#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/cursor-helper-functions.h>
+#include <dali-toolkit/internal/text/rendering/styles/character-spacing-helper-functions.h>
#include <dali-toolkit/internal/text/text-view.h>
namespace Dali::Toolkit::Text
};
} // unnamed namespace
+Length CalculateBackgroundLineHeight(LineRun lineRun)
+{
+ Length height = lineRun.ascender + -(lineRun.descender);
+
+ if(lineRun.lineSpacing > 0)
+ {
+ height += lineRun.lineSpacing;
+ }
+
+ return height;
+}
+
Actor CreateControllerBackgroundActor(const View& textView, const VisualModelPtr& textVisualModel, const LogicalModelPtr& textLogicalModel, Shader& textShaderBackground)
{
// NOTE: Currently we only support background color for left-to-right text.
const Vector4* const backgroundColorsBuffer = textView.GetBackgroundColors();
const ColorIndex* const backgroundColorIndicesBuffer = textView.GetBackgroundColorIndices();
const Vector4& defaultBackgroundColor = textVisualModel->IsBackgroundEnabled() ? textVisualModel->GetBackgroundColor() : Color::TRANSPARENT;
- const float characterSpacing = textVisualModel->GetCharacterSpacing();
+ const float modelCharacterSpacing = textVisualModel->GetCharacterSpacing();
Vector<CharacterIndex>& glyphToCharacterMap = textVisualModel->mGlyphsToCharacters;
const CharacterIndex* glyphToCharacterMapBuffer = glyphToCharacterMap.Begin();
float calculatedAdvance = 0.f;
+ // Get the character-spacing runs.
+ const Vector<CharacterSpacingGlyphRun>& characterSpacingGlyphRuns = textVisualModel->GetCharacterSpacingGlyphRuns();
+
Vector4 quad;
uint32_t numberOfQuads = 0u;
Length yLineOffset = 0;
const Vector4& backgroundColor = isDefaultBackgroundColor ? defaultBackgroundColor : *(backgroundColorsBuffer + backgroundColorIndex - 1u);
textVisualModel->GetNumberOfLines(i, 1, lineIndex, numberOfLines);
- Length lineHeight = lineRun[lineIndex].ascender + -(lineRun[lineIndex].descender) + lineRun[lineIndex].lineSpacing;
+ Length lineHeight = CalculateBackgroundLineHeight(lineRun[lineIndex]);
if(lineIndex != prevLineIndex)
{
- yLineOffset += lineHeight;
+ yLineOffset += CalculateBackgroundLineHeight(lineRun[prevLineIndex]);
+
+ if(lineRun[prevLineIndex].lineSpacing < 0)
+ {
+ yLineOffset += lineRun[prevLineIndex].lineSpacing;
+ }
}
// Only create quads for glyphs with a background color
if(backgroundColor != Color::TRANSPARENT)
{
+ const float characterSpacing = GetGlyphCharacterSpacing(i, characterSpacingGlyphRuns, modelCharacterSpacing);
+
const Vector2 position = *(positionsBuffer + i);
calculatedAdvance = GetCalculatedAdvance(*(textLogicalModel->mText.Begin() + (*(glyphToCharacterMapBuffer + i))), characterSpacing, glyph.advance);