2 * Copyright (c) 2015 Samsung Electronics Co., Ltd.
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
8 * http://www.apache.org/licenses/LICENSE-2.0
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.
19 #include <dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.h>
22 #include <dali/dali.h>
23 #include <dali/devel-api/object/property-buffer.h>
24 #include <dali/devel-api/rendering/geometry.h>
25 #include <dali/devel-api/rendering/renderer.h>
26 #include <dali/devel-api/rendering/sampler.h>
27 #include <dali/devel-api/rendering/shader.h>
28 #include <dali/devel-api/text-abstraction/font-client.h>
29 #include <dali/integration-api/debug.h>
31 #include <dali-toolkit/public-api/controls/control-depth-index-ranges.h>
32 #include <dali-toolkit/internal/text/rendering/atlas/atlas-glyph-manager.h>
35 using namespace Dali::Toolkit;
36 using namespace Dali::Toolkit::Text;
40 #if defined(DEBUG_ENABLED)
41 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::Concise, true, "LOG_TEXT_RENDERING");
44 const float ZERO( 0.0f );
45 const float HALF( 0.5f );
46 const float ONE( 1.0f );
47 const float TWO( 2.0f );
48 const uint32_t DEFAULT_ATLAS_WIDTH = 512u;
49 const uint32_t DEFAULT_ATLAS_HEIGHT = 512u;
51 struct AtlasRenderer::Impl : public ConnectionTracker
64 AtlasManager::Mesh2D mMesh;
65 FrameBufferImage mBuffer;
74 float mUnderlinePosition;
75 float mUnderlineThickness;
76 uint32_t mMeshRecordIndex;
82 Text::GlyphIndex mIndex;
88 uint32_t mNeededBlockWidth;
89 uint32_t mNeededBlockHeight;
94 mGlyphManager = AtlasGlyphManager::Get();
95 mFontClient = TextAbstraction::FontClient::Get();
97 mQuadVertexFormat[ "aPosition" ] = Property::VECTOR2;
98 mQuadVertexFormat[ "aTexCoord" ] = Property::VECTOR2;
99 mQuadIndexFormat[ "indices" ] = Property::UNSIGNED_INTEGER;
102 void AddGlyphs( const std::vector<Vector2>& positions,
103 const Vector<GlyphInfo>& glyphs,
104 const Vector4& textColor,
105 const Vector2& shadowOffset,
106 const Vector4& shadowColor,
107 bool underlineEnabled,
108 const Vector4& underlineColor,
109 float underlineHeight,
112 AtlasManager::AtlasSlot slot;
113 std::vector< MeshRecord > meshContainer;
114 Vector< Extent > extents;
115 mDepth = static_cast< int >( depth );
117 float currentUnderlinePosition = ZERO;
118 float currentUnderlineThickness = underlineHeight;
119 uint32_t currentBlockSize = 0;
120 FontId lastFontId = 0;
121 Style style = STYLE_NORMAL;
123 if ( fabsf( shadowOffset.x ) > Math::MACHINE_EPSILON_1 || fabsf( shadowOffset.y ) > Math::MACHINE_EPSILON_1 )
125 style = STYLE_DROP_SHADOW;
128 if ( mImageIds.Size() )
130 // Unreference any currently used glyphs
134 CalculateBlocksSize( glyphs );
136 for( uint32_t i = 0, glyphSize = glyphs.Size(); i < glyphSize; ++i )
138 const GlyphInfo& glyph = glyphs[ i ];
140 // No operation for white space
141 if ( glyph.width && glyph.height )
143 // Are we still using the same fontId as previous
144 if ( glyph.fontId != lastFontId )
146 // We need to fetch fresh font underline metrics
147 FontMetrics fontMetrics;
148 mFontClient.GetFontMetrics( glyph.fontId, fontMetrics );
149 currentUnderlinePosition = ceil( fabsf( fontMetrics.underlinePosition ) );
150 float descender = ceil( fabsf( fontMetrics.descender ) );
152 if ( underlineHeight == ZERO )
154 currentUnderlineThickness = fontMetrics.underlineThickness;
156 // Ensure underline will be at least a pixel high
157 if ( currentUnderlineThickness < ONE )
159 currentUnderlineThickness = ONE;
163 currentUnderlineThickness = ceil( currentUnderlineThickness );
167 // Clamp the underline position at the font descender and check for ( as EFL describes it ) a broken font
168 if ( currentUnderlinePosition > descender )
170 currentUnderlinePosition = descender;
172 if ( ZERO == currentUnderlinePosition )
174 // Move offset down by one ( EFL behavior )
175 currentUnderlinePosition = ONE;
179 const Vector2& position = positions[ i ];
180 AtlasManager::Mesh2D newMesh;
181 mGlyphManager.Cached( glyph.fontId, glyph.index, slot );
185 // This glyph already exists so generate mesh data plugging in our supplied position
186 mGlyphManager.GenerateMeshData( slot.mImageId, position, newMesh );
187 mImageIds.PushBack( slot.mImageId );
192 // Select correct size for new atlas if needed....?
193 if ( lastFontId != glyph.fontId )
195 for ( uint32_t j = 0; j < mBlockSizes.size(); ++j )
197 if ( mBlockSizes[ j ].mFontId == glyph.fontId )
199 currentBlockSize = j;
200 mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_WIDTH,
201 DEFAULT_ATLAS_HEIGHT,
202 mBlockSizes[ j ].mNeededBlockWidth,
203 mBlockSizes[ j ].mNeededBlockHeight );
208 // Create a new image for the glyph
209 BufferImage bitmap = mFontClient.CreateBitmap( glyph.fontId, glyph.index );
212 // Ensure that the next image will fit into the current block size
213 bool setSize = false;
214 if ( bitmap.GetWidth() > mBlockSizes[ currentBlockSize ].mNeededBlockWidth )
217 mBlockSizes[ currentBlockSize ].mNeededBlockWidth = bitmap.GetWidth();
219 if ( bitmap.GetHeight() > mBlockSizes[ currentBlockSize ].mNeededBlockHeight )
222 mBlockSizes[ currentBlockSize ].mNeededBlockHeight = bitmap.GetHeight();
227 mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_WIDTH,
228 DEFAULT_ATLAS_HEIGHT,
229 mBlockSizes[ currentBlockSize ].mNeededBlockWidth,
230 mBlockSizes[ currentBlockSize ].mNeededBlockHeight );
233 // Locate a new slot for our glyph
234 mGlyphManager.Add( glyph, bitmap, slot );
236 // Generate mesh data for this quad, plugging in our supplied position
239 mGlyphManager.GenerateMeshData( slot.mImageId, position, newMesh );
240 mImageIds.PushBack( slot.mImageId );
244 // Find an existing mesh data object to attach to ( or create a new one, if we can't find one using the same atlas)
245 StitchTextMesh( meshContainer,
249 position.y + glyph.yBearing,
250 currentUnderlinePosition,
251 currentUnderlineThickness,
253 lastFontId = glyph.fontId;
257 if ( underlineEnabled )
259 // Check to see if any of the text needs an underline
260 GenerateUnderlines( meshContainer, extents, underlineColor, textColor );
263 // For each MeshData object, create a mesh actor and add to the renderable actor
264 if ( meshContainer.size() )
266 for ( std::vector< MeshRecord >::iterator mIt = meshContainer.begin(); mIt != meshContainer.end(); ++mIt )
268 Actor actor = CreateMeshActor( *mIt );
270 // Create an effect if necessary
271 if ( style == STYLE_DROP_SHADOW )
273 actor.Add( GenerateShadow( *mIt, shadowOffset, shadowColor ) );
285 mActor.OffStageSignal().Connect( this, &AtlasRenderer::Impl::OffStageDisconnect );
287 #if defined(DEBUG_ENABLED)
288 Toolkit::AtlasGlyphManager::Metrics metrics = mGlyphManager.GetMetrics();
289 DALI_LOG_INFO( gLogFilter, Debug::General, "TextAtlasRenderer::GlyphManager::GlyphCount: %i, AtlasCount: %i, TextureMemoryUse: %iK\n",
291 metrics.mAtlasMetrics.mAtlasCount,
292 metrics.mAtlasMetrics.mTextureMemoryUsed / 1024 );
293 for ( uint32_t i = 0; i < metrics.mAtlasMetrics.mAtlasCount; ++i )
295 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Atlas [%i] %sPixels: %s Size: %ix%i, BlockSize: %ix%i, BlocksUsed: %i/%i\n",
296 i + 1, i > 8 ? "" : " ",
297 metrics.mAtlasMetrics.mAtlasMetrics[ i ].mPixelFormat == Pixel::L8 ? "L8 " : "BGRA",
298 metrics.mAtlasMetrics.mAtlasMetrics[ i ].mSize.mWidth,
299 metrics.mAtlasMetrics.mAtlasMetrics[ i ].mSize.mHeight,
300 metrics.mAtlasMetrics.mAtlasMetrics[ i ].mSize.mBlockWidth,
301 metrics.mAtlasMetrics.mAtlasMetrics[ i ].mSize.mBlockHeight,
302 metrics.mAtlasMetrics.mAtlasMetrics[ i ].mBlocksUsed,
303 metrics.mAtlasMetrics.mAtlasMetrics[ i ].mTotalBlocks );
308 Actor CreateMeshActor( const MeshRecord& meshRecord )
310 PropertyBuffer quadVertices = PropertyBuffer::New( mQuadVertexFormat, meshRecord.mMesh.mVertices.Size() );
311 PropertyBuffer quadIndices = PropertyBuffer::New( mQuadIndexFormat, meshRecord.mMesh.mIndices.Size() );
312 quadVertices.SetData( const_cast< AtlasManager::Vertex2D* >( &meshRecord.mMesh.mVertices[ 0 ] ) );
313 quadIndices.SetData( const_cast< unsigned int* >( &meshRecord.mMesh.mIndices[ 0 ] ) );
315 Geometry quadGeometry = Geometry::New();
316 quadGeometry.AddVertexBuffer( quadVertices );
317 quadGeometry.SetIndexBuffer( quadIndices );
319 Material material = mGlyphManager.GetMaterial( meshRecord.mAtlasId );
320 Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
321 renderer.SetDepthIndex( mDepth );
322 Actor actor = Actor::New();
323 actor.AddRenderer( renderer );
324 actor.SetSize( 1.0f, 1.0f );
325 actor.SetColor( meshRecord.mColor );
327 if ( meshRecord.mIsUnderline )
329 actor.SetColorMode( USE_OWN_COLOR );
333 actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
338 void StitchTextMesh( std::vector< MeshRecord >& meshContainer,
339 AtlasManager::Mesh2D& newMesh,
340 Vector< Extent >& extents,
341 const Vector4& color,
343 float underlinePosition,
344 float underlineThickness,
345 AtlasManager::AtlasSlot& slot )
349 float left = newMesh.mVertices[ 0 ].mPosition.x;
350 float right = newMesh.mVertices[ 1 ].mPosition.x;
352 // Check to see if there's a mesh data object that references the same atlas ?
354 for ( std::vector< MeshRecord >::iterator mIt = meshContainer.begin(); mIt != meshContainer.end(); ++mIt, ++index )
356 if ( slot.mAtlasId == mIt->mAtlasId && color == mIt->mColor )
358 // Stitch the mesh to the existing mesh and adjust any extents
359 mGlyphManager.StitchMesh( mIt->mMesh, newMesh );
360 AdjustExtents( extents,
367 underlineThickness );
372 // No mesh data object currently exists that references this atlas, so create a new one
373 MeshRecord meshRecord;
374 meshRecord.mAtlasId = slot.mAtlasId;
375 meshRecord.mMesh = newMesh;
376 meshRecord.mColor = color;
377 meshRecord.mIsUnderline = false;
378 meshContainer.push_back( meshRecord );
380 // Adjust extents for this new meshrecord
381 AdjustExtents( extents,
383 meshContainer.size() - 1u,
388 underlineThickness );
393 void AdjustExtents( Vector< Extent >& extents,
394 std::vector< MeshRecord>& meshRecords,
399 float underlinePosition,
400 float underlineThickness )
402 bool foundExtent = false;
403 for ( Vector< Extent >::Iterator eIt = extents.Begin(); eIt != extents.End(); ++eIt )
405 if ( Equals( baseLine, eIt->mBaseLine ) )
408 if ( left < eIt->mLeft )
412 if ( right > eIt->mRight )
417 if ( underlinePosition > eIt->mUnderlinePosition )
419 eIt->mUnderlinePosition = underlinePosition;
421 if ( underlineThickness > eIt->mUnderlineThickness )
423 eIt->mUnderlineThickness = underlineThickness;
431 extent.mRight = right;
432 extent.mBaseLine = baseLine;
433 extent.mUnderlinePosition = underlinePosition;
434 extent.mUnderlineThickness = underlineThickness;
435 extent.mMeshRecordIndex = index;
436 extents.PushBack( extent );
440 // Unreference any glyphs that were used with this actor
441 void OffStageDisconnect( Dali::Actor actor )
448 for ( uint32_t i = 0; i < mImageIds.Size(); ++i )
450 mGlyphManager.Remove( mImageIds[ i ] );
452 mImageIds.Resize( 0 );
455 void CalculateBlocksSize( const Vector<GlyphInfo>& glyphs )
457 MaxBlockSize maxBlockSize;
458 for ( uint32_t i = 0; i < glyphs.Size(); ++i )
460 FontId fontId = glyphs[ i ].fontId;
461 bool foundFont = false;
462 for ( uint32_t j = 0; j < mBlockSizes.size(); ++j )
464 if ( mBlockSizes[ j ].mFontId == fontId )
471 FontMetrics fontMetrics;
472 mFontClient.GetFontMetrics( fontId, fontMetrics );
473 maxBlockSize.mNeededBlockWidth = static_cast< uint32_t >( fontMetrics.height );
474 maxBlockSize.mNeededBlockHeight = static_cast< uint32_t >( fontMetrics.height );
475 maxBlockSize.mFontId = fontId;
476 mBlockSizes.push_back( maxBlockSize );
481 void GenerateUnderlines( std::vector< MeshRecord>& meshRecords,
482 Vector< Extent >& extents,
483 const Vector4& underlineColor,
484 const Vector4& textColor )
486 AtlasManager::Mesh2D newMesh;
487 unsigned short faceIndex = 0;
488 for ( Vector< Extent >::ConstIterator eIt = extents.Begin(); eIt != extents.End(); ++eIt )
490 AtlasManager::Vertex2D vert;
491 uint32_t index = eIt->mMeshRecordIndex;
492 Vector2 uv = mGlyphManager.GetAtlasSize( meshRecords[ index ].mAtlasId );
494 // Make sure we don't hit texture edge for single pixel texture ( filled pixel is in top left of every atlas )
495 float u = HALF / uv.x;
496 float v = HALF / uv.y;
497 float thickness = eIt->mUnderlineThickness;
498 float baseLine = eIt->mBaseLine + eIt->mUnderlinePosition - ( thickness * HALF );
499 float tlx = eIt->mLeft;
500 float brx = eIt->mRight;
502 vert.mPosition.x = tlx;
503 vert.mPosition.y = baseLine;
504 vert.mTexCoords.x = ZERO;
505 vert.mTexCoords.y = ZERO;
506 newMesh.mVertices.PushBack( vert );
508 vert.mPosition.x = brx;
509 vert.mPosition.y = baseLine;
510 vert.mTexCoords.x = u;
511 newMesh.mVertices.PushBack( vert );
513 vert.mPosition.x = tlx;
514 vert.mPosition.y = baseLine + thickness;
515 vert.mTexCoords.x = ZERO;
516 vert.mTexCoords.y = v;
517 newMesh.mVertices.PushBack( vert );
519 vert.mPosition.x = brx;
520 vert.mPosition.y = baseLine + thickness;
521 vert.mTexCoords.x = u;
522 newMesh.mVertices.PushBack( vert );
524 // Six indices in counter clockwise winding
525 newMesh.mIndices.PushBack( faceIndex + 1u );
526 newMesh.mIndices.PushBack( faceIndex );
527 newMesh.mIndices.PushBack( faceIndex + 2u );
528 newMesh.mIndices.PushBack( faceIndex + 2u );
529 newMesh.mIndices.PushBack( faceIndex + 3u );
530 newMesh.mIndices.PushBack( faceIndex + 1u );
533 if ( underlineColor == textColor )
535 mGlyphManager.StitchMesh( meshRecords[ index ].mMesh, newMesh );
540 record.mMesh = newMesh;
541 record.mAtlasId = meshRecords[ index ].mAtlasId;
542 record.mColor = underlineColor;
543 record.mIsUnderline = true;
544 meshRecords.push_back( record );
549 Actor GenerateShadow( MeshRecord& meshRecord,
550 const Vector2& shadowOffset,
551 const Vector4& shadowColor )
553 // Scan vertex buffer to determine width and height of effect buffer needed
554 const Vector< AtlasManager::Vertex2D >& verts = meshRecord.mMesh.mVertices;
555 float tlx = verts[ 0 ].mPosition.x;
556 float tly = verts[ 0 ].mPosition.y;
560 for ( uint32_t i = 0; i < verts.Size(); ++i )
562 if ( verts[ i ].mPosition.x < tlx )
564 tlx = verts[ i ].mPosition.x;
566 if ( verts[ i ].mPosition.y < tly )
568 tly = verts[ i ].mPosition.y;
570 if ( verts[ i ].mPosition.x > brx )
572 brx = verts[ i ].mPosition.x;
574 if ( verts[ i ].mPosition.y > bry )
576 bry = verts[ i ].mPosition.y;
580 float width = brx - tlx;
581 float height = bry - tly;
582 float divWidth = TWO / width;
583 float divHeight = TWO / height;
585 // Create a buffer to render to
586 meshRecord.mBuffer = FrameBufferImage::New( width, height );
588 // We will render a quad into this buffer
589 unsigned int indices[ 6 ] = { 1, 0, 2, 2, 3, 1 };
590 PropertyBuffer quadVertices = PropertyBuffer::New( mQuadVertexFormat, 4u );
591 PropertyBuffer quadIndices = PropertyBuffer::New( mQuadIndexFormat, sizeof(indices)/sizeof(indices[0]) );
593 AtlasManager::Vertex2D vertices[ 4 ] = {
594 { Vector2( tlx + shadowOffset.x, tly + shadowOffset.y ), Vector2( ZERO, ZERO ) },
595 { Vector2( brx + shadowOffset.x, tly + shadowOffset.y ), Vector2( ONE, ZERO ) },
596 { Vector2( tlx + shadowOffset.x, bry + shadowOffset.y ), Vector2( ZERO, ONE ) },
597 { Vector2( brx + shadowOffset.x, bry + shadowOffset.y ), Vector2( ONE, ONE ) } };
599 quadVertices.SetData( vertices );
600 quadIndices.SetData( indices );
602 Geometry quadGeometry = Geometry::New();
603 quadGeometry.AddVertexBuffer( quadVertices );
604 quadGeometry.SetIndexBuffer( quadIndices );
606 Sampler sampler = Sampler::New( meshRecord.mBuffer, "sTexture" );
607 Material material = Material::New( mGlyphManager.GetEffectBufferShader() );
608 material.AddSampler( sampler );
610 Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
612 // Ensure shadow is behind the text...
613 renderer.SetDepthIndex( mDepth + CONTENT_DEPTH_INDEX - 1 );
614 Actor actor = Actor::New();
615 actor.AddRenderer( renderer );
616 actor.SetSize( 1.0f, 1.0f );
618 // Create a sub actor to render the source with normalized vertex positions
619 Vector< AtlasManager::Vertex2D > normVertexList;
620 for ( uint32_t i = 0; i < verts.Size(); ++i )
622 AtlasManager::Vertex2D vertex = verts[ i ];
623 vertex.mPosition.x = ( ( vertex.mPosition.x - tlx ) * divWidth ) - ONE;
624 vertex.mPosition.y = ( ( vertex.mPosition.y - tly ) * divHeight ) - ONE;
625 normVertexList.PushBack( vertex );
628 PropertyBuffer normVertices = PropertyBuffer::New( mQuadVertexFormat, normVertexList.Size() );
629 PropertyBuffer normIndices = PropertyBuffer::New( mQuadIndexFormat, meshRecord.mMesh.mIndices.Size() );
630 normVertices.SetData( const_cast< AtlasManager::Vertex2D* >( &normVertexList[ 0 ] ) );
631 normIndices.SetData( const_cast< unsigned int* >( &meshRecord.mMesh.mIndices[ 0 ] ) );
633 Geometry normGeometry = Geometry::New();
634 normGeometry.AddVertexBuffer( normVertices );
635 normGeometry.SetIndexBuffer( normIndices );
637 Material normMaterial = Material::New( mGlyphManager.GetGlyphShadowShader() );
638 Sampler normSampler = mGlyphManager.GetSampler( meshRecord.mAtlasId );
639 normMaterial.AddSampler( normSampler );
640 Dali::Renderer normRenderer = Dali::Renderer::New( normGeometry, normMaterial );
641 Actor subActor = Actor::New();
642 subActor.AddRenderer( normRenderer );
643 subActor.SetSize( 1.0f, 1.0f );
644 subActor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
645 subActor.SetColor( shadowColor );
647 // Create a render task to render the effect
648 RenderTask task = Stage::GetCurrent().GetRenderTaskList().CreateTask();
649 task.SetTargetFrameBuffer( meshRecord.mBuffer );
650 task.SetSourceActor( subActor );
651 task.SetClearEnabled( true );
652 task.SetClearColor( Vector4::ZERO );
653 task.SetExclusive( true );
654 task.SetRefreshRate( RenderTask::REFRESH_ONCE );
655 task.FinishedSignal().Connect( this, &AtlasRenderer::Impl::RenderComplete );
656 actor.Add( subActor );
661 void RenderComplete( RenderTask& renderTask )
663 // Disconnect and remove this single shot render task
664 renderTask.FinishedSignal().Disconnect( this, &AtlasRenderer::Impl::RenderComplete );
665 Stage::GetCurrent().GetRenderTaskList().RemoveTask( renderTask );
667 // Get the actor used for render to buffer and remove it from the parent
668 Actor renderActor = renderTask.GetSourceActor();
671 Actor parent = renderActor.GetParent();
674 parent.Remove( renderActor );
679 Actor mActor; ///< The actor parent which renders the text
680 AtlasGlyphManager mGlyphManager; ///< Glyph Manager to handle upload and caching
681 Vector< uint32_t > mImageIds; ///< A list of imageIDs used by the renderer
682 TextAbstraction::FontClient mFontClient; ///> The font client used to supply glyph information
683 std::vector< MaxBlockSize > mBlockSizes; ///> Maximum size needed to contain a glyph in a block within a new atlas
684 std::vector< uint32_t > mFace; ///> Face indices for a quad
685 Property::Map mQuadVertexFormat;
686 Property::Map mQuadIndexFormat;
690 Text::RendererPtr AtlasRenderer::New()
692 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Text::AtlasRenderer::New()\n" );
694 return Text::RendererPtr( new AtlasRenderer() );
697 Actor AtlasRenderer::Render( Text::ViewInterface& view, unsigned int depth )
699 UnparentAndReset( mImpl->mActor );
701 Length numberOfGlyphs = view.GetNumberOfGlyphs();
703 if( numberOfGlyphs > 0u )
705 Vector<GlyphInfo> glyphs;
706 glyphs.Resize( numberOfGlyphs );
708 std::vector<Vector2> positions;
709 positions.resize( numberOfGlyphs );
711 numberOfGlyphs = view.GetGlyphs( glyphs.Begin(),
715 glyphs.Resize( numberOfGlyphs );
716 positions.resize( numberOfGlyphs );
718 mImpl->AddGlyphs( positions,
721 view.GetShadowOffset(),
722 view.GetShadowColor(),
723 view.IsUnderlineEnabled(),
724 view.GetUnderlineColor(),
725 view.GetUnderlineHeight(),
729 return mImpl->mActor;
732 AtlasRenderer::AtlasRenderer()
738 AtlasRenderer::~AtlasRenderer()