/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 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/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>
// INTERNAL INCLUDES
#include <dali-toolkit/devel-api/controls/control-depth-index-ranges.h>
const Vector4& defaultColor,
const Vector4* const colorsBuffer,
const ColorIndex* const colorIndicesBuffer,
- int depth )
+ int depth,
+ float minLineOffset )
{
AtlasManager::AtlasSlot slot;
std::vector< MeshRecord > meshContainer;
TextCacheEntry textCacheEntry;
mDepth = depth;
- const Vector2& actorSize( view.GetControlSize() );
const Vector2& textSize( view.GetLayoutSize() );
const Vector2 halfTextSize( textSize * 0.5f );
const Vector2& shadowOffset( view.GetShadowOffset() );
Vector< TextCacheEntry > newTextCache;
const GlyphInfo* const glyphsBuffer = glyphs.Begin();
const Vector2* const positionsBuffer = positions.Begin();
+ const Vector2 lineOffsetPosition( minLineOffset, 0.f );
for( uint32_t i = 0, glyphSize = glyphs.Size(); i < glyphSize; ++i )
{
const GlyphInfo& glyph = *( glyphsBuffer + i );
-
const bool underlineGlyph = underlineEnabled || IsGlyphUnderlined( i, underlineRuns );
thereAreUnderlinedGlyphs = thereAreUnderlinedGlyphs || underlineGlyph;
}
// Move the origin (0,0) of the mesh to the center of the actor
- const Vector2 position = *( positionsBuffer + i ) - halfTextSize;
+ const Vector2 position = *( positionsBuffer + i ) - halfTextSize - lineOffsetPosition;
// Generate mesh data for this quad, plugging in our supplied position
AtlasManager::Mesh2D newMesh;
// For each MeshData object, create a mesh actor and add to the renderable actor
if( !meshContainer.empty() )
{
+ 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 );
+ }
+
for( std::vector< MeshRecord >::iterator it = meshContainer.begin(),
endIt = meshContainer.end();
it != endIt; ++it )
Actor actor = CreateMeshActor( meshRecord, textSize );
+ // Whether the actor has renderers.
+ const bool hasRenderer = actor.GetRendererCount() > 0u;
+
// Create an effect if necessary
- if( style == STYLE_DROP_SHADOW )
+ if( hasRenderer &&
+ ( style == STYLE_DROP_SHADOW ) )
{
// Change the color of the vertices.
for( Vector<AtlasManager::Vertex2D>::Iterator vIt = meshRecord.mMesh.mVertices.Begin(),
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 );
-
Actor shadowActor = CreateMeshActor( meshRecord, textSize );
#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 ) );
- int depthIndex = renderer.GetProperty<int>(Dali::Renderer::Property::DEPTH_INDEX);
- renderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, depthIndex - 1 );
- containerActor.Add( shadowActor );
- containerActor.Add( actor );
-#if defined(DEBUG_ENABLED)
- containerActor.SetName("TextContainer");
-#endif
- actor = containerActor;
- }
+ 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( mActor )
+ if( hasRenderer )
{
mActor.Add( actor );
}
- else
- {
- mActor = actor;
- }
}
}
#if defined(DEBUG_ENABLED)
return Text::RendererPtr( new AtlasRenderer() );
}
-Actor AtlasRenderer::Render( Text::ViewInterface& view, int depth )
+Actor AtlasRenderer::Render( Text::ViewInterface& view,
+ float& alignmentOffset,
+ int depth )
{
DALI_LOG_INFO( gLogFilter, Debug::General, "Text::AtlasRenderer::Render()\n" );
numberOfGlyphs = view.GetGlyphs( glyphs.Begin(),
positions.Begin(),
+ alignmentOffset,
0u,
numberOfGlyphs );
defaultColor,
colorsBuffer,
colorIndicesBuffer,
- depth );
+ 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. */