X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Ftext%2Ftext-visual.cpp;h=a7d6ae740b06928787efbca096dbc52886aae192;hb=6ebbbf8ac1bc813b1f34950e4f76d6f55b304495;hp=5b12a349f4429691486cc116aeaf1b4e6b4dde45;hpb=f6004b92a7b8ea0feed9c468943a3c369da4501e;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 index 5b12a34..a7d6ae7 100644 --- a/dali-toolkit/internal/visuals/text/text-visual.cpp +++ b/dali-toolkit/internal/visuals/text/text-visual.cpp @@ -49,7 +49,7 @@ namespace Internal { namespace { -const int CUSTOM_PROPERTY_COUNT(10); // 5 transform properties + anim,premul,size,offset,multicol +const int CUSTOM_PROPERTY_COUNT(5); // anim,premul,size,offset,multicol const Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f); @@ -258,7 +258,7 @@ void TextVisual::OnInitialize() 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 = VisualRenderer::New(geometry, shader); mImpl->mRenderer.ReserveCustomProperties(CUSTOM_PROPERTY_COUNT); } @@ -323,6 +323,7 @@ void TextVisual::DoSetOnScene(Actor& actor) // 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(mImpl->mRenderer, Dali::DevelRenderer::Property::OPACITY, OpacityConstraint); mOpacityConstraint.AddSource(Source(actor, mAnimatableTextColorPropertyIndex)); } @@ -596,7 +597,7 @@ PixelData TextVisual::ConvertToPixelData(unsigned char* buffer, int width, int h return pixelData; } -void TextVisual::CreateTextureSet(TilingInfo& info, Renderer& renderer, Sampler& sampler, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled, bool isOverlayStyle) +void TextVisual::CreateTextureSet(TilingInfo& info, VisualRenderer& renderer, Sampler& sampler, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled, bool isOverlayStyle) { TextureSet textureSet = TextureSet::New(); unsigned int textureSetIndex = 0u; @@ -633,17 +634,17 @@ void TextVisual::CreateTextureSet(TilingInfo& info, Renderer& renderer, Sampler& 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); // 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(VisualRenderer::Property::TRANSFORM_SIZE, Vector2(info.width, info.height)); + renderer.SetProperty(VisualRenderer::Property::TRANSFORM_OFFSET, Vector2(info.offSet.x, info.offSet.y)); renderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON); + renderer.RegisterProperty("uHasMultipleTextColors", static_cast(hasMultipleTextColors)); mRendererList.push_back(renderer); } @@ -663,7 +664,7 @@ void TextVisual::AddRenderer(Actor& actor, const Vector2& size, bool hasMultiple mImpl->mRenderer.SetTextures(textureSet); //Register transform properties - mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT); + mImpl->mTransform.SetUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT); mImpl->mRenderer.RegisterProperty("uHasMultipleTextColors", static_cast(hasMultipleTextColors)); mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON); @@ -731,7 +732,7 @@ void TextVisual::AddRenderer(Actor& actor, const Vector2& size, bool hasMultiple // Create a renderer by cutting maxTextureSize. while(verifiedHeight > 0) { - Renderer tilingRenderer = Renderer::New(geometry, shader); + 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;