// EXTERNAL INCLUDES
#include <dali/public-api/adaptor-framework/key.h>
+#include <dali/public-api/rendering/renderer.h>
#include <dali/integration-api/debug.h>
#include <limits>
// INTERNAL INCLUDES
+#include <dali-toolkit/devel-api/controls/control-depth-index-ranges.h>
#include <dali-toolkit/internal/text/bidirectional-support.h>
#include <dali-toolkit/internal/text/character-set-conversion.h>
#include <dali-toolkit/internal/text/color-segmentation.h>
#include <dali-toolkit/internal/text/text-control-interface.h>
#include <dali-toolkit/internal/text/text-run-container.h>
+using namespace Dali;
+
namespace
{
const float MIN_FLOAT = std::numeric_limits<float>::min();
const Dali::Toolkit::Text::CharacterDirection LTR = false; ///< Left To Right direction
+#define MAKE_SHADER(A)#A
+
+const char* VERTEX_SHADER_BACKGROUND = MAKE_SHADER(
+attribute mediump vec2 aPosition;
+attribute mediump vec4 aColor;
+varying mediump vec4 vColor;
+uniform highp mat4 uMvpMatrix;
+
+void main()
+{
+ mediump vec4 position = vec4( aPosition, 0.0, 1.0 );
+ gl_Position = uMvpMatrix * position;
+ vColor = aColor;
+}
+);
+
+const char* FRAGMENT_SHADER_BACKGROUND = MAKE_SHADER(
+varying mediump vec4 vColor;
+uniform lowp vec4 uColor;
+
+void main()
+{
+ gl_FragColor = vColor * uColor;
+}
+);
+
+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
+};
+
} // namespace
namespace Dali
if( NO_OPERATION != ( COLOR & operations ) )
{
mModel->mVisualModel->mColorIndices.Clear();
+ mModel->mVisualModel->mBackgroundColorIndices.Clear();
}
}
mModel->mVisualModel->mColorIndices.Erase( colorIndexBuffer + mTextUpdateInfo.mStartGlyphIndex,
colorIndexBuffer + endGlyphIndexPlusOne );
}
+
+ if( 0u != mModel->mVisualModel->mBackgroundColorIndices.Count() )
+ {
+ ColorIndex* backgroundColorIndexBuffer = mModel->mVisualModel->mBackgroundColorIndices.Begin();
+ mModel->mVisualModel->mBackgroundColorIndices.Erase( backgroundColorIndexBuffer + mTextUpdateInfo.mStartGlyphIndex,
+ backgroundColorIndexBuffer + endGlyphIndexPlusOne );
+ }
}
}
updated = true;
}
- if( NO_OPERATION != ( COLOR & operations ) )
- {
- // Set the color runs in glyphs.
- SetColorSegmentationInfo( mModel->mLogicalModel->mColorRuns,
- mModel->mVisualModel->mCharactersToGlyph,
- mModel->mVisualModel->mGlyphsPerCharacter,
- startIndex,
- mTextUpdateInfo.mStartGlyphIndex,
- requestedNumberOfCharacters,
- mModel->mVisualModel->mColors,
- mModel->mVisualModel->mColorIndices );
-
- updated = true;
- }
-
if( ( NULL != mEventData ) &&
mEventData->mPreEditFlag &&
( 0u != mModel->mVisualModel->mCharactersToGlyph.Count() ) )
}
}
+ if( NO_OPERATION != ( COLOR & operations ) )
+ {
+ // Set the color runs in glyphs.
+ SetColorSegmentationInfo( mModel->mLogicalModel->mColorRuns,
+ mModel->mVisualModel->mCharactersToGlyph,
+ mModel->mVisualModel->mGlyphsPerCharacter,
+ startIndex,
+ mTextUpdateInfo.mStartGlyphIndex,
+ requestedNumberOfCharacters,
+ mModel->mVisualModel->mColors,
+ mModel->mVisualModel->mColorIndices );
+
+ // Set the background color runs in glyphs.
+ SetColorSegmentationInfo( mModel->mLogicalModel->mBackgroundColorRuns,
+ mModel->mVisualModel->mCharactersToGlyph,
+ mModel->mVisualModel->mGlyphsPerCharacter,
+ startIndex,
+ mTextUpdateInfo.mStartGlyphIndex,
+ requestedNumberOfCharacters,
+ mModel->mVisualModel->mBackgroundColors,
+ mModel->mVisualModel->mBackgroundColorIndices );
+
+ updated = true;
+ }
+
+
// The estimated number of lines. Used to avoid reallocations when layouting.
mTextUpdateInfo.mEstimatedNumberOfLines = std::max( mModel->mVisualModel->mLines.Count(), mModel->mLogicalModel->mParagraphInfo.Count() );
}
}
+Actor Controller::Impl::CreateBackgroundActor()
+{
+ // NOTE: Currently we only support background color for one line left-to-right text,
+ // so the following calculation is based on one line left-to-right text only!
+
+ Actor actor;
+
+ Length numberOfGlyphs = mView.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 = mModel->mVisualModel->mLines.Begin();
+ float alignmentOffset = lineRun->alignmentOffset;
+ numberOfGlyphs = mView.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 = mView.GetLayoutSize();
+
+ const float offsetX = textSize.width * 0.5f;
+ const float offsetY = textSize.height * 0.5f;
+
+ const Vector4* const backgroundColorsBuffer = mView.GetBackgroundColors();
+ const ColorIndex* const backgroundColorIndicesBuffer = mView.GetBackgroundColorIndices();
+
+ Vector4 quad;
+ uint32_t numberOfQuads = 0u;
+
+ 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 ColorIndex backgroundColorIndex = ( nullptr == backgroundColorsBuffer ) ? 0u : *( backgroundColorIndicesBuffer + i );
+ const Vector4& backgroundColor = ( 0u == backgroundColorIndex ) ? Color::TRANSPARENT : *( backgroundColorsBuffer + backgroundColorIndex - 1u );
+
+ // Only create quads for glyphs with a background color
+ if ( backgroundColor != Color::TRANSPARENT )
+ {
+ const Vector2 position = *( positionsBuffer + i );
+
+ if ( i == 0u && glyphSize == 1u ) // Only one glyph in the whole text
+ {
+ quad.x = position.x;
+ quad.y = 0.0f;
+ quad.z = quad.x + std::max( glyph.advance, glyph.xBearing + glyph.width );
+ quad.w = textSize.height;
+ }
+ else if ( i == 0u ) // The first glyph in the whole text
+ {
+ quad.x = position.x;
+ quad.y = 0.0f;
+ quad.z = quad.x - glyph.xBearing + glyph.advance;
+ quad.w = textSize.height;
+ }
+ else if ( i == glyphSize - 1u ) // The last glyph in the whole text
+ {
+ quad.x = position.x - glyph.xBearing;
+ quad.y = 0.0f;
+ quad.z = quad.x + std::max( glyph.advance, glyph.xBearing + glyph.width );
+ quad.w = textSize.height;
+ }
+ else // The glyph in the middle of the text
+ {
+ quad.x = position.x - glyph.xBearing;
+ quad.y = 0.0f;
+ quad.z = quad.x + glyph.advance;
+ quad.w = textSize.height;
+ }
+
+ 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++;
+ }
+ }
+
+ // 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;
+
+ PropertyBuffer quadVertices = PropertyBuffer::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( !mShaderBackground )
+ {
+ mShaderBackground = Shader::New( VERTEX_SHADER_BACKGROUND, FRAGMENT_SHADER_BACKGROUND );
+ }
+
+ Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, mShaderBackground );
+ renderer.SetProperty( Dali::Renderer::Property::BLEND_MODE, BlendMode::ON );
+ renderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, DepthIndex::CONTENT );
+
+ actor = Actor::New();
+ actor.SetName( "TextBackgroundColorActor" );
+ actor.SetParentOrigin( ParentOrigin::TOP_LEFT );
+ actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ actor.SetSize( textSize );
+ actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
+ actor.AddRenderer( renderer );
+ }
+ }
+
+ return actor;
+}
+
} // namespace Text
} // namespace Toolkit