/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2018 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.
// CLASS HEADER
#include <dali-toolkit/internal/visuals/text/text-visual.h>
+// EXTERNAL INCLUDES
+#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>
+
// INTERNAL HEADER
-#include <dali-toolkit/devel-api/visuals/text-visual-properties.h>
-#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
+#include <dali-toolkit/public-api/visuals/text-visual-properties.h>
+#include <dali-toolkit/devel-api/visuals/text-visual-properties-devel.h>
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
#include <dali-toolkit/devel-api/controls/control-depth-index-ranges.h>
#include <dali-toolkit/internal/visuals/image-atlas-manager.h>
#include <dali-toolkit/internal/visuals/visual-base-impl.h>
#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
#include <dali-toolkit/internal/visuals/visual-string-constants.h>
#include <dali-toolkit/internal/text/text-font-style.h>
+#include <dali-toolkit/internal/text/text-effects-style.h>
+#include <dali-toolkit/internal/text/script-run.h>
+#include <dali-toolkit/internal/text/text-enumerations-impl.h>
+#include <dali-toolkit/devel-api/text/text-enumerations-devel.h>
namespace Dali
{
const char * const VERTICAL_ALIGNMENT_PROPERTY( "verticalAlignment" );
const char * const TEXT_COLOR_PROPERTY( "textColor" );
const char * const ENABLE_MARKUP_PROPERTY( "enableMarkup" );
-
-const Scripting::StringEnum HORIZONTAL_ALIGNMENT_STRING_TABLE[] =
-{
- { "BEGIN", Toolkit::Text::Layout::HORIZONTAL_ALIGN_BEGIN },
- { "CENTER", Toolkit::Text::Layout::HORIZONTAL_ALIGN_CENTER },
- { "END", Toolkit::Text::Layout::HORIZONTAL_ALIGN_END },
-};
-const unsigned int HORIZONTAL_ALIGNMENT_STRING_TABLE_COUNT = sizeof( HORIZONTAL_ALIGNMENT_STRING_TABLE ) / sizeof( HORIZONTAL_ALIGNMENT_STRING_TABLE[0] );
-
-const Scripting::StringEnum VERTICAL_ALIGNMENT_STRING_TABLE[] =
-{
- { "TOP", Toolkit::Text::Layout::VERTICAL_ALIGN_TOP },
- { "CENTER", Toolkit::Text::Layout::VERTICAL_ALIGN_CENTER },
- { "BOTTOM", Toolkit::Text::Layout::VERTICAL_ALIGN_BOTTOM },
-};
-const unsigned int VERTICAL_ALIGNMENT_STRING_TABLE_COUNT = sizeof( VERTICAL_ALIGNMENT_STRING_TABLE ) / sizeof( VERTICAL_ALIGNMENT_STRING_TABLE[0] );
+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 );
-std::string GetHorizontalAlignment( Toolkit::Text::Layout::HorizontalAlignment alignment )
-{
- const char* name = Scripting::GetEnumerationName<Toolkit::Text::Layout::HorizontalAlignment>( alignment,
- HORIZONTAL_ALIGNMENT_STRING_TABLE,
- HORIZONTAL_ALIGNMENT_STRING_TABLE_COUNT );
-
- return std::string( name );
-}
-
-std::string GetVerticalAlignment( Toolkit::Text::Layout::VerticalAlignment alignment )
-{
- const char* name = Scripting::GetEnumerationName< Toolkit::Text::Layout::VerticalAlignment >( alignment,
- VERTICAL_ALIGNMENT_STRING_TABLE,
- VERTICAL_ALIGNMENT_STRING_TABLE_COUNT );
-
- return std::string( name );
-}
-
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
uniform mediump mat4 uMvpMatrix;\n
uniform mediump vec3 uSize;\n
- uniform mediump vec4 pixelArea;
+ 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
- \n
+
//Visual size and offset
uniform mediump vec2 offset;\n
uniform mediump vec2 size;\n
}\n
);
-const char* FRAGMENT_SHADER_ATLAS_CLAMP = DALI_COMPOSE_SHADER(
- varying mediump vec2 vTexCoord;\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 * vec4( mixColor, opacity );\n
- }\n
+const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT = DALI_COMPOSE_SHADER(
+ varying mediump vec2 vTexCoord;\n
+ uniform sampler2D sTexture;\n
+ uniform lowp vec4 uTextColorAnimatable;\n
+ uniform lowp vec4 uColor;\n
+ uniform lowp vec3 mixColor;\n
+ \n
+ void main()\n
+ {\n
+ mediump float textTexture = texture2D( sTexture, vTexCoord ).r;\n
+
+ // Set the color of the text to what it is animated to.
+ gl_FragColor = uTextColorAnimatable * textTexture * uColor * vec4( mixColor, 1.0 );
+ }\n
+);
+
+const char* FRAGMENT_SHADER_MULTI_COLOR_TEXT = DALI_COMPOSE_SHADER(
+ varying mediump vec2 vTexCoord;\n
+ uniform sampler2D sTexture;\n
+ uniform lowp vec4 uColor;\n
+ uniform lowp vec3 mixColor;\n
+ \n
+ void main()\n
+ {\n
+ mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n
+
+ gl_FragColor = textTexture * uColor * vec4( mixColor, 1.0 );
+ }\n
+);
+
+const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE = DALI_COMPOSE_SHADER(
+ varying mediump vec2 vTexCoord;\n
+ uniform sampler2D sTexture;\n
+ uniform sampler2D sStyle;\n
+ uniform lowp vec4 uTextColorAnimatable;\n
+ uniform lowp vec4 uColor;\n
+ uniform lowp vec3 mixColor;\n
+ \n
+ void main()\n
+ {\n
+ mediump float textTexture = texture2D( sTexture, vTexCoord ).r;\n
+ mediump vec4 styleTexture = texture2D( sStyle, vTexCoord );\n
+
+ // Draw the text as overlay above the style
+ gl_FragColor = ( uTextColorAnimatable * textTexture + styleTexture * ( 1.0 - uTextColorAnimatable.a * textTexture ) ) * uColor * vec4( mixColor, 1.0 );\n
+ }\n
+);
+
+const char* FRAGMENT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE = DALI_COMPOSE_SHADER(
+ varying mediump vec2 vTexCoord;\n
+ uniform sampler2D sTexture;\n
+ uniform sampler2D sStyle;\n
+ uniform lowp vec4 uColor;\n
+ uniform lowp vec3 mixColor;\n
+ \n
+ void main()\n
+ {\n
+ mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n
+ mediump vec4 styleTexture = texture2D( sStyle, vTexCoord );\n
+
+ // Draw the text as overlay above the style
+ gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, 1.0 );\n
+ }\n
+);
+
+const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI = DALI_COMPOSE_SHADER(
+ varying mediump vec2 vTexCoord;\n
+ uniform sampler2D sTexture;\n
+ uniform sampler2D sMask;\n
+ uniform lowp vec4 uTextColorAnimatable;\n
+ uniform lowp vec4 uColor;\n
+ uniform lowp vec3 mixColor;\n
+ \n
+ void main()\n
+ {\n
+ mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n
+ mediump float maskTexture = texture2D( sMask, vTexCoord ).r;\n
+
+ // Set the color of non-transparent pixel in text to what it is animated to.
+ // Markup text with multiple text colors are not animated (but can be supported later on if required).
+ // Emoji color are not animated.
+ mediump float vstep = step( 0.0001, textTexture.a );\n
+ textTexture.rgb = mix( textTexture.rgb, uTextColorAnimatable.rgb, vstep * maskTexture );\n
+
+ // Draw the text as overlay above the style
+ gl_FragColor = textTexture * uColor * vec4( mixColor, 1.0 );\n
+ }\n
+);
+
+const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI = DALI_COMPOSE_SHADER(
+ varying mediump vec2 vTexCoord;\n
+ uniform sampler2D sTexture;\n
+ uniform sampler2D sStyle;\n
+ uniform sampler2D sMask;\n
+ uniform lowp float uHasMultipleTextColors;\n
+ uniform lowp vec4 uTextColorAnimatable;\n
+ uniform lowp vec4 uColor;\n
+ uniform lowp vec3 mixColor;\n
+ \n
+ void main()\n
+ {\n
+ mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n
+ mediump vec4 styleTexture = texture2D( sStyle, vTexCoord );\n
+ mediump float maskTexture = texture2D( sMask, vTexCoord ).r;\n
+
+ // Set the color of non-transparent pixel in text to what it is animated to.
+ // Markup text with multiple text colors are not animated (but can be supported later on if required).
+ // Emoji color are not animated.
+ mediump float vstep = step( 0.0001, textTexture.a );\n
+ textTexture.rgb = mix( textTexture.rgb, uTextColorAnimatable.rgb, vstep * maskTexture * ( 1.0 - uHasMultipleTextColors ) );\n
+
+ // Draw the text as overlay above the style
+ gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, 1.0 );\n
+ }\n
);
/**
{
result = Toolkit::TextVisual::Property::ENABLE_MARKUP;
}
+ else if( stringKey == SHADOW_PROPERTY )
+ {
+ result = Toolkit::TextVisual::Property::SHADOW;
+ }
+ else if( stringKey == UNDERLINE_PROPERTY )
+ {
+ result = Toolkit::TextVisual::Property::UNDERLINE;
+ }
+ else if( stringKey == OUTLINE_PROPERTY )
+ {
+ result = Toolkit::DevelTextVisual::Property::OUTLINE;
+ }
+ else if( stringKey == BACKGROUND_PROPERTY )
+ {
+ result = Toolkit::DevelTextVisual::Property::BACKGROUND;
+ }
return result;
}
+void TextColorConstraint( Vector4& current, const PropertyInputContainer& inputs )
+{
+ Vector4 color = inputs[0]->GetVector4();
+ current.r = color.r * color.a;
+ current.g = color.g * color.a;
+ current.b = color.b * color.a;
+ current.a = color.a;
+}
+
+void OpacityConstraint( float& current, const PropertyInputContainer& inputs )
+{
+ // Make zero if the alpha value of text color is zero to skip rendering text
+ if( EqualsZero( inputs[0]->GetVector4().a ) )
+ {
+ current = 0.0f;
+ }
+ else
+ {
+ current = 1.0f;
+ }
+}
+
} // unnamed namespace
TextVisualPtr TextVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
Property::Value value;
map.Clear();
- map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::DevelVisual::TEXT );
+ map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::TEXT );
std::string text;
mController->GetText( text );
map.Insert( Toolkit::TextVisual::Property::MULTI_LINE, mController->IsMultiLineEnabled() );
- map.Insert( Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT, GetHorizontalAlignment( mController->GetHorizontalAlignment() ) );
+ map.Insert( Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT, mController->GetHorizontalAlignment() );
- map.Insert( Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT, GetVerticalAlignment( mController->GetVerticalAlignment() ) );
+ map.Insert( Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT, mController->GetVerticalAlignment() );
map.Insert( Toolkit::TextVisual::Property::TEXT_COLOR, mController->GetDefaultColor() );
map.Insert( Toolkit::TextVisual::Property::ENABLE_MARKUP, mController->IsMarkupProcessorEnabled() );
+
+ GetShadowProperties( mController, value, Text::EffectStyle::DEFAULT );
+ map.Insert( Toolkit::TextVisual::Property::SHADOW, value );
+
+ GetUnderlineProperties( mController, value, Text::EffectStyle::DEFAULT );
+ map.Insert( Toolkit::TextVisual::Property::UNDERLINE, value );
+
+ GetOutlineProperties( mController, value, Text::EffectStyle::DEFAULT );
+ map.Insert( Toolkit::DevelTextVisual::Property::OUTLINE, value );
+
+ GetBackgroundProperties( mController, value, Text::EffectStyle::DEFAULT );
+ map.Insert( Toolkit::DevelTextVisual::Property::BACKGROUND, value );
}
void TextVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
{
map.Clear();
- map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::DevelVisual::TEXT );
+ map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::TEXT );
std::string text;
mController->GetText( text );
map.Insert( Toolkit::TextVisual::Property::TEXT, text );
TextVisual::TextVisual( VisualFactoryCache& factoryCache )
-: Visual::Base( factoryCache ),
+: Visual::Base( factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO ),
mController( Text::Controller::New() ),
- mTypesetter( Text::Typesetter::New( mController->GetTextModel() ) )
+ mTypesetter( Text::Typesetter::New( mController->GetTextModel() ) ),
+ mAnimatableTextColorPropertyIndex( Property::INVALID_INDEX ),
+ mRendererUpdateNeeded( false )
{
}
mControl = actor;
Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
+ Shader shader = GetTextShader(mFactoryCache, TextType::SINGLE_COLOR_TEXT, TextType::NO_EMOJI, TextType::NO_STYLES);
- Shader shader = mFactoryCache.GetShader( VisualFactoryCache::TEXT_SHADER );
- if( ! shader )
- {
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP );
- 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::CONTENT );
+
+ // Enable the pre-multiplied alpha to improve the text quality
+ EnablePreMultipliedAlpha(true);
- mFactoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER, shader );
+ const Vector4& defaultColor = mController->GetTextModel()->GetDefaultColor();
+ Dali::Property::Index shaderTextColorIndex = mImpl->mRenderer.RegisterProperty( "uTextColorAnimatable", defaultColor );
+
+ if ( mAnimatableTextColorPropertyIndex != Property::INVALID_INDEX )
+ {
+ // Create constraint for the animatable text's color Property with uTextColorAnimatable in the renderer.
+ if( shaderTextColorIndex != Property::INVALID_INDEX )
+ {
+ Constraint colorConstraint = Constraint::New<Vector4>( mImpl->mRenderer, shaderTextColorIndex, TextColorConstraint );
+ colorConstraint.AddSource( Source( actor, mAnimatableTextColorPropertyIndex ) );
+ colorConstraint.Apply();
+
+ // Make zero if the alpha value of text color is zero to skip rendering text
+ Constraint opacityConstraint = Constraint::New< float >( mImpl->mRenderer, Dali::DevelRenderer::Property::OPACITY, OpacityConstraint );
+ opacityConstraint.AddSource( Source( actor, mAnimatableTextColorPropertyIndex ) );
+ opacityConstraint.Apply();
+ }
}
- mImpl->mRenderer = Renderer::New( geometry, shader );
- mImpl->mRenderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT );
+ // Renderer needs textures and to be added to control
+ mRendererUpdateNeeded = true;
- UpdateRenderer( true ); // Renderer needs textures and to be added to control
+ UpdateRenderer();
}
void TextVisual::DoSetOffStage( Actor& actor )
void TextVisual::OnSetTransform()
{
- UpdateRenderer( false );
+ UpdateRenderer();
}
void TextVisual::DoSetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue )
}
case Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT:
{
- Toolkit::Text::Layout::HorizontalAlignment alignment( Toolkit::Text::Layout::HORIZONTAL_ALIGN_BEGIN );
- if( Scripting::GetEnumeration< Toolkit::Text::Layout::HorizontalAlignment >( propertyValue.Get< std::string >().c_str(),
- HORIZONTAL_ALIGNMENT_STRING_TABLE,
- HORIZONTAL_ALIGNMENT_STRING_TABLE_COUNT,
- alignment ) )
+ if( mController )
{
- mController->SetHorizontalAlignment( alignment );
+ Text::HorizontalAlignment::Type alignment( static_cast< Text::HorizontalAlignment::Type >( -1 ) ); // Set to invalid value to ensure a valid mode does get set
+ if( Toolkit::Text::GetHorizontalAlignmentEnumeration( propertyValue, alignment ) )
+ {
+ mController->SetHorizontalAlignment( alignment );
+ }
}
break;
}
case Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT:
{
- Toolkit::Text::Layout::VerticalAlignment alignment( Toolkit::Text::Layout::VERTICAL_ALIGN_BOTTOM );
- if( Scripting::GetEnumeration< Toolkit::Text::Layout::VerticalAlignment >( propertyValue.Get< std::string >().c_str(),
- VERTICAL_ALIGNMENT_STRING_TABLE,
- VERTICAL_ALIGNMENT_STRING_TABLE_COUNT,
- alignment ) )
+ if( mController )
{
- mController->SetVerticalAlignment( alignment );
+ Toolkit::Text::VerticalAlignment::Type alignment( static_cast< Text::VerticalAlignment::Type >( -1 ) ); // Set to invalid value to ensure a valid mode does get set
+ if( Toolkit::Text::GetVerticalAlignmentEnumeration( propertyValue, alignment) )
+ {
+ mController->SetVerticalAlignment( alignment );
+ }
}
break;
}
}
break;
}
+ case Toolkit::TextVisual::Property::SHADOW:
+ {
+ SetShadowProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
+ break;
+ }
+ case Toolkit::TextVisual::Property::UNDERLINE:
+ {
+ SetUnderlineProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
+ break;
+ }
+ case Toolkit::DevelTextVisual::Property::OUTLINE:
+ {
+ SetOutlineProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
+ break;
+ }
+ case Toolkit::DevelTextVisual::Property::BACKGROUND:
+ {
+ SetBackgroundProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
+ break;
+ }
}
}
-void TextVisual::UpdateRenderer( bool initializeRendererAndTexture )
+void TextVisual::UpdateRenderer()
{
Actor control = mControl.GetHandle();
if( !control )
relayoutSize.width = floorf( 0.5f + ( isWidthRelative ? mImpl->mControlSize.width * mImpl->mTransform.mSize.x : mImpl->mTransform.mSize.width ) );
relayoutSize.height = floorf( 0.5f + ( isHeightRelative ? mImpl->mControlSize.height * mImpl->mTransform.mSize.y : mImpl->mTransform.mSize.height ) );
- if( ( fabsf( relayoutSize.width ) < Math::MACHINE_EPSILON_1000 ) || ( fabsf( relayoutSize.height ) < Math::MACHINE_EPSILON_1000 ) )
+ std::string text;
+ mController->GetText( text );
+
+ if( ( fabsf( relayoutSize.width ) < Math::MACHINE_EPSILON_1000 ) || ( fabsf( relayoutSize.height ) < Math::MACHINE_EPSILON_1000 ) || text.empty() )
{
// Removes the texture set.
RemoveTextureSet();
}
// Nothing else to do if the relayout size is zero.
- ResourceReady();
+ ResourceReady( Toolkit::Visual::ResourceStatus::READY );
return;
}
- const Text::Controller::UpdateTextType updateTextType = mController->Relayout( relayoutSize );
+ Dali::LayoutDirection::Type layoutDirection = static_cast<Dali::LayoutDirection::Type>( control.GetProperty( Dali::Actor::Property::LAYOUT_DIRECTION ).Get<int>() );
+
+ const Text::Controller::UpdateTextType updateTextType = mController->Relayout( relayoutSize, layoutDirection );
- if( Text::Controller::NONE_UPDATED != ( Text::Controller::MODEL_UPDATED & updateTextType ) || initializeRendererAndTexture )
+ if( Text::Controller::NONE_UPDATED != ( Text::Controller::MODEL_UPDATED & updateTextType )
+ || mRendererUpdateNeeded )
{
+ mRendererUpdateNeeded = false;
+
// Removes the texture set.
RemoveTextureSet();
if( ( relayoutSize.width > Math::MACHINE_EPSILON_1000 ) &&
( relayoutSize.height > Math::MACHINE_EPSILON_1000 ) )
{
- PixelData data = mTypesetter->Render( relayoutSize );
+ // Check whether it is a markup text with multiple text colors
+ const Vector4* const colorsBuffer = mController->GetTextModel()->GetColors();
+ bool hasMultipleTextColors = ( NULL != colorsBuffer );
- Vector4 atlasRect = FULL_TEXTURE_RECT;
+ // Check whether the text contains any color glyph
+ bool containsColorGlyph = false;
- // Texture set not retrieved from Atlas Manager whilst pixel offset visible.
+ TextAbstraction::FontClient fontClient = TextAbstraction::FontClient::Get();
+ const Text::GlyphInfo* const glyphsBuffer = mController->GetTextModel()->GetGlyphs();
+ const Text::Length numberOfGlyphs = mController->GetTextModel()->GetNumberOfGlyphs();
+ for ( Text::Length glyphIndex = 0; glyphIndex < numberOfGlyphs; glyphIndex++ )
+ {
+ // Retrieve the glyph's info.
+ const Text::GlyphInfo* const glyphInfo = glyphsBuffer + glyphIndex;
+
+ // Whether the current glyph is a color one.
+ if( fontClient.IsColorGlyph( glyphInfo->fontId, glyphInfo->index ) )
+ {
+ containsColorGlyph = true;
+ break;
+ }
+ }
- // 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.
+ // Check whether the text contains any style colors (e.g. underline color, shadow color, etc.)
- Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D,
- data.GetPixelFormat(),
- data.GetWidth(),
- data.GetHeight() );
+ bool shadowEnabled = false;
+ const Vector2& shadowOffset = mController->GetTextModel()->GetShadowOffset();
+ if ( fabsf( shadowOffset.x ) > Math::MACHINE_EPSILON_1 || fabsf( shadowOffset.y ) > Math::MACHINE_EPSILON_1 )
+ {
+ shadowEnabled = true;
+ }
+
+ const bool underlineEnabled = mController->GetTextModel()->IsUnderlineEnabled();
+ const bool outlineEnabled = ( mController->GetTextModel()->GetOutlineWidth() > Math::MACHINE_EPSILON_1 );
+ const bool backgroundEnabled = mController->GetTextModel()->IsBackgroundEnabled();;
- texture.Upload( data );
+ const bool styleEnabled = ( shadowEnabled || underlineEnabled || outlineEnabled || backgroundEnabled );
- TextureSet textureSet = TextureSet::New();
- textureSet.SetTexture( 0u, texture );
+ TextureSet textureSet = GetTextTexture( relayoutSize, hasMultipleTextColors, containsColorGlyph, styleEnabled );
+ mImpl->mRenderer.SetTextures( textureSet );
+
+ Shader shader = GetTextShader( mFactoryCache, hasMultipleTextColors, containsColorGlyph, styleEnabled );
+ mImpl->mRenderer.SetShader(shader);
mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
- mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, atlasRect );
+ mImpl->mRenderer.RegisterProperty( "uHasMultipleTextColors", static_cast<float>( hasMultipleTextColors ) );
+
+ mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON);
//Register transform properties
mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
- // Filter mode needs to be set to nearest to avoid blurry text.
- Sampler sampler = Sampler::New();
- sampler.SetFilterMode( FilterMode::NEAREST, FilterMode::NEAREST );
- textureSet.SetSampler( 0u, sampler );
-
- mImpl->mRenderer.SetTextures( textureSet );
-
control.AddRenderer( mImpl->mRenderer );
// Text rendered and ready to display
- ResourceReady();
+ ResourceReady( Toolkit::Visual::ResourceStatus::READY );
}
}
}
}
}
+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.
+ Sampler sampler = Sampler::New();
+ sampler.SetFilterMode( FilterMode::LINEAR, FilterMode::LINEAR );
+
+ TextureSet textureSet = TextureSet::New();
+
+ // Create RGBA texture if the text contains emojis or multiple text colors, otherwise L8 texture
+ Pixel::Format textPixelFormat = ( containsColorGlyph || hasMultipleTextColors ) ? Pixel::RGBA8888 : Pixel::L8;
+
+ // 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 );
+
+ // 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 texture = Texture::New( Dali::TextureType::TEXTURE_2D,
+ data.GetPixelFormat(),
+ data.GetWidth(),
+ data.GetHeight() );
+
+ texture.Upload( data );
+
+ textureSet.SetTexture( 0u, texture );
+ textureSet.SetSampler( 0u, sampler );
+
+ 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 );
+ }
+
+ 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 );
+ }
+ }
+
+ return textureSet;
+}
+
+Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled )
+{
+ Shader shader;
+
+ if( hasMultipleTextColors && !styleEnabled )
+ {
+ // We don't animate text color if the text contains multiple colors
+ shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT );
+ if( !shader )
+ {
+ shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_MULTI_COLOR_TEXT );
+ shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
+ factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT, shader );
+ }
+ }
+ else if( hasMultipleTextColors && styleEnabled )
+ {
+ // We don't animate text color if the text contains multiple colors
+ shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE );
+ if( !shader )
+ {
+ shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE );
+ shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
+ factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE, shader );
+ }
+ }
+ else if( !hasMultipleTextColors && !containsColorGlyph && !styleEnabled )
+ {
+ shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT );
+ if( !shader )
+ {
+ shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT );
+ shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
+ factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT, shader );
+ }
+ }
+ else if( !hasMultipleTextColors && !containsColorGlyph && styleEnabled )
+ {
+ shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE );
+ if( !shader )
+ {
+ shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE );
+ shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
+ factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE, shader );
+ }
+ }
+ else if( !hasMultipleTextColors && containsColorGlyph && !styleEnabled )
+ {
+ shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI );
+ if( !shader )
+ {
+ shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI );
+ shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
+ factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI, shader );
+ }
+ }
+ else // if( !hasMultipleTextColors && containsColorGlyph && styleEnabled )
+ {
+ shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI );
+ if( !shader )
+ {
+ shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI );
+ shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
+ factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI, shader );
+ }
+ }
+
+ return shader;
+}
+
} // namespace Internal
} // namespace Toolkit