+++ /dev/null
-/*
- * Copyright (c) 2022 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.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- *
- */
-
-// HEADER
-#include <dali-toolkit/internal/text/text-controller-background-actor.h>
-
-// EXTERNAL INCLUDES
-#include <dali/public-api/rendering/renderer.h>
-
-// INTERNAL INCLUDES
-#include <dali-toolkit/devel-api/controls/control-depth-index-ranges.h>
-#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
-#include <dali-toolkit/internal/text/cursor-helper-functions.h>
-#include <dali-toolkit/internal/text/rendering/styles/character-spacing-helper-functions.h>
-#include <dali-toolkit/internal/text/text-view.h>
-
-namespace Dali::Toolkit::Text
-{
-namespace
-{
-struct BackgroundVertex
-{
- Vector2 mPosition; ///< Vertex posiiton
- Vector4 mColor; ///< Vertex color
-};
-
-struct BackgroundMesh
-{
- Vector<BackgroundVertex> mVertices; ///< container of vertices
- Vector<unsigned short> mIndices; ///< container of indices
-};
-} // unnamed namespace
-
-Length CalculateBackgroundLineHeight(LineRun lineRun)
-{
- Length height = lineRun.ascender + -(lineRun.descender);
-
- if(lineRun.lineSpacing > 0)
- {
- height += lineRun.lineSpacing;
- }
-
- return height;
-}
-
-Actor CreateControllerBackgroundActor(const View& textView, const VisualModelPtr& textVisualModel, const LogicalModelPtr& textLogicalModel, Shader& textShaderBackground)
-{
- // NOTE: Currently we only support background color for left-to-right text.
-
- Actor actor;
-
- Length numberOfGlyphs = textView.GetNumberOfGlyphs();
- if(numberOfGlyphs > 0u)
- {
- Vector<GlyphInfo> glyphs;
- glyphs.Resize(numberOfGlyphs);
-
- Vector<Vector2> positions;
- positions.Resize(numberOfGlyphs);
-
- // Get the line where the glyphs are laid-out.
- const LineRun* lineRun = textVisualModel->mLines.Begin();
- float alignmentOffset = lineRun->alignmentOffset;
- numberOfGlyphs = textView.GetGlyphs(glyphs.Begin(),
- positions.Begin(),
- alignmentOffset,
- 0u,
- numberOfGlyphs);
-
- glyphs.Resize(numberOfGlyphs);
- positions.Resize(numberOfGlyphs);
-
- const GlyphInfo* const glyphsBuffer = glyphs.Begin();
- const Vector2* const positionsBuffer = positions.Begin();
-
- BackgroundMesh mesh;
- mesh.mVertices.Reserve(4u * glyphs.Size());
- mesh.mIndices.Reserve(6u * glyphs.Size());
-
- const Vector2 textSize = textView.GetLayoutSize();
-
- const float offsetX = alignmentOffset + textSize.width * 0.5f;
- const float offsetY = textSize.height * 0.5f;
-
- const Vector4* const backgroundColorsBuffer = textView.GetBackgroundColors();
- const ColorIndex* const backgroundColorIndicesBuffer = textView.GetBackgroundColorIndices();
- const Vector4& defaultBackgroundColor = textVisualModel->IsBackgroundEnabled() ? textVisualModel->GetBackgroundColor() : Color::TRANSPARENT;
- const float modelCharacterSpacing = textVisualModel->GetCharacterSpacing();
- Vector<CharacterIndex>& glyphToCharacterMap = textVisualModel->mGlyphsToCharacters;
- const CharacterIndex* glyphToCharacterMapBuffer = glyphToCharacterMap.Begin();
- float calculatedAdvance = 0.f;
-
- // Get the character-spacing runs.
- const Vector<CharacterSpacingGlyphRun>& characterSpacingGlyphRuns = textVisualModel->GetCharacterSpacingGlyphRuns();
-
- Vector4 quad;
- uint32_t numberOfQuads = 0u;
- Length yLineOffset = 0;
- Length prevLineIndex = 0;
- LineIndex lineIndex;
- Length numberOfLines;
-
- for(uint32_t i = 0, glyphSize = glyphs.Size(); i < glyphSize; ++i)
- {
- const GlyphInfo& glyph = *(glyphsBuffer + i);
-
- // Get the background color of the character.
- // The color index zero is reserved for the default background color (i.e. Color::TRANSPARENT)
- const bool isMarkupBackground = textView.IsMarkupBackgroundColorSet();
- const ColorIndex backgroundColorIndex = isMarkupBackground ? *(backgroundColorIndicesBuffer + i) : 0u;
- const bool isDefaultBackgroundColor = (0u == backgroundColorIndex);
- const Vector4& backgroundColor = isDefaultBackgroundColor ? defaultBackgroundColor : *(backgroundColorsBuffer + backgroundColorIndex - 1u);
-
- textVisualModel->GetNumberOfLines(i, 1, lineIndex, numberOfLines);
- Length lineHeight = CalculateBackgroundLineHeight(lineRun[lineIndex]);
-
- if(lineIndex != prevLineIndex)
- {
- yLineOffset += CalculateBackgroundLineHeight(lineRun[prevLineIndex]);
-
- if(lineRun[prevLineIndex].lineSpacing < 0)
- {
- yLineOffset += lineRun[prevLineIndex].lineSpacing;
- }
- }
-
- // Only create quads for glyphs with a background color
- if(backgroundColor != Color::TRANSPARENT)
- {
- const float characterSpacing = GetGlyphCharacterSpacing(i, characterSpacingGlyphRuns, modelCharacterSpacing);
-
- const Vector2 position = *(positionsBuffer + i);
- calculatedAdvance = GetCalculatedAdvance(*(textLogicalModel->mText.Begin() + (*(glyphToCharacterMapBuffer + i))), characterSpacing, glyph.advance);
-
- if(i == 0u && glyphSize == 1u) // Only one glyph in the whole text
- {
- quad.x = position.x;
- quad.y = yLineOffset;
- quad.z = quad.x + std::max(calculatedAdvance, glyph.xBearing + glyph.width);
- quad.w = lineHeight;
- }
- else if((lineIndex != prevLineIndex) || (i == 0u)) // The first glyph in the line
- {
- quad.x = position.x;
- quad.y = yLineOffset;
- quad.z = quad.x - glyph.xBearing + calculatedAdvance;
- quad.w = quad.y + lineHeight;
- }
- else if(i == glyphSize - 1u) // The last glyph in the whole text
- {
- quad.x = position.x - glyph.xBearing;
- quad.y = yLineOffset;
- quad.z = quad.x + std::max(calculatedAdvance, glyph.xBearing + glyph.width);
- quad.w = quad.y + lineHeight;
- }
- else // The glyph in the middle of the text
- {
- quad.x = position.x - glyph.xBearing;
- quad.y = yLineOffset;
- quad.z = quad.x + calculatedAdvance;
- quad.w = quad.y + lineHeight;
- }
-
- BackgroundVertex vertex;
-
- // Top left
- vertex.mPosition.x = quad.x - offsetX;
- vertex.mPosition.y = quad.y - offsetY;
- vertex.mColor = backgroundColor;
- mesh.mVertices.PushBack(vertex);
-
- // Top right
- vertex.mPosition.x = quad.z - offsetX;
- vertex.mPosition.y = quad.y - offsetY;
- vertex.mColor = backgroundColor;
- mesh.mVertices.PushBack(vertex);
-
- // Bottom left
- vertex.mPosition.x = quad.x - offsetX;
- vertex.mPosition.y = quad.w - offsetY;
- vertex.mColor = backgroundColor;
- mesh.mVertices.PushBack(vertex);
-
- // Bottom right
- vertex.mPosition.x = quad.z - offsetX;
- vertex.mPosition.y = quad.w - offsetY;
- vertex.mColor = backgroundColor;
- mesh.mVertices.PushBack(vertex);
-
- // Six indices in counter clockwise winding
- mesh.mIndices.PushBack(1u + 4 * numberOfQuads);
- mesh.mIndices.PushBack(0u + 4 * numberOfQuads);
- mesh.mIndices.PushBack(2u + 4 * numberOfQuads);
- mesh.mIndices.PushBack(2u + 4 * numberOfQuads);
- mesh.mIndices.PushBack(3u + 4 * numberOfQuads);
- mesh.mIndices.PushBack(1u + 4 * numberOfQuads);
-
- numberOfQuads++;
- }
-
- if(lineIndex != prevLineIndex)
- {
- prevLineIndex = lineIndex;
- }
- }
-
- // Only create the background actor if there are glyphs with background color
- if(mesh.mVertices.Count() > 0u)
- {
- Property::Map quadVertexFormat;
- quadVertexFormat["aPosition"] = Property::VECTOR2;
- quadVertexFormat["aColor"] = Property::VECTOR4;
-
- VertexBuffer quadVertices = VertexBuffer::New(quadVertexFormat);
- quadVertices.SetData(&mesh.mVertices[0], mesh.mVertices.Size());
-
- Geometry quadGeometry = Geometry::New();
- quadGeometry.AddVertexBuffer(quadVertices);
- quadGeometry.SetIndexBuffer(&mesh.mIndices[0], mesh.mIndices.Size());
-
- if(!textShaderBackground)
- {
- textShaderBackground = Shader::New(SHADER_TEXT_CONTROLLER_BACKGROUND_SHADER_VERT, SHADER_TEXT_CONTROLLER_BACKGROUND_SHADER_FRAG);
- }
-
- Dali::Renderer renderer = Dali::Renderer::New(quadGeometry, textShaderBackground);
- renderer.SetProperty(Dali::Renderer::Property::BLEND_MODE, BlendMode::ON);
- renderer.SetProperty(Dali::Renderer::Property::DEPTH_INDEX, DepthIndex::CONTENT);
-
- actor = Actor::New();
- actor.SetProperty(Dali::Actor::Property::NAME, "TextBackgroundColorActor");
- actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
- actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
- actor.SetProperty(Actor::Property::SIZE, textSize);
- actor.SetProperty(Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_COLOR);
- actor.AddRenderer(renderer);
- }
- }
-
- return actor;
-}
-
-} // namespace Dali::Toolkit::Text