/*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 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.
#include <dali-toolkit/internal/visuals/text/text-visual.h>
// 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>
#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/rendering/texture-devel.h>
+#include <dali/devel-api/text-abstraction/text-abstraction-definitions.h>
+#include <dali/integration-api/debug.h>
#include <string.h>
// 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/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>
+#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-impl.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/internal/text/text-font-style.h>
-#include <dali-toolkit/internal/text/text-effects-style.h>
-#include <dali-toolkit/internal/text/script-run.h>
-#include <dali-toolkit/internal/text/text-enumerations-impl.h>
-#include <dali-toolkit/devel-api/text/text-enumerations-devel.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 );
-
-const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- uniform highp mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
- uniform mediump vec4 pixelArea;\n
-
- varying mediump vec2 vTexCoord;\n
-
- //Visual size and offset
- uniform mediump vec2 offset;\n
- uniform mediump vec2 size;\n
- uniform mediump vec4 offsetSizeMode;\n
- uniform mediump vec2 origin;\n
- uniform mediump vec2 anchorPoint;\n
-
- vec4 ComputeVertexPosition()\n
- {\n
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
- vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
- return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
- }\n
-
- void main()\n
- {\n
- gl_Position = uMvpMatrix * ComputeVertexPosition();\n
- vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n
- }\n
-);
-
-const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT = DALI_COMPOSE_SHADER(
- varying mediump vec2 vTexCoord;\n
- uniform sampler2D sTexture;\n
- uniform lowp vec4 uTextColorAnimatable;\n
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- \n
- void main()\n
- {\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 * 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 lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- \n
- void main()\n
- {\n
- mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n
-
- gl_FragColor = textTexture * uColor * vec4( mixColor, 1.0 );
- }\n
-);
-
-const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE = DALI_COMPOSE_SHADER(
- varying mediump vec2 vTexCoord;\n
- uniform sampler2D sTexture;\n
- uniform sampler2D sStyle;\n
- uniform lowp vec4 uTextColorAnimatable;\n
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- \n
- void main()\n
- {\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 - uTextColorAnimatable.a * textTexture ) ) * uColor * vec4( mixColor, 1.0 );\n
- }\n
-);
-
-const char* FRAGMENT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE = DALI_COMPOSE_SHADER(
- varying mediump vec2 vTexCoord;\n
- uniform sampler2D sTexture;\n
- uniform sampler2D sStyle;\n
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- \n
- void main()\n
- {\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 * vec4( mixColor, 1.0 );\n
- }\n
-);
-
-const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI = DALI_COMPOSE_SHADER(
- varying mediump vec2 vTexCoord;\n
- uniform sampler2D sTexture;\n
- uniform sampler2D sMask;\n
- uniform lowp vec4 uTextColorAnimatable;\n
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- \n
- void main()\n
- {\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 );\n
-
- // Draw the text as overlay above the style
- gl_FragColor = textTexture * uColor * vec4( mixColor, 1.0 );\n
- }\n
-);
-
-const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI = 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 lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- \n
- void main()\n
- {\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 ) );\n
-
- // Draw the text as overlay above the style
- gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, 1.0 );\n
- }\n
-);
+const int CUSTOM_PROPERTY_COUNT(5); // anim,premul,size,offset,multicol
+
+const Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f);
/**
* Return Property index for the given string key
* return the key as an index
*/
-Dali::Property::Index StringKeyToIndexKey( const std::string& stringKey )
+Dali::Property::Index StringKeyToIndexKey(const std::string& stringKey)
{
Dali::Property::Index result = Property::INVALID_KEY;
- if( stringKey == VISUAL_TYPE )
+ if(stringKey == VISUAL_TYPE)
{
result = Toolkit::Visual::Property::TYPE;
}
- else if( stringKey == TEXT_PROPERTY )
+ else if(stringKey == TEXT_PROPERTY)
{
result = Toolkit::TextVisual::Property::TEXT;
}
- else if( stringKey == FONT_FAMILY_PROPERTY )
+ else if(stringKey == FONT_FAMILY_PROPERTY)
{
result = Toolkit::TextVisual::Property::FONT_FAMILY;
}
- else if( stringKey == FONT_STYLE_PROPERTY )
+ else if(stringKey == FONT_STYLE_PROPERTY)
{
result = Toolkit::TextVisual::Property::FONT_STYLE;
}
- else if( stringKey == POINT_SIZE_PROPERTY )
+ else if(stringKey == POINT_SIZE_PROPERTY)
{
result = Toolkit::TextVisual::Property::POINT_SIZE;
}
- else if( stringKey == MULTI_LINE_PROPERTY )
+ else if(stringKey == MULTI_LINE_PROPERTY)
{
result = Toolkit::TextVisual::Property::MULTI_LINE;
}
- else if( stringKey == HORIZONTAL_ALIGNMENT_PROPERTY )
+ else if(stringKey == HORIZONTAL_ALIGNMENT_PROPERTY)
{
result = Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT;
}
- else if( stringKey == VERTICAL_ALIGNMENT_PROPERTY )
+ else if(stringKey == VERTICAL_ALIGNMENT_PROPERTY)
{
result = Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT;
}
- else if( stringKey == TEXT_COLOR_PROPERTY )
+ else if(stringKey == TEXT_COLOR_PROPERTY)
{
result = Toolkit::TextVisual::Property::TEXT_COLOR;
}
- else if( stringKey == ENABLE_MARKUP_PROPERTY )
+ else if(stringKey == ENABLE_MARKUP_PROPERTY)
{
result = Toolkit::TextVisual::Property::ENABLE_MARKUP;
}
- else if( stringKey == SHADOW_PROPERTY )
+ else if(stringKey == SHADOW_PROPERTY)
{
result = Toolkit::TextVisual::Property::SHADOW;
}
- else if( stringKey == UNDERLINE_PROPERTY )
+ else if(stringKey == UNDERLINE_PROPERTY)
{
result = Toolkit::TextVisual::Property::UNDERLINE;
}
- else if( stringKey == OUTLINE_PROPERTY )
+ else if(stringKey == OUTLINE_PROPERTY)
{
result = Toolkit::DevelTextVisual::Property::OUTLINE;
}
- else if( stringKey == BACKGROUND_PROPERTY )
+ else if(stringKey == BACKGROUND_PROPERTY)
{
result = Toolkit::DevelTextVisual::Property::BACKGROUND;
}
return result;
}
-void TextColorConstraint( Vector4& current, const PropertyInputContainer& inputs )
+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;
+ 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 )
+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 ) )
+ if(EqualsZero(inputs[0]->GetVector4().a))
{
current = 0.0f;
}
} // unnamed namespace
-TextVisualPtr TextVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
+TextVisualPtr TextVisual::New(VisualFactoryCache& factoryCache, TextVisualShaderFactory& shaderFactory, const Property::Map& properties)
{
- TextVisualPtr TextVisualPtr( new TextVisual( factoryCache ) );
- TextVisualPtr->SetProperties( properties );
- return TextVisualPtr;
+ TextVisualPtr textVisualPtr(new TextVisual(factoryCache, shaderFactory));
+ textVisualPtr->SetProperties(properties);
+ textVisualPtr->Initialize();
+ return textVisualPtr;
}
-void TextVisual::ConvertStringKeysToIndexKeys( Property::Map& propertyMap )
+Property::Map TextVisual::ConvertStringKeysToIndexKeys(const Property::Map& propertyMap)
{
Property::Map outMap;
- 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;
- if ( keyValue.first.type == Property::Key::STRING )
+ if(keyValue.first.type == Property::Key::STRING)
{
- indexKey = StringKeyToIndexKey( keyValue.first.stringKey );
+ indexKey = StringKeyToIndexKey(keyValue.first.stringKey);
}
- outMap.Insert( indexKey, keyValue.second );
+ outMap.Insert(indexKey, keyValue.second);
}
- propertyMap = outMap;
+ return outMap;
}
-float TextVisual::GetHeightForWidth( float width )
+float TextVisual::GetHeightForWidth(float width)
{
- return mController->GetHeightForWidth( width );
+ return mController->GetHeightForWidth(width);
}
-void TextVisual::GetNaturalSize( Vector2& naturalSize )
+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::Visual::Property::TYPE, Toolkit::Visual::TEXT );
+ map.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::TEXT);
std::string text;
- mController->GetText( text );
- map.Insert( Toolkit::TextVisual::Property::TEXT, text );
+ mController->GetText(text);
+ map.Insert(Toolkit::TextVisual::Property::TEXT, text);
+
+ map.Insert(Toolkit::TextVisual::Property::FONT_FAMILY, mController->GetDefaultFontFamily());
- map.Insert( Toolkit::TextVisual::Property::FONT_FAMILY, mController->GetDefaultFontFamily() );
+ GetFontStyleProperty(mController, value, Text::FontStyle::DEFAULT);
+ map.Insert(Toolkit::TextVisual::Property::FONT_STYLE, value);
- GetFontStyleProperty( mController, value, Text::FontStyle::DEFAULT );
- map.Insert( Toolkit::TextVisual::Property::FONT_STYLE, value );
+ map.Insert(Toolkit::TextVisual::Property::POINT_SIZE, mController->GetDefaultFontSize(Text::Controller::POINT_SIZE));
- map.Insert( Toolkit::TextVisual::Property::POINT_SIZE, mController->GetDefaultFontSize( Text::Controller::POINT_SIZE ) );
+ map.Insert(Toolkit::TextVisual::Property::MULTI_LINE, mController->IsMultiLineEnabled());
- map.Insert( Toolkit::TextVisual::Property::MULTI_LINE, mController->IsMultiLineEnabled() );
+ map.Insert(Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT, mController->GetHorizontalAlignment());
- map.Insert( Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT, mController->GetHorizontalAlignment() );
+ map.Insert(Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT, mController->GetVerticalAlignment());
- map.Insert( Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT, mController->GetVerticalAlignment() );
+ map.Insert(Toolkit::TextVisual::Property::TEXT_COLOR, mController->GetDefaultColor());
- map.Insert( Toolkit::TextVisual::Property::TEXT_COLOR, mController->GetDefaultColor() );
+ map.Insert(Toolkit::TextVisual::Property::ENABLE_MARKUP, mController->IsMarkupProcessorEnabled());
- map.Insert( Toolkit::TextVisual::Property::ENABLE_MARKUP, mController->IsMarkupProcessorEnabled() );
+ GetShadowProperties(mController, value, Text::EffectStyle::DEFAULT);
+ map.Insert(Toolkit::TextVisual::Property::SHADOW, value);
- 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);
- 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);
- 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);
- GetBackgroundProperties( mController, value, Text::EffectStyle::DEFAULT );
- map.Insert( Toolkit::DevelTextVisual::Property::BACKGROUND, value );
+ GetStrikethroughProperties(mController, value, Text::EffectStyle::DEFAULT);
+ map.Insert(Toolkit::DevelTextVisual::Property::STRIKETHROUGH, value);
}
-void TextVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
+void TextVisual::DoCreateInstancePropertyMap(Property::Map& map) const
{
map.Clear();
- map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::TEXT );
+ map.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::TEXT);
std::string text;
- mController->GetText( text );
- map.Insert( Toolkit::TextVisual::Property::TEXT, text );
+ mController->GetText(text);
+ map.Insert(Toolkit::TextVisual::Property::TEXT, text);
}
+void TextVisual::EnablePreMultipliedAlpha(bool preMultiplied)
+{
+ // Make always enable pre multiplied alpha whether preMultiplied value is false.
+ if(!preMultiplied)
+ {
+ DALI_LOG_WARNING("Note : TextVisual cannot disable PreMultipliedAlpha\n");
+ }
+}
-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 ),
- mRendererUpdateNeeded( false )
+TextVisual::TextVisual(VisualFactoryCache& factoryCache, TextVisualShaderFactory& shaderFactory)
+: Visual::Base(factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO, Toolkit::Visual::TEXT),
+ mController(Text::Controller::New()),
+ mTypesetter(Text::Typesetter::New(mController->GetTextModel())),
+ mTextVisualShaderFactory(shaderFactory),
+ mTextShaderFeatureCache(),
+ mAnimatableTextColorPropertyIndex(Property::INVALID_INDEX),
+ mTextColorAnimatableIndex(Property::INVALID_INDEX),
+ mRendererUpdateNeeded(false)
{
+ // Enable the pre-multiplied alpha to improve the text quality
+ mImpl->mFlags |= Impl::IS_PREMULTIPLIED_ALPHA;
}
TextVisual::~TextVisual()
{
}
-void TextVisual::DoSetProperties( const Property::Map& propertyMap )
+void TextVisual::OnInitialize()
+{
+ Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY);
+ Shader shader = GetTextShader(mFactoryCache, TextVisualShaderFeature::FeatureBuilder());
+
+ mImpl->mRenderer = VisualRenderer::New(geometry, shader);
+ mImpl->mRenderer.ReserveCustomProperties(CUSTOM_PROPERTY_COUNT);
+}
+
+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;
- if( keyValue.first.type == Property::Key::STRING )
+ if(keyValue.first.type == Property::Key::STRING)
{
- indexKey = StringKeyToIndexKey( keyValue.first.stringKey );
+ indexKey = StringKeyToIndexKey(keyValue.first.stringKey);
}
- DoSetProperty( indexKey, keyValue.second );
+ DoSetProperty(indexKey, keyValue.second);
}
// Elide the text if it exceeds the boundaries.
- mController->SetTextElideEnabled( 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::DoSetOnScene( Actor& actor )
+void TextVisual::DoSetOnScene(Actor& actor)
{
mControl = actor;
- 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 );
- mImpl->mRenderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT );
-
- // Enable the pre-multiplied alpha to improve the text quality
- EnablePreMultipliedAlpha(true);
+ 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(mTextColorAnimatableIndex == Property::INVALID_INDEX)
+ {
+ mTextColorAnimatableIndex = mImpl->mRenderer.RegisterUniqueProperty("uTextColorAnimatable", defaultColor);
+ }
+ else
+ {
+ mImpl->mRenderer.SetProperty(mTextColorAnimatableIndex, defaultColor);
+ }
- if ( mAnimatableTextColorPropertyIndex != Property::INVALID_INDEX )
+ if(mAnimatableTextColorPropertyIndex != Property::INVALID_INDEX)
{
// Create constraint for the animatable text's color Property with uTextColorAnimatable in the renderer.
- if( shaderTextColorIndex != Property::INVALID_INDEX )
+ if(mTextColorAnimatableIndex != Property::INVALID_INDEX)
{
- 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();
+ if(!mColorConstraint)
+ {
+ mColorConstraint = Constraint::New<Vector4>(mImpl->mRenderer, mTextColorAnimatableIndex, TextColorConstraint);
+ mColorConstraint.AddSource(Source(actor, mAnimatableTextColorPropertyIndex));
+ }
+ mColorConstraint.Apply();
}
+
+ // Make zero if the alpha value of text color is zero to skip rendering text
+ if(!mOpacityConstraint)
+ {
+ // VisualRenderer::Property::OPACITY uses same animatable property internally.
+ mOpacityConstraint = Constraint::New<float>(mImpl->mRenderer, Dali::DevelRenderer::Property::OPACITY, OpacityConstraint);
+ mOpacityConstraint.AddSource(Source(actor, mAnimatableTextColorPropertyIndex));
+ }
+ mOpacityConstraint.Apply();
}
// Renderer needs textures and to be added to control
mRendererUpdateNeeded = true;
- mRendererList.push_back( mImpl->mRenderer );
-
UpdateRenderer();
}
-void TextVisual::RemoveRenderer( Actor& actor )
+void TextVisual::RemoveRenderer(Actor& actor)
{
- for( RendererContainer::iterator iter = mRendererList.begin(); iter != mRendererList.end(); ++iter)
+ for(RendererContainer::iterator iter = mRendererList.begin(); iter != mRendererList.end(); ++iter)
{
Renderer renderer = (*iter);
- if( renderer )
+ if(renderer)
{
// Removes the renderer from the actor.
- actor.RemoveRenderer( renderer );
+ actor.RemoveRenderer(renderer);
}
}
// Clear the renderer list
mRendererList.clear();
}
-void TextVisual::DoSetOffScene( Actor& actor )
+void TextVisual::DoSetOffScene(Actor& actor)
{
- RemoveRenderer( actor );
+ if(mColorConstraint)
+ {
+ mColorConstraint.Remove();
+ }
+ if(mOpacityConstraint)
+ {
+ mOpacityConstraint.Remove();
+ }
- // Resets the renderer.
- mImpl->mRenderer.Reset();
+ RemoveRenderer(actor);
// Resets the control handle.
mControl.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::ENABLE_MARKUP:
{
const bool enableMarkup = propertyValue.Get<bool>();
- mController->SetMarkupProcessorEnabled( enableMarkup );
+ 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->GetDefaultFontSize( Text::Controller::POINT_SIZE ), pointSize ) )
+ if(!Equals(mController->GetDefaultFontSize(Text::Controller::POINT_SIZE), pointSize))
{
- mController->SetDefaultFontSize( pointSize, Text::Controller::POINT_SIZE );
+ 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:
{
- if( mController )
+ if(mController)
{
- 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 ) )
+ 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 );
+ mController->SetHorizontalAlignment(alignment);
}
}
break;
}
case Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT:
{
- if( mController )
+ if(mController)
{
- 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) )
+ 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 );
+ mController->SetVerticalAlignment(alignment);
}
}
break;
}
case Toolkit::TextVisual::Property::TEXT_COLOR:
{
- const Vector4& textColor = propertyValue.Get< Vector4 >();
- if( mController->GetDefaultColor() != textColor )
+ const Vector4& textColor = propertyValue.Get<Vector4>();
+ if(mController->GetDefaultColor() != textColor)
{
- mController->SetDefaultColor( textColor );
+ mController->SetDefaultColor(textColor);
}
break;
}
case Toolkit::TextVisual::Property::SHADOW:
{
- SetShadowProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
+ SetShadowProperties(mController, propertyValue, Text::EffectStyle::DEFAULT);
break;
}
case Toolkit::TextVisual::Property::UNDERLINE:
{
- SetUnderlineProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
+ SetUnderlineProperties(mController, propertyValue, Text::EffectStyle::DEFAULT);
break;
}
case Toolkit::DevelTextVisual::Property::OUTLINE:
{
- SetOutlineProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
+ SetOutlineProperties(mController, propertyValue, Text::EffectStyle::DEFAULT);
break;
}
case Toolkit::DevelTextVisual::Property::BACKGROUND:
{
- SetBackgroundProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
+ SetBackgroundProperties(mController, propertyValue, Text::EffectStyle::DEFAULT);
+ break;
+ }
+ case Toolkit::DevelTextVisual::Property::STRIKETHROUGH:
+ {
+ SetStrikethroughProperties(mController, propertyValue, Text::EffectStyle::DEFAULT);
break;
}
}
void TextVisual::UpdateRenderer()
{
Actor control = mControl.GetHandle();
- if( !control )
+ 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;
+ 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 ) );
+ 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 );
+ mController->GetText(text);
- if( ( fabsf( relayoutSize.width ) < Math::MACHINE_EPSILON_1000 ) || ( fabsf( relayoutSize.height ) < Math::MACHINE_EPSILON_1000 ) || text.empty() )
+ 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 );
+ RemoveRenderer(control);
// Nothing else to do if the relayout size is zero.
- ResourceReady( Toolkit::Visual::ResourceStatus::READY );
+ ResourceReady(Toolkit::Visual::ResourceStatus::READY);
return;
}
- Dali::LayoutDirection::Type layoutDirection = static_cast<Dali::LayoutDirection::Type>( control.GetProperty( Dali::Actor::Property::LAYOUT_DIRECTION ).Get<int>() );
+ Dali::LayoutDirection::Type layoutDirection = mController->GetLayoutDirection(control);
- const Text::Controller::UpdateTextType updateTextType = mController->Relayout( relayoutSize, layoutDirection );
+ const Text::Controller::UpdateTextType updateTextType = mController->Relayout(relayoutSize, layoutDirection);
- if( Text::Controller::NONE_UPDATED != ( Text::Controller::MODEL_UPDATED & updateTextType )
- || mRendererUpdateNeeded )
+ if(Text::Controller::NONE_UPDATED != (Text::Controller::MODEL_UPDATED & updateTextType) || mRendererUpdateNeeded)
{
mRendererUpdateNeeded = false;
// Remove the texture set and any renderer previously set.
- RemoveRenderer( control );
+ RemoveRenderer(control);
- if( ( relayoutSize.width > Math::MACHINE_EPSILON_1000 ) &&
- ( relayoutSize.height > Math::MACHINE_EPSILON_1000 ) )
+ if((relayoutSize.width > Math::MACHINE_EPSILON_1000) &&
+ (relayoutSize.height > Math::MACHINE_EPSILON_1000))
{
// Check whether it is a markup text with multiple text colors
- const Vector4* const colorsBuffer = mController->GetTextModel()->GetColors();
- bool hasMultipleTextColors = ( NULL != colorsBuffer );
+ 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++ )
+ 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++)
{
// 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 ) )
+ if(fontClient.IsColorGlyph(glyphInfo->fontId, glyphInfo->index))
{
containsColorGlyph = true;
break;
// 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 )
+ bool shadowEnabled = false;
+ const Vector2& shadowOffset = mController->GetTextModel()->GetShadowOffset();
+ if(fabsf(shadowOffset.x) > Math::MACHINE_EPSILON_1 || fabsf(shadowOffset.y) > Math::MACHINE_EPSILON_1)
{
shadowEnabled = true;
}
- 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 || backgroundEnabled );
+ const bool outlineEnabled = (mController->GetTextModel()->GetOutlineWidth() > Math::MACHINE_EPSILON_1);
+ const bool backgroundEnabled = mController->GetTextModel()->IsBackgroundEnabled();
+ const bool markupOrSpannedText = mController->IsMarkupProcessorEnabled() || mController->GetTextModel()->IsSpannedTextPlaced();
+ const bool markupUnderlineEnabled = markupOrSpannedText && mController->GetTextModel()->IsMarkupUnderlineSet();
+ const bool markupStrikethroughEnabled = markupOrSpannedText && mController->GetTextModel()->IsMarkupStrikethroughSet();
+ const bool underlineEnabled = mController->GetTextModel()->IsUnderlineEnabled() || markupUnderlineEnabled;
+ const bool strikethroughEnabled = mController->GetTextModel()->IsStrikethroughEnabled() || markupStrikethroughEnabled;
+ const bool styleEnabled = (shadowEnabled || outlineEnabled || backgroundEnabled || markupOrSpannedText);
+ const bool isOverlayStyle = underlineEnabled || strikethroughEnabled;
-
- AddRenderer( control, relayoutSize, hasMultipleTextColors, containsColorGlyph, styleEnabled );
+ AddRenderer(control, relayoutSize, hasMultipleTextColors, containsColorGlyph, styleEnabled, isOverlayStyle);
// Text rendered and ready to display
- ResourceReady( Toolkit::Visual::ResourceStatus::READY );
+ ResourceReady(Toolkit::Visual::ResourceStatus::READY);
}
}
}
-void TextVisual::AddTexture( TextureSet& textureSet, PixelData& data, Sampler& sampler, unsigned int textureSetIndex )
+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 );
+ 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 )
+void TextVisual::AddTilingTexture(TextureSet& textureSet, TilingInfo& tilingInfo, PixelData& data, Sampler& sampler, unsigned int textureSetIndex)
{
- 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;
+ Texture texture = Texture::New(Dali::TextureType::TEXTURE_2D,
+ tilingInfo.textPixelFormat,
+ tilingInfo.width,
+ tilingInfo.height);
+ DevelTexture::UploadSubPixelData(texture, data, 0u, tilingInfo.offsetHeight, tilingInfo.width, tilingInfo.height);
+
+ textureSet.SetTexture(textureSetIndex, texture);
+ textureSet.SetSampler(textureSetIndex, sampler);
}
-void TextVisual::CreateTextureSet( TilingInfo& info, Renderer& renderer, Sampler& sampler, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled )
+void TextVisual::CreateTextureSet(TilingInfo& info, VisualRenderer& renderer, Sampler& sampler)
{
-
- TextureSet textureSet = TextureSet::New();
- unsigned int textureSetIndex = 0u;
+ TextureSet textureSet = TextureSet::New();
+ uint32_t textureSetIndex = 0u;
// Convert the buffer to pixel data to make it a texture.
- if( info.textBuffer )
+
+ if(info.textPixelData)
{
- PixelData data = ConvertToPixelData( info.textBuffer, info.width, info.height, info.offsetPosition, info.textPixelFormat );
- AddTexture( textureSet, data, sampler, textureSetIndex );
+ AddTilingTexture(textureSet, info, info.textPixelData, sampler, textureSetIndex);
++textureSetIndex;
}
- if( styleEnabled && info.styleBuffer )
+ if(mTextShaderFeatureCache.IsEnabledStyle() && info.stylePixelData)
{
- PixelData styleData = ConvertToPixelData( info.styleBuffer, info.width, info.height, info.offsetPosition, Pixel::RGBA8888 );
- AddTexture( textureSet, styleData, sampler, textureSetIndex );
+ AddTilingTexture(textureSet, info, info.stylePixelData, sampler, textureSetIndex);
++textureSetIndex;
}
- if( containsColorGlyph && !hasMultipleTextColors && info.maskBuffer )
+ if(mTextShaderFeatureCache.IsEnabledOverlay() && info.overlayStylePixelData)
{
- PixelData maskData = ConvertToPixelData( info.maskBuffer, info.width, info.height, info.offsetPosition, Pixel::L8 );
- AddTexture( textureSet, maskData, sampler, textureSetIndex );
+ AddTilingTexture(textureSet, info, info.overlayStylePixelData, sampler, textureSetIndex);
+ ++textureSetIndex;
}
- renderer.SetTextures( textureSet );
+ if(mTextShaderFeatureCache.IsEnabledEmoji() && !mTextShaderFeatureCache.IsEnabledMultiColor() && info.maskPixelData)
+ {
+ AddTilingTexture(textureSet, info, info.maskPixelData, sampler, textureSetIndex);
+ ++textureSetIndex;
+ }
+
+ renderer.SetTextures(textureSet);
//Register transform properties
- mImpl->mTransform.RegisterUniforms( renderer, Direction::LEFT_TO_RIGHT );
+ mImpl->mTransform.SetUniforms(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 );
+ 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);
+ renderer.SetProperty(VisualRenderer::Property::TRANSFORM_SIZE, Vector2(info.width, info.height));
+ renderer.SetProperty(VisualRenderer::Property::TRANSFORM_OFFSET, info.transformOffset);
+ renderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
+ renderer.RegisterProperty("uHasMultipleTextColors", static_cast<float>(mTextShaderFeatureCache.IsEnabledMultiColor()));
- mRendererList.push_back( renderer );
+ mRendererList.push_back(renderer);
}
-
-void TextVisual::AddRenderer( Actor& actor, const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled )
+void TextVisual::AddRenderer(Actor& actor, const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled, bool isOverlayStyle)
{
- Shader shader = GetTextShader( mFactoryCache, hasMultipleTextColors, containsColorGlyph, styleEnabled );
- mImpl->mRenderer.SetShader( shader );
+ Shader shader = GetTextShader(mFactoryCache, TextVisualShaderFeature::FeatureBuilder().EnableMultiColor(hasMultipleTextColors).EnableEmoji(containsColorGlyph).EnableStyle(styleEnabled).EnableOverlay(isOverlayStyle));
+ mImpl->mRenderer.SetShader(shader);
// Get the maximum size.
const int maxTextureSize = Dali::GetMaxTextureSize();
// No tiling required. Use the default renderer.
- if( size.height < maxTextureSize )
+ if(size.height < maxTextureSize)
{
- TextureSet textureSet = GetTextTexture( size, hasMultipleTextColors, containsColorGlyph, styleEnabled );
+ TextureSet textureSet = GetTextTexture(size);
- mImpl->mRenderer.SetTextures( textureSet );
+ 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);
+ mImpl->mTransform.SetUniforms(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 );
+ 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 );
+ 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;
+ 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 );
+ PixelData data = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_NO_STYLES, false, textPixelFormat);
- int verifiedWidth = data.GetWidth();
+ int verifiedWidth = data.GetWidth();
int verifiedHeight = data.GetHeight();
// Set information for creating textures.
- TilingInfo info( verifiedWidth, maxTextureSize, textPixelFormat );
+ TilingInfo info(verifiedWidth, maxTextureSize, textPixelFormat);
- // Get the buffer of text.
- Dali::DevelPixelData::PixelDataBuffer textPixelData = Dali::DevelPixelData::ReleasePixelDataBuffer( data );
- info.textBuffer = textPixelData.buffer;
+ // Get the pixel data of text.
+ info.textPixelData = data;
- if( styleEnabled )
+ if(mTextShaderFeatureCache.IsEnabledStyle())
{
// 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;
+ info.stylePixelData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_NO_TEXT, false, Pixel::RGBA8888);
}
- if ( containsColorGlyph && !hasMultipleTextColors )
+ if(mTextShaderFeatureCache.IsEnabledOverlay())
+ {
+ // Create RGBA texture for all the overlay styles
+ info.overlayStylePixelData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_OVERLAY_STYLE, false, Pixel::RGBA8888);
+ }
+
+ if(mTextShaderFeatureCache.IsEnabledEmoji() && !mTextShaderFeatureCache.IsEnabledMultiColor())
{
// 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;
+ info.maskPixelData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_MASK, false, Pixel::L8);
}
// 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 )
+ mImpl->mTransform.GetPropertyMap(retMap);
+ Property::Value* offsetValue = retMap.Find(Dali::Toolkit::Visual::Transform::Property::OFFSET);
+ if(offsetValue)
{
- offsetValue->Get( info.offSet );
+ offsetValue->Get(info.transformOffset);
}
// Create a textureset in the default renderer.
- CreateTextureSet( info, mImpl->mRenderer, sampler, hasMultipleTextColors, containsColorGlyph, styleEnabled );
+ CreateTextureSet(info, mImpl->mRenderer, sampler);
verifiedHeight -= maxTextureSize;
- Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
+ Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY);
- int offsetPosition = verifiedWidth * maxTextureSize;
// Create a renderer by cutting maxTextureSize.
- while( verifiedHeight > 0 )
+ while(verifiedHeight > 0)
{
- Renderer tilingRenderer = Renderer::New( geometry, shader );
- tilingRenderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT );
+ VisualRenderer tilingRenderer = VisualRenderer::New(geometry, shader);
+ tilingRenderer.SetProperty(Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT);
// New offset position of buffer for tiling.
- info.offsetPosition += offsetPosition;
+ info.offsetHeight += maxTextureSize;
// New height for tiling.
- info.height = ( verifiedHeight - maxTextureSize ) > 0 ? maxTextureSize : verifiedHeight;
+ info.height = (verifiedHeight - maxTextureSize) > 0 ? maxTextureSize : verifiedHeight;
// New offset for tiling.
- info.offSet.y += maxTextureSize;
+ info.transformOffset.y += maxTextureSize;
// Create a textureset int the new tiling renderer.
- CreateTextureSet( info, tilingRenderer, sampler, hasMultipleTextColors, containsColorGlyph, styleEnabled );
+ CreateTextureSet(info, tilingRenderer, sampler);
verifiedHeight -= maxTextureSize;
}
mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
- for( RendererContainer::iterator iter = mRendererList.begin(); iter != mRendererList.end(); ++iter)
+ const Vector4& defaultColor = mController->GetTextModel()->GetDefaultColor();
+
+ for(RendererContainer::iterator iter = mRendererList.begin(); iter != mRendererList.end(); ++iter)
{
Renderer renderer = (*iter);
- if( renderer )
+ if(renderer)
{
- actor.AddRenderer( 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();
+ }
+ }
}
}
}
-
-TextureSet TextVisual::GetTextTexture( const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled )
+TextureSet TextVisual::GetTextTexture(const Vector2& size)
{
// Filter mode needs to be set to linear to produce better quality while scaling.
Sampler sampler = Sampler::New();
- sampler.SetFilterMode( FilterMode::LINEAR, FilterMode::LINEAR );
+ sampler.SetFilterMode(FilterMode::LINEAR, FilterMode::LINEAR);
TextureSet textureSet = TextureSet::New();
// Create RGBA texture if the text contains emojis or multiple text colors, otherwise L8 texture
- Pixel::Format textPixelFormat = ( containsColorGlyph || hasMultipleTextColors ) ? Pixel::RGBA8888 : Pixel::L8;
+ Pixel::Format textPixelFormat = (mTextShaderFeatureCache.IsEnabledEmoji() || mTextShaderFeatureCache.IsEnabledMultiColor()) ? 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;
+ PixelData data = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_NO_STYLES, false, textPixelFormat);
- AddTexture( textureSet, data, sampler, textureSetIndex );
+ uint32_t textureSetIndex = 0u;
+ AddTexture(textureSet, data, sampler, textureSetIndex);
++textureSetIndex;
- if ( styleEnabled )
+ if(mTextShaderFeatureCache.IsEnabledStyle())
{
- // 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 );
+ // Create RGBA texture for all the text styles that render in the background (without the text itself)
+ PixelData styleData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_NO_TEXT, false, Pixel::RGBA8888);
+ AddTexture(textureSet, styleData, sampler, textureSetIndex);
+ ++textureSetIndex;
+ }
- AddTexture( textureSet, styleData, sampler, textureSetIndex );
+ if(mTextShaderFeatureCache.IsEnabledOverlay())
+ {
+ // 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);
++textureSetIndex;
}
- if ( containsColorGlyph && !hasMultipleTextColors )
+ if(mTextShaderFeatureCache.IsEnabledEmoji() && !mTextShaderFeatureCache.IsEnabledMultiColor())
{
// 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 );
+ PixelData maskData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_MASK, false, Pixel::L8);
- AddTexture( textureSet, maskData, sampler, textureSetIndex );
+ AddTexture(textureSet, maskData, sampler, textureSetIndex);
}
return textureSet;
}
-Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled )
+Shader TextVisual::GetTextShader(VisualFactoryCache& factoryCache, const TextVisualShaderFeature::FeatureBuilder& featureBuilder)
{
- Shader shader;
-
- 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 )
- {
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_MULTI_COLOR_TEXT );
- shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
- factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT, shader );
- }
- }
- else if( hasMultipleTextColors && styleEnabled )
- {
- // 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( VERTEX_SHADER, FRAGMENT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE );
- shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
- factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE, shader );
- }
- }
- else if( !hasMultipleTextColors && !containsColorGlyph && !styleEnabled )
- {
- shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT );
- if( !shader )
- {
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT );
- shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
- factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT, shader );
- }
- }
- else if( !hasMultipleTextColors && !containsColorGlyph && styleEnabled )
- {
- shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE );
- if( !shader )
- {
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE );
- 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( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI );
- 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( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI );
- shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
- factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI, shader );
- }
- }
+ // Cache feature builder informations.
+ mTextShaderFeatureCache = featureBuilder;
+ Shader shader = mTextVisualShaderFactory.GetShader(factoryCache, mTextShaderFeatureCache);
+ shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
return shader;
}