namespace
{
#if defined(DEBUG_ENABLED)
- Debug::Filter* gLogFilter = Debug::Filter::New(Debug::Concise, true, "LOG_TEXT_RENDERING");
+ Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, true, "LOG_TEXT_RENDERING");
#endif
const float ZERO( 0.0f );
}
// Create a new image for the glyph
- BufferImage bitmap = mFontClient.CreateBitmap( glyph.fontId, glyph.index );
+ PixelData bitmap = mFontClient.CreateBitmap( glyph.fontId, glyph.index );
if( bitmap )
{
MaxBlockSize& blockSize = mBlockSizes[currentBlockSize];
renderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, depthIndex - 1 );
containerActor.Add( shadowActor );
containerActor.Add( actor );
+#if defined(DEBUG_ENABLED)
+ containerActor.SetName("TextContainer");
+#endif
actor = containerActor;
}
}
Shader shader( mGlyphManager.GetShader( meshRecord.mAtlasId ) );
Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, shader );
renderer.SetTextures( textureSet );
- renderer.SetProperty( Dali::Renderer::Property::BLENDING_MODE, BlendingMode::ON );
+ renderer.SetProperty( Dali::Renderer::Property::BLEND_MODE, BlendMode::ON );
renderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, DepthIndex::CONTENT + mDepth );
Actor actor = Actor::New();
#if defined(DEBUG_ENABLED)
// Keep all of the origins aligned
actor.SetParentOrigin( ParentOrigin::TOP_LEFT );
actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
-
actor.SetSize( actorSize );
actor.RegisterProperty("uOffset", Vector2::ZERO );
return actor;
vert.mPosition.y = baseLine;
vert.mTexCoords.x = ZERO;
vert.mTexCoords.y = ZERO;
+ vert.mColor = underlineColor;
newMesh.mVertices.PushBack( vert );
vert.mPosition.x = brx;
vert.mPosition.y = baseLine;
vert.mTexCoords.x = u;
+ vert.mColor = underlineColor;
newMesh.mVertices.PushBack( vert );
vert.mPosition.x = tlx;
vert.mPosition.y = baseLine + thickness;
vert.mTexCoords.x = ZERO;
vert.mTexCoords.y = v;
+ vert.mColor = underlineColor;
newMesh.mVertices.PushBack( vert );
vert.mPosition.x = brx;
vert.mPosition.y = baseLine + thickness;
vert.mTexCoords.x = u;
+ vert.mColor = underlineColor;
newMesh.mVertices.PushBack( vert );
// Six indices in counter clockwise winding
newMesh.mIndices.PushBack( faceIndex + 1u );
faceIndex += 4;
- vert.mColor = underlineColor;
-
Toolkit::Internal::AtlasMeshFactory::AppendMesh( meshRecords[ index ].mMesh, newMesh );
}
}
Actor AtlasRenderer::Render( Text::ViewInterface& view, int depth )
{
+ DALI_LOG_INFO( gLogFilter, Debug::General, "Text::AtlasRenderer::Render()\n" );
+
UnparentAndReset( mImpl->mActor );
Length numberOfGlyphs = view.GetNumberOfGlyphs();