Fixes for text's outline.
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / text / rendering / atlas / text-atlas-renderer.cpp
index 62865d6..03d02f5 100644 (file)
@@ -94,7 +94,7 @@ const float HALF( 0.5f );
 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
@@ -172,12 +172,14 @@ struct AtlasRenderer::Impl
     TextCacheEntry()
     : mFontId( 0 ),
       mIndex( 0 ),
+      mOutlineWidth( 0 ),
       mImageId( 0 )
     {
     }
 
     FontId mFontId;
     Text::GlyphIndex mIndex;
+    uint32_t mOutlineWidth;
     uint32_t mImageId;
   };
 
@@ -211,6 +213,207 @@ struct AtlasRenderer::Impl
     return false;
   }
 
+  void CacheGlyph( const GlyphInfo& glyph, FontId lastFontId, uint32_t outline, AtlasManager::AtlasSlot& slot )
+  {
+    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" );
+
+    if( glyphNotCached )
+    {
+      MaxBlockSize& blockSize = mBlockSizes[0u];
+
+      if ( lastFontId != glyph.fontId )
+      {
+        uint32_t index = 0u;
+        // Looks through all stored block sizes until finds the one which mataches required glyph font it.  Ensures new atlas block size will match existing for same font id.
+        // CalculateBlocksSize() above ensures a block size entry exists.
+        for( std::vector<MaxBlockSize>::const_iterator it = mBlockSizes.begin(),
+               endIt = mBlockSizes.end();
+             it != endIt;
+             ++it, ++index )
+        {
+          const MaxBlockSize& blockSizeEntry = *it;
+          if( blockSizeEntry.mFontId == glyph.fontId )
+          {
+            blockSize = mBlockSizes[index];
+          }
+        }
+      }
+
+      // 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 );
+
+      if( !isOutline || ( isOutline && !isColorGlyph) )
+      {
+        // 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 )
+        {
+          // 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 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 );
+
+          // 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, outline, 1 ); //increment
+    }
+  }
+
+  void GenerateMesh( const GlyphInfo& glyph,
+                     const Vector2& position,
+                     const Vector4& color,
+                     uint32_t outline,
+                     AtlasManager::AtlasSlot& slot,
+                     bool underlineGlyph,
+                     float currentUnderlinePosition,
+                     float currentUnderlineThickness,
+                     std::vector<MeshRecord>& meshContainer,
+                     Vector<TextCacheEntry>& newTextCache,
+                     Vector<Extent>& extents )
+  {
+    // Generate mesh data for this quad, plugging in our supplied position
+    AtlasManager::Mesh2D newMesh;
+    mGlyphManager.GenerateMeshData( slot.mImageId, position, newMesh );
+
+    TextCacheEntry textCacheEntry;
+    textCacheEntry.mFontId = glyph.fontId;
+    textCacheEntry.mImageId = slot.mImageId;
+    textCacheEntry.mIndex = glyph.index;
+    textCacheEntry.mOutlineWidth = outline;
+
+    newTextCache.PushBack( textCacheEntry );
+
+    AtlasManager::Vertex2D* verticesBuffer = newMesh.mVertices.Begin();
+
+    for( unsigned int index = 0u, size = newMesh.mVertices.Count();
+         index < size;
+         ++index )
+    {
+      AtlasManager::Vertex2D& vertex = *( verticesBuffer + index );
+
+      // Set the color of the vertex.
+      vertex.mColor = color;
+    }
+
+    // Find an existing mesh data object to attach to ( or create a new one, if we can't find one using the same atlas)
+    StitchTextMesh( meshContainer,
+                    newMesh,
+                    extents,
+                    position.y + glyph.yBearing,
+                    underlineGlyph,
+                    currentUnderlinePosition,
+                    currentUnderlineThickness,
+                    slot );
+  }
+
+  void CreateActors( const std::vector<MeshRecord>& meshContainer,
+                     const Size& textSize,
+                     const Vector4& color,
+                     const Vector4& shadowColor,
+                     const Vector2& shadowOffset,
+                     Actor textControl,
+                     Property::Index animatablePropertyIndex,
+                     bool drawShadow )
+  {
+    if( !mActor )
+    {
+      // Create a container actor to act as a common parent for text and shadow, to avoid color inheritence issues.
+      mActor = Actor::New();
+      mActor.SetParentOrigin( ParentOrigin::TOP_LEFT );
+      mActor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+      mActor.SetSize( textSize );
+      mActor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
+    }
+
+    for( std::vector< MeshRecord >::const_iterator it = meshContainer.begin(),
+           endIt = meshContainer.end();
+         it != endIt; ++it )
+    {
+      const MeshRecord& meshRecord = *it;
+
+      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 &&
+          drawShadow )
+      {
+        // Change the color of the vertices.
+        for( Vector<AtlasManager::Vertex2D>::Iterator vIt =  meshRecord.mMesh.mVertices.Begin(),
+               vEndIt = meshRecord.mMesh.mVertices.End();
+             vIt != vEndIt;
+             ++vIt )
+        {
+          AtlasManager::Vertex2D& vertex = *vIt;
+
+          vertex.mColor = shadowColor;
+        }
+
+        Actor shadowActor = CreateMeshActor(textControl, animatablePropertyIndex, color, meshRecord, textSize, STYLE_DROP_SHADOW );
+#if defined(DEBUG_ENABLED)
+        shadowActor.SetName( "Text Shadow renderable actor" );
+#endif
+        // Offset shadow in x and y
+        shadowActor.RegisterProperty("uOffset", shadowOffset );
+        Dali::Renderer renderer( shadowActor.GetRendererAt( 0 ) );
+        int depthIndex = renderer.GetProperty<int>(Dali::Renderer::Property::DEPTH_INDEX);
+        renderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, depthIndex - 1 );
+        mActor.Add( shadowActor );
+      }
+
+      if( hasRenderer )
+      {
+        mActor.Add( actor );
+      }
+    }
+  }
+
   void AddGlyphs( Text::ViewInterface& view,
                   Actor textControl,
                   Property::Index animatablePropertyIndex,
@@ -223,18 +426,28 @@ struct AtlasRenderer::Impl
                   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;
-    TextCacheEntry textCacheEntry;
     mDepth = depth;
 
     const Vector2& textSize( view.GetLayoutSize() );
     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 );
 
@@ -250,7 +463,6 @@ struct AtlasRenderer::Impl
 
     float currentUnderlinePosition = ZERO;
     float currentUnderlineThickness = underlineHeight;
-    uint32_t currentBlockSize = 0;
     FontId lastFontId = 0;
     FontId lastUnderlinedFontId = 0;
     Style style = STYLE_NORMAL;
@@ -271,14 +483,14 @@ struct AtlasRenderer::Impl
     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;
@@ -316,85 +528,13 @@ struct AtlasRenderer::Impl
           lastUnderlinedFontId = glyph.fontId;
         } // underline
 
-        bool glyphNotCached = !mGlyphManager.IsCached( glyph.fontId, glyph.index, 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" );
+        // Retrieves and caches the glyph's bitmap.
+        CacheGlyph( glyph, lastFontId, NO_OUTLINE, slot );
 
-        if( glyphNotCached )
+        // Retrieves and caches the outline glyph's bitmap.
+        if( isOutline )
         {
-          MaxBlockSize& blockSize = mBlockSizes[currentBlockSize];
-
-          if ( lastFontId != glyph.fontId )
-          {
-            uint32_t index = 0u;
-            // Looks through all stored block sizes until finds the one which mataches required glyph font it.  Ensures new atlas block size will match existing for same font id.
-            // CalculateBlocksSize() above ensures a block size entry exists.
-            for( std::vector<MaxBlockSize>::const_iterator it = mBlockSizes.begin(),
-                   endIt = mBlockSizes.end();
-                 it != endIt;
-                 ++it, ++index )
-            {
-              const MaxBlockSize& blockSizeEntry = *it;
-              if( blockSizeEntry.mFontId == glyph.fontId )
-              {
-                blockSize = mBlockSizes[index];
-              }
-            }
-          }
-
-          // Create a new image for the glyph
-          PixelData bitmap;
-
-          // 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 )
-          {
-            // 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 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 );
-
-            // Locate a new slot for our glyph
-            mGlyphManager.Add( glyph, 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*/ );
+          CacheGlyph( glyph, lastFontId, outlineWidth, slotOutline );
         }
 
         // Move the origin (0,0) of the mesh to the center of the actor
@@ -402,42 +542,47 @@ struct AtlasRenderer::Impl
 
         if ( 0u != slot.mImageId ) // invalid slot id, glyph has failed to be added to atlas
         {
-          // Generate mesh data for this quad, plugging in our supplied position
-          AtlasManager::Mesh2D newMesh;
-          mGlyphManager.GenerateMeshData( slot.mImageId, position, newMesh );
-          textCacheEntry.mFontId = glyph.fontId;
-          textCacheEntry.mImageId = slot.mImageId;
-          textCacheEntry.mIndex = glyph.index;
-          newTextCache.PushBack( textCacheEntry );
-
-          AtlasManager::Vertex2D* verticesBuffer = newMesh.mVertices.Begin();
+          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 );
 
-          for( unsigned int index = 0u, size = newMesh.mVertices.Count();
-               index < size;
-               ++index )
-          {
-            AtlasManager::Vertex2D& vertex = *( verticesBuffer + index );
-
-            // Set the color of the vertex.
-            vertex.mColor = color;
-          }
-
-          // Find an existing mesh data object to attach to ( or create a new one, if we can't find one using the same atlas)
-          StitchTextMesh( meshContainer,
-                          newMesh,
-                          extents,
-                          position.y + glyph.yBearing,
-                          underlineGlyph,
-                          currentUnderlinePosition,
-                          currentUnderlineThickness,
-                          slot );
+          GenerateMesh( glyph,
+                        positionPlusOutlineOffset,
+                        color,
+                        NO_OUTLINE,
+                        slot,
+                        isGlyphUnderlined,
+                        currentUnderlinePosition,
+                        currentUnderlineThickness,
+                        meshContainer,
+                        newTextCache,
+                        extents);
 
           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
 
@@ -452,62 +597,36 @@ struct AtlasRenderer::Impl
     }
 
     // For each MeshData object, create a mesh actor and add to the renderable actor
-    if( !meshContainer.empty() )
+    bool isShadowDrawn = false;
+    if( !meshContainerOutline.empty() )
     {
-      if( !mActor )
-      {
-        // Create a container actor to act as a common parent for text and shadow, to avoid color inheritence issues.
-        mActor = Actor::New();
-        mActor.SetParentOrigin( ParentOrigin::TOP_LEFT );
-        mActor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
-        mActor.SetSize( textSize );
-        mActor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
-      }
-
-      for( std::vector< MeshRecord >::iterator it = meshContainer.begin(),
-              endIt = meshContainer.end();
-            it != endIt; ++it )
-      {
-        MeshRecord& meshRecord = *it;
-
-        Actor actor = CreateMeshActor( textControl, animatablePropertyIndex, defaultColor, 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 ) )
-        {
-          // Change the color of the vertices.
-          for( Vector<AtlasManager::Vertex2D>::Iterator vIt =  meshRecord.mMesh.mVertices.Begin(),
-                 vEndIt = meshRecord.mMesh.mVertices.End();
-               vIt != vEndIt;
-               ++vIt )
-          {
-            AtlasManager::Vertex2D& vertex = *vIt;
-
-            vertex.mColor = shadowColor;
-          }
-
-          Actor shadowActor = CreateMeshActor(textControl, animatablePropertyIndex, defaultColor, meshRecord, textSize, STYLE_DROP_SHADOW );
-#if defined(DEBUG_ENABLED)
-          shadowActor.SetName( "Text Shadow renderable actor" );
-#endif
-          // Offset shadow in x and y
-          shadowActor.RegisterProperty("uOffset", shadowOffset );
-          Dali::Renderer renderer( shadowActor.GetRendererAt( 0 ) );
-          int depthIndex = renderer.GetProperty<int>(Dali::Renderer::Property::DEPTH_INDEX);
-          renderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, depthIndex - 1 );
-          mActor.Add( shadowActor );
-        }
+      const bool drawShadow = STYLE_DROP_SHADOW == style;
+      CreateActors( meshContainerOutline,
+                    textSize,
+                    outlineColor,
+                    shadowColor,
+                    shadowOffset,
+                    textControl,
+                    animatablePropertyIndex,
+                    drawShadow );
+
+      isShadowDrawn = drawShadow;
+    }
 
-        if( hasRenderer )
-        {
-          mActor.Add( actor );
-        }
-      }
+    // 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,
+                    textControl,
+                    animatablePropertyIndex,
+                    drawShadow );
     }
+
 #if defined(DEBUG_ENABLED)
     Toolkit::AtlasGlyphManager::Metrics metrics = mGlyphManager.GetMetrics();
     DALI_LOG_INFO( gLogFilter, Debug::General, "TextAtlasRenderer::GlyphManager::GlyphCount: %i, AtlasCount: %i, TextureMemoryUse: %iK\n",
@@ -536,7 +655,7 @@ struct AtlasRenderer::Impl
   {
     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 );
   }
@@ -611,6 +730,7 @@ struct AtlasRenderer::Impl
     actor.SetSize( actorSize );
     actor.RegisterProperty("uOffset", Vector2::ZERO );
     actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
+
     return actor;
   }