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/text-abstraction/text-abstraction-definitions.h>
26 #include <dali-toolkit/public-api/visuals/text-visual-properties.h>
27 #include <dali-toolkit/devel-api/visuals/text-visual-properties-devel.h>
28 #include <dali-toolkit/public-api/visuals/visual-properties.h>
29 #include <dali-toolkit/devel-api/controls/control-depth-index-ranges.h>
30 #include <dali-toolkit/internal/visuals/image-atlas-manager.h>
31 #include <dali-toolkit/internal/visuals/visual-base-impl.h>
32 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
33 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
34 #include <dali-toolkit/internal/text/text-font-style.h>
35 #include <dali-toolkit/internal/text/text-effects-style.h>
36 #include <dali-toolkit/internal/text/script-run.h>
37 #include <dali-toolkit/internal/text/text-enumerations-impl.h>
51 // Property names - common properties defined in visual-string-constants.h/cpp
52 const char * const FONT_FAMILY_PROPERTY( "fontFamily" );
53 const char * const FONT_STYLE_PROPERTY( "fontStyle" );
54 const char * const POINT_SIZE_PROPERTY( "pointSize" );
55 const char * const MULTI_LINE_PROPERTY( "multiLine" );
56 const char * const HORIZONTAL_ALIGNMENT_PROPERTY( "horizontalAlignment" );
57 const char * const VERTICAL_ALIGNMENT_PROPERTY( "verticalAlignment" );
58 const char * const TEXT_COLOR_PROPERTY( "textColor" );
59 const char * const ENABLE_MARKUP_PROPERTY( "enableMarkup" );
60 const char * const SHADOW_PROPERTY( "shadow" );
61 const char * const UNDERLINE_PROPERTY( "underline" );
62 const char * const OUTLINE_PROPERTY( "outline" );
64 const Vector4 FULL_TEXTURE_RECT( 0.f, 0.f, 1.f, 1.f );
66 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
67 attribute mediump vec2 aPosition;\n
68 uniform mediump mat4 uMvpMatrix;\n
69 uniform mediump vec3 uSize;\n
70 uniform mediump vec4 pixelArea;\n
72 uniform mediump mat4 uModelMatrix;\n
73 uniform mediump mat4 uViewMatrix;\n
74 uniform mediump mat4 uProjection;\n
76 varying mediump vec2 vTexCoord;\n
78 //Visual size and offset
79 uniform mediump vec2 offset;\n
80 uniform mediump vec2 size;\n
81 uniform mediump vec4 offsetSizeMode;\n
82 uniform mediump vec2 origin;\n
83 uniform mediump vec2 anchorPoint;\n
85 vec4 ComputeVertexPosition()\n
87 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
88 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
89 return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
94 mediump vec4 nonAlignedVertex = uViewMatrix*uModelMatrix*ComputeVertexPosition();\n
95 mediump vec4 pixelAlignedVertex = vec4 ( floor(nonAlignedVertex.xyz), 1.0 );\n
96 mediump vec4 vertexPosition = uProjection*pixelAlignedVertex;\n
98 vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n
99 gl_Position = vertexPosition;\n
103 const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT = DALI_COMPOSE_SHADER(
104 varying mediump vec2 vTexCoord;\n
105 uniform sampler2D sTexture;\n
106 uniform lowp vec4 uTextColorAnimatable;\n
107 uniform mediump vec4 uAtlasRect;\n
108 uniform lowp vec4 uColor;\n
109 uniform lowp vec3 mixColor;\n
110 uniform lowp float opacity;\n
111 uniform lowp float preMultipliedAlpha;\n
113 lowp vec4 visualMixColor()\n
115 return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
120 mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
121 mediump float textTexture = texture2D( sTexture, texCoord ).r;\n
123 // Set the color of the text to what it is animated to.
124 gl_FragColor = uTextColorAnimatable * textTexture * uColor * visualMixColor();
128 const char* FRAGMENT_SHADER_MULTI_COLOR_TEXT = DALI_COMPOSE_SHADER(
129 varying mediump vec2 vTexCoord;\n
130 uniform sampler2D sTexture;\n
131 uniform mediump vec4 uAtlasRect;\n
132 uniform lowp vec4 uColor;\n
133 uniform lowp vec3 mixColor;\n
134 uniform lowp float opacity;\n
135 uniform lowp float preMultipliedAlpha;\n
137 lowp vec4 visualMixColor()\n
139 return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
144 mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
145 mediump vec4 textTexture = texture2D( sTexture, texCoord );\n
146 textTexture.rgb *= mix( 1.0, textTexture.a, preMultipliedAlpha );\n
148 gl_FragColor = textTexture * uColor * visualMixColor();
152 const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE = DALI_COMPOSE_SHADER(
153 varying mediump vec2 vTexCoord;\n
154 uniform sampler2D sTexture;\n
155 uniform sampler2D sStyle;\n
156 uniform lowp vec4 uTextColorAnimatable;\n
157 uniform mediump vec4 uAtlasRect;\n
158 uniform lowp vec4 uColor;\n
159 uniform lowp vec3 mixColor;\n
160 uniform lowp float opacity;\n
161 uniform lowp float preMultipliedAlpha;\n
163 lowp vec4 visualMixColor()\n
165 return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
170 mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
171 mediump float textTexture = texture2D( sTexture, texCoord ).r;\n
172 mediump vec4 styleTexture = texture2D( sStyle, texCoord );\n
174 // Draw the text as overlay above the style
175 gl_FragColor = ( uTextColorAnimatable * textTexture + styleTexture * ( 1.0 - textTexture ) ) * uColor * visualMixColor();\n
179 const char* FRAGMENT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE = DALI_COMPOSE_SHADER(
180 varying mediump vec2 vTexCoord;\n
181 uniform sampler2D sTexture;\n
182 uniform sampler2D sStyle;\n
183 uniform mediump vec4 uAtlasRect;\n
184 uniform lowp vec4 uColor;\n
185 uniform lowp vec3 mixColor;\n
186 uniform lowp float opacity;\n
187 uniform lowp float preMultipliedAlpha;\n
189 lowp vec4 visualMixColor()\n
191 return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
196 mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
197 mediump vec4 textTexture = texture2D( sTexture, texCoord );\n
198 mediump vec4 styleTexture = texture2D( sStyle, texCoord );\n
199 textTexture.rgb *= mix( 1.0, textTexture.a, preMultipliedAlpha );\n
201 // Draw the text as overlay above the style
202 gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * visualMixColor();\n
206 const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI = DALI_COMPOSE_SHADER(
207 varying mediump vec2 vTexCoord;\n
208 uniform sampler2D sTexture;\n
209 uniform sampler2D sMask;\n
210 uniform lowp vec4 uTextColorAnimatable;\n
211 uniform mediump vec4 uAtlasRect;\n
212 uniform lowp vec4 uColor;\n
213 uniform lowp vec3 mixColor;\n
214 uniform lowp float opacity;\n
215 uniform lowp float preMultipliedAlpha;\n
217 lowp vec4 visualMixColor()\n
219 return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
224 mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
225 mediump vec4 textTexture = texture2D( sTexture, texCoord );\n
226 mediump float maskTexture = texture2D( sMask, texCoord ).r;\n
228 // Set the color of non-transparent pixel in text to what it is animated to.
229 // Markup text with multiple text colors are not animated (but can be supported later on if required).
230 // Emoji color are not animated.
231 mediump float vstep = step( 0.0001, textTexture.a );\n
232 textTexture.rgb = mix( textTexture.rgb, uTextColorAnimatable.rgb, vstep * maskTexture ) * mix( 1.0, textTexture.a, preMultipliedAlpha );\n
234 // Draw the text as overlay above the style
235 gl_FragColor = textTexture * uColor * visualMixColor();\n
239 const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI = DALI_COMPOSE_SHADER(
240 varying mediump vec2 vTexCoord;\n
241 uniform sampler2D sTexture;\n
242 uniform sampler2D sStyle;\n
243 uniform sampler2D sMask;\n
244 uniform lowp float uHasMultipleTextColors;\n
245 uniform lowp vec4 uTextColorAnimatable;\n
246 uniform mediump vec4 uAtlasRect;\n
247 uniform lowp vec4 uColor;\n
248 uniform lowp vec3 mixColor;\n
249 uniform lowp float opacity;\n
250 uniform lowp float preMultipliedAlpha;\n
252 lowp vec4 visualMixColor()\n
254 return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
259 mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
260 mediump vec4 textTexture = texture2D( sTexture, texCoord );\n
261 mediump vec4 styleTexture = texture2D( sStyle, texCoord );\n
262 mediump float maskTexture = texture2D( sMask, texCoord ).r;\n
264 // Set the color of non-transparent pixel in text to what it is animated to.
265 // Markup text with multiple text colors are not animated (but can be supported later on if required).
266 // Emoji color are not animated.
267 mediump float vstep = step( 0.0001, textTexture.a );\n
268 textTexture.rgb = mix( textTexture.rgb, uTextColorAnimatable.rgb, vstep * maskTexture * ( 1.0 - uHasMultipleTextColors ) ) * mix( 1.0, textTexture.a, preMultipliedAlpha );\n
270 // Draw the text as overlay above the style
271 gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * visualMixColor();\n
276 * Return Property index for the given string key
277 * param[in] stringKey the string index key
278 * return the key as an index
281 Dali::Property::Index StringKeyToIndexKey( const std::string& stringKey )
283 Dali::Property::Index result = Property::INVALID_KEY;
285 if( stringKey == VISUAL_TYPE )
287 result = Toolkit::Visual::Property::TYPE;
289 else if( stringKey == TEXT_PROPERTY )
291 result = Toolkit::TextVisual::Property::TEXT;
293 else if( stringKey == FONT_FAMILY_PROPERTY )
295 result = Toolkit::TextVisual::Property::FONT_FAMILY;
297 else if( stringKey == FONT_STYLE_PROPERTY )
299 result = Toolkit::TextVisual::Property::FONT_STYLE;
301 else if( stringKey == POINT_SIZE_PROPERTY )
303 result = Toolkit::TextVisual::Property::POINT_SIZE;
305 else if( stringKey == MULTI_LINE_PROPERTY )
307 result = Toolkit::TextVisual::Property::MULTI_LINE;
309 else if( stringKey == HORIZONTAL_ALIGNMENT_PROPERTY )
311 result = Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT;
313 else if( stringKey == VERTICAL_ALIGNMENT_PROPERTY )
315 result = Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT;
317 else if( stringKey == TEXT_COLOR_PROPERTY )
319 result = Toolkit::TextVisual::Property::TEXT_COLOR;
321 else if( stringKey == ENABLE_MARKUP_PROPERTY )
323 result = Toolkit::TextVisual::Property::ENABLE_MARKUP;
325 else if( stringKey == SHADOW_PROPERTY )
327 result = Toolkit::TextVisual::Property::SHADOW;
329 else if( stringKey == UNDERLINE_PROPERTY )
331 result = Toolkit::TextVisual::Property::UNDERLINE;
333 else if( stringKey == OUTLINE_PROPERTY )
335 result = Toolkit::DevelTextVisual::Property::OUTLINE;
341 void TextColorConstraint( Vector4& current, const PropertyInputContainer& inputs )
343 Vector4 color = inputs[0]->GetVector4();
344 current.r = color.r * color.a;
345 current.g = color.g * color.a;
346 current.b = color.b * color.a;
350 } // unnamed namespace
352 TextVisualPtr TextVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
354 TextVisualPtr TextVisualPtr( new TextVisual( factoryCache ) );
355 TextVisualPtr->SetProperties( properties );
356 return TextVisualPtr;
359 void TextVisual::ConvertStringKeysToIndexKeys( Property::Map& propertyMap )
361 Property::Map outMap;
363 for( Property::Map::SizeType index = 0u, count = propertyMap.Count(); index < count; ++index )
365 const KeyValuePair& keyValue = propertyMap.GetKeyValue( index );
367 Property::Index indexKey = keyValue.first.indexKey;
369 if ( keyValue.first.type == Property::Key::STRING )
371 indexKey = StringKeyToIndexKey( keyValue.first.stringKey );
374 outMap.Insert( indexKey, keyValue.second );
377 propertyMap = outMap;
380 float TextVisual::GetHeightForWidth( float width )
382 return mController->GetHeightForWidth( width );
385 void TextVisual::GetNaturalSize( Vector2& naturalSize )
387 naturalSize = mController->GetNaturalSize().GetVectorXY();
390 void TextVisual::DoCreatePropertyMap( Property::Map& map ) const
392 Property::Value value;
395 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::TEXT );
398 mController->GetText( text );
399 map.Insert( Toolkit::TextVisual::Property::TEXT, text );
401 map.Insert( Toolkit::TextVisual::Property::FONT_FAMILY, mController->GetDefaultFontFamily() );
403 GetFontStyleProperty( mController, value, Text::FontStyle::DEFAULT );
404 map.Insert( Toolkit::TextVisual::Property::FONT_STYLE, value );
406 map.Insert( Toolkit::TextVisual::Property::POINT_SIZE, mController->GetDefaultFontSize( Text::Controller::POINT_SIZE ) );
408 map.Insert( Toolkit::TextVisual::Property::MULTI_LINE, mController->IsMultiLineEnabled() );
410 map.Insert( Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT, mController->GetHorizontalAlignment() );
412 map.Insert( Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT, mController->GetVerticalAlignment() );
414 map.Insert( Toolkit::TextVisual::Property::TEXT_COLOR, mController->GetDefaultColor() );
416 map.Insert( Toolkit::TextVisual::Property::ENABLE_MARKUP, mController->IsMarkupProcessorEnabled() );
418 GetShadowProperties( mController, value, Text::EffectStyle::DEFAULT );
419 map.Insert( Toolkit::TextVisual::Property::SHADOW, value );
421 GetUnderlineProperties( mController, value, Text::EffectStyle::DEFAULT );
422 map.Insert( Toolkit::TextVisual::Property::UNDERLINE, value );
424 GetOutlineProperties( mController, value, Text::EffectStyle::DEFAULT );
425 map.Insert( Toolkit::DevelTextVisual::Property::OUTLINE, value );
428 void TextVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
431 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::TEXT );
433 mController->GetText( text );
434 map.Insert( Toolkit::TextVisual::Property::TEXT, text );
438 TextVisual::TextVisual( VisualFactoryCache& factoryCache )
439 : Visual::Base( factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO ),
440 mController( Text::Controller::New() ),
441 mTypesetter( Text::Typesetter::New( mController->GetTextModel() ) ),
442 mAnimatableTextColorPropertyIndex( Property::INVALID_INDEX ),
443 mRendererUpdateNeeded( false )
447 TextVisual::~TextVisual()
451 void TextVisual::DoSetProperties( const Property::Map& propertyMap )
453 for( Property::Map::SizeType index = 0u, count = propertyMap.Count(); index < count; ++index )
455 const KeyValuePair& keyValue = propertyMap.GetKeyValue( index );
457 Property::Index indexKey = keyValue.first.indexKey;
459 if( keyValue.first.type == Property::Key::STRING )
461 indexKey = StringKeyToIndexKey( keyValue.first.stringKey );
464 DoSetProperty( indexKey, keyValue.second );
467 // Elide the text if it exceeds the boundaries.
468 mController->SetTextElideEnabled( true );
470 // Retrieve the layout engine to set the cursor's width.
471 Text::Layout::Engine& engine = mController->GetLayoutEngine();
473 // Sets 0 as cursor's width.
474 engine.SetCursorWidth( 0u ); // Do not layout space for the cursor.
477 void TextVisual::DoSetOnStage( Actor& actor )
481 Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
482 Shader shader = GetTextShader(mFactoryCache, TextType::SINGLE_COLOR_TEXT, TextType::NO_EMOJI, TextType::NO_STYLES);
484 mImpl->mRenderer = Renderer::New( geometry, shader );
485 mImpl->mRenderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT );
487 // Enable the pre-multiplied alpha to improve the text quality
488 EnablePreMultipliedAlpha(true);
490 const Vector4& defaultColor = mController->GetTextModel()->GetDefaultColor();
491 Dali::Property::Index shaderTextColorIndex = mImpl->mRenderer.RegisterProperty( "uTextColorAnimatable", defaultColor );
493 if ( mAnimatableTextColorPropertyIndex != Property::INVALID_INDEX )
495 // Create constraint for the animatable text's color Property with uTextColorAnimatable in the renderer.
496 if( shaderTextColorIndex != Property::INVALID_INDEX )
498 Constraint constraint = Constraint::New<Vector4>( mImpl->mRenderer, shaderTextColorIndex, TextColorConstraint );
499 constraint.AddSource( Source( actor, mAnimatableTextColorPropertyIndex ) );
504 // Renderer needs textures and to be added to control
505 mRendererUpdateNeeded = true;
510 void TextVisual::DoSetOffStage( Actor& actor )
512 if( mImpl->mRenderer )
514 // Removes the renderer from the actor.
515 actor.RemoveRenderer( mImpl->mRenderer );
519 // Resets the renderer.
520 mImpl->mRenderer.Reset();
523 // Resets the control handle.
527 void TextVisual::OnSetTransform()
532 void TextVisual::DoSetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue )
536 case Toolkit::TextVisual::Property::ENABLE_MARKUP:
538 const bool enableMarkup = propertyValue.Get<bool>();
539 mController->SetMarkupProcessorEnabled( enableMarkup );
542 case Toolkit::TextVisual::Property::TEXT:
544 mController->SetText( propertyValue.Get<std::string>() );
547 case Toolkit::TextVisual::Property::FONT_FAMILY:
549 SetFontFamilyProperty( mController, propertyValue );
552 case Toolkit::TextVisual::Property::FONT_STYLE:
554 SetFontStyleProperty( mController, propertyValue, Text::FontStyle::DEFAULT );
557 case Toolkit::TextVisual::Property::POINT_SIZE:
559 const float pointSize = propertyValue.Get<float>();
560 if( !Equals( mController->GetDefaultFontSize( Text::Controller::POINT_SIZE ), pointSize ) )
562 mController->SetDefaultFontSize( pointSize, Text::Controller::POINT_SIZE );
566 case Toolkit::TextVisual::Property::MULTI_LINE:
568 mController->SetMultiLineEnabled( propertyValue.Get<bool>() );
571 case Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT:
575 Text::HorizontalAlignment::Type alignment( static_cast< Text::HorizontalAlignment::Type >( -1 ) ); // Set to invalid value to ensure a valid mode does get set
576 if( Toolkit::Text::GetHorizontalAlignmentEnumeration( propertyValue, alignment ) )
578 mController->SetHorizontalAlignment( alignment );
583 case Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT:
587 Toolkit::Text::VerticalAlignment::Type alignment( static_cast< Text::VerticalAlignment::Type >( -1 ) ); // Set to invalid value to ensure a valid mode does get set
588 if( Toolkit::Text::GetVerticalAlignmentEnumeration( propertyValue, alignment) )
590 mController->SetVerticalAlignment( alignment );
595 case Toolkit::TextVisual::Property::TEXT_COLOR:
597 const Vector4& textColor = propertyValue.Get< Vector4 >();
598 if( mController->GetDefaultColor() != textColor )
600 mController->SetDefaultColor( textColor );
604 case Toolkit::TextVisual::Property::SHADOW:
606 SetShadowProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
609 case Toolkit::TextVisual::Property::UNDERLINE:
611 SetUnderlineProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
614 case Toolkit::DevelTextVisual::Property::OUTLINE:
616 SetOutlineProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
622 void TextVisual::UpdateRenderer()
624 Actor control = mControl.GetHandle();
631 // Calculates the size to be used to relayout.
632 Vector2 relayoutSize;
634 const bool isWidthRelative = fabsf( mImpl->mTransform.mOffsetSizeMode.z ) < Math::MACHINE_EPSILON_1000;
635 const bool isHeightRelative = fabsf( mImpl->mTransform.mOffsetSizeMode.w ) < Math::MACHINE_EPSILON_1000;
637 // Round the size and offset to avoid pixel alignement issues.
638 relayoutSize.width = floorf( 0.5f + ( isWidthRelative ? mImpl->mControlSize.width * mImpl->mTransform.mSize.x : mImpl->mTransform.mSize.width ) );
639 relayoutSize.height = floorf( 0.5f + ( isHeightRelative ? mImpl->mControlSize.height * mImpl->mTransform.mSize.y : mImpl->mTransform.mSize.height ) );
641 Vector4 animatableTextColor = Color::WHITE;
642 if( mAnimatableTextColorPropertyIndex != Property::INVALID_INDEX )
644 animatableTextColor = control.GetProperty< Vector4 >( mAnimatableTextColorPropertyIndex );
648 mController->GetText( text );
650 if( ( fabsf( relayoutSize.width ) < Math::MACHINE_EPSILON_1000 ) || ( fabsf( relayoutSize.height ) < Math::MACHINE_EPSILON_1000 ) || text.empty() )
652 // Removes the texture set.
655 // Remove any renderer previously set.
656 if( mImpl->mRenderer )
658 control.RemoveRenderer( mImpl->mRenderer );
661 // Nothing else to do if the relayout size is zero.
662 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
666 const Text::Controller::UpdateTextType updateTextType = mController->Relayout( relayoutSize );
668 if( Text::Controller::NONE_UPDATED != ( Text::Controller::MODEL_UPDATED & updateTextType )
669 || mRendererUpdateNeeded )
671 mRendererUpdateNeeded = false;
673 // Removes the texture set.
676 // Remove any renderer previously set.
677 if( mImpl->mRenderer )
679 control.RemoveRenderer( mImpl->mRenderer );
682 if( ( relayoutSize.width > Math::MACHINE_EPSILON_1000 ) &&
683 ( relayoutSize.height > Math::MACHINE_EPSILON_1000 ) )
685 // Check whether it is a markup text with multiple text colors
686 const Vector4* const colorsBuffer = mController->GetTextModel()->GetColors();
687 bool hasMultipleTextColors = ( NULL != colorsBuffer );
689 // Check whether the text contains any emoji
690 bool containsEmoji = false;
692 Text::ScriptRunIndex numberOfScripts = mController->GetTextModel()->GetNumberOfScripts();
693 const Text::ScriptRun* scripts = mController->GetTextModel()->GetScriptRuns();
694 for ( Text::ScriptRunIndex scriptIndex = 0u; scriptIndex < numberOfScripts; scriptIndex++ )
696 const Text::ScriptRun& scriptRun = *( scripts + scriptIndex );
697 if( TextAbstraction::EMOJI == scriptRun.script )
699 containsEmoji = true;
704 // Check whether the text contains any style colors (e.g. underline color, shadow color, etc.)
706 bool shadowEnabled = false;
707 const Vector2& shadowOffset = mController->GetTextModel()->GetShadowOffset();
708 if ( fabsf( shadowOffset.x ) > Math::MACHINE_EPSILON_1 || fabsf( shadowOffset.y ) > Math::MACHINE_EPSILON_1 )
710 shadowEnabled = true;
713 const bool underlineEnabled = mController->GetTextModel()->IsUnderlineEnabled();
714 const bool outlineEnabled = ( mController->GetTextModel()->GetOutlineWidth() > Math::MACHINE_EPSILON_1 );
716 const bool styleEnabled = ( shadowEnabled || underlineEnabled || outlineEnabled );
718 TextureSet textureSet = GetTextTexture( relayoutSize, hasMultipleTextColors, containsEmoji, styleEnabled );
719 mImpl->mRenderer.SetTextures( textureSet );
721 Shader shader = GetTextShader( mFactoryCache, hasMultipleTextColors, containsEmoji, styleEnabled );
722 mImpl->mRenderer.SetShader(shader);
724 mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
726 Vector4 atlasRect = FULL_TEXTURE_RECT;
727 mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, atlasRect );
728 mImpl->mRenderer.RegisterProperty( "uHasMultipleTextColors", static_cast<float>( hasMultipleTextColors ) );
730 mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON);
732 //Register transform properties
733 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
735 control.AddRenderer( mImpl->mRenderer );
737 // Text rendered and ready to display
738 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
743 void TextVisual::RemoveTextureSet()
745 if( mImpl->mFlags & Impl::IS_ATLASING_APPLIED )
747 // Removes the text's image from the texture atlas.
750 const Property::Index index = mImpl->mRenderer.GetPropertyIndex( ATLAS_RECT_UNIFORM_NAME );
751 if( index != Property::INVALID_INDEX )
753 const Property::Value& atlasRectValue = mImpl->mRenderer.GetProperty( index );
754 atlasRectValue.Get( atlasRect );
756 const TextureSet& textureSet = mImpl->mRenderer.GetTextures();
757 mFactoryCache.GetAtlasManager()->Remove( textureSet, atlasRect );
762 TextureSet TextVisual::GetTextTexture( const Vector2& size, bool hasMultipleTextColors, bool containsEmoji, bool styleEnabled )
764 // Filter mode needs to be set to linear to produce better quality while scaling.
765 Sampler sampler = Sampler::New();
766 sampler.SetFilterMode( FilterMode::LINEAR, FilterMode::LINEAR );
768 TextureSet textureSet = TextureSet::New();
770 // Create RGBA texture if the text contains emojis or multiple text colors, otherwise L8 texture
771 Pixel::Format textPixelFormat = ( containsEmoji || hasMultipleTextColors ) ? Pixel::RGBA8888 : Pixel::L8;
773 // Create a texture for the text without any styles
774 PixelData data = mTypesetter->Render( size, Text::Typesetter::RENDER_NO_STYLES, false, textPixelFormat );
776 // It may happen the image atlas can't handle a pixel data it exceeds the maximum size.
777 // In that case, create a texture. TODO: should tile the text.
779 Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D,
780 data.GetPixelFormat(),
784 texture.Upload( data );
786 textureSet.SetTexture( 0u, texture );
787 textureSet.SetSampler( 0u, sampler );
791 // Create RGBA texture for all the text styles (without the text itself)
792 PixelData styleData = mTypesetter->Render( size, Text::Typesetter::RENDER_NO_TEXT, false, Pixel::RGBA8888 );
794 Texture styleTexture = Texture::New( Dali::TextureType::TEXTURE_2D,
795 styleData.GetPixelFormat(),
796 styleData.GetWidth(),
797 styleData.GetHeight() );
799 styleTexture.Upload( styleData );
801 textureSet.SetTexture( 1u, styleTexture );
802 textureSet.SetSampler( 1u, sampler );
805 if ( containsEmoji && !hasMultipleTextColors )
807 // Create a L8 texture as a mask to avoid color glyphs (e.g. emojis) to be affected by text color animation
808 PixelData maskData = mTypesetter->Render( size, Text::Typesetter::RENDER_MASK, false, Pixel::L8 );
810 Texture maskTexture = Texture::New( Dali::TextureType::TEXTURE_2D,
811 maskData.GetPixelFormat(),
813 maskData.GetHeight() );
815 maskTexture.Upload( maskData );
819 textureSet.SetTexture( 1u, maskTexture );
820 textureSet.SetSampler( 1u, sampler );
824 textureSet.SetTexture( 2u, maskTexture );
825 textureSet.SetSampler( 2u, sampler );
832 Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool hasMultipleTextColors, bool containsEmoji, bool styleEnabled )
836 if( hasMultipleTextColors && !styleEnabled )
838 // We don't animate text color if the text contains multiple colors
839 shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT );
842 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_MULTI_COLOR_TEXT );
843 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
844 factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT, shader );
847 else if( hasMultipleTextColors && styleEnabled )
849 // We don't animate text color if the text contains multiple colors
850 shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE );
853 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE );
854 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
855 factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE, shader );
858 else if( !hasMultipleTextColors && !containsEmoji && !styleEnabled )
860 shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT );
863 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT );
864 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
865 factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT, shader );
868 else if( !hasMultipleTextColors && !containsEmoji && styleEnabled )
870 shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE );
873 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE );
874 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
875 factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE, shader );
878 else if( !hasMultipleTextColors && containsEmoji && !styleEnabled )
880 shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI );
883 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI );
884 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
885 factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI, shader );
888 else // if( !hasMultipleTextColors && containsEmoji && styleEnabled )
890 shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI );
893 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI );
894 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
895 factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI, shader );
902 } // namespace Internal
904 } // namespace Toolkit