// INTERNAL HEADER
#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>
const char * const ENABLE_MARKUP_PROPERTY( "enableMarkup" );
const char * const SHADOW_PROPERTY( "shadow" );
const char * const UNDERLINE_PROPERTY( "underline" );
+const char * const OUTLINE_PROPERTY( "outline" );
const Vector4 FULL_TEXTURE_RECT( 0.f, 0.f, 1.f, 1.f );
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 float textTexture = texture2D( sTexture, texCoord ).r;\n
// Set the color of the text to what it is animated to.
- gl_FragColor = uTextColorAnimatable * textTexture * uColor * vec4( mixColor, opacity );
+ gl_FragColor = uTextColorAnimatable * textTexture * uColor * visualMixColor();
}\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
- gl_FragColor = textTexture * uColor * vec4( mixColor, opacity );
+ gl_FragColor = textTexture * uColor * visualMixColor();
}\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 vec4 styleTexture = texture2D( sStyle, texCoord );\n
// Draw the text as overlay above the style
- gl_FragColor = ( uTextColorAnimatable * textTexture + styleTexture * ( 1.0 - textTexture ) ) * uColor * vec4( mixColor, opacity );\n
+ gl_FragColor = ( uTextColorAnimatable * textTexture + styleTexture * ( 1.0 - textTexture ) ) * uColor * visualMixColor();\n
}\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
// Draw the text as overlay above the style
- gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, opacity );\n
+ gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * visualMixColor();\n
}\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
// 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 );\n
+ 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
// Draw the text as overlay above the style
- gl_FragColor = textColor * uColor * vec4( mixColor, opacity );\n
+ gl_FragColor = textTexture * uColor * visualMixColor();\n
}\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
// 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 * ( 1.0 - uHasMultipleTextColors ) );\n
+ 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
// Draw the text as overlay above the style
- gl_FragColor = ( textColor + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, opacity );\n
+ gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * visualMixColor();\n
}\n
);
{
result = Toolkit::TextVisual::Property::UNDERLINE;
}
+ else if( stringKey == OUTLINE_PROPERTY )
+ {
+ result = Toolkit::DevelTextVisual::Property::OUTLINE;
+ }
return result;
}
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 );
}
void TextVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
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);
+
const Vector4& defaultColor = mController->GetTextModel()->GetDefaultColor();
Dali::Property::Index shaderTextColorIndex = mImpl->mRenderer.RegisterProperty( "uTextColorAnimatable", defaultColor );
SetUnderlineProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
break;
}
+ case Toolkit::DevelTextVisual::Property::OUTLINE:
+ {
+ SetOutlineProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
+ break;
+ }
}
}
}
// Nothing else to do if the relayout size is zero.
- ResourceReady();
+ ResourceReady( Toolkit::Visual::ResourceStatus::READY );
return;
}
mImpl->mRenderer.RegisterProperty( "uHasMultipleTextColors", static_cast<float>( hasMultipleTextColors ) );
mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON);
- mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, true );
//Register transform properties
mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
control.AddRenderer( mImpl->mRenderer );
// Text rendered and ready to display
- ResourceReady();
+ ResourceReady( Toolkit::Visual::ResourceStatus::READY );
}
}
}