Release notes for MiniGUI 4.0.x.
Table of Contents
Version 4.0.0
MiniGUI 4.0.0 was released in July 15, 2019.
Overview
In this version, we mainly enhanced and tuned the APIs related to text rendering in order that MiniGUI can handle complex writing systems (scripts) like Arabic and Indic:
-
MiniGUI now provides complete APIs for Unicode characters processing. These APIs conform to Unicode 12.0, including the Unicode Bidirectional Algorithm (UAX#9), Unicode Line Breaking Algorithm (UAX#14), Unicode Normalization Forms (UAX#15), Unicode Script Property (UAX#24), Unicode Text Segmentation (UAX#29), Unicode Vertical Text Layout (UAX#50), and so on.
-
MiniGUI also provides new APIs to lay out, shape, and render glyphs from complex and mixed scripts, such as Arabic, Thai, and Indic. The new APIs also conform to the specifications of CSS Text Module Level 3 and CSS Writing Modes Level 3.
-
We tuned and optimized MiniGUI's logical and device font interfaces to support the new features above.
-
MiniGUI now is enhanced to support input events which may be generated by input devices other than standard mouse (or single-touch panel) and keyboard, such as multi-touch panel (gesture), joystick, tablet tool, and switch. In MiniGUI 4.0, we introduce
MSG_EXIN_XXXmessages to support the input events from devices other than standard mouse and keyboard. We call these messages as 'extra input messages'.
Another important features of this version are the new following engines:
- The NEWGAL engine of
drito support modern DRM-driven graphics cards. By usingdriengine, one MiniGUI app can now use the hardware-accelerated graphics rendering for 2D/3D graphics. - The IAL engine of
libinputto support all modern input devices including mouse, keyboard, joystick, switch, multi-touch panel, gesture, tablet tool, and table pad. - The enhanced IAL engine of
randomto generate extra input messages automatically for testing.
At last, we introduced a Slice Memory Allocator for fast concurrent memory chunk allocation.
The following sections will describe these new features in detail.
New APIs conforming Unicode 12.0
-
New types:
Uchar32: the Unicode code point value of a Unicode character.Achar32: the abstract character index value under a certain charset/encoding. Under Unicode charset or encodings, the abstract character index value will be identical to the Unicode code point, i.e., Achar32 is equivalent to Uchar32 under this situation.Glyph32: the glyph index value in a device font. Note that a Glyph32 value is always bound to a specific logfont object.
-
New functions to determine the Unicode character properties:
UCharGetCategoryfor getting the general category of a Unicode character.UCharGetBreakTypefor getting the breaking type of a Unicode character.UStrGetBreaksfor getting the breaking types of a Unicode string.UCharGetBidiTypefor getting the bidi type of a Unicode character.UStrGetBidiTypesfor getting the bidi types of a Unicode character string.UCharGetBracketTypefor getting the bracketed character of a Uchar32 character.UStrGetBracketTypesfor getting the bracketed characters of a Uchar32 string.UCharGetMirrorfor getting the mirrored character of a Uchar32 character.UCharGetJoiningTypefor getting the joining type of a Uchar32 character.UStrGetJoiningTypesfor getting the joining types of a Uchar32 string.UBidiGetParagraphDirfor getting the base paragraph direction of a single paragraph.UBidiGetParagraphEmbeddingLevelsfor getting the bidi embedding levels of a paragraph.UBidiReorderLine,UBidiShapeMirroring,UBidiJoinArabic,UBidiShapeArabic, andUBidiShapefor doing bidi-aware mirroring, joining, and shaping.UCharGetScriptTypefor getting the script type of a Uchar32 character.
MiniGUI also provides some utilities/helpers for Unicode character conversion, such as from lower case to upper case, single width to full width. Please see MiniGUI API reference document for the detailed description.
New APIs for complex or mixed scripts
To lay out, shape, and render a text in mixed scripts, you should call
GetUCharsUntilParagraphBoundary function first to convert
a multi-byte string to a Unicode string under the specified white space
rule, breaking rule, and transformation rule. For example, converting a
general C string in UTF-8 or GB18030 to a Uchar32 string by calling this
function. You can call CreateLogFontForMChar2UChar function to create
a dummy logfont object for this purpose in order to expense a minimal memory.
If the text is in simple scripts, like Latin or Chinese, you can call
GetGlyphsExtentFromUChars function to lay out the paragraph. This function
returns a glyph string which can fit in a line with the specified
maximal extent and rendering flags. After this, you call
DrawGlyphStringEx function to draw the glyph string to the
specific position of a DC.
If the text is in complex and/or mixed scripts, like Arabic, Thai,
and Indic, you should create a TEXTRUNS object first by calling
CreateTextRuns function, then initialize the shaping engine for
laying out the text.
MiniGUI provides two types of shaping engine. One is the basic
shaping engine. The corresponding function is InitBasicShapingEngine.
The other is called complex shaping engine, which is based on HarfBuzz.
The corresponding function is InitComplexShapingEngine. The latter
one can give you a better shaping result.
After this, you should call CreateLayout to create a layout object
for laying out the text, then call LayoutNextLine to lay out the lines
one by one.
You can render the laid out lines by calling DrawLayoutLine function.
Finally, you call DestroyLayout and DestroyTextRuns to destroy
the layout object and text runs object.
Before rendering the glyphs laid out, you can also call GetLayoutLineRect
to get the line rectangle, or call CalcLayoutBoundingRect to get
the bounding rectangle of one paragraph.
These new APIs provide a very flexible implementation for your apps to process the complex scripts. The implementation is derived from LGPL'd Pango, but we optimize and simplify the original implementation in the following respects:
-
We split the layout process into two stages. We get the text runs (Pango items) in the first stage, and the text runs will keep as constants for subsequent different layouts. In the second stage, we create a layout object for a set of specific layout parameters, and generates the lines one by one for the caller. This is useful for an app like browser, it can reuse the text runs if the output width or height changed, and it is no need to re-generate the text runs because of the size change of the output rectangle.
-
We use MiniGUI's fontname for the font attributes of text, and leave the font selection and the glyph generating to MiniGUI's logfont module. In this way, we simplify the layout process greatly.
-
We always use Uchar32 string for the whole layout process. So the code and the structures are clearer than original implementation.
-
We provide two shaping engines for rendering the text. One is a basic shaping engine and other is the complex shaping engine based on HarfBuzz. The former can be used for some simple applications.
Enhanced logical font APIs
The styles of LOGFONT changed.
- Add new rendering style:
FS_RENDER_ANY: Not specified.FS_RENDER_MONO:FS_RENDER_GREY:FS_RENDER_SUBPIXEL:
- Some old styles are deprecated:
FS_WEIGHT_BOOK; useFS_RENDER_GREYinstead.FS_WEIGHT_SUBPIXEL; useFS_RENDER_SUBPIXELinstead.
- Introduced or redefined the weight styles to follow OpenType specification:
FONT_WEIGHT_ANY: Not specified.FONT_WEIGHT_THIN: Thin.FONT_WEIGHT_EXTRA_LIGHT: Extra light (Ultra Light).FONT_WEIGHT_LIGHT: Light.FONT_WEIGHT_REGULAR: Regular (Normal).FONT_WEIGHT_MEDIUM: Medium.FONT_WEIGHT_DEMIBOLD: Demi Bold (Semi Bold)FONT_WEIGHT_BOLD: Bold.FONT_WEIGHT_EXTRA_BOLD: Extra Bold (Ultra Bold).FONT_WEIGHT_BLACK: Black (Heavy).
- Introduce the new decoration styles and replace
FONT_UNDERLINE_LINEandFONT_STRUCKOUT_LINEwith them:FONT_DECORATE_ANY: Not specified.FONT_DECORATE_NONE: None.FONT_DECORATE_UNDERLINE: glyphs are underscored.FONT_DECORATE_STRUCKOUT: glyphs are overstruck.FONT_DECORATE_US: BothFONT_DECORATE_UNDERLINEandFONT_DECORATE_STRUCKOUT.FONT_DECORATE_OUTLINE: Outline (hollow) glyphs.FONT_DECORATE_REVERSE: Reserved for future. Glyphs have their foreground and background reversed.
- The following style are deprecated:
FONT_OTHER_LCDPORTRAITFONT_OTHER_LCDPORTRAITKERN
For a new app, you should use the new function CreateLogFontEx to
create a LOGFONT, and specify the weight and rendering method of the glyph.
For the back-compatibility, you can still use CreateLogFont to create a new
LOGFONT. However, FS_WEIGHT_BOOK will be treated FS_WEIGHT_REGULAR and
FS_RENDER_GREY, while FS_WEIGHT_SUBPIXEL will be treated
FS_WEIGHT_REGULAR and FS_RENDER_SUBPIXEL.
You can still use CreateLogFontByName to create a new LOGFONT.
But the style string in the font name changed from
<weight><slant><flipping><other><underline><struckout>
to
<weight><slant><flipping><other><decoration><rendering>
Note that <underline> and <struckout> are merged to <decoration>
in order to keep the style string is still 6-character long.
Consequently, if you want to use the rendering method SUPIXEL for a TTF font, please define the logical font name in the following way:
ttf-Courier-rrncns-*-16-UTF-8
Moreover, the family name of a DEVFONT supports aliases since 4.0.0:
<fonttype>-<family[,aliase]*>-<styles>-<width>-<height>-<charset[,charset]*>
for example:
ttf-Arial,Sans Serif-rrncnn-8-16-ISO8859-1,UTF-8
ttf-courier,monospace,serif-rrncnn-8-16-ISO8859-1,UTF-8
Note that the length of one DEVFONT name can not exceed 255 bytes.
Since version 4.0.0, you can specify up to 7 family names for a logfont name, such as:
ttf-Courier,宋体,Naskh,SansSerif-rrncns-U-16-UTF-8
In this way, you can specify a logfont to use multiple devfonts to render a complex text. This is useful when different glyphs are contained in different font files. It is well known that, a font is often designed for a particular language/script or a few similar languages/scripts.
Since 4.0.0, the previous width field of a logfont name is used for the glyph orientation:
- 'U': Glyphs stand upright (default).
- 'S': Glyphs are rotated 90 degrees clockwise (sideways).
- 'D': Glyphs are upside-down.
- 'L': Glyphs are rotated 90 degrees counter-clockwise (sideways left).
Support for Linux DRI/DRM
In order to support modern graphics card or GPU, we introduced a
new NEWGAL engine of dri. The developer can use this engine to
run MiniGUI apps on a Linux box on which the DRI
(Direct Rendering Infrastructure) is enabled.
The dri engine uses libdrm developed by Free Desktop project:
https://dri.freedesktop.org/wiki/
Libdrm is a user-space library implements the Direct Rendering Manager. MiniGUI mainly uses this library to support the dumb frame buffer (no hardware acceleration). However, you can write a driver for your graphics card or GPU to implement the hardware accelerated features.
To avoid modifying the MiniGUI source code when supporting a new GPU,
the dri engine has adopted a scalable design:
- You can directly use the
driengine to run MiniGUI on a GPU which supports dumb frame buffer. - When you want to take advantage of the hardware acceleration of
your GPU, you can write some code for your GPU as a sub driver
of
driengine outside MiniGUI.
In this situation, you need to configure MiniGUI with the following option:
--with-targetname=external
and implement the sub driver in your MiniGUI apps.
The header file <minigui/exstubs.h> defines the operations (a set of
callback functions) you need to implement for your GPU externally.
As an example, we implement the sub driver for i915 graphics chard
in mg-tests/dri-engine/. Please refer to mg-tests repository.
To exploit the GPU's accelerated rendering capabilities, a MiniGUI app
can use cairo and/or OpenGL ES to assist in rendering 2D/3D graphics
when using the dri engine. We will provide some samples in mg-tests
or mg-samples for this purpose.
Note that for dri engine, we introduce a new section in MiniGUI runtime
configuration:
[dri]
defaultmode=1024x768-32bpp
pixelformat=XR24
device=/dev/dri/card0
dpi=96
You can use the key dri.device to specify your DRI device.
You can use the key dri.pixelformat to specify the DRM pixel format for the
screen. We use DRM fourcc code to defined the pixel format of the screen
surface. For more information, please see <drm/drm_fourcc.h> header file.
Note that only 8/16/24/32 bpp RGB formats are supported. For example, XR24
means X8R8G8B8 pixel format.
Currently, the dri NEWGAL engine does not provide support for
MiniGUI-Processes run-time mode. We will enhance this in the subsequent
version of MiniGUI.
Also note that when you use the hardware accelerated sub driver, MiniGUI app
may need the root privilege to call drmSetMaster to set the video mode.
However, under MiniGUI-Processes run-time mode, only the server (mginit) will
need this privilege when you use the future dri engine.
Extra input messages
In MiniGUI 4.0.0, we introduce the extra input messages to support modern input devices including multiple touch panel, gesture, tablet tool, and table pad.
The extra input messages have the prefix MSG_EXIN_. If a MiniGUI app
want to handle these extra input events such as gestures, you need
to handle the MSG_EXIN_XXX messages in the app. For examples, please
refer to mg-tests/extra-input/.
Currently, there are two built-in IAL engines which can generates the extra input messages:
-
The IAL engine of
libinputto support all modern input devices on a Linux box. This engine runs onlibinputintroduced by Free Desktop project. -
The enhanced IAL engine of
randomto generate extra input messages automatically for testing.
You can also write your own IAL engines to generate the extra messages.
Please see the implementation of libinput and random engines for
the details.
For libinput engine, we introduce a new section in MiniGUI runtime
configuration:
[libinput]
seat=seat0
The key libinput.seat specifies the seat identifier, the default
is seat0.
For random engine, we introduce a new section in MiniGUI runtime
configuration:
[random]
logfile=events.out
eventtypes=mouse-keyboard-button-gesture-stouch
minkeycode=1
maxkeycode=128
minbtncode=0x100
maxbtncode=0x1ff
The MiniGUI runtime configuration key random.logfile specifies
the log file which will store the input events generated by this engine.
If MiniGUI failed to open the log file, the log feature will be disabled.
The MiniGUI runtime configuration key random.eventtypes specifies
the input event types which will be generated by this IAL engine,
in the following pattern:
<event-type>[-<event-type>]*
The <event-type> can be one of the following values:
mouse: mouse.keyboard: keyboard.button: buttons.single_touch: touch pen or single touch panel.multi_touch: multiple touch panel.gesture: gesture.tablet_tool: tablet tool.tablet_pad: tablet pad.switch: switch.
The MiniGUI ETC key random.minkeycode specifies the minimal key code
which can be generated by the engine if keyboard is included.
The MiniGUI ETC key random.maxkeycode specifies the maximal key code
which can be generated by the engine if keyboard is included.
The MiniGUI ETC key random.minbtncode specifies the minimal button code
which can be generated by the engine if button is included.
The MiniGUI ETC key random.maxbtncode specifies the maximal key code
which can be generated by the engine if button is included.
For invalid random.eventtyps, the engine uses mouse as default.
For invalid random.minkeycode, and/or random.maxkeycode key values,
the engine uses SCANCODE_ESCAPE, and SCANCODE_MICMUTE respectively.
For invalid random.minbtncode, and/or random.maxbtncode key values, use
0x100 (BTN_MISC defined by Linux kernel), and 0x2ff (KEY_MAX defined by
Linux kernel) respectively.
This engine maintains a state machine for each input event type, and generates a reasonable event sequence for each type. If and only if an event sequence finished or cancelled, the engine switch to another event type randomly.
Note that currently, the following event types (in random engine)
are not implemented:
multi_touchtablet_tooltablet_padswitch
Slice allocator
MiniGUI now provides an efficient way to allocate groups of equal-sized chunks of memory.
Memory slices provide a space-efficient and multi-processing scalable way to allocate equal-sized pieces of memory, just like the MiniGUI's block data heap. Relative to the standard malloc function and block data heap, this allocator can avoid excessive memory-waste, scalability and performance problems.
The following APIs are introduced:
mg_slice_allocto allocate a given size trunk of memory.mg_slice_freeto free a given size trunk of memory.mg_slice_newto allocate a memory for a given structure.mg_slice_deleteto free a memory for a given structure.
We use the slice allocator when laying out the text in complex scripts.
Note that this implementation is derived from LGPL'd glib.
Also note that when you use valgrind with a MiniGUI app, you should export
the following environment variable to tell the allocator always uses
malloc, or there will be a conflict with valgrind:
$ export MG_SLICE="always-malloc"
Other Enhancements
-
A new BITMAP type
BMP_TYPE_REPLACEKEYwas added. WhenbmTypeof a BITMAP object has this bit set, any pixel which is equal tobmColorKeywill be replaced bybmColorRep. -
The timer implementation has been tuned for MiniGUI-Standalone and MiniGUI-Threads runtime modes. Now we can get a more accurate
MSG_TIMERmessage and the return value of functionGetTickCount. -
More key scancodes are defined for modern keyboard, and the
NR_KEYSis re-defined to be 250. -
Support for libPNG 1.6.x.
-
Support for Ubuntu 18.04 LTS.
-
Support for GCC 7.
Backward compatibility issues
In MiniGUI 4.0.0, we changed some unreasonable APIs which were introduced in early versions. There are also other changes broke the backward compatibility. This section gives you a summary about these changes.
- Rename
UChar32toUchar32andUChar16toUchar16in order to avoid the conflict with typedef of UChar32 in the system header<unicode/umachine.h>. - Rename
mg_FT_LcdFiltertoFT2LCDFilterin order to follow MiniGUI naming rules. - Redefine
Uchar32andGlyph32asUint32instead ofint.
In early versions, we did not significantly distinguish between
characters and glyphs. This will lead to some confusion. Therefore,
we introduce a new type called Achar32, which is the character's
index value under a certain charset/encoding. While the type Glyph32
is the index value of a glyph in a font.
In order to reflect the correct character and glyph concepts, the following functions are removed:
- GetGlyphType, use GetACharType instead.
- GetGlyphShape, use GetShapedAChar instead.
- GetGlyphBIDIType, use GetACharBidiType
The names of the following functions are changed:
- BIDIGetTextLogicalGlyphs -> BIDIGetTextLogicalAChars
- BIDIGetTextVisualGlyphs -> BIDIGetTextVisualAChars
- BIDILogAChars2VisGlyphs -> BIDILogAChars2VisAChars
- BIDILogAChars2VisGlyphsEx -> BIDILogAChars2VisACharsEx
The following functions are deprecated, you should use the new Unicode version instead:
- BIDIGetTextLogicalAChars
- BIDIGetTextVisualAChars
- BIDILogAChars2VisAChars
- BIDILogAChars2VisACharsEx
- BIDIGetTextRangesLog2Vis
- BIDIGetLogicalEmbedLevelsEx
The following functions are deprecated:
- GetGlyphBitmap, use GetGlyphInfo instead.
The fields height and descent have been removed from GLYPHINFO structure.
You should get the font metrics information by calling GetFontMetrics function
if you want to get the height and descent data of one font.
The the basic glyph type and break type have been removed from GLYPHINFO
structure. You should use GetACharType instead.
Deprecated features
Support for FreeType1 was removed.
You should always use FreeType2 to support vector fonts, such as TrueType fonts (TTF), TrueType collections (TTC), OpenType fonts (OTF, both TrueType and CFF variants), OpenType collections (OTC), and Type 1 fonts (PFA and PFB).
Quick links