#define DALI_TOOLKIT_INTERNAL_TEXT_VISUAL_H
/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2019 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/object/base-object.h>
+#include <dali/public-api/object/weak-handle.h>
+
// INTERNAL INCLUDES
#include <dali-toolkit/internal/visuals/visual-base-impl.h>
#include <dali-toolkit/internal/text/rendering/text-typesetter.h>
* | underline | STRING |
* | shadow | STRING |
* | outline | STRING |
- * | batchingEnabled | BOOLEAN |
*
*/
class TextVisual : public Visual::Base
*/
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.
+ */
+ static void ConvertStringKeysToIndexKeys( 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 )
+ {
+ return GetVisualObject( visual ).mController;
+ };
+
+ /**
+ * @brief Set the index of the animatable text color property.
+ * @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 )
+ {
+ 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 )
+ {
+ GetVisualObject( visual ).mRendererUpdateNeeded = true;
+ };
+
+ /**
+ * @brief Instantly updates the renderer
+ * @param[in] visual The text visual.
+ */
+ static void UpdateRenderer( Toolkit::Visual::Base visual )
+ {
+ GetVisualObject( visual ).UpdateRenderer();
+ };
+
public: // from Visual::Base
/**
* @copydoc Visual::Base::GetHeightForWidth()
*/
- virtual float GetHeightForWidth( float width );
+ float GetHeightForWidth( float width ) override;
/**
* @copydoc Visual::Base::GetNaturalSize()
*/
- virtual void GetNaturalSize( Vector2& naturalSize );
+ void GetNaturalSize( Vector2& naturalSize ) override;
/**
* @copydoc Visual::Base::CreatePropertyMap()
*/
- virtual void DoCreatePropertyMap( Property::Map& map ) const;
+ void DoCreatePropertyMap( Property::Map& map ) const override;
+
+ /**
+ * @copydoc Visual::Base::CreateInstancePropertyMap
+ */
+ void DoCreateInstancePropertyMap( Property::Map& map ) const override;
protected:
/**
* @copydoc Visual::Base::DoSetProperties()
*/
- virtual void DoSetProperties( const Property::Map& propertyMap );
+ void DoSetProperties( const Property::Map& propertyMap ) override;
/**
- * @copydoc Visual::Base::DoSetOnStage()
+ * @copydoc Visual::Base::DoSetOnScene()
*/
- virtual void DoSetOnStage( Actor& actor );
+ void DoSetOnScene( Actor& actor ) override;
/**
- * @copydoc Visual::Base::DoSetOffStage()
+ * @copydoc Visual::Base::DoSetOffScene()
*/
- virtual void DoSetOffStage( Actor& actor );
+ void DoSetOffScene( Actor& actor ) override;
/**
* @copydoc Visual::Base::OnSetTransform
*/
- virtual void 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 )
+ {
+ }
+
+ ~TilingInfo()
+ {
+ if( textBuffer )
+ {
+ free( textBuffer );
+ }
+ if( styleBuffer )
+ {
+ free( styleBuffer );
+ }
+ if( maskBuffer )
+ {
+ free( maskBuffer );
+ }
+ }
+
+ };
+
/**
* @brief Set the individual property to the given value.
*
void UpdateRenderer();
/**
- * @brief Removes the texture set from the renderer.
+ * @brief Removes the text's renderer.
+ */
+ void RemoveRenderer( Actor& actor );
+
+ /**
+ * @brief Create a texture in textureSet and add it.
+ * @param[in] textureSet The textureSet to which the texture will be added.
+ * @param[in] data The PixelData to be uploaded to texture
+ * @param[in] sampler The sampler.
+ * @param[in] textureSetIndex The Index of TextureSet.
*/
- void RemoveTextureSet();
+ void AddTexture( TextureSet& textureSet, PixelData& data, Sampler& sampler, unsigned int textureSetIndex );
+
+ /**
+ * @brief Convert the buffer to pixelData.
+ * @param[in] buffer The Buffer to be converted to pixelData.
+ * @param[in] width The width of pixel data.
+ * @param[in] height The height of pixel data.
+ * @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 );
+
+ /**
+ * @brief Create the text's texture.
+ * @param[in] info This is the information you need to create a Tiling.
+ * @param[in] renderer The renderer to which the TextureSet will be added.
+ * @param[in] sampler The sampler.
+ * @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.).
+ */
+ void CreateTextureSet( TilingInfo& info, Renderer& renderer, Sampler& sampler, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled );
+
+ /**
+ * Create renderer of the text for rendering.
+ * @param[in] actor The actor.
+ * @param[in] size The texture size.
+ * @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.).
+ */
+ void AddRenderer( Actor& actor, const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled );
+
+
+ /**
+ * Get the texture of the text for rendering.
+ * @param[in] size The texture size.
+ * @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.).
+ */
+ TextureSet GetTextTexture( const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled );
+
+ /**
+ * Get the text rendering shader.
+ * @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
+ * @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.).
+ */
+ 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 )
+ {
+ return static_cast< TextVisual& >( Toolkit::GetImplementation( visual ).GetVisualObject() );
+ };
+
+private:
+
+ 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.
+ */
+ struct TextType
+ {
+ 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.
+ };
+ };
+
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.
+ 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.
+ RendererContainer mRendererList;
};
} // namespace Internal