#include <dali/public-api/images/frame-buffer-image.h>
#include <dali/devel-api/text-abstraction/font-client.h>
#include <dali/integration-api/debug.h>
+#include <dali/public-api/animation/constraints.h>
// INTERNAL INCLUDES
#include <dali-toolkit/devel-api/controls/control-depth-index-ranges.h>
const char* FRAGMENT_SHADER_L8 = MAKE_SHADER(
uniform lowp vec4 uColor;
+uniform lowp vec4 textColorAnimatable;
uniform sampler2D sTexture;
varying mediump vec2 vTexCoord;
varying mediump vec4 vColor;
void main()
{
mediump vec4 color = texture2D( sTexture, vTexCoord );
- gl_FragColor = vec4( vColor.rgb * uColor.rgb, vColor.a * uColor.a * color.r );
+ gl_FragColor = vec4( vColor.rgb * uColor.rgb * textColorAnimatable.rgb, uColor.a * vColor.a * textColorAnimatable.a * color.r );
}
);
const char* FRAGMENT_SHADER_RGBA = MAKE_SHADER(
uniform lowp vec4 uColor;
+uniform lowp vec4 textColorAnimatable;
uniform sampler2D sTexture;
varying mediump vec2 vTexCoord;
void main()
{
- gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;
+ gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * textColorAnimatable;
}
);
const float ONE( 1.0f );
const uint32_t DEFAULT_ATLAS_WIDTH = 512u;
const uint32_t DEFAULT_ATLAS_HEIGHT = 512u;
+const int NO_OUTLINE( 0 );
}
struct AtlasRenderer::Impl
}
void AddGlyphs( Text::ViewInterface& view,
+ Actor textControl,
+ Property::Index animatablePropertyIndex,
const Vector<Vector2>& positions,
const Vector<GlyphInfo>& glyphs,
const Vector4& defaultColor,
lastUnderlinedFontId = glyph.fontId;
} // underline
- if( !mGlyphManager.IsCached( glyph.fontId, glyph.index, slot ) )
+ 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" );
+
+ if( glyphNotCached )
{
- // Select correct size for new atlas if needed....?
- if( lastFontId != glyph.fontId )
+ 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& blockSize = *it;
- if( blockSize.mFontId == glyph.fontId )
+ const MaxBlockSize& blockSizeEntry = *it;
+ if( blockSizeEntry.mFontId == glyph.fontId )
{
- currentBlockSize = index;
- mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_WIDTH,
- DEFAULT_ATLAS_HEIGHT,
- blockSize.mNeededBlockWidth,
- blockSize.mNeededBlockHeight );
+ blockSize = mBlockSizes[index];
}
}
}
mFontClient.CreateBitmap( glyph.fontId,
glyph.index,
- glyphBufferData );
+ glyphBufferData,
+ NO_OUTLINE );
// Create the pixel data.
bitmap = PixelData::New( glyphBufferData.buffer,
if( bitmap )
{
- MaxBlockSize& blockSize = mBlockSizes[currentBlockSize];
-
// Ensure that the next image will fit into the current block size
- bool setSize = false;
if( bitmap.GetWidth() > blockSize.mNeededBlockWidth )
{
- setSize = true;
blockSize.mNeededBlockWidth = bitmap.GetWidth();
}
+
if( bitmap.GetHeight() > blockSize.mNeededBlockHeight )
{
- setSize = true;
blockSize.mNeededBlockHeight = bitmap.GetHeight();
}
- if( setSize )
- {
- mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_WIDTH,
- DEFAULT_ATLAS_HEIGHT,
- blockSize.mNeededBlockWidth,
- blockSize.mNeededBlockHeight );
- }
+ // 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 );
+ mGlyphManager.Add( glyph, bitmap, slot ); // slot will be 0 is glyph not added
}
}
else
// Move the origin (0,0) of the mesh to the center of the actor
const Vector2 position = *( positionsBuffer + i ) - halfTextSize - lineOffsetPosition;
- // 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();
-
- // 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 )
+ if ( 0u != slot.mImageId ) // invalid slot id, glyph has failed to be added to atlas
{
- AtlasManager::Vertex2D& vertex = *( verticesBuffer + index );
+ // 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();
+
+ // 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;
- }
+ // 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 );
- lastFontId = glyph.fontId;
+ // 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 );
+
+ lastFontId = glyph.fontId; // Prevents searching for existing blocksizes when string of the same fontId.
+ }
}
} // glyphs
{
MeshRecord& meshRecord = *it;
- Actor actor = CreateMeshActor( meshRecord, textSize, STYLE_NORMAL );
+ Actor actor = CreateMeshActor( textControl, animatablePropertyIndex, defaultColor, meshRecord, textSize, STYLE_NORMAL );
// Whether the actor has renderers.
const bool hasRenderer = actor.GetRendererCount() > 0u;
vertex.mColor = shadowColor;
}
- Actor shadowActor = CreateMeshActor( meshRecord, textSize, STYLE_DROP_SHADOW );
+ Actor shadowActor = CreateMeshActor(textControl, animatablePropertyIndex, defaultColor, meshRecord, textSize, STYLE_DROP_SHADOW );
#if defined(DEBUG_ENABLED)
shadowActor.SetName( "Text Shadow renderable actor" );
#endif
mTextCache.Resize( 0 );
}
- Actor CreateMeshActor( const MeshRecord& meshRecord, const Vector2& actorSize, Style style )
+ Actor CreateMeshActor( Actor textControl, Property::Index animatablePropertyIndex, const Vector4& defaultColor, const MeshRecord& meshRecord,
+ const Vector2& actorSize, Style style )
{
PropertyBuffer quadVertices = PropertyBuffer::New( mQuadVertexFormat );
quadVertices.SetData( const_cast< AtlasManager::Vertex2D* >( &meshRecord.mMesh.mVertices[ 0 ] ), meshRecord.mMesh.mVertices.Size() );
shader = mShaderL8;
}
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "defaultColor[%f, %f, %f, %f ]\n", defaultColor.r, defaultColor.g, defaultColor.b, defaultColor.a );
+
+ Dali::Property::Index shaderTextColorIndex = shader.RegisterProperty( "textColorAnimatable", defaultColor );
+
+ if ( animatablePropertyIndex != Property::INVALID_INDEX )
+ {
+ // create constraint for the animatable text's color Property with textColorAnimatable in the shader.
+ if( shaderTextColorIndex )
+ {
+ Constraint constraint = Constraint::New<Vector4>( shader, shaderTextColorIndex, EqualToConstraint() );
+ constraint.AddSource( Source( textControl, animatablePropertyIndex ) );
+ constraint.Apply();
+ }
+ }
+ else
+ {
+ // If not animating the text colour then set to 1's so shader uses the current vertex color
+ shader.RegisterProperty( "textColorAnimatable", Vector4(1.0, 1.0, 1.0, 1.0 ) );
+ }
+
Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, shader );
renderer.SetTextures( textureSet );
renderer.SetProperty( Dali::Renderer::Property::BLEND_MODE, BlendMode::ON );
blockIt != blockEndIt;
++blockIt )
{
- if( (*blockIt).mFontId == fontId )
+ if( (*blockIt).mFontId == fontId ) // Different size fonts will have a different fontId
{
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Text::AtlasRenderer::CalculateBlocksSize match found fontID(%u) glyphIndex(%u)\n", fontId, (*glyphIt).index );
foundFont = true;
break;
}
maxBlockSize.mNeededBlockWidth = static_cast< uint32_t >( fontMetrics.height );
maxBlockSize.mNeededBlockHeight = maxBlockSize.mNeededBlockWidth;
maxBlockSize.mFontId = fontId;
-
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Text::AtlasRenderer::CalculateBlocksSize New font with no matched blocksize, setting blocksize[%u]\n", maxBlockSize.mNeededBlockWidth );
mBlockSizes.push_back( maxBlockSize );
}
}
}
Actor AtlasRenderer::Render( Text::ViewInterface& view,
+ Actor textControl,
+ Property::Index animatablePropertyIndex,
float& alignmentOffset,
int depth )
{
const Vector4& defaultColor = view.GetTextColor();
mImpl->AddGlyphs( view,
+ textControl,
+ animatablePropertyIndex,
positions,
glyphs,
defaultColor,