/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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 HEADER
-#include <dali/devel-api/scripting/enum-helper.h>
-// #include <dali/devel-api/scripting/scripting.h>
+// EXTERNAL INCLUDES
+#include <dali/devel-api/adaptor-framework/image-loading.h>
+#include <dali/devel-api/images/pixel-data-devel.h>
+#include <dali/devel-api/rendering/renderer-devel.h>
+#include <dali/devel-api/text-abstraction/text-abstraction-definitions.h>
+#include <string.h>
// INTERNAL HEADER
-#include <dali-toolkit/public-api/text/rendering-backend.h>
-#include <dali-toolkit/public-api/visuals/text-visual-properties.h>
-#include <dali-toolkit/devel-api/visual-factory/devel-visual-properties.h>
#include <dali-toolkit/devel-api/controls/control-depth-index-ranges.h>
-#include <dali-toolkit/internal/text/rendering/text-backend.h>
-#include <dali-toolkit/internal/text/text-view.h>
-#include <dali-toolkit/internal/visuals/visual-base-impl.h>
-#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
-#include <dali-toolkit/internal/text/text-font-style.h>
+#include <dali-toolkit/devel-api/text/text-enumerations-devel.h>
+#include <dali-toolkit/devel-api/visuals/text-visual-properties-devel.h>
+#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
+#include <dali-toolkit/internal/text/script-run.h>
#include <dali-toolkit/internal/text/text-effects-style.h>
-
-using Dali::Toolkit::Text::LayoutEngine;
+#include <dali-toolkit/internal/text/text-enumerations-impl.h>
+#include <dali-toolkit/internal/text/text-font-style.h>
+#include <dali-toolkit/internal/visuals/image-atlas-manager.h>
+#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
+#include <dali-toolkit/internal/visuals/visual-base-impl.h>
+#include <dali-toolkit/internal/visuals/visual-string-constants.h>
+#include <dali-toolkit/public-api/visuals/text-visual-properties.h>
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
namespace Dali
{
-
namespace Toolkit
{
-
namespace Internal
{
-
namespace
{
+const Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f);
-// Property names.
-const char * const RENDERING_BACKEND_PROPERTY( "renderingBackend" );
-const char * const TEXT_PROPERTY( "text" );
-const char * const FONT_FAMILY_PROPERTY( "fontFamily" );
-const char * const FONT_STYLE_PROPERTY( "fontStyle" );
-const char * const POINT_SIZE_PROPERTY( "pointSize" );
-const char * const MULTI_LINE_PROPERTY( "multiLine" );
-const char * const HORIZONTAL_ALIGNMENT_PROPERTY( "horizontalAlignment" );
-const char * const VERTICAL_ALIGNMENT_PROPERTY( "verticalAlignment" );
-const char * const TEXT_COLOR_PROPERTY( "textColor" );
-const char * const ENABLE_MARKUP_PROPERTY( "enableMarkup" );
-const char * const ENABLE_AUTO_SCROLL_PROPERTY( "enableAutoScroll" );
-const char * const AUTO_SCROLL_SPEED_PROPERTY( "autoScrollSpeed" );
-const char * const AUTO_SCROLL_LOOP_COUNT_PROPERTY( "autoScrollLoopCount" );
-const char * const AUTO_SCROLL_GAP_PROPERTY( "autoScrollGap" );
-const char * const LINE_SPACING_PROPERTY( "lineSpacing" );
-const char * const UNDERLINE_PROPERTY( "underline" );
-const char * const SHADOW_PROPERTY( "shadow" );
-const char * const OUTLINE_PROPERTY( "outline" );
-const char * const BATCHING_ENABLED_PROPERTY( "batchingEnabled" );
-
-const Scripting::StringEnum HORIZONTAL_ALIGNMENT_STRING_TABLE[] =
-{
- { "BEGIN", Toolkit::Text::LayoutEngine::HORIZONTAL_ALIGN_BEGIN },
- { "CENTER", Toolkit::Text::LayoutEngine::HORIZONTAL_ALIGN_CENTER },
- { "END", Toolkit::Text::LayoutEngine::HORIZONTAL_ALIGN_END },
-};
-const unsigned int HORIZONTAL_ALIGNMENT_STRING_TABLE_COUNT = sizeof( HORIZONTAL_ALIGNMENT_STRING_TABLE ) / sizeof( HORIZONTAL_ALIGNMENT_STRING_TABLE[0] );
+/**
+ * Return Property index for the given string key
+ * param[in] stringKey the string index key
+ * return the key as an index
+ */
-const Scripting::StringEnum VERTICAL_ALIGNMENT_STRING_TABLE[] =
+Dali::Property::Index StringKeyToIndexKey(const std::string& stringKey)
{
- { "TOP", Toolkit::Text::LayoutEngine::VERTICAL_ALIGN_TOP },
- { "CENTER", Toolkit::Text::LayoutEngine::VERTICAL_ALIGN_CENTER },
- { "BOTTOM", Toolkit::Text::LayoutEngine::VERTICAL_ALIGN_BOTTOM },
-};
-const unsigned int VERTICAL_ALIGNMENT_STRING_TABLE_COUNT = sizeof( VERTICAL_ALIGNMENT_STRING_TABLE ) / sizeof( VERTICAL_ALIGNMENT_STRING_TABLE[0] );
+ Dali::Property::Index result = Property::INVALID_KEY;
-std::string GetHorizontalAlignment( LayoutEngine::HorizontalAlignment alignment )
-{
- const char* name = Scripting::GetEnumerationName<Toolkit::Text::LayoutEngine::HorizontalAlignment>( alignment,
- HORIZONTAL_ALIGNMENT_STRING_TABLE,
- HORIZONTAL_ALIGNMENT_STRING_TABLE_COUNT );
+ 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;
+ }
+ 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 std::string( name );
+ return result;
}
-std::string GetVerticalAlignment( LayoutEngine::VerticalAlignment alignment )
+void TextColorConstraint(Vector4& current, const PropertyInputContainer& inputs)
{
- const char* name = Scripting::GetEnumerationName< Toolkit::Text::LayoutEngine::VerticalAlignment >( alignment,
- VERTICAL_ALIGNMENT_STRING_TABLE,
- VERTICAL_ALIGNMENT_STRING_TABLE_COUNT );
-
- return std::string( name );
+ 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;
}
-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;
- varying mediump vec2 vTexCoord;\n
- \n
- void main()\n
- {\n
- mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
- vertexPosition.xyz *= uSize;\n
- vertexPosition = uMvpMatrix * vertexPosition;\n
- \n
- vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n
- gl_Position = vertexPosition;\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
- \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;\n
- }\n
-);
-
-Geometry CreateGeometry( VisualFactoryCache& factoryCache, ImageDimensions gridSize )
+void OpacityConstraint(float& current, const PropertyInputContainer& inputs)
{
- Geometry geometry;
-
- if( gridSize == ImageDimensions( 1, 1 ) )
+ // Make zero if the alpha value of text color is zero to skip rendering text
+ if(EqualsZero(inputs[0]->GetVector4().a))
{
- geometry = factoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
- if( !geometry )
- {
- geometry = VisualFactoryCache::CreateQuadGeometry();
- factoryCache.SaveGeometry( VisualFactoryCache::QUAD_GEOMETRY, geometry );
- }
+ current = 0.0f;
}
else
{
- geometry = VisualFactoryCache::CreateGridGeometry( gridSize );
+ current = 1.0f;
}
-
- return geometry;
}
} // unnamed namespace
-TextVisualPtr TextVisual::New( VisualFactoryCache& factoryCache )
+TextVisualPtr TextVisual::New(VisualFactoryCache& factoryCache, const Property::Map& properties)
{
- return new TextVisual( factoryCache );
+ TextVisualPtr textVisualPtr(new TextVisual(factoryCache));
+ textVisualPtr->SetProperties(properties);
+ textVisualPtr->Initialize();
+ return textVisualPtr;
}
-void TextVisual::SetTextControlInterface( Text::ControlInterface* controlInterface )
+Property::Map TextVisual::ConvertStringKeysToIndexKeys(const Property::Map& propertyMap)
{
- if( mController )
+ Property::Map outMap;
+
+ for(Property::Map::SizeType index = 0u, count = propertyMap.Count(); index < count; ++index)
{
- mController->SetTextControlInterface( controlInterface );
- }
-}
+ const KeyValuePair& keyValue = propertyMap.GetKeyValue(index);
-void TextVisual::SetSize( const Vector2& size )
-{
- const Text::Controller::UpdateTextType updateTextType = mController->Relayout( size );
+ Property::Index indexKey = keyValue.first.indexKey;
- if( ( Text::Controller::NONE_UPDATED != ( Text::Controller::MODEL_UPDATED & updateTextType ) ) ||
- !mRenderer )
- {
- if( !mRenderer )
+ if(keyValue.first.type == Property::Key::STRING)
{
- mRenderer = Text::Backend::Get().NewRenderer( mRenderingBackend );
+ indexKey = StringKeyToIndexKey(keyValue.first.stringKey);
}
- RenderText();
+ outMap.Insert(indexKey, keyValue.second);
}
+
+ return outMap;
}
-float TextVisual::GetHeightForWidth( float width ) const
+float TextVisual::GetHeightForWidth(float width)
{
- return mController->GetHeightForWidth( width );
+ return mController->GetHeightForWidth(width);
}
-void TextVisual::GetNaturalSize( Vector2& naturalSize ) const
+void TextVisual::GetNaturalSize(Vector2& naturalSize)
{
naturalSize = mController->GetNaturalSize().GetVectorXY();
}
-void TextVisual::DoCreatePropertyMap( Property::Map& map ) const
+void TextVisual::DoCreatePropertyMap(Property::Map& map) const
{
Property::Value value;
map.Clear();
- map.Insert( Toolkit::VisualProperty::TYPE, Toolkit::Visual::TEXT );
-
- map.Insert( Toolkit::TextVisual::Property::RENDERING_BACKEND, mRenderingBackend );
+ map.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::TEXT);
std::string text;
- mController->GetText( text );
- map.Insert( Toolkit::TextVisual::Property::TEXT, text );
-
- map.Insert( Toolkit::TextVisual::Property::FONT_FAMILY, mController->GetDefaultFontFamily() );
-
- GetFontStyleProperty( mController, value, Text::FontStyle::DEFAULT );
- map.Insert( Toolkit::TextVisual::Property::FONT_STYLE, value );
-
- map.Insert( Toolkit::TextVisual::Property::POINT_SIZE, mController->GetDefaultPointSize() );
+ mController->GetText(text);
+ map.Insert(Toolkit::TextVisual::Property::TEXT, text);
- map.Insert( Toolkit::TextVisual::Property::MULTI_LINE, mController->IsMultiLineEnabled() );
+ map.Insert(Toolkit::TextVisual::Property::FONT_FAMILY, mController->GetDefaultFontFamily());
- map.Insert( Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT, GetHorizontalAlignment( mController->GetHorizontalAlignment() ) );
+ GetFontStyleProperty(mController, value, Text::FontStyle::DEFAULT);
+ map.Insert(Toolkit::TextVisual::Property::FONT_STYLE, value);
- map.Insert( Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT, GetVerticalAlignment( mController->GetVerticalAlignment() ) );
+ map.Insert(Toolkit::TextVisual::Property::POINT_SIZE, mController->GetDefaultFontSize(Text::Controller::POINT_SIZE));
- map.Insert( Toolkit::TextVisual::Property::TEXT_COLOR, mController->GetTextColor() );
+ map.Insert(Toolkit::TextVisual::Property::MULTI_LINE, mController->IsMultiLineEnabled());
- map.Insert( Toolkit::TextVisual::Property::ENABLE_MARKUP, mController->IsMarkupProcessorEnabled() );
+ map.Insert(Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT, mController->GetHorizontalAlignment());
- map.Insert( Toolkit::TextVisual::Property::ENABLE_AUTO_SCROLL, mController->IsAutoScrollEnabled() );
+ map.Insert(Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT, mController->GetVerticalAlignment());
- map.Insert( Toolkit::TextVisual::Property::AUTO_SCROLL_SPEED, mController->GetAutoScrollSpeed() );
+ map.Insert(Toolkit::TextVisual::Property::TEXT_COLOR, mController->GetDefaultColor());
- map.Insert( Toolkit::TextVisual::Property::AUTO_SCROLL_LOOP_COUNT, mController->GetAutoScrollLoopCount() );
+ map.Insert(Toolkit::TextVisual::Property::ENABLE_MARKUP, mController->IsMarkupProcessorEnabled());
- map.Insert( Toolkit::TextVisual::Property::AUTO_SCROLL_GAP, mController->GetAutoScrollWrapGap() );
+ GetShadowProperties(mController, value, Text::EffectStyle::DEFAULT);
+ map.Insert(Toolkit::TextVisual::Property::SHADOW, value);
- map.Insert( Toolkit::TextVisual::Property::LINE_SPACING, mController->GetDefaultLineSpacing() );
+ GetUnderlineProperties(mController, value, Text::EffectStyle::DEFAULT);
+ map.Insert(Toolkit::TextVisual::Property::UNDERLINE, 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);
- GetShadowProperties( mController, value, Text::EffectStyle::DEFAULT );
- map.Insert( Toolkit::TextVisual::Property::SHADOW, value );
-
- GetOutlineProperties( mController, value, Text::EffectStyle::DEFAULT );
- map.Insert( Toolkit::TextVisual::Property::OUTLINE, value );
+ GetBackgroundProperties(mController, value, Text::EffectStyle::DEFAULT);
+ map.Insert(Toolkit::DevelTextVisual::Property::BACKGROUND, value);
+}
- map.Insert( Toolkit::TextVisual::Property::BATCHING_ENABLED, false ); // TODO
+void TextVisual::DoCreateInstancePropertyMap(Property::Map& map) const
+{
+ map.Clear();
+ 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 ),
- mController( Text::Controller::New() ),
- mRenderingBackend( Toolkit::Text::DEFAULT_RENDERING_BACKEND ),
- mHasBeenStaged( false )
+TextVisual::TextVisual(VisualFactoryCache& factoryCache)
+: Visual::Base(factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO, Toolkit::Visual::TEXT),
+ mController(Text::Controller::New()),
+ mTypesetter(Text::Typesetter::New(mController->GetTextModel())),
+ mAnimatableTextColorPropertyIndex(Property::INVALID_INDEX),
+ mTextColorAnimatableIndex(Property::INVALID_INDEX),
+ mRendererUpdateNeeded(false)
{
}
{
}
-void TextVisual::DoSetProperties( const Property::Map& propertyMap )
+void TextVisual::OnInitialize()
+{
+ Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY);
+ Shader shader = GetTextShader(mFactoryCache, TextType::SINGLE_COLOR_TEXT, TextType::NO_EMOJI, TextType::NO_STYLES);
+
+ mImpl->mRenderer = Renderer::New(geometry, shader);
+}
+
+void TextVisual::DoSetProperties(const Property::Map& propertyMap)
{
- for( Property::Map::SizeType index = 0u, count = propertyMap.Count(); index < count; ++index )
+ for(Property::Map::SizeType index = 0u, count = propertyMap.Count(); index < count; ++index)
{
- const KeyValuePair& keyValue = propertyMap.GetKeyValue( index );
+ const KeyValuePair& keyValue = propertyMap.GetKeyValue(index);
+
+ Property::Index indexKey = keyValue.first.indexKey;
- switch( keyValue.first.type )
+ if(keyValue.first.type == Property::Key::STRING)
{
- case Property::Key::INDEX:
- {
- if( Toolkit::VisualProperty::TYPE != keyValue.first.indexKey ) // Toolkit::VisualProperty::TYPE is not a TextVisual's property.
- {
- DoSetProperty( keyValue.first.indexKey, keyValue.second );
- }
- break;
- }
- case Property::Key::STRING:
- {
- if( keyValue.first.stringKey == RENDERING_BACKEND_PROPERTY )
- {
- DoSetProperty( Toolkit::TextVisual::Property::RENDERING_BACKEND, keyValue.second );
- }
- else 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 );
- }
- else if( keyValue.first.stringKey == ENABLE_AUTO_SCROLL_PROPERTY )
- {
- DoSetProperty( Toolkit::TextVisual::Property::ENABLE_AUTO_SCROLL, keyValue.second );
- }
- else if( keyValue.first.stringKey == AUTO_SCROLL_SPEED_PROPERTY )
- {
- DoSetProperty( Toolkit::TextVisual::Property::AUTO_SCROLL_SPEED, keyValue.second );
- }
- else if( keyValue.first.stringKey == AUTO_SCROLL_LOOP_COUNT_PROPERTY )
- {
- DoSetProperty( Toolkit::TextVisual::Property::AUTO_SCROLL_LOOP_COUNT, keyValue.second );
- }
- else if( keyValue.first.stringKey == AUTO_SCROLL_GAP_PROPERTY )
- {
- DoSetProperty( Toolkit::TextVisual::Property::AUTO_SCROLL_GAP, keyValue.second );
- }
- else if( keyValue.first.stringKey == LINE_SPACING_PROPERTY )
- {
- DoSetProperty( Toolkit::TextVisual::Property::LINE_SPACING, keyValue.second );
- }
- else if( keyValue.first.stringKey == UNDERLINE_PROPERTY )
- {
- DoSetProperty( Toolkit::TextVisual::Property::UNDERLINE, keyValue.second );
- }
- else if( keyValue.first.stringKey == SHADOW_PROPERTY )
- {
- DoSetProperty( Toolkit::TextVisual::Property::SHADOW, keyValue.second );
- }
- else if( keyValue.first.stringKey == OUTLINE_PROPERTY )
- {
- DoSetProperty( Toolkit::TextVisual::Property::OUTLINE, keyValue.second );
- }
- else if( keyValue.first.stringKey == BATCHING_ENABLED_PROPERTY )
- {
- DoSetProperty( Toolkit::TextVisual::Property::BATCHING_ENABLED, keyValue.second );
- }
- break;
- }
+ indexKey = StringKeyToIndexKey(keyValue.first.stringKey);
}
- }
- // Retrieve the layout engine to set whether to elide the text and set the cursor's width.
- Text::LayoutEngine& engine = mController->GetLayoutEngine();
+ DoSetProperty(indexKey, keyValue.second);
+ }
// Elide the text if it exceeds the boundaries.
- engine.SetTextEllipsisEnabled( true );
+ mController->SetTextElideEnabled(true);
+
+ // Retrieve the layout engine to set the cursor's width.
+ Text::Layout::Engine& engine = mController->GetLayoutEngine();
// Sets 0 as cursor's width.
- engine.SetCursorWidth( 0u ); // Do not layout space for the cursor.
+ engine.SetCursorWidth(0u); // Do not layout space for the cursor.
}
-void TextVisual::DoSetOnStage( Actor& actor )
+void TextVisual::DoSetOnScene(Actor& actor)
{
- // TODO Create the actual renderer(s) for the text!!!!
- // Will crash if no mImpl->mRenderer is set.
- Geometry geometry;
- Shader shader;
+ mControl = actor;
+
+ mImpl->mRenderer.SetProperty(Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT);
- geometry = CreateGeometry( mFactoryCache, ImageDimensions( 1, 1 ) );
+ // Enable the pre-multiplied alpha to improve the text quality
+ EnablePreMultipliedAlpha(true);
- shader = mFactoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP );
- if( !shader )
+ const Vector4& defaultColor = mController->GetTextModel()->GetDefaultColor();
+ if(mTextColorAnimatableIndex == Property::INVALID_INDEX)
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP );
- mFactoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP, shader );
+ mTextColorAnimatableIndex = mImpl->mRenderer.RegisterProperty("uTextColorAnimatable", defaultColor);
+ }
+ else
+ {
+ mImpl->mRenderer.SetProperty(mTextColorAnimatableIndex, defaultColor);
}
- mImpl->mRenderer = Renderer::New( geometry, shader );
+ if(mAnimatableTextColorPropertyIndex != Property::INVALID_INDEX)
+ {
+ // Create constraint for the animatable text's color Property with uTextColorAnimatable in the renderer.
+ if(mTextColorAnimatableIndex != Property::INVALID_INDEX)
+ {
+ if(!mColorConstraint)
+ {
+ mColorConstraint = Constraint::New<Vector4>(mImpl->mRenderer, mTextColorAnimatableIndex, TextColorConstraint);
+ mColorConstraint.AddSource(Source(actor, mAnimatableTextColorPropertyIndex));
+ }
+ mColorConstraint.Apply();
+ }
- mSelf = actor;
+ // Make zero if the alpha value of text color is zero to skip rendering text
+ if(!mOpacityConstraint)
+ {
+ mOpacityConstraint = Constraint::New<float>(mImpl->mRenderer, Dali::DevelRenderer::Property::OPACITY, OpacityConstraint);
+ mOpacityConstraint.AddSource(Source(actor, mAnimatableTextColorPropertyIndex));
+ }
+ mOpacityConstraint.Apply();
+ }
- if( mHasBeenStaged )
+ // Renderer needs textures and to be added to control
+ mRendererUpdateNeeded = true;
+
+ mRendererList.push_back(mImpl->mRenderer);
+
+ UpdateRenderer();
+}
+
+void TextVisual::RemoveRenderer(Actor& actor)
+{
+ for(RendererContainer::iterator iter = mRendererList.begin(); iter != mRendererList.end(); ++iter)
{
- RenderText();
+ Renderer renderer = (*iter);
+ if(renderer)
+ {
+ // Removes the renderer from the actor.
+ actor.RemoveRenderer(renderer);
+ }
}
- else
+ // Clear the renderer list
+ mRendererList.clear();
+}
+
+void TextVisual::DoSetOffScene(Actor& actor)
+{
+ if(mColorConstraint)
+ {
+ mColorConstraint.Remove();
+ }
+ if(mOpacityConstraint)
{
- mHasBeenStaged = true;
+ mOpacityConstraint.Remove();
}
+
+ RemoveRenderer(actor);
+
+ // Resets the control handle.
+ mControl.Reset();
}
-void TextVisual::DoSetOffStage( Actor& actor )
+void TextVisual::OnSetTransform()
{
- mSelf.Reset();
+ UpdateRenderer();
}
-void TextVisual::DoSetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue )
+void TextVisual::DoSetProperty(Dali::Property::Index index, const Dali::Property::Value& propertyValue)
{
- switch( index )
+ switch(index)
{
- case Toolkit::TextVisual::Property::RENDERING_BACKEND:
+ case Toolkit::TextVisual::Property::ENABLE_MARKUP:
{
- int backend = propertyValue.Get<int>();
-
-#ifndef ENABLE_VECTOR_BASED_TEXT_RENDERING
- if( Text::RENDERING_VECTOR_BASED == backend )
- {
- backend = TextAbstraction::BITMAP_GLYPH; // Fallback to bitmap-based rendering
- }
-#endif
- if( mRenderingBackend != backend )
- {
- mRenderingBackend = backend;
- mRenderer.Reset();
-
- // When using the vector-based rendering, the size of the GLyphs are different
- TextAbstraction::GlyphType glyphType = ( Text::RENDERING_VECTOR_BASED == mRenderingBackend ) ? TextAbstraction::VECTOR_GLYPH : TextAbstraction::BITMAP_GLYPH;
- mController->SetGlyphType( glyphType );
- }
+ const bool enableMarkup = propertyValue.Get<bool>();
+ mController->SetMarkupProcessorEnabled(enableMarkup);
break;
}
case Toolkit::TextVisual::Property::TEXT:
{
- mController->SetText( propertyValue.Get<std::string>() );
+ mController->SetText(propertyValue.Get<std::string>());
break;
}
case Toolkit::TextVisual::Property::FONT_FAMILY:
{
- SetFontFamilyProperty( mController, propertyValue );
+ SetFontFamilyProperty(mController, propertyValue);
break;
}
case Toolkit::TextVisual::Property::FONT_STYLE:
{
- SetFontStyleProperty( mController, propertyValue, Text::FontStyle::DEFAULT );
+ SetFontStyleProperty(mController, propertyValue, Text::FontStyle::DEFAULT);
break;
}
case Toolkit::TextVisual::Property::POINT_SIZE:
{
const float pointSize = propertyValue.Get<float>();
-
- if( !Equals( mController->GetDefaultPointSize(), pointSize ) )
+ if(!Equals(mController->GetDefaultFontSize(Text::Controller::POINT_SIZE), pointSize))
{
- mController->SetDefaultPointSize( pointSize );
+ mController->SetDefaultFontSize(pointSize, Text::Controller::POINT_SIZE);
}
break;
}
case Toolkit::TextVisual::Property::MULTI_LINE:
{
- mController->SetMultiLineEnabled( propertyValue.Get<bool>() );
+ mController->SetMultiLineEnabled(propertyValue.Get<bool>());
break;
}
case Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT:
{
- LayoutEngine::HorizontalAlignment alignment( LayoutEngine::HORIZONTAL_ALIGN_BEGIN );
- if( Scripting::GetEnumeration< Toolkit::Text::LayoutEngine::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:
{
- LayoutEngine::VerticalAlignment alignment( LayoutEngine::VERTICAL_ALIGN_BOTTOM );
- if( Scripting::GetEnumeration< Toolkit::Text::LayoutEngine::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;
}
case Toolkit::TextVisual::Property::TEXT_COLOR:
{
- const Vector4 textColor = propertyValue.Get< Vector4 >();
- if( mController->GetTextColor() != textColor )
- {
- mController->SetTextColor( textColor );
- mRenderer.Reset();
- }
- break;
- }
- case Toolkit::TextVisual::Property::ENABLE_MARKUP:
- {
- const bool enableMarkup = propertyValue.Get<bool>();
- mController->SetMarkupProcessorEnabled( enableMarkup );
- break;
- }
- case Toolkit::TextVisual::Property::ENABLE_AUTO_SCROLL:
- {
- const bool enableAutoScroll = propertyValue.Get<bool>();
-
- // If request to auto scroll is the same as current state then do nothing.
- if( enableAutoScroll != mController->IsAutoScrollEnabled() )
+ const Vector4& textColor = propertyValue.Get<Vector4>();
+ if(mController->GetDefaultColor() != textColor)
{
- // If request is disable (false) and auto scrolling is enabled then need to stop it
- if( !enableAutoScroll )
- {
- StopTextAutoScrolling(); // Causes the current animation to finish playing.
- }
- // If request is enable (true) then start autoscroll as not already running
- else
- {
- mController->GetLayoutEngine().SetTextEllipsisEnabled( false );
- mController->SetAutoScrollEnabled( enableAutoScroll );
- mController->RequestRelayout();
- }
+ mController->SetDefaultColor(textColor);
}
break;
}
- case Toolkit::TextVisual::Property::AUTO_SCROLL_SPEED:
+ case Toolkit::TextVisual::Property::SHADOW:
{
- mController->SetAutoscrollSpeed( propertyValue.Get<int>() );
+ SetShadowProperties(mController, propertyValue, Text::EffectStyle::DEFAULT);
break;
}
- case Toolkit::TextVisual::Property::AUTO_SCROLL_LOOP_COUNT:
+ case Toolkit::TextVisual::Property::UNDERLINE:
{
- const int loopCount = propertyValue.Get<int>();
- if( loopCount > 0 )
- {
- mController->SetAutoScrollLoopCount( loopCount );
- }
- else
- {
- StopTextAutoScrolling(); // Causes the current animation to finish playing.
- }
+ SetUnderlineProperties(mController, propertyValue, Text::EffectStyle::DEFAULT);
break;
}
- case Toolkit::TextVisual::Property::AUTO_SCROLL_GAP:
+ case Toolkit::DevelTextVisual::Property::OUTLINE:
{
- mController->SetAutoScrollWrapGap( propertyValue.Get<float>() );
+ SetOutlineProperties(mController, propertyValue, Text::EffectStyle::DEFAULT);
break;
}
- case Toolkit::TextVisual::Property::LINE_SPACING:
+ case Toolkit::DevelTextVisual::Property::BACKGROUND:
{
- const float lineSpacing = propertyValue.Get<float>();
- mController->SetDefaultLineSpacing( lineSpacing );
- mRenderer.Reset();
+ SetBackgroundProperties(mController, propertyValue, Text::EffectStyle::DEFAULT);
break;
}
- case Toolkit::TextVisual::Property::UNDERLINE:
- {
- // TODO : This switch can be removed when the deprecated SHADOW_OFFSET and SHADOW_COLOR properties are finally removed.
- // Only the code for the STRING case should be kept.
- switch( propertyValue.GetType() )
- {
- case Property::VECTOR4:
- {
- const Vector4 color = propertyValue.Get<Vector4>();
- if( mController->GetUnderlineColor() != color )
- {
- mController->SetUnderlineColor( color );
- mRenderer.Reset();
- }
- break;
- }
- case Property::FLOAT:
- {
- float height = propertyValue.Get<float>();
- if( fabsf( mController->GetUnderlineHeight() - height ) > Math::MACHINE_EPSILON_1000 )
- {
- mController->SetUnderlineHeight( height );
- mRenderer.Reset();
- }
- break;
- }
- case Property::BOOLEAN:
- {
- const bool enabled = propertyValue.Get<bool>();
- if( mController->IsUnderlineEnabled() != enabled )
- {
- mController->SetUnderlineEnabled( enabled );
- mRenderer.Reset();
- }
- break;
- }
- case Property::STRING:
- {
- const bool update = SetUnderlineProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
- if( update )
- {
- mRenderer.Reset();
- }
- break;
- }
- default:
- {
- // Nothing to do.
- break;
- }
- }
+ }
+}
- break;
- }
- case Toolkit::TextVisual::Property::SHADOW:
+void TextVisual::UpdateRenderer()
+{
+ Actor control = mControl.GetHandle();
+ if(!control)
+ {
+ // Nothing to do.
+ return;
+ }
+
+ // Calculates the size to be used to relayout.
+ Vector2 relayoutSize;
+
+ const bool isWidthRelative = fabsf(mImpl->mTransform.mOffsetSizeMode.z) < Math::MACHINE_EPSILON_1000;
+ const bool isHeightRelative = fabsf(mImpl->mTransform.mOffsetSizeMode.w) < Math::MACHINE_EPSILON_1000;
+
+ // Round the size and offset to avoid pixel alignement issues.
+ 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));
+
+ std::string text;
+ mController->GetText(text);
+
+ if((fabsf(relayoutSize.width) < Math::MACHINE_EPSILON_1000) || (fabsf(relayoutSize.height) < Math::MACHINE_EPSILON_1000) || text.empty())
+ {
+ // Remove the texture set and any renderer previously set.
+ RemoveRenderer(control);
+
+ // Nothing else to do if the relayout size is zero.
+ ResourceReady(Toolkit::Visual::ResourceStatus::READY);
+ return;
+ }
+
+ Dali::LayoutDirection::Type layoutDirection = mController->GetLayoutDirection(control);
+
+ const Text::Controller::UpdateTextType updateTextType = mController->Relayout(relayoutSize, layoutDirection);
+
+ if(Text::Controller::NONE_UPDATED != (Text::Controller::MODEL_UPDATED & updateTextType) || mRendererUpdateNeeded)
+ {
+ mRendererUpdateNeeded = false;
+
+ // Remove the texture set and any renderer previously set.
+ RemoveRenderer(control);
+
+ if((relayoutSize.width > Math::MACHINE_EPSILON_1000) &&
+ (relayoutSize.height > Math::MACHINE_EPSILON_1000))
{
- // TODO : This switch can be removed when the deprecated SHADOW_OFFSET and SHADOW_COLOR properties are finally removed.
- // Only the code for the STRING case should be kept.
- switch( propertyValue.GetType() )
+ // Check whether it is a markup text with multiple text colors
+ const Vector4* const colorsBuffer = mController->GetTextModel()->GetColors();
+ bool hasMultipleTextColors = (NULL != colorsBuffer);
+
+ // Check whether the text contains any color glyph
+ bool containsColorGlyph = false;
+
+ 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++)
{
- case Property::VECTOR2:
- {
- const Vector2 shadowOffset = propertyValue.Get<Vector2>();
- if( mController->GetShadowOffset() != shadowOffset )
- {
- mController->SetShadowOffset( shadowOffset );
- mRenderer.Reset();
- }
- break;
- }
- case Property::VECTOR4:
- {
- const Vector4 shadowColor = propertyValue.Get<Vector4>();
- if( mController->GetShadowColor() != shadowColor )
- {
- mController->SetShadowColor( shadowColor );
- mRenderer.Reset();
- }
- break;
- }
- case Property::STRING:
- {
- const bool update = SetShadowProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
- if( update )
- {
- mRenderer.Reset();
- }
- break;
- }
- default:
+ // 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))
{
- // Nothing to do.
+ containsColorGlyph = true;
break;
}
}
- break;
- }
- case Toolkit::TextVisual::Property::EMBOSS:
- {
- const bool update = SetEmbossProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
- if( update )
- {
- mRenderer.Reset();
- }
- break;
- }
- case Toolkit::TextVisual::Property::OUTLINE:
- {
- const bool update = SetOutlineProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
- if( update )
+
+ // Check whether the text contains any style colors (e.g. underline color, shadow color, etc.)
+
+ bool shadowEnabled = false;
+ const Vector2& shadowOffset = mController->GetTextModel()->GetShadowOffset();
+ if(fabsf(shadowOffset.x) > Math::MACHINE_EPSILON_1 || fabsf(shadowOffset.y) > Math::MACHINE_EPSILON_1)
{
- mRenderer.Reset();
+ shadowEnabled = true;
}
- break;
- }
- case Toolkit::TextVisual::Property::BATCHING_ENABLED:
- {
- // TODO
- break;
- }
- default:
- {
- // Should not arrive here.
- DALI_ASSERT_DEBUG( false );
+
+ const bool underlineEnabled = mController->GetTextModel()->IsUnderlineEnabled();
+ const bool outlineEnabled = (mController->GetTextModel()->GetOutlineWidth() > Math::MACHINE_EPSILON_1);
+ const bool backgroundEnabled = mController->GetTextModel()->IsBackgroundEnabled();
+ const bool markupProcessorEnabled = mController->IsMarkupProcessorEnabled();
+
+ const bool styleEnabled = (shadowEnabled || underlineEnabled || outlineEnabled || backgroundEnabled || markupProcessorEnabled);
+
+ AddRenderer(control, relayoutSize, hasMultipleTextColors, containsColorGlyph, styleEnabled);
+
+ // Text rendered and ready to display
+ ResourceReady(Toolkit::Visual::ResourceStatus::READY);
}
}
}
-Dali::Property::Value TextVisual::DoGetProperty( Dali::Property::Index index )
+void TextVisual::AddTexture(TextureSet& textureSet, PixelData& data, Sampler& sampler, unsigned int textureSetIndex)
+{
+ Texture texture = Texture::New(Dali::TextureType::TEXTURE_2D,
+ data.GetPixelFormat(),
+ data.GetWidth(),
+ data.GetHeight());
+ texture.Upload(data);
+
+ textureSet.SetTexture(textureSetIndex, texture);
+ textureSet.SetSampler(textureSetIndex, sampler);
+}
+
+PixelData TextVisual::ConvertToPixelData(unsigned char* buffer, int width, int height, int offsetPosition, const Pixel::Format textPixelFormat)
{
- Dali::Property::Value value;
+ int bpp = Pixel::GetBytesPerPixel(textPixelFormat);
+ unsigned int bufferSize = width * height * bpp;
+ unsigned char* dstBuffer = static_cast<unsigned char*>(malloc(bufferSize));
+ memcpy(dstBuffer, buffer + offsetPosition * bpp, bufferSize);
+ PixelData pixelData = Dali::PixelData::New(dstBuffer,
+ bufferSize,
+ width,
+ height,
+ textPixelFormat,
+ Dali::PixelData::FREE);
+ return pixelData;
+}
+
+void TextVisual::CreateTextureSet(TilingInfo& info, Renderer& renderer, Sampler& sampler, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled)
+{
+ TextureSet textureSet = TextureSet::New();
+ unsigned int textureSetIndex = 0u;
- switch( index )
+ // Convert the buffer to pixel data to make it a texture.
+ if(info.textBuffer)
{
- case Toolkit::TextVisual::Property::RENDERING_BACKEND:
- {
- value = mRenderingBackend;
- break;
- }
- case Toolkit::TextVisual::Property::TEXT:
- {
- std::string text;
- mController->GetText( text );
- value = text;
- break;
- }
- case Toolkit::TextVisual::Property::FONT_FAMILY:
- {
- value = mController->GetDefaultFontFamily();
- break;
- }
- case Toolkit::TextVisual::Property::FONT_STYLE:
- {
- GetFontStyleProperty( mController, value, Text::FontStyle::DEFAULT );
- break;
- }
- case Toolkit::TextVisual::Property::POINT_SIZE:
- {
- value = mController->GetDefaultPointSize();
- break;
- }
- case Toolkit::TextVisual::Property::MULTI_LINE:
- {
- value = mController->IsMultiLineEnabled();
- break;
- }
- case Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT:
- {
- const char* name = Scripting::GetEnumerationName< Toolkit::Text::LayoutEngine::HorizontalAlignment >( mController->GetHorizontalAlignment(),
- HORIZONTAL_ALIGNMENT_STRING_TABLE,
- HORIZONTAL_ALIGNMENT_STRING_TABLE_COUNT );
- if( name )
- {
- value = std::string( name );
- }
- break;
- }
- case Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT:
- {
- const char* name = Scripting::GetEnumerationName< Toolkit::Text::LayoutEngine::VerticalAlignment >( mController->GetVerticalAlignment(),
- VERTICAL_ALIGNMENT_STRING_TABLE,
- VERTICAL_ALIGNMENT_STRING_TABLE_COUNT );
- if( name )
- {
- value = std::string( name );
- }
- break;
- }
- case Toolkit::TextVisual::Property::TEXT_COLOR:
- {
- value = mController->GetTextColor();
- break;
- }
- case Toolkit::TextVisual::Property::ENABLE_MARKUP:
- {
- value = mController->IsMarkupProcessorEnabled();
- break;
- }
- case Toolkit::TextVisual::Property::ENABLE_AUTO_SCROLL:
- {
- value = mController->IsAutoScrollEnabled();
- break;
- }
- case Toolkit::TextVisual::Property::AUTO_SCROLL_SPEED:
- {
- value = mController->GetAutoScrollSpeed();
- break;
- }
- case Toolkit::TextVisual::Property::AUTO_SCROLL_LOOP_COUNT:
- {
- value = mController->GetAutoScrollLoopCount();
- break;
- }
- case Toolkit::TextVisual::Property::AUTO_SCROLL_GAP:
- {
- value = mController->GetAutoScrollWrapGap();
- break;
- }
- case Toolkit::TextVisual::Property::LINE_SPACING:
- {
- value = mController->GetDefaultLineSpacing();
- break;
- }
- case Toolkit::TextVisual::Property::UNDERLINE:
- {
- GetUnderlineProperties( mController, value, Text::EffectStyle::DEFAULT );
- break;
- }
- case Toolkit::TextVisual::Property::SHADOW:
+ PixelData data = ConvertToPixelData(info.textBuffer, info.width, info.height, info.offsetPosition, info.textPixelFormat);
+ AddTexture(textureSet, data, sampler, textureSetIndex);
+ ++textureSetIndex;
+ }
+
+ if(styleEnabled && info.styleBuffer)
+ {
+ PixelData styleData = ConvertToPixelData(info.styleBuffer, info.width, info.height, info.offsetPosition, Pixel::RGBA8888);
+ AddTexture(textureSet, styleData, sampler, textureSetIndex);
+ ++textureSetIndex;
+ }
+
+ if(containsColorGlyph && !hasMultipleTextColors && info.maskBuffer)
+ {
+ PixelData maskData = ConvertToPixelData(info.maskBuffer, info.width, info.height, info.offsetPosition, Pixel::L8);
+ AddTexture(textureSet, maskData, sampler, textureSetIndex);
+ }
+
+ renderer.SetTextures(textureSet);
+
+ //Register transform properties
+ mImpl->mTransform.RegisterUniforms(renderer, Direction::LEFT_TO_RIGHT);
+
+ // Enable the pre-multiplied alpha to improve the text quality
+ renderer.SetProperty(Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, true);
+ renderer.RegisterProperty(PREMULTIPLIED_ALPHA, 1.0f);
+
+ // Set size and offset for the tiling.
+ renderer.RegisterProperty(SIZE, Vector2(info.width, info.height));
+ renderer.RegisterProperty(OFFSET, Vector2(info.offSet.x, info.offSet.y));
+ renderer.RegisterProperty("uHasMultipleTextColors", static_cast<float>(hasMultipleTextColors));
+ renderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
+
+ mRendererList.push_back(renderer);
+}
+
+void TextVisual::AddRenderer(Actor& actor, const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled)
+{
+ Shader shader = GetTextShader(mFactoryCache, hasMultipleTextColors, containsColorGlyph, styleEnabled);
+ mImpl->mRenderer.SetShader(shader);
+
+ // Get the maximum size.
+ const int maxTextureSize = Dali::GetMaxTextureSize();
+
+ // No tiling required. Use the default renderer.
+ if(size.height < maxTextureSize)
+ {
+ TextureSet textureSet = GetTextTexture(size, hasMultipleTextColors, containsColorGlyph, styleEnabled);
+
+ mImpl->mRenderer.SetTextures(textureSet);
+ //Register transform properties
+ mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
+ mImpl->mRenderer.RegisterProperty("uHasMultipleTextColors", static_cast<float>(hasMultipleTextColors));
+ mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
+
+ mRendererList.push_back(mImpl->mRenderer);
+ }
+ // If the pixel data exceeds the maximum size, tiling is required.
+ else
+ {
+ // Filter mode needs to be set to linear to produce better quality while scaling.
+ Sampler sampler = Sampler::New();
+ sampler.SetFilterMode(FilterMode::LINEAR, FilterMode::LINEAR);
+
+ // 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);
+
+ int verifiedWidth = data.GetWidth();
+ int verifiedHeight = data.GetHeight();
+
+ // Set information for creating textures.
+ TilingInfo info(verifiedWidth, maxTextureSize, textPixelFormat);
+
+ // Get the buffer of text.
+ Dali::DevelPixelData::PixelDataBuffer textPixelData = Dali::DevelPixelData::ReleasePixelDataBuffer(data);
+ info.textBuffer = textPixelData.buffer;
+
+ if(styleEnabled)
{
- GetShadowProperties( mController, value, Text::EffectStyle::DEFAULT );
- break;
+ // 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);
+ Dali::DevelPixelData::PixelDataBuffer stylePixelData = Dali::DevelPixelData::ReleasePixelDataBuffer(styleData);
+ info.styleBuffer = stylePixelData.buffer;
}
- case Toolkit::TextVisual::Property::EMBOSS:
+
+ if(containsColorGlyph && !hasMultipleTextColors)
{
- GetEmbossProperties( mController, value, Text::EffectStyle::DEFAULT );
- break;
+ // 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);
+ Dali::DevelPixelData::PixelDataBuffer maskPixelData = Dali::DevelPixelData::ReleasePixelDataBuffer(maskData);
+ info.maskBuffer = maskPixelData.buffer;
}
- case Toolkit::TextVisual::Property::OUTLINE:
+
+ // Get the current offset for recalculate the offset when tiling.
+ Property::Map retMap;
+ mImpl->mTransform.GetPropertyMap(retMap);
+ Property::Value* offsetValue = retMap.Find(Dali::Toolkit::Visual::Transform::Property::OFFSET);
+ if(offsetValue)
{
- GetOutlineProperties( mController, value, Text::EffectStyle::DEFAULT );
- break;
+ offsetValue->Get(info.offSet);
}
- case Toolkit::TextVisual::Property::BATCHING_ENABLED:
+
+ // Create a textureset in the default renderer.
+ CreateTextureSet(info, mImpl->mRenderer, sampler, hasMultipleTextColors, containsColorGlyph, styleEnabled);
+
+ verifiedHeight -= maxTextureSize;
+
+ Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY);
+
+ int offsetPosition = verifiedWidth * maxTextureSize;
+ // Create a renderer by cutting maxTextureSize.
+ while(verifiedHeight > 0)
{
- // TODO
- break;
+ Renderer tilingRenderer = Renderer::New(geometry, shader);
+ tilingRenderer.SetProperty(Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT);
+ // New offset position of buffer for tiling.
+ info.offsetPosition += offsetPosition;
+ // New height for tiling.
+ info.height = (verifiedHeight - maxTextureSize) > 0 ? maxTextureSize : verifiedHeight;
+ // New offset for tiling.
+ info.offSet.y += maxTextureSize;
+ // Create a textureset int the new tiling renderer.
+ CreateTextureSet(info, tilingRenderer, sampler, hasMultipleTextColors, containsColorGlyph, styleEnabled);
+
+ verifiedHeight -= maxTextureSize;
}
- default:
+ }
+
+ mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
+
+ for(RendererContainer::iterator iter = mRendererList.begin(); iter != mRendererList.end(); ++iter)
+ {
+ Renderer renderer = (*iter);
+ if(renderer)
{
- // Should not arrive here.
- DALI_ASSERT_DEBUG( false );
+ actor.AddRenderer(renderer);
}
}
-
- return value;
}
-void TextVisual::RenderText()
+TextureSet TextVisual::GetTextTexture(const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled)
{
- Actor self = mSelf.GetHandle();
- if( !self )
- {
- // Nothing to do if the handle is not initialized.
- return;
- }
+ // Filter mode needs to be set to linear to produce better quality while scaling.
+ Sampler sampler = Sampler::New();
+ sampler.SetFilterMode(FilterMode::LINEAR, FilterMode::LINEAR);
- Actor renderableActor;
+ TextureSet textureSet = TextureSet::New();
- if( mRenderer )
+ // 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.
+ unsigned int textureSetIndex = 0u;
+
+ AddTexture(textureSet, data, sampler, textureSetIndex);
+ ++textureSetIndex;
+
+ if(styleEnabled)
{
- renderableActor = mRenderer->Render( mController->GetView(), Toolkit::DepthIndex::TEXT );
+ // 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);
+
+ AddTexture(textureSet, styleData, sampler, textureSetIndex);
+ ++textureSetIndex;
}
- if( renderableActor != mRenderableActor )
+ if(containsColorGlyph && !hasMultipleTextColors)
{
- UnparentAndReset( mRenderableActor );
+ // 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);
- if( renderableActor )
- {
- const Vector2& scrollOffset = mController->GetScrollPosition();
- renderableActor.SetPosition( scrollOffset.x, scrollOffset.y );
+ AddTexture(textureSet, maskData, sampler, textureSetIndex);
+ }
- self.Add( renderableActor );
- }
- mRenderableActor = renderableActor;
+ return textureSet;
+}
+
+Shader TextVisual::GetTextShader(VisualFactoryCache& factoryCache, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled)
+{
+ Shader shader;
- if( mController->IsAutoScrollEnabled() )
+ 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)
{
- SetUpAutoScrolling();
+ shader = Shader::New(SHADER_TEXT_VISUAL_SHADER_VERT, SHADER_TEXT_VISUAL_MULTI_COLOR_TEXT_SHADER_FRAG);
+ shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
+ factoryCache.SaveShader(VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT, shader);
}
}
-}
-
-void TextVisual::StopTextAutoScrolling()
-{
- if( mTextScroller )
+ else if(hasMultipleTextColors && styleEnabled)
{
- mTextScroller->StopScrolling();
+ // 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(SHADER_TEXT_VISUAL_SHADER_VERT, SHADER_TEXT_VISUAL_MULTI_COLOR_TEXT_WITH_STYLE_SHADER_FRAG);
+ shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
+ factoryCache.SaveShader(VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE, shader);
+ }
}
-}
-
-void TextVisual::SetUpAutoScrolling()
-{
- Actor self = mSelf.GetHandle();
- if( !self )
+ else if(!hasMultipleTextColors && !containsColorGlyph && !styleEnabled)
{
- // Nothing to do if the handle is not initialized.
- return;
+ shader = factoryCache.GetShader(VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT);
+ if(!shader)
+ {
+ shader = Shader::New(SHADER_TEXT_VISUAL_SHADER_VERT, SHADER_TEXT_VISUAL_SINGLE_COLOR_TEXT_SHADER_FRAG);
+ shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
+ factoryCache.SaveShader(VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT, shader);
+ }
}
-
- const Text::ScrollerData* const data = mController->GetAutoScrollData();
-
- if( NULL != data )
+ else if(!hasMultipleTextColors && !containsColorGlyph && styleEnabled)
{
- if( !mTextScroller )
+ shader = factoryCache.GetShader(VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE);
+ if(!shader)
{
- // If speed, loopCount or gap not set via property system then will need to create a TextScroller with defaults
- mTextScroller = Text::TextScroller::New( *mController );
+ shader = Shader::New(SHADER_TEXT_VISUAL_SHADER_VERT, SHADER_TEXT_VISUAL_SINGLE_COLOR_TEXT_WITH_STYLE_SHADER_FRAG);
+ 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(SHADER_TEXT_VISUAL_SHADER_VERT, SHADER_TEXT_VISUAL_SINGLE_COLOR_TEXT_WITH_EMOJI_SHADER_FRAG);
+ 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(SHADER_TEXT_VISUAL_SHADER_VERT, SHADER_TEXT_VISUAL_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI_SHADER_FRAG);
+ shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
+ factoryCache.SaveShader(VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI, shader);
}
-
- mTextScroller->StartScrolling( mRenderableActor,
- *data );
-
- self.Add( mTextScroller->GetScrollingText() );
- self.Add( mTextScroller->GetSourceCamera() );
}
+
+ return shader;
}
} // namespace Internal