/*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
#include <dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.h>
// EXTERNAL INCLUDES
-#include <dali/public-api/rendering/geometry.h>
-#include <dali/public-api/rendering/renderer.h>
#include <dali/devel-api/text-abstraction/font-client.h>
#include <dali/integration-api/debug.h>
#include <dali/public-api/animation/constraints.h>
+#include <dali/public-api/rendering/geometry.h>
+#include <dali/public-api/rendering/renderer.h>
// INTERNAL INCLUDES
#include <dali-toolkit/devel-api/controls/control-depth-index-ranges.h>
+#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
#include <dali-toolkit/internal/text/glyph-run.h>
#include <dali-toolkit/internal/text/rendering/atlas/atlas-glyph-manager.h>
#include <dali-toolkit/internal/text/rendering/atlas/atlas-mesh-factory.h>
namespace
{
#if defined(DEBUG_ENABLED)
- Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, true, "LOG_TEXT_RENDERING");
+Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, true, "LOG_TEXT_RENDERING");
#endif
-#define MAKE_SHADER(A)#A
-
-const char* VERTEX_SHADER = MAKE_SHADER(
-attribute mediump vec2 aPosition;
-attribute mediump vec2 aTexCoord;
-attribute mediump vec4 aColor;
-uniform mediump vec2 uOffset;
-uniform highp mat4 uMvpMatrix;
-varying mediump vec2 vTexCoord;
-varying mediump vec4 vColor;
-
-void main()
-{
- mediump vec4 position = vec4( aPosition.xy + uOffset, 0.0, 1.0 );
- gl_Position = uMvpMatrix * position;
- vTexCoord = aTexCoord;
- vColor = aColor;
-}
-);
-
-const char* FRAGMENT_SHADER_L8 = MAKE_SHADER(
-uniform lowp vec4 uColor;
-uniform lowp vec4 textColorAnimatable;
-uniform sampler2D sTexture;
-varying mediump vec2 vTexCoord;
-varying mediump vec4 vColor;
-
-void main()
-{
- mediump vec4 color = texture2D( sTexture, vTexCoord );
- gl_FragColor = vec4( vColor.rgb * uColor.rgb * textColorAnimatable.rgb, uColor.a * vColor.a * textColorAnimatable.a * color.r );
-}
-);
-
-const char* FRAGMENT_SHADER_RGBA = MAKE_SHADER(
-uniform lowp vec4 uColor;
-uniform lowp vec4 textColorAnimatable;
-uniform sampler2D sTexture;
-varying mediump vec2 vTexCoord;
-
-void main()
-{
- gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * textColorAnimatable;
-}
-);
-
-const float ZERO( 0.0f );
-const float HALF( 0.5f );
-const float ONE( 1.0f );
-const uint32_t DEFAULT_ATLAS_WIDTH = 512u;
-const uint32_t DEFAULT_ATLAS_HEIGHT = 512u;
-const uint16_t NO_OUTLINE = 0u;
-}
+const float ZERO(0.0f);
+const float HALF(0.5f);
+const float ONE(1.0f);
+const uint32_t DOUBLE_PIXEL_PADDING = 4u;//Padding will be added twice to Atlas
+const uint16_t NO_OUTLINE = 0u;
+} // namespace
struct AtlasRenderer::Impl
{
struct MeshRecord
{
MeshRecord()
- : mAtlasId( 0u )
+ : mAtlasId(0u)
{
}
- uint32_t mAtlasId;
+ uint32_t mAtlasId;
AtlasManager::Mesh2D mMesh;
};
struct Extent
{
Extent()
- : mBaseLine( 0.0f ),
- mLeft( 0.0f ),
- mRight( 0.0f ),
- mUnderlinePosition( 0.0f ),
- mUnderlineThickness( 0.0f ),
- mMeshRecordIndex( 0u )
+ : mBaseLine(0.0f),
+ mLeft(0.0f),
+ mRight(0.0f),
+ mUnderlinePosition(0.0f),
+ mUnderlineThickness(0.0f),
+ mMeshRecordIndex(0u),
+ mUnderlineChunkId(0u)
{
}
- float mBaseLine;
- float mLeft;
- float mRight;
- float mUnderlinePosition;
- float mUnderlineThickness;
+ float mBaseLine;
+ float mLeft;
+ float mRight;
+ float mUnderlinePosition;
+ float mUnderlineThickness;
uint32_t mMeshRecordIndex;
+ uint32_t mUnderlineChunkId;
};
struct MaxBlockSize
{
MaxBlockSize()
- : mFontId( 0 ),
- mNeededBlockWidth( 0 ),
- mNeededBlockHeight( 0 )
+ : mFontId(0),
+ mNeededBlockWidth(0),
+ mNeededBlockHeight(0)
{
}
- FontId mFontId;
+ FontId mFontId;
uint32_t mNeededBlockWidth;
uint32_t mNeededBlockHeight;
};
struct CheckEntry
{
CheckEntry()
- : mFontId( 0 ),
- mIndex( 0 )
+ : mFontId(0),
+ mIndex(0)
{
}
- FontId mFontId;
+ FontId mFontId;
Text::GlyphIndex mIndex;
};
struct TextCacheEntry
{
TextCacheEntry()
- : mFontId{ 0u },
- mIndex{ 0u },
- mImageId{ 0u },
- mOutlineWidth{ 0u },
- isItalic{ false },
- isBold{ false }
+ : mFontId{0u},
+ mIndex{0u},
+ mImageId{0u},
+ mOutlineWidth{0u},
+ isItalic{false},
+ isBold{false}
{
}
- FontId mFontId;
+ FontId mFontId;
Text::GlyphIndex mIndex;
- uint32_t mImageId;
- uint16_t mOutlineWidth;
- bool isItalic:1;
- bool isBold:1;
+ uint32_t mImageId;
+ uint16_t mOutlineWidth;
+ bool isItalic : 1;
+ bool isBold : 1;
};
Impl()
- : mDepth( 0 )
+ : mDepth(0)
{
mGlyphManager = AtlasGlyphManager::Get();
- mFontClient = TextAbstraction::FontClient::Get();
+ mFontClient = TextAbstraction::FontClient::Get();
- mQuadVertexFormat[ "aPosition" ] = Property::VECTOR2;
- mQuadVertexFormat[ "aTexCoord" ] = Property::VECTOR2;
- mQuadVertexFormat[ "aColor" ] = Property::VECTOR4;
+ mQuadVertexFormat["aPosition"] = Property::VECTOR2;
+ mQuadVertexFormat["aTexCoord"] = Property::VECTOR2;
+ mQuadVertexFormat["aColor"] = Property::VECTOR4;
}
- bool IsGlyphUnderlined( GlyphIndex index,
- const Vector<GlyphRun>& underlineRuns )
+ bool IsGlyphUnderlined(GlyphIndex index,
+ const Vector<GlyphRun>& underlineRuns)
{
- for( Vector<GlyphRun>::ConstIterator it = underlineRuns.Begin(),
- endIt = underlineRuns.End();
- it != endIt;
- ++it )
+ for(Vector<GlyphRun>::ConstIterator it = underlineRuns.Begin(),
+ endIt = underlineRuns.End();
+ it != endIt;
+ ++it)
{
const GlyphRun& run = *it;
- if( ( run.glyphIndex <= index ) && ( index < run.glyphIndex + run.numberOfGlyphs ) )
+ if((run.glyphIndex <= index) && (index < run.glyphIndex + run.numberOfGlyphs))
{
return true;
}
return false;
}
- void CacheGlyph( const GlyphInfo& glyph, FontId lastFontId, const AtlasGlyphManager::GlyphStyle& style, AtlasManager::AtlasSlot& slot )
+ 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
+ const Size& defaultTextAtlasSize = mFontClient.GetDefaultTextAtlasSize(); //Retrieve default size of text-atlas-block from font-client.
+ const Size& maximumTextAtlasSize = mFontClient.GetMaximumTextAtlasSize(); //Retrieve maximum size of text-atlas-block from font-client.
+
+ 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" );
+ DALI_LOG_INFO(gLogFilter, Debug::Verbose, "AddGlyphs fontID[%u] glyphIndex[%u] [%s]\n", glyph.fontId, glyph.index, (glyphNotCached) ? "not cached" : "cached");
- if( glyphNotCached )
+ if(glyphNotCached)
{
MaxBlockSize& blockSize = mBlockSizes[0u];
- if ( lastFontId != glyph.fontId )
+ 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 )
+ 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 )
+ if(blockSizeEntry.mFontId == glyph.fontId)
{
blockSize = mBlockSizes[index];
}
const bool isOutline = 0u != style.outline;
// Whether the current glyph is a color one.
- const bool isColorGlyph = mFontClient.IsColorGlyph( glyph.fontId, glyph.index );
+ const bool isColorGlyph = mFontClient.IsColorGlyph(glyph.fontId, glyph.index);
- if( !isOutline || ( isOutline && !isColorGlyph) )
+ if(!isOutline || (isOutline && !isColorGlyph))
{
// Retrieve the emoji's bitmap.
TextAbstraction::FontClient::GlyphBufferData glyphBufferData;
- glyphBufferData.width = isColorGlyph ? glyph.width : 0; // Desired width and height.
+ 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 );
+ 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 )
+ 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 )
+ if(bitmap.GetWidth() > blockSize.mNeededBlockWidth)
{
blockSize.mNeededBlockWidth = bitmap.GetWidth();
}
- if( bitmap.GetHeight() > blockSize.mNeededBlockHeight )
+ 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 );
+ uint32_t default_width = defaultTextAtlasSize.width;
+ uint32_t default_height = defaultTextAtlasSize.height;
+
+ while (
+ (blockSize.mNeededBlockWidth >= (default_width - (DOUBLE_PIXEL_PADDING + 1u)) ||
+ blockSize.mNeededBlockHeight >= (default_height - (DOUBLE_PIXEL_PADDING + 1u)))
+ &&
+ (default_width < maximumTextAtlasSize.width &&
+ default_height < maximumTextAtlasSize.height))
+ {
+ default_width <<= 1u;
+ default_height <<= 1u;
+ }
+ mGlyphManager.SetNewAtlasSize(default_width,
+ default_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
+ 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
+ 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 )
+ 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,
+ uint32_t underlineChunkId)
{
// Generate mesh data for this quad, plugging in our supplied position
AtlasManager::Mesh2D newMesh;
- mGlyphManager.GenerateMeshData( slot.mImageId, position, newMesh );
+ mGlyphManager.GenerateMeshData(slot.mImageId, position, newMesh);
TextCacheEntry textCacheEntry;
- textCacheEntry.mFontId = glyph.fontId;
- textCacheEntry.mImageId = slot.mImageId;
- textCacheEntry.mIndex = glyph.index;
+ textCacheEntry.mFontId = glyph.fontId;
+ textCacheEntry.mImageId = slot.mImageId;
+ textCacheEntry.mIndex = glyph.index;
textCacheEntry.mOutlineWidth = outline;
- textCacheEntry.isItalic = glyph.isItalicRequired;
- textCacheEntry.isBold = glyph.isBoldRequired;
+ textCacheEntry.isItalic = glyph.isItalicRequired;
+ textCacheEntry.isBold = glyph.isBoldRequired;
- newTextCache.PushBack( textCacheEntry );
+ newTextCache.PushBack(textCacheEntry);
AtlasManager::Vertex2D* verticesBuffer = newMesh.mVertices.Begin();
- for( unsigned int index = 0u, size = newMesh.mVertices.Count();
- index < size;
- ++index )
+ for(unsigned int index = 0u, size = newMesh.mVertices.Count();
+ index < size;
+ ++index)
{
- AtlasManager::Vertex2D& vertex = *( verticesBuffer + 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 );
+ StitchTextMesh(meshContainer,
+ newMesh,
+ extents,
+ position.y + glyph.yBearing,
+ underlineGlyph,
+ currentUnderlinePosition,
+ currentUnderlineThickness,
+ slot,
+ underlineChunkId);
}
- 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 )
+ 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 )
+ 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.SetParentOrigin( ParentOrigin::TOP_LEFT );
- mActor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
- mActor.SetSize( textSize );
- mActor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
+ 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 )
+ 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 );
+ 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 )
+ 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 )
+ 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 );
+ Actor shadowActor = CreateMeshActor(textControl, animatablePropertyIndex, color, meshRecord, textSize, STYLE_DROP_SHADOW);
#if defined(DEBUG_ENABLED)
- shadowActor.SetName( "Text Shadow renderable actor" );
+ 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 );
+ 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 )
+ if(hasRenderer)
{
- mActor.Add( actor );
+ mActor.Add(actor);
}
}
}
- void AddGlyphs( Text::ViewInterface& view,
- Actor textControl,
- Property::Index animatablePropertyIndex,
- const Vector<Vector2>& positions,
- const Vector<GlyphInfo>& glyphs,
- const Vector4& defaultColor,
- const Vector4* const colorsBuffer,
- const ColorIndex* const colorIndicesBuffer,
- int depth,
- float minLineOffset )
+ void AddGlyphs(Text::ViewInterface& view,
+ Actor textControl,
+ Property::Index animatablePropertyIndex,
+ const Vector<Vector2>& positions,
+ const Vector<GlyphInfo>& glyphs,
+ const Vector4& defaultColor,
+ const Vector4* const colorsBuffer,
+ const ColorIndex* const colorIndicesBuffer,
+ int depth,
+ float minLineOffset)
{
AtlasManager::AtlasSlot slot;
slot.mImageId = 0u;
slotOutline.mImageId = 0u;
slotOutline.mAtlasId = 0u;
- std::vector< MeshRecord > meshContainer;
- std::vector< MeshRecord > meshContainerOutline;
- Vector< Extent > extents;
+ std::vector<MeshRecord> meshContainer;
+ std::vector<MeshRecord> meshContainerOutline;
+ Vector<Extent> extents;
mDepth = depth;
- const Vector2& textSize( view.GetLayoutSize() );
- const Vector2 halfTextSize( textSize * 0.5f );
- const Vector2& shadowOffset( view.GetShadowOffset() );
- const Vector4& shadowColor( view.GetShadowColor() );
- const bool underlineEnabled = view.IsUnderlineEnabled();
- const Vector4& underlineColor( view.GetUnderlineColor() );
- const float underlineHeight = view.GetUnderlineHeight();
- const uint16_t outlineWidth = view.GetOutlineWidth();
- const Vector4& outlineColor( view.GetOutlineColor() );
- const bool isOutline = 0u != outlineWidth;
-
- const bool useDefaultColor = ( NULL == colorsBuffer );
+ const Vector2& textSize(view.GetLayoutSize());
+ const Vector2 halfTextSize(textSize * 0.5f);
+ const Vector2& shadowOffset(view.GetShadowOffset());
+ const Vector4& shadowColor(view.GetShadowColor());
+ const bool underlineEnabled = view.IsUnderlineEnabled();
+ const Vector4& underlineColor(view.GetUnderlineColor());
+ const float underlineHeight = view.GetUnderlineHeight();
+ const uint16_t outlineWidth = view.GetOutlineWidth();
+ const Vector4& outlineColor(view.GetOutlineColor());
+ const bool isOutline = 0u != outlineWidth;
+ const GlyphInfo* hyphens = view.GetHyphens();
+ const Length* hyphenIndices = view.GetHyphenIndices();
+ const Length hyphensCount = view.GetHyphensCount();
+
+ const bool useDefaultColor = (NULL == colorsBuffer);
// Get the underline runs.
- const Length numberOfUnderlineRuns = view.GetNumberOfUnderlineRuns();
+ const Length numberOfUnderlineRuns = view.GetNumberOfUnderlineRuns();
Vector<GlyphRun> underlineRuns;
- underlineRuns.Resize( numberOfUnderlineRuns );
- view.GetUnderlineRuns( underlineRuns.Begin(),
- 0u,
- numberOfUnderlineRuns );
+ underlineRuns.Resize(numberOfUnderlineRuns);
+ view.GetUnderlineRuns(underlineRuns.Begin(),
+ 0u,
+ numberOfUnderlineRuns);
bool thereAreUnderlinedGlyphs = false;
- float currentUnderlinePosition = ZERO;
- float currentUnderlineThickness = underlineHeight;
- FontId lastFontId = 0;
- FontId lastUnderlinedFontId = 0;
- Style style = STYLE_NORMAL;
+ float currentUnderlinePosition = ZERO;
+ float currentUnderlineThickness = underlineHeight;
+ FontId lastFontId = 0;
+ FontId lastUnderlinedFontId = 0;
+ Style style = STYLE_NORMAL;
- if ( fabsf( shadowOffset.x ) > Math::MACHINE_EPSILON_1 || fabsf( shadowOffset.y ) > Math::MACHINE_EPSILON_1 )
+ if(fabsf(shadowOffset.x) > Math::MACHINE_EPSILON_1 || fabsf(shadowOffset.y) > Math::MACHINE_EPSILON_1)
{
style = STYLE_DROP_SHADOW;
}
- CalculateBlocksSize( glyphs );
+ CalculateBlocksSize(glyphs);
// Avoid emptying mTextCache (& removing references) until after incremented references for the new text
- Vector< TextCacheEntry > newTextCache;
- const GlyphInfo* const glyphsBuffer = glyphs.Begin();
- const Vector2* const positionsBuffer = positions.Begin();
- const Vector2 lineOffsetPosition( minLineOffset, 0.f );
+ Vector<TextCacheEntry> newTextCache;
+ const GlyphInfo* const glyphsBuffer = glyphs.Begin();
+ const Vector2* const positionsBuffer = positions.Begin();
+ const Vector2 lineOffsetPosition(minLineOffset, 0.f);
+ uint32_t hyphenIndex = 0;
- for( uint32_t i = 0, glyphSize = glyphs.Size(); i < glyphSize; ++i )
+ //For septated underlined chunks. (this is for Markup case)
+ uint32_t underlineChunkId = 0u; // give id for each chunk.
+ bool isPreUnderlined = false; // status of underlined for previous glyph.
+
+ for(uint32_t i = 0, glyphSize = glyphs.Size(); i < glyphSize; ++i)
{
- const GlyphInfo& glyph = *( glyphsBuffer + i );
- const bool isGlyphUnderlined = underlineEnabled || IsGlyphUnderlined( i, underlineRuns );
- thereAreUnderlinedGlyphs = thereAreUnderlinedGlyphs || isGlyphUnderlined;
+ GlyphInfo glyph;
+ bool addHyphen = ((hyphenIndex < hyphensCount) && hyphenIndices && (i == hyphenIndices[hyphenIndex]));
+ if(addHyphen && hyphens)
+ {
+ glyph = hyphens[hyphenIndex];
+ i--;
+ }
+ else
+ {
+ glyph = *(glyphsBuffer + i);
+ }
+
+ const bool isGlyphUnderlined = underlineEnabled || IsGlyphUnderlined(i, underlineRuns);
+ thereAreUnderlinedGlyphs = thereAreUnderlinedGlyphs || isGlyphUnderlined;
// No operation for white space
- if( glyph.width && glyph.height )
+ if(glyph.width && glyph.height)
{
// Are we still using the same fontId as previous
- if( isGlyphUnderlined && ( glyph.fontId != lastUnderlinedFontId ) )
+ if(isGlyphUnderlined && (glyph.fontId != lastUnderlinedFontId))
{
// We need to fetch fresh font underline metrics
FontMetrics fontMetrics;
- mFontClient.GetFontMetrics( glyph.fontId, fontMetrics );
- currentUnderlinePosition = ceil( fabsf( fontMetrics.underlinePosition ) );
- const float descender = ceil( fabsf( fontMetrics.descender ) );
+ mFontClient.GetFontMetrics(glyph.fontId, fontMetrics);
+ currentUnderlinePosition = ceil(fabsf(fontMetrics.underlinePosition));
+ const float descender = ceil(fabsf(fontMetrics.descender));
- if( fabsf( underlineHeight ) < Math::MACHINE_EPSILON_1000 )
+ if(fabsf(underlineHeight) < Math::MACHINE_EPSILON_1000)
{
currentUnderlineThickness = fontMetrics.underlineThickness;
// Ensure underline will be at least a pixel high
- if ( currentUnderlineThickness < ONE )
+ if(currentUnderlineThickness < ONE)
{
currentUnderlineThickness = ONE;
}
else
{
- currentUnderlineThickness = ceil( currentUnderlineThickness );
+ currentUnderlineThickness = ceil(currentUnderlineThickness);
}
}
// Clamp the underline position at the font descender and check for ( as EFL describes it ) a broken font
- if( currentUnderlinePosition > descender )
+ if(currentUnderlinePosition > descender)
{
currentUnderlinePosition = descender;
}
- if( fabsf( currentUnderlinePosition ) < Math::MACHINE_EPSILON_1000 )
+ if(fabsf(currentUnderlinePosition) < Math::MACHINE_EPSILON_1000)
{
// Move offset down by one ( EFL behavior )
currentUnderlinePosition = ONE;
}
lastUnderlinedFontId = glyph.fontId;
+
} // underline
AtlasGlyphManager::GlyphStyle style;
style.isItalic = glyph.isItalicRequired;
- style.isBold = glyph.isBoldRequired;
+ style.isBold = glyph.isBoldRequired;
// Retrieves and caches the glyph's bitmap.
- CacheGlyph( glyph, lastFontId, style, slot );
+ CacheGlyph(glyph, lastFontId, style, slot);
// Retrieves and caches the outline glyph's bitmap.
- if( isOutline )
+ if(isOutline)
{
style.outline = outlineWidth;
- CacheGlyph( glyph, lastFontId, style, slotOutline );
+ CacheGlyph(glyph, lastFontId, style, slotOutline);
}
// Move the origin (0,0) of the mesh to the center of the actor
- const Vector2 position = *( positionsBuffer + i ) - halfTextSize - lineOffsetPosition;
+ Vector2 position = *(positionsBuffer + i);
+
+ if(addHyphen)
+ {
+ GlyphInfo tempInfo = *(glyphsBuffer + i);
+ position.x = position.x + tempInfo.advance - tempInfo.xBearing + glyph.xBearing;
+ position.y += tempInfo.yBearing - glyph.yBearing;
+ }
+
+ position = Vector2(roundf(position.x), position.y) - halfTextSize - lineOffsetPosition; // roundf() avoids pixel alignment issues.
- if ( 0u != slot.mImageId ) // invalid slot id, glyph has failed to be added to atlas
+ if(0u != slot.mImageId) // invalid slot id, glyph has failed to be added to atlas
{
Vector2 positionPlusOutlineOffset = position;
- if( isOutline )
+ if(isOutline)
{
// Add an offset to the text.
- const float outlineWidthOffset = static_cast<float>( outlineWidth );
- positionPlusOutlineOffset += Vector2( outlineWidthOffset, outlineWidthOffset );
+ const float outlineWidthOffset = static_cast<float>(outlineWidth);
+ positionPlusOutlineOffset += Vector2(outlineWidthOffset, outlineWidthOffset);
}
// Get the color of the character.
- const ColorIndex colorIndex = useDefaultColor ? 0u : *( colorIndicesBuffer + i );
- const Vector4& color = ( useDefaultColor || ( 0u == colorIndex ) ) ? defaultColor : *( colorsBuffer + colorIndex - 1u );
-
- GenerateMesh( glyph,
- positionPlusOutlineOffset,
- color,
- NO_OUTLINE,
- slot,
- isGlyphUnderlined,
- currentUnderlinePosition,
- currentUnderlineThickness,
- meshContainer,
- newTextCache,
- extents);
+ const ColorIndex colorIndex = useDefaultColor ? 0u : *(colorIndicesBuffer + i);
+ const Vector4& color = (useDefaultColor || (0u == colorIndex)) ? defaultColor : *(colorsBuffer + colorIndex - 1u);
+
+ GenerateMesh(glyph,
+ positionPlusOutlineOffset,
+ color,
+ NO_OUTLINE,
+ slot,
+ isGlyphUnderlined,
+ currentUnderlinePosition,
+ currentUnderlineThickness,
+ meshContainer,
+ newTextCache,
+ extents,
+ underlineChunkId);
lastFontId = glyph.fontId; // Prevents searching for existing blocksizes when string of the same fontId.
}
- if( isOutline && ( 0u != slotOutline.mImageId ) ) // invalid slot id, glyph has failed to be added to atlas
+ if(isOutline && (0u != slotOutline.mImageId)) // invalid slot id, glyph has failed to be added to atlas
+ {
+ GenerateMesh(glyph,
+ position,
+ outlineColor,
+ outlineWidth,
+ slotOutline,
+ false,
+ currentUnderlinePosition,
+ currentUnderlineThickness,
+ meshContainerOutline,
+ newTextCache,
+ extents,
+ 0u);
+ }
+
+
+ //The new underlined chunk. Add new id if they are not consecutive indices (this is for Markup case)
+ // Examples: "Hello <u>World</u> Hello <u>World</u>", "<u>World</u> Hello <u>World</u>", "<u> World</u> Hello <u>World</u>"
+ if( isPreUnderlined && (isPreUnderlined != isGlyphUnderlined))
{
- GenerateMesh( glyph,
- position,
- outlineColor,
- outlineWidth,
- slotOutline,
- false,
- currentUnderlinePosition,
- currentUnderlineThickness,
- meshContainerOutline,
- newTextCache,
- extents);
+ underlineChunkId++;
}
+ //Keep status of underlined for previous glyph to check consecutive indices
+ isPreUnderlined = isGlyphUnderlined;
+ }
+
+ if(addHyphen)
+ {
+ hyphenIndex++;
}
} // glyphs
// Now remove references for the old text
RemoveText();
- mTextCache.Swap( newTextCache );
+ mTextCache.Swap(newTextCache);
- if( thereAreUnderlinedGlyphs )
+ if(thereAreUnderlinedGlyphs)
{
// Check to see if any of the text needs an underline
- GenerateUnderlines( meshContainer, extents, underlineColor );
+ GenerateUnderlines(meshContainer, extents, underlineColor);
}
// For each MeshData object, create a mesh actor and add to the renderable actor
bool isShadowDrawn = false;
- if( !meshContainerOutline.empty() )
+ if(!meshContainerOutline.empty())
{
const bool drawShadow = STYLE_DROP_SHADOW == style;
- CreateActors( meshContainerOutline,
- textSize,
- outlineColor,
- shadowColor,
- shadowOffset,
- textControl,
- animatablePropertyIndex,
- drawShadow );
+ CreateActors(meshContainerOutline,
+ textSize,
+ outlineColor,
+ shadowColor,
+ shadowOffset,
+ textControl,
+ animatablePropertyIndex,
+ drawShadow);
isShadowDrawn = drawShadow;
}
// For each MeshData object, create a mesh actor and add to the renderable actor
- if( !meshContainer.empty() )
+ if(!meshContainer.empty())
{
- const bool drawShadow = !isShadowDrawn && ( STYLE_DROP_SHADOW == style );
- CreateActors( meshContainer,
- textSize,
- defaultColor,
- shadowColor,
- shadowOffset,
- textControl,
- animatablePropertyIndex,
- drawShadow );
+ const bool drawShadow = !isShadowDrawn && (STYLE_DROP_SHADOW == style);
+ CreateActors(meshContainer,
+ textSize,
+ defaultColor,
+ shadowColor,
+ shadowOffset,
+ textControl,
+ animatablePropertyIndex,
+ drawShadow);
}
#if defined(DEBUG_ENABLED)
Toolkit::AtlasGlyphManager::Metrics metrics = mGlyphManager.GetMetrics();
- DALI_LOG_INFO( gLogFilter, Debug::General, "TextAtlasRenderer::GlyphManager::GlyphCount: %i, AtlasCount: %i, TextureMemoryUse: %iK\n",
- metrics.mGlyphCount,
- metrics.mAtlasMetrics.mAtlasCount,
- metrics.mAtlasMetrics.mTextureMemoryUsed / 1024 );
+ DALI_LOG_INFO(gLogFilter, Debug::General, "TextAtlasRenderer::GlyphManager::GlyphCount: %i, AtlasCount: %i, TextureMemoryUse: %iK\n", metrics.mGlyphCount, metrics.mAtlasMetrics.mAtlasCount, metrics.mAtlasMetrics.mTextureMemoryUsed / 1024);
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "%s\n", metrics.mVerboseGlyphCounts.c_str() );
+ DALI_LOG_INFO(gLogFilter, Debug::Verbose, "%s\n", metrics.mVerboseGlyphCounts.c_str());
- for( uint32_t i = 0; i < metrics.mAtlasMetrics.mAtlasCount; ++i )
+ for(uint32_t i = 0; i < metrics.mAtlasMetrics.mAtlasCount; ++i)
{
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, " Atlas [%i] %sPixels: %s Size: %ix%i, BlockSize: %ix%i, BlocksUsed: %i/%i\n",
- i + 1, i > 8 ? "" : " ",
- metrics.mAtlasMetrics.mAtlasMetrics[ i ].mPixelFormat == Pixel::L8 ? "L8 " : "BGRA",
- metrics.mAtlasMetrics.mAtlasMetrics[ i ].mSize.mWidth,
- metrics.mAtlasMetrics.mAtlasMetrics[ i ].mSize.mHeight,
- metrics.mAtlasMetrics.mAtlasMetrics[ i ].mSize.mBlockWidth,
- metrics.mAtlasMetrics.mAtlasMetrics[ i ].mSize.mBlockHeight,
- metrics.mAtlasMetrics.mAtlasMetrics[ i ].mBlocksUsed,
- metrics.mAtlasMetrics.mAtlasMetrics[ i ].mTotalBlocks );
+ DALI_LOG_INFO(gLogFilter, Debug::Verbose, " Atlas [%i] %sPixels: %s Size: %ix%i, BlockSize: %ix%i, BlocksUsed: %i/%i\n", i + 1, i > 8 ? "" : " ", metrics.mAtlasMetrics.mAtlasMetrics[i].mPixelFormat == Pixel::L8 ? "L8 " : "BGRA", metrics.mAtlasMetrics.mAtlasMetrics[i].mSize.mWidth, metrics.mAtlasMetrics.mAtlasMetrics[i].mSize.mHeight, metrics.mAtlasMetrics.mAtlasMetrics[i].mSize.mBlockWidth, metrics.mAtlasMetrics.mAtlasMetrics[i].mSize.mBlockHeight, metrics.mAtlasMetrics.mAtlasMetrics[i].mBlocksUsed, metrics.mAtlasMetrics.mAtlasMetrics[i].mTotalBlocks);
}
#endif
}
void RemoveText()
{
- for( Vector< TextCacheEntry >::Iterator oldTextIter = mTextCache.Begin(); oldTextIter != mTextCache.End(); ++oldTextIter )
+ for(Vector<TextCacheEntry>::Iterator oldTextIter = mTextCache.Begin(); oldTextIter != mTextCache.End(); ++oldTextIter)
{
AtlasGlyphManager::GlyphStyle style;
- style.outline = oldTextIter->mOutlineWidth;
+ style.outline = oldTextIter->mOutlineWidth;
style.isItalic = oldTextIter->isItalic;
- style.isBold = oldTextIter->isBold;
- mGlyphManager.AdjustReferenceCount( oldTextIter->mFontId, oldTextIter->mIndex, style, -1/*decrement*/ );
+ style.isBold = oldTextIter->isBold;
+ mGlyphManager.AdjustReferenceCount(oldTextIter->mFontId, oldTextIter->mIndex, style, -1 /*decrement*/);
}
- mTextCache.Resize( 0 );
+ mTextCache.Resize(0);
}
- Actor CreateMeshActor( Actor textControl, Property::Index animatablePropertyIndex, const Vector4& defaultColor, const MeshRecord& meshRecord,
- const Vector2& actorSize, Style style )
+ Actor CreateMeshActor(Actor textControl, Property::Index animatablePropertyIndex, const Vector4& defaultColor, const MeshRecord& meshRecord, const Vector2& actorSize, Style style)
{
- PropertyBuffer quadVertices = PropertyBuffer::New( mQuadVertexFormat );
- quadVertices.SetData( const_cast< AtlasManager::Vertex2D* >( &meshRecord.mMesh.mVertices[ 0 ] ), meshRecord.mMesh.mVertices.Size() );
+ VertexBuffer quadVertices = VertexBuffer::New(mQuadVertexFormat);
+ quadVertices.SetData(const_cast<AtlasManager::Vertex2D*>(&meshRecord.mMesh.mVertices[0]), meshRecord.mMesh.mVertices.Size());
Geometry quadGeometry = Geometry::New();
- quadGeometry.AddVertexBuffer( quadVertices );
- quadGeometry.SetIndexBuffer( &meshRecord.mMesh.mIndices[0], meshRecord.mMesh.mIndices.Size() );
+ quadGeometry.AddVertexBuffer(quadVertices);
+ quadGeometry.SetIndexBuffer(&meshRecord.mMesh.mIndices[0], meshRecord.mMesh.mIndices.Size());
- TextureSet textureSet( mGlyphManager.GetTextures( meshRecord.mAtlasId ) );
+ TextureSet textureSet(mGlyphManager.GetTextures(meshRecord.mAtlasId));
// Choose the shader to use.
- const bool isColorShader = ( STYLE_DROP_SHADOW != style ) && ( Pixel::BGRA8888 == mGlyphManager.GetPixelFormat( meshRecord.mAtlasId ) );
- Shader shader;
- if( isColorShader )
+ const bool isColorShader = (STYLE_DROP_SHADOW != style) && (Pixel::BGRA8888 == mGlyphManager.GetPixelFormat(meshRecord.mAtlasId));
+ Shader shader;
+ if(isColorShader)
{
// The glyph is an emoji and is not a shadow.
- if( !mShaderRgba )
+ if(!mShaderRgba)
{
- mShaderRgba = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_RGBA );
+ mShaderRgba = Shader::New(SHADER_TEXT_ATLAS_SHADER_VERT, SHADER_TEXT_ATLAS_RGBA_SHADER_FRAG);
}
shader = mShaderRgba;
}
else
{
// The glyph is text or a shadow.
- if( !mShaderL8 )
+ if(!mShaderL8)
{
- mShaderL8 = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_L8 );
+ mShaderL8 = Shader::New(SHADER_TEXT_ATLAS_SHADER_VERT, SHADER_TEXT_ATLAS_L8_SHADER_FRAG);
}
shader = mShaderL8;
}
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "defaultColor[%f, %f, %f, %f ]\n", defaultColor.r, defaultColor.g, defaultColor.b, defaultColor.a );
+ DALI_LOG_INFO(gLogFilter, Debug::Verbose, "defaultColor[%f, %f, %f, %f ]\n", defaultColor.r, defaultColor.g, defaultColor.b, defaultColor.a);
- Dali::Property::Index shaderTextColorIndex = shader.RegisterProperty( "textColorAnimatable", defaultColor );
+ Dali::Property::Index shaderTextColorIndex = shader.RegisterProperty("textColorAnimatable", defaultColor);
- if ( animatablePropertyIndex != Property::INVALID_INDEX )
+ if(animatablePropertyIndex != Property::INVALID_INDEX)
{
// create constraint for the animatable text's color Property with textColorAnimatable in the shader.
- if( shaderTextColorIndex )
+ if(shaderTextColorIndex)
{
- Constraint constraint = Constraint::New<Vector4>( shader, shaderTextColorIndex, EqualToConstraint() );
- constraint.AddSource( Source( textControl, animatablePropertyIndex ) );
+ Constraint constraint = Constraint::New<Vector4>(shader, shaderTextColorIndex, EqualToConstraint());
+ constraint.AddSource(Source(textControl, animatablePropertyIndex));
constraint.Apply();
}
}
else
{
// If not animating the text colour then set to 1's so shader uses the current vertex color
- shader.RegisterProperty( "textColorAnimatable", Vector4(1.0, 1.0, 1.0, 1.0 ) );
+ shader.RegisterProperty("textColorAnimatable", Vector4(1.0, 1.0, 1.0, 1.0));
}
- Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, shader );
- renderer.SetTextures( textureSet );
- renderer.SetProperty( Dali::Renderer::Property::BLEND_MODE, BlendMode::ON );
- renderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, DepthIndex::CONTENT + mDepth );
+ Dali::Renderer renderer = Dali::Renderer::New(quadGeometry, shader);
+ renderer.SetTextures(textureSet);
+ renderer.SetProperty(Dali::Renderer::Property::BLEND_MODE, BlendMode::ON);
+ renderer.SetProperty(Dali::Renderer::Property::DEPTH_INDEX, DepthIndex::CONTENT + mDepth);
Actor actor = Actor::New();
#if defined(DEBUG_ENABLED)
- actor.SetName( "Text renderable actor" );
+ actor.SetProperty(Dali::Actor::Property::NAME, "Text renderable actor");
#endif
- actor.AddRenderer( renderer );
+ actor.AddRenderer(renderer);
// Keep all of the origins aligned
- actor.SetParentOrigin( ParentOrigin::TOP_LEFT );
- actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
- actor.SetSize( actorSize );
- actor.RegisterProperty("uOffset", Vector2::ZERO );
- actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
+ actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ actor.SetProperty(Actor::Property::SIZE, actorSize);
+ actor.RegisterProperty("uOffset", Vector2::ZERO);
+ actor.SetProperty(Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_COLOR);
return actor;
}
- void StitchTextMesh( std::vector< MeshRecord >& meshContainer,
- AtlasManager::Mesh2D& newMesh,
- Vector< Extent >& extents,
- float baseLine,
- bool underlineGlyph,
- float underlinePosition,
- float underlineThickness,
- AtlasManager::AtlasSlot& slot )
+ void StitchTextMesh(std::vector<MeshRecord>& meshContainer,
+ AtlasManager::Mesh2D& newMesh,
+ Vector<Extent>& extents,
+ float baseLine,
+ bool underlineGlyph,
+ float underlinePosition,
+ float underlineThickness,
+ AtlasManager::AtlasSlot& slot,
+ uint32_t underlineChunkId)
{
- if ( slot.mImageId )
+ if(slot.mImageId)
{
- float left = newMesh.mVertices[ 0 ].mPosition.x;
- float right = newMesh.mVertices[ 1 ].mPosition.x;
+ float left = newMesh.mVertices[0].mPosition.x;
+ float right = newMesh.mVertices[1].mPosition.x;
// Check to see if there's a mesh data object that references the same atlas ?
uint32_t index = 0;
- for ( std::vector< MeshRecord >::iterator mIt = meshContainer.begin(),
- mEndIt = meshContainer.end();
- mIt != mEndIt;
- ++mIt, ++index )
+ for(std::vector<MeshRecord>::iterator mIt = meshContainer.begin(),
+ mEndIt = meshContainer.end();
+ mIt != mEndIt;
+ ++mIt, ++index)
{
- if( slot.mAtlasId == mIt->mAtlasId )
+ if(slot.mAtlasId == mIt->mAtlasId)
{
// Append the mesh to the existing mesh and adjust any extents
- Toolkit::Internal::AtlasMeshFactory::AppendMesh( mIt->mMesh, newMesh );
+ Toolkit::Internal::AtlasMeshFactory::AppendMesh(mIt->mMesh, newMesh);
- if( underlineGlyph )
+ if(underlineGlyph)
{
- AdjustExtents( extents,
- meshContainer,
- index,
- left,
- right,
- baseLine,
- underlinePosition,
- underlineThickness );
+ AdjustExtents(extents,
+ meshContainer,
+ index,
+ left,
+ right,
+ baseLine,
+ underlinePosition,
+ underlineThickness,
+ underlineChunkId);
}
return;
// No mesh data object currently exists that references this atlas, so create a new one
MeshRecord meshRecord;
meshRecord.mAtlasId = slot.mAtlasId;
- meshRecord.mMesh = newMesh;
- meshContainer.push_back( meshRecord );
+ meshRecord.mMesh = newMesh;
+ meshContainer.push_back(meshRecord);
- if( underlineGlyph )
+ if(underlineGlyph)
{
// Adjust extents for this new meshrecord
- AdjustExtents( extents,
- meshContainer,
- meshContainer.size() - 1u,
- left,
- right,
- baseLine,
- underlinePosition,
- underlineThickness );
+ AdjustExtents(extents,
+ meshContainer,
+ meshContainer.size() - 1u,
+ left,
+ right,
+ baseLine,
+ underlinePosition,
+ underlineThickness,
+ underlineChunkId);
}
}
}
- void AdjustExtents( Vector< Extent >& extents,
- std::vector< MeshRecord>& meshRecords,
- uint32_t index,
- float left,
- float right,
- float baseLine,
- float underlinePosition,
- float underlineThickness )
+ void AdjustExtents(Vector<Extent>& extents,
+ std::vector<MeshRecord>& meshRecords,
+ uint32_t index,
+ float left,
+ float right,
+ float baseLine,
+ float underlinePosition,
+ float underlineThickness,
+ uint32_t underlineChunkId)
{
bool foundExtent = false;
- for ( Vector< Extent >::Iterator eIt = extents.Begin(),
- eEndIt = extents.End();
- eIt != eEndIt;
- ++eIt )
+ for(Vector<Extent>::Iterator eIt = extents.Begin(),
+ eEndIt = extents.End();
+ eIt != eEndIt;
+ ++eIt)
{
- if ( Equals( baseLine, eIt->mBaseLine ) )
+ if(Equals(baseLine, eIt->mBaseLine) && underlineChunkId == eIt->mUnderlineChunkId)
{
foundExtent = true;
- if ( left < eIt->mLeft )
+ if(left < eIt->mLeft)
{
eIt->mLeft = left;
}
- if ( right > eIt->mRight )
+ if(right > eIt->mRight)
{
eIt->mRight = right;
}
- if ( underlinePosition > eIt->mUnderlinePosition )
+ if(underlinePosition > eIt->mUnderlinePosition)
{
eIt->mUnderlinePosition = underlinePosition;
}
- if ( underlineThickness > eIt->mUnderlineThickness )
+ if(underlineThickness > eIt->mUnderlineThickness)
{
eIt->mUnderlineThickness = underlineThickness;
}
}
}
- if ( !foundExtent )
+ if(!foundExtent)
{
Extent extent;
- extent.mLeft = left;
- extent.mRight = right;
- extent.mBaseLine = baseLine;
- extent.mUnderlinePosition = underlinePosition;
+ extent.mLeft = left;
+ extent.mRight = right;
+ extent.mBaseLine = baseLine;
+ extent.mUnderlinePosition = underlinePosition;
extent.mUnderlineThickness = underlineThickness;
- extent.mMeshRecordIndex = index;
- extents.PushBack( extent );
+ extent.mMeshRecordIndex = index;
+ extent.mUnderlineChunkId = underlineChunkId;
+ extents.PushBack(extent);
}
}
- void CalculateBlocksSize( const Vector<GlyphInfo>& glyphs )
+ void CalculateBlocksSize(const Vector<GlyphInfo>& glyphs)
{
- for( Vector<GlyphInfo>::ConstIterator glyphIt = glyphs.Begin(),
- glyphEndIt = glyphs.End();
- glyphIt != glyphEndIt;
- ++glyphIt )
+ for(Vector<GlyphInfo>::ConstIterator glyphIt = glyphs.Begin(),
+ glyphEndIt = glyphs.End();
+ glyphIt != glyphEndIt;
+ ++glyphIt)
{
- const FontId fontId = (*glyphIt).fontId;
- bool foundFont = false;
+ const FontId fontId = (*glyphIt).fontId;
+ bool foundFont = false;
- for( std::vector< MaxBlockSize >::const_iterator blockIt = mBlockSizes.begin(),
- blockEndIt = mBlockSizes.end();
- blockIt != blockEndIt;
- ++blockIt )
+ for(std::vector<MaxBlockSize>::const_iterator blockIt = mBlockSizes.begin(),
+ blockEndIt = mBlockSizes.end();
+ blockIt != blockEndIt;
+ ++blockIt)
{
- if( (*blockIt).mFontId == fontId ) // Different size fonts will have a different fontId
+ if((*blockIt).mFontId == fontId) // Different size fonts will have a different fontId
{
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Text::AtlasRenderer::CalculateBlocksSize match found fontID(%u) glyphIndex(%u)\n", fontId, (*glyphIt).index );
+ DALI_LOG_INFO(gLogFilter, Debug::Verbose, "Text::AtlasRenderer::CalculateBlocksSize match found fontID(%u) glyphIndex(%u)\n", fontId, (*glyphIt).index);
foundFont = true;
break;
}
}
- if ( !foundFont )
+ if(!foundFont)
{
FontMetrics fontMetrics;
- mFontClient.GetFontMetrics( fontId, fontMetrics );
+ mFontClient.GetFontMetrics(fontId, fontMetrics);
MaxBlockSize maxBlockSize;
- maxBlockSize.mNeededBlockWidth = static_cast< uint32_t >( fontMetrics.height );
+ maxBlockSize.mNeededBlockWidth = static_cast<uint32_t>(fontMetrics.height);
maxBlockSize.mNeededBlockHeight = maxBlockSize.mNeededBlockWidth;
- maxBlockSize.mFontId = fontId;
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Text::AtlasRenderer::CalculateBlocksSize New font with no matched blocksize, setting blocksize[%u]\n", maxBlockSize.mNeededBlockWidth );
- mBlockSizes.push_back( maxBlockSize );
+ maxBlockSize.mFontId = fontId;
+ DALI_LOG_INFO(gLogFilter, Debug::Verbose, "Text::AtlasRenderer::CalculateBlocksSize New font with no matched blocksize, setting blocksize[%u]\n", maxBlockSize.mNeededBlockWidth);
+ mBlockSizes.push_back(maxBlockSize);
}
}
}
- void GenerateUnderlines( std::vector< MeshRecord >& meshRecords,
- Vector< Extent >& extents,
- const Vector4& underlineColor )
+ void GenerateUnderlines(std::vector<MeshRecord>& meshRecords,
+ Vector<Extent>& extents,
+ const Vector4& underlineColor)
{
AtlasManager::Mesh2D newMesh;
- unsigned short faceIndex = 0;
- for ( Vector< Extent >::ConstIterator eIt = extents.Begin(),
- eEndIt = extents.End();
- eIt != eEndIt;
- ++eIt )
+ unsigned short faceIndex = 0;
+ for(Vector<Extent>::ConstIterator eIt = extents.Begin(),
+ eEndIt = extents.End();
+ eIt != eEndIt;
+ ++eIt)
{
AtlasManager::Vertex2D vert;
- uint32_t index = eIt->mMeshRecordIndex;
- Vector2 uv = mGlyphManager.GetAtlasSize( meshRecords[ index ].mAtlasId );
+ uint32_t index = eIt->mMeshRecordIndex;
+ Vector2 uv = mGlyphManager.GetAtlasSize(meshRecords[index].mAtlasId);
// Make sure we don't hit texture edge for single pixel texture ( filled pixel is in top left of every atlas )
- float u = HALF / uv.x;
- float v = HALF / uv.y;
+ float u = HALF / uv.x;
+ float v = HALF / uv.y;
float thickness = eIt->mUnderlineThickness;
- float baseLine = eIt->mBaseLine + eIt->mUnderlinePosition - ( thickness * HALF );
- float tlx = eIt->mLeft;
- float brx = eIt->mRight;
+ float baseLine = eIt->mBaseLine + eIt->mUnderlinePosition - (thickness * HALF);
+ float tlx = eIt->mLeft;
+ float brx = eIt->mRight;
- vert.mPosition.x = tlx;
- vert.mPosition.y = baseLine;
+ vert.mPosition.x = tlx;
+ vert.mPosition.y = baseLine;
vert.mTexCoords.x = ZERO;
vert.mTexCoords.y = ZERO;
- vert.mColor = underlineColor;
- newMesh.mVertices.PushBack( vert );
+ vert.mColor = underlineColor;
+ newMesh.mVertices.PushBack(vert);
- vert.mPosition.x = brx;
- vert.mPosition.y = baseLine;
+ vert.mPosition.x = brx;
+ vert.mPosition.y = baseLine;
vert.mTexCoords.x = u;
- vert.mColor = underlineColor;
- newMesh.mVertices.PushBack( vert );
+ vert.mColor = underlineColor;
+ newMesh.mVertices.PushBack(vert);
- vert.mPosition.x = tlx;
- vert.mPosition.y = baseLine + thickness;
+ vert.mPosition.x = tlx;
+ vert.mPosition.y = baseLine + thickness;
vert.mTexCoords.x = ZERO;
vert.mTexCoords.y = v;
- vert.mColor = underlineColor;
- newMesh.mVertices.PushBack( vert );
+ vert.mColor = underlineColor;
+ newMesh.mVertices.PushBack(vert);
- vert.mPosition.x = brx;
- vert.mPosition.y = baseLine + thickness;
+ vert.mPosition.x = brx;
+ vert.mPosition.y = baseLine + thickness;
vert.mTexCoords.x = u;
- vert.mColor = underlineColor;
- newMesh.mVertices.PushBack( vert );
+ vert.mColor = underlineColor;
+ newMesh.mVertices.PushBack(vert);
// Six indices in counter clockwise winding
- newMesh.mIndices.PushBack( faceIndex + 1u );
- newMesh.mIndices.PushBack( faceIndex );
- newMesh.mIndices.PushBack( faceIndex + 2u );
- newMesh.mIndices.PushBack( faceIndex + 2u );
- newMesh.mIndices.PushBack( faceIndex + 3u );
- newMesh.mIndices.PushBack( faceIndex + 1u );
+ newMesh.mIndices.PushBack(faceIndex + 1u);
+ newMesh.mIndices.PushBack(faceIndex);
+ newMesh.mIndices.PushBack(faceIndex + 2u);
+ newMesh.mIndices.PushBack(faceIndex + 2u);
+ newMesh.mIndices.PushBack(faceIndex + 3u);
+ newMesh.mIndices.PushBack(faceIndex + 1u);
faceIndex += 4;
- Toolkit::Internal::AtlasMeshFactory::AppendMesh( meshRecords[ index ].mMesh, newMesh );
+ Toolkit::Internal::AtlasMeshFactory::AppendMesh(meshRecords[index].mMesh, newMesh);
}
}
- Actor mActor; ///< The actor parent which renders the text
- AtlasGlyphManager mGlyphManager; ///< Glyph Manager to handle upload and caching
- TextAbstraction::FontClient mFontClient; ///< The font client used to supply glyph information
- Shader mShaderL8; ///< The shader for glyphs and emoji's shadows.
- Shader mShaderRgba; ///< The shader for emojis.
- std::vector< MaxBlockSize > mBlockSizes; ///< Maximum size needed to contain a glyph in a block within a new atlas
- Vector< TextCacheEntry > mTextCache; ///< Caches data from previous render
- Property::Map mQuadVertexFormat; ///< Describes the vertex format for text
- int mDepth; ///< DepthIndex passed by control when connect to stage
+ Actor mActor; ///< The actor parent which renders the text
+ AtlasGlyphManager mGlyphManager; ///< Glyph Manager to handle upload and caching
+ TextAbstraction::FontClient mFontClient; ///< The font client used to supply glyph information
+ Shader mShaderL8; ///< The shader for glyphs and emoji's shadows.
+ Shader mShaderRgba; ///< The shader for emojis.
+ std::vector<MaxBlockSize> mBlockSizes; ///< Maximum size needed to contain a glyph in a block within a new atlas
+ Vector<TextCacheEntry> mTextCache; ///< Caches data from previous render
+ Property::Map mQuadVertexFormat; ///< Describes the vertex format for text
+ int mDepth; ///< DepthIndex passed by control when connect to stage
};
Text::RendererPtr AtlasRenderer::New()
{
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Text::AtlasRenderer::New()\n" );
+ DALI_LOG_INFO(gLogFilter, Debug::Verbose, "Text::AtlasRenderer::New()\n");
- return Text::RendererPtr( new AtlasRenderer() );
+ return Text::RendererPtr(new AtlasRenderer());
}
-Actor AtlasRenderer::Render( Text::ViewInterface& view,
- Actor textControl,
- Property::Index animatablePropertyIndex,
- float& alignmentOffset,
- int depth )
+Actor AtlasRenderer::Render(Text::ViewInterface& view,
+ Actor textControl,
+ Property::Index animatablePropertyIndex,
+ float& alignmentOffset,
+ int depth)
{
- DALI_LOG_INFO( gLogFilter, Debug::General, "Text::AtlasRenderer::Render()\n" );
+ DALI_LOG_INFO(gLogFilter, Debug::General, "Text::AtlasRenderer::Render()\n");
- UnparentAndReset( mImpl->mActor );
+ UnparentAndReset(mImpl->mActor);
Length numberOfGlyphs = view.GetNumberOfGlyphs();
- if( numberOfGlyphs > 0u )
+ if(numberOfGlyphs > 0u)
{
Vector<GlyphInfo> glyphs;
- glyphs.Resize( numberOfGlyphs );
+ glyphs.Resize(numberOfGlyphs);
Vector<Vector2> positions;
- positions.Resize( numberOfGlyphs );
+ positions.Resize(numberOfGlyphs);
- numberOfGlyphs = view.GetGlyphs( glyphs.Begin(),
- positions.Begin(),
- alignmentOffset,
- 0u,
- numberOfGlyphs );
+ numberOfGlyphs = view.GetGlyphs(glyphs.Begin(),
+ positions.Begin(),
+ alignmentOffset,
+ 0u,
+ numberOfGlyphs);
- glyphs.Resize( numberOfGlyphs );
- positions.Resize( numberOfGlyphs );
+ glyphs.Resize(numberOfGlyphs);
+ positions.Resize(numberOfGlyphs);
- const Vector4* const colorsBuffer = view.GetColors();
+ const Vector4* const colorsBuffer = view.GetColors();
const ColorIndex* const colorIndicesBuffer = view.GetColorIndices();
- const Vector4& defaultColor = view.GetTextColor();
-
- mImpl->AddGlyphs( view,
- textControl,
- animatablePropertyIndex,
- positions,
- glyphs,
- defaultColor,
- colorsBuffer,
- colorIndicesBuffer,
- depth,
- alignmentOffset );
+ const Vector4& defaultColor = view.GetTextColor();
+
+ mImpl->AddGlyphs(view,
+ textControl,
+ animatablePropertyIndex,
+ positions,
+ glyphs,
+ defaultColor,
+ colorsBuffer,
+ colorIndicesBuffer,
+ depth,
+ alignmentOffset);
/* In the case where AddGlyphs does not create a renderable Actor for example when glyphs are all whitespace create a new Actor. */
/* This renderable actor is used to position the text, other "decorations" can rely on there always being an Actor regardless of it is whitespace or regular text. */
- if ( !mImpl->mActor )
+ if(!mImpl->mActor)
{
mImpl->mActor = Actor::New();
}
AtlasRenderer::AtlasRenderer()
{
mImpl = new Impl();
-
}
AtlasRenderer::~AtlasRenderer()