X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Ftext%2Ftext-visual.h;h=c81fbcee1ebef46704546831cb2dd8f3aaae032f;hb=6da98d4f526029d51c8404964dd954afe9752401;hp=c79c2548f9e12c67e374135517bdb1b33ca9215f;hpb=4ca5a1d3277801d13ee8f367034f4ca054ecc6ee;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/visuals/text/text-visual.h b/dali-toolkit/internal/visuals/text/text-visual.h index c79c254..c81fbce 100644 --- a/dali-toolkit/internal/visuals/text/text-visual.h +++ b/dali-toolkit/internal/visuals/text/text-visual.h @@ -25,8 +25,9 @@ #include // INTERNAL INCLUDES +#include #include -#include +#include #include namespace Dali @@ -72,10 +73,11 @@ public: * @brief Create a new text visual. * * @param[in] factoryCache A pointer pointing to the VisualFactoryCache object + * @param[in] shaderFactory The TextVisualShaderFactory object * @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, TextVisualShaderFactory& shaderFactory, const Property::Map& properties); /** * @brief Converts all strings keys in property map to index keys. Property Map can then be merged correctly. @@ -153,8 +155,9 @@ protected: * @brief Constructor. * * @param[in] factoryCache The VisualFactoryCache object + * @param[in] shaderFactory The TextVisualShaderFactory object */ - TextVisual(VisualFactoryCache& factoryCache); + TextVisual(VisualFactoryCache& factoryCache, TextVisualShaderFactory& shaderFactory); /** * @brief A reference counted object may only be deleted by calling Unreference(). @@ -274,16 +277,12 @@ private: PixelData ConvertToPixelData(unsigned char* buffer, int width, int height, int offsetPosition, const Pixel::Format textPixelFormat); /** - * @brief Create the text's texture. + * @brief Create the text's texture. It will use cached shader feature for text visual. * @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.). - * @param[in] isOverlayStyle Whether the style needs to overlay on the text (e.g. strikethrough, underline, etc.). */ - void CreateTextureSet(TilingInfo& info, VisualRenderer& renderer, Sampler& sampler, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled, bool isOverlayStyle); + void CreateTextureSet(TilingInfo& info, VisualRenderer& renderer, Sampler& sampler); /** * Create renderer of the text for rendering. @@ -297,23 +296,17 @@ private: void AddRenderer(Actor& actor, const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled, bool isOverlayStyle); /** - * Get the texture of the text for rendering. + * Get the texture of the text for rendering. It will use cached shader feature for text visual. * @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.). - * @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, bool isOverlayStyle); + TextureSet GetTextTexture(const Vector2& size); /** * 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.). + * @param[in] featureBuilder Collection of current text shader's features. It will be cached as text visual. */ - Shader GetTextShader(VisualFactoryCache& factoryCache, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled); + Shader GetTextShader(VisualFactoryCache& factoryCache, const TextVisualShaderFeature::FeatureBuilder& featureBuilder); /** * @brief Retrieve the TextVisual object. @@ -328,32 +321,20 @@ private: private: typedef std::vector 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 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; + Text::ControllerPtr mController; ///< The text's controller. + Text::TypesetterPtr mTypesetter; ///< The text's typesetter. + + TextVisualShaderFactory& mTextVisualShaderFactory; ///< The shader factory for text visual. + TextVisualShaderFeature::FeatureBuilder mTextShaderFeatureCache; ///< The cached shader feature for text visual. + + WeakHandle 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; }; } // namespace Internal