+ void CacheGlyph( const GlyphInfo& glyph, FontId lastFontId, const AtlasGlyphManager::GlyphStyle& style, AtlasManager::AtlasSlot& slot )
+ {
+ const bool glyphNotCached = !mGlyphManager.IsCached( glyph.fontId, glyph.index, style, slot ); // Check FontGlyphRecord vector for entry with glyph index and fontId
+
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "AddGlyphs fontID[%u] glyphIndex[%u] [%s]\n", glyph.fontId, glyph.index, (glyphNotCached)?"not cached":"cached" );
+
+ if( glyphNotCached )
+ {
+ MaxBlockSize& blockSize = mBlockSizes[0u];
+
+ if ( lastFontId != glyph.fontId )
+ {
+ uint32_t index = 0u;
+ // Looks through all stored block sizes until finds the one which mataches required glyph font it. Ensures new atlas block size will match existing for same font id.
+ // CalculateBlocksSize() above ensures a block size entry exists.
+ for( std::vector<MaxBlockSize>::const_iterator it = mBlockSizes.begin(),
+ endIt = mBlockSizes.end();
+ it != endIt;
+ ++it, ++index )
+ {
+ const MaxBlockSize& blockSizeEntry = *it;
+ if( blockSizeEntry.mFontId == glyph.fontId )
+ {
+ blockSize = mBlockSizes[index];
+ }
+ }
+ }
+
+ // Create a new image for the glyph
+ PixelData bitmap;
+
+ // Whether the glyph is an outline.
+ const bool isOutline = 0u != style.outline;
+
+ // Whether the current glyph is a color one.
+ const bool isColorGlyph = mFontClient.IsColorGlyph( glyph.fontId, glyph.index );
+
+ if( !isOutline || ( isOutline && !isColorGlyph) )
+ {
+ // Retrieve the emoji's bitmap.
+ TextAbstraction::FontClient::GlyphBufferData glyphBufferData;
+ glyphBufferData.width = isColorGlyph ? glyph.width : 0; // Desired width and height.
+ glyphBufferData.height = isColorGlyph ? glyph.height : 0;
+
+ mFontClient.CreateBitmap( glyph.fontId,
+ glyph.index,
+ glyph.isItalicRequired,
+ glyph.isBoldRequired,
+ glyphBufferData,
+ style.outline );
+
+ // Create the pixel data.
+ bitmap = PixelData::New( glyphBufferData.buffer,
+ glyphBufferData.width * glyphBufferData.height * GetBytesPerPixel( glyphBufferData.format ),
+ glyphBufferData.width,
+ glyphBufferData.height,
+ glyphBufferData.format,
+ PixelData::DELETE_ARRAY );
+
+ if( bitmap )
+ {
+ // Ensure that the next image will fit into the current block size
+ if( bitmap.GetWidth() > blockSize.mNeededBlockWidth )
+ {
+ blockSize.mNeededBlockWidth = bitmap.GetWidth();
+ }
+
+ if( bitmap.GetHeight() > blockSize.mNeededBlockHeight )
+ {
+ blockSize.mNeededBlockHeight = bitmap.GetHeight();
+ }
+
+ // If CheckAtlas in AtlasManager::Add can't fit the bitmap in the current atlas it will create a new atlas
+
+ // Setting the block size and size of new atlas does not mean a new one will be created. An existing atlas may still surffice.
+ mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_WIDTH,
+ DEFAULT_ATLAS_HEIGHT,
+ blockSize.mNeededBlockWidth,
+ blockSize.mNeededBlockHeight );
+
+ // Locate a new slot for our glyph
+ mGlyphManager.Add( glyph, style, bitmap, slot ); // slot will be 0 is glyph not added
+ }
+ }
+ }
+ else
+ {
+ // We have 2+ copies of the same glyph
+ mGlyphManager.AdjustReferenceCount( glyph.fontId, glyph.index, style, 1 ); //increment
+ }
+ }
+
+ void GenerateMesh( const GlyphInfo& glyph,
+ const Vector2& position,
+ const Vector4& color,
+ uint16_t outline,
+ AtlasManager::AtlasSlot& slot,
+ bool underlineGlyph,
+ float currentUnderlinePosition,
+ float currentUnderlineThickness,
+ std::vector<MeshRecord>& meshContainer,
+ Vector<TextCacheEntry>& newTextCache,
+ Vector<Extent>& extents )
+ {
+ // Generate mesh data for this quad, plugging in our supplied position
+ AtlasManager::Mesh2D newMesh;
+ mGlyphManager.GenerateMeshData( slot.mImageId, position, newMesh );
+
+ TextCacheEntry textCacheEntry;
+ textCacheEntry.mFontId = glyph.fontId;
+ textCacheEntry.mImageId = slot.mImageId;
+ textCacheEntry.mIndex = glyph.index;
+ textCacheEntry.mOutlineWidth = outline;
+ textCacheEntry.isItalic = glyph.isItalicRequired;
+ textCacheEntry.isBold = glyph.isBoldRequired;
+
+ newTextCache.PushBack( textCacheEntry );
+
+ AtlasManager::Vertex2D* verticesBuffer = newMesh.mVertices.Begin();
+
+ for( unsigned int index = 0u, size = newMesh.mVertices.Count();
+ index < size;
+ ++index )
+ {
+ AtlasManager::Vertex2D& vertex = *( verticesBuffer + index );
+
+ // Set the color of the vertex.
+ vertex.mColor = color;
+ }
+
+ // Find an existing mesh data object to attach to ( or create a new one, if we can't find one using the same atlas)
+ StitchTextMesh( meshContainer,
+ newMesh,
+ extents,
+ position.y + glyph.yBearing,
+ underlineGlyph,
+ currentUnderlinePosition,
+ currentUnderlineThickness,
+ slot );
+ }
+
+ void CreateActors( const std::vector<MeshRecord>& meshContainer,
+ const Size& textSize,
+ const Vector4& color,
+ const Vector4& shadowColor,
+ const Vector2& shadowOffset,
+ Actor textControl,
+ Property::Index animatablePropertyIndex,
+ bool drawShadow )
+ {
+ if( !mActor )
+ {
+ // Create a container actor to act as a common parent for text and shadow, to avoid color inheritence issues.
+ mActor = Actor::New();
+ mActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
+ mActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+ mActor.SetSize( textSize );
+ mActor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_COLOR );
+ }
+
+ for( std::vector< MeshRecord >::const_iterator it = meshContainer.begin(),
+ endIt = meshContainer.end();
+ it != endIt; ++it )
+ {
+ const MeshRecord& meshRecord = *it;
+
+ Actor actor = CreateMeshActor( textControl, animatablePropertyIndex, color, meshRecord, textSize, STYLE_NORMAL );
+
+ // Whether the actor has renderers.
+ const bool hasRenderer = actor.GetRendererCount() > 0u;
+
+ // Create an effect if necessary
+ if( hasRenderer &&
+ drawShadow )
+ {
+ // Change the color of the vertices.
+ for( Vector<AtlasManager::Vertex2D>::Iterator vIt = meshRecord.mMesh.mVertices.Begin(),
+ vEndIt = meshRecord.mMesh.mVertices.End();
+ vIt != vEndIt;
+ ++vIt )
+ {
+ AtlasManager::Vertex2D& vertex = *vIt;
+
+ vertex.mColor = shadowColor;
+ }
+
+ Actor shadowActor = CreateMeshActor(textControl, animatablePropertyIndex, color, meshRecord, textSize, STYLE_DROP_SHADOW );
+#if defined(DEBUG_ENABLED)
+ shadowActor.SetProperty( Dali::Actor::Property::NAME, "Text Shadow renderable actor" );
+#endif
+ // Offset shadow in x and y
+ shadowActor.RegisterProperty("uOffset", shadowOffset );
+ Dali::Renderer renderer( shadowActor.GetRendererAt( 0 ) );
+ int depthIndex = renderer.GetProperty<int>(Dali::Renderer::Property::DEPTH_INDEX);
+ renderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, depthIndex - 1 );
+ mActor.Add( shadowActor );
+ }
+
+ if( hasRenderer )
+ {
+ mActor.Add( actor );
+ }
+ }
+ }
+