DALi Version 2.2.11
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / text / rendering / atlas / text-atlas-renderer.cpp
1 /*
2  * Copyright (c) 2022 Samsung Electronics Co., Ltd.
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  *
16  */
17
18 // CLASS HEADER
19 #include <dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.h>
20
21 // EXTERNAL INCLUDES
22 #include <dali/devel-api/text-abstraction/font-client.h>
23 #include <dali/integration-api/debug.h>
24 #include <dali/public-api/animation/constraints.h>
25 #include <dali/public-api/math/math-utils.h>
26 #include <dali/public-api/rendering/geometry.h>
27 #include <dali/public-api/rendering/renderer.h>
28 #include <map>
29
30 // INTERNAL INCLUDES
31 #include <dali-toolkit/devel-api/controls/control-depth-index-ranges.h>
32 #include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
33 #include <dali-toolkit/internal/text/glyph-metrics-helper.h>
34 #include <dali-toolkit/internal/text/glyph-run.h>
35 #include <dali-toolkit/internal/text/rendering/atlas/atlas-glyph-manager.h>
36 #include <dali-toolkit/internal/text/rendering/atlas/atlas-mesh-factory.h>
37 #include <dali-toolkit/internal/text/rendering/styles/strikethrough-helper-functions.h>
38 #include <dali-toolkit/internal/text/rendering/styles/underline-helper-functions.h>
39 #include <dali-toolkit/internal/text/text-view.h>
40
41 using namespace Dali;
42 using namespace Dali::Toolkit;
43 using namespace Dali::Toolkit::Text;
44
45 namespace
46 {
47 #if defined(DEBUG_ENABLED)
48 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, true, "LOG_TEXT_RENDERING");
49 #endif
50
51 const float    ZERO(0.0f);
52 const float    HALF(0.5f);
53 const float    ONE(1.0f);
54 const float    ONE_AND_A_HALF(1.5f);
55 const uint32_t DOUBLE_PIXEL_PADDING = 4u; //Padding will be added twice to Atlas
56 const uint16_t NO_OUTLINE           = 0u;
57 } // namespace
58
59 struct AtlasRenderer::Impl
60 {
61   enum Style
62   {
63     STYLE_NORMAL,
64     STYLE_DROP_SHADOW
65   };
66
67   struct MeshRecord
68   {
69     MeshRecord()
70     : mAtlasId(0u)
71     {
72     }
73
74     uint32_t             mAtlasId;
75     AtlasManager::Mesh2D mMesh;
76   };
77
78   /**
79    * brief Struct used to generate the underline/striketthrough mesh.
80    * There is one Extent per line of text.
81    */
82   struct Extent
83   {
84     Extent()
85     : mBaseLine(0.0f),
86       mLeft(0.0f),
87       mRight(0.0f),
88       mUnderlinePosition(0.0f),
89       mLineThickness(0.0f),
90       mMeshRecordIndex(0u),
91       mUnderlineChunkId(0u),
92       mStrikethroughPosition(0.0f),
93       mStrikethroughChunkId(0u)
94     {
95     }
96
97     float    mBaseLine;
98     float    mLeft;
99     float    mRight;
100     float    mUnderlinePosition;
101     float    mLineThickness;
102     uint32_t mMeshRecordIndex;
103     uint32_t mUnderlineChunkId;
104     float    mStrikethroughPosition;
105     uint32_t mStrikethroughChunkId;
106   };
107
108   struct MaxBlockSize
109   {
110     MaxBlockSize()
111     : mFontId(0),
112       mNeededBlockWidth(0),
113       mNeededBlockHeight(0)
114     {
115     }
116
117     FontId   mFontId;
118     uint32_t mNeededBlockWidth;
119     uint32_t mNeededBlockHeight;
120   };
121
122   struct CheckEntry
123   {
124     CheckEntry()
125     : mFontId(0),
126       mIndex(0)
127     {
128     }
129
130     FontId           mFontId;
131     Text::GlyphIndex mIndex;
132   };
133
134   struct TextCacheEntry
135   {
136     TextCacheEntry()
137     : mFontId{0u},
138       mIndex{0u},
139       mImageId{0u},
140       mOutlineWidth{0u},
141       isItalic{false},
142       isBold{false}
143     {
144     }
145
146     FontId           mFontId;
147     Text::GlyphIndex mIndex;
148     uint32_t         mImageId;
149     uint16_t         mOutlineWidth;
150     bool             isItalic : 1;
151     bool             isBold : 1;
152   };
153
154   Impl()
155   : mDepth(0)
156   {
157     mGlyphManager = AtlasGlyphManager::Get();
158     mFontClient   = TextAbstraction::FontClient::Get();
159
160     mQuadVertexFormat["aPosition"] = Property::VECTOR2;
161     mQuadVertexFormat["aTexCoord"] = Property::VECTOR2;
162     mQuadVertexFormat["aColor"]    = Property::VECTOR4;
163   }
164
165   void CacheGlyph(const GlyphInfo& glyph, FontId lastFontId, const AtlasGlyphManager::GlyphStyle& style, AtlasManager::AtlasSlot& slot)
166   {
167     const Size& defaultTextAtlasSize = mFontClient.GetDefaultTextAtlasSize(); //Retrieve default size of text-atlas-block from font-client.
168     const Size& maximumTextAtlasSize = mFontClient.GetMaximumTextAtlasSize(); //Retrieve maximum size of text-atlas-block from font-client.
169
170     const bool glyphNotCached = !mGlyphManager.IsCached(glyph.fontId, glyph.index, style, slot); // Check FontGlyphRecord vector for entry with glyph index and fontId
171
172     DALI_LOG_INFO(gLogFilter, Debug::Verbose, "AddGlyphs fontID[%u] glyphIndex[%u] [%s]\n", glyph.fontId, glyph.index, (glyphNotCached) ? "not cached" : "cached");
173
174     if(glyphNotCached)
175     {
176       MaxBlockSize& blockSize = mBlockSizes[0u];
177
178       if(lastFontId != glyph.fontId)
179       {
180         uint32_t index = 0u;
181         // Looks through all stored block sizes until finds the one which mataches required glyph font it.  Ensures new atlas block size will match existing for same font id.
182         // CalculateBlocksSize() above ensures a block size entry exists.
183         for(std::vector<MaxBlockSize>::const_iterator it    = mBlockSizes.begin(),
184                                                       endIt = mBlockSizes.end();
185             it != endIt;
186             ++it, ++index)
187         {
188           const MaxBlockSize& blockSizeEntry = *it;
189           if(blockSizeEntry.mFontId == glyph.fontId)
190           {
191             blockSize = mBlockSizes[index];
192           }
193         }
194       }
195
196       // Create a new image for the glyph
197       PixelData bitmap;
198
199       // Whether the glyph is an outline.
200       const bool isOutline = 0u != style.outline;
201
202       // Whether the current glyph is a color one.
203       const bool isColorGlyph = mFontClient.IsColorGlyph(glyph.fontId, glyph.index);
204
205       if(!isOutline || (isOutline && !isColorGlyph))
206       {
207         // Retrieve the emoji's bitmap.
208         TextAbstraction::FontClient::GlyphBufferData glyphBufferData;
209         glyphBufferData.width  = isColorGlyph ? glyph.width : 0; // Desired width and height.
210         glyphBufferData.height = isColorGlyph ? glyph.height : 0;
211
212         mFontClient.CreateBitmap(glyph.fontId,
213                                  glyph.index,
214                                  glyph.isItalicRequired,
215                                  glyph.isBoldRequired,
216                                  glyphBufferData,
217                                  style.outline);
218
219         uint32_t glyphBufferSize = glyphBufferData.width * glyphBufferData.height * Pixel::GetBytesPerPixel(glyphBufferData.format);
220         // If glyph buffer data don't have ownership, Or if we need to decompress, create new memory and replace ownership.
221         if(!glyphBufferData.isBufferOwned || glyphBufferData.compressionType != TextAbstraction::FontClient::GlyphBufferData::CompressionType::NO_COMPRESSION)
222         {
223           uint8_t* newBuffer = (uint8_t*)malloc(glyphBufferSize);
224           if(DALI_LIKELY(newBuffer != nullptr))
225           {
226             TextAbstraction::FontClient::GlyphBufferData::Decompress(glyphBufferData, newBuffer);
227             if(glyphBufferData.isBufferOwned)
228             {
229               // Release previous buffer
230               free(glyphBufferData.buffer);
231             }
232             glyphBufferData.isBufferOwned   = true;
233             glyphBufferData.buffer          = newBuffer;
234             glyphBufferData.compressionType = TextAbstraction::FontClient::GlyphBufferData::CompressionType::NO_COMPRESSION;
235           }
236         }
237
238         // Create the pixel data.
239         bitmap = PixelData::New(glyphBufferData.buffer,
240                                 glyphBufferSize,
241                                 glyphBufferData.width,
242                                 glyphBufferData.height,
243                                 glyphBufferData.format,
244                                 PixelData::FREE);
245
246         // Change buffer ownership.
247         glyphBufferData.isBufferOwned = false;
248
249         if(bitmap)
250         {
251           // Ensure that the next image will fit into the current block size
252           if(bitmap.GetWidth() > blockSize.mNeededBlockWidth)
253           {
254             blockSize.mNeededBlockWidth = bitmap.GetWidth();
255           }
256
257           if(bitmap.GetHeight() > blockSize.mNeededBlockHeight)
258           {
259             blockSize.mNeededBlockHeight = bitmap.GetHeight();
260           }
261
262           // If CheckAtlas in AtlasManager::Add can't fit the bitmap in the current atlas it will create a new atlas
263
264           // Setting the block size and size of new atlas does not mean a new one will be created. An existing atlas may still surffice.
265           uint32_t default_width  = defaultTextAtlasSize.width;
266           uint32_t default_height = defaultTextAtlasSize.height;
267
268           while(
269             (blockSize.mNeededBlockWidth >= (default_width - (DOUBLE_PIXEL_PADDING + 1u)) ||
270              blockSize.mNeededBlockHeight >= (default_height - (DOUBLE_PIXEL_PADDING + 1u))) &&
271             (default_width < maximumTextAtlasSize.width &&
272              default_height < maximumTextAtlasSize.height))
273           {
274             default_width <<= 1u;
275             default_height <<= 1u;
276           }
277           mGlyphManager.SetNewAtlasSize(default_width,
278                                         default_height,
279                                         blockSize.mNeededBlockWidth,
280                                         blockSize.mNeededBlockHeight);
281
282           // Locate a new slot for our glyph
283           mGlyphManager.Add(glyph, style, bitmap, slot); // slot will be 0 is glyph not added
284         }
285       }
286     }
287     else
288     {
289       // We have 2+ copies of the same glyph
290       mGlyphManager.AdjustReferenceCount(glyph.fontId, glyph.index, style, 1); //increment
291     }
292   }
293
294   void GenerateMesh(const GlyphInfo&         glyph,
295                     const Vector2&           position,
296                     const Vector4&           color,
297                     uint16_t                 outline,
298                     AtlasManager::AtlasSlot& slot,
299                     bool                     decorationlineGlyph,
300                     float                    currentUnderlinePosition,
301                     float                    currentlineThickness,
302                     std::vector<MeshRecord>& meshContainer,
303                     Vector<TextCacheEntry>&  newTextCache,
304                     Vector<Extent>&          extents,
305                     uint32_t                 underlineChunkId,
306                     bool                     isGlyphCached,
307                     uint32_t                 strikethroughChunkId)
308   {
309     // Generate mesh data for this quad, plugging in our supplied position
310     AtlasManager::Mesh2D newMesh;
311     mGlyphManager.GenerateMeshData(slot.mImageId, position, newMesh);
312
313     if(!isGlyphCached)
314     {
315       TextCacheEntry textCacheEntry;
316       textCacheEntry.mFontId       = glyph.fontId;
317       textCacheEntry.mImageId      = slot.mImageId;
318       textCacheEntry.mIndex        = glyph.index;
319       textCacheEntry.mOutlineWidth = outline;
320       textCacheEntry.isItalic      = glyph.isItalicRequired;
321       textCacheEntry.isBold        = glyph.isBoldRequired;
322
323       newTextCache.PushBack(textCacheEntry);
324     }
325
326     AtlasManager::Vertex2D* verticesBuffer = newMesh.mVertices.Begin();
327
328     for(unsigned int index = 0u, size = newMesh.mVertices.Count();
329         index < size;
330         ++index)
331     {
332       AtlasManager::Vertex2D& vertex = *(verticesBuffer + index);
333
334       // Set the color of the vertex.
335       vertex.mColor = color;
336     }
337
338     // Since Free Type font doesn't contain the strikethrough-position property,
339     // strikethrough position will be calculated by moving the underline position upwards by half the value of the line height.
340     float strikethroughStartingYPosition = (position.y + glyph.yBearing + currentUnderlinePosition) - ((glyph.height) * HALF);
341
342     // Find an existing mesh data object to attach to ( or create a new one, if we can't find one using the same atlas)
343     StitchTextMesh(meshContainer,
344                    newMesh,
345                    extents,
346                    position.y + glyph.yBearing,
347                    decorationlineGlyph,
348                    currentUnderlinePosition,
349                    currentlineThickness,
350                    slot,
351                    underlineChunkId,
352                    strikethroughStartingYPosition,
353                    strikethroughChunkId);
354   }
355
356   void CreateActors(const std::vector<MeshRecord>& meshContainer,
357                     const Size&                    textSize,
358                     const Vector4&                 color,
359                     const Vector4&                 shadowColor,
360                     const Vector2&                 shadowOffset,
361                     Actor                          textControl,
362                     Property::Index                animatablePropertyIndex,
363                     bool                           drawShadow)
364   {
365     if(!mActor)
366     {
367       // Create a container actor to act as a common parent for text and shadow, to avoid color inheritence issues.
368       mActor = Actor::New();
369       mActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
370       mActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
371       mActor.SetProperty(Actor::Property::SIZE, textSize);
372       mActor.SetProperty(Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_COLOR);
373     }
374
375     for(std::vector<MeshRecord>::const_iterator it    = meshContainer.begin(),
376                                                 endIt = meshContainer.end();
377         it != endIt;
378         ++it)
379     {
380       const MeshRecord& meshRecord = *it;
381
382       Actor actor = CreateMeshActor(textControl, animatablePropertyIndex, color, meshRecord, textSize, STYLE_NORMAL);
383
384       // Whether the actor has renderers.
385       const bool hasRenderer = actor.GetRendererCount() > 0u;
386
387       // Create an effect if necessary
388       if(hasRenderer &&
389          drawShadow)
390       {
391         // Change the color of the vertices.
392         for(Vector<AtlasManager::Vertex2D>::Iterator vIt    = meshRecord.mMesh.mVertices.Begin(),
393                                                      vEndIt = meshRecord.mMesh.mVertices.End();
394             vIt != vEndIt;
395             ++vIt)
396         {
397           AtlasManager::Vertex2D& vertex = *vIt;
398
399           vertex.mColor = shadowColor;
400         }
401
402         Actor shadowActor = CreateMeshActor(textControl, animatablePropertyIndex, color, meshRecord, textSize, STYLE_DROP_SHADOW);
403 #if defined(DEBUG_ENABLED)
404         shadowActor.SetProperty(Dali::Actor::Property::NAME, "Text Shadow renderable actor");
405 #endif
406         // Offset shadow in x and y
407         shadowActor.RegisterProperty("uOffset", shadowOffset);
408         Dali::Renderer renderer(shadowActor.GetRendererAt(0));
409         int            depthIndex = renderer.GetProperty<int>(Dali::Renderer::Property::DEPTH_INDEX);
410         renderer.SetProperty(Dali::Renderer::Property::DEPTH_INDEX, depthIndex - 1);
411         mActor.Add(shadowActor);
412       }
413
414       if(hasRenderer)
415       {
416         mActor.Add(actor);
417       }
418     }
419   }
420
421   void AddGlyphs(Text::ViewInterface&     view,
422                  Actor                    textControl,
423                  Property::Index          animatablePropertyIndex,
424                  const Vector<Vector2>&   positions,
425                  const Vector<GlyphInfo>& glyphs,
426                  const Vector4&           defaultColor,
427                  const Vector4* const     colorsBuffer,
428                  const ColorIndex* const  colorIndicesBuffer,
429                  int                      depth,
430                  float                    minLineOffset)
431   {
432     AtlasManager::AtlasSlot slot;
433     slot.mImageId = 0u;
434     slot.mAtlasId = 0u;
435
436     AtlasManager::AtlasSlot slotOutline;
437     slotOutline.mImageId = 0u;
438     slotOutline.mAtlasId = 0u;
439
440     std::vector<MeshRecord> meshContainer;
441     std::vector<MeshRecord> meshContainerOutline;
442     Vector<Extent>          extents;
443     Vector<Extent>          strikethroughExtents;
444     mDepth = depth;
445
446     const Vector2&   textSize(view.GetLayoutSize());
447     const Vector2    halfTextSize(textSize * 0.5f);
448     const Vector2&   shadowOffset(view.GetShadowOffset());
449     const Vector4&   shadowColor(view.GetShadowColor());
450     const bool       underlineEnabled = view.IsUnderlineEnabled();
451     const uint16_t   outlineWidth     = view.GetOutlineWidth();
452     const Vector4&   outlineColor(view.GetOutlineColor());
453     const bool       isOutline            = 0u != outlineWidth;
454     const GlyphInfo* hyphens              = view.GetHyphens();
455     const Length*    hyphenIndices        = view.GetHyphenIndices();
456     const Length     hyphensCount         = view.GetHyphensCount();
457     const bool       strikethroughEnabled = view.IsStrikethroughEnabled();
458     const float      characterSpacing(view.GetCharacterSpacing());
459
460     // Elided text info. Indices according to elided text.
461     const auto startIndexOfGlyphs              = view.GetStartIndexOfElidedGlyphs();
462     const auto firstMiddleIndexOfElidedGlyphs  = view.GetFirstMiddleIndexOfElidedGlyphs();
463     const auto secondMiddleIndexOfElidedGlyphs = view.GetSecondMiddleIndexOfElidedGlyphs();
464
465     const bool useDefaultColor = (NULL == colorsBuffer);
466
467     // Get a handle of the font client. Used to retrieve the bitmaps of the glyphs.
468     TextAbstraction::FontClient fontClient = TextAbstraction::FontClient::Get();
469
470     // Get the underline runs.
471     const Length               numberOfUnderlineRuns = view.GetNumberOfUnderlineRuns();
472     Vector<UnderlinedGlyphRun> underlineRuns;
473     underlineRuns.Resize(numberOfUnderlineRuns);
474     view.GetUnderlineRuns(underlineRuns.Begin(),
475                           0u,
476                           numberOfUnderlineRuns);
477
478     // Aggregate underline-style-properties from view
479     const UnderlineStyleProperties viewUnderlineProperties{view.GetUnderlineType(),
480                                                            view.GetUnderlineColor(),
481                                                            view.GetUnderlineHeight(),
482                                                            view.GetDashedUnderlineGap(),
483                                                            view.GetDashedUnderlineWidth(),
484                                                            true,
485                                                            true,
486                                                            true,
487                                                            true,
488                                                            true};
489
490     float maxUnderlineHeight = viewUnderlineProperties.height;
491
492     // Get the strikethrough runs.
493     const Length                  numberOfStrikethroughRuns = view.GetNumberOfStrikethroughRuns();
494     Vector<StrikethroughGlyphRun> strikethroughRuns;
495     strikethroughRuns.Resize(numberOfStrikethroughRuns);
496     view.GetStrikethroughRuns(strikethroughRuns.Begin(), 0u, numberOfStrikethroughRuns);
497
498     const StrikethroughStyleProperties viewStrikethroughProperties{view.GetStrikethroughColor(),
499                                                                    view.GetStrikethroughHeight(),
500                                                                    true,
501                                                                    true};
502
503     float maxStrikethroughHeight = viewStrikethroughProperties.height;
504
505     FontId lastFontId                  = 0;
506     Style  style                       = STYLE_NORMAL;
507     float  currentUnderlinePosition    = ZERO;
508     bool   thereAreUnderlinedGlyphs    = false;
509     bool   thereAreStrikethroughGlyphs = false;
510
511     if(fabsf(shadowOffset.x) > Math::MACHINE_EPSILON_1 || fabsf(shadowOffset.y) > Math::MACHINE_EPSILON_1)
512     {
513       style = STYLE_DROP_SHADOW;
514     }
515
516     CalculateBlocksSize(glyphs);
517
518     // Avoid emptying mTextCache (& removing references) until after incremented references for the new text
519     Vector<TextCacheEntry> newTextCache;
520     const GlyphInfo* const glyphsBuffer    = glyphs.Begin();
521     const Vector2* const   positionsBuffer = positions.Begin();
522     const Vector2          lineOffsetPosition(minLineOffset, 0.f);
523     uint32_t               hyphenIndex = 0;
524
525     //For septated underlined chunks. (this is for Markup case)
526     uint32_t                                     underlineChunkId = 0u;                            // give id for each chunk.
527     bool                                         isPreUnderlined  = false;                         // status of underlined for previous glyph.
528     std::map<uint32_t, UnderlineStyleProperties> mapUnderlineChunkIdWithProperties;                // mapping underlineChunkId with UnderlineStyleProperties to get properties of underlined chunk
529     UnderlineStyleProperties                     preUnderlineProperties = viewUnderlineProperties; // the previous UnderlineStyleProperties
530
531     //For septated strikethrough chunks. (this is for Markup case)
532     uint32_t                                         strikethroughChunkId = 0u;                                // give id for each chunk.
533     bool                                             isPreStrikethrough   = false;                             // status of strikethrough for previous glyph.
534     std::map<uint32_t, StrikethroughStyleProperties> mapStrikethroughChunkIdWithProperties;                    // mapping strikethroughChunkId with StrikethroughStyleProperties to get properties of strikethrough chunk
535     StrikethroughStyleProperties                     preStrikethroughProperties = viewStrikethroughProperties; // the previous StrikethroughStyleProperties
536
537     const Character*              textBuffer                = view.GetTextBuffer();
538     float                         calculatedAdvance         = 0.f;
539     const Vector<CharacterIndex>& glyphToCharacterMap       = view.GetGlyphsToCharacters();
540     const CharacterIndex*         glyphToCharacterMapBuffer = glyphToCharacterMap.Begin();
541
542     //Skip hyphenIndices less than startIndexOfGlyphs or between two middle of elided text
543     if(hyphenIndices)
544     {
545       while((hyphenIndex < hyphensCount) && (hyphenIndices[hyphenIndex] < startIndexOfGlyphs ||
546                                              (hyphenIndices[hyphenIndex] > firstMiddleIndexOfElidedGlyphs && hyphenIndices[hyphenIndex] < secondMiddleIndexOfElidedGlyphs)))
547       {
548         ++hyphenIndex;
549       }
550     }
551
552     //To keep the last fontMetrics of lastDecorativeLinesFontId
553     FontId      lastDecorativeLinesFontId = 0; // DecorativeLines like Undeline and Strikethrough
554     FontMetrics lastDecorativeLinesFontMetrics;
555     fontClient.GetFontMetrics(lastDecorativeLinesFontId, lastDecorativeLinesFontMetrics);
556
557     // Iteration on glyphs
558     for(uint32_t i = 0, glyphSize = glyphs.Size(); i < glyphSize; ++i)
559     {
560       GlyphInfo glyph;
561       bool      addHyphen = ((hyphenIndex < hyphensCount) && hyphenIndices && ((i + startIndexOfGlyphs) == hyphenIndices[hyphenIndex]));
562       if(addHyphen && hyphens)
563       {
564         glyph = hyphens[hyphenIndex];
565         i--;
566       }
567       else
568       {
569         glyph = *(glyphsBuffer + i);
570       }
571
572       Vector<UnderlinedGlyphRun>::ConstIterator currentUnderlinedGlyphRunIt = underlineRuns.End();
573       const bool                                isGlyphUnderlined           = underlineEnabled || IsGlyphUnderlined(i, underlineRuns, currentUnderlinedGlyphRunIt);
574       const UnderlineStyleProperties            currentUnderlineProperties  = GetCurrentUnderlineProperties(i, isGlyphUnderlined, underlineRuns, currentUnderlinedGlyphRunIt, viewUnderlineProperties);
575       float                                     currentUnderlineHeight      = currentUnderlineProperties.height;
576       thereAreUnderlinedGlyphs                                              = thereAreUnderlinedGlyphs || isGlyphUnderlined;
577
578       Vector<StrikethroughGlyphRun>::ConstIterator currentStrikethroughGlyphRunIt = strikethroughRuns.End();
579       const bool                                   isGlyphStrikethrough           = strikethroughEnabled || IsGlyphStrikethrough(i, strikethroughRuns, currentStrikethroughGlyphRunIt);
580       const StrikethroughStyleProperties           currentStrikethroughProperties = GetCurrentStrikethroughProperties(i, isGlyphStrikethrough, strikethroughRuns, currentStrikethroughGlyphRunIt, viewStrikethroughProperties);
581       float                                        currentStrikethroughHeight     = currentStrikethroughProperties.height;
582       thereAreStrikethroughGlyphs                                                 = thereAreStrikethroughGlyphs || isGlyphStrikethrough;
583
584       // No operation for white space
585       if(!Dali::EqualsZero(glyph.width) && !Dali::EqualsZero(glyph.height))
586       {
587         // Check and update decorative-lines informations
588         if(isGlyphUnderlined || isGlyphStrikethrough)
589         {
590           bool isDecorativeLinesFontIdUpdated = false;
591           // Are we still using the same fontId as previous
592           if(glyph.fontId != lastDecorativeLinesFontId)
593           {
594             // We need to fetch fresh font metrics
595             lastDecorativeLinesFontId      = glyph.fontId;
596             isDecorativeLinesFontIdUpdated = true;
597             fontClient.GetFontMetrics(lastDecorativeLinesFontId, lastDecorativeLinesFontMetrics);
598
599             if(isGlyphStrikethrough || isGlyphUnderlined)
600             {
601               //The currentUnderlinePosition will be used for both Underline and/or Strikethrough
602               currentUnderlinePosition = FetchUnderlinePositionFromFontMetrics(lastDecorativeLinesFontMetrics);
603             }
604           }
605
606           if(isGlyphUnderlined && (isDecorativeLinesFontIdUpdated || !(currentUnderlineProperties.IsHeightEqualTo(preUnderlineProperties))))
607           {
608             //If the Underline Height is changed then we need to recalculate height.
609             if(!(currentUnderlineProperties.IsHeightEqualTo(preUnderlineProperties)))
610             {
611               maxUnderlineHeight = currentUnderlineHeight;
612             }
613
614             CalcualteUnderlineHeight(lastDecorativeLinesFontMetrics, currentUnderlineHeight, maxUnderlineHeight);
615           }
616
617           if(isGlyphStrikethrough && (isDecorativeLinesFontIdUpdated || !(currentStrikethroughProperties.IsHeightEqualTo(preStrikethroughProperties))))
618           {
619             //If the Strikethrough Height is changed then we need to recalculate height.
620             if(!(currentStrikethroughProperties.IsHeightEqualTo(preStrikethroughProperties)))
621             {
622               maxStrikethroughHeight = currentStrikethroughHeight;
623             }
624
625             CalcualteStrikethroughHeight(currentStrikethroughHeight, maxStrikethroughHeight);
626           }
627         } // decorative-lines
628
629         AtlasGlyphManager::GlyphStyle style;
630         style.isItalic = glyph.isItalicRequired;
631         style.isBold   = glyph.isBoldRequired;
632
633         // Retrieves and caches the glyph's bitmap.
634         CacheGlyph(glyph, lastFontId, style, slot);
635
636         // Retrieves and caches the outline glyph's bitmap.
637         if(isOutline)
638         {
639           style.outline = outlineWidth;
640           CacheGlyph(glyph, lastFontId, style, slotOutline);
641         }
642
643         // Move the origin (0,0) of the mesh to the center of the actor
644         Vector2 position = *(positionsBuffer + i);
645
646         if(addHyphen)
647         {
648           GlyphInfo tempInfo = *(glyphsBuffer + i);
649           calculatedAdvance  = GetCalculatedAdvance(*(textBuffer + (*(glyphToCharacterMapBuffer + i))), characterSpacing, tempInfo.advance);
650           position.x         = position.x + calculatedAdvance - tempInfo.xBearing + glyph.xBearing;
651           position.y += tempInfo.yBearing - glyph.yBearing;
652         }
653
654         position = Vector2(roundf(position.x), position.y) - halfTextSize - lineOffsetPosition; // roundf() avoids pixel alignment issues.
655
656         if(0u != slot.mImageId) // invalid slot id, glyph has failed to be added to atlas
657         {
658           Vector2 positionPlusOutlineOffset = position;
659           if(isOutline)
660           {
661             // Add an offset to the text.
662             const float outlineWidthOffset = static_cast<float>(outlineWidth);
663             positionPlusOutlineOffset += Vector2(outlineWidthOffset, outlineWidthOffset);
664           }
665
666           // Get the color of the character.
667           const ColorIndex colorIndex = useDefaultColor ? 0u : *(colorIndicesBuffer + i);
668           const Vector4&   color      = (useDefaultColor || (0u == colorIndex)) ? defaultColor : *(colorsBuffer + colorIndex - 1u);
669
670           //The new underlined chunk. Add new id if they are not consecutive indices (this is for Markup case)
671           // Examples: "Hello <u>World</u> Hello <u>World</u>", "<u>World</u> Hello <u>World</u>", "<u>   World</u> Hello <u>World</u>"
672           if((!isPreUnderlined && isGlyphUnderlined) || (isGlyphUnderlined && (preUnderlineProperties != currentUnderlineProperties)))
673           {
674             underlineChunkId++;
675             mapUnderlineChunkIdWithProperties.insert(std::pair<uint32_t, UnderlineStyleProperties>(underlineChunkId, currentUnderlineProperties));
676           }
677
678           //Keep status of underlined for previous glyph to check consecutive indices
679           isPreUnderlined        = isGlyphUnderlined;
680           preUnderlineProperties = currentUnderlineProperties;
681
682           GenerateMesh(glyph,
683                        positionPlusOutlineOffset,
684                        color,
685                        NO_OUTLINE,
686                        slot,
687                        isGlyphUnderlined,
688                        currentUnderlinePosition,
689                        maxUnderlineHeight,
690                        meshContainer,
691                        newTextCache,
692                        extents,
693                        underlineChunkId,
694                        false,
695                        0u);
696
697           if(isGlyphStrikethrough)
698           {
699             //The new strikethrough chunk. Add new id if they are not consecutive indices (this is for Markup case)
700             // Examples: "Hello <s>World</s> Hello <s>World</s>", "<s>World</s> Hello <s>World</s>", "<s>   World</s> Hello <s>World</s>"
701             if((!isPreStrikethrough) || (preStrikethroughProperties != currentStrikethroughProperties))
702             {
703               strikethroughChunkId++;
704               mapStrikethroughChunkIdWithProperties.insert(std::pair<uint32_t, StrikethroughStyleProperties>(strikethroughChunkId, currentStrikethroughProperties));
705             }
706
707             GenerateMesh(glyph,
708                          positionPlusOutlineOffset,
709                          color,
710                          NO_OUTLINE,
711                          slot,
712                          isGlyphStrikethrough,
713                          0.0f,
714                          maxStrikethroughHeight,
715                          meshContainer,
716                          newTextCache,
717                          strikethroughExtents,
718                          0u,
719                          true,
720                          strikethroughChunkId);
721           }
722
723           //Keep status of Strikethrough for previous glyph to check consecutive indices
724           isPreStrikethrough         = isGlyphStrikethrough;
725           preStrikethroughProperties = currentStrikethroughProperties;
726
727           lastFontId = glyph.fontId; // Prevents searching for existing blocksizes when string of the same fontId.
728         }
729
730         if(isOutline && (0u != slotOutline.mImageId)) // invalid slot id, glyph has failed to be added to atlas
731         {
732           GenerateMesh(glyph,
733                        position,
734                        outlineColor,
735                        outlineWidth,
736                        slotOutline,
737                        false,
738                        currentUnderlinePosition,
739                        maxUnderlineHeight,
740                        meshContainerOutline,
741                        newTextCache,
742                        extents,
743                        0u,
744                        false,
745                        0u);
746         }
747       }
748
749       if(addHyphen)
750       {
751         hyphenIndex++;
752       }
753     } // glyphs
754
755     // Now remove references for the old text
756     RemoveText();
757     mTextCache.Swap(newTextCache);
758
759     if(thereAreUnderlinedGlyphs)
760     {
761       // Check to see if any of the text needs an underline
762       GenerateUnderlines(meshContainer, extents, viewUnderlineProperties, mapUnderlineChunkIdWithProperties);
763     }
764
765     if(thereAreStrikethroughGlyphs)
766     {
767       // Check to see if any of the text needs a strikethrough
768       GenerateStrikethrough(meshContainer, strikethroughExtents, viewStrikethroughProperties, mapStrikethroughChunkIdWithProperties);
769     }
770
771     // For each MeshData object, create a mesh actor and add to the renderable actor
772     bool isShadowDrawn = false;
773     if(!meshContainerOutline.empty())
774     {
775       const bool drawShadow = STYLE_DROP_SHADOW == style;
776       CreateActors(meshContainerOutline,
777                    textSize,
778                    outlineColor,
779                    shadowColor,
780                    shadowOffset,
781                    textControl,
782                    animatablePropertyIndex,
783                    drawShadow);
784
785       isShadowDrawn = drawShadow;
786     }
787
788     // For each MeshData object, create a mesh actor and add to the renderable actor
789     if(!meshContainer.empty())
790     {
791       const bool drawShadow = !isShadowDrawn && (STYLE_DROP_SHADOW == style);
792       CreateActors(meshContainer,
793                    textSize,
794                    defaultColor,
795                    shadowColor,
796                    shadowOffset,
797                    textControl,
798                    animatablePropertyIndex,
799                    drawShadow);
800     }
801
802 #if defined(DEBUG_ENABLED)
803     Toolkit::AtlasGlyphManager::Metrics metrics = mGlyphManager.GetMetrics();
804     DALI_LOG_INFO(gLogFilter, Debug::General, "TextAtlasRenderer::GlyphManager::GlyphCount: %i, AtlasCount: %i, TextureMemoryUse: %iK\n", metrics.mGlyphCount, metrics.mAtlasMetrics.mAtlasCount, metrics.mAtlasMetrics.mTextureMemoryUsed / 1024);
805
806     if(gLogFilter->IsEnabledFor(Debug::Verbose))
807     {
808       DALI_LOG_INFO(gLogFilter, Debug::Verbose, "%s\n", metrics.mVerboseGlyphCounts.c_str());
809
810       for(uint32_t i = 0; i < metrics.mAtlasMetrics.mAtlasCount; ++i)
811       {
812         DALI_LOG_INFO(gLogFilter, Debug::Verbose, "   Atlas [%i] %sPixels: %s Size: %ix%i, BlockSize: %ix%i, BlocksUsed: %i/%i\n", i + 1, i > 8 ? "" : " ", metrics.mAtlasMetrics.mAtlasMetrics[i].mPixelFormat == Pixel::L8 ? "L8  " : "BGRA", metrics.mAtlasMetrics.mAtlasMetrics[i].mSize.mWidth, metrics.mAtlasMetrics.mAtlasMetrics[i].mSize.mHeight, metrics.mAtlasMetrics.mAtlasMetrics[i].mSize.mBlockWidth, metrics.mAtlasMetrics.mAtlasMetrics[i].mSize.mBlockHeight, metrics.mAtlasMetrics.mAtlasMetrics[i].mBlocksUsed, metrics.mAtlasMetrics.mAtlasMetrics[i].mTotalBlocks);
813       }
814     }
815 #endif
816   }
817
818   void RemoveText()
819   {
820     for(Vector<TextCacheEntry>::Iterator oldTextIter = mTextCache.Begin(); oldTextIter != mTextCache.End(); ++oldTextIter)
821     {
822       AtlasGlyphManager::GlyphStyle style;
823       style.outline  = oldTextIter->mOutlineWidth;
824       style.isItalic = oldTextIter->isItalic;
825       style.isBold   = oldTextIter->isBold;
826       mGlyphManager.AdjustReferenceCount(oldTextIter->mFontId, oldTextIter->mIndex, style, -1 /*decrement*/);
827     }
828     mTextCache.Resize(0);
829   }
830
831   Actor CreateMeshActor(Actor textControl, Property::Index animatablePropertyIndex, const Vector4& defaultColor, const MeshRecord& meshRecord, const Vector2& actorSize, Style style)
832   {
833     VertexBuffer quadVertices = VertexBuffer::New(mQuadVertexFormat);
834     quadVertices.SetData(const_cast<AtlasManager::Vertex2D*>(&meshRecord.mMesh.mVertices[0]), meshRecord.mMesh.mVertices.Size());
835
836     Geometry quadGeometry = Geometry::New();
837     quadGeometry.AddVertexBuffer(quadVertices);
838     quadGeometry.SetIndexBuffer(&meshRecord.mMesh.mIndices[0], meshRecord.mMesh.mIndices.Size());
839
840     TextureSet textureSet(mGlyphManager.GetTextures(meshRecord.mAtlasId));
841
842     // Choose the shader to use.
843     const bool isColorShader = (STYLE_DROP_SHADOW != style) && (Pixel::BGRA8888 == mGlyphManager.GetPixelFormat(meshRecord.mAtlasId));
844     Shader     shader;
845     if(isColorShader)
846     {
847       // The glyph is an emoji and is not a shadow.
848       if(!mShaderRgba)
849       {
850         mShaderRgba = Shader::New(SHADER_TEXT_ATLAS_SHADER_VERT, SHADER_TEXT_ATLAS_RGBA_SHADER_FRAG);
851       }
852       shader = mShaderRgba;
853     }
854     else
855     {
856       // The glyph is text or a shadow.
857       if(!mShaderL8)
858       {
859         mShaderL8 = Shader::New(SHADER_TEXT_ATLAS_SHADER_VERT, SHADER_TEXT_ATLAS_L8_SHADER_FRAG);
860       }
861       shader = mShaderL8;
862     }
863
864     DALI_LOG_INFO(gLogFilter, Debug::Verbose, "defaultColor[%f, %f, %f, %f ]\n", defaultColor.r, defaultColor.g, defaultColor.b, defaultColor.a);
865
866     Dali::Property::Index shaderTextColorIndex = shader.RegisterProperty("textColorAnimatable", defaultColor);
867
868     if(animatablePropertyIndex != Property::INVALID_INDEX)
869     {
870       // create constraint for the animatable text's color Property with textColorAnimatable in the shader.
871       if(shaderTextColorIndex)
872       {
873         Constraint constraint = Constraint::New<Vector4>(shader, shaderTextColorIndex, EqualToConstraint());
874         constraint.AddSource(Source(textControl, animatablePropertyIndex));
875         constraint.Apply();
876       }
877     }
878     else
879     {
880       // If not animating the text colour then set to 1's so shader uses the current vertex color
881       shader.RegisterProperty("textColorAnimatable", Vector4(1.0, 1.0, 1.0, 1.0));
882     }
883
884     Dali::Renderer renderer = Dali::Renderer::New(quadGeometry, shader);
885     renderer.SetTextures(textureSet);
886     renderer.SetProperty(Dali::Renderer::Property::BLEND_MODE, BlendMode::ON);
887     renderer.SetProperty(Dali::Renderer::Property::DEPTH_INDEX, DepthIndex::CONTENT + mDepth);
888
889     Actor actor = Actor::New();
890 #if defined(DEBUG_ENABLED)
891     actor.SetProperty(Dali::Actor::Property::NAME, "Text renderable actor");
892 #endif
893     actor.AddRenderer(renderer);
894     // Keep all of the origins aligned
895     actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
896     actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
897     actor.SetProperty(Actor::Property::SIZE, actorSize);
898     actor.RegisterProperty("uOffset", Vector2::ZERO);
899     actor.SetProperty(Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_COLOR);
900
901     return actor;
902   }
903
904   void StitchTextMesh(std::vector<MeshRecord>& meshContainer,
905                       AtlasManager::Mesh2D&    newMesh,
906                       Vector<Extent>&          extents,
907                       float                    baseLine,
908                       bool                     decorationlineGlyph,
909                       float                    underlinePosition,
910                       float                    lineThickness,
911                       AtlasManager::AtlasSlot& slot,
912                       uint32_t                 underlineChunkId,
913                       float                    strikethroughPosition,
914                       uint32_t                 strikethroughChunkId)
915   {
916     if(slot.mImageId)
917     {
918       float left  = newMesh.mVertices[0].mPosition.x;
919       float right = newMesh.mVertices[1].mPosition.x;
920
921       // Check to see if there's a mesh data object that references the same atlas ?
922       uint32_t index = 0;
923       for(std::vector<MeshRecord>::iterator mIt    = meshContainer.begin(),
924                                             mEndIt = meshContainer.end();
925           mIt != mEndIt;
926           ++mIt, ++index)
927       {
928         if(slot.mAtlasId == mIt->mAtlasId)
929         {
930           // Append the mesh to the existing mesh and adjust any extents
931           Toolkit::Internal::AtlasMeshFactory::AppendMesh(mIt->mMesh, newMesh);
932
933           if(decorationlineGlyph)
934           {
935             AdjustExtents(extents,
936                           meshContainer,
937                           index,
938                           left,
939                           right,
940                           baseLine,
941                           underlinePosition,
942                           lineThickness,
943                           underlineChunkId,
944                           strikethroughPosition,
945                           strikethroughChunkId);
946           }
947
948           return;
949         }
950       }
951
952       // No mesh data object currently exists that references this atlas, so create a new one
953       MeshRecord meshRecord;
954       meshRecord.mAtlasId = slot.mAtlasId;
955       meshRecord.mMesh    = newMesh;
956       meshContainer.push_back(meshRecord);
957
958       if(decorationlineGlyph)
959       {
960         // Adjust extents for this new meshrecord
961         AdjustExtents(extents,
962                       meshContainer,
963                       meshContainer.size() - 1u,
964                       left,
965                       right,
966                       baseLine,
967                       underlinePosition,
968                       lineThickness,
969                       underlineChunkId,
970                       strikethroughPosition,
971                       strikethroughChunkId);
972       }
973     }
974   }
975
976   void AdjustExtents(Vector<Extent>&          extents,
977                      std::vector<MeshRecord>& meshRecords,
978                      uint32_t                 index,
979                      float                    left,
980                      float                    right,
981                      float                    baseLine,
982                      float                    underlinePosition,
983                      float                    lineThickness,
984                      uint32_t                 underlineChunkId,
985                      float                    strikethroughPosition,
986                      uint32_t                 strikethroughChunkId)
987   {
988     bool foundExtent = false;
989     for(Vector<Extent>::Iterator eIt    = extents.Begin(),
990                                  eEndIt = extents.End();
991         eIt != eEndIt;
992         ++eIt)
993     {
994       if(Equals(baseLine, eIt->mBaseLine) && underlineChunkId == eIt->mUnderlineChunkId && strikethroughChunkId == eIt->mStrikethroughChunkId)
995       {
996         foundExtent = true;
997         if(left < eIt->mLeft)
998         {
999           eIt->mLeft = left;
1000         }
1001         if(right > eIt->mRight)
1002         {
1003           eIt->mRight = right;
1004         }
1005
1006         if(underlinePosition > eIt->mUnderlinePosition)
1007         {
1008           eIt->mUnderlinePosition = underlinePosition;
1009         }
1010         if(lineThickness > eIt->mLineThickness)
1011         {
1012           eIt->mLineThickness = lineThickness;
1013         }
1014       }
1015     }
1016     if(!foundExtent)
1017     {
1018       Extent extent;
1019       extent.mLeft                  = left;
1020       extent.mRight                 = right;
1021       extent.mBaseLine              = baseLine;
1022       extent.mUnderlinePosition     = underlinePosition;
1023       extent.mMeshRecordIndex       = index;
1024       extent.mUnderlineChunkId      = underlineChunkId;
1025       extent.mLineThickness         = lineThickness;
1026       extent.mStrikethroughPosition = strikethroughPosition;
1027       extent.mStrikethroughChunkId  = strikethroughChunkId;
1028       extents.PushBack(extent);
1029     }
1030   }
1031
1032   void CalculateBlocksSize(const Vector<GlyphInfo>& glyphs)
1033   {
1034     for(Vector<GlyphInfo>::ConstIterator glyphIt    = glyphs.Begin(),
1035                                          glyphEndIt = glyphs.End();
1036         glyphIt != glyphEndIt;
1037         ++glyphIt)
1038     {
1039       const FontId fontId    = (*glyphIt).fontId;
1040       bool         foundFont = false;
1041
1042       for(std::vector<MaxBlockSize>::const_iterator blockIt    = mBlockSizes.begin(),
1043                                                     blockEndIt = mBlockSizes.end();
1044           blockIt != blockEndIt;
1045           ++blockIt)
1046       {
1047         if((*blockIt).mFontId == fontId) // Different size fonts will have a different fontId
1048         {
1049           DALI_LOG_INFO(gLogFilter, Debug::Verbose, "Text::AtlasRenderer::CalculateBlocksSize match found fontID(%u) glyphIndex(%u)\n", fontId, (*glyphIt).index);
1050           foundFont = true;
1051           break;
1052         }
1053       }
1054
1055       if(!foundFont)
1056       {
1057         FontMetrics fontMetrics;
1058         mFontClient.GetFontMetrics(fontId, fontMetrics);
1059
1060         MaxBlockSize maxBlockSize;
1061         maxBlockSize.mNeededBlockWidth  = static_cast<uint32_t>(fontMetrics.height);
1062         maxBlockSize.mNeededBlockHeight = maxBlockSize.mNeededBlockWidth;
1063         maxBlockSize.mFontId            = fontId;
1064         DALI_LOG_INFO(gLogFilter, Debug::Verbose, "Text::AtlasRenderer::CalculateBlocksSize New font with no matched blocksize, setting blocksize[%u]\n", maxBlockSize.mNeededBlockWidth);
1065         mBlockSizes.push_back(maxBlockSize);
1066       }
1067     }
1068   }
1069
1070   void GenerateUnderlines(std::vector<MeshRecord>&                            meshRecords,
1071                           Vector<Extent>&                                     extents,
1072                           const UnderlineStyleProperties&                     viewUnderlineProperties,
1073                           const std::map<uint32_t, UnderlineStyleProperties>& mapUnderlineChunkIdWithProperties)
1074   {
1075     AtlasManager::Mesh2D newMesh;
1076     unsigned short       faceIndex = 0;
1077
1078     for(Vector<Extent>::ConstIterator eIt    = extents.Begin(),
1079                                       eEndIt = extents.End();
1080         eIt != eEndIt;
1081         ++eIt)
1082     {
1083       AtlasManager::Vertex2D vert;
1084       uint32_t               index = eIt->mMeshRecordIndex;
1085       Vector2                uv    = mGlyphManager.GetAtlasSize(meshRecords[index].mAtlasId);
1086
1087       auto pairUnderlineChunkIdWithProperties = mapUnderlineChunkIdWithProperties.find(eIt->mUnderlineChunkId);
1088
1089       const UnderlineStyleProperties underlineProperties = (pairUnderlineChunkIdWithProperties == mapUnderlineChunkIdWithProperties.end())
1090                                                              ? viewUnderlineProperties
1091                                                              : pairUnderlineChunkIdWithProperties->second;
1092
1093       const Vector4&               underlineColor       = underlineProperties.colorDefined ? underlineProperties.color : viewUnderlineProperties.color;
1094       const Text::Underline::Type& underlineType        = underlineProperties.typeDefined ? underlineProperties.type : viewUnderlineProperties.type;
1095       const float&                 dashedUnderlineGap   = underlineProperties.dashGapDefined ? underlineProperties.dashGap : viewUnderlineProperties.dashGap;
1096       const float&                 dashedUnderlineWidth = underlineProperties.dashWidthDefined ? underlineProperties.dashWidth : viewUnderlineProperties.dashWidth;
1097
1098       // Make sure we don't hit texture edge for single pixel texture ( filled pixel is in top left of every atlas )
1099       float u           = HALF / uv.x;
1100       float v           = HALF / uv.y;
1101       float thickness   = eIt->mLineThickness;
1102       float ShiftLineBy = (underlineType == Text::Underline::Type::DOUBLE) ? (thickness * ONE_AND_A_HALF) : (thickness * HALF);
1103       float baseLine    = eIt->mBaseLine + eIt->mUnderlinePosition - ShiftLineBy;
1104       float tlx         = eIt->mLeft;
1105       float brx         = eIt->mRight;
1106
1107       if(underlineType == Text::Underline::Type::DASHED)
1108       {
1109         float dashTlx = tlx;
1110         float dashBrx = tlx;
1111
1112         while((dashTlx >= tlx) && (dashTlx < brx) && ((dashTlx + dashedUnderlineWidth) <= brx))
1113         {
1114           dashBrx = dashTlx + dashedUnderlineWidth;
1115
1116           //The top left edge of the underline
1117           vert.mPosition.x  = dashTlx;
1118           vert.mPosition.y  = baseLine;
1119           vert.mTexCoords.x = ZERO;
1120           vert.mTexCoords.y = ZERO;
1121           vert.mColor       = underlineColor;
1122           newMesh.mVertices.PushBack(vert);
1123
1124           //The top right edge of the underline
1125           vert.mPosition.x  = dashBrx;
1126           vert.mPosition.y  = baseLine;
1127           vert.mTexCoords.x = u;
1128           vert.mColor       = underlineColor;
1129           newMesh.mVertices.PushBack(vert);
1130
1131           //The bottom left edge of the underline
1132           vert.mPosition.x  = dashTlx;
1133           vert.mPosition.y  = baseLine + thickness;
1134           vert.mTexCoords.x = ZERO;
1135           vert.mTexCoords.y = v;
1136           vert.mColor       = underlineColor;
1137           newMesh.mVertices.PushBack(vert);
1138
1139           //The bottom right edge of the underline
1140           vert.mPosition.x  = dashBrx;
1141           vert.mPosition.y  = baseLine + thickness;
1142           vert.mTexCoords.x = u;
1143           vert.mColor       = underlineColor;
1144           newMesh.mVertices.PushBack(vert);
1145
1146           dashTlx = dashBrx + dashedUnderlineGap; // The next dash will start at the right of the current dash plus the gap
1147
1148           // Six indices in counter clockwise winding
1149           newMesh.mIndices.PushBack(faceIndex + 1u);
1150           newMesh.mIndices.PushBack(faceIndex);
1151           newMesh.mIndices.PushBack(faceIndex + 2u);
1152           newMesh.mIndices.PushBack(faceIndex + 2u);
1153           newMesh.mIndices.PushBack(faceIndex + 3u);
1154           newMesh.mIndices.PushBack(faceIndex + 1u);
1155
1156           faceIndex += 4;
1157
1158           Toolkit::Internal::AtlasMeshFactory::AppendMesh(meshRecords[index].mMesh, newMesh);
1159         }
1160       }
1161       else
1162       {
1163         // It's either SOLID or DOUBLE so we need to generate the first solid underline anyway.
1164         vert.mPosition.x  = tlx;
1165         vert.mPosition.y  = baseLine;
1166         vert.mTexCoords.x = ZERO;
1167         vert.mTexCoords.y = ZERO;
1168         vert.mColor       = underlineColor;
1169         newMesh.mVertices.PushBack(vert);
1170
1171         vert.mPosition.x  = brx;
1172         vert.mPosition.y  = baseLine;
1173         vert.mTexCoords.x = u;
1174         vert.mColor       = underlineColor;
1175         newMesh.mVertices.PushBack(vert);
1176
1177         vert.mPosition.x  = tlx;
1178         vert.mPosition.y  = baseLine + thickness;
1179         vert.mTexCoords.x = ZERO;
1180         vert.mTexCoords.y = v;
1181         vert.mColor       = underlineColor;
1182         newMesh.mVertices.PushBack(vert);
1183
1184         vert.mPosition.x  = brx;
1185         vert.mPosition.y  = baseLine + thickness;
1186         vert.mTexCoords.x = u;
1187         vert.mColor       = underlineColor;
1188         newMesh.mVertices.PushBack(vert);
1189
1190         // Six indices in counter clockwise winding
1191         newMesh.mIndices.PushBack(faceIndex + 1u);
1192         newMesh.mIndices.PushBack(faceIndex);
1193         newMesh.mIndices.PushBack(faceIndex + 2u);
1194         newMesh.mIndices.PushBack(faceIndex + 2u);
1195         newMesh.mIndices.PushBack(faceIndex + 3u);
1196         newMesh.mIndices.PushBack(faceIndex + 1u);
1197         faceIndex += 4;
1198
1199         Toolkit::Internal::AtlasMeshFactory::AppendMesh(meshRecords[index].mMesh, newMesh);
1200
1201         if(underlineType == Text::Underline::Type::DOUBLE)
1202         {
1203           baseLine += 2 * thickness;
1204
1205           //The top left edge of the underline
1206           vert.mPosition.x  = tlx;
1207           vert.mPosition.y  = baseLine; // Vertical start of the second underline
1208           vert.mTexCoords.x = ZERO;
1209           vert.mTexCoords.y = ZERO;
1210           vert.mColor       = underlineColor;
1211           newMesh.mVertices.PushBack(vert);
1212
1213           //The top right edge of the underline
1214           vert.mPosition.x  = brx;
1215           vert.mPosition.y  = baseLine;
1216           vert.mTexCoords.x = u;
1217           vert.mColor       = underlineColor;
1218           newMesh.mVertices.PushBack(vert);
1219
1220           //The bottom left edge of the underline
1221           vert.mPosition.x  = tlx;
1222           vert.mPosition.y  = baseLine + thickness; // Vertical End of the second underline
1223           vert.mTexCoords.x = ZERO;
1224           vert.mTexCoords.y = v;
1225           vert.mColor       = underlineColor;
1226           newMesh.mVertices.PushBack(vert);
1227
1228           //The bottom right edge of the underline
1229           vert.mPosition.x  = brx;
1230           vert.mPosition.y  = baseLine + thickness;
1231           vert.mTexCoords.x = u;
1232           vert.mColor       = underlineColor;
1233           newMesh.mVertices.PushBack(vert);
1234
1235           // Six indices in counter clockwise winding
1236           newMesh.mIndices.PushBack(faceIndex + 1u);
1237           newMesh.mIndices.PushBack(faceIndex);
1238           newMesh.mIndices.PushBack(faceIndex + 2u);
1239           newMesh.mIndices.PushBack(faceIndex + 2u);
1240           newMesh.mIndices.PushBack(faceIndex + 3u);
1241           newMesh.mIndices.PushBack(faceIndex + 1u);
1242
1243           faceIndex += 4;
1244
1245           Toolkit::Internal::AtlasMeshFactory::AppendMesh(meshRecords[index].mMesh, newMesh);
1246         }
1247       }
1248     }
1249   }
1250
1251   void GenerateStrikethrough(std::vector<MeshRecord>&                                meshRecords,
1252                              Vector<Extent>&                                         extents,
1253                              const StrikethroughStyleProperties&                     viewStrikethroughProperties,
1254                              const std::map<uint32_t, StrikethroughStyleProperties>& mapStrikethroughChunkIdWithProperties)
1255   {
1256     AtlasManager::Mesh2D newMesh;
1257     unsigned short       faceIndex = 0;
1258     for(Vector<Extent>::ConstIterator eIt    = extents.Begin(),
1259                                       eEndIt = extents.End();
1260         eIt != eEndIt;
1261         ++eIt)
1262     {
1263       AtlasManager::Vertex2D vert;
1264       uint32_t               index = eIt->mMeshRecordIndex;
1265       Vector2                uv    = mGlyphManager.GetAtlasSize(meshRecords[index].mAtlasId);
1266
1267       auto pairStrikethroughChunkIdWithProperties = mapStrikethroughChunkIdWithProperties.find(eIt->mStrikethroughChunkId);
1268
1269       const StrikethroughStyleProperties strikethroughProperties = (pairStrikethroughChunkIdWithProperties == mapStrikethroughChunkIdWithProperties.end())
1270                                                                      ? viewStrikethroughProperties
1271                                                                      : pairStrikethroughChunkIdWithProperties->second;
1272
1273       const Vector4& strikethroughColor = strikethroughProperties.colorDefined ? strikethroughProperties.color : viewStrikethroughProperties.color;
1274
1275       // Make sure we don't hit texture edge for single pixel texture ( filled pixel is in top left of every atlas )
1276       float u                     = HALF / uv.x;
1277       float v                     = HALF / uv.y;
1278       float thickness             = eIt->mLineThickness;
1279       float tlx                   = eIt->mLeft;
1280       float brx                   = eIt->mRight;
1281       float strikethroughPosition = eIt->mStrikethroughPosition;
1282
1283       vert.mPosition.x  = tlx;
1284       vert.mPosition.y  = strikethroughPosition;
1285       vert.mTexCoords.x = ZERO;
1286       vert.mTexCoords.y = ZERO;
1287       vert.mColor       = strikethroughColor;
1288       newMesh.mVertices.PushBack(vert);
1289
1290       vert.mPosition.x  = brx;
1291       vert.mPosition.y  = strikethroughPosition;
1292       vert.mTexCoords.x = u;
1293       vert.mColor       = strikethroughColor;
1294       newMesh.mVertices.PushBack(vert);
1295
1296       vert.mPosition.x  = tlx;
1297       vert.mPosition.y  = strikethroughPosition + thickness;
1298       vert.mTexCoords.x = ZERO;
1299       vert.mTexCoords.y = v;
1300       vert.mColor       = strikethroughColor;
1301       newMesh.mVertices.PushBack(vert);
1302
1303       vert.mPosition.x  = brx;
1304       vert.mPosition.y  = strikethroughPosition + thickness;
1305       vert.mTexCoords.x = u;
1306       vert.mColor       = strikethroughColor;
1307       newMesh.mVertices.PushBack(vert);
1308
1309       // Six indices in counter clockwise winding
1310       newMesh.mIndices.PushBack(faceIndex + 1u);
1311       newMesh.mIndices.PushBack(faceIndex);
1312       newMesh.mIndices.PushBack(faceIndex + 2u);
1313       newMesh.mIndices.PushBack(faceIndex + 2u);
1314       newMesh.mIndices.PushBack(faceIndex + 3u);
1315       newMesh.mIndices.PushBack(faceIndex + 1u);
1316       faceIndex += 4;
1317
1318       Toolkit::Internal::AtlasMeshFactory::AppendMesh(meshRecords[index].mMesh, newMesh);
1319     }
1320   }
1321
1322   Actor                       mActor;            ///< The actor parent which renders the text
1323   AtlasGlyphManager           mGlyphManager;     ///< Glyph Manager to handle upload and caching
1324   TextAbstraction::FontClient mFontClient;       ///< The font client used to supply glyph information
1325   Shader                      mShaderL8;         ///< The shader for glyphs and emoji's shadows.
1326   Shader                      mShaderRgba;       ///< The shader for emojis.
1327   std::vector<MaxBlockSize>   mBlockSizes;       ///< Maximum size needed to contain a glyph in a block within a new atlas
1328   Vector<TextCacheEntry>      mTextCache;        ///< Caches data from previous render
1329   Property::Map               mQuadVertexFormat; ///< Describes the vertex format for text
1330   int                         mDepth;            ///< DepthIndex passed by control when connect to stage
1331 };
1332
1333 Text::RendererPtr AtlasRenderer::New()
1334 {
1335   DALI_LOG_INFO(gLogFilter, Debug::Verbose, "Text::AtlasRenderer::New()\n");
1336
1337   return Text::RendererPtr(new AtlasRenderer());
1338 }
1339
1340 Actor AtlasRenderer::Render(Text::ViewInterface& view,
1341                             Actor                textControl,
1342                             Property::Index      animatablePropertyIndex,
1343                             float&               alignmentOffset,
1344                             int                  depth)
1345 {
1346   DALI_LOG_INFO(gLogFilter, Debug::General, "Text::AtlasRenderer::Render()\n");
1347
1348   UnparentAndReset(mImpl->mActor);
1349
1350   Length numberOfGlyphs = view.GetNumberOfGlyphs();
1351
1352   if(numberOfGlyphs > 0u)
1353   {
1354     Vector<GlyphInfo> glyphs;
1355     glyphs.Resize(numberOfGlyphs);
1356
1357     Vector<Vector2> positions;
1358     positions.Resize(numberOfGlyphs);
1359
1360     numberOfGlyphs = view.GetGlyphs(glyphs.Begin(),
1361                                     positions.Begin(),
1362                                     alignmentOffset,
1363                                     0u,
1364                                     numberOfGlyphs);
1365
1366     glyphs.Resize(numberOfGlyphs);
1367     positions.Resize(numberOfGlyphs);
1368
1369     const Vector4* const    colorsBuffer       = view.GetColors();
1370     const ColorIndex* const colorIndicesBuffer = view.GetColorIndices();
1371     const Vector4&          defaultColor       = view.GetTextColor();
1372
1373     mImpl->AddGlyphs(view,
1374                      textControl,
1375                      animatablePropertyIndex,
1376                      positions,
1377                      glyphs,
1378                      defaultColor,
1379                      colorsBuffer,
1380                      colorIndicesBuffer,
1381                      depth,
1382                      alignmentOffset);
1383
1384     /* In the case where AddGlyphs does not create a renderable Actor for example when glyphs are all whitespace create a new Actor. */
1385     /* This renderable actor is used to position the text, other "decorations" can rely on there always being an Actor regardless of it is whitespace or regular text. */
1386     if(!mImpl->mActor)
1387     {
1388       mImpl->mActor = Actor::New();
1389     }
1390   }
1391
1392   return mImpl->mActor;
1393 }
1394
1395 AtlasRenderer::AtlasRenderer()
1396 {
1397   mImpl = new Impl();
1398 }
1399
1400 AtlasRenderer::~AtlasRenderer()
1401 {
1402   mImpl->RemoveText();
1403   delete mImpl;
1404 }