetEditableText and GetEditableText functions from SMultiLineEditableText into "text marshallers" which handle converting text to and from a TextLayout. There are three types of text marshallers currently implemented: * Plain-text * Rich-text * Syntax highlighting Text marshallers also have the ability to inject formatting "live" (as the text changes), which is how the syntax highlighting marshaller works. Added the ability for a run to query the information it was created with. This allows the rich-text marshaller to reconstruct the original rich-text from the styled runs. To test this out, I've implemented a simple WYSIWYG rich-text editor demo with the following features: * Two SMultiLineEditableText widgets showing the same source text, one using a rich-text marshaller, and one using a syntax highlighter marshaller. * A toolbar to allow you to control the style of the selected text. * A button to allow you to insert a hyperlink into the document. The demo also makes use of the meta-data stored in the runs (the same information used to reconstruct the original rich-text) to read the text style of whatever is currently under the cursor, live, as the cursor is moved. Miscellaneous fixes: * Fixed an issue where deleting text that spanned multiple runs could leave the remaining runs in a bad state, leading to phantom text appearing (see FTextLayout::RemoveAt). * Fixed an issue where new-lines at the end of a rich-text document would be lost (see CalculateLineRanges). * Fixed an issue where \\r\\n line endings werenÆt being handled correctly by the rich-text parser (see CalculateLineRanges). * Fixed an issue where the rich-text parser would treat an empty run as plain-text (see FRichTextMarkupProcessing::ParseLineRanges). * Fixed an issue where inserting a line break when the cursor was at the end of a line containing multiple runs could sometimes fail (see FTextLayout::SplitLineAt). * Fixed mouse cursor movement not working correctly with a FSlateHyperlinkRun (see FSlateHyperlinkRun::GetTextIndexAt). ReviewedBy Justin.Sargent [CL 2246838 by Jamie Dale in Main branch]
2014-08-07 06:46:11 -04:00
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "Framework/Text/SyntaxTokenizer.h"
#include "Internationalization/IBreakIterator.h"
#include "Internationalization/BreakIterator.h"
Added support for SMultiLineEditableText to edit rich-text TTP# 336464 - Editor: Finish the Multiline Editable Text Block Abstracted away the SetEditableText and GetEditableText functions from SMultiLineEditableText into "text marshallers" which handle converting text to and from a TextLayout. There are three types of text marshallers currently implemented: * Plain-text * Rich-text * Syntax highlighting Text marshallers also have the ability to inject formatting "live" (as the text changes), which is how the syntax highlighting marshaller works. Added the ability for a run to query the information it was created with. This allows the rich-text marshaller to reconstruct the original rich-text from the styled runs. To test this out, I've implemented a simple WYSIWYG rich-text editor demo with the following features: * Two SMultiLineEditableText widgets showing the same source text, one using a rich-text marshaller, and one using a syntax highlighter marshaller. * A toolbar to allow you to control the style of the selected text. * A button to allow you to insert a hyperlink into the document. The demo also makes use of the meta-data stored in the runs (the same information used to reconstruct the original rich-text) to read the text style of whatever is currently under the cursor, live, as the cursor is moved. Miscellaneous fixes: * Fixed an issue where deleting text that spanned multiple runs could leave the remaining runs in a bad state, leading to phantom text appearing (see FTextLayout::RemoveAt). * Fixed an issue where new-lines at the end of a rich-text document would be lost (see CalculateLineRanges). * Fixed an issue where \\r\\n line endings werenÆt being handled correctly by the rich-text parser (see CalculateLineRanges). * Fixed an issue where the rich-text parser would treat an empty run as plain-text (see FRichTextMarkupProcessing::ParseLineRanges). * Fixed an issue where inserting a line break when the cursor was at the end of a line containing multiple runs could sometimes fail (see FTextLayout::SplitLineAt). * Fixed mouse cursor movement not working correctly with a FSlateHyperlinkRun (see FSlateHyperlinkRun::GetTextIndexAt). ReviewedBy Justin.Sargent [CL 2246838 by Jamie Dale in Main branch]
2014-08-07 06:46:11 -04:00
TSharedRef< FSyntaxTokenizer > FSyntaxTokenizer::Create(TArray<FRule> InRules)
{
return MakeShareable(new FSyntaxTokenizer(MoveTemp(InRules)));
}
FSyntaxTokenizer::~FSyntaxTokenizer()
{
}
void FSyntaxTokenizer::Process(TArray<FTokenizedLine>& OutTokenizedLines, const FString& Input)
{
#if UE_ENABLE_ICU
TArray<FTextRange> LineRanges;
FTextRange::CalculateLineRangesFromString(Input, LineRanges);
TokenizeLineRanges(Input, LineRanges, OutTokenizedLines);
#else
FTokenizedLine FakeTokenizedLine;
FakeTokenizedLine.Range = FTextRange(0, Input.Len());
FakeTokenizedLine.Tokens.Emplace(FToken(ETokenType::Literal, FakeTokenizedLine.Range));
OutTokenizedLines.Add(FakeTokenizedLine);
#endif
}
FSyntaxTokenizer::FSyntaxTokenizer(TArray<FRule> InRules)
: Rules(MoveTemp(InRules))
{
}
void FSyntaxTokenizer::TokenizeLineRanges(const FString& Input, const TArray<FTextRange>& LineRanges, TArray<FTokenizedLine>& OutTokenizedLines)
{
TSharedRef<IBreakIterator> WBI = FBreakIterator::CreateWordBreakIterator();
WBI->SetString(Input);
Added support for SMultiLineEditableText to edit rich-text TTP# 336464 - Editor: Finish the Multiline Editable Text Block Abstracted away the SetEditableText and GetEditableText functions from SMultiLineEditableText into "text marshallers" which handle converting text to and from a TextLayout. There are three types of text marshallers currently implemented: * Plain-text * Rich-text * Syntax highlighting Text marshallers also have the ability to inject formatting "live" (as the text changes), which is how the syntax highlighting marshaller works. Added the ability for a run to query the information it was created with. This allows the rich-text marshaller to reconstruct the original rich-text from the styled runs. To test this out, I've implemented a simple WYSIWYG rich-text editor demo with the following features: * Two SMultiLineEditableText widgets showing the same source text, one using a rich-text marshaller, and one using a syntax highlighter marshaller. * A toolbar to allow you to control the style of the selected text. * A button to allow you to insert a hyperlink into the document. The demo also makes use of the meta-data stored in the runs (the same information used to reconstruct the original rich-text) to read the text style of whatever is currently under the cursor, live, as the cursor is moved. Miscellaneous fixes: * Fixed an issue where deleting text that spanned multiple runs could leave the remaining runs in a bad state, leading to phantom text appearing (see FTextLayout::RemoveAt). * Fixed an issue where new-lines at the end of a rich-text document would be lost (see CalculateLineRanges). * Fixed an issue where \\r\\n line endings werenÆt being handled correctly by the rich-text parser (see CalculateLineRanges). * Fixed an issue where the rich-text parser would treat an empty run as plain-text (see FRichTextMarkupProcessing::ParseLineRanges). * Fixed an issue where inserting a line break when the cursor was at the end of a line containing multiple runs could sometimes fail (see FTextLayout::SplitLineAt). * Fixed mouse cursor movement not working correctly with a FSlateHyperlinkRun (see FSlateHyperlinkRun::GetTextIndexAt). ReviewedBy Justin.Sargent [CL 2246838 by Jamie Dale in Main branch]
2014-08-07 06:46:11 -04:00
// Tokenize line ranges
for(const FTextRange& LineRange : LineRanges)
{
FTokenizedLine TokenizedLine;
TokenizedLine.Range = LineRange;
if(TokenizedLine.Range.IsEmpty())
{
TokenizedLine.Tokens.Emplace(FToken(ETokenType::Literal, TokenizedLine.Range));
}
else
{
int32 CurrentOffset = LineRange.BeginIndex;
while(CurrentOffset < LineRange.EndIndex)
{
// First check for a match against any syntax token rules
bool bHasMatchedSyntax = false;
for(const FRule& Rule : Rules)
{
if(FCString::Strncmp(&Input[CurrentOffset], *Rule.MatchText, Rule.MatchText.Len()) == 0)
{
const int32 SyntaxTokenEnd = CurrentOffset + Rule.MatchText.Len();
TokenizedLine.Tokens.Emplace(FToken(ETokenType::Syntax, FTextRange(CurrentOffset, SyntaxTokenEnd)));
check(SyntaxTokenEnd <= LineRange.EndIndex);
bHasMatchedSyntax = true;
CurrentOffset = SyntaxTokenEnd;
break;
}
}
if(bHasMatchedSyntax)
{
continue;
}
// If none matched, consume the character(s) as text
const int32 NextWordBoundary = WBI->MoveToCandidateAfter(CurrentOffset);
Added support for SMultiLineEditableText to edit rich-text TTP# 336464 - Editor: Finish the Multiline Editable Text Block Abstracted away the SetEditableText and GetEditableText functions from SMultiLineEditableText into "text marshallers" which handle converting text to and from a TextLayout. There are three types of text marshallers currently implemented: * Plain-text * Rich-text * Syntax highlighting Text marshallers also have the ability to inject formatting "live" (as the text changes), which is how the syntax highlighting marshaller works. Added the ability for a run to query the information it was created with. This allows the rich-text marshaller to reconstruct the original rich-text from the styled runs. To test this out, I've implemented a simple WYSIWYG rich-text editor demo with the following features: * Two SMultiLineEditableText widgets showing the same source text, one using a rich-text marshaller, and one using a syntax highlighter marshaller. * A toolbar to allow you to control the style of the selected text. * A button to allow you to insert a hyperlink into the document. The demo also makes use of the meta-data stored in the runs (the same information used to reconstruct the original rich-text) to read the text style of whatever is currently under the cursor, live, as the cursor is moved. Miscellaneous fixes: * Fixed an issue where deleting text that spanned multiple runs could leave the remaining runs in a bad state, leading to phantom text appearing (see FTextLayout::RemoveAt). * Fixed an issue where new-lines at the end of a rich-text document would be lost (see CalculateLineRanges). * Fixed an issue where \\r\\n line endings werenÆt being handled correctly by the rich-text parser (see CalculateLineRanges). * Fixed an issue where the rich-text parser would treat an empty run as plain-text (see FRichTextMarkupProcessing::ParseLineRanges). * Fixed an issue where inserting a line break when the cursor was at the end of a line containing multiple runs could sometimes fail (see FTextLayout::SplitLineAt). * Fixed mouse cursor movement not working correctly with a FSlateHyperlinkRun (see FSlateHyperlinkRun::GetTextIndexAt). ReviewedBy Justin.Sargent [CL 2246838 by Jamie Dale in Main branch]
2014-08-07 06:46:11 -04:00
const int32 TextTokenEnd = (NextWordBoundary == INDEX_NONE) ? LineRange.EndIndex : FMath::Min(NextWordBoundary, LineRange.EndIndex);
TokenizedLine.Tokens.Emplace(FToken(ETokenType::Literal, FTextRange(CurrentOffset, TextTokenEnd)));
CurrentOffset = TextTokenEnd;
}
}
OutTokenizedLines.Add(TokenizedLine);
}
}