/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2018 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
#include <dali-toolkit/internal/text/rendering/text-typesetter.h>
// EXTERNAL INCLUDES
-#include <dali/devel-api/text-abstraction/font-client.h>
#include <memory.h>
+#include <dali/devel-api/text-abstraction/font-client.h>
#include <dali/public-api/common/constants.h>
// INTERNAL INCLUDES
#include <dali-toolkit/internal/text/rendering/view-model.h>
+#include <dali-toolkit/devel-api/controls/text-controls/text-label-devel.h>
namespace Dali
{
return mModel;
}
-PixelData Typesetter::Render( const Vector2& size, RenderBehaviour behaviour, bool ignoreHorizontalAlignment, Pixel::Format pixelFormat )
+PixelData Typesetter::Render( const Vector2& size, Toolkit::DevelText::TextDirection::Type textDirection, RenderBehaviour behaviour, bool ignoreHorizontalAlignment, Pixel::Format pixelFormat )
{
// @todo. This initial implementation for a TextLabel has only one visible page.
// Retrieves the layout size.
const Size& layoutSize = mModel->GetLayoutSize();
+ const float outlineWidth = mModel->GetOutlineWidth();
+
+ // Set the offset for the horizontal alignment according to the text direction and outline width.
+ int penX = 0;
+
+ switch( mModel->GetHorizontalAlignment() )
+ {
+ case HorizontalAlignment::BEGIN:
+ {
+ // No offset to add.
+ break;
+ }
+ case HorizontalAlignment::CENTER:
+ {
+ penX += ( textDirection == Toolkit::DevelText::TextDirection::LEFT_TO_RIGHT ) ? -outlineWidth : outlineWidth;
+ break;
+ }
+ case HorizontalAlignment::END:
+ {
+ penX += ( textDirection == Toolkit::DevelText::TextDirection::LEFT_TO_RIGHT ) ? -outlineWidth * 2.0f : outlineWidth * 2.0f;
+ break;
+ }
+ }
+
// Set the offset for the vertical alignment.
- int penY = 0u;
+ int penY = 0;
switch( mModel->GetVerticalAlignment() )
{
- case Layout::VERTICAL_ALIGN_TOP:
+ case VerticalAlignment::TOP:
{
// No offset to add.
break;
}
- case Layout::VERTICAL_ALIGN_CENTER:
+ case VerticalAlignment::CENTER:
{
penY = static_cast<int>( 0.5f * ( size.height - layoutSize.height ) );
break;
}
- case Layout::VERTICAL_ALIGN_BOTTOM:
+ case VerticalAlignment::BOTTOM:
{
penY = static_cast<int>( size.height - layoutSize.height );
break;
}
}
+ // Calculate vertical line alignment
+ switch( mModel->GetVerticalLineAlignment() )
+ {
+ case DevelText::VerticalLineAlignment::TOP:
+ {
+ break;
+ }
+ case DevelText::VerticalLineAlignment::MIDDLE:
+ {
+ const auto& line = *mModel->GetLines();
+ penY -= line.descender;
+ penY += static_cast<int>(line.lineSpacing*0.5f + line.descender);
+ break;
+ }
+ case DevelText::VerticalLineAlignment::BOTTOM:
+ {
+ const auto& line = *mModel->GetLines();
+ const auto lineHeight = line.ascender + (-line.descender) + line.lineSpacing;
+ penY += static_cast<int>(lineHeight - (line.ascender - line.descender));
+ break;
+ }
+ }
+
// Generate the image buffers of the text for each different style first,
// then combine all of them together as one final image buffer. We try to
// do all of these in CPU only, so that once the final texture is generated,
if( RENDER_MASK == behaviour )
{
// Generate the image buffer as an alpha mask for color glyphs.
- imageBuffer = CreateImageBuffer( bufferWidth, bufferHeight, Typesetter::STYLE_MASK, ignoreHorizontalAlignment, pixelFormat, penY, 0u, numberOfGlyphs - 1 );
+ imageBuffer = CreateImageBuffer( bufferWidth, bufferHeight, Typesetter::STYLE_MASK, ignoreHorizontalAlignment, pixelFormat, penX, penY, 0u, numberOfGlyphs - 1 );
}
else if( RENDER_NO_TEXT == behaviour )
{
else
{
// Generate the image buffer for the text with no style.
- imageBuffer = CreateImageBuffer( bufferWidth, bufferHeight, Typesetter::STYLE_NONE, ignoreHorizontalAlignment, pixelFormat, penY, 0u, numberOfGlyphs -1 );
+ imageBuffer = CreateImageBuffer( bufferWidth, bufferHeight, Typesetter::STYLE_NONE, ignoreHorizontalAlignment, pixelFormat, penX, penY, 0u, numberOfGlyphs -1 );
}
if ( ( RENDER_NO_STYLES != behaviour ) && ( RENDER_MASK != behaviour ) )
if ( outlineWidth > Math::MACHINE_EPSILON_1 )
{
// Create the image buffer for outline
- Devel::PixelBuffer outlineImageBuffer = CreateImageBuffer( bufferWidth, bufferHeight, Typesetter::STYLE_OUTLINE, ignoreHorizontalAlignment, pixelFormat, penY, 0u, numberOfGlyphs -1 );
+ Devel::PixelBuffer outlineImageBuffer = CreateImageBuffer( bufferWidth, bufferHeight, Typesetter::STYLE_OUTLINE, ignoreHorizontalAlignment, pixelFormat, penX, penY, 0u, numberOfGlyphs -1 );
// Combine the two buffers
imageBuffer = CombineImageBuffer( imageBuffer, outlineImageBuffer, bufferWidth, bufferHeight );
if ( fabsf( shadowOffset.x ) > Math::MACHINE_EPSILON_1 || fabsf( shadowOffset.y ) > Math::MACHINE_EPSILON_1 )
{
// Create the image buffer for shadow
- Devel::PixelBuffer shadowImageBuffer = CreateImageBuffer( bufferWidth, bufferHeight, Typesetter::STYLE_SHADOW, ignoreHorizontalAlignment, pixelFormat, penY, 0u, numberOfGlyphs - 1 );
+ Devel::PixelBuffer shadowImageBuffer = CreateImageBuffer( bufferWidth, bufferHeight, Typesetter::STYLE_SHADOW, ignoreHorizontalAlignment, pixelFormat, penX, penY, 0u, numberOfGlyphs - 1 );
+
+ // Check whether it will be a soft shadow
+ const float& blurRadius = mModel->GetShadowBlurRadius();
+
+ if ( blurRadius > Math::MACHINE_EPSILON_1 )
+ {
+ shadowImageBuffer.ApplyGaussianBlur( blurRadius );
+ }
// Combine the two buffers
imageBuffer = CombineImageBuffer( imageBuffer, shadowImageBuffer, bufferWidth, bufferHeight );
if ( underlineEnabled )
{
// Create the image buffer for underline
- Devel::PixelBuffer underlineImageBuffer = CreateImageBuffer( bufferWidth, bufferHeight, Typesetter::STYLE_UNDERLINE, ignoreHorizontalAlignment, pixelFormat, penY, 0u, numberOfGlyphs - 1 );
+ Devel::PixelBuffer underlineImageBuffer = CreateImageBuffer( bufferWidth, bufferHeight, Typesetter::STYLE_UNDERLINE, ignoreHorizontalAlignment, pixelFormat, penX, penY, 0u, numberOfGlyphs - 1 );
// Combine the two buffers
imageBuffer = CombineImageBuffer( imageBuffer, underlineImageBuffer, bufferWidth, bufferHeight );
}
+
+ // Generate the background if enabled
+ const bool backgroundEnabled = mModel->IsBackgroundEnabled();
+ if ( backgroundEnabled )
+ {
+ Devel::PixelBuffer backgroundImageBuffer = CreateImageBuffer( bufferWidth, bufferHeight, Typesetter::STYLE_BACKGROUND, ignoreHorizontalAlignment, pixelFormat, penX, penY, 0u, numberOfGlyphs -1 );
+
+ // Combine the two buffers
+ imageBuffer = CombineImageBuffer( imageBuffer, backgroundImageBuffer, bufferWidth, bufferHeight );
+ }
}
// Create the final PixelData for the combined image buffer
return pixelData;
}
-Devel::PixelBuffer Typesetter::CreateImageBuffer( const unsigned int bufferWidth, const unsigned int bufferHeight, Typesetter::Style style, bool ignoreHorizontalAlignment, Pixel::Format pixelFormat, int verticalOffset, GlyphIndex fromGlyphIndex, GlyphIndex toGlyphIndex )
+Devel::PixelBuffer Typesetter::CreateImageBuffer( const unsigned int bufferWidth, const unsigned int bufferHeight, Typesetter::Style style, bool ignoreHorizontalAlignment, Pixel::Format pixelFormat, int horizontalOffset, int verticalOffset, GlyphIndex fromGlyphIndex, GlyphIndex toGlyphIndex )
{
// Retrieve lines, glyphs, positions and colors from the view model.
const Length modelNumberOfLines = mModel->GetNumberOfLines();
// Sets the horizontal offset of the line.
glyphData.horizontalOffset = ignoreHorizontalAlignment ? 0 : static_cast<int>( line.alignmentOffset );
+ glyphData.horizontalOffset += horizontalOffset;
// Increases the vertical offset with the line's ascender.
glyphData.verticalOffset += static_cast<int>( line.ascender );
+ // Include line spacing after first line
+ if( lineIndex > 0u )
+ {
+ glyphData.verticalOffset += static_cast<int>( line.lineSpacing );
+ }
+
// Retrieves the glyph's outline width
float outlineWidth = mModel->GetOutlineWidth();
// Don't render outline for other styles
outlineWidth = 0.0f;
}
+ if( style != Typesetter::STYLE_UNDERLINE )
+ {
+ fontClient.CreateBitmap( glyphInfo->fontId,
+ glyphInfo->index,
+ glyphData.glyphBitmap,
+ outlineWidth );
+ }
- fontClient.CreateBitmap( glyphInfo->fontId,
- glyphInfo->index,
- glyphData.glyphBitmap,
- outlineWidth );
// Sets the glyph's bitmap into the bitmap of the whole text.
if( NULL != glyphData.glyphBitmap.buffer )
for( unsigned int y = underlineYOffset; y < underlineYOffset + maxUnderlineThickness; y++ )
{
- if( ( y < 0 ) || ( y > bufferHeight - 1 ) )
+ if( y > bufferHeight - 1 )
{
// Do not write out of bounds.
break;
for( unsigned int x = glyphData.horizontalOffset + lineExtentLeft; x <= glyphData.horizontalOffset + lineExtentRight; x++ )
{
- if( ( x < 0 ) || ( x > bufferWidth - 1 ) )
+ if( x > bufferWidth - 1 )
{
// Do not write out of bounds.
break;
}
}
+ // Draw the background color from the leftmost glyph to the rightmost glyph
+ if ( style == Typesetter::STYLE_BACKGROUND )
+ {
+ Vector4 backgroundColor = mModel->GetBackgroundColor();
+
+ for( int y = glyphData.verticalOffset + baseline - line.ascender; y < glyphData.verticalOffset + baseline - line.descender; y++ )
+ {
+ if( ( y < 0 ) || ( y > static_cast<int>(bufferHeight - 1) ) )
+ {
+ // Do not write out of bounds.
+ continue;
+ }
+
+ for( int x = glyphData.horizontalOffset + lineExtentLeft; x <= glyphData.horizontalOffset + lineExtentRight; x++ )
+ {
+ if( ( x < 0 ) || ( x > static_cast<int>(bufferWidth - 1) ) )
+ {
+ // Do not write out of bounds.
+ continue;
+ }
+
+ // Always RGBA image for text with styles
+ uint32_t* bitmapBuffer = reinterpret_cast< uint32_t* >( glyphData.bitmapBuffer.GetBuffer() );
+ uint32_t backgroundPixel = *( bitmapBuffer + y * glyphData.width + x );
+ uint8_t* backgroundPixelBuffer = reinterpret_cast<uint8_t*>( &backgroundPixel );
+
+ // Write the background color to the pixel buffer
+ *( backgroundPixelBuffer ) = static_cast<uint8_t>( backgroundColor.r * 255.f );
+ *( backgroundPixelBuffer + 1u ) = static_cast<uint8_t>( backgroundColor.g * 255.f );
+ *( backgroundPixelBuffer + 2u ) = static_cast<uint8_t>( backgroundColor.b * 255.f );
+ *( backgroundPixelBuffer + 3u ) = static_cast<uint8_t>( backgroundColor.a * 255.f );
+
+ *( bitmapBuffer + y * glyphData.width + x ) = backgroundPixel;
+ }
+ }
+ }
+
// Increases the vertical offset with the line's descender.
glyphData.verticalOffset += static_cast<int>( -line.descender );
}