#include <dali/public-api/animation/constraints.h>
#include <dali/devel-api/rendering/renderer-devel.h>
#include <dali/devel-api/text-abstraction/text-abstraction-definitions.h>
+#include <dali/devel-api/adaptor-framework/image-loading.h>
+#include <dali/devel-api/images/pixel-data-devel.h>
+#include <string.h>
// INTERNAL HEADER
#include <dali-toolkit/public-api/visuals/text-visual-properties.h>
// Renderer needs textures and to be added to control
mRendererUpdateNeeded = true;
+ mRendererList.push_back( mImpl->mRenderer );
+
UpdateRenderer();
}
-void TextVisual::DoSetOffStage( Actor& actor )
+void TextVisual::RemoveRenderer( Actor& actor )
{
- if( mImpl->mRenderer )
+ for( RendererContainer::iterator iter = mRendererList.begin(); iter != mRendererList.end(); ++iter)
{
- // Removes the renderer from the actor.
- actor.RemoveRenderer( mImpl->mRenderer );
+ Renderer renderer = (*iter);
+ if( renderer )
+ {
+ // Removes the renderer from the actor.
+ actor.RemoveRenderer( renderer );
+ }
+ }
+ // Clear the renderer list
+ mRendererList.clear();
+}
- RemoveTextureSet();
+void TextVisual::DoSetOffStage( Actor& actor )
+{
+ RemoveRenderer( actor );
- // Resets the renderer.
- mImpl->mRenderer.Reset();
- }
+ // Resets the renderer.
+ mImpl->mRenderer.Reset();
// Resets the control handle.
mControl.Reset();
if( ( fabsf( relayoutSize.width ) < Math::MACHINE_EPSILON_1000 ) || ( fabsf( relayoutSize.height ) < Math::MACHINE_EPSILON_1000 ) || text.empty() )
{
- // Removes the texture set.
- RemoveTextureSet();
-
- // Remove any renderer previously set.
- if( mImpl->mRenderer )
- {
- control.RemoveRenderer( mImpl->mRenderer );
- }
+ // 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 );
{
mRendererUpdateNeeded = false;
- // Removes the texture set.
- RemoveTextureSet();
-
- // Remove any renderer previously set.
- if( mImpl->mRenderer )
- {
- control.RemoveRenderer( mImpl->mRenderer );
- }
+ // Remove the texture set and any renderer previously set.
+ RemoveRenderer( control );
if( ( relayoutSize.width > Math::MACHINE_EPSILON_1000 ) &&
( relayoutSize.height > Math::MACHINE_EPSILON_1000 ) )
const bool styleEnabled = ( shadowEnabled || underlineEnabled || outlineEnabled || backgroundEnabled );
- TextureSet textureSet = GetTextTexture( relayoutSize, hasMultipleTextColors, containsColorGlyph, styleEnabled );
- mImpl->mRenderer.SetTextures( textureSet );
- Shader shader = GetTextShader( mFactoryCache, hasMultipleTextColors, containsColorGlyph, styleEnabled );
- mImpl->mRenderer.SetShader(shader);
+ AddRenderer( control, relayoutSize, hasMultipleTextColors, containsColorGlyph, styleEnabled );
- mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
+ // Text rendered and ready to display
+ ResourceReady( Toolkit::Visual::ResourceStatus::READY );
+ }
+ }
+}
- mImpl->mRenderer.RegisterProperty( "uHasMultipleTextColors", static_cast<float>( hasMultipleTextColors ) );
+void TextVisual::AddTexture( TextureSet& textureSet, PixelData& data, Sampler& sampler, unsigned int textureSetIndex )
+{
+ 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 );
+}
- mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON);
+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<unsigned char*>( malloc ( bufferSize ) );
+ memcpy( dstBuffer, buffer + offsetPosition * bpp, bufferSize );
+ PixelData pixelData = Dali::PixelData::New( dstBuffer,
+ bufferSize,
+ width,
+ height,
+ textPixelFormat,
+ Dali::PixelData::FREE );
+ return pixelData;
+}
- //Register transform properties
- mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
+void TextVisual::CreateTextureSet( TilingInfo& info, Renderer& renderer, Sampler& sampler, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled )
+{
- control.AddRenderer( mImpl->mRenderer );
+ TextureSet textureSet = TextureSet::New();
+ unsigned int textureSetIndex = 0u;
- // Text rendered and ready to display
- ResourceReady( Toolkit::Visual::ResourceStatus::READY );
- }
+ // Convert the buffer to pixel data to make it a texture.
+ if( info.textBuffer )
+ {
+ 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<float>( hasMultipleTextColors ) );
+ renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON);
+
+ mRendererList.push_back( renderer );
}
-void TextVisual::RemoveTextureSet()
+
+void TextVisual::AddRenderer( Actor& actor, const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled )
{
- if( mImpl->mFlags & Impl::IS_ATLASING_APPLIED )
+ 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<float>( 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
{
- // Removes the text's image from the texture atlas.
- Vector4 atlasRect;
+ // 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 )
+ {
+ // 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;
+ }
+
+ if ( containsColorGlyph && !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, textDirection, Text::Typesetter::RENDER_MASK, false, Pixel::L8 );
+ Dali::DevelPixelData::PixelDataBuffer maskPixelData = Dali::DevelPixelData::ReleasePixelDataBuffer( maskData );
+ info.maskBuffer = maskPixelData.buffer;
+ }
+
+ // Get the current offset for recalculate the offset when tiling.
+ Property::Map retMap;
+ mImpl->mTransform.GetPropertyMap( retMap );
+ Vector2 offSet = retMap.Find( Dali::Toolkit::Visual::Transform::Property::OFFSET )->Get< Vector2 >();
+ info.offSet = offSet;
+
+ // Create a textureset in the default renderer.
+ CreateTextureSet( info, mImpl->mRenderer, sampler, hasMultipleTextColors, containsColorGlyph, styleEnabled );
- const Property::Index index = mImpl->mRenderer.GetPropertyIndex( ATLAS_RECT_UNIFORM_NAME );
- if( index != Property::INVALID_INDEX )
+ verifiedHeight -= maxTextureSize;
+
+ Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
+
+ int offsetPosition = verifiedWidth * maxTextureSize;
+ // Create a renderer by cutting maxTextureSize.
+ while( verifiedHeight > 0 )
{
- const Property::Value& atlasRectValue = mImpl->mRenderer.GetProperty( index );
- atlasRectValue.Get( atlasRect );
+ 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;
+ }
+ }
+
+ mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
- const TextureSet& textureSet = mImpl->mRenderer.GetTextures();
- mFactoryCache.GetAtlasManager()->Remove( textureSet, atlasRect );
+ for( RendererContainer::iterator iter = mRendererList.begin(); iter != mRendererList.end(); ++iter)
+ {
+ Renderer renderer = (*iter);
+ if( renderer )
+ {
+ actor.AddRenderer( renderer );
}
}
}
+
TextureSet TextVisual::GetTextTexture( const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled )
{
// Filter mode needs to be set to linear to produce better quality while scaling.
// 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;
- 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 );
+ AddTexture( textureSet, data, sampler, textureSetIndex );
+ ++textureSetIndex;
if ( styleEnabled )
{
// 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 );
- 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 );
+ AddTexture( textureSet, styleData, sampler, textureSetIndex );
+ ++textureSetIndex;
}
if ( containsColorGlyph && !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, textDirection, 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 );
- }
+ AddTexture( textureSet, maskData, sampler, textureSetIndex );
}
return textureSet;
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 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 RemoveTextureSet();
+ 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.
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.
*/
};
};
+
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.
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