// CLASS HEADER
#include <dali-toolkit/internal/visuals/text/text-visual.h>
-// EXTERNAL INCLUDES
-#include <dali/public-api/animation/constraints.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/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>
namespace Dali
{
const char * const VERTICAL_ALIGNMENT_PROPERTY( "verticalAlignment" );
const char * const TEXT_COLOR_PROPERTY( "textColor" );
const char * const ENABLE_MARKUP_PROPERTY( "enableMarkup" );
-const char * const SHADOW_PROPERTY( "shadow" );
-const char * const UNDERLINE_PROPERTY( "underline" );
const Scripting::StringEnum HORIZONTAL_ALIGNMENT_STRING_TABLE[] =
{
HORIZONTAL_ALIGNMENT_STRING_TABLE,
HORIZONTAL_ALIGNMENT_STRING_TABLE_COUNT );
- return std::string( name );
+ if( name )
+ {
+ return std::string( name );
+ }
+ return std::string();
}
std::string GetVerticalAlignment( Toolkit::Text::Layout::VerticalAlignment alignment )
VERTICAL_ALIGNMENT_STRING_TABLE,
VERTICAL_ALIGNMENT_STRING_TABLE_COUNT );
- return std::string( name );
+ if( name )
+ {
+ return std::string( name );
+ }
+ return std::string();
}
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;\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
);
const char* FRAGMENT_SHADER_ATLAS_CLAMP = 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 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
- mediump vec4 textTexture = texture2D( sTexture, texCoord );\n
- mediump vec4 styleTexture = texture2D( sStyle, texCoord );\n
- mediump vec4 maskTexture = texture2D( sMask, texCoord );\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 vec4 textColor = textTexture * textTexture.a;\n
- mediump float vstep = step( 0.0001, textColor.a );\n
- textColor.rgb = mix( textColor.rgb, uTextColorAnimatable.rgb, vstep * maskTexture.a * ( 1.0 - uHasMultipleTextColors ) );\n
-
- // Draw the text as overlay above the style
- gl_FragColor = ( textColor + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, opacity );\n
- }\n
+ 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
);
/**
{
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;
- }
return result;
}
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 );
}
void TextVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
TextVisual::TextVisual( VisualFactoryCache& factoryCache )
: Visual::Base( factoryCache ),
mController( Text::Controller::New() ),
- mTypesetter( Text::Typesetter::New( mController->GetTextModel() ) ),
- mAnimatableTextColorPropertyIndex( Property::INVALID_INDEX ),
- mRendererUpdateNeeded( false )
+ mTypesetter( Text::Typesetter::New( mController->GetTextModel() ) )
{
}
mImpl->mRenderer = Renderer::New( geometry, shader );
mImpl->mRenderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT );
- 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 constraint = Constraint::New<Vector4>( mImpl->mRenderer, shaderTextColorIndex, EqualToConstraint() );
- constraint.AddSource( Source( actor, mAnimatableTextColorPropertyIndex ) );
- constraint.Apply();
- }
- }
-
- // Renderer needs textures and to be added to control
- mRendererUpdateNeeded = true;
-
- 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 )
}
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;
- }
}
}
-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 )
- || mRendererUpdateNeeded )
+ if( Text::Controller::NONE_UPDATED != ( Text::Controller::MODEL_UPDATED & updateTextType ) || initializeRendererAndTexture )
{
- 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 );
+
Vector4 atlasRect = FULL_TEXTURE_RECT;
- // Create a texture for the text without any styles
- PixelData data = mTypesetter->Render( relayoutSize, Text::Typesetter::RENDER_NO_STYLES );
+ // Texture set not retrieved from Atlas Manager whilst pixel offset visible.
// 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.
TextureSet textureSet = TextureSet::New();
textureSet.SetTexture( 0u, texture );
- // Create a texture for all the text styles (without the text itself)
- PixelData styleData = mTypesetter->Render( relayoutSize, Text::Typesetter::RENDER_NO_TEXT );
-
- Texture styleTexture = Texture::New( Dali::TextureType::TEXTURE_2D,
- styleData.GetPixelFormat(),
- styleData.GetWidth(),
- styleData.GetHeight() );
-
- styleTexture.Upload( styleData );
-
- textureSet.SetTexture( 1u, styleTexture );
-
- // Create a texture as a mask to avoid color glyphs (e.g. emojis) to be affected by text color animation
- PixelData maskData = mTypesetter->Render( relayoutSize, Text::Typesetter::RENDER_MASK );
-
- Texture maskTexture = Texture::New( Dali::TextureType::TEXTURE_2D,
- styleData.GetPixelFormat(),
- styleData.GetWidth(),
- styleData.GetHeight() );
+ mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
- maskTexture.Upload( maskData );
+ mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, atlasRect );
- textureSet.SetTexture( 2u, maskTexture );
+ //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 );
- textureSet.SetSampler( 1u, sampler );
- textureSet.SetSampler( 2u, sampler );
mImpl->mRenderer.SetTextures( textureSet );
- mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
-
- mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, atlasRect );
-
- // Check whether it is a markup text with multiple text colors
- const Vector4* const colorsBuffer = mController->GetTextModel()->GetColors();
- bool hasMultipleTextColors = ( NULL != colorsBuffer );
- mImpl->mRenderer.RegisterProperty( "uHasMultipleTextColors", static_cast<float>( hasMultipleTextColors ) );
-
- //Register transform properties
- mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
-
control.AddRenderer( mImpl->mRenderer );
// Text rendered and ready to display