2 * Copyright (c) 2018 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/visuals/text/text-visual.h>
22 #include <dali/public-api/animation/constraints.h>
23 #include <dali/devel-api/rendering/renderer-devel.h>
24 #include <dali/devel-api/text-abstraction/text-abstraction-definitions.h>
27 #include <dali-toolkit/public-api/visuals/text-visual-properties.h>
28 #include <dali-toolkit/devel-api/visuals/text-visual-properties-devel.h>
29 #include <dali-toolkit/public-api/visuals/visual-properties.h>
30 #include <dali-toolkit/devel-api/controls/control-depth-index-ranges.h>
31 #include <dali-toolkit/internal/visuals/image-atlas-manager.h>
32 #include <dali-toolkit/internal/visuals/visual-base-impl.h>
33 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
34 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
35 #include <dali-toolkit/internal/text/text-font-style.h>
36 #include <dali-toolkit/internal/text/text-effects-style.h>
37 #include <dali-toolkit/internal/text/script-run.h>
38 #include <dali-toolkit/internal/text/text-enumerations-impl.h>
39 #include <dali-toolkit/devel-api/text/text-enumerations-devel.h>
53 // Property names - common properties defined in visual-string-constants.h/cpp
54 const char * const FONT_FAMILY_PROPERTY( "fontFamily" );
55 const char * const FONT_STYLE_PROPERTY( "fontStyle" );
56 const char * const POINT_SIZE_PROPERTY( "pointSize" );
57 const char * const MULTI_LINE_PROPERTY( "multiLine" );
58 const char * const HORIZONTAL_ALIGNMENT_PROPERTY( "horizontalAlignment" );
59 const char * const VERTICAL_ALIGNMENT_PROPERTY( "verticalAlignment" );
60 const char * const TEXT_COLOR_PROPERTY( "textColor" );
61 const char * const ENABLE_MARKUP_PROPERTY( "enableMarkup" );
62 const char * const SHADOW_PROPERTY( "shadow" );
63 const char * const UNDERLINE_PROPERTY( "underline" );
64 const char * const OUTLINE_PROPERTY( "outline" );
65 const char * const BACKGROUND_PROPERTY( "textBackground" );
67 const Vector4 FULL_TEXTURE_RECT( 0.f, 0.f, 1.f, 1.f );
69 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
70 attribute mediump vec2 aPosition;\n
71 uniform mediump mat4 uMvpMatrix;\n
72 uniform mediump vec3 uSize;\n
73 uniform mediump vec4 pixelArea;\n
75 uniform mediump mat4 uModelMatrix;\n
76 uniform mediump mat4 uViewMatrix;\n
77 uniform mediump mat4 uProjection;\n
79 varying mediump vec2 vTexCoord;\n
81 //Visual size and offset
82 uniform mediump vec2 offset;\n
83 uniform mediump vec2 size;\n
84 uniform mediump vec4 offsetSizeMode;\n
85 uniform mediump vec2 origin;\n
86 uniform mediump vec2 anchorPoint;\n
88 vec4 ComputeVertexPosition()\n
90 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
91 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
92 return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
97 mediump vec4 nonAlignedVertex = uViewMatrix*uModelMatrix*ComputeVertexPosition();\n
98 mediump vec4 pixelAlignedVertex = vec4 ( floor(nonAlignedVertex.xyz), 1.0 );\n
99 mediump vec4 vertexPosition = uProjection*pixelAlignedVertex;\n
101 vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n
102 gl_Position = vertexPosition;\n
106 const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT = DALI_COMPOSE_SHADER(
107 varying mediump vec2 vTexCoord;\n
108 uniform sampler2D sTexture;\n
109 uniform lowp vec4 uTextColorAnimatable;\n
110 uniform lowp vec4 uColor;\n
111 uniform lowp vec3 mixColor;\n
115 mediump float textTexture = texture2D( sTexture, vTexCoord ).r;\n
117 // Set the color of the text to what it is animated to.
118 gl_FragColor = uTextColorAnimatable * textTexture * uColor * vec4( mixColor, 1.0 );
122 const char* FRAGMENT_SHADER_MULTI_COLOR_TEXT = DALI_COMPOSE_SHADER(
123 varying mediump vec2 vTexCoord;\n
124 uniform sampler2D sTexture;\n
125 uniform lowp vec4 uColor;\n
126 uniform lowp vec3 mixColor;\n
130 mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n
132 gl_FragColor = textTexture * uColor * vec4( mixColor, 1.0 );
136 const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE = DALI_COMPOSE_SHADER(
137 varying mediump vec2 vTexCoord;\n
138 uniform sampler2D sTexture;\n
139 uniform sampler2D sStyle;\n
140 uniform lowp vec4 uTextColorAnimatable;\n
141 uniform lowp vec4 uColor;\n
142 uniform lowp vec3 mixColor;\n
146 mediump float textTexture = texture2D( sTexture, vTexCoord ).r;\n
147 mediump vec4 styleTexture = texture2D( sStyle, vTexCoord );\n
149 // Draw the text as overlay above the style
150 gl_FragColor = ( uTextColorAnimatable * textTexture + styleTexture * ( 1.0 - uTextColorAnimatable.a * textTexture ) ) * uColor * vec4( mixColor, 1.0 );\n
154 const char* FRAGMENT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE = DALI_COMPOSE_SHADER(
155 varying mediump vec2 vTexCoord;\n
156 uniform sampler2D sTexture;\n
157 uniform sampler2D sStyle;\n
158 uniform lowp vec4 uColor;\n
159 uniform lowp vec3 mixColor;\n
163 mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n
164 mediump vec4 styleTexture = texture2D( sStyle, vTexCoord );\n
166 // Draw the text as overlay above the style
167 gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, 1.0 );\n
171 const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI = DALI_COMPOSE_SHADER(
172 varying mediump vec2 vTexCoord;\n
173 uniform sampler2D sTexture;\n
174 uniform sampler2D sMask;\n
175 uniform lowp vec4 uTextColorAnimatable;\n
176 uniform lowp vec4 uColor;\n
177 uniform lowp vec3 mixColor;\n
181 mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n
182 mediump float maskTexture = texture2D( sMask, vTexCoord ).r;\n
184 // Set the color of non-transparent pixel in text to what it is animated to.
185 // Markup text with multiple text colors are not animated (but can be supported later on if required).
186 // Emoji color are not animated.
187 mediump float vstep = step( 0.0001, textTexture.a );\n
188 textTexture.rgb = mix( textTexture.rgb, uTextColorAnimatable.rgb, vstep * maskTexture );\n
190 // Draw the text as overlay above the style
191 gl_FragColor = textTexture * uColor * vec4( mixColor, 1.0 );\n
195 const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI = DALI_COMPOSE_SHADER(
196 varying mediump vec2 vTexCoord;\n
197 uniform sampler2D sTexture;\n
198 uniform sampler2D sStyle;\n
199 uniform sampler2D sMask;\n
200 uniform lowp float uHasMultipleTextColors;\n
201 uniform lowp vec4 uTextColorAnimatable;\n
202 uniform lowp vec4 uColor;\n
203 uniform lowp vec3 mixColor;\n
207 mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n
208 mediump vec4 styleTexture = texture2D( sStyle, vTexCoord );\n
209 mediump float maskTexture = texture2D( sMask, vTexCoord ).r;\n
211 // Set the color of non-transparent pixel in text to what it is animated to.
212 // Markup text with multiple text colors are not animated (but can be supported later on if required).
213 // Emoji color are not animated.
214 mediump float vstep = step( 0.0001, textTexture.a );\n
215 textTexture.rgb = mix( textTexture.rgb, uTextColorAnimatable.rgb, vstep * maskTexture * ( 1.0 - uHasMultipleTextColors ) );\n
217 // Draw the text as overlay above the style
218 gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, 1.0 );\n
223 * Return Property index for the given string key
224 * param[in] stringKey the string index key
225 * return the key as an index
228 Dali::Property::Index StringKeyToIndexKey( const std::string& stringKey )
230 Dali::Property::Index result = Property::INVALID_KEY;
232 if( stringKey == VISUAL_TYPE )
234 result = Toolkit::Visual::Property::TYPE;
236 else if( stringKey == TEXT_PROPERTY )
238 result = Toolkit::TextVisual::Property::TEXT;
240 else if( stringKey == FONT_FAMILY_PROPERTY )
242 result = Toolkit::TextVisual::Property::FONT_FAMILY;
244 else if( stringKey == FONT_STYLE_PROPERTY )
246 result = Toolkit::TextVisual::Property::FONT_STYLE;
248 else if( stringKey == POINT_SIZE_PROPERTY )
250 result = Toolkit::TextVisual::Property::POINT_SIZE;
252 else if( stringKey == MULTI_LINE_PROPERTY )
254 result = Toolkit::TextVisual::Property::MULTI_LINE;
256 else if( stringKey == HORIZONTAL_ALIGNMENT_PROPERTY )
258 result = Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT;
260 else if( stringKey == VERTICAL_ALIGNMENT_PROPERTY )
262 result = Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT;
264 else if( stringKey == TEXT_COLOR_PROPERTY )
266 result = Toolkit::TextVisual::Property::TEXT_COLOR;
268 else if( stringKey == ENABLE_MARKUP_PROPERTY )
270 result = Toolkit::TextVisual::Property::ENABLE_MARKUP;
272 else if( stringKey == SHADOW_PROPERTY )
274 result = Toolkit::TextVisual::Property::SHADOW;
276 else if( stringKey == UNDERLINE_PROPERTY )
278 result = Toolkit::TextVisual::Property::UNDERLINE;
280 else if( stringKey == OUTLINE_PROPERTY )
282 result = Toolkit::DevelTextVisual::Property::OUTLINE;
284 else if( stringKey == BACKGROUND_PROPERTY )
286 result = Toolkit::DevelTextVisual::Property::BACKGROUND;
292 void TextColorConstraint( Vector4& current, const PropertyInputContainer& inputs )
294 Vector4 color = inputs[0]->GetVector4();
295 current.r = color.r * color.a;
296 current.g = color.g * color.a;
297 current.b = color.b * color.a;
301 void OpacityConstraint( float& current, const PropertyInputContainer& inputs )
303 // Make zero if the alpha value of text color is zero to skip rendering text
304 if( EqualsZero( inputs[0]->GetVector4().a ) )
314 } // unnamed namespace
316 TextVisualPtr TextVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
318 TextVisualPtr TextVisualPtr( new TextVisual( factoryCache ) );
319 TextVisualPtr->SetProperties( properties );
320 return TextVisualPtr;
323 void TextVisual::ConvertStringKeysToIndexKeys( Property::Map& propertyMap )
325 Property::Map outMap;
327 for( Property::Map::SizeType index = 0u, count = propertyMap.Count(); index < count; ++index )
329 const KeyValuePair& keyValue = propertyMap.GetKeyValue( index );
331 Property::Index indexKey = keyValue.first.indexKey;
333 if ( keyValue.first.type == Property::Key::STRING )
335 indexKey = StringKeyToIndexKey( keyValue.first.stringKey );
338 outMap.Insert( indexKey, keyValue.second );
341 propertyMap = outMap;
344 float TextVisual::GetHeightForWidth( float width )
346 return mController->GetHeightForWidth( width );
349 void TextVisual::GetNaturalSize( Vector2& naturalSize )
351 naturalSize = mController->GetNaturalSize().GetVectorXY();
354 void TextVisual::DoCreatePropertyMap( Property::Map& map ) const
356 Property::Value value;
359 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::TEXT );
362 mController->GetText( text );
363 map.Insert( Toolkit::TextVisual::Property::TEXT, text );
365 map.Insert( Toolkit::TextVisual::Property::FONT_FAMILY, mController->GetDefaultFontFamily() );
367 GetFontStyleProperty( mController, value, Text::FontStyle::DEFAULT );
368 map.Insert( Toolkit::TextVisual::Property::FONT_STYLE, value );
370 map.Insert( Toolkit::TextVisual::Property::POINT_SIZE, mController->GetDefaultFontSize( Text::Controller::POINT_SIZE ) );
372 map.Insert( Toolkit::TextVisual::Property::MULTI_LINE, mController->IsMultiLineEnabled() );
374 map.Insert( Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT, mController->GetHorizontalAlignment() );
376 map.Insert( Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT, mController->GetVerticalAlignment() );
378 map.Insert( Toolkit::TextVisual::Property::TEXT_COLOR, mController->GetDefaultColor() );
380 map.Insert( Toolkit::TextVisual::Property::ENABLE_MARKUP, mController->IsMarkupProcessorEnabled() );
382 GetShadowProperties( mController, value, Text::EffectStyle::DEFAULT );
383 map.Insert( Toolkit::TextVisual::Property::SHADOW, value );
385 GetUnderlineProperties( mController, value, Text::EffectStyle::DEFAULT );
386 map.Insert( Toolkit::TextVisual::Property::UNDERLINE, value );
388 GetOutlineProperties( mController, value, Text::EffectStyle::DEFAULT );
389 map.Insert( Toolkit::DevelTextVisual::Property::OUTLINE, value );
391 GetBackgroundProperties( mController, value, Text::EffectStyle::DEFAULT );
392 map.Insert( Toolkit::DevelTextVisual::Property::BACKGROUND, value );
395 void TextVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
398 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::TEXT );
400 mController->GetText( text );
401 map.Insert( Toolkit::TextVisual::Property::TEXT, text );
405 TextVisual::TextVisual( VisualFactoryCache& factoryCache )
406 : Visual::Base( factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO ),
407 mController( Text::Controller::New() ),
408 mTypesetter( Text::Typesetter::New( mController->GetTextModel() ) ),
409 mAnimatableTextColorPropertyIndex( Property::INVALID_INDEX ),
410 mRendererUpdateNeeded( false )
414 TextVisual::~TextVisual()
418 void TextVisual::DoSetProperties( const Property::Map& propertyMap )
420 for( Property::Map::SizeType index = 0u, count = propertyMap.Count(); index < count; ++index )
422 const KeyValuePair& keyValue = propertyMap.GetKeyValue( index );
424 Property::Index indexKey = keyValue.first.indexKey;
426 if( keyValue.first.type == Property::Key::STRING )
428 indexKey = StringKeyToIndexKey( keyValue.first.stringKey );
431 DoSetProperty( indexKey, keyValue.second );
434 // Elide the text if it exceeds the boundaries.
435 mController->SetTextElideEnabled( true );
437 // Retrieve the layout engine to set the cursor's width.
438 Text::Layout::Engine& engine = mController->GetLayoutEngine();
440 // Sets 0 as cursor's width.
441 engine.SetCursorWidth( 0u ); // Do not layout space for the cursor.
444 void TextVisual::DoSetOnStage( Actor& actor )
448 Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
449 Shader shader = GetTextShader(mFactoryCache, TextType::SINGLE_COLOR_TEXT, TextType::NO_EMOJI, TextType::NO_STYLES);
451 mImpl->mRenderer = Renderer::New( geometry, shader );
452 mImpl->mRenderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT );
454 // Enable the pre-multiplied alpha to improve the text quality
455 EnablePreMultipliedAlpha(true);
457 const Vector4& defaultColor = mController->GetTextModel()->GetDefaultColor();
458 Dali::Property::Index shaderTextColorIndex = mImpl->mRenderer.RegisterProperty( "uTextColorAnimatable", defaultColor );
460 if ( mAnimatableTextColorPropertyIndex != Property::INVALID_INDEX )
462 // Create constraint for the animatable text's color Property with uTextColorAnimatable in the renderer.
463 if( shaderTextColorIndex != Property::INVALID_INDEX )
465 Constraint colorConstraint = Constraint::New<Vector4>( mImpl->mRenderer, shaderTextColorIndex, TextColorConstraint );
466 colorConstraint.AddSource( Source( actor, mAnimatableTextColorPropertyIndex ) );
467 colorConstraint.Apply();
469 // Make zero if the alpha value of text color is zero to skip rendering text
470 Constraint opacityConstraint = Constraint::New< float >( mImpl->mRenderer, Dali::DevelRenderer::Property::OPACITY, OpacityConstraint );
471 opacityConstraint.AddSource( Source( actor, mAnimatableTextColorPropertyIndex ) );
472 opacityConstraint.Apply();
476 // Renderer needs textures and to be added to control
477 mRendererUpdateNeeded = true;
482 void TextVisual::DoSetOffStage( Actor& actor )
484 if( mImpl->mRenderer )
486 // Removes the renderer from the actor.
487 actor.RemoveRenderer( mImpl->mRenderer );
491 // Resets the renderer.
492 mImpl->mRenderer.Reset();
495 // Resets the control handle.
499 void TextVisual::OnSetTransform()
504 void TextVisual::DoSetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue )
508 case Toolkit::TextVisual::Property::ENABLE_MARKUP:
510 const bool enableMarkup = propertyValue.Get<bool>();
511 mController->SetMarkupProcessorEnabled( enableMarkup );
514 case Toolkit::TextVisual::Property::TEXT:
516 mController->SetText( propertyValue.Get<std::string>() );
519 case Toolkit::TextVisual::Property::FONT_FAMILY:
521 SetFontFamilyProperty( mController, propertyValue );
524 case Toolkit::TextVisual::Property::FONT_STYLE:
526 SetFontStyleProperty( mController, propertyValue, Text::FontStyle::DEFAULT );
529 case Toolkit::TextVisual::Property::POINT_SIZE:
531 const float pointSize = propertyValue.Get<float>();
532 if( !Equals( mController->GetDefaultFontSize( Text::Controller::POINT_SIZE ), pointSize ) )
534 mController->SetDefaultFontSize( pointSize, Text::Controller::POINT_SIZE );
538 case Toolkit::TextVisual::Property::MULTI_LINE:
540 mController->SetMultiLineEnabled( propertyValue.Get<bool>() );
543 case Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT:
547 Text::HorizontalAlignment::Type alignment( static_cast< Text::HorizontalAlignment::Type >( -1 ) ); // Set to invalid value to ensure a valid mode does get set
548 if( Toolkit::Text::GetHorizontalAlignmentEnumeration( propertyValue, alignment ) )
550 mController->SetHorizontalAlignment( alignment );
555 case Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT:
559 Toolkit::Text::VerticalAlignment::Type alignment( static_cast< Text::VerticalAlignment::Type >( -1 ) ); // Set to invalid value to ensure a valid mode does get set
560 if( Toolkit::Text::GetVerticalAlignmentEnumeration( propertyValue, alignment) )
562 mController->SetVerticalAlignment( alignment );
567 case Toolkit::TextVisual::Property::TEXT_COLOR:
569 const Vector4& textColor = propertyValue.Get< Vector4 >();
570 if( mController->GetDefaultColor() != textColor )
572 mController->SetDefaultColor( textColor );
576 case Toolkit::TextVisual::Property::SHADOW:
578 SetShadowProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
581 case Toolkit::TextVisual::Property::UNDERLINE:
583 SetUnderlineProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
586 case Toolkit::DevelTextVisual::Property::OUTLINE:
588 SetOutlineProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
591 case Toolkit::DevelTextVisual::Property::BACKGROUND:
593 SetBackgroundProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
599 void TextVisual::UpdateRenderer()
601 Actor control = mControl.GetHandle();
608 // Calculates the size to be used to relayout.
609 Vector2 relayoutSize;
611 const bool isWidthRelative = fabsf( mImpl->mTransform.mOffsetSizeMode.z ) < Math::MACHINE_EPSILON_1000;
612 const bool isHeightRelative = fabsf( mImpl->mTransform.mOffsetSizeMode.w ) < Math::MACHINE_EPSILON_1000;
614 // Round the size and offset to avoid pixel alignement issues.
615 relayoutSize.width = floorf( 0.5f + ( isWidthRelative ? mImpl->mControlSize.width * mImpl->mTransform.mSize.x : mImpl->mTransform.mSize.width ) );
616 relayoutSize.height = floorf( 0.5f + ( isHeightRelative ? mImpl->mControlSize.height * mImpl->mTransform.mSize.y : mImpl->mTransform.mSize.height ) );
619 mController->GetText( text );
621 if( ( fabsf( relayoutSize.width ) < Math::MACHINE_EPSILON_1000 ) || ( fabsf( relayoutSize.height ) < Math::MACHINE_EPSILON_1000 ) || text.empty() )
623 // Removes the texture set.
626 // Remove any renderer previously set.
627 if( mImpl->mRenderer )
629 control.RemoveRenderer( mImpl->mRenderer );
632 // Nothing else to do if the relayout size is zero.
633 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
637 Dali::LayoutDirection::Type layoutDirection = static_cast<Dali::LayoutDirection::Type>( control.GetProperty( Dali::Actor::Property::LAYOUT_DIRECTION ).Get<int>() );
639 const Text::Controller::UpdateTextType updateTextType = mController->Relayout( relayoutSize, layoutDirection );
641 if( Text::Controller::NONE_UPDATED != ( Text::Controller::MODEL_UPDATED & updateTextType )
642 || mRendererUpdateNeeded )
644 mRendererUpdateNeeded = false;
646 // Removes the texture set.
649 // Remove any renderer previously set.
650 if( mImpl->mRenderer )
652 control.RemoveRenderer( mImpl->mRenderer );
655 if( ( relayoutSize.width > Math::MACHINE_EPSILON_1000 ) &&
656 ( relayoutSize.height > Math::MACHINE_EPSILON_1000 ) )
658 // Check whether it is a markup text with multiple text colors
659 const Vector4* const colorsBuffer = mController->GetTextModel()->GetColors();
660 bool hasMultipleTextColors = ( NULL != colorsBuffer );
662 // Check whether the text contains any color glyph
663 bool containsColorGlyph = false;
665 TextAbstraction::FontClient fontClient = TextAbstraction::FontClient::Get();
666 const Text::GlyphInfo* const glyphsBuffer = mController->GetTextModel()->GetGlyphs();
667 const Text::Length numberOfGlyphs = mController->GetTextModel()->GetNumberOfGlyphs();
668 for ( Text::Length glyphIndex = 0; glyphIndex < numberOfGlyphs; glyphIndex++ )
670 // Retrieve the glyph's info.
671 const Text::GlyphInfo* const glyphInfo = glyphsBuffer + glyphIndex;
673 // Whether the current glyph is a color one.
674 if( fontClient.IsColorGlyph( glyphInfo->fontId, glyphInfo->index ) )
676 containsColorGlyph = true;
681 // Check whether the text contains any style colors (e.g. underline color, shadow color, etc.)
683 bool shadowEnabled = false;
684 const Vector2& shadowOffset = mController->GetTextModel()->GetShadowOffset();
685 if ( fabsf( shadowOffset.x ) > Math::MACHINE_EPSILON_1 || fabsf( shadowOffset.y ) > Math::MACHINE_EPSILON_1 )
687 shadowEnabled = true;
690 const bool underlineEnabled = mController->GetTextModel()->IsUnderlineEnabled();
691 const bool outlineEnabled = ( mController->GetTextModel()->GetOutlineWidth() > Math::MACHINE_EPSILON_1 );
692 const bool backgroundEnabled = mController->GetTextModel()->IsBackgroundEnabled();;
694 const bool styleEnabled = ( shadowEnabled || underlineEnabled || outlineEnabled || backgroundEnabled );
696 TextureSet textureSet = GetTextTexture( relayoutSize, hasMultipleTextColors, containsColorGlyph, styleEnabled );
697 mImpl->mRenderer.SetTextures( textureSet );
699 Shader shader = GetTextShader( mFactoryCache, hasMultipleTextColors, containsColorGlyph, styleEnabled );
700 mImpl->mRenderer.SetShader(shader);
702 mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
704 mImpl->mRenderer.RegisterProperty( "uHasMultipleTextColors", static_cast<float>( hasMultipleTextColors ) );
706 mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON);
708 //Register transform properties
709 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
711 control.AddRenderer( mImpl->mRenderer );
713 // Text rendered and ready to display
714 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
719 void TextVisual::RemoveTextureSet()
721 if( mImpl->mFlags & Impl::IS_ATLASING_APPLIED )
723 // Removes the text's image from the texture atlas.
726 const Property::Index index = mImpl->mRenderer.GetPropertyIndex( ATLAS_RECT_UNIFORM_NAME );
727 if( index != Property::INVALID_INDEX )
729 const Property::Value& atlasRectValue = mImpl->mRenderer.GetProperty( index );
730 atlasRectValue.Get( atlasRect );
732 const TextureSet& textureSet = mImpl->mRenderer.GetTextures();
733 mFactoryCache.GetAtlasManager()->Remove( textureSet, atlasRect );
738 TextureSet TextVisual::GetTextTexture( const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled )
740 // Filter mode needs to be set to linear to produce better quality while scaling.
741 Sampler sampler = Sampler::New();
742 sampler.SetFilterMode( FilterMode::LINEAR, FilterMode::LINEAR );
744 TextureSet textureSet = TextureSet::New();
746 // Create RGBA texture if the text contains emojis or multiple text colors, otherwise L8 texture
747 Pixel::Format textPixelFormat = ( containsColorGlyph || hasMultipleTextColors ) ? Pixel::RGBA8888 : Pixel::L8;
749 // Check the text direction
750 Toolkit::DevelText::TextDirection::Type textDirection = mController->GetTextDirection();
752 // Create a texture for the text without any styles
753 PixelData data = mTypesetter->Render( size, textDirection, Text::Typesetter::RENDER_NO_STYLES, false, textPixelFormat );
755 // It may happen the image atlas can't handle a pixel data it exceeds the maximum size.
756 // In that case, create a texture. TODO: should tile the text.
758 Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D,
759 data.GetPixelFormat(),
763 texture.Upload( data );
765 textureSet.SetTexture( 0u, texture );
766 textureSet.SetSampler( 0u, sampler );
770 // Create RGBA texture for all the text styles (without the text itself)
771 PixelData styleData = mTypesetter->Render( size, textDirection, Text::Typesetter::RENDER_NO_TEXT, false, Pixel::RGBA8888 );
773 Texture styleTexture = Texture::New( Dali::TextureType::TEXTURE_2D,
774 styleData.GetPixelFormat(),
775 styleData.GetWidth(),
776 styleData.GetHeight() );
778 styleTexture.Upload( styleData );
780 textureSet.SetTexture( 1u, styleTexture );
781 textureSet.SetSampler( 1u, sampler );
784 if ( containsColorGlyph && !hasMultipleTextColors )
786 // Create a L8 texture as a mask to avoid color glyphs (e.g. emojis) to be affected by text color animation
787 PixelData maskData = mTypesetter->Render( size, textDirection, Text::Typesetter::RENDER_MASK, false, Pixel::L8 );
789 Texture maskTexture = Texture::New( Dali::TextureType::TEXTURE_2D,
790 maskData.GetPixelFormat(),
792 maskData.GetHeight() );
794 maskTexture.Upload( maskData );
798 textureSet.SetTexture( 1u, maskTexture );
799 textureSet.SetSampler( 1u, sampler );
803 textureSet.SetTexture( 2u, maskTexture );
804 textureSet.SetSampler( 2u, sampler );
811 Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled )
815 if( hasMultipleTextColors && !styleEnabled )
817 // We don't animate text color if the text contains multiple colors
818 shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT );
821 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_MULTI_COLOR_TEXT );
822 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
823 factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT, shader );
826 else if( hasMultipleTextColors && styleEnabled )
828 // We don't animate text color if the text contains multiple colors
829 shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE );
832 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE );
833 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
834 factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE, shader );
837 else if( !hasMultipleTextColors && !containsColorGlyph && !styleEnabled )
839 shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT );
842 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT );
843 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
844 factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT, shader );
847 else if( !hasMultipleTextColors && !containsColorGlyph && styleEnabled )
849 shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE );
852 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE );
853 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
854 factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE, shader );
857 else if( !hasMultipleTextColors && containsColorGlyph && !styleEnabled )
859 shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI );
862 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI );
863 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
864 factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI, shader );
867 else // if( !hasMultipleTextColors && containsColorGlyph && styleEnabled )
869 shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI );
872 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI );
873 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
874 factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI, shader );
881 } // namespace Internal
883 } // namespace Toolkit