const float ONE( 1.0f );
const uint32_t DEFAULT_ATLAS_WIDTH = 512u;
const uint32_t DEFAULT_ATLAS_HEIGHT = 512u;
-const int NO_OUTLINE( 0 );
+const uint32_t NO_OUTLINE = 0;
}
struct AtlasRenderer::Impl
TextCacheEntry()
: mFontId( 0 ),
mIndex( 0 ),
+ mOutlineWidth( 0 ),
mImageId( 0 )
{
}
FontId mFontId;
Text::GlyphIndex mIndex;
+ uint32_t mOutlineWidth;
uint32_t mImageId;
};
return false;
}
- void CacheGlyph( const GlyphInfo& glyph, FontId lastFontId, AtlasManager::AtlasSlot& slot )
+ void CacheGlyph( const GlyphInfo& glyph, FontId lastFontId, uint32_t outline, AtlasManager::AtlasSlot& slot )
{
- bool glyphNotCached = !mGlyphManager.IsCached( glyph.fontId, glyph.index, slot ); // Check FontGlyphRecord vector for entry with glyph index and fontId
+ const bool glyphNotCached = !mGlyphManager.IsCached( glyph.fontId, glyph.index, outline, slot ); // Check FontGlyphRecord vector for entry with glyph index and fontId
DALI_LOG_INFO( gLogFilter, Debug::Verbose, "AddGlyphs fontID[%u] glyphIndex[%u] [%s]\n", glyph.fontId, glyph.index, (glyphNotCached)?"not cached":"cached" );
// Create a new image for the glyph
PixelData bitmap;
+ // Whether the glyph is an outline.
+ const bool isOutline = 0u != outline;
+
// Whether the current glyph is a color one.
const bool isColorGlyph = mFontClient.IsColorGlyph( glyph.fontId, glyph.index );
- // Retrieve the emoji's bitmap.
- TextAbstraction::FontClient::GlyphBufferData glyphBufferData;
- glyphBufferData.width = isColorGlyph ? glyph.width : 0; // Desired width and height.
- glyphBufferData.height = isColorGlyph ? glyph.height : 0;
-
- mFontClient.CreateBitmap( glyph.fontId,
- glyph.index,
- glyphBufferData,
- NO_OUTLINE );
-
- // Create the pixel data.
- bitmap = PixelData::New( glyphBufferData.buffer,
- glyph.width * glyph.height * GetBytesPerPixel( glyphBufferData.format ),
- glyph.width,
- glyph.height,
- glyphBufferData.format,
- PixelData::DELETE_ARRAY );
-
- if( bitmap )
+ if( !isOutline || ( isOutline && !isColorGlyph) )
{
- // Ensure that the next image will fit into the current block size
- if( bitmap.GetWidth() > blockSize.mNeededBlockWidth )
+ // Retrieve the emoji's bitmap.
+ TextAbstraction::FontClient::GlyphBufferData glyphBufferData;
+ glyphBufferData.width = isColorGlyph ? glyph.width : 0; // Desired width and height.
+ glyphBufferData.height = isColorGlyph ? glyph.height : 0;
+
+ mFontClient.CreateBitmap( glyph.fontId,
+ glyph.index,
+ glyphBufferData,
+ outline );
+
+ // Create the pixel data.
+ bitmap = PixelData::New( glyphBufferData.buffer,
+ glyphBufferData.width * glyphBufferData.height * GetBytesPerPixel( glyphBufferData.format ),
+ glyphBufferData.width,
+ glyphBufferData.height,
+ glyphBufferData.format,
+ PixelData::DELETE_ARRAY );
+
+ if( bitmap )
{
- blockSize.mNeededBlockWidth = bitmap.GetWidth();
- }
+ // Ensure that the next image will fit into the current block size
+ if( bitmap.GetWidth() > blockSize.mNeededBlockWidth )
+ {
+ blockSize.mNeededBlockWidth = bitmap.GetWidth();
+ }
- if( bitmap.GetHeight() > blockSize.mNeededBlockHeight )
- {
- blockSize.mNeededBlockHeight = bitmap.GetHeight();
- }
+ if( bitmap.GetHeight() > blockSize.mNeededBlockHeight )
+ {
+ blockSize.mNeededBlockHeight = bitmap.GetHeight();
+ }
- // If CheckAtlas in AtlasManager::Add can't fit the bitmap in the current atlas it will create a new atlas
+ // If CheckAtlas in AtlasManager::Add can't fit the bitmap in the current atlas it will create a new atlas
- // Setting the block size and size of new atlas does not mean a new one will be created. An existing atlas may still surffice.
- mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_WIDTH,
- DEFAULT_ATLAS_HEIGHT,
- blockSize.mNeededBlockWidth,
- blockSize.mNeededBlockHeight );
+ // Setting the block size and size of new atlas does not mean a new one will be created. An existing atlas may still surffice.
+ mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_WIDTH,
+ DEFAULT_ATLAS_HEIGHT,
+ blockSize.mNeededBlockWidth,
+ blockSize.mNeededBlockHeight );
- // Locate a new slot for our glyph
- mGlyphManager.Add( glyph, bitmap, slot ); // slot will be 0 is glyph not added
+ // Locate a new slot for our glyph
+ mGlyphManager.Add( glyph, outline, bitmap, slot ); // slot will be 0 is glyph not added
+ }
}
}
else
{
// We have 2+ copies of the same glyph
- mGlyphManager.AdjustReferenceCount( glyph.fontId, glyph.index, 1/*increment*/ );
+ mGlyphManager.AdjustReferenceCount( glyph.fontId, glyph.index, outline, 1 ); //increment
}
}
void GenerateMesh( const GlyphInfo& glyph,
const Vector2& position,
const Vector4& color,
+ uint32_t outline,
AtlasManager::AtlasSlot& slot,
bool underlineGlyph,
float currentUnderlinePosition,
textCacheEntry.mFontId = glyph.fontId;
textCacheEntry.mImageId = slot.mImageId;
textCacheEntry.mIndex = glyph.index;
+ textCacheEntry.mOutlineWidth = outline;
newTextCache.PushBack( textCacheEntry );
void CreateActors( const std::vector<MeshRecord>& meshContainer,
const Size& textSize,
- const Vector4& defaultColor,
+ const Vector4& color,
const Vector4& shadowColor,
const Vector2& shadowOffset,
- Style style,
Actor textControl,
- Property::Index animatablePropertyIndex )
+ Property::Index animatablePropertyIndex,
+ bool drawShadow )
{
if( !mActor )
{
{
const MeshRecord& meshRecord = *it;
- Actor actor = CreateMeshActor( textControl, animatablePropertyIndex, defaultColor, meshRecord, textSize, STYLE_NORMAL );
+ Actor actor = CreateMeshActor( textControl, animatablePropertyIndex, color, meshRecord, textSize, STYLE_NORMAL );
// Whether the actor has renderers.
const bool hasRenderer = actor.GetRendererCount() > 0u;
// Create an effect if necessary
if( hasRenderer &&
- ( style == STYLE_DROP_SHADOW ) )
+ drawShadow )
{
// Change the color of the vertices.
for( Vector<AtlasManager::Vertex2D>::Iterator vIt = meshRecord.mMesh.mVertices.Begin(),
vertex.mColor = shadowColor;
}
- Actor shadowActor = CreateMeshActor(textControl, animatablePropertyIndex, defaultColor, meshRecord, textSize, STYLE_DROP_SHADOW );
+ Actor shadowActor = CreateMeshActor(textControl, animatablePropertyIndex, color, meshRecord, textSize, STYLE_DROP_SHADOW );
#if defined(DEBUG_ENABLED)
shadowActor.SetName( "Text Shadow renderable actor" );
#endif
float minLineOffset )
{
AtlasManager::AtlasSlot slot;
+ slot.mImageId = 0u;
+ slot.mAtlasId = 0u;
+
+ AtlasManager::AtlasSlot slotOutline;
+ slotOutline.mImageId = 0u;
+ slotOutline.mAtlasId = 0u;
+
std::vector< MeshRecord > meshContainer;
+ std::vector< MeshRecord > meshContainerOutline;
Vector< Extent > extents;
mDepth = depth;
const Vector2 halfTextSize( textSize * 0.5f );
const Vector2& shadowOffset( view.GetShadowOffset() );
const Vector4& shadowColor( view.GetShadowColor() );
- const bool underlineEnabled( view.IsUnderlineEnabled() );
+ const bool underlineEnabled = view.IsUnderlineEnabled();
const Vector4& underlineColor( view.GetUnderlineColor() );
- const float underlineHeight( view.GetUnderlineHeight() );
+ const float underlineHeight = view.GetUnderlineHeight();
+ const unsigned int outlineWidth = view.GetOutlineWidth();
+ const Vector4& outlineColor( view.GetOutlineColor() );
+ const bool isOutline = 0u != outlineWidth;
const bool useDefaultColor = ( NULL == colorsBuffer );
for( uint32_t i = 0, glyphSize = glyphs.Size(); i < glyphSize; ++i )
{
const GlyphInfo& glyph = *( glyphsBuffer + i );
- const bool underlineGlyph = underlineEnabled || IsGlyphUnderlined( i, underlineRuns );
- thereAreUnderlinedGlyphs = thereAreUnderlinedGlyphs || underlineGlyph;
+ const bool isGlyphUnderlined = underlineEnabled || IsGlyphUnderlined( i, underlineRuns );
+ thereAreUnderlinedGlyphs = thereAreUnderlinedGlyphs || isGlyphUnderlined;
// No operation for white space
if( glyph.width && glyph.height )
{
// Are we still using the same fontId as previous
- if( underlineGlyph && ( glyph.fontId != lastUnderlinedFontId ) )
+ if( isGlyphUnderlined && ( glyph.fontId != lastUnderlinedFontId ) )
{
// We need to fetch fresh font underline metrics
FontMetrics fontMetrics;
} // underline
// Retrieves and caches the glyph's bitmap.
- CacheGlyph( glyph, lastFontId, slot );
+ CacheGlyph( glyph, lastFontId, NO_OUTLINE, slot );
+
+ // Retrieves and caches the outline glyph's bitmap.
+ if( isOutline )
+ {
+ CacheGlyph( glyph, lastFontId, outlineWidth, slotOutline );
+ }
// Move the origin (0,0) of the mesh to the center of the actor
const Vector2 position = *( positionsBuffer + i ) - halfTextSize - lineOffsetPosition;
if ( 0u != slot.mImageId ) // invalid slot id, glyph has failed to be added to atlas
{
+ Vector2 positionPlusOutlineOffset = position;
+ if( isOutline )
+ {
+ // Add an offset to the text.
+ const float outlineWidthOffset = static_cast<float>( outlineWidth );
+ positionPlusOutlineOffset += Vector2( outlineWidthOffset, outlineWidthOffset );
+ }
+
// Get the color of the character.
const ColorIndex colorIndex = useDefaultColor ? 0u : *( colorIndicesBuffer + i );
const Vector4& color = ( useDefaultColor || ( 0u == colorIndex ) ) ? defaultColor : *( colorsBuffer + colorIndex - 1u );
GenerateMesh( glyph,
- position,
+ positionPlusOutlineOffset,
color,
+ NO_OUTLINE,
slot,
- underlineGlyph,
+ isGlyphUnderlined,
currentUnderlinePosition,
currentUnderlineThickness,
meshContainer,
lastFontId = glyph.fontId; // Prevents searching for existing blocksizes when string of the same fontId.
}
+
+ if( isOutline && ( 0u != slotOutline.mImageId ) ) // invalid slot id, glyph has failed to be added to atlas
+ {
+ GenerateMesh( glyph,
+ position,
+ outlineColor,
+ outlineWidth,
+ slotOutline,
+ false,
+ currentUnderlinePosition,
+ currentUnderlineThickness,
+ meshContainerOutline,
+ newTextCache,
+ extents);
+ }
}
} // glyphs
}
// For each MeshData object, create a mesh actor and add to the renderable actor
+ bool isShadowDrawn = false;
+ if( !meshContainerOutline.empty() )
+ {
+ const bool drawShadow = STYLE_DROP_SHADOW == style;
+ CreateActors( meshContainerOutline,
+ textSize,
+ outlineColor,
+ shadowColor,
+ shadowOffset,
+ textControl,
+ animatablePropertyIndex,
+ drawShadow );
+
+ isShadowDrawn = drawShadow;
+ }
+
+ // For each MeshData object, create a mesh actor and add to the renderable actor
if( !meshContainer.empty() )
{
+ const bool drawShadow = !isShadowDrawn && ( STYLE_DROP_SHADOW == style );
CreateActors( meshContainer,
textSize,
defaultColor,
shadowColor,
shadowOffset,
- style,
textControl,
- animatablePropertyIndex );
+ animatablePropertyIndex,
+ drawShadow );
}
#if defined(DEBUG_ENABLED)
{
for( Vector< TextCacheEntry >::Iterator oldTextIter = mTextCache.Begin(); oldTextIter != mTextCache.End(); ++oldTextIter )
{
- mGlyphManager.AdjustReferenceCount( oldTextIter->mFontId, oldTextIter->mIndex, -1/*decrement*/ );
+ mGlyphManager.AdjustReferenceCount( oldTextIter->mFontId, oldTextIter->mIndex, oldTextIter->mOutlineWidth, -1/*decrement*/ );
}
mTextCache.Resize( 0 );
}
actor.SetSize( actorSize );
actor.RegisterProperty("uOffset", Vector2::ZERO );
actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
+
return actor;
}