[dali_2.3.21] Merge branch 'devel/master'
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / text / rendering / atlas / text-atlas-renderer.cpp
1 /*
2  * Copyright (c) 2024 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::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::GlyphBufferData::CompressionType::NO_COMPRESSION)
222         {
223           uint8_t* newBuffer = (uint8_t*)malloc(glyphBufferSize);
224           if(DALI_LIKELY(newBuffer != nullptr))
225           {
226             TextAbstraction::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::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       // TODO : Shouldn't we have to control here when i == 0 cases?
563       if(addHyphen && hyphens && i > 0u)
564       {
565         glyph = hyphens[hyphenIndex];
566         i--;
567       }
568       else
569       {
570         glyph = *(glyphsBuffer + i);
571       }
572
573       Vector<UnderlinedGlyphRun>::ConstIterator currentUnderlinedGlyphRunIt = underlineRuns.End();
574       const bool                                isGlyphUnderlined           = underlineEnabled || IsGlyphUnderlined(i, underlineRuns, currentUnderlinedGlyphRunIt);
575       const UnderlineStyleProperties            currentUnderlineProperties  = GetCurrentUnderlineProperties(i, isGlyphUnderlined, underlineRuns, currentUnderlinedGlyphRunIt, viewUnderlineProperties);
576       float                                     currentUnderlineHeight      = currentUnderlineProperties.height;
577       thereAreUnderlinedGlyphs                                              = thereAreUnderlinedGlyphs || isGlyphUnderlined;
578
579       Vector<StrikethroughGlyphRun>::ConstIterator currentStrikethroughGlyphRunIt = strikethroughRuns.End();
580       const bool                                   isGlyphStrikethrough           = strikethroughEnabled || IsGlyphStrikethrough(i, strikethroughRuns, currentStrikethroughGlyphRunIt);
581       const StrikethroughStyleProperties           currentStrikethroughProperties = GetCurrentStrikethroughProperties(i, isGlyphStrikethrough, strikethroughRuns, currentStrikethroughGlyphRunIt, viewStrikethroughProperties);
582       float                                        currentStrikethroughHeight     = currentStrikethroughProperties.height;
583       thereAreStrikethroughGlyphs                                                 = thereAreStrikethroughGlyphs || isGlyphStrikethrough;
584
585       // No operation for white space
586       if(!Dali::EqualsZero(glyph.width) && !Dali::EqualsZero(glyph.height))
587       {
588         // Check and update decorative-lines informations
589         if(isGlyphUnderlined || isGlyphStrikethrough)
590         {
591           bool isDecorativeLinesFontIdUpdated = false;
592           // Are we still using the same fontId as previous
593           if(glyph.fontId != lastDecorativeLinesFontId)
594           {
595             // We need to fetch fresh font metrics
596             lastDecorativeLinesFontId      = glyph.fontId;
597             isDecorativeLinesFontIdUpdated = true;
598             fontClient.GetFontMetrics(lastDecorativeLinesFontId, lastDecorativeLinesFontMetrics);
599
600             if(isGlyphStrikethrough || isGlyphUnderlined)
601             {
602               //The currentUnderlinePosition will be used for both Underline and/or Strikethrough
603               currentUnderlinePosition = FetchUnderlinePositionFromFontMetrics(lastDecorativeLinesFontMetrics);
604             }
605           }
606
607           if(isGlyphUnderlined && (isDecorativeLinesFontIdUpdated || !(currentUnderlineProperties.IsHeightEqualTo(preUnderlineProperties))))
608           {
609             //If the Underline Height is changed then we need to recalculate height.
610             if(!(currentUnderlineProperties.IsHeightEqualTo(preUnderlineProperties)))
611             {
612               maxUnderlineHeight = currentUnderlineHeight;
613             }
614
615             CalcualteUnderlineHeight(lastDecorativeLinesFontMetrics, currentUnderlineHeight, maxUnderlineHeight);
616           }
617
618           if(isGlyphStrikethrough && (isDecorativeLinesFontIdUpdated || !(currentStrikethroughProperties.IsHeightEqualTo(preStrikethroughProperties))))
619           {
620             //If the Strikethrough Height is changed then we need to recalculate height.
621             if(!(currentStrikethroughProperties.IsHeightEqualTo(preStrikethroughProperties)))
622             {
623               maxStrikethroughHeight = currentStrikethroughHeight;
624             }
625
626             CalcualteStrikethroughHeight(currentStrikethroughHeight, maxStrikethroughHeight);
627           }
628         } // decorative-lines
629
630         AtlasGlyphManager::GlyphStyle style;
631         style.isItalic = glyph.isItalicRequired;
632         style.isBold   = glyph.isBoldRequired;
633
634         // Retrieves and caches the glyph's bitmap.
635         CacheGlyph(glyph, lastFontId, style, slot);
636
637         // Retrieves and caches the outline glyph's bitmap.
638         if(isOutline)
639         {
640           style.outline = outlineWidth;
641           CacheGlyph(glyph, lastFontId, style, slotOutline);
642         }
643
644         // Move the origin (0,0) of the mesh to the center of the actor
645         Vector2 position = *(positionsBuffer + i);
646
647         if(addHyphen)
648         {
649           GlyphInfo tempInfo = *(glyphsBuffer + i);
650           calculatedAdvance  = GetCalculatedAdvance(*(textBuffer + (*(glyphToCharacterMapBuffer + i))), characterSpacing, tempInfo.advance);
651           position.x         = position.x + calculatedAdvance - tempInfo.xBearing + glyph.xBearing;
652           position.y += tempInfo.yBearing - glyph.yBearing;
653         }
654
655         position = Vector2(roundf(position.x), position.y) - halfTextSize - lineOffsetPosition; // roundf() avoids pixel alignment issues.
656
657         if(0u != slot.mImageId) // invalid slot id, glyph has failed to be added to atlas
658         {
659           Vector2 positionPlusOutlineOffset = position;
660           if(isOutline)
661           {
662             // Add an offset to the text.
663             const float outlineWidthOffset = static_cast<float>(outlineWidth);
664             positionPlusOutlineOffset += Vector2(outlineWidthOffset, outlineWidthOffset);
665           }
666
667           // Get the color of the character.
668           const ColorIndex colorIndex = useDefaultColor ? 0u : *(colorIndicesBuffer + i);
669           const Vector4&   color      = (useDefaultColor || (0u == colorIndex)) ? defaultColor : *(colorsBuffer + colorIndex - 1u);
670
671           //The new underlined chunk. Add new id if they are not consecutive indices (this is for Markup case)
672           // Examples: "Hello <u>World</u> Hello <u>World</u>", "<u>World</u> Hello <u>World</u>", "<u>   World</u> Hello <u>World</u>"
673           if((!isPreUnderlined && isGlyphUnderlined) || (isGlyphUnderlined && (preUnderlineProperties != currentUnderlineProperties)))
674           {
675             underlineChunkId++;
676             mapUnderlineChunkIdWithProperties.insert(std::pair<uint32_t, UnderlineStyleProperties>(underlineChunkId, currentUnderlineProperties));
677           }
678
679           //Keep status of underlined for previous glyph to check consecutive indices
680           isPreUnderlined        = isGlyphUnderlined;
681           preUnderlineProperties = currentUnderlineProperties;
682
683           GenerateMesh(glyph,
684                        positionPlusOutlineOffset,
685                        color,
686                        NO_OUTLINE,
687                        slot,
688                        isGlyphUnderlined,
689                        currentUnderlinePosition,
690                        maxUnderlineHeight,
691                        meshContainer,
692                        newTextCache,
693                        extents,
694                        underlineChunkId,
695                        false,
696                        0u);
697
698           if(isGlyphStrikethrough)
699           {
700             //The new strikethrough chunk. Add new id if they are not consecutive indices (this is for Markup case)
701             // Examples: "Hello <s>World</s> Hello <s>World</s>", "<s>World</s> Hello <s>World</s>", "<s>   World</s> Hello <s>World</s>"
702             if((!isPreStrikethrough) || (preStrikethroughProperties != currentStrikethroughProperties))
703             {
704               strikethroughChunkId++;
705               mapStrikethroughChunkIdWithProperties.insert(std::pair<uint32_t, StrikethroughStyleProperties>(strikethroughChunkId, currentStrikethroughProperties));
706             }
707
708             GenerateMesh(glyph,
709                          positionPlusOutlineOffset,
710                          color,
711                          NO_OUTLINE,
712                          slot,
713                          isGlyphStrikethrough,
714                          0.0f,
715                          maxStrikethroughHeight,
716                          meshContainer,
717                          newTextCache,
718                          strikethroughExtents,
719                          0u,
720                          true,
721                          strikethroughChunkId);
722           }
723
724           //Keep status of Strikethrough for previous glyph to check consecutive indices
725           isPreStrikethrough         = isGlyphStrikethrough;
726           preStrikethroughProperties = currentStrikethroughProperties;
727
728           lastFontId = glyph.fontId; // Prevents searching for existing blocksizes when string of the same fontId.
729         }
730
731         if(isOutline && (0u != slotOutline.mImageId)) // invalid slot id, glyph has failed to be added to atlas
732         {
733           GenerateMesh(glyph,
734                        position,
735                        outlineColor,
736                        outlineWidth,
737                        slotOutline,
738                        false,
739                        currentUnderlinePosition,
740                        maxUnderlineHeight,
741                        meshContainerOutline,
742                        newTextCache,
743                        extents,
744                        0u,
745                        false,
746                        0u);
747         }
748       }
749
750       if(addHyphen)
751       {
752         hyphenIndex++;
753       }
754     } // glyphs
755
756     // Now remove references for the old text
757     RemoveText();
758     mTextCache.Swap(newTextCache);
759
760     if(thereAreUnderlinedGlyphs)
761     {
762       // Check to see if any of the text needs an underline
763       GenerateUnderlines(meshContainer, extents, viewUnderlineProperties, mapUnderlineChunkIdWithProperties);
764     }
765
766     if(thereAreStrikethroughGlyphs)
767     {
768       // Check to see if any of the text needs a strikethrough
769       GenerateStrikethrough(meshContainer, strikethroughExtents, viewStrikethroughProperties, mapStrikethroughChunkIdWithProperties);
770     }
771
772     // For each MeshData object, create a mesh actor and add to the renderable actor
773     bool isShadowDrawn = false;
774     if(!meshContainerOutline.empty())
775     {
776       const bool drawShadow = STYLE_DROP_SHADOW == style;
777       CreateActors(meshContainerOutline,
778                    textSize,
779                    outlineColor,
780                    shadowColor,
781                    shadowOffset,
782                    textControl,
783                    animatablePropertyIndex,
784                    drawShadow);
785
786       isShadowDrawn = drawShadow;
787     }
788
789     // For each MeshData object, create a mesh actor and add to the renderable actor
790     if(!meshContainer.empty())
791     {
792       const bool drawShadow = !isShadowDrawn && (STYLE_DROP_SHADOW == style);
793       CreateActors(meshContainer,
794                    textSize,
795                    defaultColor,
796                    shadowColor,
797                    shadowOffset,
798                    textControl,
799                    animatablePropertyIndex,
800                    drawShadow);
801     }
802
803 #if defined(DEBUG_ENABLED)
804     Toolkit::AtlasGlyphManager::Metrics metrics = mGlyphManager.GetMetrics();
805     DALI_LOG_INFO(gLogFilter, Debug::General, "TextAtlasRenderer::GlyphManager::GlyphCount: %i, AtlasCount: %i, TextureMemoryUse: %iK\n", metrics.mGlyphCount, metrics.mAtlasMetrics.mAtlasCount, metrics.mAtlasMetrics.mTextureMemoryUsed / 1024);
806
807     if(gLogFilter->IsEnabledFor(Debug::Verbose))
808     {
809       DALI_LOG_INFO(gLogFilter, Debug::Verbose, "%s\n", metrics.mVerboseGlyphCounts.c_str());
810
811       for(uint32_t i = 0; i < metrics.mAtlasMetrics.mAtlasCount; ++i)
812       {
813         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);
814       }
815     }
816 #endif
817   }
818
819   void RemoveText()
820   {
821     for(Vector<TextCacheEntry>::Iterator oldTextIter = mTextCache.Begin(); oldTextIter != mTextCache.End(); ++oldTextIter)
822     {
823       AtlasGlyphManager::GlyphStyle style;
824       style.outline  = oldTextIter->mOutlineWidth;
825       style.isItalic = oldTextIter->isItalic;
826       style.isBold   = oldTextIter->isBold;
827       mGlyphManager.AdjustReferenceCount(oldTextIter->mFontId, oldTextIter->mIndex, style, -1 /*decrement*/);
828     }
829     mTextCache.Resize(0);
830   }
831
832   Actor CreateMeshActor(Actor textControl, Property::Index animatablePropertyIndex, const Vector4& defaultColor, const MeshRecord& meshRecord, const Vector2& actorSize, Style style)
833   {
834     VertexBuffer quadVertices = VertexBuffer::New(mQuadVertexFormat);
835     quadVertices.SetData(const_cast<AtlasManager::Vertex2D*>(&meshRecord.mMesh.mVertices[0]), meshRecord.mMesh.mVertices.Size());
836
837     Geometry quadGeometry = Geometry::New();
838     quadGeometry.AddVertexBuffer(quadVertices);
839     quadGeometry.SetIndexBuffer(&meshRecord.mMesh.mIndices[0], meshRecord.mMesh.mIndices.Size());
840
841     TextureSet textureSet(mGlyphManager.GetTextures(meshRecord.mAtlasId));
842
843     // Choose the shader to use.
844     const bool isColorShader = (STYLE_DROP_SHADOW != style) && (Pixel::BGRA8888 == mGlyphManager.GetPixelFormat(meshRecord.mAtlasId));
845     Shader     shader;
846     if(isColorShader)
847     {
848       // The glyph is an emoji and is not a shadow.
849       if(!mShaderRgba)
850       {
851         mShaderRgba = Shader::New(SHADER_TEXT_ATLAS_SHADER_VERT, SHADER_TEXT_ATLAS_RGBA_SHADER_FRAG, Shader::Hint::NONE, "TEXT_ATLAS_RGBA");
852       }
853       shader = mShaderRgba;
854     }
855     else
856     {
857       // The glyph is text or a shadow.
858       if(!mShaderL8)
859       {
860         mShaderL8 = Shader::New(SHADER_TEXT_ATLAS_SHADER_VERT, SHADER_TEXT_ATLAS_L8_SHADER_FRAG, Shader::Hint::NONE, "TEXT_ATLAS_L8");
861       }
862       shader = mShaderL8;
863     }
864
865     DALI_LOG_INFO(gLogFilter, Debug::Verbose, "defaultColor[%f, %f, %f, %f ]\n", defaultColor.r, defaultColor.g, defaultColor.b, defaultColor.a);
866
867     Dali::Property::Index shaderTextColorIndex = shader.RegisterProperty("textColorAnimatable", defaultColor);
868
869     if(animatablePropertyIndex != Property::INVALID_INDEX)
870     {
871       // create constraint for the animatable text's color Property with textColorAnimatable in the shader.
872       if(shaderTextColorIndex)
873       {
874         Constraint constraint = Constraint::New<Vector4>(shader, shaderTextColorIndex, EqualToConstraint());
875         constraint.AddSource(Source(textControl, animatablePropertyIndex));
876         constraint.Apply();
877       }
878     }
879     else
880     {
881       // If not animating the text colour then set to 1's so shader uses the current vertex color
882       shader.RegisterProperty("textColorAnimatable", Vector4(1.0, 1.0, 1.0, 1.0));
883     }
884
885     Dali::Renderer renderer = Dali::Renderer::New(quadGeometry, shader);
886     renderer.SetTextures(textureSet);
887     renderer.SetProperty(Dali::Renderer::Property::BLEND_MODE, BlendMode::ON);
888     renderer.SetProperty(Dali::Renderer::Property::DEPTH_INDEX, DepthIndex::CONTENT + mDepth);
889
890     Actor actor = Actor::New();
891 #if defined(DEBUG_ENABLED)
892     actor.SetProperty(Dali::Actor::Property::NAME, "Text renderable actor");
893 #endif
894     actor.AddRenderer(renderer);
895     // Keep all of the origins aligned
896     actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
897     actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
898     actor.SetProperty(Actor::Property::SIZE, actorSize);
899     actor.RegisterProperty("uOffset", Vector2::ZERO);
900     actor.SetProperty(Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_COLOR);
901
902     return actor;
903   }
904
905   void StitchTextMesh(std::vector<MeshRecord>& meshContainer,
906                       AtlasManager::Mesh2D&    newMesh,
907                       Vector<Extent>&          extents,
908                       float                    baseLine,
909                       bool                     decorationlineGlyph,
910                       float                    underlinePosition,
911                       float                    lineThickness,
912                       AtlasManager::AtlasSlot& slot,
913                       uint32_t                 underlineChunkId,
914                       float                    strikethroughPosition,
915                       uint32_t                 strikethroughChunkId)
916   {
917     if(slot.mImageId)
918     {
919       float left  = newMesh.mVertices[0].mPosition.x;
920       float right = newMesh.mVertices[1].mPosition.x;
921
922       // Check to see if there's a mesh data object that references the same atlas ?
923       uint32_t index = 0;
924       for(std::vector<MeshRecord>::iterator mIt    = meshContainer.begin(),
925                                             mEndIt = meshContainer.end();
926           mIt != mEndIt;
927           ++mIt, ++index)
928       {
929         if(slot.mAtlasId == mIt->mAtlasId)
930         {
931           // Append the mesh to the existing mesh and adjust any extents
932           Toolkit::Internal::AtlasMeshFactory::AppendMesh(mIt->mMesh, newMesh);
933
934           if(decorationlineGlyph)
935           {
936             AdjustExtents(extents,
937                           meshContainer,
938                           index,
939                           left,
940                           right,
941                           baseLine,
942                           underlinePosition,
943                           lineThickness,
944                           underlineChunkId,
945                           strikethroughPosition,
946                           strikethroughChunkId);
947           }
948
949           return;
950         }
951       }
952
953       // No mesh data object currently exists that references this atlas, so create a new one
954       MeshRecord meshRecord;
955       meshRecord.mAtlasId = slot.mAtlasId;
956       meshRecord.mMesh    = newMesh;
957       meshContainer.push_back(meshRecord);
958
959       if(decorationlineGlyph)
960       {
961         // Adjust extents for this new meshrecord
962         AdjustExtents(extents,
963                       meshContainer,
964                       meshContainer.size() - 1u,
965                       left,
966                       right,
967                       baseLine,
968                       underlinePosition,
969                       lineThickness,
970                       underlineChunkId,
971                       strikethroughPosition,
972                       strikethroughChunkId);
973       }
974     }
975   }
976
977   void AdjustExtents(Vector<Extent>&          extents,
978                      std::vector<MeshRecord>& meshRecords,
979                      uint32_t                 index,
980                      float                    left,
981                      float                    right,
982                      float                    baseLine,
983                      float                    underlinePosition,
984                      float                    lineThickness,
985                      uint32_t                 underlineChunkId,
986                      float                    strikethroughPosition,
987                      uint32_t                 strikethroughChunkId)
988   {
989     bool foundExtent = false;
990     for(Vector<Extent>::Iterator eIt    = extents.Begin(),
991                                  eEndIt = extents.End();
992         eIt != eEndIt;
993         ++eIt)
994     {
995       if(Equals(baseLine, eIt->mBaseLine) && underlineChunkId == eIt->mUnderlineChunkId && strikethroughChunkId == eIt->mStrikethroughChunkId)
996       {
997         foundExtent = true;
998         if(left < eIt->mLeft)
999         {
1000           eIt->mLeft = left;
1001         }
1002         if(right > eIt->mRight)
1003         {
1004           eIt->mRight = right;
1005         }
1006
1007         if(underlinePosition > eIt->mUnderlinePosition)
1008         {
1009           eIt->mUnderlinePosition = underlinePosition;
1010         }
1011         if(lineThickness > eIt->mLineThickness)
1012         {
1013           eIt->mLineThickness = lineThickness;
1014         }
1015       }
1016     }
1017     if(!foundExtent)
1018     {
1019       Extent extent;
1020       extent.mLeft                  = left;
1021       extent.mRight                 = right;
1022       extent.mBaseLine              = baseLine;
1023       extent.mUnderlinePosition     = underlinePosition;
1024       extent.mMeshRecordIndex       = index;
1025       extent.mUnderlineChunkId      = underlineChunkId;
1026       extent.mLineThickness         = lineThickness;
1027       extent.mStrikethroughPosition = strikethroughPosition;
1028       extent.mStrikethroughChunkId  = strikethroughChunkId;
1029       extents.PushBack(extent);
1030     }
1031   }
1032
1033   void CalculateBlocksSize(const Vector<GlyphInfo>& glyphs)
1034   {
1035     for(Vector<GlyphInfo>::ConstIterator glyphIt    = glyphs.Begin(),
1036                                          glyphEndIt = glyphs.End();
1037         glyphIt != glyphEndIt;
1038         ++glyphIt)
1039     {
1040       const FontId fontId    = (*glyphIt).fontId;
1041       bool         foundFont = false;
1042
1043       for(std::vector<MaxBlockSize>::const_iterator blockIt    = mBlockSizes.begin(),
1044                                                     blockEndIt = mBlockSizes.end();
1045           blockIt != blockEndIt;
1046           ++blockIt)
1047       {
1048         if((*blockIt).mFontId == fontId) // Different size fonts will have a different fontId
1049         {
1050           DALI_LOG_INFO(gLogFilter, Debug::Verbose, "Text::AtlasRenderer::CalculateBlocksSize match found fontID(%u) glyphIndex(%u)\n", fontId, (*glyphIt).index);
1051           foundFont = true;
1052           break;
1053         }
1054       }
1055
1056       if(!foundFont)
1057       {
1058         FontMetrics fontMetrics;
1059         mFontClient.GetFontMetrics(fontId, fontMetrics);
1060
1061         MaxBlockSize maxBlockSize;
1062         maxBlockSize.mNeededBlockWidth  = static_cast<uint32_t>(fontMetrics.height);
1063         maxBlockSize.mNeededBlockHeight = maxBlockSize.mNeededBlockWidth;
1064         maxBlockSize.mFontId            = fontId;
1065         DALI_LOG_INFO(gLogFilter, Debug::Verbose, "Text::AtlasRenderer::CalculateBlocksSize New font with no matched blocksize, setting blocksize[%u]\n", maxBlockSize.mNeededBlockWidth);
1066         mBlockSizes.push_back(maxBlockSize);
1067       }
1068     }
1069   }
1070
1071   void GenerateUnderlines(std::vector<MeshRecord>&                            meshRecords,
1072                           Vector<Extent>&                                     extents,
1073                           const UnderlineStyleProperties&                     viewUnderlineProperties,
1074                           const std::map<uint32_t, UnderlineStyleProperties>& mapUnderlineChunkIdWithProperties)
1075   {
1076     AtlasManager::Mesh2D newMesh;
1077     unsigned short       faceIndex = 0;
1078
1079     for(Vector<Extent>::ConstIterator eIt    = extents.Begin(),
1080                                       eEndIt = extents.End();
1081         eIt != eEndIt;
1082         ++eIt)
1083     {
1084       AtlasManager::Vertex2D vert;
1085       uint32_t               index = eIt->mMeshRecordIndex;
1086       Vector2                uv    = mGlyphManager.GetAtlasSize(meshRecords[index].mAtlasId);
1087
1088       auto pairUnderlineChunkIdWithProperties = mapUnderlineChunkIdWithProperties.find(eIt->mUnderlineChunkId);
1089
1090       const UnderlineStyleProperties underlineProperties = (pairUnderlineChunkIdWithProperties == mapUnderlineChunkIdWithProperties.end())
1091                                                              ? viewUnderlineProperties
1092                                                              : pairUnderlineChunkIdWithProperties->second;
1093
1094       const Vector4&               underlineColor       = underlineProperties.colorDefined ? underlineProperties.color : viewUnderlineProperties.color;
1095       const Text::Underline::Type& underlineType        = underlineProperties.typeDefined ? underlineProperties.type : viewUnderlineProperties.type;
1096       const float&                 dashedUnderlineGap   = underlineProperties.dashGapDefined ? underlineProperties.dashGap : viewUnderlineProperties.dashGap;
1097       const float&                 dashedUnderlineWidth = underlineProperties.dashWidthDefined ? underlineProperties.dashWidth : viewUnderlineProperties.dashWidth;
1098
1099       // Make sure we don't hit texture edge for single pixel texture ( filled pixel is in top left of every atlas )
1100       float u           = HALF / uv.x;
1101       float v           = HALF / uv.y;
1102       float thickness   = eIt->mLineThickness;
1103       float ShiftLineBy = (underlineType == Text::Underline::Type::DOUBLE) ? (thickness * ONE_AND_A_HALF) : (thickness * HALF);
1104       float baseLine    = eIt->mBaseLine + eIt->mUnderlinePosition - ShiftLineBy;
1105       float tlx         = eIt->mLeft;
1106       float brx         = eIt->mRight;
1107
1108       if(underlineType == Text::Underline::Type::DASHED)
1109       {
1110         float dashTlx = tlx;
1111         float dashBrx = tlx;
1112
1113         while((dashTlx >= tlx) && (dashTlx < brx) && ((dashTlx + dashedUnderlineWidth) <= brx))
1114         {
1115           dashBrx = dashTlx + dashedUnderlineWidth;
1116
1117           //The top left edge of the underline
1118           vert.mPosition.x  = dashTlx;
1119           vert.mPosition.y  = baseLine;
1120           vert.mTexCoords.x = ZERO;
1121           vert.mTexCoords.y = ZERO;
1122           vert.mColor       = underlineColor;
1123           newMesh.mVertices.PushBack(vert);
1124
1125           //The top right edge of the underline
1126           vert.mPosition.x  = dashBrx;
1127           vert.mPosition.y  = baseLine;
1128           vert.mTexCoords.x = u;
1129           vert.mColor       = underlineColor;
1130           newMesh.mVertices.PushBack(vert);
1131
1132           //The bottom left edge of the underline
1133           vert.mPosition.x  = dashTlx;
1134           vert.mPosition.y  = baseLine + thickness;
1135           vert.mTexCoords.x = ZERO;
1136           vert.mTexCoords.y = v;
1137           vert.mColor       = underlineColor;
1138           newMesh.mVertices.PushBack(vert);
1139
1140           //The bottom right edge of the underline
1141           vert.mPosition.x  = dashBrx;
1142           vert.mPosition.y  = baseLine + thickness;
1143           vert.mTexCoords.x = u;
1144           vert.mColor       = underlineColor;
1145           newMesh.mVertices.PushBack(vert);
1146
1147           dashTlx = dashBrx + dashedUnderlineGap; // The next dash will start at the right of the current dash plus the gap
1148
1149           // Six indices in counter clockwise winding
1150           newMesh.mIndices.PushBack(faceIndex + 1u);
1151           newMesh.mIndices.PushBack(faceIndex);
1152           newMesh.mIndices.PushBack(faceIndex + 2u);
1153           newMesh.mIndices.PushBack(faceIndex + 2u);
1154           newMesh.mIndices.PushBack(faceIndex + 3u);
1155           newMesh.mIndices.PushBack(faceIndex + 1u);
1156
1157           faceIndex += 4;
1158
1159           Toolkit::Internal::AtlasMeshFactory::AppendMesh(meshRecords[index].mMesh, newMesh);
1160         }
1161       }
1162       else
1163       {
1164         // It's either SOLID or DOUBLE so we need to generate the first solid underline anyway.
1165         vert.mPosition.x  = tlx;
1166         vert.mPosition.y  = baseLine;
1167         vert.mTexCoords.x = ZERO;
1168         vert.mTexCoords.y = ZERO;
1169         vert.mColor       = underlineColor;
1170         newMesh.mVertices.PushBack(vert);
1171
1172         vert.mPosition.x  = brx;
1173         vert.mPosition.y  = baseLine;
1174         vert.mTexCoords.x = u;
1175         vert.mColor       = underlineColor;
1176         newMesh.mVertices.PushBack(vert);
1177
1178         vert.mPosition.x  = tlx;
1179         vert.mPosition.y  = baseLine + thickness;
1180         vert.mTexCoords.x = ZERO;
1181         vert.mTexCoords.y = v;
1182         vert.mColor       = underlineColor;
1183         newMesh.mVertices.PushBack(vert);
1184
1185         vert.mPosition.x  = brx;
1186         vert.mPosition.y  = baseLine + thickness;
1187         vert.mTexCoords.x = u;
1188         vert.mColor       = underlineColor;
1189         newMesh.mVertices.PushBack(vert);
1190
1191         // Six indices in counter clockwise winding
1192         newMesh.mIndices.PushBack(faceIndex + 1u);
1193         newMesh.mIndices.PushBack(faceIndex);
1194         newMesh.mIndices.PushBack(faceIndex + 2u);
1195         newMesh.mIndices.PushBack(faceIndex + 2u);
1196         newMesh.mIndices.PushBack(faceIndex + 3u);
1197         newMesh.mIndices.PushBack(faceIndex + 1u);
1198         faceIndex += 4;
1199
1200         Toolkit::Internal::AtlasMeshFactory::AppendMesh(meshRecords[index].mMesh, newMesh);
1201
1202         if(underlineType == Text::Underline::Type::DOUBLE)
1203         {
1204           baseLine += 2 * thickness;
1205
1206           //The top left edge of the underline
1207           vert.mPosition.x  = tlx;
1208           vert.mPosition.y  = baseLine; // Vertical start of the second underline
1209           vert.mTexCoords.x = ZERO;
1210           vert.mTexCoords.y = ZERO;
1211           vert.mColor       = underlineColor;
1212           newMesh.mVertices.PushBack(vert);
1213
1214           //The top right edge of the underline
1215           vert.mPosition.x  = brx;
1216           vert.mPosition.y  = baseLine;
1217           vert.mTexCoords.x = u;
1218           vert.mColor       = underlineColor;
1219           newMesh.mVertices.PushBack(vert);
1220
1221           //The bottom left edge of the underline
1222           vert.mPosition.x  = tlx;
1223           vert.mPosition.y  = baseLine + thickness; // Vertical End of the second underline
1224           vert.mTexCoords.x = ZERO;
1225           vert.mTexCoords.y = v;
1226           vert.mColor       = underlineColor;
1227           newMesh.mVertices.PushBack(vert);
1228
1229           //The bottom right edge of the underline
1230           vert.mPosition.x  = brx;
1231           vert.mPosition.y  = baseLine + thickness;
1232           vert.mTexCoords.x = u;
1233           vert.mColor       = underlineColor;
1234           newMesh.mVertices.PushBack(vert);
1235
1236           // Six indices in counter clockwise winding
1237           newMesh.mIndices.PushBack(faceIndex + 1u);
1238           newMesh.mIndices.PushBack(faceIndex);
1239           newMesh.mIndices.PushBack(faceIndex + 2u);
1240           newMesh.mIndices.PushBack(faceIndex + 2u);
1241           newMesh.mIndices.PushBack(faceIndex + 3u);
1242           newMesh.mIndices.PushBack(faceIndex + 1u);
1243
1244           faceIndex += 4;
1245
1246           Toolkit::Internal::AtlasMeshFactory::AppendMesh(meshRecords[index].mMesh, newMesh);
1247         }
1248       }
1249     }
1250   }
1251
1252   void GenerateStrikethrough(std::vector<MeshRecord>&                                meshRecords,
1253                              Vector<Extent>&                                         extents,
1254                              const StrikethroughStyleProperties&                     viewStrikethroughProperties,
1255                              const std::map<uint32_t, StrikethroughStyleProperties>& mapStrikethroughChunkIdWithProperties)
1256   {
1257     AtlasManager::Mesh2D newMesh;
1258     unsigned short       faceIndex = 0;
1259     for(Vector<Extent>::ConstIterator eIt    = extents.Begin(),
1260                                       eEndIt = extents.End();
1261         eIt != eEndIt;
1262         ++eIt)
1263     {
1264       AtlasManager::Vertex2D vert;
1265       uint32_t               index = eIt->mMeshRecordIndex;
1266       Vector2                uv    = mGlyphManager.GetAtlasSize(meshRecords[index].mAtlasId);
1267
1268       auto pairStrikethroughChunkIdWithProperties = mapStrikethroughChunkIdWithProperties.find(eIt->mStrikethroughChunkId);
1269
1270       const StrikethroughStyleProperties strikethroughProperties = (pairStrikethroughChunkIdWithProperties == mapStrikethroughChunkIdWithProperties.end())
1271                                                                      ? viewStrikethroughProperties
1272                                                                      : pairStrikethroughChunkIdWithProperties->second;
1273
1274       const Vector4& strikethroughColor = strikethroughProperties.colorDefined ? strikethroughProperties.color : viewStrikethroughProperties.color;
1275
1276       // Make sure we don't hit texture edge for single pixel texture ( filled pixel is in top left of every atlas )
1277       float u                     = HALF / uv.x;
1278       float v                     = HALF / uv.y;
1279       float thickness             = eIt->mLineThickness;
1280       float tlx                   = eIt->mLeft;
1281       float brx                   = eIt->mRight;
1282       float strikethroughPosition = eIt->mStrikethroughPosition;
1283
1284       vert.mPosition.x  = tlx;
1285       vert.mPosition.y  = strikethroughPosition;
1286       vert.mTexCoords.x = ZERO;
1287       vert.mTexCoords.y = ZERO;
1288       vert.mColor       = strikethroughColor;
1289       newMesh.mVertices.PushBack(vert);
1290
1291       vert.mPosition.x  = brx;
1292       vert.mPosition.y  = strikethroughPosition;
1293       vert.mTexCoords.x = u;
1294       vert.mColor       = strikethroughColor;
1295       newMesh.mVertices.PushBack(vert);
1296
1297       vert.mPosition.x  = tlx;
1298       vert.mPosition.y  = strikethroughPosition + thickness;
1299       vert.mTexCoords.x = ZERO;
1300       vert.mTexCoords.y = v;
1301       vert.mColor       = strikethroughColor;
1302       newMesh.mVertices.PushBack(vert);
1303
1304       vert.mPosition.x  = brx;
1305       vert.mPosition.y  = strikethroughPosition + thickness;
1306       vert.mTexCoords.x = u;
1307       vert.mColor       = strikethroughColor;
1308       newMesh.mVertices.PushBack(vert);
1309
1310       // Six indices in counter clockwise winding
1311       newMesh.mIndices.PushBack(faceIndex + 1u);
1312       newMesh.mIndices.PushBack(faceIndex);
1313       newMesh.mIndices.PushBack(faceIndex + 2u);
1314       newMesh.mIndices.PushBack(faceIndex + 2u);
1315       newMesh.mIndices.PushBack(faceIndex + 3u);
1316       newMesh.mIndices.PushBack(faceIndex + 1u);
1317       faceIndex += 4;
1318
1319       Toolkit::Internal::AtlasMeshFactory::AppendMesh(meshRecords[index].mMesh, newMesh);
1320     }
1321   }
1322
1323   Actor                       mActor;            ///< The actor parent which renders the text
1324   AtlasGlyphManager           mGlyphManager;     ///< Glyph Manager to handle upload and caching
1325   TextAbstraction::FontClient mFontClient;       ///< The font client used to supply glyph information
1326   Shader                      mShaderL8;         ///< The shader for glyphs and emoji's shadows.
1327   Shader                      mShaderRgba;       ///< The shader for emojis.
1328   std::vector<MaxBlockSize>   mBlockSizes;       ///< Maximum size needed to contain a glyph in a block within a new atlas
1329   Vector<TextCacheEntry>      mTextCache;        ///< Caches data from previous render
1330   Property::Map               mQuadVertexFormat; ///< Describes the vertex format for text
1331   int                         mDepth;            ///< DepthIndex passed by control when connect to stage
1332 };
1333
1334 Text::RendererPtr AtlasRenderer::New()
1335 {
1336   DALI_LOG_INFO(gLogFilter, Debug::Verbose, "Text::AtlasRenderer::New()\n");
1337
1338   return Text::RendererPtr(new AtlasRenderer());
1339 }
1340
1341 Actor AtlasRenderer::Render(Text::ViewInterface& view,
1342                             Actor                textControl,
1343                             Property::Index      animatablePropertyIndex,
1344                             float&               alignmentOffset,
1345                             int                  depth)
1346 {
1347   DALI_LOG_INFO(gLogFilter, Debug::General, "Text::AtlasRenderer::Render()\n");
1348
1349   UnparentAndReset(mImpl->mActor);
1350
1351   Length numberOfGlyphs = view.GetNumberOfGlyphs();
1352
1353   if(numberOfGlyphs > 0u)
1354   {
1355     Vector<GlyphInfo> glyphs;
1356     glyphs.Resize(numberOfGlyphs);
1357
1358     Vector<Vector2> positions;
1359     positions.Resize(numberOfGlyphs);
1360
1361     numberOfGlyphs = view.GetGlyphs(glyphs.Begin(),
1362                                     positions.Begin(),
1363                                     alignmentOffset,
1364                                     0u,
1365                                     numberOfGlyphs);
1366
1367     glyphs.Resize(numberOfGlyphs);
1368     positions.Resize(numberOfGlyphs);
1369
1370     const Vector4* const    colorsBuffer       = view.GetColors();
1371     const ColorIndex* const colorIndicesBuffer = view.GetColorIndices();
1372     const Vector4&          defaultColor       = view.GetTextColor();
1373
1374     mImpl->AddGlyphs(view,
1375                      textControl,
1376                      animatablePropertyIndex,
1377                      positions,
1378                      glyphs,
1379                      defaultColor,
1380                      colorsBuffer,
1381                      colorIndicesBuffer,
1382                      depth,
1383                      alignmentOffset);
1384
1385     /* In the case where AddGlyphs does not create a renderable Actor for example when glyphs are all whitespace create a new Actor. */
1386     /* 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. */
1387     if(!mImpl->mActor)
1388     {
1389       mImpl->mActor = Actor::New();
1390     }
1391   }
1392
1393   return mImpl->mActor;
1394 }
1395
1396 AtlasRenderer::AtlasRenderer()
1397 {
1398   mImpl = new Impl();
1399 }
1400
1401 AtlasRenderer::~AtlasRenderer()
1402 {
1403   mImpl->RemoveText();
1404   delete mImpl;
1405 }