2 * Copyright (c) 2024 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/devel-api/adaptor-framework/image-loading.h>
23 #include <dali/devel-api/rendering/renderer-devel.h>
24 #include <dali/devel-api/rendering/texture-devel.h>
25 #include <dali/devel-api/text-abstraction/text-abstraction-definitions.h>
26 #include <dali/integration-api/debug.h>
27 #include <dali/integration-api/trace.h>
31 #include <dali-toolkit/devel-api/controls/control-depth-index-ranges.h>
32 #include <dali-toolkit/devel-api/text/text-enumerations-devel.h>
33 #include <dali-toolkit/devel-api/visuals/text-visual-properties-devel.h>
34 #include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
35 #include <dali-toolkit/internal/text/script-run.h>
36 #include <dali-toolkit/internal/text/text-effects-style.h>
37 #include <dali-toolkit/internal/text/text-enumerations-impl.h>
38 #include <dali-toolkit/internal/text/text-font-style.h>
39 #include <dali-toolkit/internal/visuals/image-atlas-manager.h>
40 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
41 #include <dali-toolkit/internal/visuals/visual-base-impl.h>
42 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
43 #include <dali-toolkit/public-api/visuals/text-visual-properties.h>
44 #include <dali-toolkit/public-api/visuals/visual-properties.h>
54 DALI_INIT_TRACE_FILTER(gTraceFilter, DALI_TRACE_TEXT_PERFORMANCE_MARKER, false);
56 const int CUSTOM_PROPERTY_COUNT(3); // uTextColorAnimatable, uHasMultipleTextColors, requireRender
59 * Return Property index for the given string key
60 * param[in] stringKey the string index key
61 * return the key as an index
64 Dali::Property::Index StringKeyToIndexKey(const std::string& stringKey)
66 Dali::Property::Index result = Property::INVALID_KEY;
68 if(stringKey == VISUAL_TYPE)
70 result = Toolkit::Visual::Property::TYPE;
72 else if(stringKey == TEXT_PROPERTY)
74 result = Toolkit::TextVisual::Property::TEXT;
76 else if(stringKey == FONT_FAMILY_PROPERTY)
78 result = Toolkit::TextVisual::Property::FONT_FAMILY;
80 else if(stringKey == FONT_STYLE_PROPERTY)
82 result = Toolkit::TextVisual::Property::FONT_STYLE;
84 else if(stringKey == POINT_SIZE_PROPERTY)
86 result = Toolkit::TextVisual::Property::POINT_SIZE;
88 else if(stringKey == MULTI_LINE_PROPERTY)
90 result = Toolkit::TextVisual::Property::MULTI_LINE;
92 else if(stringKey == HORIZONTAL_ALIGNMENT_PROPERTY)
94 result = Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT;
96 else if(stringKey == VERTICAL_ALIGNMENT_PROPERTY)
98 result = Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT;
100 else if(stringKey == TEXT_COLOR_PROPERTY)
102 result = Toolkit::TextVisual::Property::TEXT_COLOR;
104 else if(stringKey == ENABLE_MARKUP_PROPERTY)
106 result = Toolkit::TextVisual::Property::ENABLE_MARKUP;
108 else if(stringKey == SHADOW_PROPERTY)
110 result = Toolkit::TextVisual::Property::SHADOW;
112 else if(stringKey == UNDERLINE_PROPERTY)
114 result = Toolkit::TextVisual::Property::UNDERLINE;
116 else if(stringKey == OUTLINE_PROPERTY)
118 result = Toolkit::DevelTextVisual::Property::OUTLINE;
120 else if(stringKey == BACKGROUND_PROPERTY)
122 result = Toolkit::DevelTextVisual::Property::BACKGROUND;
128 void TextColorConstraint(Vector4& current, const PropertyInputContainer& inputs)
130 Vector4 color = inputs[0]->GetVector4();
131 current.r = color.r * color.a;
132 current.g = color.g * color.a;
133 current.b = color.b * color.a;
137 void OpacityConstraint(float& current, const PropertyInputContainer& inputs)
139 // Make zero if the alpha value of text color is zero to skip rendering text
140 if(EqualsZero(inputs[0]->GetVector4().a) && !inputs[1]->GetBoolean())
150 } // unnamed namespace
152 TextVisualPtr TextVisual::New(VisualFactoryCache& factoryCache, TextVisualShaderFactory& shaderFactory, const Property::Map& properties)
154 TextVisualPtr textVisualPtr(new TextVisual(factoryCache, shaderFactory));
155 textVisualPtr->SetProperties(properties);
156 textVisualPtr->Initialize();
157 return textVisualPtr;
160 Property::Map TextVisual::ConvertStringKeysToIndexKeys(const Property::Map& propertyMap)
162 Property::Map outMap;
164 for(Property::Map::SizeType index = 0u, count = propertyMap.Count(); index < count; ++index)
166 const KeyValuePair& keyValue = propertyMap.GetKeyValue(index);
168 Property::Index indexKey = keyValue.first.indexKey;
170 if(keyValue.first.type == Property::Key::STRING)
172 indexKey = StringKeyToIndexKey(keyValue.first.stringKey);
175 outMap.Insert(indexKey, keyValue.second);
181 float TextVisual::GetHeightForWidth(float width)
183 return mController->GetHeightForWidth(width);
186 void TextVisual::GetNaturalSize(Vector2& naturalSize)
188 naturalSize = mController->GetNaturalSize().GetVectorXY();
191 void TextVisual::DoCreatePropertyMap(Property::Map& map) const
193 Property::Value value;
196 map.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::TEXT);
199 mController->GetText(text);
200 map.Insert(Toolkit::TextVisual::Property::TEXT, text);
202 map.Insert(Toolkit::TextVisual::Property::FONT_FAMILY, mController->GetDefaultFontFamily());
204 GetFontStyleProperty(mController, value, Text::FontStyle::DEFAULT);
205 map.Insert(Toolkit::TextVisual::Property::FONT_STYLE, value);
207 map.Insert(Toolkit::TextVisual::Property::POINT_SIZE, mController->GetDefaultFontSize(Text::Controller::POINT_SIZE));
209 map.Insert(Toolkit::TextVisual::Property::MULTI_LINE, mController->IsMultiLineEnabled());
211 map.Insert(Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT, mController->GetHorizontalAlignment());
213 map.Insert(Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT, mController->GetVerticalAlignment());
215 map.Insert(Toolkit::TextVisual::Property::TEXT_COLOR, mController->GetDefaultColor());
217 map.Insert(Toolkit::TextVisual::Property::ENABLE_MARKUP, mController->IsMarkupProcessorEnabled());
219 GetShadowProperties(mController, value, Text::EffectStyle::DEFAULT);
220 map.Insert(Toolkit::TextVisual::Property::SHADOW, value);
222 GetUnderlineProperties(mController, value, Text::EffectStyle::DEFAULT);
223 map.Insert(Toolkit::TextVisual::Property::UNDERLINE, value);
225 GetOutlineProperties(mController, value, Text::EffectStyle::DEFAULT);
226 map.Insert(Toolkit::DevelTextVisual::Property::OUTLINE, value);
228 GetBackgroundProperties(mController, value, Text::EffectStyle::DEFAULT);
229 map.Insert(Toolkit::DevelTextVisual::Property::BACKGROUND, value);
231 GetStrikethroughProperties(mController, value, Text::EffectStyle::DEFAULT);
232 map.Insert(Toolkit::DevelTextVisual::Property::STRIKETHROUGH, value);
235 void TextVisual::DoCreateInstancePropertyMap(Property::Map& map) const
238 map.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::TEXT);
240 mController->GetText(text);
241 map.Insert(Toolkit::TextVisual::Property::TEXT, text);
244 void TextVisual::EnablePreMultipliedAlpha(bool preMultiplied)
246 // Make always enable pre multiplied alpha whether preMultiplied value is false.
249 DALI_LOG_WARNING("Note : TextVisual cannot disable PreMultipliedAlpha\n");
253 TextVisual::TextVisual(VisualFactoryCache& factoryCache, TextVisualShaderFactory& shaderFactory)
254 : Visual::Base(factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO, Toolkit::Visual::TEXT),
255 mController(Text::Controller::New()),
256 mTypesetter(Text::Typesetter::New(mController->GetTextModel())),
257 mTextVisualShaderFactory(shaderFactory),
258 mTextShaderFeatureCache(),
259 mHasMultipleTextColorsIndex(Property::INVALID_INDEX),
260 mAnimatableTextColorPropertyIndex(Property::INVALID_INDEX),
261 mTextColorAnimatableIndex(Property::INVALID_INDEX),
262 mTextRequireRenderPropertyIndex(Property::INVALID_INDEX),
263 mRendererUpdateNeeded(false),
264 mTextRequireRender(false)
266 // Enable the pre-multiplied alpha to improve the text quality
267 mImpl->mFlags |= Impl::IS_PREMULTIPLIED_ALPHA;
270 TextVisual::~TextVisual()
274 void TextVisual::OnInitialize()
276 Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY);
277 Shader shader = GetTextShader(mFactoryCache, TextVisualShaderFeature::FeatureBuilder());
279 mImpl->mRenderer = VisualRenderer::New(geometry, shader);
280 mImpl->mRenderer.ReserveCustomProperties(CUSTOM_PROPERTY_COUNT);
281 mTextRequireRenderPropertyIndex = mImpl->mRenderer.RegisterUniqueProperty("requireRender", mTextRequireRender);
282 mHasMultipleTextColorsIndex = mImpl->mRenderer.RegisterUniqueProperty("uHasMultipleTextColors", static_cast<float>(false));
285 void TextVisual::DoSetProperties(const Property::Map& propertyMap)
287 for(Property::Map::SizeType index = 0u, count = propertyMap.Count(); index < count; ++index)
289 const KeyValuePair& keyValue = propertyMap.GetKeyValue(index);
291 Property::Index indexKey = keyValue.first.indexKey;
293 if(keyValue.first.type == Property::Key::STRING)
295 indexKey = StringKeyToIndexKey(keyValue.first.stringKey);
298 DoSetProperty(indexKey, keyValue.second);
301 // Elide the text if it exceeds the boundaries.
302 mController->SetTextElideEnabled(true);
304 // Retrieve the layout engine to set the cursor's width.
305 Text::Layout::Engine& engine = mController->GetLayoutEngine();
307 // Sets 0 as cursor's width.
308 engine.SetCursorWidth(0u); // Do not layout space for the cursor.
311 void TextVisual::DoSetOnScene(Actor& actor)
315 mImpl->mRenderer.SetProperty(Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT);
317 const Vector4& defaultColor = mController->GetTextModel()->GetDefaultColor();
318 if(mTextColorAnimatableIndex == Property::INVALID_INDEX)
320 mTextColorAnimatableIndex = mImpl->mRenderer.RegisterUniqueProperty("uTextColorAnimatable", defaultColor);
324 mImpl->mRenderer.SetProperty(mTextColorAnimatableIndex, defaultColor);
327 if(mAnimatableTextColorPropertyIndex != Property::INVALID_INDEX)
329 // Create constraint for the animatable text's color Property with uTextColorAnimatable in the renderer.
330 if(mTextColorAnimatableIndex != Property::INVALID_INDEX)
332 if(!mColorConstraint)
334 mColorConstraint = Constraint::New<Vector4>(mImpl->mRenderer, mTextColorAnimatableIndex, TextColorConstraint);
335 mColorConstraint.AddSource(Source(actor, mAnimatableTextColorPropertyIndex));
337 mColorConstraint.Apply();
340 // Make zero if the alpha value of text color is zero to skip rendering text
341 if(!mOpacityConstraint)
343 // VisualRenderer::Property::OPACITY uses same animatable property internally.
344 mOpacityConstraint = Constraint::New<float>(mImpl->mRenderer, Dali::DevelRenderer::Property::OPACITY, OpacityConstraint);
345 mOpacityConstraint.AddSource(Source(actor, mAnimatableTextColorPropertyIndex));
346 mOpacityConstraint.AddSource(Source(mImpl->mRenderer, mTextRequireRenderPropertyIndex));
348 mOpacityConstraint.Apply();
351 // Renderer needs textures and to be added to control
352 mRendererUpdateNeeded = true;
357 void TextVisual::RemoveRenderer(Actor& actor, bool removeDefaultRenderer)
359 for(RendererContainer::iterator iter = mRendererList.begin(); iter != mRendererList.end(); ++iter)
361 Renderer renderer = (*iter);
363 (removeDefaultRenderer || (renderer != mImpl->mRenderer)))
365 // Removes the renderer from the actor.
366 actor.RemoveRenderer(renderer);
369 // Clear the renderer list
370 mRendererList.clear();
373 void TextVisual::DoSetOffScene(Actor& actor)
377 mColorConstraint.Remove();
379 if(mOpacityConstraint)
381 mOpacityConstraint.Remove();
384 RemoveRenderer(actor, true);
386 // Resets the control handle.
390 void TextVisual::OnSetTransform()
395 void TextVisual::DoSetProperty(Dali::Property::Index index, const Dali::Property::Value& propertyValue)
399 case Toolkit::TextVisual::Property::ENABLE_MARKUP:
401 const bool enableMarkup = propertyValue.Get<bool>();
402 mController->SetMarkupProcessorEnabled(enableMarkup);
405 case Toolkit::TextVisual::Property::TEXT:
407 mController->SetText(propertyValue.Get<std::string>());
410 case Toolkit::TextVisual::Property::FONT_FAMILY:
412 SetFontFamilyProperty(mController, propertyValue);
415 case Toolkit::TextVisual::Property::FONT_STYLE:
417 SetFontStyleProperty(mController, propertyValue, Text::FontStyle::DEFAULT);
420 case Toolkit::TextVisual::Property::POINT_SIZE:
422 const float pointSize = propertyValue.Get<float>();
423 if(!Equals(mController->GetDefaultFontSize(Text::Controller::POINT_SIZE), pointSize))
425 mController->SetDefaultFontSize(pointSize, Text::Controller::POINT_SIZE);
429 case Toolkit::TextVisual::Property::MULTI_LINE:
431 mController->SetMultiLineEnabled(propertyValue.Get<bool>());
434 case Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT:
438 Text::HorizontalAlignment::Type alignment(static_cast<Text::HorizontalAlignment::Type>(-1)); // Set to invalid value to ensure a valid mode does get set
439 if(Toolkit::Text::GetHorizontalAlignmentEnumeration(propertyValue, alignment))
441 mController->SetHorizontalAlignment(alignment);
446 case Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT:
450 Toolkit::Text::VerticalAlignment::Type alignment(static_cast<Text::VerticalAlignment::Type>(-1)); // Set to invalid value to ensure a valid mode does get set
451 if(Toolkit::Text::GetVerticalAlignmentEnumeration(propertyValue, alignment))
453 mController->SetVerticalAlignment(alignment);
458 case Toolkit::TextVisual::Property::TEXT_COLOR:
460 const Vector4& textColor = propertyValue.Get<Vector4>();
461 if(mController->GetDefaultColor() != textColor)
463 mController->SetDefaultColor(textColor);
467 case Toolkit::TextVisual::Property::SHADOW:
469 SetShadowProperties(mController, propertyValue, Text::EffectStyle::DEFAULT);
472 case Toolkit::TextVisual::Property::UNDERLINE:
474 SetUnderlineProperties(mController, propertyValue, Text::EffectStyle::DEFAULT);
477 case Toolkit::DevelTextVisual::Property::OUTLINE:
479 SetOutlineProperties(mController, propertyValue, Text::EffectStyle::DEFAULT);
482 case Toolkit::DevelTextVisual::Property::BACKGROUND:
484 SetBackgroundProperties(mController, propertyValue, Text::EffectStyle::DEFAULT);
487 case Toolkit::DevelTextVisual::Property::STRIKETHROUGH:
489 SetStrikethroughProperties(mController, propertyValue, Text::EffectStyle::DEFAULT);
495 void TextVisual::UpdateRenderer()
497 Actor control = mControl.GetHandle();
504 // Calculates the size to be used to relayout.
505 Vector2 relayoutSize;
507 const bool isWidthRelative = fabsf(mImpl->mTransform.mOffsetSizeMode.z) < Math::MACHINE_EPSILON_1000;
508 const bool isHeightRelative = fabsf(mImpl->mTransform.mOffsetSizeMode.w) < Math::MACHINE_EPSILON_1000;
510 const float controlWidth = mImpl->mControlSize.width;
511 const float controlHeight = mImpl->mControlSize.height;
513 // Round the size and offset to avoid pixel alignement issues.
514 relayoutSize.width = floorf(0.5f + (isWidthRelative ? controlWidth * mImpl->mTransform.mSize.x : mImpl->mTransform.mSize.width));
515 relayoutSize.height = floorf(0.5f + (isHeightRelative ? controlHeight * mImpl->mTransform.mSize.y : mImpl->mTransform.mSize.height));
517 auto textLengthUtf32 = mController->GetNumberOfCharacters();
519 if((fabsf(relayoutSize.width) < Math::MACHINE_EPSILON_1000) || (fabsf(relayoutSize.height) < Math::MACHINE_EPSILON_1000) || textLengthUtf32 == 0u)
521 // Remove the texture set and any renderer previously set.
522 RemoveRenderer(control, true);
524 // Nothing else to do if the relayout size is zero.
525 ResourceReady(Toolkit::Visual::ResourceStatus::READY);
529 Dali::LayoutDirection::Type layoutDirection = mController->GetLayoutDirection(control);
531 const Text::Controller::UpdateTextType updateTextType = mController->Relayout(relayoutSize, layoutDirection);
533 if(Text::Controller::NONE_UPDATED != (Text::Controller::MODEL_UPDATED & updateTextType) || mRendererUpdateNeeded)
535 mRendererUpdateNeeded = false;
537 // Remove the texture set and any renderer previously set.
538 // Note, we don't need to remove the mImpl->Renderer, since it will be added again after AddRenderer call.
539 RemoveRenderer(control, false);
541 if((relayoutSize.width > Math::MACHINE_EPSILON_1000) &&
542 (relayoutSize.height > Math::MACHINE_EPSILON_1000))
544 // Check whether it is a markup text with multiple text colors
545 const Vector4* const colorsBuffer = mController->GetTextModel()->GetColors();
546 bool hasMultipleTextColors = (NULL != colorsBuffer);
548 // Check whether the text contains any color glyph
549 bool containsColorGlyph = false;
551 TextAbstraction::FontClient fontClient = TextAbstraction::FontClient::Get();
552 const Text::GlyphInfo* const glyphsBuffer = mController->GetTextModel()->GetGlyphs();
553 const Text::Length numberOfGlyphs = mController->GetTextModel()->GetNumberOfGlyphs();
554 for(Text::Length glyphIndex = 0; glyphIndex < numberOfGlyphs; glyphIndex++)
556 // Retrieve the glyph's info.
557 const Text::GlyphInfo* const glyphInfo = glyphsBuffer + glyphIndex;
559 // Whether the current glyph is a color one.
560 if(fontClient.IsColorGlyph(glyphInfo->fontId, glyphInfo->index))
562 containsColorGlyph = true;
567 // Check whether the text contains any style colors (e.g. underline color, shadow color, etc.)
569 bool shadowEnabled = false;
570 const Vector2& shadowOffset = mController->GetTextModel()->GetShadowOffset();
571 if(fabsf(shadowOffset.x) > Math::MACHINE_EPSILON_1 || fabsf(shadowOffset.y) > Math::MACHINE_EPSILON_1)
573 shadowEnabled = true;
576 const bool outlineEnabled = (mController->GetTextModel()->GetOutlineWidth() > Math::MACHINE_EPSILON_1);
577 const bool backgroundEnabled = mController->GetTextModel()->IsBackgroundEnabled();
578 const bool markupOrSpannedText = mController->IsMarkupProcessorEnabled() || mController->GetTextModel()->IsSpannedTextPlaced();
579 const bool markupUnderlineEnabled = markupOrSpannedText && mController->GetTextModel()->IsMarkupUnderlineSet();
580 const bool markupStrikethroughEnabled = markupOrSpannedText && mController->GetTextModel()->IsMarkupStrikethroughSet();
581 const bool underlineEnabled = mController->GetTextModel()->IsUnderlineEnabled() || markupUnderlineEnabled;
582 const bool strikethroughEnabled = mController->GetTextModel()->IsStrikethroughEnabled() || markupStrikethroughEnabled;
583 const bool backgroundMarkupSet = mController->GetTextModel()->IsMarkupBackgroundColorSet();
584 const bool cutoutEnabled = mController->IsTextCutout();
585 const bool backgroundWithCutoutEnabled = mController->GetTextModel()->IsBackgroundWithCutoutEnabled();
586 const bool styleEnabled = (shadowEnabled || outlineEnabled || backgroundEnabled || markupOrSpannedText || backgroundMarkupSet || cutoutEnabled || backgroundWithCutoutEnabled);
587 const bool isOverlayStyle = underlineEnabled || strikethroughEnabled;
589 // if background with cutout is enabled, This text visual must render the entire control size.
593 relayoutSize = Vector2(controlWidth, controlHeight);
594 mImpl->mTransform.mSize.width = controlWidth;
595 mImpl->mTransform.mSize.height = controlHeight;
596 mImpl->mTransform.mOffset.x = 0;
597 mImpl->mTransform.mOffset.y = 0;
600 AddRenderer(control, relayoutSize, hasMultipleTextColors, containsColorGlyph, styleEnabled, isOverlayStyle);
602 // Text rendered and ready to display
603 ResourceReady(Toolkit::Visual::ResourceStatus::READY);
608 void TextVisual::AddTexture(TextureSet& textureSet, PixelData& data, Sampler& sampler, unsigned int textureSetIndex)
610 Texture texture = Texture::New(Dali::TextureType::TEXTURE_2D,
611 data.GetPixelFormat(),
614 texture.Upload(data);
616 textureSet.SetTexture(textureSetIndex, texture);
617 textureSet.SetSampler(textureSetIndex, sampler);
620 void TextVisual::AddTilingTexture(TextureSet& textureSet, TilingInfo& tilingInfo, PixelData& data, Sampler& sampler, unsigned int textureSetIndex)
622 Texture texture = Texture::New(Dali::TextureType::TEXTURE_2D,
623 tilingInfo.textPixelFormat,
626 DevelTexture::UploadSubPixelData(texture, data, 0u, tilingInfo.offsetHeight, tilingInfo.width, tilingInfo.height);
628 textureSet.SetTexture(textureSetIndex, texture);
629 textureSet.SetSampler(textureSetIndex, sampler);
632 void TextVisual::CreateTextureSet(TilingInfo& info, VisualRenderer& renderer, Sampler& sampler)
634 TextureSet textureSet = TextureSet::New();
635 uint32_t textureSetIndex = 0u;
637 // Convert the buffer to pixel data to make it a texture.
639 if(info.textPixelData)
641 AddTilingTexture(textureSet, info, info.textPixelData, sampler, textureSetIndex);
645 if(mTextShaderFeatureCache.IsEnabledStyle() && info.stylePixelData)
647 AddTilingTexture(textureSet, info, info.stylePixelData, sampler, textureSetIndex);
651 if(mTextShaderFeatureCache.IsEnabledOverlay() && info.overlayStylePixelData)
653 AddTilingTexture(textureSet, info, info.overlayStylePixelData, sampler, textureSetIndex);
657 if(mTextShaderFeatureCache.IsEnabledEmoji() && !mTextShaderFeatureCache.IsEnabledMultiColor() && info.maskPixelData)
659 AddTilingTexture(textureSet, info, info.maskPixelData, sampler, textureSetIndex);
663 renderer.SetTextures(textureSet);
665 //Register transform properties
666 mImpl->mTransform.SetUniforms(renderer, Direction::LEFT_TO_RIGHT);
668 // Enable the pre-multiplied alpha to improve the text quality
669 renderer.SetProperty(Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, true);
670 renderer.SetProperty(VisualRenderer::Property::VISUAL_PRE_MULTIPLIED_ALPHA, true);
672 // Set size and offset for the tiling.
673 renderer.SetProperty(VisualRenderer::Property::TRANSFORM_SIZE, Vector2(info.width, info.height));
674 renderer.SetProperty(VisualRenderer::Property::TRANSFORM_OFFSET, info.transformOffset);
675 renderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
676 renderer.RegisterProperty("uHasMultipleTextColors", static_cast<float>(mTextShaderFeatureCache.IsEnabledMultiColor()));
678 mRendererList.push_back(renderer);
681 void TextVisual::AddRenderer(Actor& actor, const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled, bool isOverlayStyle)
683 Shader shader = GetTextShader(mFactoryCache, TextVisualShaderFeature::FeatureBuilder().EnableMultiColor(hasMultipleTextColors).EnableEmoji(containsColorGlyph).EnableStyle(styleEnabled).EnableOverlay(isOverlayStyle));
684 mImpl->mRenderer.SetShader(shader);
686 DALI_TRACE_SCOPE(gTraceFilter, "DALI_TEXT_VISUAL_UPDATE_RENDERER");
688 // Get the maximum size.
689 const int maxTextureSize = Dali::GetMaxTextureSize();
691 // No tiling required. Use the default renderer.
692 if(size.height < maxTextureSize)
694 TextureSet textureSet = GetTextTexture(size);
696 mImpl->mRenderer.SetTextures(textureSet);
697 //Register transform properties
698 mImpl->mTransform.SetUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
699 mImpl->mRenderer.SetProperty(mHasMultipleTextColorsIndex, static_cast<float>(hasMultipleTextColors));
700 mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
702 mRendererList.push_back(mImpl->mRenderer);
704 // If the pixel data exceeds the maximum size, tiling is required.
707 // Filter mode needs to be set to linear to produce better quality while scaling.
708 Sampler sampler = Sampler::New();
709 sampler.SetFilterMode(FilterMode::LINEAR, FilterMode::LINEAR);
711 // Create RGBA texture if the text contains emojis or multiple text colors, otherwise L8 texture
712 Pixel::Format textPixelFormat = (containsColorGlyph || hasMultipleTextColors) ? Pixel::RGBA8888 : Pixel::L8;
714 // Check the text direction
715 Toolkit::DevelText::TextDirection::Type textDirection = mController->GetTextDirection();
717 // Create a texture for the text without any styles
718 PixelData data = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_NO_STYLES, false, textPixelFormat);
720 int verifiedWidth = data.GetWidth();
721 int verifiedHeight = data.GetHeight();
723 // Set information for creating textures.
724 TilingInfo info(verifiedWidth, maxTextureSize, textPixelFormat);
726 // Get the pixel data of text.
727 info.textPixelData = data;
729 if(mTextShaderFeatureCache.IsEnabledStyle())
731 // Create RGBA texture for all the text styles (without the text itself)
732 info.stylePixelData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_NO_TEXT, false, Pixel::RGBA8888);
735 if(mTextShaderFeatureCache.IsEnabledOverlay())
737 // Create RGBA texture for all the overlay styles
738 info.overlayStylePixelData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_OVERLAY_STYLE, false, Pixel::RGBA8888);
741 if(mTextShaderFeatureCache.IsEnabledEmoji() && !mTextShaderFeatureCache.IsEnabledMultiColor())
743 // Create a L8 texture as a mask to avoid color glyphs (e.g. emojis) to be affected by text color animation
744 info.maskPixelData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_MASK, false, Pixel::L8);
747 // Get the current offset for recalculate the offset when tiling.
748 Property::Map retMap;
749 mImpl->mTransform.GetPropertyMap(retMap);
750 Property::Value* offsetValue = retMap.Find(Dali::Toolkit::Visual::Transform::Property::OFFSET);
753 offsetValue->Get(info.transformOffset);
756 // Create a textureset in the default renderer.
757 CreateTextureSet(info, mImpl->mRenderer, sampler);
759 verifiedHeight -= maxTextureSize;
761 Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY);
763 // Create a renderer by cutting maxTextureSize.
764 while(verifiedHeight > 0)
766 VisualRenderer tilingRenderer = VisualRenderer::New(geometry, shader);
767 tilingRenderer.SetProperty(Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT);
768 // New offset position of buffer for tiling.
769 info.offsetHeight += maxTextureSize;
770 // New height for tiling.
771 info.height = (verifiedHeight - maxTextureSize) > 0 ? maxTextureSize : verifiedHeight;
772 // New offset for tiling.
773 info.transformOffset.y += maxTextureSize;
774 // Create a textureset int the new tiling renderer.
775 CreateTextureSet(info, tilingRenderer, sampler);
777 verifiedHeight -= maxTextureSize;
781 mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
783 const Vector4& defaultColor = mController->GetTextModel()->GetDefaultColor();
785 for(RendererContainer::iterator iter = mRendererList.begin(); iter != mRendererList.end(); ++iter)
787 Renderer renderer = (*iter);
790 // Note, AddRenderer will ignore renderer if it is already added. @SINCE 2_3.22
791 actor.AddRenderer(renderer);
793 if(renderer != mImpl->mRenderer)
795 // Set constraint for text label's color for non-default renderers.
796 if(mAnimatableTextColorPropertyIndex != Property::INVALID_INDEX)
798 // Register unique property, or get property for default renderer.
799 Property::Index index = renderer.RegisterUniqueProperty("uTextColorAnimatable", defaultColor);
801 // Create constraint for the animatable text's color Property with uTextColorAnimatable in the renderer.
802 if(index != Property::INVALID_INDEX)
804 Constraint colorConstraint = Constraint::New<Vector4>(renderer, index, TextColorConstraint);
805 colorConstraint.AddSource(Source(actor, mAnimatableTextColorPropertyIndex));
806 colorConstraint.Apply();
809 // Make zero if the alpha value of text color is zero to skip rendering text
810 // VisualRenderer::Property::OPACITY uses same animatable property internally.
811 Constraint opacityConstraint = Constraint::New<float>(renderer, Dali::DevelRenderer::Property::OPACITY, OpacityConstraint);
812 opacityConstraint.AddSource(Source(actor, mAnimatableTextColorPropertyIndex));
813 opacityConstraint.AddSource(Source(mImpl->mRenderer, mTextRequireRenderPropertyIndex));
814 opacityConstraint.Apply();
821 TextureSet TextVisual::GetTextTexture(const Vector2& size)
823 const bool cutoutEnabled = mController->IsTextCutout();
825 // Filter mode needs to be set to linear to produce better quality while scaling.
826 Sampler sampler = Sampler::New();
827 sampler.SetFilterMode(FilterMode::LINEAR, FilterMode::LINEAR);
829 TextureSet textureSet = TextureSet::New();
831 // Create RGBA texture if the text contains emojis or multiple text colors, otherwise L8 texture
832 Pixel::Format textPixelFormat = (mTextShaderFeatureCache.IsEnabledEmoji() || mTextShaderFeatureCache.IsEnabledMultiColor() || cutoutEnabled) ? Pixel::RGBA8888 : Pixel::L8;
834 // Check the text direction
835 Toolkit::DevelText::TextDirection::Type textDirection = mController->GetTextDirection();
836 uint32_t textureSetIndex = 0u;
837 // Create a texture for the text without any styles
839 Devel::PixelBuffer cutoutData;
840 float cutoutAlpha = mController->GetTextModel()->GetDefaultColor().a;
843 cutoutData = mTypesetter->RenderWithPixelBuffer(size, textDirection, Text::Typesetter::RENDER_NO_STYLES, false, textPixelFormat);
845 // Make transparent buffer.
846 // If the cutout is enabled, a separate texture is not used for the text.
847 Devel::PixelBuffer buffer = mTypesetter->CreateFullBackgroundBuffer(1, 1, Vector4(0.f, 0.f ,0.f ,0.f));
848 PixelData data = Devel::PixelBuffer::Convert(buffer);
849 AddTexture(textureSet, data, sampler, textureSetIndex);
854 PixelData data = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_NO_STYLES, false, textPixelFormat);
855 AddTexture(textureSet, data, sampler, textureSetIndex);
860 if(mTextShaderFeatureCache.IsEnabledStyle())
862 // Create RGBA texture for all the text styles that render in the background (without the text itself)
865 if(cutoutEnabled && cutoutData)
867 styleData = mTypesetter->RenderWithCutout(size, textDirection, cutoutData, Text::Typesetter::RENDER_NO_TEXT, false, Pixel::RGBA8888, cutoutAlpha);
871 styleData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_NO_TEXT, false, Pixel::RGBA8888);
874 AddTexture(textureSet, styleData, sampler, textureSetIndex);
878 if(mTextShaderFeatureCache.IsEnabledOverlay())
880 // Create RGBA texture for overlay styles such as underline and strikethrough (without the text itself)
881 PixelData overlayStyleData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_OVERLAY_STYLE, false, Pixel::RGBA8888);
882 AddTexture(textureSet, overlayStyleData, sampler, textureSetIndex);
886 if(mTextShaderFeatureCache.IsEnabledEmoji() && !mTextShaderFeatureCache.IsEnabledMultiColor())
888 // Create a L8 texture as a mask to avoid color glyphs (e.g. emojis) to be affected by text color animation
889 PixelData maskData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_MASK, false, Pixel::L8);
891 AddTexture(textureSet, maskData, sampler, textureSetIndex);
897 Shader TextVisual::GetTextShader(VisualFactoryCache& factoryCache, const TextVisualShaderFeature::FeatureBuilder& featureBuilder)
899 // Cache feature builder informations.
900 mTextShaderFeatureCache = featureBuilder;
902 Shader shader = mTextVisualShaderFactory.GetShader(factoryCache, mTextShaderFeatureCache);
906 void TextVisual::SetRequireRender(bool requireRender)
908 mTextRequireRender = requireRender;
911 mImpl->mRenderer.SetProperty(mTextRequireRenderPropertyIndex, mTextRequireRender);
915 } // namespace Internal
917 } // namespace Toolkit