/*
- * Copyright (c) 2018 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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/public-api/animation/constraints.h>
#include <dali/devel-api/rendering/renderer-devel.h>
#include <dali/devel-api/text-abstraction/text-abstraction-definitions.h>
+#include <dali/devel-api/adaptor-framework/image-loading.h>
+#include <dali/devel-api/adaptor-framework/window-devel.h>
+#include <dali/devel-api/images/pixel-data-devel.h>
+#include <string.h>
// INTERNAL HEADER
#include <dali-toolkit/public-api/visuals/text-visual-properties.h>
namespace
{
-
-// Property names - common properties defined in visual-string-constants.h/cpp
-const char * const FONT_FAMILY_PROPERTY( "fontFamily" );
-const char * const FONT_STYLE_PROPERTY( "fontStyle" );
-const char * const POINT_SIZE_PROPERTY( "pointSize" );
-const char * const MULTI_LINE_PROPERTY( "multiLine" );
-const char * const HORIZONTAL_ALIGNMENT_PROPERTY( "horizontalAlignment" );
-const char * const VERTICAL_ALIGNMENT_PROPERTY( "verticalAlignment" );
-const char * const TEXT_COLOR_PROPERTY( "textColor" );
-const char * const ENABLE_MARKUP_PROPERTY( "enableMarkup" );
-const char * const SHADOW_PROPERTY( "shadow" );
-const char * const UNDERLINE_PROPERTY( "underline" );
-const char * const OUTLINE_PROPERTY( "outline" );
-const char * const BACKGROUND_PROPERTY( "textBackground" );
-
const Vector4 FULL_TEXTURE_RECT( 0.f, 0.f, 1.f, 1.f );
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
- uniform mediump mat4 uMvpMatrix;\n
+ uniform highp mat4 uMvpMatrix;\n
uniform mediump vec3 uSize;\n
uniform mediump vec4 pixelArea;\n
- uniform mediump mat4 uModelMatrix;\n
- uniform mediump mat4 uViewMatrix;\n
- uniform mediump mat4 uProjection;\n
-
varying mediump vec2 vTexCoord;\n
//Visual size and offset
void main()\n
{\n
- mediump vec4 nonAlignedVertex = uViewMatrix*uModelMatrix*ComputeVertexPosition();\n
- mediump vec4 pixelAlignedVertex = vec4 ( floor(nonAlignedVertex.xyz), 1.0 );\n
- mediump vec4 vertexPosition = uProjection*pixelAlignedVertex;\n
-
+ gl_Position = uMvpMatrix * ComputeVertexPosition();\n
vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n
- gl_Position = vertexPosition;\n
}\n
);
TextVisual::TextVisual( VisualFactoryCache& factoryCache )
-: Visual::Base( factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO ),
+: Visual::Base( factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO, Toolkit::Visual::TEXT ),
mController( Text::Controller::New() ),
mTypesetter( Text::Typesetter::New( mController->GetTextModel() ) ),
mAnimatableTextColorPropertyIndex( Property::INVALID_INDEX ),
engine.SetCursorWidth( 0u ); // Do not layout space for the cursor.
}
-void TextVisual::DoSetOnStage( Actor& actor )
+void TextVisual::DoSetOnScene( Actor& actor )
{
mControl = actor;
// Renderer needs textures and to be added to control
mRendererUpdateNeeded = true;
+ mRendererList.push_back( mImpl->mRenderer );
+
UpdateRenderer();
}
-void TextVisual::DoSetOffStage( Actor& actor )
+void TextVisual::RemoveRenderer( Actor& actor )
{
- if( mImpl->mRenderer )
+ for( RendererContainer::iterator iter = mRendererList.begin(); iter != mRendererList.end(); ++iter)
{
- // Removes the renderer from the actor.
- actor.RemoveRenderer( mImpl->mRenderer );
+ Renderer renderer = (*iter);
+ if( renderer )
+ {
+ // Removes the renderer from the actor.
+ actor.RemoveRenderer( renderer );
+ }
+ }
+ // Clear the renderer list
+ mRendererList.clear();
+}
- RemoveTextureSet();
+void TextVisual::DoSetOffScene( Actor& actor )
+{
+ RemoveRenderer( actor );
- // Resets the renderer.
- mImpl->mRenderer.Reset();
- }
+ // Resets the renderer.
+ mImpl->mRenderer.Reset();
// Resets the control handle.
mControl.Reset();
if( ( fabsf( relayoutSize.width ) < Math::MACHINE_EPSILON_1000 ) || ( fabsf( relayoutSize.height ) < Math::MACHINE_EPSILON_1000 ) || text.empty() )
{
- // Removes the texture set.
- RemoveTextureSet();
-
- // Remove any renderer previously set.
- if( mImpl->mRenderer )
- {
- control.RemoveRenderer( mImpl->mRenderer );
- }
+ // Remove the texture set and any renderer previously set.
+ RemoveRenderer( control );
// Nothing else to do if the relayout size is zero.
ResourceReady( Toolkit::Visual::ResourceStatus::READY );
return;
}
- Dali::LayoutDirection::Type layoutDirection = static_cast<Dali::LayoutDirection::Type>( control.GetProperty( Dali::Actor::Property::LAYOUT_DIRECTION ).Get<int>() );
+
+ Dali::LayoutDirection::Type layoutDirection;
+ if( mController->IsMatchSystemLanguageDirection() )
+ {
+ layoutDirection = static_cast<Dali::LayoutDirection::Type>( DevelWindow::Get( control ).GetRootLayer().GetProperty( Dali::Actor::Property::LAYOUT_DIRECTION ).Get<int>() );
+ }
+ else
+ {
+ layoutDirection = static_cast<Dali::LayoutDirection::Type>( control.GetProperty( Dali::Actor::Property::LAYOUT_DIRECTION ).Get<int>() );
+ }
const Text::Controller::UpdateTextType updateTextType = mController->Relayout( relayoutSize, layoutDirection );
{
mRendererUpdateNeeded = false;
- // Removes the texture set.
- RemoveTextureSet();
-
- // Remove any renderer previously set.
- if( mImpl->mRenderer )
- {
- control.RemoveRenderer( mImpl->mRenderer );
- }
+ // Remove the texture set and any renderer previously set.
+ RemoveRenderer( control );
if( ( relayoutSize.width > Math::MACHINE_EPSILON_1000 ) &&
( relayoutSize.height > Math::MACHINE_EPSILON_1000 ) )
const bool styleEnabled = ( shadowEnabled || underlineEnabled || outlineEnabled || backgroundEnabled );
- TextureSet textureSet = GetTextTexture( relayoutSize, hasMultipleTextColors, containsColorGlyph, styleEnabled );
- mImpl->mRenderer.SetTextures( textureSet );
- Shader shader = GetTextShader( mFactoryCache, hasMultipleTextColors, containsColorGlyph, styleEnabled );
- mImpl->mRenderer.SetShader(shader);
+ AddRenderer( control, relayoutSize, hasMultipleTextColors, containsColorGlyph, styleEnabled );
+
+ // Text rendered and ready to display
+ ResourceReady( Toolkit::Visual::ResourceStatus::READY );
+ }
+ }
+}
+
+void TextVisual::AddTexture( TextureSet& textureSet, PixelData& data, Sampler& sampler, unsigned int textureSetIndex )
+{
+ Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D,
+ data.GetPixelFormat(),
+ data.GetWidth(),
+ data.GetHeight() );
+ texture.Upload( data );
+
+ textureSet.SetTexture( textureSetIndex, texture );
+ textureSet.SetSampler( textureSetIndex, sampler );
+}
- mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
+PixelData TextVisual::ConvertToPixelData( unsigned char* buffer, int width, int height, int offsetPosition, const Pixel::Format textPixelFormat )
+{
+ int bpp = Pixel::GetBytesPerPixel( textPixelFormat );
+ unsigned int bufferSize = width * height * bpp;
+ unsigned char* dstBuffer = static_cast<unsigned char*>( malloc ( bufferSize ) );
+ memcpy( dstBuffer, buffer + offsetPosition * bpp, bufferSize );
+ PixelData pixelData = Dali::PixelData::New( dstBuffer,
+ bufferSize,
+ width,
+ height,
+ textPixelFormat,
+ Dali::PixelData::FREE );
+ return pixelData;
+}
- mImpl->mRenderer.RegisterProperty( "uHasMultipleTextColors", static_cast<float>( hasMultipleTextColors ) );
+void TextVisual::CreateTextureSet( TilingInfo& info, Renderer& renderer, Sampler& sampler, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled )
+{
- mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON);
+ TextureSet textureSet = TextureSet::New();
+ unsigned int textureSetIndex = 0u;
- //Register transform properties
- mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
+ // Convert the buffer to pixel data to make it a texture.
+ if( info.textBuffer )
+ {
+ PixelData data = ConvertToPixelData( info.textBuffer, info.width, info.height, info.offsetPosition, info.textPixelFormat );
+ AddTexture( textureSet, data, sampler, textureSetIndex );
+ ++textureSetIndex;
+ }
- control.AddRenderer( mImpl->mRenderer );
+ if( styleEnabled && info.styleBuffer )
+ {
+ PixelData styleData = ConvertToPixelData( info.styleBuffer, info.width, info.height, info.offsetPosition, Pixel::RGBA8888 );
+ AddTexture( textureSet, styleData, sampler, textureSetIndex );
+ ++textureSetIndex;
+ }
- // Text rendered and ready to display
- ResourceReady( Toolkit::Visual::ResourceStatus::READY );
- }
+ if( containsColorGlyph && !hasMultipleTextColors && info.maskBuffer )
+ {
+ PixelData maskData = ConvertToPixelData( info.maskBuffer, info.width, info.height, info.offsetPosition, Pixel::L8 );
+ AddTexture( textureSet, maskData, sampler, textureSetIndex );
}
+
+ renderer.SetTextures( textureSet );
+
+ //Register transform properties
+ mImpl->mTransform.RegisterUniforms( renderer, Direction::LEFT_TO_RIGHT );
+
+ // Enable the pre-multiplied alpha to improve the text quality
+ renderer.SetProperty( Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, true );
+ renderer.RegisterProperty( PREMULTIPLIED_ALPHA, 1.0f );
+
+ // Set size and offset for the tiling.
+ renderer.RegisterProperty( SIZE, Vector2( info.width, info.height ) );
+ renderer.RegisterProperty( OFFSET, Vector2( info.offSet.x, info.offSet.y ) );
+ renderer.RegisterProperty( "uHasMultipleTextColors", static_cast<float>( hasMultipleTextColors ) );
+ renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON);
+
+ mRendererList.push_back( renderer );
}
-void TextVisual::RemoveTextureSet()
+
+void TextVisual::AddRenderer( Actor& actor, const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled )
{
- if( mImpl->mFlags & Impl::IS_ATLASING_APPLIED )
+ Shader shader = GetTextShader( mFactoryCache, hasMultipleTextColors, containsColorGlyph, styleEnabled );
+ mImpl->mRenderer.SetShader( shader );
+
+ // Get the maximum size.
+ const int maxTextureSize = Dali::GetMaxTextureSize();
+
+ // No tiling required. Use the default renderer.
+ if( size.height < maxTextureSize )
{
- // Removes the text's image from the texture atlas.
- Vector4 atlasRect;
+ TextureSet textureSet = GetTextTexture( size, hasMultipleTextColors, containsColorGlyph, styleEnabled );
+
+ mImpl->mRenderer.SetTextures( textureSet );
+ //Register transform properties
+ mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
+ mImpl->mRenderer.RegisterProperty( "uHasMultipleTextColors", static_cast<float>( hasMultipleTextColors ) );
+ mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON);
+
+ mRendererList.push_back( mImpl->mRenderer );
+ }
+ // If the pixel data exceeds the maximum size, tiling is required.
+ else
+ {
+ // Filter mode needs to be set to linear to produce better quality while scaling.
+ Sampler sampler = Sampler::New();
+ sampler.SetFilterMode( FilterMode::LINEAR, FilterMode::LINEAR );
+
+ // Create RGBA texture if the text contains emojis or multiple text colors, otherwise L8 texture
+ Pixel::Format textPixelFormat = ( containsColorGlyph || hasMultipleTextColors ) ? Pixel::RGBA8888 : Pixel::L8;
- const Property::Index index = mImpl->mRenderer.GetPropertyIndex( ATLAS_RECT_UNIFORM_NAME );
- if( index != Property::INVALID_INDEX )
+ // Check the text direction
+ Toolkit::DevelText::TextDirection::Type textDirection = mController->GetTextDirection();
+
+ // Create a texture for the text without any styles
+ PixelData data = mTypesetter->Render( size, textDirection, Text::Typesetter::RENDER_NO_STYLES, false, textPixelFormat );
+
+ int verifiedWidth = data.GetWidth();
+ int verifiedHeight = data.GetHeight();
+
+ // Set information for creating textures.
+ TilingInfo info( verifiedWidth, maxTextureSize, textPixelFormat );
+
+ // Get the buffer of text.
+ Dali::DevelPixelData::PixelDataBuffer textPixelData = Dali::DevelPixelData::ReleasePixelDataBuffer( data );
+ info.textBuffer = textPixelData.buffer;
+
+ if( styleEnabled )
{
- const Property::Value& atlasRectValue = mImpl->mRenderer.GetProperty( index );
- atlasRectValue.Get( atlasRect );
+ // Create RGBA texture for all the text styles (without the text itself)
+ PixelData styleData = mTypesetter->Render( size, textDirection, Text::Typesetter::RENDER_NO_TEXT, false, Pixel::RGBA8888 );
+ Dali::DevelPixelData::PixelDataBuffer stylePixelData = Dali::DevelPixelData::ReleasePixelDataBuffer( styleData );
+ info.styleBuffer = stylePixelData.buffer;
+ }
- const TextureSet& textureSet = mImpl->mRenderer.GetTextures();
- mFactoryCache.GetAtlasManager()->Remove( textureSet, atlasRect );
+ if ( containsColorGlyph && !hasMultipleTextColors )
+ {
+ // Create a L8 texture as a mask to avoid color glyphs (e.g. emojis) to be affected by text color animation
+ PixelData maskData = mTypesetter->Render( size, textDirection, Text::Typesetter::RENDER_MASK, false, Pixel::L8 );
+ Dali::DevelPixelData::PixelDataBuffer maskPixelData = Dali::DevelPixelData::ReleasePixelDataBuffer( maskData );
+ info.maskBuffer = maskPixelData.buffer;
+ }
+
+ // Get the current offset for recalculate the offset when tiling.
+ Property::Map retMap;
+ mImpl->mTransform.GetPropertyMap( retMap );
+ Property::Value* offsetValue = retMap.Find( Dali::Toolkit::Visual::Transform::Property::OFFSET );
+ if( offsetValue )
+ {
+ offsetValue->Get( info.offSet );
+ }
+
+ // Create a textureset in the default renderer.
+ CreateTextureSet( info, mImpl->mRenderer, sampler, hasMultipleTextColors, containsColorGlyph, styleEnabled );
+
+ verifiedHeight -= maxTextureSize;
+
+ Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
+
+ int offsetPosition = verifiedWidth * maxTextureSize;
+ // Create a renderer by cutting maxTextureSize.
+ while( verifiedHeight > 0 )
+ {
+ Renderer tilingRenderer = Renderer::New( geometry, shader );
+ tilingRenderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT );
+ // New offset position of buffer for tiling.
+ info.offsetPosition += offsetPosition;
+ // New height for tiling.
+ info.height = ( verifiedHeight - maxTextureSize ) > 0 ? maxTextureSize : verifiedHeight;
+ // New offset for tiling.
+ info.offSet.y += maxTextureSize;
+ // Create a textureset int the new tiling renderer.
+ CreateTextureSet( info, tilingRenderer, sampler, hasMultipleTextColors, containsColorGlyph, styleEnabled );
+
+ verifiedHeight -= maxTextureSize;
+ }
+ }
+
+ mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
+
+ for( RendererContainer::iterator iter = mRendererList.begin(); iter != mRendererList.end(); ++iter)
+ {
+ Renderer renderer = (*iter);
+ if( renderer )
+ {
+ actor.AddRenderer( renderer );
}
}
}
+
TextureSet TextVisual::GetTextTexture( const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled )
{
// Filter mode needs to be set to linear to produce better quality while scaling.
// It may happen the image atlas can't handle a pixel data it exceeds the maximum size.
// In that case, create a texture. TODO: should tile the text.
+ unsigned int textureSetIndex = 0u;
- Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D,
- data.GetPixelFormat(),
- data.GetWidth(),
- data.GetHeight() );
-
- texture.Upload( data );
-
- textureSet.SetTexture( 0u, texture );
- textureSet.SetSampler( 0u, sampler );
+ AddTexture( textureSet, data, sampler, textureSetIndex );
+ ++textureSetIndex;
if ( styleEnabled )
{
// Create RGBA texture for all the text styles (without the text itself)
PixelData styleData = mTypesetter->Render( size, textDirection, Text::Typesetter::RENDER_NO_TEXT, false, Pixel::RGBA8888 );
- Texture styleTexture = Texture::New( Dali::TextureType::TEXTURE_2D,
- styleData.GetPixelFormat(),
- styleData.GetWidth(),
- styleData.GetHeight() );
-
- styleTexture.Upload( styleData );
-
- textureSet.SetTexture( 1u, styleTexture );
- textureSet.SetSampler( 1u, sampler );
+ AddTexture( textureSet, styleData, sampler, textureSetIndex );
+ ++textureSetIndex;
}
if ( containsColorGlyph && !hasMultipleTextColors )
// Create a L8 texture as a mask to avoid color glyphs (e.g. emojis) to be affected by text color animation
PixelData maskData = mTypesetter->Render( size, textDirection, Text::Typesetter::RENDER_MASK, false, Pixel::L8 );
- Texture maskTexture = Texture::New( Dali::TextureType::TEXTURE_2D,
- maskData.GetPixelFormat(),
- maskData.GetWidth(),
- maskData.GetHeight() );
-
- maskTexture.Upload( maskData );
-
- if ( !styleEnabled )
- {
- textureSet.SetTexture( 1u, maskTexture );
- textureSet.SetSampler( 1u, sampler );
- }
- else
- {
- textureSet.SetTexture( 2u, maskTexture );
- textureSet.SetSampler( 2u, sampler );
- }
+ AddTexture( textureSet, maskData, sampler, textureSetIndex );
}
return textureSet;