namespace
{
-// Property names.
-const char * const TEXT_PROPERTY( "text" );
+// 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 TEXT_COLOR_PROPERTY( "textColor" );
const char * const ENABLE_MARKUP_PROPERTY( "enableMarkup" );
-const std::string PIXEL_AREA_UNIFORM_NAME = "pixelArea";
-
const Scripting::StringEnum HORIZONTAL_ALIGNMENT_STRING_TABLE[] =
{
{ "BEGIN", Toolkit::Text::Layout::HORIZONTAL_ALIGN_BEGIN },
uniform mediump mat4 uMvpMatrix;\n
uniform mediump vec3 uSize;\n
uniform mediump vec4 pixelArea;
+
+ uniform mediump mat4 uModelMatrix;\n
+ uniform mediump mat4 uViewMatrix;\n
+ uniform mediump mat4 uProjection;\n
+
varying mediump vec2 vTexCoord;\n
\n
-
//Visual size and offset
uniform mediump vec2 offset;\n
uniform mediump vec2 size;\n
void main()\n
{\n
- mediump vec4 vertexPosition = uMvpMatrix *ComputeVertexPosition();\n
+ mediump vec4 nonAlignedVertex = uViewMatrix*uModelMatrix*ComputeVertexPosition();\n
+ mediump vec4 pixelAlignedVertex = vec4 ( floor(nonAlignedVertex.xyz), 1.0 );\n
+ mediump vec4 vertexPosition = uProjection*pixelAlignedVertex;\n
+
vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n
gl_Position = vertexPosition;\n
}\n
uniform sampler2D sTexture;\n
uniform mediump vec4 uAtlasRect;\n
uniform lowp vec4 uColor;\n
+ uniform lowp vec3 mixColor;\n
+ uniform lowp float opacity;\n
\n
void main()\n
{\n
mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
- gl_FragColor = texture2D( sTexture, texCoord ) * uColor;\n
+ gl_FragColor = texture2D( sTexture, texCoord ) * uColor * vec4( mixColor, opacity );\n
}\n
);
+/**
+ * Return Property index for the given string key
+ * param[in] stringKey the string index key
+ * return the key as an index
+ */
+
+Dali::Property::Index StringKeyToIndexKey( const std::string& stringKey )
+{
+ Dali::Property::Index result = Property::INVALID_KEY;
+
+ if( stringKey == VISUAL_TYPE )
+ {
+ result = Toolkit::Visual::Property::TYPE;
+ }
+ else if( stringKey == TEXT_PROPERTY )
+ {
+ result = Toolkit::TextVisual::Property::TEXT;
+ }
+ else if( stringKey == FONT_FAMILY_PROPERTY )
+ {
+ result = Toolkit::TextVisual::Property::FONT_FAMILY;
+ }
+ else if( stringKey == FONT_STYLE_PROPERTY )
+ {
+ result = Toolkit::TextVisual::Property::FONT_STYLE;
+ }
+ else if( stringKey == POINT_SIZE_PROPERTY )
+ {
+ result = Toolkit::TextVisual::Property::POINT_SIZE;
+ }
+ else if( stringKey == MULTI_LINE_PROPERTY )
+ {
+ result = Toolkit::TextVisual::Property::MULTI_LINE;
+ }
+ else if( stringKey == HORIZONTAL_ALIGNMENT_PROPERTY )
+ {
+ result = Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT;
+ }
+ else if( stringKey == VERTICAL_ALIGNMENT_PROPERTY )
+ {
+ result = Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT;
+ }
+ else if( stringKey == TEXT_COLOR_PROPERTY )
+ {
+ result = Toolkit::TextVisual::Property::TEXT_COLOR;
+ }
+ else if( stringKey == ENABLE_MARKUP_PROPERTY )
+ {
+ result = Toolkit::TextVisual::Property::ENABLE_MARKUP;
+ }
+
+ return result;
+}
+
} // unnamed namespace
-TextVisualPtr TextVisual::New( VisualFactoryCache& factoryCache )
+TextVisualPtr TextVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
+{
+ TextVisualPtr TextVisualPtr( new TextVisual( factoryCache ) );
+ TextVisualPtr->SetProperties( properties );
+ return TextVisualPtr;
+}
+
+void TextVisual::ConvertStringKeysToIndexKeys( Property::Map& propertyMap )
{
- return new TextVisual( factoryCache );
+ Property::Map outMap;
+
+ for( Property::Map::SizeType index = 0u, count = propertyMap.Count(); index < count; ++index )
+ {
+ const KeyValuePair& keyValue = propertyMap.GetKeyValue( index );
+
+ Property::Index indexKey = keyValue.first.indexKey;
+
+ if ( keyValue.first.type == Property::Key::STRING )
+ {
+ indexKey = StringKeyToIndexKey( keyValue.first.stringKey );
+ }
+
+ outMap.Insert( indexKey, keyValue.second );
+ }
+
+ propertyMap = outMap;
}
-float TextVisual::GetHeightForWidth( float width ) const
+float TextVisual::GetHeightForWidth( float width )
{
return mController->GetHeightForWidth( width );
}
GetFontStyleProperty( mController, value, Text::FontStyle::DEFAULT );
map.Insert( Toolkit::TextVisual::Property::FONT_STYLE, value );
- map.Insert( Toolkit::TextVisual::Property::POINT_SIZE, mController->GetDefaultPointSize() );
+ map.Insert( Toolkit::TextVisual::Property::POINT_SIZE, mController->GetDefaultFontSize( Text::Controller::POINT_SIZE ) );
map.Insert( Toolkit::TextVisual::Property::MULTI_LINE, mController->IsMultiLineEnabled() );
map.Insert( Toolkit::TextVisual::Property::ENABLE_MARKUP, mController->IsMarkupProcessorEnabled() );
}
+void TextVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
+{
+ map.Clear();
+ map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::DevelVisual::TEXT );
+ std::string text;
+ mController->GetText( text );
+ map.Insert( Toolkit::TextVisual::Property::TEXT, text );
+}
+
+
TextVisual::TextVisual( VisualFactoryCache& factoryCache )
: Visual::Base( factoryCache ),
mController( Text::Controller::New() ),
{
const KeyValuePair& keyValue = propertyMap.GetKeyValue( index );
- switch( keyValue.first.type )
+ Property::Index indexKey = keyValue.first.indexKey;
+
+ if( keyValue.first.type == Property::Key::STRING )
{
- case Property::Key::INDEX:
- {
- DoSetProperty( keyValue.first.indexKey, keyValue.second );
- break;
- }
- case Property::Key::STRING:
- {
- if( keyValue.first.stringKey == TEXT_PROPERTY )
- {
- DoSetProperty( Toolkit::TextVisual::Property::TEXT, keyValue.second );
- }
- else if( keyValue.first.stringKey == FONT_FAMILY_PROPERTY )
- {
- DoSetProperty( Toolkit::TextVisual::Property::FONT_FAMILY, keyValue.second );
- }
- else if( keyValue.first.stringKey == FONT_STYLE_PROPERTY )
- {
- DoSetProperty( Toolkit::TextVisual::Property::FONT_STYLE, keyValue.second );
- }
- else if( keyValue.first.stringKey == POINT_SIZE_PROPERTY )
- {
- DoSetProperty( Toolkit::TextVisual::Property::POINT_SIZE, keyValue.second );
- }
- else if( keyValue.first.stringKey == MULTI_LINE_PROPERTY )
- {
- DoSetProperty( Toolkit::TextVisual::Property::MULTI_LINE, keyValue.second );
- }
- else if( keyValue.first.stringKey == HORIZONTAL_ALIGNMENT_PROPERTY )
- {
- DoSetProperty( Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT, keyValue.second );
- }
- else if( keyValue.first.stringKey == VERTICAL_ALIGNMENT_PROPERTY )
- {
- DoSetProperty( Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT, keyValue.second );
- }
- else if( keyValue.first.stringKey == TEXT_COLOR_PROPERTY )
- {
- DoSetProperty( Toolkit::TextVisual::Property::TEXT_COLOR, keyValue.second );
- }
- else if( keyValue.first.stringKey == ENABLE_MARKUP_PROPERTY )
- {
- DoSetProperty( Toolkit::TextVisual::Property::ENABLE_MARKUP, keyValue.second );
- }
- break;
- }
+ indexKey = StringKeyToIndexKey( keyValue.first.stringKey );
}
+
+ DoSetProperty( indexKey, keyValue.second );
}
// Elide the text if it exceeds the boundaries.
mControl = actor;
Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
- if( !geometry )
- {
- geometry = VisualFactoryCache::CreateQuadGeometry();
- mFactoryCache.SaveGeometry( VisualFactoryCache::QUAD_GEOMETRY , geometry );
- }
- Shader shader = mFactoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP );
- if( !shader )
+ Shader shader = mFactoryCache.GetShader( VisualFactoryCache::TEXT_SHADER );
+ if( ! shader )
{
shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP );
- mFactoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP, shader );
+ shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
+
+ mFactoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER, shader );
}
- shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
mImpl->mRenderer = Renderer::New( geometry, shader );
- mImpl->mRenderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::TEXT );
+ mImpl->mRenderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT );
- UpdateRenderer();
+ UpdateRenderer( true ); // Renderer needs textures and to be added to control
}
void TextVisual::DoSetOffStage( Actor& actor )
void TextVisual::OnSetTransform()
{
- UpdateRenderer();
+ UpdateRenderer( false );
}
void TextVisual::DoSetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue )
case Toolkit::TextVisual::Property::POINT_SIZE:
{
const float pointSize = propertyValue.Get<float>();
- if( !Equals( mController->GetDefaultPointSize(), pointSize ) )
+ if( !Equals( mController->GetDefaultFontSize( Text::Controller::POINT_SIZE ), pointSize ) )
{
- mController->SetDefaultPointSize( pointSize );
+ mController->SetDefaultFontSize( pointSize, Text::Controller::POINT_SIZE );
}
break;
}
}
}
-void TextVisual::UpdateRenderer()
+void TextVisual::UpdateRenderer( bool initializeRendererAndTexture )
{
Actor control = mControl.GetHandle();
if( !control )
const Text::Controller::UpdateTextType updateTextType = mController->Relayout( relayoutSize );
- if( Text::Controller::NONE_UPDATED != ( Text::Controller::MODEL_UPDATED & updateTextType ) )
+ if( Text::Controller::NONE_UPDATED != ( Text::Controller::MODEL_UPDATED & updateTextType ) || initializeRendererAndTexture )
{
// Removes the texture set.
RemoveTextureSet();
PixelData data = mTypesetter->Render( relayoutSize );
Vector4 atlasRect = FULL_TEXTURE_RECT;
- TextureSet textureSet = mFactoryCache.GetAtlasManager()->Add( atlasRect, data );
- if( textureSet )
- {
- mImpl->mFlags |= Impl::IS_ATLASING_APPLIED;
- }
- else
- {
- // 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.
+ // Texture set not retrieved from Atlas Manager whilst pixel offset visible.
- Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D,
- data.GetPixelFormat(),
- data.GetWidth(),
- data.GetHeight() );
+ // 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.
- texture.Upload( data );
+ Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D,
+ data.GetPixelFormat(),
+ data.GetWidth(),
+ data.GetHeight() );
- textureSet = TextureSet::New();
- textureSet.SetTexture( 0u, texture );
+ texture.Upload( data );
- mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
- }
+ TextureSet textureSet = TextureSet::New();
+ textureSet.SetTexture( 0u, texture );
+
+ mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, atlasRect );
mImpl->mRenderer.SetTextures( textureSet );
control.AddRenderer( mImpl->mRenderer );
+
+ // Text rendered and ready to display
+ ResourceReady();
}
}
}