// Renderer needs textures and to be added to control
mRendererUpdateNeeded = true;
- mRendererList.push_back(mImpl->mRenderer);
-
UpdateRenderer();
}
++textureSetIndex;
}
- if(styleEnabled && info.styleBuffer)
+ if(styleEnabled && info.styleBuffer && info.overlayStyleBuffer)
{
PixelData styleData = ConvertToPixelData(info.styleBuffer, info.width, info.height, info.offsetPosition, Pixel::RGBA8888);
AddTexture(textureSet, styleData, sampler, textureSetIndex);
++textureSetIndex;
- }
- if(styleEnabled && isOverlayStyle && info.styleBuffer)
- {
- PixelData overlayStyleData = ConvertToPixelData(info.styleBuffer, info.width, info.height, info.offsetPosition, Pixel::RGBA8888);
+ // TODO : We need to seperate whether use overlayStyle or not.
+ // Current text visual shader required both of them.
+
+ PixelData overlayStyleData = ConvertToPixelData(info.overlayStyleBuffer, info.width, info.height, info.offsetPosition, Pixel::RGBA8888);
AddTexture(textureSet, overlayStyleData, sampler, textureSetIndex);
++textureSetIndex;
}
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;
+
+ // TODO : We need to seperate whether use overlayStyle or not.
+ // Current text visual shader required both of them.
+
+ // Create RGBA texture for all the overlay styles
+ PixelData overlayStyleData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_OVERLAY_STYLE, false, Pixel::RGBA8888);
+ Dali::DevelPixelData::PixelDataBuffer overlayStylePixelData = Dali::DevelPixelData::ReleasePixelDataBuffer(overlayStyleData);
+ info.overlayStyleBuffer = overlayStylePixelData.buffer;
}
if(containsColorGlyph && !hasMultipleTextColors)
mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
+ const Vector4& defaultColor = mController->GetTextModel()->GetDefaultColor();
+
for(RendererContainer::iterator iter = mRendererList.begin(); iter != mRendererList.end(); ++iter)
{
Renderer renderer = (*iter);
if(renderer)
{
actor.AddRenderer(renderer);
+
+ if(renderer != mImpl->mRenderer)
+ {
+ // Set constraint for text label's color for non-default renderers.
+ if(mAnimatableTextColorPropertyIndex != Property::INVALID_INDEX)
+ {
+ // Register unique property, or get property for default renderer.
+ Property::Index index = renderer.RegisterUniqueProperty("uTextColorAnimatable", defaultColor);
+
+ // Create constraint for the animatable text's color Property with uTextColorAnimatable in the renderer.
+ if(index != Property::INVALID_INDEX)
+ {
+ Constraint colorConstraint = Constraint::New<Vector4>(renderer, index, TextColorConstraint);
+ colorConstraint.AddSource(Source(actor, mAnimatableTextColorPropertyIndex));
+ colorConstraint.Apply();
+ }
+
+ // Make zero if the alpha value of text color is zero to skip rendering text
+ // VisualRenderer::Property::OPACITY uses same animatable property internally.
+ Constraint opacityConstraint = Constraint::New<float>(renderer, Dali::DevelRenderer::Property::OPACITY, OpacityConstraint);
+ opacityConstraint.AddSource(Source(actor, mAnimatableTextColorPropertyIndex));
+ opacityConstraint.Apply();
+ }
+ }
}
}
}
PixelData styleData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_NO_TEXT, false, Pixel::RGBA8888);
AddTexture(textureSet, styleData, sampler, textureSetIndex);
++textureSetIndex;
+
+ // TODO : We need to seperate whether use overlayStyle or not.
+ // Current text visual shader required both of them.
+
// Create RGBA texture for overlay styles such as underline and strikethrough (without the text itself)
PixelData overlayStyleData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_OVERLAY_STYLE, false, Pixel::RGBA8888);
AddTexture(textureSet, overlayStyleData, sampler, textureSetIndex);