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Add Arabic text shaping support for chat functionality
This commit introduces Arabic text shaping in the chat application by adding `ArabicShaping.cpp` and `ArabicShaping.h` for handling contextual forms and visual reordering. The rendering logic in `ChatScreen.cpp` is updated to utilize this new functionality, adjusting cursor positions accordingly. Other UI components, including `UIControl_Base.cpp`, `UIControl_Label.cpp`, and `UIControl_SaveList.cpp`, are modified to ensure proper display of Arabic text. Additionally, `Font.cpp` is enhanced with methods for efficient rendering of pre-shaped text.
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@@ -6,6 +6,7 @@
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#include "..\Minecraft.World\SharedConstants.h"
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#include "..\Minecraft.World\StringHelpers.h"
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#include "..\Minecraft.World\ChatPacket.h"
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#include "..\Minecraft.World\ArabicShaping.h"
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const wstring ChatScreen::allowedChars = SharedConstants::acceptableLetters;
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vector<wstring> ChatScreen::s_chatHistory;
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@@ -154,14 +155,21 @@ void ChatScreen::render(int xm, int ym, float a)
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int x = 4;
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drawString(font, prefix, x, height - 12, 0xe0e0e0);
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x += font->width(prefix);
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wstring beforeCursor = message.substr(0, cursorIndex);
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wstring afterCursor = message.substr(cursorIndex);
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drawStringLiteral(font, beforeCursor, x, height - 12, 0xe0e0e0);
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x += font->widthLiteral(beforeCursor);
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// Shape the full message as one unit so letter connections and word order
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// are correct. Track where the logical cursor maps in the visual string.
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int visualCursorPos = 0;
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wstring shaped = shapeArabicText(message, cursorIndex, &visualCursorPos);
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// Render the full shaped message without re-shaping it
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drawStringPreshaped(font, shaped, x, height - 12, 0xe0e0e0);
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// Place the cursor at the correct visual position
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wstring beforeCursorVisual = shaped.substr(0, visualCursorPos);
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int cursorX = x + font->widthPreshaped(beforeCursorVisual);
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if (frame / 6 % 2 == 0)
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drawString(font, L"_", x, height - 12, 0xe0e0e0);
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x += font->width(L"_");
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drawStringLiteral(font, afterCursor, x, height - 12, 0xe0e0e0);
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drawString(font, L"_", cursorX, height - 12, 0xe0e0e0);
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Screen::render(xm, ym, a);
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}
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