// 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
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 );
varying mediump vec2 vTexCoord;\n
uniform sampler2D sTexture;\n
uniform lowp vec4 uTextColorAnimatable;\n
- uniform mediump vec4 uAtlasRect;\n
uniform lowp vec4 uColor;\n
uniform lowp vec3 mixColor;\n
- uniform lowp float opacity;\n
- uniform lowp float preMultipliedAlpha;\n
- \n
- lowp vec4 visualMixColor()\n
- {\n
- return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
- }\n
\n
void main()\n
{\n
- mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
- mediump float textTexture = texture2D( sTexture, texCoord ).r;\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 * visualMixColor();
+ 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 mediump vec4 uAtlasRect;\n
uniform lowp vec4 uColor;\n
uniform lowp vec3 mixColor;\n
- uniform lowp float opacity;\n
- uniform lowp float preMultipliedAlpha;\n
- \n
- lowp vec4 visualMixColor()\n
- {\n
- return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
- }\n
\n
void main()\n
{\n
- mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
- mediump vec4 textTexture = texture2D( sTexture, texCoord );\n
- textTexture.rgb *= mix( 1.0, textTexture.a, preMultipliedAlpha );\n
+ mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n
- gl_FragColor = textTexture * uColor * visualMixColor();
+ gl_FragColor = textTexture * uColor * vec4( mixColor, 1.0 );
}\n
);
uniform sampler2D sTexture;\n
uniform sampler2D sStyle;\n
uniform lowp vec4 uTextColorAnimatable;\n
- uniform mediump vec4 uAtlasRect;\n
uniform lowp vec4 uColor;\n
uniform lowp vec3 mixColor;\n
- uniform lowp float opacity;\n
- uniform lowp float preMultipliedAlpha;\n
- \n
- lowp vec4 visualMixColor()\n
- {\n
- return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
- }\n
\n
void main()\n
{\n
- mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
- mediump float textTexture = texture2D( sTexture, texCoord ).r;\n
- mediump vec4 styleTexture = texture2D( sStyle, texCoord );\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 - textTexture ) ) * uColor * visualMixColor();\n
+ gl_FragColor = ( uTextColorAnimatable * textTexture + styleTexture * ( 1.0 - uTextColorAnimatable.a * textTexture ) ) * uColor * vec4( mixColor, 1.0 );\n
}\n
);
varying mediump vec2 vTexCoord;\n
uniform sampler2D sTexture;\n
uniform sampler2D sStyle;\n
- uniform mediump vec4 uAtlasRect;\n
uniform lowp vec4 uColor;\n
uniform lowp vec3 mixColor;\n
- uniform lowp float opacity;\n
- uniform lowp float preMultipliedAlpha;\n
- \n
- lowp vec4 visualMixColor()\n
- {\n
- return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
- }\n
\n
void main()\n
{\n
- mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
- mediump vec4 textTexture = texture2D( sTexture, texCoord );\n
- mediump vec4 styleTexture = texture2D( sStyle, texCoord );\n
- textTexture.rgb *= mix( 1.0, textTexture.a, preMultipliedAlpha );\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 * visualMixColor();\n
+ gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, 1.0 );\n
}\n
);
uniform sampler2D sTexture;\n
uniform sampler2D sMask;\n
uniform lowp vec4 uTextColorAnimatable;\n
- uniform mediump vec4 uAtlasRect;\n
uniform lowp vec4 uColor;\n
uniform lowp vec3 mixColor;\n
- uniform lowp float opacity;\n
- uniform lowp float preMultipliedAlpha;\n
- \n
- lowp vec4 visualMixColor()\n
- {\n
- return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
- }\n
\n
void main()\n
{\n
- mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
- mediump vec4 textTexture = texture2D( sTexture, texCoord );\n
- mediump float maskTexture = texture2D( sMask, texCoord ).r;\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 ) * mix( 1.0, textTexture.a, preMultipliedAlpha );\n
+ textTexture.rgb = mix( textTexture.rgb, uTextColorAnimatable.rgb, vstep * maskTexture );\n
// Draw the text as overlay above the style
- gl_FragColor = textTexture * uColor * visualMixColor();\n
+ gl_FragColor = textTexture * uColor * vec4( mixColor, 1.0 );\n
}\n
);
uniform sampler2D sMask;\n
uniform lowp float uHasMultipleTextColors;\n
uniform lowp vec4 uTextColorAnimatable;\n
- uniform mediump vec4 uAtlasRect;\n
uniform lowp vec4 uColor;\n
uniform lowp vec3 mixColor;\n
- uniform lowp float opacity;\n
- uniform lowp float preMultipliedAlpha;\n
- \n
- lowp vec4 visualMixColor()\n
- {\n
- return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
- }\n
\n
void main()\n
{\n
- mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
- mediump vec4 textTexture = texture2D( sTexture, texCoord );\n
- mediump vec4 styleTexture = texture2D( sStyle, texCoord );\n
- mediump float maskTexture = texture2D( sMask, texCoord ).r;\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 ) ) * mix( 1.0, textTexture.a, preMultipliedAlpha );\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 * visualMixColor();\n
+ gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, 1.0 );\n
}\n
);
{
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 )
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
// Create constraint for the animatable text's color Property with uTextColorAnimatable in the renderer.
if( shaderTextColorIndex != Property::INVALID_INDEX )
{
- Constraint constraint = Constraint::New<Vector4>( mImpl->mRenderer, shaderTextColorIndex, EqualToConstraint() );
- constraint.AddSource( Source( actor, mAnimatableTextColorPropertyIndex ) );
- constraint.Apply();
+ 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();
}
}
SetOutlineProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
break;
}
+ case Toolkit::DevelTextVisual::Property::BACKGROUND:
+ {
+ SetBackgroundProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
+ break;
+ }
}
}
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 )
|| mRendererUpdateNeeded )
const Vector4* const colorsBuffer = mController->GetTextModel()->GetColors();
bool hasMultipleTextColors = ( NULL != colorsBuffer );
- // Check whether the text contains any emoji
- bool containsEmoji = false;
+ // Check whether the text contains any color glyph
+ bool containsColorGlyph = false;
- Text::ScriptRunIndex numberOfScripts = mController->GetTextModel()->GetNumberOfScripts();
- const Text::ScriptRun* scripts = mController->GetTextModel()->GetScriptRuns();
- for ( Text::ScriptRunIndex scriptIndex = 0u; scriptIndex < numberOfScripts; scriptIndex++ )
+ 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++ )
{
- const Text::ScriptRun& scriptRun = *( scripts + scriptIndex );
- if( TextAbstraction::EMOJI == scriptRun.script )
+ // 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 ) )
{
- containsEmoji = true;
+ containsColorGlyph = true;
break;
}
}
const bool underlineEnabled = mController->GetTextModel()->IsUnderlineEnabled();
const bool outlineEnabled = ( mController->GetTextModel()->GetOutlineWidth() > Math::MACHINE_EPSILON_1 );
+ const bool backgroundEnabled = mController->GetTextModel()->IsBackgroundEnabled();;
- const bool styleEnabled = ( shadowEnabled || underlineEnabled || outlineEnabled );
+ const bool styleEnabled = ( shadowEnabled || underlineEnabled || outlineEnabled || backgroundEnabled );
- TextureSet textureSet = GetTextTexture( relayoutSize, hasMultipleTextColors, containsEmoji, styleEnabled );
+ TextureSet textureSet = GetTextTexture( relayoutSize, hasMultipleTextColors, containsColorGlyph, styleEnabled );
mImpl->mRenderer.SetTextures( textureSet );
- Shader shader = GetTextShader( mFactoryCache, hasMultipleTextColors, containsEmoji, styleEnabled );
+ Shader shader = GetTextShader( mFactoryCache, hasMultipleTextColors, containsColorGlyph, styleEnabled );
mImpl->mRenderer.SetShader(shader);
mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
- Vector4 atlasRect = FULL_TEXTURE_RECT;
- 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);
}
}
-TextureSet TextVisual::GetTextTexture( const Vector2& size, bool hasMultipleTextColors, bool containsEmoji, bool styleEnabled )
+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();
TextureSet textureSet = TextureSet::New();
// Create RGBA texture if the text contains emojis or multiple text colors, otherwise L8 texture
- Pixel::Format textPixelFormat = ( containsEmoji || hasMultipleTextColors ) ? Pixel::RGBA8888 : Pixel::L8;
+ Pixel::Format textPixelFormat = ( containsColorGlyph || hasMultipleTextColors ) ? Pixel::RGBA8888 : Pixel::L8;
// Check the text direction
Toolkit::DevelText::TextDirection::Type textDirection = mController->GetTextDirection();
textureSet.SetSampler( 1u, sampler );
}
- if ( containsEmoji && !hasMultipleTextColors )
+ 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 );
return textureSet;
}
-Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool hasMultipleTextColors, bool containsEmoji, bool styleEnabled )
+Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled )
{
Shader shader;
factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE, shader );
}
}
- else if( !hasMultipleTextColors && !containsEmoji && !styleEnabled )
+ else if( !hasMultipleTextColors && !containsColorGlyph && !styleEnabled )
{
shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT );
if( !shader )
factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT, shader );
}
}
- else if( !hasMultipleTextColors && !containsEmoji && styleEnabled )
+ else if( !hasMultipleTextColors && !containsColorGlyph && styleEnabled )
{
shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE );
if( !shader )
factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE, shader );
}
}
- else if( !hasMultipleTextColors && containsEmoji && !styleEnabled )
+ else if( !hasMultipleTextColors && containsColorGlyph && !styleEnabled )
{
shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI );
if( !shader )
factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI, shader );
}
}
- else // if( !hasMultipleTextColors && containsEmoji && styleEnabled )
+ else // if( !hasMultipleTextColors && containsColorGlyph && styleEnabled )
{
shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI );
if( !shader )