#define DALI_TOOLKIT_INTERNAL_TEXT_VISUAL_H
/*
- * Copyright (c) 2019 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.
*/
// EXTERNAL INCLUDES
+#include <dali/public-api/animation/constraint.h>
#include <dali/public-api/object/base-object.h>
#include <dali/public-api/object/weak-handle.h>
+#include <dali/public-api/rendering/visual-renderer.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/internal/visuals/visual-base-impl.h>
#include <dali-toolkit/internal/text/rendering/text-typesetter.h>
#include <dali-toolkit/internal/text/text-controller.h>
+#include <dali-toolkit/internal/visuals/visual-base-impl.h>
namespace Dali
{
-
namespace Toolkit
{
-
namespace Internal
{
-
class TextVisual;
-typedef IntrusivePtr< TextVisual > TextVisualPtr;
+typedef IntrusivePtr<TextVisual> TextVisualPtr;
/**
* The visual which renders text
class TextVisual : public Visual::Base
{
public:
-
/**
* @brief Create a new text visual.
*
* @param[in] properties A Property::Map containing settings for this visual
* @return A smart-pointer to the newly allocated visual.
*/
- static TextVisualPtr New( VisualFactoryCache& factoryCache, const Property::Map& properties );
+ static TextVisualPtr New(VisualFactoryCache& factoryCache, const Property::Map& properties);
/**
* @brief Converts all strings keys in property map to index keys. Property Map can then be merged correctly.
- * @param[in,out] propertyMap containing string keys or a mix of strings and indexes. Will be changed to index keys.
+ * @param[in] propertyMap containing string keys or a mix of strings and indexes.
+ * @return Property::Map containing index keys.
*/
- static void ConvertStringKeysToIndexKeys( Property::Map& propertyMap );
+ static Property::Map ConvertStringKeysToIndexKeys(const Property::Map& propertyMap);
/**
* @brief Retrieve the text's controller.
* @param[in] visual The text visual.
* @return The text controller
*/
- static Text::ControllerPtr GetController( Toolkit::Visual::Base visual )
+ static Text::ControllerPtr GetController(Toolkit::Visual::Base visual)
{
- return GetVisualObject( visual ).mController;
+ return GetVisualObject(visual).mController;
};
/**
* @param[in] visual The text visual.
* @param[in] animatablePropertyIndex The index of the animatable property
*/
- static void SetAnimatableTextColorProperty( Toolkit::Visual::Base visual, Property::Index animatablePropertyIndex )
+ static void SetAnimatableTextColorProperty(Toolkit::Visual::Base visual, Property::Index animatablePropertyIndex)
{
- GetVisualObject( visual ).mAnimatableTextColorPropertyIndex = animatablePropertyIndex;
+ GetVisualObject(visual).mAnimatableTextColorPropertyIndex = animatablePropertyIndex;
};
/**
* @brief Set the flag to trigger the textures to be initialized and renderer to be added to the control.
* @param[in] visual The text visual.
*/
- static void EnableRendererUpdate( Toolkit::Visual::Base visual )
+ static void EnableRendererUpdate(Toolkit::Visual::Base visual)
{
- GetVisualObject( visual ).mRendererUpdateNeeded = true;
+ GetVisualObject(visual).mRendererUpdateNeeded = true;
};
/**
* @brief Instantly updates the renderer
* @param[in] visual The text visual.
*/
- static void UpdateRenderer( Toolkit::Visual::Base visual )
+ static void UpdateRenderer(Toolkit::Visual::Base visual)
{
- GetVisualObject( visual ).UpdateRenderer();
+ GetVisualObject(visual).UpdateRenderer();
};
public: // from Visual::Base
-
/**
* @copydoc Visual::Base::GetHeightForWidth()
*/
- float GetHeightForWidth( float width ) override;
+ float GetHeightForWidth(float width) override;
/**
* @copydoc Visual::Base::GetNaturalSize()
*/
- void GetNaturalSize( Vector2& naturalSize ) override;
+ void GetNaturalSize(Vector2& naturalSize) override;
/**
* @copydoc Visual::Base::CreatePropertyMap()
*/
- void DoCreatePropertyMap( Property::Map& map ) const override;
+ void DoCreatePropertyMap(Property::Map& map) const override;
/**
* @copydoc Visual::Base::CreateInstancePropertyMap
*/
- void DoCreateInstancePropertyMap( Property::Map& map ) const override;
+ void DoCreateInstancePropertyMap(Property::Map& map) const override;
protected:
-
/**
* @brief Constructor.
*
* @param[in] factoryCache The VisualFactoryCache object
*/
- TextVisual( VisualFactoryCache& factoryCache );
+ TextVisual(VisualFactoryCache& factoryCache);
/**
* @brief A reference counted object may only be deleted by calling Unreference().
*/
virtual ~TextVisual();
+ /**
+ * @copydoc Visual::Base::OnInitialize
+ */
+ void OnInitialize() override;
+
// from Visual::Base
/**
* @copydoc Visual::Base::DoSetProperties()
*/
- void DoSetProperties( const Property::Map& propertyMap ) override;
+ void DoSetProperties(const Property::Map& propertyMap) override;
/**
* @copydoc Visual::Base::DoSetOnScene()
*/
- void DoSetOnScene( Actor& actor ) override;
+ void DoSetOnScene(Actor& actor) override;
/**
* @copydoc Visual::Base::DoSetOffScene()
*/
- void DoSetOffScene( Actor& actor ) override;
+ void DoSetOffScene(Actor& actor) override;
/**
* @copydoc Visual::Base::OnSetTransform
void OnSetTransform() override;
private:
-
struct TilingInfo
{
unsigned char* textBuffer;
unsigned char* styleBuffer;
unsigned char* maskBuffer;
- int width;
- int height;
- Pixel::Format textPixelFormat;
- int offsetPosition;
- Vector2 offSet;
-
- TilingInfo( int width, int height, Pixel::Format textPixelFormat )
- : textBuffer( NULL ),
- styleBuffer( NULL ),
- maskBuffer( NULL ),
- width( width ),
- height( height ),
- textPixelFormat( textPixelFormat ),
- offsetPosition( 0 ),
- offSet( 0.f, 0.f )
+ int width;
+ int height;
+ Pixel::Format textPixelFormat;
+ int offsetPosition;
+ Vector2 offSet;
+
+ TilingInfo(int width, int height, Pixel::Format textPixelFormat)
+ : textBuffer(NULL),
+ styleBuffer(NULL),
+ maskBuffer(NULL),
+ width(width),
+ height(height),
+ textPixelFormat(textPixelFormat),
+ offsetPosition(0),
+ offSet(0.f, 0.f)
{
}
~TilingInfo()
{
- if( textBuffer )
+ if(textBuffer)
{
- free( textBuffer );
+ free(textBuffer);
}
- if( styleBuffer )
+ if(styleBuffer)
{
- free( styleBuffer );
+ free(styleBuffer);
}
- if( maskBuffer )
+ if(maskBuffer)
{
- free( maskBuffer );
+ free(maskBuffer);
}
}
-
};
/**
*
* @param[in] propertyValue The value to set.
*/
- void DoSetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue );
+ void DoSetProperty(Dali::Property::Index index, const Dali::Property::Value& propertyValue);
/**
* @brief Updates the text's renderer.
/**
* @brief Removes the text's renderer.
*/
- void RemoveRenderer( Actor& actor );
+ void RemoveRenderer(Actor& actor);
/**
* @brief Create a texture in textureSet and add it.
* @param[in] sampler The sampler.
* @param[in] textureSetIndex The Index of TextureSet.
*/
- void AddTexture( TextureSet& textureSet, PixelData& data, Sampler& sampler, unsigned int textureSetIndex );
+ void AddTexture(TextureSet& textureSet, PixelData& data, Sampler& sampler, unsigned int textureSetIndex);
/**
* @brief Convert the buffer to pixelData.
* @param[in] offsetPosition The The buffer's start position.
* @param[in] textPixelFormat The PixelForma of text.
*/
- PixelData ConvertToPixelData( unsigned char* buffer, int width, int height, int offsetPosition, const Pixel::Format textPixelFormat );
+ PixelData ConvertToPixelData(unsigned char* buffer, int width, int height, int offsetPosition, const Pixel::Format textPixelFormat);
/**
* @brief Create the text's texture.
* @param[in] hasMultipleTextColors Whether the text contains multiple colors.
* @param[in] containsColorGlyph Whether the text contains color glyph.
* @param[in] styleEnabled Whether the text contains any styles (e.g. shadow, underline, etc.).
+ * @param[in] isOverlayStyle Whether the style needs to overlay on the text (e.g. strikethrough, underline, etc.).
*/
- void CreateTextureSet( TilingInfo& info, Renderer& renderer, Sampler& sampler, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled );
+ void CreateTextureSet(TilingInfo& info, VisualRenderer& renderer, Sampler& sampler, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled, bool isOverlayStyle);
/**
* Create renderer of the text for rendering.
* @param[in] hasMultipleTextColors Whether the text contains multiple colors.
* @param[in] containsColorGlyph Whether the text contains color glyph.
* @param[in] styleEnabled Whether the text contains any styles (e.g. shadow, underline, etc.).
+ * @param[in] isOverlayStyle Whether the style needs to overlay on the text (e.g. strikethrough, underline, etc.).
*/
- void AddRenderer( Actor& actor, const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled );
-
+ void AddRenderer(Actor& actor, const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled, bool isOverlayStyle);
/**
* Get the texture of the text for rendering.
* @param[in] hasMultipleTextColors Whether the text contains multiple colors.
* @param[in] containsColorGlyph Whether the text contains color glyph.
* @param[in] styleEnabled Whether the text contains any styles (e.g. shadow, underline, etc.).
+ * @param[in] isOverlayStyle Whether the style needs to overlay on the text (e.g. strikethrough, underline, etc.).
*/
- TextureSet GetTextTexture( const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled );
+ TextureSet GetTextTexture(const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled, bool isOverlayStyle);
/**
* Get the text rendering shader.
* @param[in] containsColorGlyph Whether the text contains color glyph.
* @param[in] styleEnabled Whether the text contains any styles (e.g. shadow, underline, etc.).
*/
- Shader GetTextShader( VisualFactoryCache& factoryCache, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled );
+ Shader GetTextShader(VisualFactoryCache& factoryCache, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled);
/**
* @brief Retrieve the TextVisual object.
* @param[in] visual A handle to the TextVisual
* @return The TextVisual object
*/
- static TextVisual& GetVisualObject( Toolkit::Visual::Base visual )
+ static TextVisual& GetVisualObject(Toolkit::Visual::Base visual)
{
- return static_cast< TextVisual& >( Toolkit::GetImplementation( visual ).GetVisualObject() );
+ return static_cast<TextVisual&>(Toolkit::GetImplementation(visual).GetVisualObject());
};
private:
-
- typedef std::vector< Renderer > RendererContainer;
+ typedef std::vector<Renderer> RendererContainer;
/**
* Used as an alternative to boolean so that it is obvious whether the text contains single or multiple text colors, and emoji and styles.
enum Type
{
SINGLE_COLOR_TEXT = 0, ///< The text contains single color only.
- MULTI_COLOR_TEXT = 1, ///< The text contains multiple colors.
- NO_EMOJI = 0, ///< The text contains no emoji.
- HAS_EMOJI = 1, ///< The text contains emoji.
- NO_STYLES = 0, ///< The text contains contains no styles.
- HAS_SYLES = 1 ///< The text contains contains styles.
+ MULTI_COLOR_TEXT = 1, ///< The text contains multiple colors.
+ NO_EMOJI = 0, ///< The text contains no emoji.
+ HAS_EMOJI = 1, ///< The text contains emoji.
+ NO_STYLES = 0, ///< The text contains contains no styles.
+ HAS_SYLES = 1 ///< The text contains contains styles.
};
};
-
private:
- Text::ControllerPtr mController; ///< The text's controller.
- Text::TypesetterPtr mTypesetter; ///< The text's typesetter.
- WeakHandle<Actor> mControl; ///< The control where the renderer is added.
- Property::Index mAnimatableTextColorPropertyIndex; ///< The index of animatable text color property registered by the control.
- bool mRendererUpdateNeeded:1; ///< The flag to indicate whether the renderer needs to be updated.
+ Text::ControllerPtr mController; ///< The text's controller.
+ Text::TypesetterPtr mTypesetter; ///< The text's typesetter.
+ WeakHandle<Actor> mControl; ///< The control where the renderer is added.
+ Constraint mColorConstraint{}; ///< Color constraint
+ Constraint mOpacityConstraint{}; ///< Opacity constraint
+ Property::Index mAnimatableTextColorPropertyIndex; ///< The index of animatable text color property registered by the control.
+ Property::Index mTextColorAnimatableIndex; ///< The index of uTextColorAnimatable property.
+ bool mRendererUpdateNeeded : 1; ///< The flag to indicate whether the renderer needs to be updated.
RendererContainer mRendererList;
};