2 * Copyright (c) 2016 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.h>
22 #include <dali/public-api/rendering/geometry.h>
23 #include <dali/public-api/rendering/renderer.h>
24 #include <dali/devel-api/text-abstraction/font-client.h>
25 #include <dali/integration-api/debug.h>
28 #include <dali-toolkit/devel-api/controls/control-depth-index-ranges.h>
29 #include <dali-toolkit/internal/text/glyph-run.h>
30 #include <dali-toolkit/internal/text/rendering/atlas/atlas-glyph-manager.h>
31 #include <dali-toolkit/internal/text/rendering/atlas/atlas-mesh-factory.h>
32 #include <dali-toolkit/internal/text/text-view.h>
35 using namespace Dali::Toolkit;
36 using namespace Dali::Toolkit::Text;
40 #if defined(DEBUG_ENABLED)
41 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, true, "LOG_TEXT_RENDERING");
44 const float ZERO( 0.0f );
45 const float HALF( 0.5f );
46 const float ONE( 1.0f );
47 const uint32_t DEFAULT_ATLAS_WIDTH = 512u;
48 const uint32_t DEFAULT_ATLAS_HEIGHT = 512u;
51 struct AtlasRenderer::Impl
67 AtlasManager::Mesh2D mMesh;
68 FrameBufferImage mBuffer;
72 * brief Struct used to generate the underline mesh.
73 * There is one Extent per line of text.
81 mUnderlinePosition( 0.0f ),
82 mUnderlineThickness( 0.0f ),
83 mMeshRecordIndex( 0u )
90 float mUnderlinePosition;
91 float mUnderlineThickness;
92 uint32_t mMeshRecordIndex;
99 mNeededBlockWidth( 0 ),
100 mNeededBlockHeight( 0 )
105 uint32_t mNeededBlockWidth;
106 uint32_t mNeededBlockHeight;
118 Text::GlyphIndex mIndex;
121 struct TextCacheEntry
131 Text::GlyphIndex mIndex;
138 mGlyphManager = AtlasGlyphManager::Get();
139 mFontClient = TextAbstraction::FontClient::Get();
141 mQuadVertexFormat[ "aPosition" ] = Property::VECTOR2;
142 mQuadVertexFormat[ "aTexCoord" ] = Property::VECTOR2;
143 mQuadVertexFormat[ "aColor" ] = Property::VECTOR4;
146 bool IsGlyphUnderlined( GlyphIndex index,
147 const Vector<GlyphRun>& underlineRuns )
149 for( Vector<GlyphRun>::ConstIterator it = underlineRuns.Begin(),
150 endIt = underlineRuns.End();
154 const GlyphRun& run = *it;
156 if( ( run.glyphIndex <= index ) && ( index < run.glyphIndex + run.numberOfGlyphs ) )
165 void AddGlyphs( Text::ViewInterface& view,
166 const Vector<Vector2>& positions,
167 const Vector<GlyphInfo>& glyphs,
168 const Vector4& defaultColor,
169 const Vector4* const colorsBuffer,
170 const ColorIndex* const colorIndicesBuffer,
173 AtlasManager::AtlasSlot slot;
174 std::vector< MeshRecord > meshContainer;
175 Vector< Extent > extents;
176 TextCacheEntry textCacheEntry;
179 const Vector2& textSize( view.GetLayoutSize() );
180 const Vector2 halfTextSize( textSize * 0.5f );
181 const Vector2& shadowOffset( view.GetShadowOffset() );
182 const Vector4& shadowColor( view.GetShadowColor() );
183 const bool underlineEnabled( view.IsUnderlineEnabled() );
184 const Vector4& underlineColor( view.GetUnderlineColor() );
185 const float underlineHeight( view.GetUnderlineHeight() );
187 const bool useDefaultColor = ( NULL == colorsBuffer );
189 // Get the underline runs.
190 const Length numberOfUnderlineRuns = view.GetNumberOfUnderlineRuns();
191 Vector<GlyphRun> underlineRuns;
192 underlineRuns.Resize( numberOfUnderlineRuns );
193 view.GetUnderlineRuns( underlineRuns.Begin(),
195 numberOfUnderlineRuns );
197 bool thereAreUnderlinedGlyphs = false;
199 float currentUnderlinePosition = ZERO;
200 float currentUnderlineThickness = underlineHeight;
201 uint32_t currentBlockSize = 0;
202 FontId lastFontId = 0;
203 FontId lastUnderlinedFontId = 0;
204 Style style = STYLE_NORMAL;
206 if ( fabsf( shadowOffset.x ) > Math::MACHINE_EPSILON_1 || fabsf( shadowOffset.y ) > Math::MACHINE_EPSILON_1 )
208 style = STYLE_DROP_SHADOW;
211 CalculateBlocksSize( glyphs );
213 // Avoid emptying mTextCache (& removing references) until after incremented references for the new text
214 Vector< TextCacheEntry > newTextCache;
215 const GlyphInfo* const glyphsBuffer = glyphs.Begin();
216 const Vector2* const positionsBuffer = positions.Begin();
218 for( uint32_t i = 0, glyphSize = glyphs.Size(); i < glyphSize; ++i )
220 const GlyphInfo& glyph = *( glyphsBuffer + i );
222 const bool underlineGlyph = underlineEnabled || IsGlyphUnderlined( i, underlineRuns );
223 thereAreUnderlinedGlyphs = thereAreUnderlinedGlyphs || underlineGlyph;
225 // No operation for white space
226 if( glyph.width && glyph.height )
228 // Are we still using the same fontId as previous
229 if( underlineGlyph && ( glyph.fontId != lastUnderlinedFontId ) )
231 // We need to fetch fresh font underline metrics
232 FontMetrics fontMetrics;
233 mFontClient.GetFontMetrics( glyph.fontId, fontMetrics );
234 currentUnderlinePosition = ceil( fabsf( fontMetrics.underlinePosition ) );
235 const float descender = ceil( fabsf( fontMetrics.descender ) );
237 if( fabsf( underlineHeight ) < Math::MACHINE_EPSILON_1000 )
239 currentUnderlineThickness = fontMetrics.underlineThickness;
241 // Ensure underline will be at least a pixel high
242 if ( currentUnderlineThickness < ONE )
244 currentUnderlineThickness = ONE;
248 currentUnderlineThickness = ceil( currentUnderlineThickness );
252 // Clamp the underline position at the font descender and check for ( as EFL describes it ) a broken font
253 if( currentUnderlinePosition > descender )
255 currentUnderlinePosition = descender;
258 if( fabsf( currentUnderlinePosition ) < Math::MACHINE_EPSILON_1000 )
260 // Move offset down by one ( EFL behavior )
261 currentUnderlinePosition = ONE;
264 lastUnderlinedFontId = glyph.fontId;
267 if( !mGlyphManager.IsCached( glyph.fontId, glyph.index, slot ) )
269 // Select correct size for new atlas if needed....?
270 if( lastFontId != glyph.fontId )
273 for( std::vector<MaxBlockSize>::const_iterator it = mBlockSizes.begin(),
274 endIt = mBlockSizes.end();
278 const MaxBlockSize& blockSize = *it;
279 if( blockSize.mFontId == glyph.fontId )
281 currentBlockSize = index;
282 mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_WIDTH,
283 DEFAULT_ATLAS_HEIGHT,
284 blockSize.mNeededBlockWidth,
285 blockSize.mNeededBlockHeight );
290 // Create a new image for the glyph
291 PixelData bitmap = mFontClient.CreateBitmap( glyph.fontId, glyph.index );
294 MaxBlockSize& blockSize = mBlockSizes[currentBlockSize];
296 // Ensure that the next image will fit into the current block size
297 bool setSize = false;
298 if( bitmap.GetWidth() > blockSize.mNeededBlockWidth )
301 blockSize.mNeededBlockWidth = bitmap.GetWidth();
303 if( bitmap.GetHeight() > blockSize.mNeededBlockHeight )
306 blockSize.mNeededBlockHeight = bitmap.GetHeight();
311 mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_WIDTH,
312 DEFAULT_ATLAS_HEIGHT,
313 blockSize.mNeededBlockWidth,
314 blockSize.mNeededBlockHeight );
317 // Locate a new slot for our glyph
318 mGlyphManager.Add( glyph, bitmap, slot );
323 // We have 2+ copies of the same glyph
324 mGlyphManager.AdjustReferenceCount( glyph.fontId, glyph.index, 1/*increment*/ );
327 // Move the origin (0,0) of the mesh to the center of the actor
328 const Vector2 position = *( positionsBuffer + i ) - halfTextSize;
330 // Generate mesh data for this quad, plugging in our supplied position
331 AtlasManager::Mesh2D newMesh;
332 mGlyphManager.GenerateMeshData( slot.mImageId, position, newMesh );
333 textCacheEntry.mFontId = glyph.fontId;
334 textCacheEntry.mImageId = slot.mImageId;
335 textCacheEntry.mIndex = glyph.index;
336 newTextCache.PushBack( textCacheEntry );
338 AtlasManager::Vertex2D* verticesBuffer = newMesh.mVertices.Begin();
340 // Adjust the vertices if the fixed-size font should be down-scaled
341 if( glyph.scaleFactor > 0 )
343 for( unsigned int index = 0u, size = newMesh.mVertices.Count();
347 AtlasManager::Vertex2D& vertex = *( verticesBuffer + index );
349 // Set the position of the vertex.
350 vertex.mPosition.x = position.x + ( ( vertex.mPosition.x - position.x ) * glyph.scaleFactor );
351 vertex.mPosition.y = position.y + ( ( vertex.mPosition.y - position.y ) * glyph.scaleFactor );
355 // Get the color of the character.
356 const ColorIndex colorIndex = useDefaultColor ? 0u : *( colorIndicesBuffer + i );
357 const Vector4& color = ( useDefaultColor || ( 0u == colorIndex ) ) ? defaultColor : *( colorsBuffer + colorIndex - 1u );
359 for( unsigned int index = 0u, size = newMesh.mVertices.Count();
363 AtlasManager::Vertex2D& vertex = *( verticesBuffer + index );
365 // Set the color of the vertex.
366 vertex.mColor = color;
369 // Find an existing mesh data object to attach to ( or create a new one, if we can't find one using the same atlas)
370 StitchTextMesh( meshContainer,
373 position.y + glyph.yBearing,
375 currentUnderlinePosition,
376 currentUnderlineThickness,
378 lastFontId = glyph.fontId;
382 // Now remove references for the old text
384 mTextCache.Swap( newTextCache );
386 if( thereAreUnderlinedGlyphs )
388 // Check to see if any of the text needs an underline
389 GenerateUnderlines( meshContainer, extents, underlineColor );
392 // For each MeshData object, create a mesh actor and add to the renderable actor
393 if( !meshContainer.empty() )
397 // Create a container actor to act as a common parent for text and shadow, to avoid color inheritence issues.
398 mActor = Actor::New();
399 mActor.SetParentOrigin( ParentOrigin::TOP_LEFT );
400 mActor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
401 mActor.SetSize( textSize );
404 for( std::vector< MeshRecord >::iterator it = meshContainer.begin(),
405 endIt = meshContainer.end();
408 MeshRecord& meshRecord = *it;
410 Actor actor = CreateMeshActor( meshRecord, textSize );
412 // Whether the actor has renderers.
413 const bool hasRenderer = actor.GetRendererCount() > 0u;
415 // Create an effect if necessary
417 ( style == STYLE_DROP_SHADOW ) )
419 // Change the color of the vertices.
420 for( Vector<AtlasManager::Vertex2D>::Iterator vIt = meshRecord.mMesh.mVertices.Begin(),
421 vEndIt = meshRecord.mMesh.mVertices.End();
425 AtlasManager::Vertex2D& vertex = *vIt;
427 vertex.mColor = shadowColor;
430 Actor shadowActor = CreateMeshActor( meshRecord, textSize );
431 #if defined(DEBUG_ENABLED)
432 shadowActor.SetName( "Text Shadow renderable actor" );
434 // Offset shadow in x and y
435 shadowActor.RegisterProperty("uOffset", shadowOffset );
436 Dali::Renderer renderer( shadowActor.GetRendererAt( 0 ) );
437 int depthIndex = renderer.GetProperty<int>(Dali::Renderer::Property::DEPTH_INDEX);
438 renderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, depthIndex - 1 );
439 mActor.Add( shadowActor );
448 #if defined(DEBUG_ENABLED)
449 Toolkit::AtlasGlyphManager::Metrics metrics = mGlyphManager.GetMetrics();
450 DALI_LOG_INFO( gLogFilter, Debug::General, "TextAtlasRenderer::GlyphManager::GlyphCount: %i, AtlasCount: %i, TextureMemoryUse: %iK\n",
452 metrics.mAtlasMetrics.mAtlasCount,
453 metrics.mAtlasMetrics.mTextureMemoryUsed / 1024 );
455 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "%s\n", metrics.mVerboseGlyphCounts.c_str() );
457 for( uint32_t i = 0; i < metrics.mAtlasMetrics.mAtlasCount; ++i )
459 DALI_LOG_INFO( gLogFilter, Debug::Verbose, " Atlas [%i] %sPixels: %s Size: %ix%i, BlockSize: %ix%i, BlocksUsed: %i/%i\n",
460 i + 1, i > 8 ? "" : " ",
461 metrics.mAtlasMetrics.mAtlasMetrics[ i ].mPixelFormat == Pixel::L8 ? "L8 " : "BGRA",
462 metrics.mAtlasMetrics.mAtlasMetrics[ i ].mSize.mWidth,
463 metrics.mAtlasMetrics.mAtlasMetrics[ i ].mSize.mHeight,
464 metrics.mAtlasMetrics.mAtlasMetrics[ i ].mSize.mBlockWidth,
465 metrics.mAtlasMetrics.mAtlasMetrics[ i ].mSize.mBlockHeight,
466 metrics.mAtlasMetrics.mAtlasMetrics[ i ].mBlocksUsed,
467 metrics.mAtlasMetrics.mAtlasMetrics[ i ].mTotalBlocks );
474 for( Vector< TextCacheEntry >::Iterator oldTextIter = mTextCache.Begin(); oldTextIter != mTextCache.End(); ++oldTextIter )
476 mGlyphManager.AdjustReferenceCount( oldTextIter->mFontId, oldTextIter->mIndex, -1/*decrement*/ );
478 mTextCache.Resize( 0 );
481 Actor CreateMeshActor( const MeshRecord& meshRecord, const Vector2& actorSize )
483 PropertyBuffer quadVertices = PropertyBuffer::New( mQuadVertexFormat );
484 quadVertices.SetData( const_cast< AtlasManager::Vertex2D* >( &meshRecord.mMesh.mVertices[ 0 ] ), meshRecord.mMesh.mVertices.Size() );
486 Geometry quadGeometry = Geometry::New();
487 quadGeometry.AddVertexBuffer( quadVertices );
488 quadGeometry.SetIndexBuffer( &meshRecord.mMesh.mIndices[0], meshRecord.mMesh.mIndices.Size() );
490 TextureSet textureSet( mGlyphManager.GetTextures( meshRecord.mAtlasId ) );
491 Shader shader( mGlyphManager.GetShader( meshRecord.mAtlasId ) );
492 Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, shader );
493 renderer.SetTextures( textureSet );
494 renderer.SetProperty( Dali::Renderer::Property::BLEND_MODE, BlendMode::ON );
495 renderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, DepthIndex::CONTENT + mDepth );
496 Actor actor = Actor::New();
497 #if defined(DEBUG_ENABLED)
498 actor.SetName( "Text renderable actor" );
500 actor.AddRenderer( renderer );
502 // Keep all of the origins aligned
503 actor.SetParentOrigin( ParentOrigin::TOP_LEFT );
504 actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
505 actor.SetSize( actorSize );
506 actor.RegisterProperty("uOffset", Vector2::ZERO );
510 void StitchTextMesh( std::vector< MeshRecord >& meshContainer,
511 AtlasManager::Mesh2D& newMesh,
512 Vector< Extent >& extents,
515 float underlinePosition,
516 float underlineThickness,
517 AtlasManager::AtlasSlot& slot )
521 float left = newMesh.mVertices[ 0 ].mPosition.x;
522 float right = newMesh.mVertices[ 1 ].mPosition.x;
524 // Check to see if there's a mesh data object that references the same atlas ?
526 for ( std::vector< MeshRecord >::iterator mIt = meshContainer.begin(),
527 mEndIt = meshContainer.end();
531 if( slot.mAtlasId == mIt->mAtlasId )
533 // Append the mesh to the existing mesh and adjust any extents
534 Toolkit::Internal::AtlasMeshFactory::AppendMesh( mIt->mMesh, newMesh );
538 AdjustExtents( extents,
545 underlineThickness );
552 // No mesh data object currently exists that references this atlas, so create a new one
553 MeshRecord meshRecord;
554 meshRecord.mAtlasId = slot.mAtlasId;
555 meshRecord.mMesh = newMesh;
556 meshContainer.push_back( meshRecord );
560 // Adjust extents for this new meshrecord
561 AdjustExtents( extents,
563 meshContainer.size() - 1u,
568 underlineThickness );
573 void AdjustExtents( Vector< Extent >& extents,
574 std::vector< MeshRecord>& meshRecords,
579 float underlinePosition,
580 float underlineThickness )
582 bool foundExtent = false;
583 for ( Vector< Extent >::Iterator eIt = extents.Begin(),
584 eEndIt = extents.End();
588 if ( Equals( baseLine, eIt->mBaseLine ) )
591 if ( left < eIt->mLeft )
595 if ( right > eIt->mRight )
600 if ( underlinePosition > eIt->mUnderlinePosition )
602 eIt->mUnderlinePosition = underlinePosition;
604 if ( underlineThickness > eIt->mUnderlineThickness )
606 eIt->mUnderlineThickness = underlineThickness;
614 extent.mRight = right;
615 extent.mBaseLine = baseLine;
616 extent.mUnderlinePosition = underlinePosition;
617 extent.mUnderlineThickness = underlineThickness;
618 extent.mMeshRecordIndex = index;
619 extents.PushBack( extent );
623 void CalculateBlocksSize( const Vector<GlyphInfo>& glyphs )
625 for( Vector<GlyphInfo>::ConstIterator glyphIt = glyphs.Begin(),
626 glyphEndIt = glyphs.End();
627 glyphIt != glyphEndIt;
630 const FontId fontId = (*glyphIt).fontId;
631 bool foundFont = false;
633 for( std::vector< MaxBlockSize >::const_iterator blockIt = mBlockSizes.begin(),
634 blockEndIt = mBlockSizes.end();
635 blockIt != blockEndIt;
638 if( (*blockIt).mFontId == fontId )
647 FontMetrics fontMetrics;
648 mFontClient.GetFontMetrics( fontId, fontMetrics );
650 MaxBlockSize maxBlockSize;
651 maxBlockSize.mNeededBlockWidth = static_cast< uint32_t >( fontMetrics.height );
652 maxBlockSize.mNeededBlockHeight = maxBlockSize.mNeededBlockWidth;
653 maxBlockSize.mFontId = fontId;
655 mBlockSizes.push_back( maxBlockSize );
660 void GenerateUnderlines( std::vector< MeshRecord >& meshRecords,
661 Vector< Extent >& extents,
662 const Vector4& underlineColor )
664 AtlasManager::Mesh2D newMesh;
665 unsigned short faceIndex = 0;
666 for ( Vector< Extent >::ConstIterator eIt = extents.Begin(),
667 eEndIt = extents.End();
671 AtlasManager::Vertex2D vert;
672 uint32_t index = eIt->mMeshRecordIndex;
673 Vector2 uv = mGlyphManager.GetAtlasSize( meshRecords[ index ].mAtlasId );
675 // Make sure we don't hit texture edge for single pixel texture ( filled pixel is in top left of every atlas )
676 float u = HALF / uv.x;
677 float v = HALF / uv.y;
678 float thickness = eIt->mUnderlineThickness;
679 float baseLine = eIt->mBaseLine + eIt->mUnderlinePosition - ( thickness * HALF );
680 float tlx = eIt->mLeft;
681 float brx = eIt->mRight;
683 vert.mPosition.x = tlx;
684 vert.mPosition.y = baseLine;
685 vert.mTexCoords.x = ZERO;
686 vert.mTexCoords.y = ZERO;
687 vert.mColor = underlineColor;
688 newMesh.mVertices.PushBack( vert );
690 vert.mPosition.x = brx;
691 vert.mPosition.y = baseLine;
692 vert.mTexCoords.x = u;
693 vert.mColor = underlineColor;
694 newMesh.mVertices.PushBack( vert );
696 vert.mPosition.x = tlx;
697 vert.mPosition.y = baseLine + thickness;
698 vert.mTexCoords.x = ZERO;
699 vert.mTexCoords.y = v;
700 vert.mColor = underlineColor;
701 newMesh.mVertices.PushBack( vert );
703 vert.mPosition.x = brx;
704 vert.mPosition.y = baseLine + thickness;
705 vert.mTexCoords.x = u;
706 vert.mColor = underlineColor;
707 newMesh.mVertices.PushBack( vert );
709 // Six indices in counter clockwise winding
710 newMesh.mIndices.PushBack( faceIndex + 1u );
711 newMesh.mIndices.PushBack( faceIndex );
712 newMesh.mIndices.PushBack( faceIndex + 2u );
713 newMesh.mIndices.PushBack( faceIndex + 2u );
714 newMesh.mIndices.PushBack( faceIndex + 3u );
715 newMesh.mIndices.PushBack( faceIndex + 1u );
718 Toolkit::Internal::AtlasMeshFactory::AppendMesh( meshRecords[ index ].mMesh, newMesh );
722 Actor mActor; ///< The actor parent which renders the text
723 AtlasGlyphManager mGlyphManager; ///< Glyph Manager to handle upload and caching
724 TextAbstraction::FontClient mFontClient; ///> The font client used to supply glyph information
725 std::vector< MaxBlockSize > mBlockSizes; ///> Maximum size needed to contain a glyph in a block within a new atlas
726 Vector< TextCacheEntry > mTextCache; ///> Caches data from previous render
727 Property::Map mQuadVertexFormat; ///> Describes the vertex format for text
728 int mDepth; ///> DepthIndex passed by control when connect to stage
731 Text::RendererPtr AtlasRenderer::New()
733 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Text::AtlasRenderer::New()\n" );
735 return Text::RendererPtr( new AtlasRenderer() );
738 Actor AtlasRenderer::Render( Text::ViewInterface& view, int depth )
740 DALI_LOG_INFO( gLogFilter, Debug::General, "Text::AtlasRenderer::Render()\n" );
742 UnparentAndReset( mImpl->mActor );
744 Length numberOfGlyphs = view.GetNumberOfGlyphs();
746 if( numberOfGlyphs > 0u )
748 Vector<GlyphInfo> glyphs;
749 glyphs.Resize( numberOfGlyphs );
751 Vector<Vector2> positions;
752 positions.Resize( numberOfGlyphs );
754 numberOfGlyphs = view.GetGlyphs( glyphs.Begin(),
759 glyphs.Resize( numberOfGlyphs );
760 positions.Resize( numberOfGlyphs );
762 const Vector4* const colorsBuffer = view.GetColors();
763 const ColorIndex* const colorIndicesBuffer = view.GetColorIndices();
764 const Vector4& defaultColor = view.GetTextColor();
766 mImpl->AddGlyphs( view,
774 /* In the case where AddGlyphs does not create a renderable Actor for example when glyphs are all whitespace create a new Actor. */
775 /* This renderable actor is used to position the text, other "decorations" can rely on there always being an Actor regardless of it is whitespace or regular text. */
776 if ( !mImpl->mActor )
778 mImpl->mActor = Actor::New();
782 return mImpl->mActor;
785 AtlasRenderer::AtlasRenderer()
791 AtlasRenderer::~AtlasRenderer()