+ 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 decorationlineGlyph,
+ float currentUnderlinePosition,
+ float currentlineThickness,
+ std::vector<MeshRecord>& meshContainer,
+ Vector<TextCacheEntry>& newTextCache,
+ Vector<Extent>& extents,
+ uint32_t underlineChunkId,
+ bool isGlyphCached,
+ uint32_t strikethroughChunkId)
+ {
+ // Generate mesh data for this quad, plugging in our supplied position
+ AtlasManager::Mesh2D newMesh;
+ mGlyphManager.GenerateMeshData(slot.mImageId, position, newMesh);
+
+ if(!isGlyphCached)
+ {
+ 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;
+ }
+
+ // Since Free Type font doesn't contain the strikethrough-position property,
+ // strikethrough position will be calculated by moving the underline position upwards by half the value of the line height.
+ float strikethroughStartingYPosition = (position.y + glyph.yBearing + currentUnderlinePosition) - ((glyph.height) * HALF);
+
+ // 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,
+ decorationlineGlyph,
+ currentUnderlinePosition,
+ currentlineThickness,
+ slot,
+ underlineChunkId,
+ strikethroughStartingYPosition,
+ strikethroughChunkId);
+ }
+
+ 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.SetProperty(Actor::Property::SIZE, 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);
+ }