X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Ftext%2Ftext-visual.cpp;h=7ce455e6665eca6c3169e5ddc6aceb7a501f90fb;hb=98d143f42bcbff983cadb5caf0de67e8cc7528a4;hp=67e6bcf10ea1922ff47d78a9e73477f036514a80;hpb=534e542d7dcc1a1507a0e5e6845d49c06a15d326;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/visuals/text/text-visual.cpp b/dali-toolkit/internal/visuals/text/text-visual.cpp old mode 100644 new mode 100755 index 67e6bcf..f8d5f53 --- a/dali-toolkit/internal/visuals/text/text-visual.cpp +++ b/dali-toolkit/internal/visuals/text/text-visual.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2016 Samsung Electronics Co., Ltd. + * Copyright (c) 2020 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. @@ -18,21 +18,29 @@ // CLASS HEADER #include -// EXTERNAL HEADER -#include +// EXTERNAL INCLUDES +#include +#include +#include +#include +#include +#include +#include // INTERNAL HEADER -#include #include -#include +#include +#include #include -#include -#include -#include -#include -#include +#include #include #include +#include +#include +#include +#include +#include +#include namespace Dali { @@ -45,122 +53,276 @@ 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::Layout::HORIZONTAL_ALIGN_BEGIN }, - { "CENTER", Toolkit::Text::Layout::HORIZONTAL_ALIGN_CENTER }, - { "END", Toolkit::Text::Layout::HORIZONTAL_ALIGN_END }, -}; -const unsigned int HORIZONTAL_ALIGNMENT_STRING_TABLE_COUNT = sizeof( HORIZONTAL_ALIGNMENT_STRING_TABLE ) / sizeof( HORIZONTAL_ALIGNMENT_STRING_TABLE[0] ); +const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( + attribute mediump vec2 aPosition;\n + uniform highp mat4 uMvpMatrix;\n + uniform highp vec3 uSize;\n + uniform mediump vec4 pixelArea;\n -const Scripting::StringEnum VERTICAL_ALIGNMENT_STRING_TABLE[] = -{ - { "TOP", Toolkit::Text::Layout::VERTICAL_ALIGN_TOP }, - { "CENTER", Toolkit::Text::Layout::VERTICAL_ALIGN_CENTER }, - { "BOTTOM", Toolkit::Text::Layout::VERTICAL_ALIGN_BOTTOM }, -}; -const unsigned int VERTICAL_ALIGNMENT_STRING_TABLE_COUNT = sizeof( VERTICAL_ALIGNMENT_STRING_TABLE ) / sizeof( VERTICAL_ALIGNMENT_STRING_TABLE[0] ); + varying mediump vec2 vTexCoord;\n -std::string GetHorizontalAlignment( Toolkit::Text::Layout::HorizontalAlignment alignment ) -{ - const char* name = Scripting::GetEnumerationName( alignment, - HORIZONTAL_ALIGNMENT_STRING_TABLE, - HORIZONTAL_ALIGNMENT_STRING_TABLE_COUNT ); + //Visual size and offset + uniform mediump vec2 offset;\n + uniform highp vec2 size;\n + uniform mediump vec4 offsetSizeMode;\n + uniform mediump vec2 origin;\n + uniform mediump vec2 anchorPoint;\n - return std::string( name ); -} + 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 -std::string GetVerticalAlignment( Toolkit::Text::Layout::VerticalAlignment alignment ) -{ - const char* name = Scripting::GetEnumerationName< Toolkit::Text::Layout::VerticalAlignment >( alignment, - VERTICAL_ALIGNMENT_STRING_TABLE, - VERTICAL_ALIGNMENT_STRING_TABLE_COUNT ); + void main()\n + {\n + gl_Position = uMvpMatrix * ComputeVertexPosition();\n + vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n + }\n +); - return std::string( name ); -} +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 -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; + // 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 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 + mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n + + gl_FragColor = textTexture * uColor * vec4( mixColor, 1.0 ); }\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 +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 ); -Geometry CreateGeometry( VisualFactoryCache& factoryCache, ImageDimensions gridSize ) +/** + * Return Property index for the given string key + * param[in] stringKey the string index key + * return the key as an index + */ + +Dali::Property::Index StringKeyToIndexKey( const std::string& stringKey ) { - Geometry geometry; + Dali::Property::Index result = Property::INVALID_KEY; - if( gridSize == ImageDimensions( 1, 1 ) ) + if( stringKey == VISUAL_TYPE ) { - geometry = factoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY ); - if( !geometry ) - { - geometry = VisualFactoryCache::CreateQuadGeometry(); - factoryCache.SaveGeometry( VisualFactoryCache::QUAD_GEOMETRY, geometry ); - } + result = Toolkit::Visual::Property::TYPE; } - else + 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 ) { - geometry = VisualFactoryCache::CreateGridGeometry( gridSize ); + result = Toolkit::DevelTextVisual::Property::BACKGROUND; } - return geometry; + return result; +} + +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; +} + +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 ) ) + { + current = 0.0f; + } + else + { + current = 1.0f; + } } } // 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 ); + return TextVisualPtr; } -float TextVisual::GetHeightForWidth( float width ) const +Property::Map TextVisual::ConvertStringKeysToIndexKeys( const Property::Map& propertyMap ) +{ + Property::Map outMap; + + for( Property::Map::SizeType index = 0u, count = propertyMap.Count(); index < count; ++index ) + { + const KeyValuePair& keyValue = propertyMap.GetKeyValue( index ); + + Property::Index indexKey = keyValue.first.indexKey; + + if ( keyValue.first.type == Property::Key::STRING ) + { + indexKey = StringKeyToIndexKey( keyValue.first.stringKey ); + } + + outMap.Insert( indexKey, keyValue.second ); + } + + return outMap; +} + +float TextVisual::GetHeightForWidth( float width ) { return mController->GetHeightForWidth( width ); } @@ -175,9 +337,7 @@ 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 ); @@ -188,37 +348,47 @@ void TextVisual::DoCreatePropertyMap( Property::Map& map ) const GetFontStyleProperty( mController, value, Text::FontStyle::DEFAULT ); map.Insert( Toolkit::TextVisual::Property::FONT_STYLE, value ); - map.Insert( Toolkit::TextVisual::Property::POINT_SIZE, mController->GetDefaultPointSize() ); + 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::HORIZONTAL_ALIGNMENT, GetHorizontalAlignment( mController->GetHorizontalAlignment() ) ); + map.Insert( Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT, mController->GetHorizontalAlignment() ); - map.Insert( Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT, GetVerticalAlignment( 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::ENABLE_MARKUP, mController->IsMarkupProcessorEnabled() ); - map.Insert( Toolkit::TextVisual::Property::LINE_SPACING, mController->GetDefaultLineSpacing() ); + 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 ); - 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 ); + map.Insert( Toolkit::DevelTextVisual::Property::OUTLINE, value ); - map.Insert( Toolkit::TextVisual::Property::BATCHING_ENABLED, false ); // TODO + GetBackgroundProperties( mController, value, Text::EffectStyle::DEFAULT ); + map.Insert( Toolkit::DevelTextVisual::Property::BACKGROUND, value ); } +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 ), +: Visual::Base( factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO, Toolkit::Visual::TEXT ), mController( Text::Controller::New() ), - mRenderingBackend( Toolkit::Text::DEFAULT_RENDERING_BACKEND ), - mHasBeenStaged( false ) + mTypesetter( Text::Typesetter::New( mController->GetTextModel() ) ), + mAnimatableTextColorPropertyIndex( Property::INVALID_INDEX ), + mRendererUpdateNeeded( false ) { } @@ -232,97 +402,14 @@ void TextVisual::DoSetProperties( const Property::Map& propertyMap ) { const KeyValuePair& keyValue = propertyMap.GetKeyValue( index ); - switch( keyValue.first.type ) + Property::Index indexKey = keyValue.first.indexKey; + + 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 ); } + + DoSetProperty( indexKey, keyValue.second ); } // Elide the text if it exceeds the boundaries. @@ -335,64 +422,85 @@ void TextVisual::DoSetProperties( const Property::Map& propertyMap ) 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; - geometry = CreateGeometry( mFactoryCache, ImageDimensions( 1, 1 ) ); - - shader = mFactoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP ); - if( !shader ) - { - shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP ); - mFactoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP, shader ); - } + 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); - mSelf = actor; + const Vector4& defaultColor = mController->GetTextModel()->GetDefaultColor(); + Dali::Property::Index shaderTextColorIndex = mImpl->mRenderer.RegisterProperty( "uTextColorAnimatable", defaultColor ); - if( mHasBeenStaged ) + if ( mAnimatableTextColorPropertyIndex != Property::INVALID_INDEX ) { - RenderText(); + // Create constraint for the animatable text's color Property with uTextColorAnimatable in the renderer. + if( shaderTextColorIndex != Property::INVALID_INDEX ) + { + Constraint colorConstraint = Constraint::New( 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(); + } } - else + + // 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) { - mHasBeenStaged = true; + Renderer renderer = (*iter); + if( renderer ) + { + // Removes the renderer from the actor. + actor.RemoveRenderer( renderer ); + } } + // Clear the renderer list + mRendererList.clear(); +} + +void TextVisual::DoSetOffScene( Actor& actor ) +{ + RemoveRenderer( actor ); + + // Resets the renderer. + mImpl->mRenderer.Reset(); + + // 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 ) { switch( index ) { - case Toolkit::TextVisual::Property::RENDERING_BACKEND: + case Toolkit::TextVisual::Property::ENABLE_MARKUP: { - int backend = propertyValue.Get(); - -#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(); + mController->SetMarkupProcessorEnabled( enableMarkup ); break; } case Toolkit::TextVisual::Property::TEXT: @@ -413,10 +521,9 @@ void TextVisual::DoSetProperty( Dali::Property::Index index, const Dali::Propert case Toolkit::TextVisual::Property::POINT_SIZE: { const float pointSize = propertyValue.Get(); - - 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; } @@ -427,25 +534,25 @@ void TextVisual::DoSetProperty( Dali::Property::Index index, const Dali::Propert } case Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT: { - Toolkit::Text::Layout::HorizontalAlignment alignment( Toolkit::Text::Layout::HORIZONTAL_ALIGN_BEGIN ); - if( Scripting::GetEnumeration< Toolkit::Text::Layout::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: { - Toolkit::Text::Layout::VerticalAlignment alignment( Toolkit::Text::Layout::VERTICAL_ALIGN_BOTTOM ); - if( Scripting::GetEnumeration< Toolkit::Text::Layout::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; } @@ -455,350 +562,431 @@ void TextVisual::DoSetProperty( Dali::Property::Index index, const Dali::Propert if( mController->GetDefaultColor() != textColor ) { mController->SetDefaultColor( textColor ); - mRenderer.Reset(); } break; } - case Toolkit::TextVisual::Property::ENABLE_MARKUP: - { - const bool enableMarkup = propertyValue.Get(); - mController->SetMarkupProcessorEnabled( enableMarkup ); - break; - } - case Toolkit::TextVisual::Property::ENABLE_AUTO_SCROLL: - { - // nothing to do. - break; - } - case Toolkit::TextVisual::Property::AUTO_SCROLL_SPEED: + case Toolkit::TextVisual::Property::SHADOW: { - // nothing to do. + SetShadowProperties( mController, propertyValue, Text::EffectStyle::DEFAULT ); break; } - case Toolkit::TextVisual::Property::AUTO_SCROLL_LOOP_COUNT: + case Toolkit::TextVisual::Property::UNDERLINE: { - // nothing to do. + SetUnderlineProperties( mController, propertyValue, Text::EffectStyle::DEFAULT ); break; } - case Toolkit::TextVisual::Property::AUTO_SCROLL_GAP: + case Toolkit::DevelTextVisual::Property::OUTLINE: { - // nothing to do. + SetOutlineProperties( mController, propertyValue, Text::EffectStyle::DEFAULT ); break; } - case Toolkit::TextVisual::Property::LINE_SPACING: + case Toolkit::DevelTextVisual::Property::BACKGROUND: { - const float lineSpacing = propertyValue.Get(); - 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 MAP case should be kept. - switch( propertyValue.GetType() ) - { - case Property::VECTOR4: - { - const Vector4& color = propertyValue.Get(); - if( mController->GetUnderlineColor() != color ) - { - mController->SetUnderlineColor( color ); - mRenderer.Reset(); - } - break; - } - case Property::FLOAT: - { - float height = propertyValue.Get(); - if( fabsf( mController->GetUnderlineHeight() - height ) > Math::MACHINE_EPSILON_1000 ) - { - mController->SetUnderlineHeight( height ); - mRenderer.Reset(); - } - break; - } - case Property::BOOLEAN: - { - const bool enabled = propertyValue.Get(); - if( mController->IsUnderlineEnabled() != enabled ) - { - mController->SetUnderlineEnabled( enabled ); - mRenderer.Reset(); - } - break; - } - case Property::MAP: - { - 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; + if( mController->IsMatchSystemLanguageDirection() ) + { + layoutDirection = static_cast( DevelWindow::Get( control ).GetRootLayer().GetProperty( Dali::Actor::Property::LAYOUT_DIRECTION ).Get() ); + } + else + { + layoutDirection = static_cast( control.GetProperty( Dali::Actor::Property::LAYOUT_DIRECTION ).Get() ); + } + + 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 MAP 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(); - if( mController->GetShadowOffset() != shadowOffset ) - { - mController->SetShadowOffset( shadowOffset ); - mRenderer.Reset(); - } - break; - } - case Property::VECTOR4: - { - const Vector4& shadowColor = propertyValue.Get(); - if( mController->GetShadowColor() != shadowColor ) - { - mController->SetShadowColor( shadowColor ); - mRenderer.Reset(); - } - break; - } - case Property::MAP: - { - 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 styleEnabled = ( shadowEnabled || underlineEnabled || outlineEnabled || backgroundEnabled ); + + + 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 ) { - Dali::Property::Value value; + 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 ); +} - switch( index ) +PixelData TextVisual::ConvertToPixelData( unsigned char* buffer, int width, int height, int offsetPosition, const Pixel::Format textPixelFormat ) +{ + int bpp = Pixel::GetBytesPerPixel( textPixelFormat ); + unsigned int bufferSize = width * height * bpp; + unsigned char* dstBuffer = static_cast( 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; + + // 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::Layout::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::Layout::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->GetDefaultColor(); - break; - } - case Toolkit::TextVisual::Property::ENABLE_MARKUP: - { - value = mController->IsMarkupProcessorEnabled(); - break; - } - case Toolkit::TextVisual::Property::ENABLE_AUTO_SCROLL: - { - // nothing to do. - break; - } - case Toolkit::TextVisual::Property::AUTO_SCROLL_SPEED: - { - // nothing to do. - break; - } - case Toolkit::TextVisual::Property::AUTO_SCROLL_LOOP_COUNT: - { - // nothing to do. - break; - } - case Toolkit::TextVisual::Property::AUTO_SCROLL_GAP: - { - // nothing to do. - 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( 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( 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::OnSetTransform() + +TextureSet TextVisual::GetTextTexture( const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled ) { - Vector2 visualSize = mImpl->mTransform.GetVisualSize( mImpl->mControlSize ); + // Filter mode needs to be set to linear to produce better quality while scaling. + Sampler sampler = Sampler::New(); + 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; - // Note, the direction should come from the layout of the parent control - mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); + // Check the text direction + Toolkit::DevelText::TextDirection::Type textDirection = mController->GetTextDirection(); - const Text::Controller::UpdateTextType updateTextType = mController->Relayout( visualSize ); + // Create a texture for the text without any styles + PixelData data = mTypesetter->Render( size, textDirection, Text::Typesetter::RENDER_NO_STYLES, false, textPixelFormat ); - if( ( Text::Controller::NONE_UPDATED != ( Text::Controller::MODEL_UPDATED & updateTextType ) ) || - !mRenderer ) + // 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 ) { - if( !mRenderer ) - { - mRenderer = Text::Backend::Get().NewRenderer( mRenderingBackend ); - } - RenderText(); + // 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; } -} -void TextVisual::RenderText() -{ - Actor self = mSelf.GetHandle(); - if( !self ) + if ( containsColorGlyph && !hasMultipleTextColors ) { - // Nothing to do if the handle is not initialized. - return; + // 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 ); + + AddTexture( textureSet, maskData, sampler, textureSetIndex ); } - Actor renderableActor; + return textureSet; +} - if( mRenderer ) +Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled ) +{ + Shader shader; + + if( hasMultipleTextColors && !styleEnabled ) { - renderableActor = mRenderer->Render( mController->GetView(), Toolkit::DepthIndex::TEXT ); + // 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 ); + } } - - if( renderableActor != mRenderableActor ) + else if( hasMultipleTextColors && styleEnabled ) { - UnparentAndReset( mRenderableActor ); - - if( renderableActor ) + // 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 ) { - const Vector2& scrollOffset = mController->GetTextModel()->GetScrollPosition(); - renderableActor.SetPosition( scrollOffset.x, scrollOffset.y ); - - self.Add( renderableActor ); + 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 ); } - mRenderableActor = renderableActor; } + 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 ); + } + } + + return shader; } } // namespace Internal