-TextureSet TextVisual::GetTextTexture( const Vector2& size, bool hasMultipleTextColors, bool containsEmoji, bool styleEnabled )
-{
- // 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 = ( containsEmoji || hasMultipleTextColors ) ? Pixel::RGBA8888 : Pixel::L8;
-
- // Create a texture for the text without any styles
- PixelData data = mTypesetter->Render( size, Text::Typesetter::RENDER_NO_STYLES, false, textPixelFormat );
-
- // 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.
-
- Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D,
- data.GetPixelFormat(),
- data.GetWidth(),
- data.GetHeight() );
-
- texture.Upload( data );
-
- textureSet.SetTexture( 0u, texture );
- textureSet.SetSampler( 0u, sampler );
-
- if ( styleEnabled )
- {
- // Create RGBA texture for all the text styles (without the text itself)
- PixelData styleData = mTypesetter->Render( size, Text::Typesetter::RENDER_NO_TEXT, false, Pixel::RGBA8888 );
-
- Texture styleTexture = Texture::New( Dali::TextureType::TEXTURE_2D,
- styleData.GetPixelFormat(),
- styleData.GetWidth(),
- styleData.GetHeight() );
-
- styleTexture.Upload( styleData );
-
- textureSet.SetTexture( 1u, styleTexture );
- textureSet.SetSampler( 1u, sampler );
- }
-
- if ( containsEmoji && !hasMultipleTextColors )
- {
- // 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, Text::Typesetter::RENDER_MASK, false, Pixel::L8 );
-
- Texture maskTexture = Texture::New( Dali::TextureType::TEXTURE_2D,
- maskData.GetPixelFormat(),
- maskData.GetWidth(),
- maskData.GetHeight() );
-
- maskTexture.Upload( maskData );
-
- if ( !styleEnabled )
- {
- textureSet.SetTexture( 1u, maskTexture );
- textureSet.SetSampler( 1u, sampler );
- }
- else
- {
- textureSet.SetTexture( 2u, maskTexture );
- textureSet.SetSampler( 2u, sampler );
- }
- }
-
- return textureSet;
-}
-
-Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool hasMultipleTextColors, bool containsEmoji, bool styleEnabled )