Vector-based text rendering
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / controls / text-controls / text-label-impl.cpp
index 0094c9b..9d3fd45 100644 (file)
@@ -25,8 +25,8 @@
 // INTERNAL INCLUDES
 #include <dali-toolkit/public-api/text/rendering-backend.h>
 #include <dali-toolkit/devel-api/controls/control-depth-index-ranges.h>
-#include <dali-toolkit/internal/controls/text-controls/text-font-style.h>
 #include <dali-toolkit/internal/text/rendering/text-backend.h>
+#include <dali-toolkit/internal/text/text-font-style.h>
 #include <dali-toolkit/internal/text/text-view.h>
 #include <dali-toolkit/internal/styling/style-manager-impl.h>
 
@@ -125,13 +125,25 @@ void TextLabel::SetProperty( BaseObject* object, Property::Index index, const Pr
     {
       case Toolkit::TextLabel::Property::RENDERING_BACKEND:
       {
-        const int backend = value.Get< int >();
+        int backend = value.Get< int >();
 
+#ifndef ENABLE_VECTOR_BASED_TEXT_RENDERING
+        if( Text::RENDERING_VECTOR_BASED == backend )
+        {
+          backend = TextAbstraction::BITMAP_GLYPH; // Fallback to bitmap-based rendering
+        }
+#endif
         if( impl.mRenderingBackend != backend )
         {
           impl.mRenderingBackend = backend;
           impl.mRenderer.Reset();
-          impl.RequestTextRelayout();
+
+          if( impl.mController )
+          {
+            // When using the vector-based rendering, the size of the GLyphs are different
+            TextAbstraction::GlyphType glyphType = (Text::RENDERING_VECTOR_BASED == impl.mRenderingBackend) ? TextAbstraction::VECTOR_GLYPH : TextAbstraction::BITMAP_GLYPH;
+            impl.mController->SetGlyphType( glyphType );
+          }
         }
         break;
       }
@@ -156,7 +168,7 @@ void TextLabel::SetProperty( BaseObject* object, Property::Index index, const Pr
       }
       case Toolkit::TextLabel::Property::FONT_STYLE:
       {
-        SetFontStyleProperty( impl.mController, value );
+        SetFontStyleProperty( impl.mController, value, Text::FontStyle::DEFAULT );
         break;
       }
       case Toolkit::TextLabel::Property::POINT_SIZE:
@@ -340,7 +352,7 @@ Property::Value TextLabel::GetProperty( BaseObject* object, Property::Index inde
       }
       case Toolkit::TextLabel::Property::FONT_STYLE:
       {
-        GetFontStyleProperty( impl.mController, value );
+        GetFontStyleProperty( impl.mController, value, Text::FontStyle::DEFAULT );
         break;
       }
       case Toolkit::TextLabel::Property::POINT_SIZE:
@@ -455,6 +467,10 @@ void TextLabel::OnInitialize()
 
   mController = Text::Controller::New( *this );
 
+  // When using the vector-based rendering, the size of the GLyphs are different
+  TextAbstraction::GlyphType glyphType = (Text::RENDERING_VECTOR_BASED == mRenderingBackend) ? TextAbstraction::VECTOR_GLYPH : TextAbstraction::BITMAP_GLYPH;
+  mController->SetGlyphType( glyphType );
+
   // Use height-for-width negotiation by default
   self.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::WIDTH );
   self.SetResizePolicy( ResizePolicy::DIMENSION_DEPENDENCY, Dimension::HEIGHT );
@@ -546,8 +562,9 @@ void TextLabel::RenderText()
 
     if( renderableActor )
     {
+      // TODO: Scroll and alignment needs to be refactored.
       const Vector2& alignmentOffset = mController->GetAlignmentOffset();
-      renderableActor.SetPosition( alignmentOffset.x, alignmentOffset.y );
+      renderableActor.SetPosition( 0.f, alignmentOffset.y );
 
       self.Add( renderableActor );
     }