2 * Copyright (c) 2022 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/images/pixel-data-devel.h>
24 #include <dali/devel-api/rendering/renderer-devel.h>
25 #include <dali/devel-api/rendering/texture-devel.h>
26 #include <dali/devel-api/text-abstraction/text-abstraction-definitions.h>
27 #include <dali/integration-api/debug.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 const int CUSTOM_PROPERTY_COUNT(5); // anim,premul,size,offset,multicol
56 const Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f);
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))
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 mAnimatableTextColorPropertyIndex(Property::INVALID_INDEX),
260 mTextColorAnimatableIndex(Property::INVALID_INDEX),
261 mRendererUpdateNeeded(false)
263 // Enable the pre-multiplied alpha to improve the text quality
264 mImpl->mFlags |= Impl::IS_PREMULTIPLIED_ALPHA;
267 TextVisual::~TextVisual()
271 void TextVisual::OnInitialize()
273 Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY);
274 Shader shader = GetTextShader(mFactoryCache, TextVisualShaderFeature::FeatureBuilder());
276 mImpl->mRenderer = VisualRenderer::New(geometry, shader);
277 mImpl->mRenderer.ReserveCustomProperties(CUSTOM_PROPERTY_COUNT);
280 void TextVisual::DoSetProperties(const Property::Map& propertyMap)
282 for(Property::Map::SizeType index = 0u, count = propertyMap.Count(); index < count; ++index)
284 const KeyValuePair& keyValue = propertyMap.GetKeyValue(index);
286 Property::Index indexKey = keyValue.first.indexKey;
288 if(keyValue.first.type == Property::Key::STRING)
290 indexKey = StringKeyToIndexKey(keyValue.first.stringKey);
293 DoSetProperty(indexKey, keyValue.second);
296 // Elide the text if it exceeds the boundaries.
297 mController->SetTextElideEnabled(true);
299 // Retrieve the layout engine to set the cursor's width.
300 Text::Layout::Engine& engine = mController->GetLayoutEngine();
302 // Sets 0 as cursor's width.
303 engine.SetCursorWidth(0u); // Do not layout space for the cursor.
306 void TextVisual::DoSetOnScene(Actor& actor)
310 mImpl->mRenderer.SetProperty(Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT);
312 const Vector4& defaultColor = mController->GetTextModel()->GetDefaultColor();
313 if(mTextColorAnimatableIndex == Property::INVALID_INDEX)
315 mTextColorAnimatableIndex = mImpl->mRenderer.RegisterUniqueProperty("uTextColorAnimatable", defaultColor);
319 mImpl->mRenderer.SetProperty(mTextColorAnimatableIndex, defaultColor);
322 if(mAnimatableTextColorPropertyIndex != Property::INVALID_INDEX)
324 // Create constraint for the animatable text's color Property with uTextColorAnimatable in the renderer.
325 if(mTextColorAnimatableIndex != Property::INVALID_INDEX)
327 if(!mColorConstraint)
329 mColorConstraint = Constraint::New<Vector4>(mImpl->mRenderer, mTextColorAnimatableIndex, TextColorConstraint);
330 mColorConstraint.AddSource(Source(actor, mAnimatableTextColorPropertyIndex));
332 mColorConstraint.Apply();
335 // Make zero if the alpha value of text color is zero to skip rendering text
336 if(!mOpacityConstraint)
338 // VisualRenderer::Property::OPACITY uses same animatable property internally.
339 mOpacityConstraint = Constraint::New<float>(mImpl->mRenderer, Dali::DevelRenderer::Property::OPACITY, OpacityConstraint);
340 mOpacityConstraint.AddSource(Source(actor, mAnimatableTextColorPropertyIndex));
342 mOpacityConstraint.Apply();
345 // Renderer needs textures and to be added to control
346 mRendererUpdateNeeded = true;
351 void TextVisual::RemoveRenderer(Actor& actor)
353 for(RendererContainer::iterator iter = mRendererList.begin(); iter != mRendererList.end(); ++iter)
355 Renderer renderer = (*iter);
358 // Removes the renderer from the actor.
359 actor.RemoveRenderer(renderer);
362 // Clear the renderer list
363 mRendererList.clear();
366 void TextVisual::DoSetOffScene(Actor& actor)
370 mColorConstraint.Remove();
372 if(mOpacityConstraint)
374 mOpacityConstraint.Remove();
377 RemoveRenderer(actor);
379 // Resets the control handle.
383 void TextVisual::OnSetTransform()
388 void TextVisual::DoSetProperty(Dali::Property::Index index, const Dali::Property::Value& propertyValue)
392 case Toolkit::TextVisual::Property::ENABLE_MARKUP:
394 const bool enableMarkup = propertyValue.Get<bool>();
395 mController->SetMarkupProcessorEnabled(enableMarkup);
398 case Toolkit::TextVisual::Property::TEXT:
400 mController->SetText(propertyValue.Get<std::string>());
403 case Toolkit::TextVisual::Property::FONT_FAMILY:
405 SetFontFamilyProperty(mController, propertyValue);
408 case Toolkit::TextVisual::Property::FONT_STYLE:
410 SetFontStyleProperty(mController, propertyValue, Text::FontStyle::DEFAULT);
413 case Toolkit::TextVisual::Property::POINT_SIZE:
415 const float pointSize = propertyValue.Get<float>();
416 if(!Equals(mController->GetDefaultFontSize(Text::Controller::POINT_SIZE), pointSize))
418 mController->SetDefaultFontSize(pointSize, Text::Controller::POINT_SIZE);
422 case Toolkit::TextVisual::Property::MULTI_LINE:
424 mController->SetMultiLineEnabled(propertyValue.Get<bool>());
427 case Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT:
431 Text::HorizontalAlignment::Type alignment(static_cast<Text::HorizontalAlignment::Type>(-1)); // Set to invalid value to ensure a valid mode does get set
432 if(Toolkit::Text::GetHorizontalAlignmentEnumeration(propertyValue, alignment))
434 mController->SetHorizontalAlignment(alignment);
439 case Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT:
443 Toolkit::Text::VerticalAlignment::Type alignment(static_cast<Text::VerticalAlignment::Type>(-1)); // Set to invalid value to ensure a valid mode does get set
444 if(Toolkit::Text::GetVerticalAlignmentEnumeration(propertyValue, alignment))
446 mController->SetVerticalAlignment(alignment);
451 case Toolkit::TextVisual::Property::TEXT_COLOR:
453 const Vector4& textColor = propertyValue.Get<Vector4>();
454 if(mController->GetDefaultColor() != textColor)
456 mController->SetDefaultColor(textColor);
460 case Toolkit::TextVisual::Property::SHADOW:
462 SetShadowProperties(mController, propertyValue, Text::EffectStyle::DEFAULT);
465 case Toolkit::TextVisual::Property::UNDERLINE:
467 SetUnderlineProperties(mController, propertyValue, Text::EffectStyle::DEFAULT);
470 case Toolkit::DevelTextVisual::Property::OUTLINE:
472 SetOutlineProperties(mController, propertyValue, Text::EffectStyle::DEFAULT);
475 case Toolkit::DevelTextVisual::Property::BACKGROUND:
477 SetBackgroundProperties(mController, propertyValue, Text::EffectStyle::DEFAULT);
480 case Toolkit::DevelTextVisual::Property::STRIKETHROUGH:
482 SetStrikethroughProperties(mController, propertyValue, Text::EffectStyle::DEFAULT);
488 void TextVisual::UpdateRenderer()
490 Actor control = mControl.GetHandle();
497 // Calculates the size to be used to relayout.
498 Vector2 relayoutSize;
500 const bool isWidthRelative = fabsf(mImpl->mTransform.mOffsetSizeMode.z) < Math::MACHINE_EPSILON_1000;
501 const bool isHeightRelative = fabsf(mImpl->mTransform.mOffsetSizeMode.w) < Math::MACHINE_EPSILON_1000;
503 // Round the size and offset to avoid pixel alignement issues.
504 relayoutSize.width = floorf(0.5f + (isWidthRelative ? mImpl->mControlSize.width * mImpl->mTransform.mSize.x : mImpl->mTransform.mSize.width));
505 relayoutSize.height = floorf(0.5f + (isHeightRelative ? mImpl->mControlSize.height * mImpl->mTransform.mSize.y : mImpl->mTransform.mSize.height));
508 mController->GetText(text);
510 if((fabsf(relayoutSize.width) < Math::MACHINE_EPSILON_1000) || (fabsf(relayoutSize.height) < Math::MACHINE_EPSILON_1000) || text.empty())
512 // Remove the texture set and any renderer previously set.
513 RemoveRenderer(control);
515 // Nothing else to do if the relayout size is zero.
516 ResourceReady(Toolkit::Visual::ResourceStatus::READY);
520 Dali::LayoutDirection::Type layoutDirection = mController->GetLayoutDirection(control);
522 const Text::Controller::UpdateTextType updateTextType = mController->Relayout(relayoutSize, layoutDirection);
524 if(Text::Controller::NONE_UPDATED != (Text::Controller::MODEL_UPDATED & updateTextType) || mRendererUpdateNeeded)
526 mRendererUpdateNeeded = false;
528 // Remove the texture set and any renderer previously set.
529 RemoveRenderer(control);
531 if((relayoutSize.width > Math::MACHINE_EPSILON_1000) &&
532 (relayoutSize.height > Math::MACHINE_EPSILON_1000))
534 // Check whether it is a markup text with multiple text colors
535 const Vector4* const colorsBuffer = mController->GetTextModel()->GetColors();
536 bool hasMultipleTextColors = (NULL != colorsBuffer);
538 // Check whether the text contains any color glyph
539 bool containsColorGlyph = false;
541 TextAbstraction::FontClient fontClient = TextAbstraction::FontClient::Get();
542 const Text::GlyphInfo* const glyphsBuffer = mController->GetTextModel()->GetGlyphs();
543 const Text::Length numberOfGlyphs = mController->GetTextModel()->GetNumberOfGlyphs();
544 for(Text::Length glyphIndex = 0; glyphIndex < numberOfGlyphs; glyphIndex++)
546 // Retrieve the glyph's info.
547 const Text::GlyphInfo* const glyphInfo = glyphsBuffer + glyphIndex;
549 // Whether the current glyph is a color one.
550 if(fontClient.IsColorGlyph(glyphInfo->fontId, glyphInfo->index))
552 containsColorGlyph = true;
557 // Check whether the text contains any style colors (e.g. underline color, shadow color, etc.)
559 bool shadowEnabled = false;
560 const Vector2& shadowOffset = mController->GetTextModel()->GetShadowOffset();
561 if(fabsf(shadowOffset.x) > Math::MACHINE_EPSILON_1 || fabsf(shadowOffset.y) > Math::MACHINE_EPSILON_1)
563 shadowEnabled = true;
566 const bool outlineEnabled = (mController->GetTextModel()->GetOutlineWidth() > Math::MACHINE_EPSILON_1);
567 const bool backgroundEnabled = mController->GetTextModel()->IsBackgroundEnabled();
568 const bool markupOrSpannedText = mController->IsMarkupProcessorEnabled() || mController->GetTextModel()->IsSpannedTextPlaced();
569 const bool markupUnderlineEnabled = markupOrSpannedText && mController->GetTextModel()->IsMarkupUnderlineSet();
570 const bool markupStrikethroughEnabled = markupOrSpannedText && mController->GetTextModel()->IsMarkupStrikethroughSet();
571 const bool underlineEnabled = mController->GetTextModel()->IsUnderlineEnabled() || markupUnderlineEnabled;
572 const bool strikethroughEnabled = mController->GetTextModel()->IsStrikethroughEnabled() || markupStrikethroughEnabled;
573 const bool backgroundMarkupSet = mController->GetTextModel()->IsMarkupBackgroundColorSet();
574 const bool styleEnabled = (shadowEnabled || outlineEnabled || backgroundEnabled || markupOrSpannedText || backgroundMarkupSet);
575 const bool isOverlayStyle = underlineEnabled || strikethroughEnabled;
577 AddRenderer(control, relayoutSize, hasMultipleTextColors, containsColorGlyph, styleEnabled, isOverlayStyle);
579 // Text rendered and ready to display
580 ResourceReady(Toolkit::Visual::ResourceStatus::READY);
585 void TextVisual::AddTexture(TextureSet& textureSet, PixelData& data, Sampler& sampler, unsigned int textureSetIndex)
587 Texture texture = Texture::New(Dali::TextureType::TEXTURE_2D,
588 data.GetPixelFormat(),
591 texture.Upload(data);
593 textureSet.SetTexture(textureSetIndex, texture);
594 textureSet.SetSampler(textureSetIndex, sampler);
597 void TextVisual::AddTilingTexture(TextureSet& textureSet, TilingInfo& tilingInfo, PixelData& data, Sampler& sampler, unsigned int textureSetIndex)
599 Texture texture = Texture::New(Dali::TextureType::TEXTURE_2D,
600 tilingInfo.textPixelFormat,
603 DevelTexture::UploadSubPixelData(texture, data, 0u, tilingInfo.offsetHeight, tilingInfo.width, tilingInfo.height);
605 textureSet.SetTexture(textureSetIndex, texture);
606 textureSet.SetSampler(textureSetIndex, sampler);
609 void TextVisual::CreateTextureSet(TilingInfo& info, VisualRenderer& renderer, Sampler& sampler)
611 TextureSet textureSet = TextureSet::New();
612 uint32_t textureSetIndex = 0u;
614 // Convert the buffer to pixel data to make it a texture.
616 if(info.textPixelData)
618 AddTilingTexture(textureSet, info, info.textPixelData, sampler, textureSetIndex);
622 if(mTextShaderFeatureCache.IsEnabledStyle() && info.stylePixelData)
624 AddTilingTexture(textureSet, info, info.stylePixelData, sampler, textureSetIndex);
628 if(mTextShaderFeatureCache.IsEnabledOverlay() && info.overlayStylePixelData)
630 AddTilingTexture(textureSet, info, info.overlayStylePixelData, sampler, textureSetIndex);
634 if(mTextShaderFeatureCache.IsEnabledEmoji() && !mTextShaderFeatureCache.IsEnabledMultiColor() && info.maskPixelData)
636 AddTilingTexture(textureSet, info, info.maskPixelData, sampler, textureSetIndex);
640 renderer.SetTextures(textureSet);
642 //Register transform properties
643 mImpl->mTransform.SetUniforms(renderer, Direction::LEFT_TO_RIGHT);
645 // Enable the pre-multiplied alpha to improve the text quality
646 renderer.SetProperty(Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, true);
647 renderer.RegisterProperty(PREMULTIPLIED_ALPHA, 1.0f);
649 // Set size and offset for the tiling.
650 renderer.SetProperty(VisualRenderer::Property::TRANSFORM_SIZE, Vector2(info.width, info.height));
651 renderer.SetProperty(VisualRenderer::Property::TRANSFORM_OFFSET, info.transformOffset);
652 renderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
653 renderer.RegisterProperty("uHasMultipleTextColors", static_cast<float>(mTextShaderFeatureCache.IsEnabledMultiColor()));
655 mRendererList.push_back(renderer);
658 void TextVisual::AddRenderer(Actor& actor, const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled, bool isOverlayStyle)
660 Shader shader = GetTextShader(mFactoryCache, TextVisualShaderFeature::FeatureBuilder().EnableMultiColor(hasMultipleTextColors).EnableEmoji(containsColorGlyph).EnableStyle(styleEnabled).EnableOverlay(isOverlayStyle));
661 mImpl->mRenderer.SetShader(shader);
663 // Get the maximum size.
664 const int maxTextureSize = Dali::GetMaxTextureSize();
666 // No tiling required. Use the default renderer.
667 if(size.height < maxTextureSize)
669 TextureSet textureSet = GetTextTexture(size);
671 mImpl->mRenderer.SetTextures(textureSet);
672 //Register transform properties
673 mImpl->mTransform.SetUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
674 mImpl->mRenderer.RegisterProperty("uHasMultipleTextColors", static_cast<float>(hasMultipleTextColors));
675 mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
677 mRendererList.push_back(mImpl->mRenderer);
679 // If the pixel data exceeds the maximum size, tiling is required.
682 // Filter mode needs to be set to linear to produce better quality while scaling.
683 Sampler sampler = Sampler::New();
684 sampler.SetFilterMode(FilterMode::LINEAR, FilterMode::LINEAR);
686 // Create RGBA texture if the text contains emojis or multiple text colors, otherwise L8 texture
687 Pixel::Format textPixelFormat = (containsColorGlyph || hasMultipleTextColors) ? Pixel::RGBA8888 : Pixel::L8;
689 // Check the text direction
690 Toolkit::DevelText::TextDirection::Type textDirection = mController->GetTextDirection();
692 // Create a texture for the text without any styles
693 PixelData data = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_NO_STYLES, false, textPixelFormat);
695 int verifiedWidth = data.GetWidth();
696 int verifiedHeight = data.GetHeight();
698 // Set information for creating textures.
699 TilingInfo info(verifiedWidth, maxTextureSize, textPixelFormat);
701 // Get the pixel data of text.
702 info.textPixelData = data;
704 if(mTextShaderFeatureCache.IsEnabledStyle())
706 // Create RGBA texture for all the text styles (without the text itself)
707 info.stylePixelData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_NO_TEXT, false, Pixel::RGBA8888);
710 if(mTextShaderFeatureCache.IsEnabledOverlay())
712 // Create RGBA texture for all the overlay styles
713 info.overlayStylePixelData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_OVERLAY_STYLE, false, Pixel::RGBA8888);
716 if(mTextShaderFeatureCache.IsEnabledEmoji() && !mTextShaderFeatureCache.IsEnabledMultiColor())
718 // Create a L8 texture as a mask to avoid color glyphs (e.g. emojis) to be affected by text color animation
719 info.maskPixelData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_MASK, false, Pixel::L8);
722 // Get the current offset for recalculate the offset when tiling.
723 Property::Map retMap;
724 mImpl->mTransform.GetPropertyMap(retMap);
725 Property::Value* offsetValue = retMap.Find(Dali::Toolkit::Visual::Transform::Property::OFFSET);
728 offsetValue->Get(info.transformOffset);
731 // Create a textureset in the default renderer.
732 CreateTextureSet(info, mImpl->mRenderer, sampler);
734 verifiedHeight -= maxTextureSize;
736 Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY);
738 // Create a renderer by cutting maxTextureSize.
739 while(verifiedHeight > 0)
741 VisualRenderer tilingRenderer = VisualRenderer::New(geometry, shader);
742 tilingRenderer.SetProperty(Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT);
743 // New offset position of buffer for tiling.
744 info.offsetHeight += maxTextureSize;
745 // New height for tiling.
746 info.height = (verifiedHeight - maxTextureSize) > 0 ? maxTextureSize : verifiedHeight;
747 // New offset for tiling.
748 info.transformOffset.y += maxTextureSize;
749 // Create a textureset int the new tiling renderer.
750 CreateTextureSet(info, tilingRenderer, sampler);
752 verifiedHeight -= maxTextureSize;
756 mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
758 const Vector4& defaultColor = mController->GetTextModel()->GetDefaultColor();
760 for(RendererContainer::iterator iter = mRendererList.begin(); iter != mRendererList.end(); ++iter)
762 Renderer renderer = (*iter);
765 actor.AddRenderer(renderer);
767 if(renderer != mImpl->mRenderer)
769 // Set constraint for text label's color for non-default renderers.
770 if(mAnimatableTextColorPropertyIndex != Property::INVALID_INDEX)
772 // Register unique property, or get property for default renderer.
773 Property::Index index = renderer.RegisterUniqueProperty("uTextColorAnimatable", defaultColor);
775 // Create constraint for the animatable text's color Property with uTextColorAnimatable in the renderer.
776 if(index != Property::INVALID_INDEX)
778 Constraint colorConstraint = Constraint::New<Vector4>(renderer, index, TextColorConstraint);
779 colorConstraint.AddSource(Source(actor, mAnimatableTextColorPropertyIndex));
780 colorConstraint.Apply();
783 // Make zero if the alpha value of text color is zero to skip rendering text
784 // VisualRenderer::Property::OPACITY uses same animatable property internally.
785 Constraint opacityConstraint = Constraint::New<float>(renderer, Dali::DevelRenderer::Property::OPACITY, OpacityConstraint);
786 opacityConstraint.AddSource(Source(actor, mAnimatableTextColorPropertyIndex));
787 opacityConstraint.Apply();
794 TextureSet TextVisual::GetTextTexture(const Vector2& size)
796 // Filter mode needs to be set to linear to produce better quality while scaling.
797 Sampler sampler = Sampler::New();
798 sampler.SetFilterMode(FilterMode::LINEAR, FilterMode::LINEAR);
800 TextureSet textureSet = TextureSet::New();
802 // Create RGBA texture if the text contains emojis or multiple text colors, otherwise L8 texture
803 Pixel::Format textPixelFormat = (mTextShaderFeatureCache.IsEnabledEmoji() || mTextShaderFeatureCache.IsEnabledMultiColor()) ? Pixel::RGBA8888 : Pixel::L8;
805 // Check the text direction
806 Toolkit::DevelText::TextDirection::Type textDirection = mController->GetTextDirection();
808 // Create a texture for the text without any styles
809 PixelData data = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_NO_STYLES, false, textPixelFormat);
811 uint32_t textureSetIndex = 0u;
812 AddTexture(textureSet, data, sampler, textureSetIndex);
815 if(mTextShaderFeatureCache.IsEnabledStyle())
817 // Create RGBA texture for all the text styles that render in the background (without the text itself)
818 PixelData styleData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_NO_TEXT, false, Pixel::RGBA8888);
819 AddTexture(textureSet, styleData, sampler, textureSetIndex);
823 if(mTextShaderFeatureCache.IsEnabledOverlay())
825 // Create RGBA texture for overlay styles such as underline and strikethrough (without the text itself)
826 PixelData overlayStyleData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_OVERLAY_STYLE, false, Pixel::RGBA8888);
827 AddTexture(textureSet, overlayStyleData, sampler, textureSetIndex);
831 if(mTextShaderFeatureCache.IsEnabledEmoji() && !mTextShaderFeatureCache.IsEnabledMultiColor())
833 // Create a L8 texture as a mask to avoid color glyphs (e.g. emojis) to be affected by text color animation
834 PixelData maskData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_MASK, false, Pixel::L8);
836 AddTexture(textureSet, maskData, sampler, textureSetIndex);
842 Shader TextVisual::GetTextShader(VisualFactoryCache& factoryCache, const TextVisualShaderFeature::FeatureBuilder& featureBuilder)
844 // Cache feature builder informations.
845 mTextShaderFeatureCache = featureBuilder;
847 Shader shader = mTextVisualShaderFactory.GetShader(factoryCache, mTextShaderFeatureCache);
848 shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
852 } // namespace Internal
854 } // namespace Toolkit