/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 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/integration-api/debug.h>
-#include <dali/devel-api/rendering/renderer.h>
-#include <dali/devel-api/rendering/geometry.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>
+#include <map>
// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/controls/control-depth-index-ranges.h>
+#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-metrics-helper.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>
+#include <dali-toolkit/internal/text/rendering/styles/strikethrough-helper-functions.h>
+#include <dali-toolkit/internal/text/rendering/styles/underline-helper-functions.h>
#include <dali-toolkit/internal/text/text-view.h>
using namespace Dali;
namespace
{
#if defined(DEBUG_ENABLED)
- Debug::Filter* gLogFilter = Debug::Filter::New(Debug::Concise, true, "LOG_TEXT_RENDERING");
+Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, true, "LOG_TEXT_RENDERING");
#endif
-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 float ZERO(0.0f);
+const float HALF(0.5f);
+const float ONE(1.0f);
+const float ONE_AND_A_HALF(1.5f);
+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;
- FrameBufferImage mBuffer;
};
/**
- * brief Struct used to generate the underline mesh.
+ * brief Struct used to generate the underline/striketthrough mesh.
* There is one Extent per line of text.
*/
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),
+ mLineThickness(0.0f),
+ mMeshRecordIndex(0u),
+ mUnderlineChunkId(0u),
+ mStrikethroughPosition(0.0f),
+ mStrikethroughChunkId(0u)
{
}
- float mBaseLine;
- float mLeft;
- float mRight;
- float mUnderlinePosition;
- float mUnderlineThickness;
+ float mBaseLine;
+ float mLeft;
+ float mRight;
+ float mUnderlinePosition;
+ float mLineThickness;
uint32_t mMeshRecordIndex;
+ uint32_t mUnderlineChunkId;
+ float mStrikethroughPosition;
+ uint32_t mStrikethroughChunkId;
};
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( 0 ),
- mIndex( 0 ),
- mImageId( 0 )
+ : mFontId{0u},
+ mIndex{0u},
+ mImageId{0u},
+ mOutlineWidth{0u},
+ isItalic{false},
+ isBold{false}
{
}
- FontId mFontId;
+ FontId mFontId;
Text::GlyphIndex mIndex;
- uint32_t mImageId;
+ 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;
- mQuadIndexFormat[ "indices" ] = Property::INTEGER;
+ mQuadVertexFormat["aPosition"] = Property::VECTOR2;
+ mQuadVertexFormat["aTexCoord"] = Property::VECTOR2;
+ mQuadVertexFormat["aColor"] = Property::VECTOR4;
}
- bool IsGlyphUnderlined( GlyphIndex index,
- const Vector<GlyphRun>& underlineRuns )
+ void CacheGlyph(const GlyphInfo& glyph, FontId lastFontId, const AtlasGlyphManager::GlyphStyle& style, AtlasManager::AtlasSlot& slot)
{
- for( Vector<GlyphRun>::ConstIterator it = underlineRuns.Begin(),
- endIt = underlineRuns.End();
- it != endIt;
- ++it )
+ 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");
+
+ if(glyphNotCached)
{
- const GlyphRun& run = *it;
+ MaxBlockSize& blockSize = mBlockSizes[0u];
- if( ( run.glyphIndex <= index ) && ( index < run.glyphIndex + run.numberOfGlyphs ) )
+ if(lastFontId != glyph.fontId)
{
- return true;
+ 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.
+ 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
+ }
+ }
+ }
+ 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);
}
- return false;
+ 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);
+ }
+ }
}
- void AddGlyphs( Text::ViewInterface& view,
- const Vector<Vector2>& positions,
- const Vector<GlyphInfo>& glyphs,
- const Vector<Vector4>& colors,
- int depth )
+ 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;
- std::vector< MeshRecord > meshContainer;
- Vector< Extent > extents;
- TextCacheEntry textCacheEntry;
+ slot.mImageId = 0u;
+ slot.mAtlasId = 0u;
+
+ AtlasManager::AtlasSlot slotOutline;
+ slotOutline.mImageId = 0u;
+ slotOutline.mAtlasId = 0u;
+
+ std::vector<MeshRecord> meshContainer;
+ std::vector<MeshRecord> meshContainerOutline;
+ Vector<Extent> extents;
+ Vector<Extent> strikethroughExtents;
mDepth = depth;
- const Vector2& actorSize( view.GetControlSize() );
- const Vector2 halfActorSize( actorSize * 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 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 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 strikethroughEnabled = view.IsStrikethroughEnabled();
+ const float characterSpacing(view.GetCharacterSpacing());
+
+ // Elided text info. Indices according to elided text.
+ const auto startIndexOfGlyphs = view.GetStartIndexOfElidedGlyphs();
+ const auto firstMiddleIndexOfElidedGlyphs = view.GetFirstMiddleIndexOfElidedGlyphs();
+ const auto secondMiddleIndexOfElidedGlyphs = view.GetSecondMiddleIndexOfElidedGlyphs();
+
+ const bool useDefaultColor = (NULL == colorsBuffer);
+
+ // Get a handle of the font client. Used to retrieve the bitmaps of the glyphs.
+ TextAbstraction::FontClient fontClient = TextAbstraction::FontClient::Get();
// Get the underline runs.
- const Length numberOfUnderlineRuns = view.GetNumberOfUnderlineRuns();
- Vector<GlyphRun> underlineRuns;
- underlineRuns.Resize( numberOfUnderlineRuns );
- view.GetUnderlineRuns( underlineRuns.Begin(),
- 0u,
- numberOfUnderlineRuns );
-
- bool thereAreUnderlinedGlyphs = false;
-
- float currentUnderlinePosition = ZERO;
- float currentUnderlineThickness = underlineHeight;
- uint32_t currentBlockSize = 0;
- 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 )
+ const Length numberOfUnderlineRuns = view.GetNumberOfUnderlineRuns();
+ Vector<UnderlinedGlyphRun> underlineRuns;
+ underlineRuns.Resize(numberOfUnderlineRuns);
+ view.GetUnderlineRuns(underlineRuns.Begin(),
+ 0u,
+ numberOfUnderlineRuns);
+
+ // Aggregate underline-style-properties from view
+ const UnderlineStyleProperties viewUnderlineProperties{view.GetUnderlineType(),
+ view.GetUnderlineColor(),
+ view.GetUnderlineHeight(),
+ view.GetDashedUnderlineGap(),
+ view.GetDashedUnderlineWidth(),
+ true,
+ true,
+ true,
+ true,
+ true};
+
+ float maxUnderlineHeight = viewUnderlineProperties.height;
+
+ // Get the strikethrough runs.
+ const Length numberOfStrikethroughRuns = view.GetNumberOfStrikethroughRuns();
+ Vector<StrikethroughGlyphRun> strikethroughRuns;
+ strikethroughRuns.Resize(numberOfStrikethroughRuns);
+ view.GetStrikethroughRuns(strikethroughRuns.Begin(), 0u, numberOfStrikethroughRuns);
+
+ const StrikethroughStyleProperties viewStrikethroughProperties{view.GetStrikethroughColor(),
+ view.GetStrikethroughHeight(),
+ true,
+ true};
+
+ float maxStrikethroughHeight = viewStrikethroughProperties.height;
+
+ FontId lastFontId = 0;
+ Style style = STYLE_NORMAL;
+ float currentUnderlinePosition = ZERO;
+ bool thereAreUnderlinedGlyphs = false;
+ bool thereAreStrikethroughGlyphs = false;
+
+ 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 Vector4* const colorsBuffer = colors.Begin();
+ 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 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.
+ std::map<uint32_t, UnderlineStyleProperties> mapUnderlineChunkIdWithProperties; // mapping underlineChunkId with UnderlineStyleProperties to get properties of underlined chunk
+ UnderlineStyleProperties preUnderlineProperties = viewUnderlineProperties; // the previous UnderlineStyleProperties
+
+ //For septated strikethrough chunks. (this is for Markup case)
+ uint32_t strikethroughChunkId = 0u; // give id for each chunk.
+ bool isPreStrikethrough = false; // status of strikethrough for previous glyph.
+ std::map<uint32_t, StrikethroughStyleProperties> mapStrikethroughChunkIdWithProperties; // mapping strikethroughChunkId with StrikethroughStyleProperties to get properties of strikethrough chunk
+ StrikethroughStyleProperties preStrikethroughProperties = viewStrikethroughProperties; // the previous StrikethroughStyleProperties
+
+ const Character* textBuffer = view.GetTextBuffer();
+ float calculatedAdvance = 0.f;
+ const Vector<CharacterIndex>& glyphToCharacterMap = view.GetGlyphsToCharacters();
+ const CharacterIndex* glyphToCharacterMapBuffer = glyphToCharacterMap.Begin();
+
+ //Skip hyphenIndices less than startIndexOfGlyphs or between two middle of elided text
+ if(hyphenIndices)
+ {
+ while((hyphenIndex < hyphensCount) && (hyphenIndices[hyphenIndex] < startIndexOfGlyphs ||
+ (hyphenIndices[hyphenIndex] > firstMiddleIndexOfElidedGlyphs && hyphenIndices[hyphenIndex] < secondMiddleIndexOfElidedGlyphs)))
+ {
+ ++hyphenIndex;
+ }
+ }
- for( uint32_t i = 0, glyphSize = glyphs.Size(); i < glyphSize; ++i )
+ //To keep the last fontMetrics of lastDecorativeLinesFontId
+ FontId lastDecorativeLinesFontId = 0; // DecorativeLines like Undeline and Strikethrough
+ FontMetrics lastDecorativeLinesFontMetrics;
+ fontClient.GetFontMetrics(lastDecorativeLinesFontId, lastDecorativeLinesFontMetrics);
+
+ // Iteration on glyphs
+ for(uint32_t i = 0, glyphSize = glyphs.Size(); i < glyphSize; ++i)
{
- const GlyphInfo& glyph = *( glyphsBuffer + i );
+ GlyphInfo glyph;
+ bool addHyphen = ((hyphenIndex < hyphensCount) && hyphenIndices && ((i + startIndexOfGlyphs) == hyphenIndices[hyphenIndex]));
+ if(addHyphen && hyphens)
+ {
+ glyph = hyphens[hyphenIndex];
+ i--;
+ }
+ else
+ {
+ glyph = *(glyphsBuffer + i);
+ }
+
+ Vector<UnderlinedGlyphRun>::ConstIterator currentUnderlinedGlyphRunIt = underlineRuns.End();
+ const bool isGlyphUnderlined = underlineEnabled || IsGlyphUnderlined(i, underlineRuns, currentUnderlinedGlyphRunIt);
+ const UnderlineStyleProperties currentUnderlineProperties = GetCurrentUnderlineProperties(i, isGlyphUnderlined, underlineRuns, currentUnderlinedGlyphRunIt, viewUnderlineProperties);
+ float currentUnderlineHeight = currentUnderlineProperties.height;
+ thereAreUnderlinedGlyphs = thereAreUnderlinedGlyphs || isGlyphUnderlined;
- const bool underlineGlyph = underlineEnabled || IsGlyphUnderlined( i, underlineRuns );
- thereAreUnderlinedGlyphs = thereAreUnderlinedGlyphs || underlineGlyph;
+ Vector<StrikethroughGlyphRun>::ConstIterator currentStrikethroughGlyphRunIt = strikethroughRuns.End();
+ const bool isGlyphStrikethrough = strikethroughEnabled || IsGlyphStrikethrough(i, strikethroughRuns, currentStrikethroughGlyphRunIt);
+ const StrikethroughStyleProperties currentStrikethroughProperties = GetCurrentStrikethroughProperties(i, isGlyphStrikethrough, strikethroughRuns, currentStrikethroughGlyphRunIt, viewStrikethroughProperties);
+ float currentStrikethroughHeight = currentStrikethroughProperties.height;
+ thereAreStrikethroughGlyphs = thereAreStrikethroughGlyphs || isGlyphStrikethrough;
// 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( underlineGlyph && ( glyph.fontId != lastUnderlinedFontId ) )
+ // Check and update decorative-lines informations
+ if(isGlyphUnderlined || isGlyphStrikethrough)
{
- // 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 ) );
-
- if( fabsf( underlineHeight ) < Math::MACHINE_EPSILON_1000 )
+ bool isDecorativeLinesFontIdUpdated = false;
+ // Are we still using the same fontId as previous
+ if(glyph.fontId != lastDecorativeLinesFontId)
{
- currentUnderlineThickness = fontMetrics.underlineThickness;
+ // We need to fetch fresh font metrics
+ lastDecorativeLinesFontId = glyph.fontId;
+ isDecorativeLinesFontIdUpdated = true;
+ fontClient.GetFontMetrics(lastDecorativeLinesFontId, lastDecorativeLinesFontMetrics);
- // Ensure underline will be at least a pixel high
- if ( currentUnderlineThickness < ONE )
- {
- currentUnderlineThickness = ONE;
- }
- else
+ if(isGlyphStrikethrough || isGlyphUnderlined)
{
- currentUnderlineThickness = ceil( currentUnderlineThickness );
+ //The currentUnderlinePosition will be used for both Underline and/or Strikethrough
+ currentUnderlinePosition = FetchUnderlinePositionFromFontMetrics(lastDecorativeLinesFontMetrics);
}
}
- // Clamp the underline position at the font descender and check for ( as EFL describes it ) a broken font
- if( currentUnderlinePosition > descender )
+ if(isGlyphUnderlined && (isDecorativeLinesFontIdUpdated || !(currentUnderlineProperties.IsHeightEqualTo(preUnderlineProperties))))
{
- currentUnderlinePosition = descender;
- }
+ //If the Underline Height is changed then we need to recalculate height.
+ if(!(currentUnderlineProperties.IsHeightEqualTo(preUnderlineProperties)))
+ {
+ maxUnderlineHeight = currentUnderlineHeight;
+ }
- if( fabsf( currentUnderlinePosition ) < Math::MACHINE_EPSILON_1000 )
- {
- // Move offset down by one ( EFL behavior )
- currentUnderlinePosition = ONE;
+ CalcualteUnderlineHeight(lastDecorativeLinesFontMetrics, currentUnderlineHeight, maxUnderlineHeight);
}
- lastUnderlinedFontId = glyph.fontId;
- } // underline
-
- if( !mGlyphManager.IsCached( glyph.fontId, glyph.index, slot ) )
- {
- // Select correct size for new atlas if needed....?
- if( lastFontId != glyph.fontId )
+ if(isGlyphStrikethrough && (isDecorativeLinesFontIdUpdated || !(currentStrikethroughProperties.IsHeightEqualTo(preStrikethroughProperties))))
{
- uint32_t index = 0u;
- for( std::vector<MaxBlockSize>::const_iterator it = mBlockSizes.begin(),
- endIt = mBlockSizes.end();
- it != endIt;
- ++it, ++index )
+ //If the Strikethrough Height is changed then we need to recalculate height.
+ if(!(currentStrikethroughProperties.IsHeightEqualTo(preStrikethroughProperties)))
{
- const MaxBlockSize& blockSize = *it;
- if( blockSize.mFontId == glyph.fontId )
- {
- currentBlockSize = index;
- mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_WIDTH,
- DEFAULT_ATLAS_HEIGHT,
- blockSize.mNeededBlockWidth,
- blockSize.mNeededBlockHeight );
- }
+ maxStrikethroughHeight = currentStrikethroughHeight;
}
- }
- // Create a new image for the glyph
- BufferImage bitmap = mFontClient.CreateBitmap( glyph.fontId, glyph.index );
- if( bitmap )
- {
- MaxBlockSize& blockSize = mBlockSizes[currentBlockSize];
+ CalcualteStrikethroughHeight(currentStrikethroughHeight, maxStrikethroughHeight);
+ }
+ } // decorative-lines
- // Ensure that the next image will fit into the current block size
- bool setSize = false;
- if( bitmap.GetWidth() > blockSize.mNeededBlockWidth )
- {
- setSize = true;
- blockSize.mNeededBlockWidth = bitmap.GetWidth();
- }
- if( bitmap.GetHeight() > blockSize.mNeededBlockHeight )
- {
- setSize = true;
- blockSize.mNeededBlockHeight = bitmap.GetHeight();
- }
+ AtlasGlyphManager::GlyphStyle style;
+ style.isItalic = glyph.isItalicRequired;
+ style.isBold = glyph.isBoldRequired;
- if( setSize )
- {
- mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_WIDTH,
- DEFAULT_ATLAS_HEIGHT,
- blockSize.mNeededBlockWidth,
- blockSize.mNeededBlockHeight );
- }
+ // Retrieves and caches the glyph's bitmap.
+ CacheGlyph(glyph, lastFontId, style, slot);
- // Locate a new slot for our glyph
- mGlyphManager.Add( glyph, bitmap, slot );
- }
- }
- else
+ // Retrieves and caches the outline glyph's bitmap.
+ if(isOutline)
{
- // We have 2+ copies of the same glyph
- mGlyphManager.AdjustReferenceCount( glyph.fontId, glyph.index, 1/*increment*/ );
+ style.outline = outlineWidth;
+ CacheGlyph(glyph, lastFontId, style, slotOutline);
}
// Move the origin (0,0) of the mesh to the center of the actor
- const Vector2 position = *( positionsBuffer + i ) - halfActorSize;
+ Vector2 position = *(positionsBuffer + i);
- // Generate mesh data for this quad, plugging in our supplied position
- AtlasManager::Mesh2D newMesh;
- mGlyphManager.GenerateMeshData( slot.mImageId, position, newMesh );
- textCacheEntry.mFontId = glyph.fontId;
- textCacheEntry.mImageId = slot.mImageId;
- textCacheEntry.mIndex = glyph.index;
- newTextCache.PushBack( textCacheEntry );
+ if(addHyphen)
+ {
+ GlyphInfo tempInfo = *(glyphsBuffer + i);
+ calculatedAdvance = GetCalculatedAdvance(*(textBuffer + (*(glyphToCharacterMapBuffer + i))), characterSpacing, tempInfo.advance);
+ position.x = position.x + calculatedAdvance - tempInfo.xBearing + glyph.xBearing;
+ position.y += tempInfo.yBearing - glyph.yBearing;
+ }
- AtlasManager::Vertex2D* verticesBuffer = newMesh.mVertices.Begin();
+ position = Vector2(roundf(position.x), position.y) - halfTextSize - lineOffsetPosition; // roundf() avoids pixel alignment issues.
- // Adjust the vertices if the fixed-size font should be down-scaled
- if( glyph.scaleFactor > 0 )
+ if(0u != slot.mImageId) // invalid slot id, glyph has failed to be added to atlas
{
- for( unsigned int index = 0u, size = newMesh.mVertices.Count();
- index < size;
- ++index )
+ Vector2 positionPlusOutlineOffset = position;
+ if(isOutline)
{
- AtlasManager::Vertex2D& vertex = *( verticesBuffer + index );
+ // Add an offset to the text.
+ const float outlineWidthOffset = static_cast<float>(outlineWidth);
+ positionPlusOutlineOffset += Vector2(outlineWidthOffset, outlineWidthOffset);
+ }
- // Set the position of the vertex.
- vertex.mPosition.x = position.x + ( ( vertex.mPosition.x - position.x ) * glyph.scaleFactor );
- vertex.mPosition.y = position.y + ( ( vertex.mPosition.y - position.y ) * glyph.scaleFactor );
+ // Get the color of the character.
+ const ColorIndex colorIndex = useDefaultColor ? 0u : *(colorIndicesBuffer + i);
+ const Vector4& color = (useDefaultColor || (0u == colorIndex)) ? defaultColor : *(colorsBuffer + colorIndex - 1u);
+
+ //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 && isGlyphUnderlined) || (isGlyphUnderlined && (preUnderlineProperties != currentUnderlineProperties)))
+ {
+ underlineChunkId++;
+ mapUnderlineChunkIdWithProperties.insert(std::pair<uint32_t, UnderlineStyleProperties>(underlineChunkId, currentUnderlineProperties));
}
- }
- // Get the color of the character.
- const Vector4& color = *( colorsBuffer + i );
+ //Keep status of underlined for previous glyph to check consecutive indices
+ isPreUnderlined = isGlyphUnderlined;
+ preUnderlineProperties = currentUnderlineProperties;
+
+ GenerateMesh(glyph,
+ positionPlusOutlineOffset,
+ color,
+ NO_OUTLINE,
+ slot,
+ isGlyphUnderlined,
+ currentUnderlinePosition,
+ maxUnderlineHeight,
+ meshContainer,
+ newTextCache,
+ extents,
+ underlineChunkId,
+ false,
+ 0u);
- for( unsigned int index = 0u, size = newMesh.mVertices.Count();
- index < size;
- ++index )
- {
- AtlasManager::Vertex2D& vertex = *( verticesBuffer + index );
+ if(isGlyphStrikethrough)
+ {
+ //The new strikethrough chunk. Add new id if they are not consecutive indices (this is for Markup case)
+ // Examples: "Hello <s>World</s> Hello <s>World</s>", "<s>World</s> Hello <s>World</s>", "<s> World</s> Hello <s>World</s>"
+ if((!isPreStrikethrough) || (preStrikethroughProperties != currentStrikethroughProperties))
+ {
+ strikethroughChunkId++;
+ mapStrikethroughChunkIdWithProperties.insert(std::pair<uint32_t, StrikethroughStyleProperties>(strikethroughChunkId, currentStrikethroughProperties));
+ }
+
+ GenerateMesh(glyph,
+ positionPlusOutlineOffset,
+ color,
+ NO_OUTLINE,
+ slot,
+ isGlyphStrikethrough,
+ 0.0f,
+ maxStrikethroughHeight,
+ meshContainer,
+ newTextCache,
+ strikethroughExtents,
+ 0u,
+ true,
+ strikethroughChunkId);
+ }
+
+ //Keep status of Strikethrough for previous glyph to check consecutive indices
+ isPreStrikethrough = isGlyphStrikethrough;
+ preStrikethroughProperties = currentStrikethroughProperties;
- // Set the color of the vertex.
- vertex.mColor = color;
+ lastFontId = glyph.fontId; // Prevents searching for existing blocksizes when string of the same fontId.
}
- // 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 );
- lastFontId = glyph.fontId;
+ if(isOutline && (0u != slotOutline.mImageId)) // invalid slot id, glyph has failed to be added to atlas
+ {
+ GenerateMesh(glyph,
+ position,
+ outlineColor,
+ outlineWidth,
+ slotOutline,
+ false,
+ currentUnderlinePosition,
+ maxUnderlineHeight,
+ meshContainerOutline,
+ newTextCache,
+ extents,
+ 0u,
+ false,
+ 0u);
+ }
+ }
+
+ 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, viewUnderlineProperties, mapUnderlineChunkIdWithProperties);
}
- // For each MeshData object, create a mesh actor and add to the renderable actor
- if( !meshContainer.empty() )
+ if(thereAreStrikethroughGlyphs)
{
- for( std::vector< MeshRecord >::iterator it = meshContainer.begin(),
- endIt = meshContainer.end();
- it != endIt; ++it )
- {
- MeshRecord& meshRecord = *it;
-
- Actor actor = CreateMeshActor( meshRecord, actorSize );
-
- // Create an effect if necessary
- if( style == STYLE_DROP_SHADOW )
- {
- // 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;
- }
-
- // Create a container actor to act as a common parent for text and shadow, to avoid color inheritence issues.
- Actor containerActor = Actor::New();
- containerActor.SetParentOrigin( ParentOrigin::CENTER );
- containerActor.SetSize( actorSize );
+ // Check to see if any of the text needs a strikethrough
+ GenerateStrikethrough(meshContainer, strikethroughExtents, viewStrikethroughProperties, mapStrikethroughChunkIdWithProperties);
+ }
- Actor shadowActor = CreateMeshActor( meshRecord, actorSize );
-#if defined(DEBUG_ENABLED)
- shadowActor.SetName( "Text Shadow renderable actor" );
-#endif
- // Offset shadow in x and y
- shadowActor.RegisterProperty("uOffset", shadowOffset );
- if( actor.GetRendererCount() )
- {
- Dali::Renderer renderer( shadowActor.GetRendererAt( 0 ) );
- renderer.SetDepthIndex( renderer.GetDepthIndex() - 1 );
- shadowActor.SetParentOrigin( ParentOrigin::CENTER );
- shadowActor.SetSize( actorSize );
- containerActor.Add( shadowActor );
- containerActor.Add( actor );
- actor = containerActor;
- }
- }
+ // For each MeshData object, create a mesh actor and add to the renderable actor
+ bool isShadowDrawn = false;
+ if(!meshContainerOutline.empty())
+ {
+ const bool drawShadow = STYLE_DROP_SHADOW == style;
+ CreateActors(meshContainerOutline,
+ textSize,
+ outlineColor,
+ shadowColor,
+ shadowOffset,
+ textControl,
+ animatablePropertyIndex,
+ drawShadow);
+
+ isShadowDrawn = drawShadow;
+ }
- if( mActor )
- {
- mActor.Add( actor );
- }
- else
- {
- mActor = actor;
- }
- }
+ // For each MeshData object, create a mesh actor and add to the renderable actor
+ if(!meshContainer.empty())
+ {
+ 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)
{
- mGlyphManager.AdjustReferenceCount( oldTextIter->mFontId, oldTextIter->mIndex, -1/*decrement*/ );
+ AtlasGlyphManager::GlyphStyle style;
+ style.outline = oldTextIter->mOutlineWidth;
+ style.isItalic = oldTextIter->isItalic;
+ style.isBold = oldTextIter->isBold;
+ mGlyphManager.AdjustReferenceCount(oldTextIter->mFontId, oldTextIter->mIndex, style, -1 /*decrement*/);
}
- mTextCache.Resize( 0 );
+ mTextCache.Resize(0);
}
- Actor CreateMeshActor( const MeshRecord& meshRecord, const Vector2& actorSize )
+ Actor CreateMeshActor(Actor textControl, Property::Index animatablePropertyIndex, const Vector4& defaultColor, const MeshRecord& meshRecord, const Vector2& actorSize, Style style)
{
- PropertyBuffer quadVertices = PropertyBuffer::New( mQuadVertexFormat, meshRecord.mMesh.mVertices.Size() );
- PropertyBuffer quadIndices = PropertyBuffer::New( mQuadIndexFormat, meshRecord.mMesh.mIndices.Size() );
- quadVertices.SetData( const_cast< AtlasManager::Vertex2D* >( &meshRecord.mMesh.mVertices[ 0 ] ) );
- quadIndices.SetData( const_cast< unsigned int* >( &meshRecord.mMesh.mIndices[ 0 ] ) );
+ 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( quadIndices );
+ quadGeometry.AddVertexBuffer(quadVertices);
+ quadGeometry.SetIndexBuffer(&meshRecord.mMesh.mIndices[0], meshRecord.mMesh.mIndices.Size());
+
+ 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)
+ {
+ // The glyph is an emoji and is not a shadow.
+ if(!mShaderRgba)
+ {
+ 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)
+ {
+ 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::Property::Index shaderTextColorIndex = shader.RegisterProperty("textColorAnimatable", defaultColor);
+
+ if(animatablePropertyIndex != Property::INVALID_INDEX)
+ {
+ // create constraint for the animatable text's color Property with textColorAnimatable in the shader.
+ if(shaderTextColorIndex)
+ {
+ 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));
+ }
+
+ 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);
- Material material = mGlyphManager.GetMaterial( meshRecord.mAtlasId );
- Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
- renderer.SetDepthIndex( CONTENT_DEPTH_INDEX + 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.SetParentOrigin( ParentOrigin::CENTER ); // Keep all of the origins aligned
- actor.SetSize( actorSize );
- actor.RegisterProperty("uOffset", Vector2::ZERO );
+ actor.AddRenderer(renderer);
+ // Keep all of the origins aligned
+ 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 decorationlineGlyph,
+ float underlinePosition,
+ float lineThickness,
+ AtlasManager::AtlasSlot& slot,
+ uint32_t underlineChunkId,
+ float strikethroughPosition,
+ uint32_t strikethroughChunkId)
{
- 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(decorationlineGlyph)
{
- AdjustExtents( extents,
- meshContainer,
- index,
- left,
- right,
- baseLine,
- underlinePosition,
- underlineThickness );
+ AdjustExtents(extents,
+ meshContainer,
+ index,
+ left,
+ right,
+ baseLine,
+ underlinePosition,
+ lineThickness,
+ underlineChunkId,
+ strikethroughPosition,
+ strikethroughChunkId);
}
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(decorationlineGlyph)
{
// 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,
+ lineThickness,
+ underlineChunkId,
+ strikethroughPosition,
+ strikethroughChunkId);
}
}
}
- 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 lineThickness,
+ uint32_t underlineChunkId,
+ float strikethroughPosition,
+ uint32_t strikethroughChunkId)
{
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 && strikethroughChunkId == eIt->mStrikethroughChunkId)
{
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(lineThickness > eIt->mLineThickness)
{
- eIt->mUnderlineThickness = underlineThickness;
+ eIt->mLineThickness = lineThickness;
}
}
}
- if ( !foundExtent )
+ if(!foundExtent)
{
Extent extent;
- extent.mLeft = left;
- extent.mRight = right;
- extent.mBaseLine = baseLine;
- extent.mUnderlinePosition = underlinePosition;
- extent.mUnderlineThickness = underlineThickness;
- extent.mMeshRecordIndex = index;
- extents.PushBack( extent );
+ extent.mLeft = left;
+ extent.mRight = right;
+ extent.mBaseLine = baseLine;
+ extent.mUnderlinePosition = underlinePosition;
+ extent.mMeshRecordIndex = index;
+ extent.mUnderlineChunkId = underlineChunkId;
+ extent.mLineThickness = lineThickness;
+ extent.mStrikethroughPosition = strikethroughPosition;
+ extent.mStrikethroughChunkId = strikethroughChunkId;
+ 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 )
+ 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);
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;
+ 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 UnderlineStyleProperties& viewUnderlineProperties,
+ const std::map<uint32_t, UnderlineStyleProperties>& mapUnderlineChunkIdWithProperties)
+ {
+ AtlasManager::Mesh2D newMesh;
+ 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);
+
+ auto pairUnderlineChunkIdWithProperties = mapUnderlineChunkIdWithProperties.find(eIt->mUnderlineChunkId);
+
+ const UnderlineStyleProperties underlineProperties = (pairUnderlineChunkIdWithProperties == mapUnderlineChunkIdWithProperties.end())
+ ? viewUnderlineProperties
+ : pairUnderlineChunkIdWithProperties->second;
+
+ const Vector4& underlineColor = underlineProperties.colorDefined ? underlineProperties.color : viewUnderlineProperties.color;
+ const Text::Underline::Type& underlineType = underlineProperties.typeDefined ? underlineProperties.type : viewUnderlineProperties.type;
+ const float& dashedUnderlineGap = underlineProperties.dashGapDefined ? underlineProperties.dashGap : viewUnderlineProperties.dashGap;
+ const float& dashedUnderlineWidth = underlineProperties.dashWidthDefined ? underlineProperties.dashWidth : viewUnderlineProperties.dashWidth;
+
+ // 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 thickness = eIt->mLineThickness;
+ float ShiftLineBy = (underlineType == Text::Underline::Type::DOUBLE) ? (thickness * ONE_AND_A_HALF) : (thickness * HALF);
+ float baseLine = eIt->mBaseLine + eIt->mUnderlinePosition - ShiftLineBy;
+ float tlx = eIt->mLeft;
+ float brx = eIt->mRight;
+
+ if(underlineType == Text::Underline::Type::DASHED)
+ {
+ float dashTlx = tlx;
+ float dashBrx = tlx;
- mBlockSizes.push_back( maxBlockSize );
+ while((dashTlx >= tlx) && (dashTlx < brx) && ((dashTlx + dashedUnderlineWidth) <= brx))
+ {
+ dashBrx = dashTlx + dashedUnderlineWidth;
+
+ //The top left edge of the underline
+ vert.mPosition.x = dashTlx;
+ vert.mPosition.y = baseLine;
+ vert.mTexCoords.x = ZERO;
+ vert.mTexCoords.y = ZERO;
+ vert.mColor = underlineColor;
+ newMesh.mVertices.PushBack(vert);
+
+ //The top right edge of the underline
+ vert.mPosition.x = dashBrx;
+ vert.mPosition.y = baseLine;
+ vert.mTexCoords.x = u;
+ vert.mColor = underlineColor;
+ newMesh.mVertices.PushBack(vert);
+
+ //The bottom left edge of the underline
+ vert.mPosition.x = dashTlx;
+ vert.mPosition.y = baseLine + thickness;
+ vert.mTexCoords.x = ZERO;
+ vert.mTexCoords.y = v;
+ vert.mColor = underlineColor;
+ newMesh.mVertices.PushBack(vert);
+
+ //The bottom right edge of the underline
+ vert.mPosition.x = dashBrx;
+ vert.mPosition.y = baseLine + thickness;
+ vert.mTexCoords.x = u;
+ vert.mColor = underlineColor;
+ newMesh.mVertices.PushBack(vert);
+
+ dashTlx = dashBrx + dashedUnderlineGap; // The next dash will start at the right of the current dash plus the gap
+
+ // 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);
+
+ faceIndex += 4;
+
+ Toolkit::Internal::AtlasMeshFactory::AppendMesh(meshRecords[index].mMesh, newMesh);
+ }
+ }
+ else
+ {
+ // It's either SOLID or DOUBLE so we need to generate the first solid underline anyway.
+ vert.mPosition.x = tlx;
+ vert.mPosition.y = baseLine;
+ vert.mTexCoords.x = ZERO;
+ vert.mTexCoords.y = ZERO;
+ vert.mColor = underlineColor;
+ newMesh.mVertices.PushBack(vert);
+
+ vert.mPosition.x = brx;
+ vert.mPosition.y = baseLine;
+ vert.mTexCoords.x = u;
+ vert.mColor = underlineColor;
+ newMesh.mVertices.PushBack(vert);
+
+ 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.mPosition.x = brx;
+ vert.mPosition.y = baseLine + thickness;
+ vert.mTexCoords.x = u;
+ 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);
+ faceIndex += 4;
+
+ Toolkit::Internal::AtlasMeshFactory::AppendMesh(meshRecords[index].mMesh, newMesh);
+
+ if(underlineType == Text::Underline::Type::DOUBLE)
+ {
+ baseLine += 2 * thickness;
+
+ //The top left edge of the underline
+ vert.mPosition.x = tlx;
+ vert.mPosition.y = baseLine; // Vertical start of the second underline
+ vert.mTexCoords.x = ZERO;
+ vert.mTexCoords.y = ZERO;
+ vert.mColor = underlineColor;
+ newMesh.mVertices.PushBack(vert);
+
+ //The top right edge of the underline
+ vert.mPosition.x = brx;
+ vert.mPosition.y = baseLine;
+ vert.mTexCoords.x = u;
+ vert.mColor = underlineColor;
+ newMesh.mVertices.PushBack(vert);
+
+ //The bottom left edge of the underline
+ vert.mPosition.x = tlx;
+ vert.mPosition.y = baseLine + thickness; // Vertical End of the second underline
+ vert.mTexCoords.x = ZERO;
+ vert.mTexCoords.y = v;
+ vert.mColor = underlineColor;
+ newMesh.mVertices.PushBack(vert);
+
+ //The bottom right edge of the underline
+ vert.mPosition.x = brx;
+ vert.mPosition.y = baseLine + thickness;
+ vert.mTexCoords.x = u;
+ 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);
+
+ faceIndex += 4;
+
+ Toolkit::Internal::AtlasMeshFactory::AppendMesh(meshRecords[index].mMesh, newMesh);
+ }
}
}
}
- void GenerateUnderlines( std::vector< MeshRecord >& meshRecords,
- Vector< Extent >& extents,
- const Vector4& underlineColor )
+ void GenerateStrikethrough(std::vector<MeshRecord>& meshRecords,
+ Vector<Extent>& extents,
+ const StrikethroughStyleProperties& viewStrikethroughProperties,
+ const std::map<uint32_t, StrikethroughStyleProperties>& mapStrikethroughChunkIdWithProperties)
{
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);
+
+ auto pairStrikethroughChunkIdWithProperties = mapStrikethroughChunkIdWithProperties.find(eIt->mStrikethroughChunkId);
+
+ const StrikethroughStyleProperties strikethroughProperties = (pairStrikethroughChunkIdWithProperties == mapStrikethroughChunkIdWithProperties.end())
+ ? viewStrikethroughProperties
+ : pairStrikethroughChunkIdWithProperties->second;
+
+ const Vector4& strikethroughColor = strikethroughProperties.colorDefined ? strikethroughProperties.color : viewStrikethroughProperties.color;
// 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 thickness = eIt->mUnderlineThickness;
- float baseLine = eIt->mBaseLine + eIt->mUnderlinePosition - ( thickness * HALF );
- float tlx = eIt->mLeft;
- float brx = eIt->mRight;
-
- vert.mPosition.x = tlx;
- vert.mPosition.y = baseLine;
+ float u = HALF / uv.x;
+ float v = HALF / uv.y;
+ float thickness = eIt->mLineThickness;
+ float tlx = eIt->mLeft;
+ float brx = eIt->mRight;
+ float strikethroughPosition = eIt->mStrikethroughPosition;
+
+ vert.mPosition.x = tlx;
+ vert.mPosition.y = strikethroughPosition;
vert.mTexCoords.x = ZERO;
vert.mTexCoords.y = ZERO;
- newMesh.mVertices.PushBack( vert );
+ vert.mColor = strikethroughColor;
+ newMesh.mVertices.PushBack(vert);
- vert.mPosition.x = brx;
- vert.mPosition.y = baseLine;
+ vert.mPosition.x = brx;
+ vert.mPosition.y = strikethroughPosition;
vert.mTexCoords.x = u;
- newMesh.mVertices.PushBack( vert );
+ vert.mColor = strikethroughColor;
+ newMesh.mVertices.PushBack(vert);
- vert.mPosition.x = tlx;
- vert.mPosition.y = baseLine + thickness;
+ vert.mPosition.x = tlx;
+ vert.mPosition.y = strikethroughPosition + thickness;
vert.mTexCoords.x = ZERO;
vert.mTexCoords.y = v;
- newMesh.mVertices.PushBack( vert );
+ vert.mColor = strikethroughColor;
+ newMesh.mVertices.PushBack(vert);
- vert.mPosition.x = brx;
- vert.mPosition.y = baseLine + thickness;
+ vert.mPosition.x = brx;
+ vert.mPosition.y = strikethroughPosition + thickness;
vert.mTexCoords.x = u;
- newMesh.mVertices.PushBack( vert );
+ vert.mColor = strikethroughColor;
+ 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;
- vert.mColor = underlineColor;
-
- 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
- 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
- Property::Map mQuadIndexFormat; ///> Describes the index 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, int depth )
+Actor AtlasRenderer::Render(Text::ViewInterface& view,
+ Actor textControl,
+ Property::Index animatablePropertyIndex,
+ float& alignmentOffset,
+ int depth)
{
- UnparentAndReset( mImpl->mActor );
+ DALI_LOG_INFO(gLogFilter, Debug::General, "Text::AtlasRenderer::Render()\n");
+
+ 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 );
-
- Vector<Vector4> colors;
- colors.Resize( numberOfGlyphs, view.GetTextColor() );
-
- numberOfGlyphs = view.GetGlyphs( glyphs.Begin(),
- positions.Begin(),
- colors.Begin(),
- 0u,
- numberOfGlyphs );
-
- glyphs.Resize( numberOfGlyphs );
- positions.Resize( numberOfGlyphs );
- colors.Resize( numberOfGlyphs );
-
- mImpl->AddGlyphs( view,
- positions,
- glyphs,
- colors,
- depth );
+ positions.Resize(numberOfGlyphs);
+
+ numberOfGlyphs = view.GetGlyphs(glyphs.Begin(),
+ positions.Begin(),
+ alignmentOffset,
+ 0u,
+ numberOfGlyphs);
+
+ glyphs.Resize(numberOfGlyphs);
+ positions.Resize(numberOfGlyphs);
+
+ 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);
/* 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()