2 * Copyright (c) 2021 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/devel-api/adaptor-framework/image-loading.h>
23 #include <dali/devel-api/images/pixel-data-devel.h>
24 #include <dali/devel-api/rendering/renderer-devel.h>
25 #include <dali/devel-api/text-abstraction/text-abstraction-definitions.h>
29 #include <dali-toolkit/devel-api/controls/control-depth-index-ranges.h>
30 #include <dali-toolkit/devel-api/text/text-enumerations-devel.h>
31 #include <dali-toolkit/devel-api/visuals/text-visual-properties-devel.h>
32 #include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
33 #include <dali-toolkit/internal/text/script-run.h>
34 #include <dali-toolkit/internal/text/text-effects-style.h>
35 #include <dali-toolkit/internal/text/text-enumerations-impl.h>
36 #include <dali-toolkit/internal/text/text-font-style.h>
37 #include <dali-toolkit/internal/visuals/image-atlas-manager.h>
38 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
39 #include <dali-toolkit/internal/visuals/visual-base-impl.h>
40 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
41 #include <dali-toolkit/public-api/visuals/text-visual-properties.h>
42 #include <dali-toolkit/public-api/visuals/visual-properties.h>
52 const Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f);
55 * Return Property index for the given string key
56 * param[in] stringKey the string index key
57 * return the key as an index
60 Dali::Property::Index StringKeyToIndexKey(const std::string& stringKey)
62 Dali::Property::Index result = Property::INVALID_KEY;
64 if(stringKey == VISUAL_TYPE)
66 result = Toolkit::Visual::Property::TYPE;
68 else if(stringKey == TEXT_PROPERTY)
70 result = Toolkit::TextVisual::Property::TEXT;
72 else if(stringKey == FONT_FAMILY_PROPERTY)
74 result = Toolkit::TextVisual::Property::FONT_FAMILY;
76 else if(stringKey == FONT_STYLE_PROPERTY)
78 result = Toolkit::TextVisual::Property::FONT_STYLE;
80 else if(stringKey == POINT_SIZE_PROPERTY)
82 result = Toolkit::TextVisual::Property::POINT_SIZE;
84 else if(stringKey == MULTI_LINE_PROPERTY)
86 result = Toolkit::TextVisual::Property::MULTI_LINE;
88 else if(stringKey == HORIZONTAL_ALIGNMENT_PROPERTY)
90 result = Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT;
92 else if(stringKey == VERTICAL_ALIGNMENT_PROPERTY)
94 result = Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT;
96 else if(stringKey == TEXT_COLOR_PROPERTY)
98 result = Toolkit::TextVisual::Property::TEXT_COLOR;
100 else if(stringKey == ENABLE_MARKUP_PROPERTY)
102 result = Toolkit::TextVisual::Property::ENABLE_MARKUP;
104 else if(stringKey == SHADOW_PROPERTY)
106 result = Toolkit::TextVisual::Property::SHADOW;
108 else if(stringKey == UNDERLINE_PROPERTY)
110 result = Toolkit::TextVisual::Property::UNDERLINE;
112 else if(stringKey == OUTLINE_PROPERTY)
114 result = Toolkit::DevelTextVisual::Property::OUTLINE;
116 else if(stringKey == BACKGROUND_PROPERTY)
118 result = Toolkit::DevelTextVisual::Property::BACKGROUND;
124 void TextColorConstraint(Vector4& current, const PropertyInputContainer& inputs)
126 Vector4 color = inputs[0]->GetVector4();
127 current.r = color.r * color.a;
128 current.g = color.g * color.a;
129 current.b = color.b * color.a;
133 void OpacityConstraint(float& current, const PropertyInputContainer& inputs)
135 // Make zero if the alpha value of text color is zero to skip rendering text
136 if(EqualsZero(inputs[0]->GetVector4().a))
146 } // unnamed namespace
148 TextVisualPtr TextVisual::New(VisualFactoryCache& factoryCache, const Property::Map& properties)
150 TextVisualPtr textVisualPtr(new TextVisual(factoryCache));
151 textVisualPtr->SetProperties(properties);
152 textVisualPtr->Initialize();
153 return textVisualPtr;
156 Property::Map TextVisual::ConvertStringKeysToIndexKeys(const Property::Map& propertyMap)
158 Property::Map outMap;
160 for(Property::Map::SizeType index = 0u, count = propertyMap.Count(); index < count; ++index)
162 const KeyValuePair& keyValue = propertyMap.GetKeyValue(index);
164 Property::Index indexKey = keyValue.first.indexKey;
166 if(keyValue.first.type == Property::Key::STRING)
168 indexKey = StringKeyToIndexKey(keyValue.first.stringKey);
171 outMap.Insert(indexKey, keyValue.second);
177 float TextVisual::GetHeightForWidth(float width)
179 return mController->GetHeightForWidth(width);
182 void TextVisual::GetNaturalSize(Vector2& naturalSize)
184 naturalSize = mController->GetNaturalSize().GetVectorXY();
187 void TextVisual::DoCreatePropertyMap(Property::Map& map) const
189 Property::Value value;
192 map.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::TEXT);
195 mController->GetText(text);
196 map.Insert(Toolkit::TextVisual::Property::TEXT, text);
198 map.Insert(Toolkit::TextVisual::Property::FONT_FAMILY, mController->GetDefaultFontFamily());
200 GetFontStyleProperty(mController, value, Text::FontStyle::DEFAULT);
201 map.Insert(Toolkit::TextVisual::Property::FONT_STYLE, value);
203 map.Insert(Toolkit::TextVisual::Property::POINT_SIZE, mController->GetDefaultFontSize(Text::Controller::POINT_SIZE));
205 map.Insert(Toolkit::TextVisual::Property::MULTI_LINE, mController->IsMultiLineEnabled());
207 map.Insert(Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT, mController->GetHorizontalAlignment());
209 map.Insert(Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT, mController->GetVerticalAlignment());
211 map.Insert(Toolkit::TextVisual::Property::TEXT_COLOR, mController->GetDefaultColor());
213 map.Insert(Toolkit::TextVisual::Property::ENABLE_MARKUP, mController->IsMarkupProcessorEnabled());
215 GetShadowProperties(mController, value, Text::EffectStyle::DEFAULT);
216 map.Insert(Toolkit::TextVisual::Property::SHADOW, value);
218 GetUnderlineProperties(mController, value, Text::EffectStyle::DEFAULT);
219 map.Insert(Toolkit::TextVisual::Property::UNDERLINE, value);
221 GetOutlineProperties(mController, value, Text::EffectStyle::DEFAULT);
222 map.Insert(Toolkit::DevelTextVisual::Property::OUTLINE, value);
224 GetBackgroundProperties(mController, value, Text::EffectStyle::DEFAULT);
225 map.Insert(Toolkit::DevelTextVisual::Property::BACKGROUND, value);
227 GetStrikethroughProperties(mController, value, Text::EffectStyle::DEFAULT);
228 map.Insert(Toolkit::DevelTextVisual::Property::STRIKETHROUGH, value);
231 void TextVisual::DoCreateInstancePropertyMap(Property::Map& map) const
234 map.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::TEXT);
236 mController->GetText(text);
237 map.Insert(Toolkit::TextVisual::Property::TEXT, text);
240 TextVisual::TextVisual(VisualFactoryCache& factoryCache)
241 : Visual::Base(factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO, Toolkit::Visual::TEXT),
242 mController(Text::Controller::New()),
243 mTypesetter(Text::Typesetter::New(mController->GetTextModel())),
244 mAnimatableTextColorPropertyIndex(Property::INVALID_INDEX),
245 mTextColorAnimatableIndex(Property::INVALID_INDEX),
246 mRendererUpdateNeeded(false)
250 TextVisual::~TextVisual()
254 void TextVisual::OnInitialize()
256 Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY);
257 Shader shader = GetTextShader(mFactoryCache, TextType::SINGLE_COLOR_TEXT, TextType::NO_EMOJI, TextType::NO_STYLES);
259 mImpl->mRenderer = Renderer::New(geometry, shader);
262 void TextVisual::DoSetProperties(const Property::Map& propertyMap)
264 for(Property::Map::SizeType index = 0u, count = propertyMap.Count(); index < count; ++index)
266 const KeyValuePair& keyValue = propertyMap.GetKeyValue(index);
268 Property::Index indexKey = keyValue.first.indexKey;
270 if(keyValue.first.type == Property::Key::STRING)
272 indexKey = StringKeyToIndexKey(keyValue.first.stringKey);
275 DoSetProperty(indexKey, keyValue.second);
278 // Elide the text if it exceeds the boundaries.
279 mController->SetTextElideEnabled(true);
281 // Retrieve the layout engine to set the cursor's width.
282 Text::Layout::Engine& engine = mController->GetLayoutEngine();
284 // Sets 0 as cursor's width.
285 engine.SetCursorWidth(0u); // Do not layout space for the cursor.
288 void TextVisual::DoSetOnScene(Actor& actor)
292 mImpl->mRenderer.SetProperty(Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT);
294 // Enable the pre-multiplied alpha to improve the text quality
295 EnablePreMultipliedAlpha(true);
297 const Vector4& defaultColor = mController->GetTextModel()->GetDefaultColor();
298 if(mTextColorAnimatableIndex == Property::INVALID_INDEX)
300 mTextColorAnimatableIndex = mImpl->mRenderer.RegisterProperty("uTextColorAnimatable", defaultColor);
304 mImpl->mRenderer.SetProperty(mTextColorAnimatableIndex, defaultColor);
307 if(mAnimatableTextColorPropertyIndex != Property::INVALID_INDEX)
309 // Create constraint for the animatable text's color Property with uTextColorAnimatable in the renderer.
310 if(mTextColorAnimatableIndex != Property::INVALID_INDEX)
312 if(!mColorConstraint)
314 mColorConstraint = Constraint::New<Vector4>(mImpl->mRenderer, mTextColorAnimatableIndex, TextColorConstraint);
315 mColorConstraint.AddSource(Source(actor, mAnimatableTextColorPropertyIndex));
317 mColorConstraint.Apply();
320 // Make zero if the alpha value of text color is zero to skip rendering text
321 if(!mOpacityConstraint)
323 mOpacityConstraint = Constraint::New<float>(mImpl->mRenderer, Dali::DevelRenderer::Property::OPACITY, OpacityConstraint);
324 mOpacityConstraint.AddSource(Source(actor, mAnimatableTextColorPropertyIndex));
326 mOpacityConstraint.Apply();
329 // Renderer needs textures and to be added to control
330 mRendererUpdateNeeded = true;
332 mRendererList.push_back(mImpl->mRenderer);
337 void TextVisual::RemoveRenderer(Actor& actor)
339 for(RendererContainer::iterator iter = mRendererList.begin(); iter != mRendererList.end(); ++iter)
341 Renderer renderer = (*iter);
344 // Removes the renderer from the actor.
345 actor.RemoveRenderer(renderer);
348 // Clear the renderer list
349 mRendererList.clear();
352 void TextVisual::DoSetOffScene(Actor& actor)
356 mColorConstraint.Remove();
358 if(mOpacityConstraint)
360 mOpacityConstraint.Remove();
363 RemoveRenderer(actor);
365 // Resets the control handle.
369 void TextVisual::OnSetTransform()
374 void TextVisual::DoSetProperty(Dali::Property::Index index, const Dali::Property::Value& propertyValue)
378 case Toolkit::TextVisual::Property::ENABLE_MARKUP:
380 const bool enableMarkup = propertyValue.Get<bool>();
381 mController->SetMarkupProcessorEnabled(enableMarkup);
384 case Toolkit::TextVisual::Property::TEXT:
386 mController->SetText(propertyValue.Get<std::string>());
389 case Toolkit::TextVisual::Property::FONT_FAMILY:
391 SetFontFamilyProperty(mController, propertyValue);
394 case Toolkit::TextVisual::Property::FONT_STYLE:
396 SetFontStyleProperty(mController, propertyValue, Text::FontStyle::DEFAULT);
399 case Toolkit::TextVisual::Property::POINT_SIZE:
401 const float pointSize = propertyValue.Get<float>();
402 if(!Equals(mController->GetDefaultFontSize(Text::Controller::POINT_SIZE), pointSize))
404 mController->SetDefaultFontSize(pointSize, Text::Controller::POINT_SIZE);
408 case Toolkit::TextVisual::Property::MULTI_LINE:
410 mController->SetMultiLineEnabled(propertyValue.Get<bool>());
413 case Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT:
417 Text::HorizontalAlignment::Type alignment(static_cast<Text::HorizontalAlignment::Type>(-1)); // Set to invalid value to ensure a valid mode does get set
418 if(Toolkit::Text::GetHorizontalAlignmentEnumeration(propertyValue, alignment))
420 mController->SetHorizontalAlignment(alignment);
425 case Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT:
429 Toolkit::Text::VerticalAlignment::Type alignment(static_cast<Text::VerticalAlignment::Type>(-1)); // Set to invalid value to ensure a valid mode does get set
430 if(Toolkit::Text::GetVerticalAlignmentEnumeration(propertyValue, alignment))
432 mController->SetVerticalAlignment(alignment);
437 case Toolkit::TextVisual::Property::TEXT_COLOR:
439 const Vector4& textColor = propertyValue.Get<Vector4>();
440 if(mController->GetDefaultColor() != textColor)
442 mController->SetDefaultColor(textColor);
446 case Toolkit::TextVisual::Property::SHADOW:
448 SetShadowProperties(mController, propertyValue, Text::EffectStyle::DEFAULT);
451 case Toolkit::TextVisual::Property::UNDERLINE:
453 SetUnderlineProperties(mController, propertyValue, Text::EffectStyle::DEFAULT);
456 case Toolkit::DevelTextVisual::Property::OUTLINE:
458 SetOutlineProperties(mController, propertyValue, Text::EffectStyle::DEFAULT);
461 case Toolkit::DevelTextVisual::Property::BACKGROUND:
463 SetBackgroundProperties(mController, propertyValue, Text::EffectStyle::DEFAULT);
466 case Toolkit::DevelTextVisual::Property::STRIKETHROUGH:
468 SetStrikethroughProperties(mController, propertyValue, Text::EffectStyle::DEFAULT);
474 void TextVisual::UpdateRenderer()
476 Actor control = mControl.GetHandle();
483 // Calculates the size to be used to relayout.
484 Vector2 relayoutSize;
486 const bool isWidthRelative = fabsf(mImpl->mTransform.mOffsetSizeMode.z) < Math::MACHINE_EPSILON_1000;
487 const bool isHeightRelative = fabsf(mImpl->mTransform.mOffsetSizeMode.w) < Math::MACHINE_EPSILON_1000;
489 // Round the size and offset to avoid pixel alignement issues.
490 relayoutSize.width = floorf(0.5f + (isWidthRelative ? mImpl->mControlSize.width * mImpl->mTransform.mSize.x : mImpl->mTransform.mSize.width));
491 relayoutSize.height = floorf(0.5f + (isHeightRelative ? mImpl->mControlSize.height * mImpl->mTransform.mSize.y : mImpl->mTransform.mSize.height));
494 mController->GetText(text);
496 if((fabsf(relayoutSize.width) < Math::MACHINE_EPSILON_1000) || (fabsf(relayoutSize.height) < Math::MACHINE_EPSILON_1000) || text.empty())
498 // Remove the texture set and any renderer previously set.
499 RemoveRenderer(control);
501 // Nothing else to do if the relayout size is zero.
502 ResourceReady(Toolkit::Visual::ResourceStatus::READY);
506 Dali::LayoutDirection::Type layoutDirection = mController->GetLayoutDirection(control);
508 const Text::Controller::UpdateTextType updateTextType = mController->Relayout(relayoutSize, layoutDirection);
510 if(Text::Controller::NONE_UPDATED != (Text::Controller::MODEL_UPDATED & updateTextType) || mRendererUpdateNeeded)
512 mRendererUpdateNeeded = false;
514 // Remove the texture set and any renderer previously set.
515 RemoveRenderer(control);
517 if((relayoutSize.width > Math::MACHINE_EPSILON_1000) &&
518 (relayoutSize.height > Math::MACHINE_EPSILON_1000))
520 // Check whether it is a markup text with multiple text colors
521 const Vector4* const colorsBuffer = mController->GetTextModel()->GetColors();
522 bool hasMultipleTextColors = (NULL != colorsBuffer);
524 // Check whether the text contains any color glyph
525 bool containsColorGlyph = false;
527 TextAbstraction::FontClient fontClient = TextAbstraction::FontClient::Get();
528 const Text::GlyphInfo* const glyphsBuffer = mController->GetTextModel()->GetGlyphs();
529 const Text::Length numberOfGlyphs = mController->GetTextModel()->GetNumberOfGlyphs();
530 for(Text::Length glyphIndex = 0; glyphIndex < numberOfGlyphs; glyphIndex++)
532 // Retrieve the glyph's info.
533 const Text::GlyphInfo* const glyphInfo = glyphsBuffer + glyphIndex;
535 // Whether the current glyph is a color one.
536 if(fontClient.IsColorGlyph(glyphInfo->fontId, glyphInfo->index))
538 containsColorGlyph = true;
543 // Check whether the text contains any style colors (e.g. underline color, shadow color, etc.)
545 bool shadowEnabled = false;
546 const Vector2& shadowOffset = mController->GetTextModel()->GetShadowOffset();
547 if(fabsf(shadowOffset.x) > Math::MACHINE_EPSILON_1 || fabsf(shadowOffset.y) > Math::MACHINE_EPSILON_1)
549 shadowEnabled = true;
552 const bool underlineEnabled = mController->GetTextModel()->IsUnderlineEnabled();
553 const bool outlineEnabled = (mController->GetTextModel()->GetOutlineWidth() > Math::MACHINE_EPSILON_1);
554 const bool backgroundEnabled = mController->GetTextModel()->IsBackgroundEnabled();
555 const bool markupProcessorEnabled = mController->IsMarkupProcessorEnabled();
556 const bool strikethroughEnabled = mController->GetTextModel()->IsStrikethroughEnabled();
558 const bool styleEnabled = (shadowEnabled || underlineEnabled || outlineEnabled || backgroundEnabled || markupProcessorEnabled || strikethroughEnabled);
559 const bool isOverlayStyle = underlineEnabled || strikethroughEnabled;
561 AddRenderer(control, relayoutSize, hasMultipleTextColors, containsColorGlyph, styleEnabled, isOverlayStyle);
563 // Text rendered and ready to display
564 ResourceReady(Toolkit::Visual::ResourceStatus::READY);
569 void TextVisual::AddTexture(TextureSet& textureSet, PixelData& data, Sampler& sampler, unsigned int textureSetIndex)
571 Texture texture = Texture::New(Dali::TextureType::TEXTURE_2D,
572 data.GetPixelFormat(),
575 texture.Upload(data);
577 textureSet.SetTexture(textureSetIndex, texture);
578 textureSet.SetSampler(textureSetIndex, sampler);
581 PixelData TextVisual::ConvertToPixelData(unsigned char* buffer, int width, int height, int offsetPosition, const Pixel::Format textPixelFormat)
583 int bpp = Pixel::GetBytesPerPixel(textPixelFormat);
584 unsigned int bufferSize = width * height * bpp;
585 unsigned char* dstBuffer = static_cast<unsigned char*>(malloc(bufferSize));
586 memcpy(dstBuffer, buffer + offsetPosition * bpp, bufferSize);
587 PixelData pixelData = Dali::PixelData::New(dstBuffer,
592 Dali::PixelData::FREE);
596 void TextVisual::CreateTextureSet(TilingInfo& info, Renderer& renderer, Sampler& sampler, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled, bool isOverlayStyle)
598 TextureSet textureSet = TextureSet::New();
599 unsigned int textureSetIndex = 0u;
601 // Convert the buffer to pixel data to make it a texture.
605 PixelData data = ConvertToPixelData(info.textBuffer, info.width, info.height, info.offsetPosition, info.textPixelFormat);
606 AddTexture(textureSet, data, sampler, textureSetIndex);
610 if(styleEnabled && info.styleBuffer)
612 PixelData styleData = ConvertToPixelData(info.styleBuffer, info.width, info.height, info.offsetPosition, Pixel::RGBA8888);
613 AddTexture(textureSet, styleData, sampler, textureSetIndex);
617 if(styleEnabled && isOverlayStyle)
619 PixelData overlayStyleData = ConvertToPixelData(info.styleBuffer, info.width, info.height, info.offsetPosition, Pixel::RGBA8888);
620 AddTexture(textureSet, overlayStyleData, sampler, textureSetIndex);
624 if(containsColorGlyph && !hasMultipleTextColors && info.maskBuffer)
626 PixelData maskData = ConvertToPixelData(info.maskBuffer, info.width, info.height, info.offsetPosition, Pixel::L8);
627 AddTexture(textureSet, maskData, sampler, textureSetIndex);
630 renderer.SetTextures(textureSet);
632 //Register transform properties
633 mImpl->mTransform.RegisterUniforms(renderer, Direction::LEFT_TO_RIGHT);
635 // Enable the pre-multiplied alpha to improve the text quality
636 renderer.SetProperty(Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, true);
637 renderer.RegisterProperty(PREMULTIPLIED_ALPHA, 1.0f);
639 // Set size and offset for the tiling.
640 renderer.RegisterProperty(SIZE, Vector2(info.width, info.height));
641 renderer.RegisterProperty(OFFSET, Vector2(info.offSet.x, info.offSet.y));
642 renderer.RegisterProperty("uHasMultipleTextColors", static_cast<float>(hasMultipleTextColors));
643 renderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
645 mRendererList.push_back(renderer);
648 void TextVisual::AddRenderer(Actor& actor, const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled, bool isOverlayStyle)
650 Shader shader = GetTextShader(mFactoryCache, hasMultipleTextColors, containsColorGlyph, styleEnabled);
651 mImpl->mRenderer.SetShader(shader);
653 // Get the maximum size.
654 const int maxTextureSize = Dali::GetMaxTextureSize();
656 // No tiling required. Use the default renderer.
657 if(size.height < maxTextureSize)
659 TextureSet textureSet = GetTextTexture(size, hasMultipleTextColors, containsColorGlyph, styleEnabled, isOverlayStyle);
661 mImpl->mRenderer.SetTextures(textureSet);
662 //Register transform properties
663 mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
664 mImpl->mRenderer.RegisterProperty("uHasMultipleTextColors", static_cast<float>(hasMultipleTextColors));
665 mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
667 mRendererList.push_back(mImpl->mRenderer);
669 // If the pixel data exceeds the maximum size, tiling is required.
672 // Filter mode needs to be set to linear to produce better quality while scaling.
673 Sampler sampler = Sampler::New();
674 sampler.SetFilterMode(FilterMode::LINEAR, FilterMode::LINEAR);
676 // Create RGBA texture if the text contains emojis or multiple text colors, otherwise L8 texture
677 Pixel::Format textPixelFormat = (containsColorGlyph || hasMultipleTextColors) ? Pixel::RGBA8888 : Pixel::L8;
679 // Check the text direction
680 Toolkit::DevelText::TextDirection::Type textDirection = mController->GetTextDirection();
682 // Create a texture for the text without any styles
683 PixelData data = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_NO_STYLES, false, textPixelFormat);
685 int verifiedWidth = data.GetWidth();
686 int verifiedHeight = data.GetHeight();
688 // Set information for creating textures.
689 TilingInfo info(verifiedWidth, maxTextureSize, textPixelFormat);
691 // Get the buffer of text.
692 Dali::DevelPixelData::PixelDataBuffer textPixelData = Dali::DevelPixelData::ReleasePixelDataBuffer(data);
693 info.textBuffer = textPixelData.buffer;
697 // Create RGBA texture for all the text styles (without the text itself)
698 PixelData styleData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_NO_TEXT, false, Pixel::RGBA8888);
699 Dali::DevelPixelData::PixelDataBuffer stylePixelData = Dali::DevelPixelData::ReleasePixelDataBuffer(styleData);
700 info.styleBuffer = stylePixelData.buffer;
703 if(containsColorGlyph && !hasMultipleTextColors)
705 // Create a L8 texture as a mask to avoid color glyphs (e.g. emojis) to be affected by text color animation
706 PixelData maskData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_MASK, false, Pixel::L8);
707 Dali::DevelPixelData::PixelDataBuffer maskPixelData = Dali::DevelPixelData::ReleasePixelDataBuffer(maskData);
708 info.maskBuffer = maskPixelData.buffer;
711 // Get the current offset for recalculate the offset when tiling.
712 Property::Map retMap;
713 mImpl->mTransform.GetPropertyMap(retMap);
714 Property::Value* offsetValue = retMap.Find(Dali::Toolkit::Visual::Transform::Property::OFFSET);
717 offsetValue->Get(info.offSet);
720 // Create a textureset in the default renderer.
721 CreateTextureSet(info, mImpl->mRenderer, sampler, hasMultipleTextColors, containsColorGlyph, styleEnabled, isOverlayStyle);
723 verifiedHeight -= maxTextureSize;
725 Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY);
727 int offsetPosition = verifiedWidth * maxTextureSize;
728 // Create a renderer by cutting maxTextureSize.
729 while(verifiedHeight > 0)
731 Renderer tilingRenderer = Renderer::New(geometry, shader);
732 tilingRenderer.SetProperty(Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT);
733 // New offset position of buffer for tiling.
734 info.offsetPosition += offsetPosition;
735 // New height for tiling.
736 info.height = (verifiedHeight - maxTextureSize) > 0 ? maxTextureSize : verifiedHeight;
737 // New offset for tiling.
738 info.offSet.y += maxTextureSize;
739 // Create a textureset int the new tiling renderer.
740 CreateTextureSet(info, tilingRenderer, sampler, hasMultipleTextColors, containsColorGlyph, styleEnabled, isOverlayStyle);
742 verifiedHeight -= maxTextureSize;
746 mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
748 for(RendererContainer::iterator iter = mRendererList.begin(); iter != mRendererList.end(); ++iter)
750 Renderer renderer = (*iter);
753 actor.AddRenderer(renderer);
758 TextureSet TextVisual::GetTextTexture(const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled, bool isOverlayStyle)
760 // Filter mode needs to be set to linear to produce better quality while scaling.
761 Sampler sampler = Sampler::New();
762 sampler.SetFilterMode(FilterMode::LINEAR, FilterMode::LINEAR);
764 TextureSet textureSet = TextureSet::New();
766 // Create RGBA texture if the text contains emojis or multiple text colors, otherwise L8 texture
767 Pixel::Format textPixelFormat = (containsColorGlyph || hasMultipleTextColors) ? Pixel::RGBA8888 : Pixel::L8;
769 // Check the text direction
770 Toolkit::DevelText::TextDirection::Type textDirection = mController->GetTextDirection();
772 // Create a texture for the text without any styles
773 PixelData data = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_NO_STYLES, false, textPixelFormat);
775 // It may happen the image atlas can't handle a pixel data it exceeds the maximum size.
776 // In that case, create a texture. TODO: should tile the text.
777 unsigned int textureSetIndex = 0u;
778 AddTexture(textureSet, data, sampler, textureSetIndex);
783 // Create RGBA texture for all the text styles that render in the background (without the text itself)
784 PixelData styleData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_NO_TEXT, false, Pixel::RGBA8888);
785 AddTexture(textureSet, styleData, sampler, textureSetIndex);
787 // Create RGBA texture for overlay styles such as underline and strikethrough (without the text itself)
788 PixelData overlayStyleData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_OVERLAY_STYLE, false, Pixel::RGBA8888);
789 AddTexture(textureSet, overlayStyleData, sampler, textureSetIndex);
793 if(containsColorGlyph && !hasMultipleTextColors)
795 // Create a L8 texture as a mask to avoid color glyphs (e.g. emojis) to be affected by text color animation
796 PixelData maskData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_MASK, false, Pixel::L8);
798 AddTexture(textureSet, maskData, sampler, textureSetIndex);
804 Shader TextVisual::GetTextShader(VisualFactoryCache& factoryCache, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled)
808 if(hasMultipleTextColors && !styleEnabled)
810 // We don't animate text color if the text contains multiple colors
811 shader = factoryCache.GetShader(VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT);
814 shader = Shader::New(SHADER_TEXT_VISUAL_SHADER_VERT, SHADER_TEXT_VISUAL_MULTI_COLOR_TEXT_SHADER_FRAG);
815 shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
816 factoryCache.SaveShader(VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT, shader);
819 else if(hasMultipleTextColors && styleEnabled)
821 // We don't animate text color if the text contains multiple colors
822 shader = factoryCache.GetShader(VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE);
825 shader = Shader::New(SHADER_TEXT_VISUAL_SHADER_VERT, SHADER_TEXT_VISUAL_MULTI_COLOR_TEXT_WITH_STYLE_SHADER_FRAG);
826 shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
827 factoryCache.SaveShader(VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE, shader);
830 else if(!hasMultipleTextColors && !containsColorGlyph && !styleEnabled)
832 shader = factoryCache.GetShader(VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT);
835 shader = Shader::New(SHADER_TEXT_VISUAL_SHADER_VERT, SHADER_TEXT_VISUAL_SINGLE_COLOR_TEXT_SHADER_FRAG);
836 shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
837 factoryCache.SaveShader(VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT, shader);
840 else if(!hasMultipleTextColors && !containsColorGlyph && styleEnabled)
842 shader = factoryCache.GetShader(VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE);
845 shader = Shader::New(SHADER_TEXT_VISUAL_SHADER_VERT, SHADER_TEXT_VISUAL_SINGLE_COLOR_TEXT_WITH_STYLE_SHADER_FRAG);
846 shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
847 factoryCache.SaveShader(VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE, shader);
850 else if(!hasMultipleTextColors && containsColorGlyph && !styleEnabled)
852 shader = factoryCache.GetShader(VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI);
855 shader = Shader::New(SHADER_TEXT_VISUAL_SHADER_VERT, SHADER_TEXT_VISUAL_SINGLE_COLOR_TEXT_WITH_EMOJI_SHADER_FRAG);
856 shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
857 factoryCache.SaveShader(VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI, shader);
860 else // if( !hasMultipleTextColors && containsColorGlyph && styleEnabled )
862 shader = factoryCache.GetShader(VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI);
865 shader = Shader::New(SHADER_TEXT_VISUAL_SHADER_VERT, SHADER_TEXT_VISUAL_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI_SHADER_FRAG);
866 shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
867 factoryCache.SaveShader(VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI, shader);
874 } // namespace Internal
876 } // namespace Toolkit