const float ZERO(0.0f);
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 uint32_t DOUBLE_PIXEL_PADDING = 4u; //Padding will be added twice to Atlas
const uint16_t NO_OUTLINE = 0u;
} // namespace
};
/**
- * brief Struct used to generate the underline mesh.
+ * brief Struct used to generate the underline/striketthrough mesh.
* There is one Extent per line of text.
*/
struct Extent
mLeft(0.0f),
mRight(0.0f),
mUnderlinePosition(0.0f),
- mUnderlineThickness(0.0f),
- mMeshRecordIndex(0u)
+ mLineThickness(0.0f),
+ mMeshRecordIndex(0u),
+ mUnderlineChunkId(0u),
+ mStrikethroughPosition(0.0f)
{
}
float mLeft;
float mRight;
float mUnderlinePosition;
- float mUnderlineThickness;
+ float mLineThickness;
uint32_t mMeshRecordIndex;
+ uint32_t mUnderlineChunkId;
+ float mStrikethroughPosition;
};
struct MaxBlockSize
void CacheGlyph(const GlyphInfo& glyph, FontId lastFontId, const AtlasGlyphManager::GlyphStyle& style, AtlasManager::AtlasSlot& slot)
{
+ const Size& defaultTextAtlasSize = mFontClient.GetDefaultTextAtlasSize(); //Retrieve default size of text-atlas-block from font-client.
+ const Size& maximumTextAtlasSize = mFontClient.GetMaximumTextAtlasSize(); //Retrieve maximum size of text-atlas-block from font-client.
+
const bool glyphNotCached = !mGlyphManager.IsCached(glyph.fontId, glyph.index, style, 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 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,
+ uint32_t default_width = defaultTextAtlasSize.width;
+ uint32_t default_height = defaultTextAtlasSize.height;
+
+ while(
+ (blockSize.mNeededBlockWidth >= (default_width - (DOUBLE_PIXEL_PADDING + 1u)) ||
+ blockSize.mNeededBlockHeight >= (default_height - (DOUBLE_PIXEL_PADDING + 1u))) &&
+ (default_width < maximumTextAtlasSize.width &&
+ default_height < maximumTextAtlasSize.height))
+ {
+ default_width <<= 1u;
+ default_height <<= 1u;
+ }
+ mGlyphManager.SetNewAtlasSize(default_width,
+ default_height,
blockSize.mNeededBlockWidth,
blockSize.mNeededBlockHeight);
const Vector4& color,
uint16_t outline,
AtlasManager::AtlasSlot& slot,
- bool underlineGlyph,
+ bool decorationlineGlyph,
float currentUnderlinePosition,
- float currentUnderlineThickness,
+ float currentlineThickness,
std::vector<MeshRecord>& meshContainer,
Vector<TextCacheEntry>& newTextCache,
- Vector<Extent>& extents)
+ Vector<Extent>& extents,
+ uint32_t underlineChunkId,
+ bool isGlyphCached)
{
// 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;
- textCacheEntry.isItalic = glyph.isItalicRequired;
- textCacheEntry.isBold = glyph.isBoldRequired;
-
- newTextCache.PushBack(textCacheEntry);
+ if(!isGlyphCached)
+ {
+ TextCacheEntry textCacheEntry;
+ textCacheEntry.mFontId = glyph.fontId;
+ textCacheEntry.mImageId = slot.mImageId;
+ textCacheEntry.mIndex = glyph.index;
+ textCacheEntry.mOutlineWidth = outline;
+ textCacheEntry.isItalic = glyph.isItalicRequired;
+ textCacheEntry.isBold = glyph.isBoldRequired;
+
+ newTextCache.PushBack(textCacheEntry);
+ }
AtlasManager::Vertex2D* verticesBuffer = newMesh.mVertices.Begin();
newMesh,
extents,
position.y + glyph.yBearing,
- underlineGlyph,
+ decorationlineGlyph,
currentUnderlinePosition,
- currentUnderlineThickness,
- slot);
+ currentlineThickness,
+ slot,
+ underlineChunkId,
+ position.y + (glyph.height * HALF));
}
void CreateActors(const std::vector<MeshRecord>& meshContainer,
std::vector<MeshRecord> meshContainer;
std::vector<MeshRecord> meshContainerOutline;
Vector<Extent> extents;
+ Vector<Extent> strikethroughExtents;
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 Vector4& underlineColor(view.GetUnderlineColor());
- const float underlineHeight = view.GetUnderlineHeight();
- const uint16_t outlineWidth = view.GetOutlineWidth();
- const Vector4& outlineColor(view.GetOutlineColor());
- const bool isOutline = 0u != outlineWidth;
+ 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 Vector4& underlineColor(view.GetUnderlineColor());
+ const float underlineHeight = view.GetUnderlineHeight();
+ const uint16_t outlineWidth = view.GetOutlineWidth();
+ const Vector4& outlineColor(view.GetOutlineColor());
+ const bool isOutline = 0u != outlineWidth;
+ const GlyphInfo* hyphens = view.GetHyphens();
+ const Length* hyphenIndices = view.GetHyphenIndices();
+ const Length hyphensCount = view.GetHyphensCount();
+ const bool strikethroughEnabled = view.IsStrikethroughEnabled();
+ const Vector4& strikethroughColor(view.GetStrikethroughColor());
+ const float strikethroughHeight = view.GetStrikethroughHeight();
+
+ // Elided text info. Indices according to elided text.
+ const auto startIndexOfGlyphs = view.GetStartIndexOfElidedGlyphs();
+ const auto firstMiddleIndexOfElidedGlyphs = view.GetFirstMiddleIndexOfElidedGlyphs();
+ const auto secondMiddleIndexOfElidedGlyphs = view.GetSecondMiddleIndexOfElidedGlyphs();
const bool useDefaultColor = (NULL == colorsBuffer);
numberOfUnderlineRuns);
bool thereAreUnderlinedGlyphs = false;
+ bool strikethroughGlyphsExist = false;
- float currentUnderlinePosition = ZERO;
- float currentUnderlineThickness = underlineHeight;
- FontId lastFontId = 0;
- FontId lastUnderlinedFontId = 0;
- Style style = STYLE_NORMAL;
+ float currentUnderlinePosition = ZERO;
+ float currentUnderlineThickness = underlineHeight;
+ float currentStrikethroughThickness = strikethroughHeight;
+ FontId lastFontId = 0;
+ FontId lastUnderlinedFontId = 0;
+ Style style = STYLE_NORMAL;
if(fabsf(shadowOffset.x) > Math::MACHINE_EPSILON_1 || fabsf(shadowOffset.y) > Math::MACHINE_EPSILON_1)
{
const GlyphInfo* const glyphsBuffer = glyphs.Begin();
const Vector2* const positionsBuffer = positions.Begin();
const Vector2 lineOffsetPosition(minLineOffset, 0.f);
+ uint32_t hyphenIndex = 0;
+
+ //For septated underlined chunks. (this is for Markup case)
+ uint32_t underlineChunkId = 0u; // give id for each chunk.
+ bool isPreUnderlined = false; // status of underlined for previous glyph.
+
+ //Skip hyphenIndices less than startIndexOfGlyphs or between two middle of elided text
+ if(hyphenIndices)
+ {
+ while((hyphenIndex < hyphensCount) && (hyphenIndices[hyphenIndex] < startIndexOfGlyphs ||
+ (hyphenIndices[hyphenIndex] > firstMiddleIndexOfElidedGlyphs && hyphenIndices[hyphenIndex] < secondMiddleIndexOfElidedGlyphs)))
+ {
+ ++hyphenIndex;
+ }
+ }
for(uint32_t i = 0, glyphSize = glyphs.Size(); i < glyphSize; ++i)
{
- const GlyphInfo& glyph = *(glyphsBuffer + i);
- const bool isGlyphUnderlined = underlineEnabled || IsGlyphUnderlined(i, underlineRuns);
- thereAreUnderlinedGlyphs = thereAreUnderlinedGlyphs || isGlyphUnderlined;
+ GlyphInfo glyph;
+ bool addHyphen = ((hyphenIndex < hyphensCount) && hyphenIndices && ((i + startIndexOfGlyphs) == hyphenIndices[hyphenIndex]));
+ if(addHyphen && hyphens)
+ {
+ glyph = hyphens[hyphenIndex];
+ i--;
+ }
+ else
+ {
+ glyph = *(glyphsBuffer + i);
+ }
+
+ const bool isGlyphUnderlined = underlineEnabled || IsGlyphUnderlined(i, underlineRuns);
+ thereAreUnderlinedGlyphs = thereAreUnderlinedGlyphs || isGlyphUnderlined;
+ strikethroughGlyphsExist = strikethroughGlyphsExist || strikethroughEnabled;
// No operation for white space
if(glyph.width && glyph.height)
{
// Are we still using the same fontId as previous
- if(isGlyphUnderlined && (glyph.fontId != lastUnderlinedFontId))
+ if((isGlyphUnderlined || strikethroughGlyphsExist) && (glyph.fontId != lastUnderlinedFontId))
{
// We need to fetch fresh font underline metrics
FontMetrics fontMetrics;
}
}
+ if(fabsf(strikethroughHeight) < Math::MACHINE_EPSILON_1000)
+ {
+ // Ensure strikethrough will be at least a pixel high
+ if(currentStrikethroughThickness < ONE)
+ {
+ currentStrikethroughThickness = ONE;
+ }
+ else
+ {
+ currentStrikethroughThickness = ceil(currentStrikethroughThickness);
+ }
+ }
+
// Clamp the underline position at the font descender and check for ( as EFL describes it ) a broken font
if(currentUnderlinePosition > descender)
{
}
lastUnderlinedFontId = glyph.fontId;
+
} // underline
AtlasGlyphManager::GlyphStyle style;
}
// Move the origin (0,0) of the mesh to the center of the actor
- const Vector2& temp = *(positionsBuffer + i);
- const Vector2 position = Vector2(roundf(temp.x), temp.y) - halfTextSize - lineOffsetPosition; // roundf() avoids pixel alignment issues.
+ Vector2 position = *(positionsBuffer + i);
+
+ if(addHyphen)
+ {
+ GlyphInfo tempInfo = *(glyphsBuffer + i);
+ position.x = position.x + tempInfo.advance - tempInfo.xBearing + glyph.xBearing;
+ position.y += tempInfo.yBearing - glyph.yBearing;
+ }
+
+ position = Vector2(roundf(position.x), position.y) - halfTextSize - lineOffsetPosition; // roundf() avoids pixel alignment issues.
if(0u != slot.mImageId) // invalid slot id, glyph has failed to be added to atlas
{
currentUnderlineThickness,
meshContainer,
newTextCache,
- extents);
+ extents,
+ underlineChunkId,
+ false);
+
+ if(strikethroughGlyphsExist)
+ {
+ GenerateMesh(glyph,
+ positionPlusOutlineOffset,
+ color,
+ NO_OUTLINE,
+ slot,
+ strikethroughGlyphsExist,
+ 0.0f,
+ currentStrikethroughThickness,
+ meshContainer,
+ newTextCache,
+ strikethroughExtents,
+ 0u,
+ true);
+ }
lastFontId = glyph.fontId; // Prevents searching for existing blocksizes when string of the same fontId.
}
currentUnderlineThickness,
meshContainerOutline,
newTextCache,
- extents);
+ extents,
+ 0u,
+ false);
}
+
+ //The new underlined chunk. Add new id if they are not consecutive indices (this is for Markup case)
+ // Examples: "Hello <u>World</u> Hello <u>World</u>", "<u>World</u> Hello <u>World</u>", "<u> World</u> Hello <u>World</u>"
+ if(isPreUnderlined && (isPreUnderlined != isGlyphUnderlined))
+ {
+ underlineChunkId++;
+ }
+ //Keep status of underlined for previous glyph to check consecutive indices
+ isPreUnderlined = isGlyphUnderlined;
+ }
+
+ if(addHyphen)
+ {
+ hyphenIndex++;
}
} // glyphs
GenerateUnderlines(meshContainer, extents, underlineColor);
}
+ if(strikethroughGlyphsExist)
+ {
+ // Check to see if any of the text needs a strikethrough
+ GenerateStrikethrough(meshContainer, strikethroughExtents, strikethroughColor);
+ }
+
// For each MeshData object, create a mesh actor and add to the renderable actor
bool isShadowDrawn = false;
if(!meshContainerOutline.empty())
AtlasManager::Mesh2D& newMesh,
Vector<Extent>& extents,
float baseLine,
- bool underlineGlyph,
+ bool decorationlineGlyph,
float underlinePosition,
- float underlineThickness,
- AtlasManager::AtlasSlot& slot)
+ float lineThickness,
+ AtlasManager::AtlasSlot& slot,
+ uint32_t underlineChunkId,
+ float strikethroughPosition)
{
if(slot.mImageId)
{
// Append the mesh to the existing mesh and adjust any extents
Toolkit::Internal::AtlasMeshFactory::AppendMesh(mIt->mMesh, newMesh);
- if(underlineGlyph)
+ if(decorationlineGlyph)
{
AdjustExtents(extents,
meshContainer,
right,
baseLine,
underlinePosition,
- underlineThickness);
+ lineThickness,
+ underlineChunkId,
+ strikethroughPosition);
}
return;
meshRecord.mMesh = newMesh;
meshContainer.push_back(meshRecord);
- if(underlineGlyph)
+ if(decorationlineGlyph)
{
// Adjust extents for this new meshrecord
AdjustExtents(extents,
right,
baseLine,
underlinePosition,
- underlineThickness);
+ lineThickness,
+ underlineChunkId,
+ strikethroughPosition);
}
}
}
float right,
float baseLine,
float underlinePosition,
- float underlineThickness)
+ float lineThickness,
+ uint32_t underlineChunkId,
+ float strikethroughPosition)
{
bool foundExtent = false;
for(Vector<Extent>::Iterator eIt = extents.Begin(),
eIt != eEndIt;
++eIt)
{
- if(Equals(baseLine, eIt->mBaseLine))
+ if(Equals(baseLine, eIt->mBaseLine) && underlineChunkId == eIt->mUnderlineChunkId)
{
foundExtent = true;
if(left < eIt->mLeft)
{
eIt->mUnderlinePosition = underlinePosition;
}
- if(underlineThickness > eIt->mUnderlineThickness)
+ if(lineThickness > eIt->mLineThickness)
{
- eIt->mUnderlineThickness = underlineThickness;
+ eIt->mLineThickness = lineThickness;
}
}
}
if(!foundExtent)
{
Extent extent;
- extent.mLeft = left;
- extent.mRight = right;
- extent.mBaseLine = baseLine;
- extent.mUnderlinePosition = underlinePosition;
- extent.mUnderlineThickness = underlineThickness;
- extent.mMeshRecordIndex = index;
+ extent.mLeft = left;
+ extent.mRight = right;
+ extent.mBaseLine = baseLine;
+ extent.mUnderlinePosition = underlinePosition;
+ extent.mMeshRecordIndex = index;
+ extent.mUnderlineChunkId = underlineChunkId;
+ extent.mLineThickness = lineThickness;
+ extent.mStrikethroughPosition = strikethroughPosition;
extents.PushBack(extent);
}
}
// Make sure we don't hit texture edge for single pixel texture ( filled pixel is in top left of every atlas )
float u = HALF / uv.x;
float v = HALF / uv.y;
- float thickness = eIt->mUnderlineThickness;
+ float thickness = eIt->mLineThickness;
float baseLine = eIt->mBaseLine + eIt->mUnderlinePosition - (thickness * HALF);
float tlx = eIt->mLeft;
float brx = eIt->mRight;
}
}
+ void GenerateStrikethrough(std::vector<MeshRecord>& meshRecords,
+ Vector<Extent>& extents,
+ const Vector4& strikethroughColor)
+ {
+ AtlasManager::Mesh2D newMesh;
+ unsigned short faceIndex = 0;
+ for(Vector<Extent>::ConstIterator eIt = extents.Begin(),
+ eEndIt = extents.End();
+ eIt != eEndIt;
+ ++eIt)
+ {
+ AtlasManager::Vertex2D vert;
+ uint32_t index = eIt->mMeshRecordIndex;
+ Vector2 uv = mGlyphManager.GetAtlasSize(meshRecords[index].mAtlasId);
+
+ // Make sure we don't hit texture edge for single pixel texture ( filled pixel is in top left of every atlas )
+ float u = HALF / uv.x;
+ float v = HALF / uv.y;
+ float thickness = eIt->mLineThickness;
+ float tlx = eIt->mLeft;
+ float brx = eIt->mRight;
+ float strikethroughPosition = eIt->mStrikethroughPosition;
+
+ vert.mPosition.x = tlx;
+ vert.mPosition.y = strikethroughPosition;
+ vert.mTexCoords.x = ZERO;
+ vert.mTexCoords.y = ZERO;
+ vert.mColor = strikethroughColor;
+ newMesh.mVertices.PushBack(vert);
+
+ vert.mPosition.x = brx;
+ vert.mPosition.y = strikethroughPosition;
+ vert.mTexCoords.x = u;
+ vert.mColor = strikethroughColor;
+ newMesh.mVertices.PushBack(vert);
+
+ vert.mPosition.x = tlx;
+ vert.mPosition.y = strikethroughPosition + thickness;
+ vert.mTexCoords.x = ZERO;
+ vert.mTexCoords.y = v;
+ vert.mColor = strikethroughColor;
+ newMesh.mVertices.PushBack(vert);
+
+ vert.mPosition.x = brx;
+ vert.mPosition.y = strikethroughPosition + thickness;
+ vert.mTexCoords.x = u;
+ vert.mColor = strikethroughColor;
+ newMesh.mVertices.PushBack(vert);
+
+ // Six indices in counter clockwise winding
+ newMesh.mIndices.PushBack(faceIndex + 1u);
+ newMesh.mIndices.PushBack(faceIndex);
+ newMesh.mIndices.PushBack(faceIndex + 2u);
+ newMesh.mIndices.PushBack(faceIndex + 2u);
+ newMesh.mIndices.PushBack(faceIndex + 3u);
+ newMesh.mIndices.PushBack(faceIndex + 1u);
+ faceIndex += 4;
+
+ Toolkit::Internal::AtlasMeshFactory::AppendMesh(meshRecords[index].mMesh, newMesh);
+ }
+ }
+
Actor mActor; ///< The actor parent which renders the text
AtlasGlyphManager mGlyphManager; ///< Glyph Manager to handle upload and caching
TextAbstraction::FontClient mFontClient; ///< The font client used to supply glyph information