2 * Copyright (c) 2018 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/visuals/text/text-visual.h>
22 #include <dali/public-api/animation/constraints.h>
23 #include <dali/devel-api/text-abstraction/text-abstraction-definitions.h>
26 #include <dali-toolkit/public-api/visuals/text-visual-properties.h>
27 #include <dali-toolkit/devel-api/visuals/text-visual-properties-devel.h>
28 #include <dali-toolkit/public-api/visuals/visual-properties.h>
29 #include <dali-toolkit/devel-api/controls/control-depth-index-ranges.h>
30 #include <dali-toolkit/internal/visuals/image-atlas-manager.h>
31 #include <dali-toolkit/internal/visuals/visual-base-impl.h>
32 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
33 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
34 #include <dali-toolkit/internal/text/text-font-style.h>
35 #include <dali-toolkit/internal/text/text-effects-style.h>
36 #include <dali-toolkit/internal/text/script-run.h>
37 #include <dali-toolkit/internal/text/text-enumerations-impl.h>
38 #include <dali-toolkit/devel-api/text/text-enumerations-devel.h>
52 // Property names - common properties defined in visual-string-constants.h/cpp
53 const char * const FONT_FAMILY_PROPERTY( "fontFamily" );
54 const char * const FONT_STYLE_PROPERTY( "fontStyle" );
55 const char * const POINT_SIZE_PROPERTY( "pointSize" );
56 const char * const MULTI_LINE_PROPERTY( "multiLine" );
57 const char * const HORIZONTAL_ALIGNMENT_PROPERTY( "horizontalAlignment" );
58 const char * const VERTICAL_ALIGNMENT_PROPERTY( "verticalAlignment" );
59 const char * const TEXT_COLOR_PROPERTY( "textColor" );
60 const char * const ENABLE_MARKUP_PROPERTY( "enableMarkup" );
61 const char * const SHADOW_PROPERTY( "shadow" );
62 const char * const UNDERLINE_PROPERTY( "underline" );
63 const char * const OUTLINE_PROPERTY( "outline" );
64 const char * const BACKGROUND_PROPERTY( "textBackground" );
66 const Vector4 FULL_TEXTURE_RECT( 0.f, 0.f, 1.f, 1.f );
68 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
69 attribute mediump vec2 aPosition;\n
70 uniform mediump mat4 uMvpMatrix;\n
71 uniform mediump vec3 uSize;\n
72 uniform mediump vec4 pixelArea;\n
74 uniform mediump mat4 uModelMatrix;\n
75 uniform mediump mat4 uViewMatrix;\n
76 uniform mediump mat4 uProjection;\n
78 varying mediump vec2 vTexCoord;\n
80 //Visual size and offset
81 uniform mediump vec2 offset;\n
82 uniform mediump vec2 size;\n
83 uniform mediump vec4 offsetSizeMode;\n
84 uniform mediump vec2 origin;\n
85 uniform mediump vec2 anchorPoint;\n
87 vec4 ComputeVertexPosition()\n
89 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
90 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
91 return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
96 mediump vec4 nonAlignedVertex = uViewMatrix*uModelMatrix*ComputeVertexPosition();\n
97 mediump vec4 pixelAlignedVertex = vec4 ( floor(nonAlignedVertex.xyz), 1.0 );\n
98 mediump vec4 vertexPosition = uProjection*pixelAlignedVertex;\n
100 vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n
101 gl_Position = vertexPosition;\n
105 const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT = DALI_COMPOSE_SHADER(
106 varying mediump vec2 vTexCoord;\n
107 uniform sampler2D sTexture;\n
108 uniform lowp vec4 uTextColorAnimatable;\n
109 uniform mediump vec4 uAtlasRect;\n
110 uniform lowp vec4 uColor;\n
111 uniform lowp vec3 mixColor;\n
112 uniform lowp float opacity;\n
113 uniform lowp float preMultipliedAlpha;\n
115 lowp vec4 visualMixColor()\n
117 return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
122 mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
123 mediump float textTexture = texture2D( sTexture, texCoord ).r;\n
125 // Set the color of the text to what it is animated to.
126 gl_FragColor = uTextColorAnimatable * textTexture * uColor * visualMixColor();
130 const char* FRAGMENT_SHADER_MULTI_COLOR_TEXT = DALI_COMPOSE_SHADER(
131 varying mediump vec2 vTexCoord;\n
132 uniform sampler2D sTexture;\n
133 uniform mediump vec4 uAtlasRect;\n
134 uniform lowp vec4 uColor;\n
135 uniform lowp vec3 mixColor;\n
136 uniform lowp float opacity;\n
137 uniform lowp float preMultipliedAlpha;\n
139 lowp vec4 visualMixColor()\n
141 return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
146 mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
147 mediump vec4 textTexture = texture2D( sTexture, texCoord );\n
148 textTexture.rgb *= mix( 1.0, textTexture.a, preMultipliedAlpha );\n
150 gl_FragColor = textTexture * uColor * visualMixColor();
154 const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE = DALI_COMPOSE_SHADER(
155 varying mediump vec2 vTexCoord;\n
156 uniform sampler2D sTexture;\n
157 uniform sampler2D sStyle;\n
158 uniform lowp vec4 uTextColorAnimatable;\n
159 uniform mediump vec4 uAtlasRect;\n
160 uniform lowp vec4 uColor;\n
161 uniform lowp vec3 mixColor;\n
162 uniform lowp float opacity;\n
163 uniform lowp float preMultipliedAlpha;\n
165 lowp vec4 visualMixColor()\n
167 return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
172 mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
173 mediump float textTexture = texture2D( sTexture, texCoord ).r;\n
174 mediump vec4 styleTexture = texture2D( sStyle, texCoord );\n
176 // Draw the text as overlay above the style
177 gl_FragColor = ( uTextColorAnimatable * textTexture + styleTexture * ( 1.0 - textTexture ) ) * uColor * visualMixColor();\n
181 const char* FRAGMENT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE = DALI_COMPOSE_SHADER(
182 varying mediump vec2 vTexCoord;\n
183 uniform sampler2D sTexture;\n
184 uniform sampler2D sStyle;\n
185 uniform mediump vec4 uAtlasRect;\n
186 uniform lowp vec4 uColor;\n
187 uniform lowp vec3 mixColor;\n
188 uniform lowp float opacity;\n
189 uniform lowp float preMultipliedAlpha;\n
191 lowp vec4 visualMixColor()\n
193 return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
198 mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
199 mediump vec4 textTexture = texture2D( sTexture, texCoord );\n
200 mediump vec4 styleTexture = texture2D( sStyle, texCoord );\n
201 textTexture.rgb *= mix( 1.0, textTexture.a, preMultipliedAlpha );\n
203 // Draw the text as overlay above the style
204 gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * visualMixColor();\n
208 const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI = DALI_COMPOSE_SHADER(
209 varying mediump vec2 vTexCoord;\n
210 uniform sampler2D sTexture;\n
211 uniform sampler2D sMask;\n
212 uniform lowp vec4 uTextColorAnimatable;\n
213 uniform mediump vec4 uAtlasRect;\n
214 uniform lowp vec4 uColor;\n
215 uniform lowp vec3 mixColor;\n
216 uniform lowp float opacity;\n
217 uniform lowp float preMultipliedAlpha;\n
219 lowp vec4 visualMixColor()\n
221 return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
226 mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
227 mediump vec4 textTexture = texture2D( sTexture, texCoord );\n
228 mediump float maskTexture = texture2D( sMask, texCoord ).r;\n
230 // Set the color of non-transparent pixel in text to what it is animated to.
231 // Markup text with multiple text colors are not animated (but can be supported later on if required).
232 // Emoji color are not animated.
233 mediump float vstep = step( 0.0001, textTexture.a );\n
234 textTexture.rgb = mix( textTexture.rgb, uTextColorAnimatable.rgb, vstep * maskTexture ) * mix( 1.0, textTexture.a, preMultipliedAlpha );\n
236 // Draw the text as overlay above the style
237 gl_FragColor = textTexture * uColor * visualMixColor();\n
241 const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI = DALI_COMPOSE_SHADER(
242 varying mediump vec2 vTexCoord;\n
243 uniform sampler2D sTexture;\n
244 uniform sampler2D sStyle;\n
245 uniform sampler2D sMask;\n
246 uniform lowp float uHasMultipleTextColors;\n
247 uniform lowp vec4 uTextColorAnimatable;\n
248 uniform mediump vec4 uAtlasRect;\n
249 uniform lowp vec4 uColor;\n
250 uniform lowp vec3 mixColor;\n
251 uniform lowp float opacity;\n
252 uniform lowp float preMultipliedAlpha;\n
254 lowp vec4 visualMixColor()\n
256 return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
261 mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
262 mediump vec4 textTexture = texture2D( sTexture, texCoord );\n
263 mediump vec4 styleTexture = texture2D( sStyle, texCoord );\n
264 mediump float maskTexture = texture2D( sMask, texCoord ).r;\n
266 // Set the color of non-transparent pixel in text to what it is animated to.
267 // Markup text with multiple text colors are not animated (but can be supported later on if required).
268 // Emoji color are not animated.
269 mediump float vstep = step( 0.0001, textTexture.a );\n
270 textTexture.rgb = mix( textTexture.rgb, uTextColorAnimatable.rgb, vstep * maskTexture * ( 1.0 - uHasMultipleTextColors ) ) * mix( 1.0, textTexture.a, preMultipliedAlpha );\n
272 // Draw the text as overlay above the style
273 gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * visualMixColor();\n
278 * Return Property index for the given string key
279 * param[in] stringKey the string index key
280 * return the key as an index
283 Dali::Property::Index StringKeyToIndexKey( const std::string& stringKey )
285 Dali::Property::Index result = Property::INVALID_KEY;
287 if( stringKey == VISUAL_TYPE )
289 result = Toolkit::Visual::Property::TYPE;
291 else if( stringKey == TEXT_PROPERTY )
293 result = Toolkit::TextVisual::Property::TEXT;
295 else if( stringKey == FONT_FAMILY_PROPERTY )
297 result = Toolkit::TextVisual::Property::FONT_FAMILY;
299 else if( stringKey == FONT_STYLE_PROPERTY )
301 result = Toolkit::TextVisual::Property::FONT_STYLE;
303 else if( stringKey == POINT_SIZE_PROPERTY )
305 result = Toolkit::TextVisual::Property::POINT_SIZE;
307 else if( stringKey == MULTI_LINE_PROPERTY )
309 result = Toolkit::TextVisual::Property::MULTI_LINE;
311 else if( stringKey == HORIZONTAL_ALIGNMENT_PROPERTY )
313 result = Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT;
315 else if( stringKey == VERTICAL_ALIGNMENT_PROPERTY )
317 result = Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT;
319 else if( stringKey == TEXT_COLOR_PROPERTY )
321 result = Toolkit::TextVisual::Property::TEXT_COLOR;
323 else if( stringKey == ENABLE_MARKUP_PROPERTY )
325 result = Toolkit::TextVisual::Property::ENABLE_MARKUP;
327 else if( stringKey == SHADOW_PROPERTY )
329 result = Toolkit::TextVisual::Property::SHADOW;
331 else if( stringKey == UNDERLINE_PROPERTY )
333 result = Toolkit::TextVisual::Property::UNDERLINE;
335 else if( stringKey == OUTLINE_PROPERTY )
337 result = Toolkit::DevelTextVisual::Property::OUTLINE;
339 else if( stringKey == BACKGROUND_PROPERTY )
341 result = Toolkit::DevelTextVisual::Property::BACKGROUND;
347 } // unnamed namespace
349 TextVisualPtr TextVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
351 TextVisualPtr TextVisualPtr( new TextVisual( factoryCache ) );
352 TextVisualPtr->SetProperties( properties );
353 return TextVisualPtr;
356 void TextVisual::ConvertStringKeysToIndexKeys( Property::Map& propertyMap )
358 Property::Map outMap;
360 for( Property::Map::SizeType index = 0u, count = propertyMap.Count(); index < count; ++index )
362 const KeyValuePair& keyValue = propertyMap.GetKeyValue( index );
364 Property::Index indexKey = keyValue.first.indexKey;
366 if ( keyValue.first.type == Property::Key::STRING )
368 indexKey = StringKeyToIndexKey( keyValue.first.stringKey );
371 outMap.Insert( indexKey, keyValue.second );
374 propertyMap = outMap;
377 float TextVisual::GetHeightForWidth( float width )
379 return mController->GetHeightForWidth( width );
382 void TextVisual::GetNaturalSize( Vector2& naturalSize )
384 naturalSize = mController->GetNaturalSize().GetVectorXY();
387 void TextVisual::DoCreatePropertyMap( Property::Map& map ) const
389 Property::Value value;
392 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::TEXT );
395 mController->GetText( text );
396 map.Insert( Toolkit::TextVisual::Property::TEXT, text );
398 map.Insert( Toolkit::TextVisual::Property::FONT_FAMILY, mController->GetDefaultFontFamily() );
400 GetFontStyleProperty( mController, value, Text::FontStyle::DEFAULT );
401 map.Insert( Toolkit::TextVisual::Property::FONT_STYLE, value );
403 map.Insert( Toolkit::TextVisual::Property::POINT_SIZE, mController->GetDefaultFontSize( Text::Controller::POINT_SIZE ) );
405 map.Insert( Toolkit::TextVisual::Property::MULTI_LINE, mController->IsMultiLineEnabled() );
407 map.Insert( Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT, mController->GetHorizontalAlignment() );
409 map.Insert( Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT, mController->GetVerticalAlignment() );
411 map.Insert( Toolkit::TextVisual::Property::TEXT_COLOR, mController->GetDefaultColor() );
413 map.Insert( Toolkit::TextVisual::Property::ENABLE_MARKUP, mController->IsMarkupProcessorEnabled() );
415 GetShadowProperties( mController, value, Text::EffectStyle::DEFAULT );
416 map.Insert( Toolkit::TextVisual::Property::SHADOW, value );
418 GetUnderlineProperties( mController, value, Text::EffectStyle::DEFAULT );
419 map.Insert( Toolkit::TextVisual::Property::UNDERLINE, value );
421 GetOutlineProperties( mController, value, Text::EffectStyle::DEFAULT );
422 map.Insert( Toolkit::DevelTextVisual::Property::OUTLINE, value );
424 GetBackgroundProperties( mController, value, Text::EffectStyle::DEFAULT );
425 map.Insert( Toolkit::DevelTextVisual::Property::BACKGROUND, value );
428 void TextVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
431 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::TEXT );
433 mController->GetText( text );
434 map.Insert( Toolkit::TextVisual::Property::TEXT, text );
438 TextVisual::TextVisual( VisualFactoryCache& factoryCache )
439 : Visual::Base( factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO ),
440 mController( Text::Controller::New() ),
441 mTypesetter( Text::Typesetter::New( mController->GetTextModel() ) ),
442 mAnimatableTextColorPropertyIndex( Property::INVALID_INDEX ),
443 mRendererUpdateNeeded( false )
447 TextVisual::~TextVisual()
451 void TextVisual::DoSetProperties( const Property::Map& propertyMap )
453 for( Property::Map::SizeType index = 0u, count = propertyMap.Count(); index < count; ++index )
455 const KeyValuePair& keyValue = propertyMap.GetKeyValue( index );
457 Property::Index indexKey = keyValue.first.indexKey;
459 if( keyValue.first.type == Property::Key::STRING )
461 indexKey = StringKeyToIndexKey( keyValue.first.stringKey );
464 DoSetProperty( indexKey, keyValue.second );
467 // Elide the text if it exceeds the boundaries.
468 mController->SetTextElideEnabled( true );
470 // Retrieve the layout engine to set the cursor's width.
471 Text::Layout::Engine& engine = mController->GetLayoutEngine();
473 // Sets 0 as cursor's width.
474 engine.SetCursorWidth( 0u ); // Do not layout space for the cursor.
477 void TextVisual::DoSetOnStage( Actor& actor )
481 Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
482 Shader shader = GetTextShader(mFactoryCache, TextType::SINGLE_COLOR_TEXT, TextType::NO_EMOJI, TextType::NO_STYLES);
484 mImpl->mRenderer = Renderer::New( geometry, shader );
485 mImpl->mRenderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT );
487 // Enable the pre-multiplied alpha to improve the text quality
488 EnablePreMultipliedAlpha(true);
490 const Vector4& defaultColor = mController->GetTextModel()->GetDefaultColor();
491 Dali::Property::Index shaderTextColorIndex = mImpl->mRenderer.RegisterProperty( "uTextColorAnimatable", defaultColor );
493 if ( mAnimatableTextColorPropertyIndex != Property::INVALID_INDEX )
495 // Create constraint for the animatable text's color Property with uTextColorAnimatable in the renderer.
496 if( shaderTextColorIndex != Property::INVALID_INDEX )
498 Constraint constraint = Constraint::New<Vector4>( mImpl->mRenderer, shaderTextColorIndex, EqualToConstraint() );
499 constraint.AddSource( Source( actor, mAnimatableTextColorPropertyIndex ) );
504 // Renderer needs textures and to be added to control
505 mRendererUpdateNeeded = true;
510 void TextVisual::DoSetOffStage( Actor& actor )
512 if( mImpl->mRenderer )
514 // Removes the renderer from the actor.
515 actor.RemoveRenderer( mImpl->mRenderer );
519 // Resets the renderer.
520 mImpl->mRenderer.Reset();
523 // Resets the control handle.
527 void TextVisual::OnSetTransform()
532 void TextVisual::DoSetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue )
536 case Toolkit::TextVisual::Property::ENABLE_MARKUP:
538 const bool enableMarkup = propertyValue.Get<bool>();
539 mController->SetMarkupProcessorEnabled( enableMarkup );
542 case Toolkit::TextVisual::Property::TEXT:
544 mController->SetText( propertyValue.Get<std::string>() );
547 case Toolkit::TextVisual::Property::FONT_FAMILY:
549 SetFontFamilyProperty( mController, propertyValue );
552 case Toolkit::TextVisual::Property::FONT_STYLE:
554 SetFontStyleProperty( mController, propertyValue, Text::FontStyle::DEFAULT );
557 case Toolkit::TextVisual::Property::POINT_SIZE:
559 const float pointSize = propertyValue.Get<float>();
560 if( !Equals( mController->GetDefaultFontSize( Text::Controller::POINT_SIZE ), pointSize ) )
562 mController->SetDefaultFontSize( pointSize, Text::Controller::POINT_SIZE );
566 case Toolkit::TextVisual::Property::MULTI_LINE:
568 mController->SetMultiLineEnabled( propertyValue.Get<bool>() );
571 case Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT:
575 Text::HorizontalAlignment::Type alignment( static_cast< Text::HorizontalAlignment::Type >( -1 ) ); // Set to invalid value to ensure a valid mode does get set
576 if( Toolkit::Text::GetHorizontalAlignmentEnumeration( propertyValue, alignment ) )
578 mController->SetHorizontalAlignment( alignment );
583 case Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT:
587 Toolkit::Text::VerticalAlignment::Type alignment( static_cast< Text::VerticalAlignment::Type >( -1 ) ); // Set to invalid value to ensure a valid mode does get set
588 if( Toolkit::Text::GetVerticalAlignmentEnumeration( propertyValue, alignment) )
590 mController->SetVerticalAlignment( alignment );
595 case Toolkit::TextVisual::Property::TEXT_COLOR:
597 const Vector4& textColor = propertyValue.Get< Vector4 >();
598 if( mController->GetDefaultColor() != textColor )
600 mController->SetDefaultColor( textColor );
604 case Toolkit::TextVisual::Property::SHADOW:
606 SetShadowProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
609 case Toolkit::TextVisual::Property::UNDERLINE:
611 SetUnderlineProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
614 case Toolkit::DevelTextVisual::Property::OUTLINE:
616 SetOutlineProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
619 case Toolkit::DevelTextVisual::Property::BACKGROUND:
621 SetBackgroundProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
627 void TextVisual::UpdateRenderer()
629 Actor control = mControl.GetHandle();
636 // Calculates the size to be used to relayout.
637 Vector2 relayoutSize;
639 const bool isWidthRelative = fabsf( mImpl->mTransform.mOffsetSizeMode.z ) < Math::MACHINE_EPSILON_1000;
640 const bool isHeightRelative = fabsf( mImpl->mTransform.mOffsetSizeMode.w ) < Math::MACHINE_EPSILON_1000;
642 // Round the size and offset to avoid pixel alignement issues.
643 relayoutSize.width = floorf( 0.5f + ( isWidthRelative ? mImpl->mControlSize.width * mImpl->mTransform.mSize.x : mImpl->mTransform.mSize.width ) );
644 relayoutSize.height = floorf( 0.5f + ( isHeightRelative ? mImpl->mControlSize.height * mImpl->mTransform.mSize.y : mImpl->mTransform.mSize.height ) );
647 mController->GetText( text );
649 if( ( fabsf( relayoutSize.width ) < Math::MACHINE_EPSILON_1000 ) || ( fabsf( relayoutSize.height ) < Math::MACHINE_EPSILON_1000 ) || text.empty() )
651 // Removes the texture set.
654 // Remove any renderer previously set.
655 if( mImpl->mRenderer )
657 control.RemoveRenderer( mImpl->mRenderer );
660 // Nothing else to do if the relayout size is zero.
661 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
665 const Text::Controller::UpdateTextType updateTextType = mController->Relayout( relayoutSize );
667 if( Text::Controller::NONE_UPDATED != ( Text::Controller::MODEL_UPDATED & updateTextType )
668 || mRendererUpdateNeeded )
670 mRendererUpdateNeeded = false;
672 // Removes the texture set.
675 // Remove any renderer previously set.
676 if( mImpl->mRenderer )
678 control.RemoveRenderer( mImpl->mRenderer );
681 if( ( relayoutSize.width > Math::MACHINE_EPSILON_1000 ) &&
682 ( relayoutSize.height > Math::MACHINE_EPSILON_1000 ) )
684 // Check whether it is a markup text with multiple text colors
685 const Vector4* const colorsBuffer = mController->GetTextModel()->GetColors();
686 bool hasMultipleTextColors = ( NULL != colorsBuffer );
688 // Check whether the text contains any color glyph
689 bool containsColorGlyph = false;
691 TextAbstraction::FontClient fontClient = TextAbstraction::FontClient::Get();
692 const Text::GlyphInfo* const glyphsBuffer = mController->GetTextModel()->GetGlyphs();
693 const Text::Length numberOfGlyphs = mController->GetTextModel()->GetNumberOfGlyphs();
694 for ( Text::Length glyphIndex = 0; glyphIndex < numberOfGlyphs; glyphIndex++ )
696 // Retrieve the glyph's info.
697 const Text::GlyphInfo* const glyphInfo = glyphsBuffer + glyphIndex;
699 // Whether the current glyph is a color one.
700 if( fontClient.IsColorGlyph( glyphInfo->fontId, glyphInfo->index ) )
702 containsColorGlyph = true;
707 // Check whether the text contains any style colors (e.g. underline color, shadow color, etc.)
709 bool shadowEnabled = false;
710 const Vector2& shadowOffset = mController->GetTextModel()->GetShadowOffset();
711 if ( fabsf( shadowOffset.x ) > Math::MACHINE_EPSILON_1 || fabsf( shadowOffset.y ) > Math::MACHINE_EPSILON_1 )
713 shadowEnabled = true;
716 const bool underlineEnabled = mController->GetTextModel()->IsUnderlineEnabled();
717 const bool outlineEnabled = ( mController->GetTextModel()->GetOutlineWidth() > Math::MACHINE_EPSILON_1 );
718 const bool backgroundEnabled = mController->GetTextModel()->IsBackgroundEnabled();;
720 const bool styleEnabled = ( shadowEnabled || underlineEnabled || outlineEnabled || backgroundEnabled );
722 TextureSet textureSet = GetTextTexture( relayoutSize, hasMultipleTextColors, containsColorGlyph, styleEnabled );
723 mImpl->mRenderer.SetTextures( textureSet );
725 Shader shader = GetTextShader( mFactoryCache, hasMultipleTextColors, containsColorGlyph, styleEnabled );
726 mImpl->mRenderer.SetShader(shader);
728 mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
730 Vector4 atlasRect = FULL_TEXTURE_RECT;
731 mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, atlasRect );
732 mImpl->mRenderer.RegisterProperty( "uHasMultipleTextColors", static_cast<float>( hasMultipleTextColors ) );
734 mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON);
736 //Register transform properties
737 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
739 control.AddRenderer( mImpl->mRenderer );
741 // Text rendered and ready to display
742 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
747 void TextVisual::RemoveTextureSet()
749 if( mImpl->mFlags & Impl::IS_ATLASING_APPLIED )
751 // Removes the text's image from the texture atlas.
754 const Property::Index index = mImpl->mRenderer.GetPropertyIndex( ATLAS_RECT_UNIFORM_NAME );
755 if( index != Property::INVALID_INDEX )
757 const Property::Value& atlasRectValue = mImpl->mRenderer.GetProperty( index );
758 atlasRectValue.Get( atlasRect );
760 const TextureSet& textureSet = mImpl->mRenderer.GetTextures();
761 mFactoryCache.GetAtlasManager()->Remove( textureSet, atlasRect );
766 TextureSet TextVisual::GetTextTexture( const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled )
768 // Filter mode needs to be set to linear to produce better quality while scaling.
769 Sampler sampler = Sampler::New();
770 sampler.SetFilterMode( FilterMode::LINEAR, FilterMode::LINEAR );
772 TextureSet textureSet = TextureSet::New();
774 // Create RGBA texture if the text contains emojis or multiple text colors, otherwise L8 texture
775 Pixel::Format textPixelFormat = ( containsColorGlyph || hasMultipleTextColors ) ? Pixel::RGBA8888 : Pixel::L8;
777 // Check the text direction
778 Toolkit::DevelText::TextDirection::Type textDirection = mController->GetTextDirection();
780 // Create a texture for the text without any styles
781 PixelData data = mTypesetter->Render( size, textDirection, Text::Typesetter::RENDER_NO_STYLES, false, textPixelFormat );
783 // It may happen the image atlas can't handle a pixel data it exceeds the maximum size.
784 // In that case, create a texture. TODO: should tile the text.
786 Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D,
787 data.GetPixelFormat(),
791 texture.Upload( data );
793 textureSet.SetTexture( 0u, texture );
794 textureSet.SetSampler( 0u, sampler );
798 // Create RGBA texture for all the text styles (without the text itself)
799 PixelData styleData = mTypesetter->Render( size, textDirection, Text::Typesetter::RENDER_NO_TEXT, false, Pixel::RGBA8888 );
801 Texture styleTexture = Texture::New( Dali::TextureType::TEXTURE_2D,
802 styleData.GetPixelFormat(),
803 styleData.GetWidth(),
804 styleData.GetHeight() );
806 styleTexture.Upload( styleData );
808 textureSet.SetTexture( 1u, styleTexture );
809 textureSet.SetSampler( 1u, sampler );
812 if ( containsColorGlyph && !hasMultipleTextColors )
814 // Create a L8 texture as a mask to avoid color glyphs (e.g. emojis) to be affected by text color animation
815 PixelData maskData = mTypesetter->Render( size, textDirection, Text::Typesetter::RENDER_MASK, false, Pixel::L8 );
817 Texture maskTexture = Texture::New( Dali::TextureType::TEXTURE_2D,
818 maskData.GetPixelFormat(),
820 maskData.GetHeight() );
822 maskTexture.Upload( maskData );
826 textureSet.SetTexture( 1u, maskTexture );
827 textureSet.SetSampler( 1u, sampler );
831 textureSet.SetTexture( 2u, maskTexture );
832 textureSet.SetSampler( 2u, sampler );
839 Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled )
843 if( hasMultipleTextColors && !styleEnabled )
845 // We don't animate text color if the text contains multiple colors
846 shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT );
849 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_MULTI_COLOR_TEXT );
850 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
851 factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT, shader );
854 else if( hasMultipleTextColors && styleEnabled )
856 // We don't animate text color if the text contains multiple colors
857 shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE );
860 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE );
861 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
862 factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE, shader );
865 else if( !hasMultipleTextColors && !containsColorGlyph && !styleEnabled )
867 shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT );
870 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT );
871 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
872 factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT, shader );
875 else if( !hasMultipleTextColors && !containsColorGlyph && styleEnabled )
877 shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE );
880 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE );
881 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
882 factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE, shader );
885 else if( !hasMultipleTextColors && containsColorGlyph && !styleEnabled )
887 shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI );
890 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI );
891 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
892 factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI, shader );
895 else // if( !hasMultipleTextColors && containsColorGlyph && styleEnabled )
897 shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI );
900 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI );
901 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
902 factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI, shader );
909 } // namespace Internal
911 } // namespace Toolkit