uniform sampler2D sTexture;\n
uniform mediump vec4 uAtlasRect;\n
uniform lowp vec4 uColor;\n
- uniform lowp vec4 mixColor;\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 * mixColor;\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, const Property::Map& properties )
return TextVisualPtr;
}
+void TextVisual::ConvertStringKeysToIndexKeys( Property::Map& propertyMap )
+{
+ 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 )
{
return mController->GetHeightForWidth( width );
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.
}
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 )
}
}
-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();
mImpl->mRenderer.SetTextures( textureSet );
control.AddRenderer( mImpl->mRenderer );
+
+ // Text rendered and ready to display
+ ResourceReady();
}
}
}