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Merge "SVACE Error fix TextureManager Thread bounds" into devel/master
[platform/core/uifw/dali-toolkit.git]
/
dali-toolkit
/
internal
/
text
/
visual-model-impl.cpp
diff --git
a/dali-toolkit/internal/text/visual-model-impl.cpp
b/dali-toolkit/internal/text/visual-model-impl.cpp
old mode 100644
(file)
new mode 100755
(executable)
index
138ce54
..
5373a6a
--- a/
dali-toolkit/internal/text/visual-model-impl.cpp
+++ b/
dali-toolkit/internal/text/visual-model-impl.cpp
@@
-1,5
+1,5
@@
/*
/*
- * Copyright (c) 201
5
Samsung Electronics Co., Ltd.
+ * Copyright (c) 201
7
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.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
@@
-36,6
+36,7
@@
VisualModelPtr VisualModel::New()
}
void VisualModel::CreateCharacterToGlyphTable( CharacterIndex startIndex,
}
void VisualModel::CreateCharacterToGlyphTable( CharacterIndex startIndex,
+ GlyphIndex startGlyphIndex,
Length numberOfCharacters )
{
if( 0u == numberOfCharacters )
Length numberOfCharacters )
{
if( 0u == numberOfCharacters )
@@
-72,7
+73,6
@@
void VisualModel::CreateCharacterToGlyphTable( CharacterIndex startIndex,
// 2) Traverse the glyphs and set the glyph indices per character.
// Index to the glyph.
// 2) Traverse the glyphs and set the glyph indices per character.
// Index to the glyph.
- const GlyphIndex startGlyphIndex = updateCurrentBuffer ? *( mCharactersToGlyph.Begin() + startIndex ) : 0u;
GlyphIndex glyphIndex = startGlyphIndex;
CharacterIndex characterIndex = startIndex;
const CharacterIndex lastCharacterIndexPlusOne = startIndex + numberOfCharacters;
GlyphIndex glyphIndex = startGlyphIndex;
CharacterIndex characterIndex = startIndex;
const CharacterIndex lastCharacterIndexPlusOne = startIndex + numberOfCharacters;
@@
-115,6
+115,7
@@
void VisualModel::CreateCharacterToGlyphTable( CharacterIndex startIndex,
}
void VisualModel::CreateGlyphsPerCharacterTable( CharacterIndex startIndex,
}
void VisualModel::CreateGlyphsPerCharacterTable( CharacterIndex startIndex,
+ GlyphIndex startGlyphIndex,
Length numberOfCharacters )
{
if( 0u == numberOfCharacters )
Length numberOfCharacters )
{
if( 0u == numberOfCharacters )
@@
-146,14
+147,12
@@
void VisualModel::CreateGlyphsPerCharacterTable( CharacterIndex startIndex,
// 2) Traverse the glyphs and set the number of glyphs per character.
// 2) Traverse the glyphs and set the number of glyphs per character.
- // The glyph index.
- const GlyphIndex glyphIndex = updateCurrentBuffer ? *( mCharactersToGlyph.Begin() + startIndex ) : 0u;
Length traversedCharacters = 0;
// The number of 'characters per glyph' equal to zero.
Length zeroCharactersPerGlyph = 0u;
Length traversedCharacters = 0;
// The number of 'characters per glyph' equal to zero.
Length zeroCharactersPerGlyph = 0u;
- for( Vector<Length>::ConstIterator it = mCharactersPerGlyph.Begin() +
g
lyphIndex,
+ for( Vector<Length>::ConstIterator it = mCharactersPerGlyph.Begin() +
startG
lyphIndex,
endIt = mCharactersPerGlyph.End();
( it != endIt ) && ( traversedCharacters < numberOfCharacters );
++it )
endIt = mCharactersPerGlyph.End();
( it != endIt ) && ( traversedCharacters < numberOfCharacters );
++it )
@@
-345,12
+344,22
@@
void VisualModel::SetShadowColor( const Vector4& shadowColor )
mShadowColor = shadowColor;
}
mShadowColor = shadowColor;
}
+void VisualModel::SetShadowBlurRadius( const float& shadowBlurRadius )
+{
+ mShadowBlurRadius = shadowBlurRadius;
+}
+
void VisualModel::SetUnderlineColor( const Vector4& color )
{
mUnderlineColor = color;
mUnderlineColorSet = true;
}
void VisualModel::SetUnderlineColor( const Vector4& color )
{
mUnderlineColor = color;
mUnderlineColorSet = true;
}
+void VisualModel::SetOutlineColor( const Vector4& color )
+{
+ mOutlineColor = color;
+}
+
void VisualModel::SetUnderlineEnabled( bool enabled )
{
mUnderlineEnabled = enabled;
void VisualModel::SetUnderlineEnabled( bool enabled )
{
mUnderlineEnabled = enabled;
@@
-361,6
+370,11
@@
void VisualModel::SetUnderlineHeight( float height )
mUnderlineHeight = height;
}
mUnderlineHeight = height;
}
+void VisualModel::SetOutlineWidth( unsigned int width )
+{
+ mOutlineWidth = width;
+}
+
const Vector4& VisualModel::GetTextColor() const
{
return mTextColor;
const Vector4& VisualModel::GetTextColor() const
{
return mTextColor;
@@
-376,11
+390,21
@@
const Vector4& VisualModel::GetShadowColor() const
return mShadowColor;
}
return mShadowColor;
}
+const float& VisualModel::GetShadowBlurRadius() const
+{
+ return mShadowBlurRadius;
+}
+
const Vector4& VisualModel::GetUnderlineColor() const
{
return mUnderlineColor;
}
const Vector4& VisualModel::GetUnderlineColor() const
{
return mUnderlineColor;
}
+const Vector4& VisualModel::GetOutlineColor() const
+{
+ return mOutlineColor;
+}
+
bool VisualModel::IsUnderlineEnabled() const
{
return mUnderlineEnabled;
bool VisualModel::IsUnderlineEnabled() const
{
return mUnderlineEnabled;
@@
-391,6
+415,16
@@
float VisualModel::GetUnderlineHeight() const
return mUnderlineHeight;
}
return mUnderlineHeight;
}
+unsigned int VisualModel::GetOutlineWidth() const
+{
+ return mOutlineWidth;
+}
+
+Length VisualModel::GetNumberOfUnderlineRuns() const
+{
+ return mUnderlineRuns.Count();
+}
+
void VisualModel::ClearCaches()
{
mCachedLineIndex = 0u;
void VisualModel::ClearCaches()
{
mCachedLineIndex = 0u;
@@
-411,8
+445,12
@@
VisualModel::VisualModel()
mTextColor( Color::BLACK ),
mShadowColor( Color::BLACK ),
mUnderlineColor( Color::BLACK ),
mTextColor( Color::BLACK ),
mShadowColor( Color::BLACK ),
mUnderlineColor( Color::BLACK ),
- mShadowOffset( Vector2::ZERO ),
+ mOutlineColor( Color::WHITE ),
+ mControlSize(),
+ mShadowOffset(),
mUnderlineHeight( 0.0f ),
mUnderlineHeight( 0.0f ),
+ mOutlineWidth( 0u ),
+ mShadowBlurRadius( 0.0f ),
mNaturalSize(),
mLayoutSize(),
mCachedLineIndex( 0u ),
mNaturalSize(),
mLayoutSize(),
mCachedLineIndex( 0u ),