/*
- * Copyright (c) 2015 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.
// EXTERNAL INCLUDES
#include <memory.h>
-#include <dali/public-api/math/vector2.h>
namespace Dali
{
-
namespace Toolkit
{
-
namespace Text
{
-
VisualModelPtr VisualModel::New()
{
- return VisualModelPtr( new VisualModel() );
+ return VisualModelPtr(new VisualModel());
}
-void VisualModel::SetGlyphs( const GlyphInfo* const glyphs,
- const CharacterIndex* const characterIndices,
- const Length* const charactersPerGlyph,
- Length numberOfGlyphs )
+void VisualModel::CreateCharacterToGlyphTable(CharacterIndex startIndex,
+ GlyphIndex startGlyphIndex,
+ Length numberOfCharacters)
{
- if( 0u == numberOfGlyphs )
+ if(0u == numberOfCharacters)
{
- mGlyphs.Clear();
- mGlyphsToCharacters.Clear();
- mCharactersToGlyph.Clear();
- mCharactersPerGlyph.Clear();
- mGlyphsPerCharacter.Clear();
+ // Nothing to do.
+ return;
}
- else
- {
- if( NULL != glyphs )
- {
- mGlyphs.Resize( numberOfGlyphs );
- memcpy( mGlyphs.Begin(), glyphs, numberOfGlyphs * sizeof( GlyphInfo ) );
- }
- if( NULL != characterIndices )
- {
- mGlyphsToCharacters.Resize( numberOfGlyphs );
- memcpy( mGlyphsToCharacters.Begin(), characterIndices, numberOfGlyphs * sizeof( CharacterIndex ) );
- }
+ DALI_ASSERT_DEBUG(mGlyphsPerCharacter.Count() != 0u);
- if( NULL != charactersPerGlyph )
- {
- mCharactersPerGlyph.Resize( numberOfGlyphs );
- memcpy( mCharactersPerGlyph.Begin(), charactersPerGlyph, numberOfGlyphs * sizeof( Length ) );
+ // Get the total number of characters.
+ const Length totalNumberOfCharacters = (0u == mGlyphsToCharacters.Count()) ? 0u : *(mGlyphsToCharacters.End() - 1u) + *(mCharactersPerGlyph.End() - 1u); // Index to the first character + the number of characters that form the last glyph.
- // Build the glyphs per character table.
- CreateGlyphsPerCharacterTable();
+ // Whether the current buffer is being updated or is set from scratch.
+ const bool updateCurrentBuffer = numberOfCharacters < totalNumberOfCharacters;
- // Build the characters to glyph conversion table.
- CreateCharacterToGlyphTable();
- }
- }
-}
+ Vector<GlyphIndex> newCharactersToGlyph;
+ GlyphIndex* charactersToGlyphBuffer = NULL;
-void VisualModel::CreateCharacterToGlyphTable( Length numberOfCharacters )
-{
- // 1) Reserve some space for the characters to avoid reallocations.
- if( 0u == numberOfCharacters )
+ // 1) Reserve some space for the glyph indices to avoid reallocations.
+ if(updateCurrentBuffer)
{
- // If no number of characters is given, just set something sensible to avoid reallocations.
- numberOfCharacters = static_cast<Length> ( static_cast<float>( mGlyphs.Count() ) * 1.3f );
+ newCharactersToGlyph.Resize(numberOfCharacters);
+ charactersToGlyphBuffer = newCharactersToGlyph.Begin();
+ }
+ else
+ {
+ mCharactersToGlyph.Resize(numberOfCharacters);
+ charactersToGlyphBuffer = mCharactersToGlyph.Begin() + startIndex;
}
- mCharactersToGlyph.Reserve( numberOfCharacters );
-
- DALI_ASSERT_DEBUG( mGlyphsPerCharacter.Count() != 0u ||
- ( 0u == numberOfCharacters ) );
const Length* const glyphsPerCharacterBuffer = mGlyphsPerCharacter.Begin();
// 2) Traverse the glyphs and set the glyph indices per character.
// Index to the glyph.
- GlyphIndex glyphIndex = 0u;
- CharacterIndex characterIndex = 0u;
- for( Vector<Length>::ConstIterator it = mCharactersPerGlyph.Begin(),
- endIt = mCharactersPerGlyph.End();
- it != endIt;
- ++it )
+ GlyphIndex glyphIndex = startGlyphIndex;
+ CharacterIndex characterIndex = startIndex;
+ const CharacterIndex lastCharacterIndexPlusOne = startIndex + numberOfCharacters;
+ for(Vector<Length>::ConstIterator it = mCharactersPerGlyph.Begin() + glyphIndex,
+ endIt = mCharactersPerGlyph.End();
+ (it != endIt) && (characterIndex < lastCharacterIndexPlusOne);
+ ++it)
{
const Length numberOfCharactersPerGlyph = *it;
Length numberOfGlyphs = 0u;
// Set the glyph indices.
- for( Length index = 0u; index < numberOfCharactersPerGlyph; ++index, ++characterIndex )
+ for(Length index = 0u; index < numberOfCharactersPerGlyph; ++index, ++characterIndex)
{
- mCharactersToGlyph.PushBack( glyphIndex );
- numberOfGlyphs += *( glyphsPerCharacterBuffer + characterIndex );
+ *charactersToGlyphBuffer = glyphIndex;
+ numberOfGlyphs += *(glyphsPerCharacterBuffer + characterIndex);
+ ++charactersToGlyphBuffer;
}
glyphIndex += numberOfGlyphs;
}
+
+ // If the character to glyph buffer is updated, it needs to be inserted in the model.
+ if(updateCurrentBuffer)
+ {
+ // Update the indices.
+ const Length numberOfGlyphs = glyphIndex - startGlyphIndex;
+ for(Vector<Length>::Iterator it = mCharactersToGlyph.Begin() + startIndex,
+ endIt = mCharactersToGlyph.End();
+ it != endIt;
+ ++it)
+ {
+ *it += numberOfGlyphs;
+ }
+
+ mCharactersToGlyph.Insert(mCharactersToGlyph.Begin() + startIndex,
+ newCharactersToGlyph.Begin(),
+ newCharactersToGlyph.End());
+ }
}
-void VisualModel::CreateGlyphsPerCharacterTable( Length numberOfCharacters )
+void VisualModel::CreateGlyphsPerCharacterTable(CharacterIndex startIndex,
+ GlyphIndex startGlyphIndex,
+ Length numberOfCharacters)
{
- // 1) Reserve some space for the characters to avoid reallocations.
- if( 0u == numberOfCharacters )
+ if(0u == numberOfCharacters)
+ {
+ // Nothing to do.
+ return;
+ }
+
+ // Get the total number of characters.
+ const Length totalNumberOfCharacters = (0u == mGlyphsToCharacters.Count()) ? 0u : *(mGlyphsToCharacters.End() - 1u) + *(mCharactersPerGlyph.End() - 1u); // Index to the first character + the number of characters that form the last glyph.
+
+ // Whether the current buffer is being updated or is set from scratch.
+ const bool updateCurrentBuffer = numberOfCharacters < totalNumberOfCharacters;
+
+ Vector<Length> newGlyphsPerCharacter;
+ Length* glyphsPerCharacterBuffer = NULL;
+
+ // 1) Reserve some space for the glyphs per character to avoid reallocations.
+ if(updateCurrentBuffer)
{
- // If no number of characters is given, just set something sensible to avoid reallocations.
- numberOfCharacters = static_cast<Length> ( static_cast<float>( mGlyphs.Count() ) * 1.3f );
+ newGlyphsPerCharacter.Resize(numberOfCharacters);
+ glyphsPerCharacterBuffer = newGlyphsPerCharacter.Begin();
+ }
+ else
+ {
+ mGlyphsPerCharacter.Resize(numberOfCharacters);
+ glyphsPerCharacterBuffer = mGlyphsPerCharacter.Begin() + startIndex;
}
- mGlyphsPerCharacter.Reserve( numberOfCharacters );
// 2) Traverse the glyphs and set the number of glyphs per character.
+ Length traversedCharacters = 0;
+
// The number of 'characters per glyph' equal to zero.
Length zeroCharactersPerGlyph = 0u;
- for( Vector<Length>::ConstIterator it = mCharactersPerGlyph.Begin(),
- endIt = mCharactersPerGlyph.End();
- it != endIt;
- ++it )
+ for(Vector<Length>::ConstIterator it = mCharactersPerGlyph.Begin() + startGlyphIndex,
+ endIt = mCharactersPerGlyph.End();
+ (it != endIt) && (traversedCharacters < numberOfCharacters);
+ ++it)
{
const Length numberOfCharactersPerGlyph = *it;
+ traversedCharacters += numberOfCharactersPerGlyph;
// Set the glyphs per character.
- if( 0u == numberOfCharactersPerGlyph )
+ if(0u == numberOfCharactersPerGlyph)
{
++zeroCharactersPerGlyph;
}
else
{
- const Length numberOfZeroGlyphsPerCharacter = ( numberOfCharactersPerGlyph - 1u );
- for( Length zeroIndex = 0u; zeroIndex < numberOfZeroGlyphsPerCharacter ; ++zeroIndex )
+ const Length numberOfZeroGlyphsPerCharacter = (numberOfCharactersPerGlyph - 1u);
+ for(Length zeroIndex = 0u; zeroIndex < numberOfZeroGlyphsPerCharacter; ++zeroIndex)
{
- mGlyphsPerCharacter.PushBack( 0u );
+ *glyphsPerCharacterBuffer = 0u;
+
+ // Point to the next position in the buffer.
+ ++glyphsPerCharacterBuffer;
}
- mGlyphsPerCharacter.PushBack( 1u + zeroCharactersPerGlyph );
+ *glyphsPerCharacterBuffer = zeroCharactersPerGlyph + 1u;
zeroCharactersPerGlyph = 0u;
- }
- }
-}
-
-Length VisualModel::GetNumberOfGlyphs() const
-{
- return mGlyphs.Count();
-}
-
-void VisualModel::GetGlyphs( GlyphInfo* glyphs,
- GlyphIndex glyphIndex,
- Length numberOfGlyphs ) const
-{
- memcpy( glyphs, mGlyphs.Begin() + glyphIndex, numberOfGlyphs * sizeof( GlyphInfo ) );
-}
-
-const GlyphInfo& VisualModel::GetGlyphInfo( GlyphIndex glyphIndex ) const
-{
- return mGlyphs[glyphIndex];
-}
-
-void VisualModel::ReplaceGlyphs( GlyphIndex glyphIndex,
- Length numberOfGlyphsToRemove,
- const GlyphInfo* const glyphs,
- const Length* const numberOfCharacters,
- Length numberOfGlyphsToInsert )
-{
-}
-
-CharacterIndex VisualModel::GetCharacterIndex( GlyphIndex glyphIndex ) const
-{
- return mGlyphsToCharacters[glyphIndex];
-}
-
-Length VisualModel::GetCharactersPerGlyph( GlyphIndex glyphIndex ) const
-{
- return mCharactersPerGlyph[glyphIndex];
-}
-
-GlyphIndex VisualModel::GetGlyphIndex( CharacterIndex characterIndex ) const
-{
- return mCharactersToGlyph[characterIndex];
-}
-
-void VisualModel::GetCharacterToGlyphMap( GlyphIndex* characterToGlyphMap,
- CharacterIndex characterIndex,
- Length numberOfCharacters ) const
-{
- memcpy( characterToGlyphMap, mCharactersToGlyph.Begin() + characterIndex, numberOfCharacters * sizeof( GlyphIndex ) );
-}
-
-void VisualModel::GetGlyphToCharacterMap( CharacterIndex* glyphToCharacter,
- GlyphIndex glyphIndex,
- Length numberOfGlyphs ) const
-{
- memcpy( glyphToCharacter, mGlyphsToCharacters.Begin() + glyphIndex, numberOfGlyphs * sizeof( CharacterIndex ) );
-}
-
-void VisualModel::GetCharactersPerGlyphMap( Length* charactersPerGlyph,
- GlyphIndex glyphIndex,
- Length numberOfGlyphs ) const
-{
- memcpy( charactersPerGlyph, mCharactersPerGlyph.Begin() + glyphIndex, numberOfGlyphs * sizeof( Length ) );
-}
-
-void VisualModel::GetGlyphsPerCharacterMap( Length* glyphsPerCharacter,
- CharacterIndex characterIndex,
- Length numberOfCharacters ) const
-{
- memcpy( glyphsPerCharacter, mGlyphsPerCharacter.Begin() + characterIndex, numberOfCharacters * sizeof( Length ) );
-}
-void VisualModel::SetGlyphPositions( const Vector2* const glyphPositions,
- Length numberOfGlyphs )
-{
- if( 0u == numberOfGlyphs )
- {
- mGlyphPositions.Clear();
- }
- else
- {
- mGlyphPositions.Resize( numberOfGlyphs );
- memcpy( mGlyphPositions.Begin(), glyphPositions, numberOfGlyphs * sizeof( Vector2 ) );
+ // Point to the next position in the buffer.
+ ++glyphsPerCharacterBuffer;
+ }
}
-}
-
-Length VisualModel::GetNumberOfGlyphPositions() const
-{
- return mGlyphPositions.Count();
-}
-void VisualModel::GetGlyphPositions( Vector2* glyphPositions,
- GlyphIndex glyphIndex,
- Length numberOfGlyphs ) const
-{
- memcpy( glyphPositions, mGlyphPositions.Begin() + glyphIndex, numberOfGlyphs * sizeof( Vector2 ) );
-}
-
-const Vector2& VisualModel::GetGlyphPosition( GlyphIndex glyphIndex ) const
-{
- return *( mGlyphPositions.Begin() + glyphIndex );
-}
-
-void VisualModel::ReplaceGlyphPositions( GlyphIndex glyphIndex,
- Length numberOfGlyphsToRemove,
- const Vector2* const positions,
- Length numberOfGlyphsToInsert )
-{
-}
-
-void VisualModel::SetLines( const LineRun* const lines,
- Length numberOfLines )
-{
- if( 0u == numberOfLines )
- {
- mLines.Clear();
- }
- else
+ // If the glyphs per character buffer is updated, it needs to be inserted in the model.
+ if(updateCurrentBuffer)
{
- mLines.Resize( numberOfLines );
- memcpy( mLines.Begin(), lines, numberOfLines * sizeof( LineRun ) );
+ mGlyphsPerCharacter.Insert(mGlyphsPerCharacter.Begin() + startIndex,
+ newGlyphsPerCharacter.Begin(),
+ newGlyphsPerCharacter.End());
}
}
-Length VisualModel::GetNumberOfLines() const
+void VisualModel::GetGlyphs(GlyphInfo* glyphs,
+ GlyphIndex glyphIndex,
+ Length numberOfGlyphs) const
{
- return mLines.Count();
+ memcpy(glyphs, mGlyphs.Begin() + glyphIndex, numberOfGlyphs * sizeof(GlyphInfo));
}
-void VisualModel::GetLines( LineRun* lines,
- LineIndex lineIndex,
- Length numberOfLines ) const
+void VisualModel::GetGlyphPositions(Vector2* glyphPositions,
+ GlyphIndex glyphIndex,
+ Length numberOfGlyphs) const
{
- memcpy( lines, mLines.Begin() + lineIndex, numberOfLines * sizeof( LineRun ) );
+ memcpy(glyphPositions, mGlyphPositions.Begin() + glyphIndex, numberOfGlyphs * sizeof(Vector2));
}
-void VisualModel::GetNumberOfLines( GlyphIndex glyphIndex,
- Length numberOfGlyphs,
- LineIndex& firstLine,
- Length& numberOfLines ) const
+void VisualModel::GetNumberOfLines(GlyphIndex glyphIndex,
+ Length numberOfGlyphs,
+ LineIndex& firstLine,
+ Length& numberOfLines) const
{
// Initialize the number of lines and the first line.
- firstLine = 0u;
- numberOfLines = 0u;
+ firstLine = 0u;
+ numberOfLines = 0u;
bool firstLineFound = false;
const GlyphIndex lastGlyphIndex = glyphIndex + numberOfGlyphs;
// Traverse the lines and count those lines within the range of glyphs.
- for( Vector<LineRun>::ConstIterator it = mLines.Begin(),
- endIt = mLines.End();
- it != endIt;
- ++it )
+ for(Vector<LineRun>::ConstIterator it = mLines.Begin(),
+ endIt = mLines.End();
+ it != endIt;
+ ++it)
{
const LineRun& line = *it;
- if( ( line.glyphIndex + line.numberOfGlyphs > glyphIndex ) &&
- ( lastGlyphIndex > line.glyphIndex ) )
+ if((line.glyphRun.glyphIndex + line.glyphRun.numberOfGlyphs > glyphIndex) &&
+ (lastGlyphIndex > line.glyphRun.glyphIndex))
{
firstLineFound = true;
++numberOfLines;
}
- else if( lastGlyphIndex <= line.glyphIndex )
+ else if(lastGlyphIndex <= line.glyphRun.glyphIndex)
{
// nothing else to do.
break;
}
- if( !firstLineFound )
+ if(!firstLineFound)
{
++firstLine;
}
}
}
-void VisualModel::GetLinesOfGlyphRange( LineRun* lines,
- GlyphIndex glyphIndex,
- Length numberOfGlyphs ) const
+void VisualModel::GetLinesOfGlyphRange(LineRun* lines,
+ GlyphIndex glyphIndex,
+ Length numberOfGlyphs) const
{
- LineIndex firstLine = 0u;
- Length numberOfLines = 0u;
+ LineIndex firstLine = 0u;
+ Length numberOfLines = 0u;
- GetNumberOfLines( glyphIndex,
- numberOfGlyphs,
- firstLine,
- numberOfLines );
-
- memcpy( lines, mLines.Begin() + firstLine, numberOfLines * sizeof( LineRun ) );
-}
-
-LineIndex VisualModel::GetLineOfGlyph( GlyphIndex glyphIndex )
-{
- const CharacterIndex characterIndex = *( mGlyphsToCharacters.Begin() + glyphIndex );
+ GetNumberOfLines(glyphIndex,
+ numberOfGlyphs,
+ firstLine,
+ numberOfLines);
- return GetLineOfCharacter( characterIndex );
+ memcpy(lines, mLines.Begin() + firstLine, numberOfLines * sizeof(LineRun));
}
-LineIndex VisualModel::GetLineOfCharacter( CharacterIndex characterIndex )
+LineIndex VisualModel::GetLineOfCharacter(CharacterIndex characterIndex)
{
- // 1) Check first in the cached line.
-
- const LineRun& lineRun = *( mLines.Begin() + mCachedLineIndex );
+ // 1) Check line is empty or not.
+ if(mLines.Empty())
+ {
+ return 0u;
+ }
- if( ( lineRun.characterRun.characterIndex <= characterIndex ) &&
- ( characterIndex < lineRun.characterRun.characterIndex + lineRun.characterRun.numberOfCharacters ) )
+ // 2) Check in the cached line.
+ const LineRun& lineRun = *(mLines.Begin() + mCachedLineIndex);
+ if((lineRun.characterRun.characterIndex <= characterIndex) &&
+ (characterIndex < lineRun.characterRun.characterIndex + lineRun.characterRun.numberOfCharacters))
{
return mCachedLineIndex;
}
- // 2) Is not in the cached line. Check in the other lines.
-
+ // 3) Is not in the cached line. Check in the other lines.
LineIndex index = characterIndex < lineRun.characterRun.characterIndex ? 0u : mCachedLineIndex + 1u;
- for( Vector<LineRun>::ConstIterator it = mLines.Begin() + index,
- endIt = mLines.End();
- it != endIt;
- ++it, ++index )
+ for(Vector<LineRun>::ConstIterator it = mLines.Begin() + index,
+ endIt = mLines.End();
+ it != endIt;
+ ++it, ++index)
{
const LineRun& lineRun = *it;
- if( characterIndex < lineRun.characterRun.characterIndex + lineRun.characterRun.numberOfCharacters )
+ if(characterIndex < lineRun.characterRun.characterIndex + lineRun.characterRun.numberOfCharacters)
{
mCachedLineIndex = index;
break;
return index;
}
-void VisualModel::ReplaceLines( GlyphIndex glyphIndex,
- Length numberOfGlyphsToRemove,
- const LineRun* const lines,
- Length numberOfGlyphsToInsert )
+void VisualModel::GetUnderlineRuns(GlyphRun* underlineRuns,
+ UnderlineRunIndex index,
+ Length numberOfRuns) const
{
+ memcpy(underlineRuns,
+ mUnderlineRuns.Begin() + index,
+ numberOfRuns * sizeof(GlyphRun));
}
-void VisualModel::SetNaturalSize( const Vector2& size )
+void VisualModel::SetNaturalSize(const Vector2& size)
{
mNaturalSize = size;
}
return mNaturalSize;
}
-void VisualModel::SetActualSize( const Vector2& size )
+void VisualModel::SetLayoutSize(const Vector2& size)
{
- mActualSize = size;
+ mLayoutSize = size;
}
-const Vector2& VisualModel::GetActualSize() const
+const Vector2& VisualModel::GetLayoutSize() const
{
- return mActualSize;
+ return mLayoutSize;
}
-void VisualModel::SetTextColor( const Vector4& textColor )
+void VisualModel::SetTextColor(const Vector4& textColor)
{
mTextColor = textColor;
- if ( !mUnderlineColorSet )
+ if(!mUnderlineColorSet)
{
mUnderlineColor = textColor;
}
}
-void VisualModel::SetShadowOffset( const Vector2& shadowOffset )
+void VisualModel::SetShadowOffset(const Vector2& shadowOffset)
{
mShadowOffset = shadowOffset;
}
-void VisualModel::SetShadowColor( const Vector4& shadowColor )
+void VisualModel::SetShadowColor(const Vector4& shadowColor)
{
mShadowColor = shadowColor;
}
-void VisualModel::SetUnderlineColor( const Vector4& color )
+void VisualModel::SetShadowBlurRadius(const float& shadowBlurRadius)
{
- mUnderlineColor = color;
+ mShadowBlurRadius = shadowBlurRadius;
+}
+
+void VisualModel::SetUnderlineColor(const Vector4& color)
+{
+ mUnderlineColor = color;
mUnderlineColorSet = true;
}
-void VisualModel::SetUnderlineEnabled( bool enabled )
+void VisualModel::SetOutlineColor(const Vector4& color)
+{
+ mOutlineColor = color;
+}
+
+void VisualModel::SetUnderlineEnabled(bool enabled)
{
mUnderlineEnabled = enabled;
}
-void VisualModel::SetUnderlineHeight( float height )
+void VisualModel::SetUnderlineHeight(float height)
{
mUnderlineHeight = height;
}
+void VisualModel::SetOutlineWidth(uint16_t width)
+{
+ mOutlineWidth = width;
+}
+
+void VisualModel::SetBackgroundColor(const Vector4& color)
+{
+ mBackgroundColor = color;
+}
+
+void VisualModel::SetBackgroundEnabled(bool enabled)
+{
+ mBackgroundEnabled = enabled;
+}
+
+void VisualModel::SetMarkupProcessorEnabled(bool enabled)
+{
+ mMarkupProcessorEnabled = enabled;
+}
+
const Vector4& VisualModel::GetTextColor() const
{
return mTextColor;
return mShadowColor;
}
+const float& VisualModel::GetShadowBlurRadius() const
+{
+ return mShadowBlurRadius;
+}
+
const Vector4& VisualModel::GetUnderlineColor() const
{
return mUnderlineColor;
}
+const Vector4& VisualModel::GetOutlineColor() const
+{
+ return mOutlineColor;
+}
+
bool VisualModel::IsUnderlineEnabled() const
{
return mUnderlineEnabled;
return mUnderlineHeight;
}
+uint16_t VisualModel::GetOutlineWidth() const
+{
+ return mOutlineWidth;
+}
+
+const Vector4& VisualModel::GetBackgroundColor() const
+{
+ return mBackgroundColor;
+}
+
+bool VisualModel::IsBackgroundEnabled() const
+{
+ return mBackgroundEnabled;
+}
+
+bool VisualModel::IsMarkupProcessorEnabled() const
+{
+ return mMarkupProcessorEnabled;
+}
+
+Length VisualModel::GetNumberOfUnderlineRuns() const
+{
+ return mUnderlineRuns.Count();
+}
+
void VisualModel::ClearCaches()
{
mCachedLineIndex = 0u;
mGlyphsPerCharacter(),
mGlyphPositions(),
mLines(),
- mTextColor( Color::BLACK ),
- mShadowColor( Color::BLACK ),
- mUnderlineColor( Color::BLACK ),
- mShadowOffset( Vector2::ZERO ),
- mUnderlineHeight( 0.0f ),
+ mTextColor(Color::BLACK),
+ mShadowColor(Color::BLACK),
+ mUnderlineColor(Color::BLACK),
+ mOutlineColor(Color::WHITE),
+ mBackgroundColor(Color::TRANSPARENT),
+ mControlSize(),
+ mShadowOffset(),
+ mUnderlineHeight(0.0f),
+ mShadowBlurRadius(0.0f),
+ mOutlineWidth(0u),
mNaturalSize(),
- mActualSize(),
- mCachedLineIndex( 0u ),
- mUnderlineEnabled( false ),
- mUnderlineColorSet( false )
+ mLayoutSize(),
+ mCachedLineIndex(0u),
+ mUnderlineEnabled(false),
+ mUnderlineColorSet(false),
+ mBackgroundEnabled(false),
+ mMarkupProcessorEnabled(false)
{
}