// EXTERNAL INCLUDES
#include <dali/dali.h>
#include <dali/integration-api/debug.h>
+#include <dali/devel-api/text-abstraction/font-client.h>
+#include <dali/devel-api/actors/mesh-actor.h>
+#include <dali/devel-api/geometry/mesh.h>
+
// INTERNAL INCLUDES
#include <dali-toolkit/internal/atlas-manager/atlas-manager.h>
+#include <dali-toolkit/internal/text/line-run.h>
#include <dali-toolkit/internal/text/rendering/atlas/atlas-glyph-manager.h>
#include <dali-toolkit/internal/text/rendering/shaders/text-basic-shader.h>
#include <dali-toolkit/internal/text/rendering/shaders/text-bgra-shader.h>
#include <dali-toolkit/internal/text/rendering/shaders/text-basic-shadow-shader.h>
-#if defined(DEBUG_ENABLED)
-Debug::Filter* gLogFilter = Debug::Filter::New(Debug::Concise, true, "LOG_TEXT_ATLAS_RENDERER");
-#endif
using namespace Dali;
using namespace Dali::Toolkit;
namespace
{
- const Vector2 DEFAULT_ATLAS_SIZE( 512.0f, 512.0f );
- const Vector2 DEFAULT_BLOCK_SIZE( 16.0f, 16.0f );
- const Vector2 PADDING( 4.0f, 4.0f ); // Allow for variation in font glyphs
+#if defined(DEBUG_ENABLED)
+ Debug::Filter* gLogFilter = Debug::Filter::New(Debug::Concise, true, "LOG_TEXT_RENDERING");
+#endif
+
+ const float ZERO( 0.0f );
+ const float HALF( 0.5f );
+ const float ONE( 1.0f );
+ const float TWO( 2.0f );
+ const uint32_t DEFAULT_ATLAS_WIDTH = 512u;
+ const uint32_t DEFAULT_ATLAS_HEIGHT = 512u;
}
struct AtlasRenderer::Impl : public ConnectionTracker
uint32_t mMeshRecordIndex;
};
- struct AtlasRecord
+ struct MaxBlockSize
{
- uint32_t mImageId;
+ FontId mFontId;
+ uint32_t mNeededBlockWidth;
+ uint32_t mNeededBlockHeight;
+ };
+
+ struct CheckEntry
+ {
+ FontId mFontId;
Text::GlyphIndex mIndex;
};
- struct MaxBlockSize
+ struct TextCacheEntry
{
FontId mFontId;
- Vector2 mNeededBlockSize;
+ Text::GlyphIndex mIndex;
+ uint32_t mImageId;
};
Impl()
{
mGlyphManager = AtlasGlyphManager::Get();
mFontClient = TextAbstraction::FontClient::Get();
- mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_SIZE, DEFAULT_BLOCK_SIZE );
mBasicShader = BasicShader::New();
mBgraShader = BgraShader::New();
mBasicShadowShader = BasicShadowShader::New();
const Vector4& textColor,
const Vector2& shadowOffset,
const Vector4& shadowColor,
- float underlineEnabled,
- const Vector4& underlineColor )
+ bool underlineEnabled,
+ const Vector4& underlineColor,
+ float underlineHeight )
{
AtlasManager::AtlasSlot slot;
std::vector< MeshRecord > meshContainer;
Vector< Extent > extents;
+ TextCacheEntry textCacheEntry;
- float currentUnderlinePosition = 0.0f;
- float currentUnderlineThickness = 0.0f;
+ float currentUnderlinePosition = ZERO;
+ float currentUnderlineThickness = underlineHeight;
+ uint32_t currentBlockSize = 0;
FontId lastFontId = 0;
Style style = STYLE_NORMAL;
- if ( shadowOffset.x != 0.0f || shadowOffset.y != 0.0f )
+ if ( fabsf( shadowOffset.x ) > Math::MACHINE_EPSILON_1 || fabsf( shadowOffset.y ) > Math::MACHINE_EPSILON_1 )
{
style = STYLE_DROP_SHADOW;
}
- if ( mImageIds.Size() )
+ if ( mTextCache.Size() )
{
- // Unreference any currently used glyphs
- RemoveText();
+ // Update the glyph cache with any changes to current text
+ RemoveText( glyphs );
}
CalculateBlocksSize( glyphs );
- for ( uint32_t i = 0; i < glyphs.Size(); ++i )
+ for( uint32_t i = 0, glyphSize = glyphs.Size(); i < glyphSize; ++i )
{
- GlyphInfo glyph = glyphs[ i ];
+ const GlyphInfo& glyph = glyphs[ i ];
// No operation for white space
if ( glyph.width && glyph.height )
// We need to fetch fresh font underline metrics
FontMetrics fontMetrics;
mFontClient.GetFontMetrics( glyph.fontId, fontMetrics );
- currentUnderlinePosition = fontMetrics.underlinePosition;
- currentUnderlineThickness = fontMetrics.underlineThickness;
+ currentUnderlinePosition = ceil( fabsf( fontMetrics.underlinePosition ) );
+ float descender = ceil( fabsf( fontMetrics.descender ) );
- // Ensure that an underline is at least 1 pixel high
- if ( currentUnderlineThickness < 1.0f )
+ if ( underlineHeight == ZERO )
{
- currentUnderlineThickness = 1.0f;
+ currentUnderlineThickness = fontMetrics.underlineThickness;
+
+ // Ensure underline will be at least a pixel high
+ if ( currentUnderlineThickness < ONE )
+ {
+ currentUnderlineThickness = ONE;
+ }
+ else
+ {
+ currentUnderlineThickness = ceil( currentUnderlineThickness );
+ }
+ }
+
+ // Clamp the underline position at the font descender and check for ( as EFL describes it ) a broken font
+ if ( currentUnderlinePosition > descender )
+ {
+ currentUnderlinePosition = descender;
+ }
+ if ( ZERO == currentUnderlinePosition )
+ {
+ // Move offset down by one ( EFL behavior )
+ currentUnderlinePosition = ONE;
}
}
- Vector2 position = positions[ i ];
+ const Vector2& position = positions[ i ];
MeshData newMeshData;
- mGlyphManager.Cached( glyph.fontId, glyph.index, slot );
- if ( slot.mImageId )
+ if ( !mGlyphManager.Cached( glyph.fontId, glyph.index, slot ) )
{
- // This glyph already exists so generate mesh data plugging in our supplied position
- mGlyphManager.GenerateMeshData( slot.mImageId, position, newMeshData );
- mImageIds.PushBack( slot.mImageId );
- }
- else
- {
-
// Select correct size for new atlas if needed....?
if ( lastFontId != glyph.fontId )
{
{
if ( mBlockSizes[ j ].mFontId == glyph.fontId )
{
- mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_SIZE, mBlockSizes[ j ].mNeededBlockSize );
+ currentBlockSize = j;
+ mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_WIDTH,
+ DEFAULT_ATLAS_HEIGHT,
+ mBlockSizes[ j ].mNeededBlockWidth,
+ mBlockSizes[ j ].mNeededBlockHeight );
}
}
- lastFontId = glyph.fontId;
}
- // Glyph doesn't currently exist in atlas so upload
+ // Create a new image for the glyph
BufferImage bitmap = mFontClient.CreateBitmap( glyph.fontId, glyph.index );
+ if ( bitmap )
+ {
+ // Ensure that the next image will fit into the current block size
+ bool setSize = false;
+ if ( bitmap.GetWidth() > mBlockSizes[ currentBlockSize ].mNeededBlockWidth )
+ {
+ setSize = true;
+ mBlockSizes[ currentBlockSize ].mNeededBlockWidth = bitmap.GetWidth();
+ }
+ if ( bitmap.GetHeight() > mBlockSizes[ currentBlockSize ].mNeededBlockHeight )
+ {
+ setSize = true;
+ mBlockSizes[ currentBlockSize ].mNeededBlockHeight = bitmap.GetHeight();
+ }
- // Locate a new slot for our glyph
- mGlyphManager.Add( glyph, bitmap, slot );
+ if ( setSize )
+ {
+ mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_WIDTH,
+ DEFAULT_ATLAS_HEIGHT,
+ mBlockSizes[ currentBlockSize ].mNeededBlockWidth,
+ mBlockSizes[ currentBlockSize ].mNeededBlockHeight );
+ }
- // Generate mesh data for this quad, plugging in our supplied position
- if ( slot.mImageId )
- {
- mGlyphManager.GenerateMeshData( slot.mImageId, position, newMeshData );
- mImageIds.PushBack( slot.mImageId );
+ // Locate a new slot for our glyph
+ mGlyphManager.Add( glyph.fontId, glyph, bitmap, slot );
}
}
+
+ // Generate mesh data for this quad, plugging in our supplied position
+ mGlyphManager.GenerateMeshData( slot.mImageId, position, newMeshData );
+ textCacheEntry.mFontId = glyph.fontId;
+ textCacheEntry.mImageId = slot.mImageId;
+ textCacheEntry.mIndex = glyph.index;
+ mTextCache.PushBack( textCacheEntry );
+
// 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,
newMeshData,
currentUnderlinePosition,
currentUnderlineThickness,
slot );
+ lastFontId = glyph.fontId;
}
}
{
MeshActor actor = MeshActor::New( Mesh::New( mIt->mMeshData ) );
actor.SetColor( mIt->mColor );
+
+ // Ensure that text rendering is unfiltered
+ actor.SetFilterMode( FilterMode::NEAREST, FilterMode::NEAREST );
if ( mIt->mIsUnderline )
{
actor.SetColorMode( USE_OWN_COLOR );
mActor = actor;
}
}
- mActor.OffStageSignal().Connect( this, &AtlasRenderer::Impl::OffStageDisconnect );
}
#if defined(DEBUG_ENABLED)
Toolkit::AtlasGlyphManager::Metrics metrics = mGlyphManager.GetMetrics();
- DALI_LOG_INFO( gLogFilter, Debug::Concise, "TextAtlasRenderer::GlyphManager::GlyphCount: %i, AtlasCount: %i, TextureMemoryUse: %iK\n",
+ 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, "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 ].mWidth,
- metrics.mAtlasMetrics.mAtlasMetrics[ i ].mHeight,
- metrics.mAtlasMetrics.mAtlasMetrics[ i ].mBlockWidth,
- metrics.mAtlasMetrics.mAtlasMetrics[ i ].mBlockHeight,
+ 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 );
}
uint32_t index = 0;
for ( std::vector< MeshRecord >::iterator mIt = meshContainer.begin(); mIt != meshContainer.end(); ++mIt, ++index )
{
- if ( slot.mAtlasId == mIt->mAtlasId )
+ if ( slot.mAtlasId == mIt->mAtlasId && color == mIt->mColor )
{
// Stitch the mesh to the existing mesh and adjust any extents
mGlyphManager.StitchMesh( mIt->mMeshData, newMeshData );
AdjustExtents( extents,
meshContainer,
index,
- color,
left,
right,
baseLine,
AdjustExtents( extents,
meshContainer,
meshContainer.size() - 1u,
- color,
left,
right,
baseLine,
void AdjustExtents( Vector< Extent >& extents,
std::vector< MeshRecord>& meshRecords,
uint32_t index,
- const Vector4& color,
float left,
float right,
float baseLine,
{
if ( Equals( baseLine, eIt->mBaseLine ) )
{
- // If we've found an extent with the same color then we don't need to create a new extent
- if ( color == meshRecords[ index ].mColor )
+ foundExtent = true;
+ if ( left < eIt->mLeft )
{
- foundExtent = true;
- if ( left < eIt->mLeft )
- {
- eIt->mLeft = left;
- }
- if ( right > eIt->mRight )
- {
- eIt->mRight = right;
- }
+ eIt->mLeft = left;
}
- // Font metrics use negative values for lower underline positions
- if ( underlinePosition < eIt->mUnderlinePosition )
+ if ( right > eIt->mRight )
+ {
+ eIt->mRight = right;
+ }
+
+ if ( underlinePosition > eIt->mUnderlinePosition )
{
eIt->mUnderlinePosition = underlinePosition;
}
}
}
- // Unreference any glyphs that were used with this actor
- void OffStageDisconnect( Dali::Actor actor )
+ void RemoveText( const Vector<GlyphInfo>& glyphs )
{
- RemoveText();
- }
+ Vector< CheckEntry > checked;
+ CheckEntry checkEntry;
- void RemoveText()
- {
- for ( uint32_t i = 0; i < mImageIds.Size(); ++i )
+ for ( Vector< TextCacheEntry >::Iterator tCit = mTextCache.Begin(); tCit != mTextCache.End(); ++tCit )
{
- mGlyphManager.Remove( mImageIds[ i ] );
+ uint32_t index = tCit->mIndex;
+ uint32_t fontId = tCit->mFontId;
+
+ // Check that this character has not already been checked...
+ bool wasChecked = false;
+ for ( Vector< CheckEntry >::Iterator cEit = checked.Begin(); cEit != checked.End(); ++cEit )
+ {
+ if ( fontId == cEit->mFontId && index == cEit->mIndex )
+ {
+ wasChecked = true;
+ }
+ }
+
+ if ( !wasChecked )
+ {
+
+ int32_t newCount = 0;
+ int32_t oldCount = 0;
+
+ // How many times does this character occur in the old text ?
+ for ( Vector< TextCacheEntry >::Iterator oTcit = mTextCache.Begin(); oTcit != mTextCache.End(); ++oTcit )
+ {
+ if ( fontId == oTcit->mFontId && index == oTcit->mIndex )
+ {
+ oldCount++;
+ }
+ }
+
+ // And how many times in the new ?
+ for ( Vector< GlyphInfo >::Iterator cGit = glyphs.Begin(); cGit != glyphs.End(); ++cGit )
+ {
+ if ( fontId == cGit->fontId && index == cGit->index )
+ {
+ newCount++;
+ }
+ }
+ mGlyphManager.AdjustReferenceCount( fontId, tCit->mImageId, newCount - oldCount );
+ checkEntry.mIndex = index;
+ checkEntry.mFontId = fontId;
+ checked.PushBack( checkEntry );
+ }
}
- mImageIds.Resize( 0 );
+ mTextCache.Resize( 0 );
}
void CalculateBlocksSize( const Vector<GlyphInfo>& glyphs )
MaxBlockSize maxBlockSize;
for ( uint32_t i = 0; i < glyphs.Size(); ++i )
{
- // Get the fontId of this glyph and check to see if a max size exists?
FontId fontId = glyphs[ i ].fontId;
- float paddedWidth = glyphs[ i ].width + PADDING.x;
- float paddedHeight = glyphs[ i ].height + PADDING.y;
bool foundFont = false;
-
for ( uint32_t j = 0; j < mBlockSizes.size(); ++j )
{
if ( mBlockSizes[ j ].mFontId == fontId )
{
foundFont = true;
- if ( mBlockSizes[ j ].mNeededBlockSize.x < paddedWidth )
- {
- mBlockSizes[ j ].mNeededBlockSize.x = paddedWidth;
- }
- if ( mBlockSizes[ j ].mNeededBlockSize.y < paddedHeight )
- {
- mBlockSizes[ j ].mNeededBlockSize.y = paddedHeight;
- }
}
}
-
if ( !foundFont )
{
- maxBlockSize.mNeededBlockSize = Vector2( paddedWidth, paddedHeight );
+ FontMetrics fontMetrics;
+ mFontClient.GetFontMetrics( fontId, fontMetrics );
+ maxBlockSize.mNeededBlockWidth = static_cast< uint32_t >( fontMetrics.height );
+ maxBlockSize.mNeededBlockHeight = static_cast< uint32_t >( fontMetrics.height );
maxBlockSize.mFontId = fontId;
mBlockSizes.push_back( maxBlockSize );
}
const Vector4& textColor )
{
MeshData newMeshData;
- const float zero = 0.0f;
- const float half = 0.5f;
-
for ( Vector< Extent >::ConstIterator eIt = extents.Begin(); eIt != extents.End(); ++eIt )
{
MeshData::VertexContainer newVerts;
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 * 0.5f );
+ float baseLine = eIt->mBaseLine + eIt->mUnderlinePosition - ( thickness * HALF );
float tlx = eIt->mLeft;
float brx = eIt->mRight;
- newVerts.push_back( MeshData::Vertex( Vector3( tlx, baseLine, zero ),
- Vector2( zero, zero ),
- Vector3( zero, zero, zero ) ) );
+ newVerts.push_back( MeshData::Vertex( Vector3( tlx, baseLine, ZERO ),
+ Vector2::ZERO,
+ Vector3::ZERO ) );
- newVerts.push_back( MeshData::Vertex( Vector3( brx, baseLine, zero ),
- Vector2( u, zero ),
- Vector3( zero, zero, zero ) ) );
+ newVerts.push_back( MeshData::Vertex( Vector3( brx, baseLine, ZERO ),
+ Vector2( u, ZERO ),
+ Vector3::ZERO ) );
- newVerts.push_back( MeshData::Vertex( Vector3( tlx, baseLine + thickness, zero ),
- Vector2( zero, v ),
- Vector3( zero, zero, zero ) ) );
+ newVerts.push_back( MeshData::Vertex( Vector3( tlx, baseLine + thickness, ZERO ),
+ Vector2( ZERO, v ),
+ Vector3::ZERO ) );
- newVerts.push_back( MeshData::Vertex( Vector3( brx, baseLine + thickness, zero ),
+ newVerts.push_back( MeshData::Vertex( Vector3( brx, baseLine + thickness, ZERO ),
Vector2( u, v ),
- Vector3( zero, zero, zero ) ) );
+ Vector3::ZERO ) );
newMeshData.SetVertices( newVerts );
newMeshData.SetFaceIndices( mFace );
{
// Scan vertex buffer to determine width and height of effect buffer needed
MeshData::VertexContainer verts = meshRecord.mMeshData.GetVertices();
- const float one = 1.0f;
- const float zero = 0.0f;
float tlx = verts[ 0 ].x;
float tly = verts[ 0 ].y;
- float brx = zero;
- float bry = zero;
+ float brx = ZERO;
+ float bry = ZERO;
for ( uint32_t i = 0; i < verts.size(); ++i )
{
float width = brx - tlx;
float height = bry - tly;
- float divWidth = 2.0f / width;
- float divHeight = 2.0f / height;
+ float divWidth = TWO / width;
+ float divHeight = TWO / height;
// Create a buffer to render to
meshRecord.mBuffer = FrameBufferImage::New( width, height );
MeshData::VertexContainer vertices;
MeshData::FaceIndices face;
- vertices.push_back( MeshData::Vertex( Vector3( tlx + shadowOffset.x, tly + shadowOffset.y, zero ),
- Vector2( zero, zero ),
- Vector3( zero, zero, zero ) ) );
+ vertices.push_back( MeshData::Vertex( Vector3( tlx + shadowOffset.x, tly + shadowOffset.y, ZERO ),
+ Vector2::ZERO,
+ Vector3::ZERO ) );
- vertices.push_back( MeshData::Vertex( Vector3( brx + shadowOffset.x, tly + shadowOffset.y, zero ),
- Vector2( one, zero ),
- Vector3( zero, zero, zero ) ) );
+ vertices.push_back( MeshData::Vertex( Vector3( brx + shadowOffset.x, tly + shadowOffset.y, ZERO ),
+ Vector2( ONE, ZERO ),
+ Vector3::ZERO ) );
- vertices.push_back( MeshData::Vertex( Vector3( tlx + shadowOffset.x, bry + shadowOffset.y, zero ),
- Vector2( zero, one ),
- Vector3( zero, zero, zero ) ) );
+ vertices.push_back( MeshData::Vertex( Vector3( tlx + shadowOffset.x, bry + shadowOffset.y, ZERO ),
+ Vector2( ZERO, ONE ),
+ Vector3::ZERO ) );
- vertices.push_back( MeshData::Vertex( Vector3( brx + shadowOffset.x, bry + shadowOffset.y, zero ),
- Vector2( one, one ),
- Vector3( zero, zero, zero ) ) );
+ vertices.push_back( MeshData::Vertex( Vector3( brx + shadowOffset.x, bry + shadowOffset.y, ZERO ),
+ Vector2::ONE,
+ Vector3::ZERO ) );
MeshData meshData;
Material newMaterial = Material::New("effect buffer");
for ( uint32_t i = 0; i < verts.size(); ++i )
{
MeshData::Vertex vertex = verts[ i ];
- vertex.x = ( ( vertex.x - tlx ) * divWidth ) - one;
- vertex.y = ( ( vertex.y - tly ) * divHeight ) - one;
+ vertex.x = ( ( vertex.x - tlx ) * divWidth ) - ONE;
+ vertex.y = ( ( vertex.y - tly ) * divHeight ) - ONE;
newVerts.push_back( vertex );
}
RenderableActor mActor; ///< The actor parent which renders the text
AtlasGlyphManager mGlyphManager; ///< Glyph Manager to handle upload and caching
- Vector< uint32_t > mImageIds; ///< A list of imageIDs used by the renderer
TextAbstraction::FontClient mFontClient; ///> The font client used to supply glyph information
ShaderEffect mBasicShader; ///> Shader used to render L8 glyphs
ShaderEffect mBgraShader; ///> Shader used to render BGRA glyphs
ShaderEffect mBasicShadowShader; ///> Shader used to render drop shadow into buffer
std::vector< MaxBlockSize > mBlockSizes; ///> Maximum size needed to contain a glyph in a block within a new atlas
std::vector< MeshData::FaceIndex > mFace; ///> Face indices for a quad
+ Vector< TextCacheEntry > mTextCache;
};
Text::RendererPtr AtlasRenderer::New()
{
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Text::AtlasRenderer::New()\n" );
+
return Text::RendererPtr( new AtlasRenderer() );
}
RenderableActor AtlasRenderer::Render( Text::ViewInterface& view )
{
-
UnparentAndReset( mImpl->mActor );
- Text::Length numberOfGlyphs = view.GetNumberOfGlyphs();
+ Length numberOfGlyphs = view.GetNumberOfGlyphs();
- if( numberOfGlyphs > 0 )
+ if( numberOfGlyphs > 0u )
{
Vector<GlyphInfo> glyphs;
glyphs.Resize( numberOfGlyphs );
- view.GetGlyphs( &glyphs[0], 0, numberOfGlyphs );
-
std::vector<Vector2> positions;
positions.resize( numberOfGlyphs );
- view.GetGlyphPositions( &positions[0], 0, numberOfGlyphs );
+
+ numberOfGlyphs = view.GetGlyphs( glyphs.Begin(),
+ &positions[0],
+ 0u,
+ numberOfGlyphs );
+ glyphs.Resize( numberOfGlyphs );
+ positions.resize( numberOfGlyphs );
+
mImpl->AddGlyphs( positions,
glyphs,
view.GetTextColor(),
view.GetShadowOffset(),
view.GetShadowColor(),
view.IsUnderlineEnabled(),
- view.GetUnderlineColor() );
+ view.GetUnderlineColor(),
+ view.GetUnderlineHeight() );
}
+
return mImpl->mActor;
}
AtlasRenderer::~AtlasRenderer()
{
+ Vector< GlyphInfo > emptyGlyphs;
+ mImpl->RemoveText( emptyGlyphs );
delete mImpl;
-}
\ No newline at end of file
+}