ladybird/Userland/Libraries/LibGUI/EmojiInputDialog.cpp
Linus Groh 2c1252b92e LibGUI/EmojiInputDialog: Skip multi code point emojis for now
These will require some tweaking here and elsewhere in LibGUI, to handle
both rendering of the emojis as single glyphs consistently, and faking
key events with multiple code points after selecting one.
2022-02-23 21:53:30 +00:00

110 lines
3.9 KiB
C++

/*
* Copyright (c) 2020, Andreas Kling <kling@serenityos.org>
* Copyright (c) 2022, Linus Groh <linusg@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <AK/LexicalPath.h>
#include <AK/StringBuilder.h>
#include <AK/Utf32View.h>
#include <LibCore/DirIterator.h>
#include <LibGUI/BoxLayout.h>
#include <LibGUI/Button.h>
#include <LibGUI/EmojiInputDialog.h>
#include <LibGUI/Event.h>
#include <LibGUI/Frame.h>
#include <stdlib.h>
namespace GUI {
static Vector<u32> supported_emoji_code_points()
{
Vector<u32> code_points;
Core::DirIterator dt("/res/emoji", Core::DirIterator::SkipDots);
while (dt.has_next()) {
auto filename = dt.next_path();
auto lexical_path = LexicalPath(filename);
if (lexical_path.extension() != "png")
continue;
auto basename = lexical_path.basename();
if (!basename.starts_with("U+"))
continue;
// FIXME: Handle multi code point emojis.
if (basename.contains('_'))
continue;
u32 code_point = strtoul(basename.to_string().characters() + 2, nullptr, 16);
code_points.append(code_point);
}
return code_points;
}
EmojiInputDialog::EmojiInputDialog(Window* parent_window)
: Dialog(parent_window)
{
auto& main_widget = set_main_widget<Frame>();
main_widget.set_frame_shape(Gfx::FrameShape::Container);
main_widget.set_frame_shadow(Gfx::FrameShadow::Raised);
main_widget.set_fill_with_background_color(true);
auto& main_layout = main_widget.set_layout<VerticalBoxLayout>();
main_layout.set_margins(1);
main_layout.set_spacing(0);
auto code_points = supported_emoji_code_points();
size_t index = 0;
size_t columns = 10;
size_t rows = ceil_div(code_points.size(), columns);
constexpr int button_size = 18;
// FIXME: I have no idea why this is needed, you'd think that button width * number of buttons would make them fit, but the last one gets cut off.
constexpr int magic_offset = 7;
int dialog_width = button_size * columns + magic_offset;
int dialog_height = button_size * rows;
set_minimum_size(dialog_width, dialog_height);
set_frameless(true);
for (size_t row = 0; row < rows && index < code_points.size(); ++row) {
auto& horizontal_container = main_widget.add<Widget>();
auto& horizontal_layout = horizontal_container.set_layout<HorizontalBoxLayout>();
horizontal_layout.set_spacing(0);
for (size_t column = 0; column < columns; ++column) {
if (index < code_points.size()) {
// FIXME: Also emit U+FE0F for single code point emojis, currently
// they get shown as text glyphs if available.
// This will require buttons to don't calculate their length as 2,
// currently it just shows an ellipsis. It will also require some
// tweaking of the mechanism that is currently being used to insert
// which is a key event with a single code point.
StringBuilder builder;
builder.append(Utf32View(&code_points[index++], 1));
auto emoji_text = builder.to_string();
auto& button = horizontal_container.add<Button>(emoji_text);
button.set_fixed_size(button_size, button_size);
button.set_button_style(Gfx::ButtonStyle::Coolbar);
button.on_click = [this, button = &button](auto) {
m_selected_emoji_text = button->text();
done(ExecOK);
};
} else {
horizontal_container.add<Widget>();
}
}
}
}
void EmojiInputDialog::event(Core::Event& event)
{
if (event.type() == Event::KeyDown) {
auto& key_event = static_cast<KeyEvent&>(event);
if (key_event.key() == Key_Escape) {
done(ExecCancel);
return;
}
}
Dialog::event(event);
}
}