const Vector4* const colorsBuffer = mController->GetTextModel()->GetColors();
bool hasMultipleTextColors = ( NULL != colorsBuffer );
- // Check whether the text contains any emoji
- bool containsEmoji = false;
+ // Check whether the text contains any color glyph
+ bool containsColorGlyph = false;
- Text::ScriptRunIndex numberOfScripts = mController->GetTextModel()->GetNumberOfScripts();
- const Text::ScriptRun* scripts = mController->GetTextModel()->GetScriptRuns();
- for ( Text::ScriptRunIndex scriptIndex = 0u; scriptIndex < numberOfScripts; scriptIndex++ )
+ TextAbstraction::FontClient fontClient = TextAbstraction::FontClient::Get();
+ const Text::GlyphInfo* const glyphsBuffer = mController->GetTextModel()->GetGlyphs();
+ const Text::Length numberOfGlyphs = mController->GetTextModel()->GetNumberOfGlyphs();
+ for ( Text::Length glyphIndex = 0; glyphIndex < numberOfGlyphs; glyphIndex++ )
{
- const Text::ScriptRun& scriptRun = *( scripts + scriptIndex );
- if( TextAbstraction::EMOJI == scriptRun.script )
+ // Retrieve the glyph's info.
+ const Text::GlyphInfo* const glyphInfo = glyphsBuffer + glyphIndex;
+
+ // Whether the current glyph is a color one.
+ if( fontClient.IsColorGlyph( glyphInfo->fontId, glyphInfo->index ) )
{
- containsEmoji = true;
+ containsColorGlyph = true;
break;
}
}
const bool styleEnabled = ( shadowEnabled || underlineEnabled || outlineEnabled || backgroundEnabled );
- TextureSet textureSet = GetTextTexture( relayoutSize, hasMultipleTextColors, containsEmoji, styleEnabled );
+ TextureSet textureSet = GetTextTexture( relayoutSize, hasMultipleTextColors, containsColorGlyph, styleEnabled );
mImpl->mRenderer.SetTextures( textureSet );
- Shader shader = GetTextShader( mFactoryCache, hasMultipleTextColors, containsEmoji, styleEnabled );
+ Shader shader = GetTextShader( mFactoryCache, hasMultipleTextColors, containsColorGlyph, styleEnabled );
mImpl->mRenderer.SetShader(shader);
mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
}
}
-TextureSet TextVisual::GetTextTexture( const Vector2& size, bool hasMultipleTextColors, bool containsEmoji, bool styleEnabled )
+TextureSet TextVisual::GetTextTexture( const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled )
{
// Filter mode needs to be set to linear to produce better quality while scaling.
Sampler sampler = Sampler::New();
TextureSet textureSet = TextureSet::New();
// Create RGBA texture if the text contains emojis or multiple text colors, otherwise L8 texture
- Pixel::Format textPixelFormat = ( containsEmoji || hasMultipleTextColors ) ? Pixel::RGBA8888 : Pixel::L8;
+ Pixel::Format textPixelFormat = ( containsColorGlyph || hasMultipleTextColors ) ? Pixel::RGBA8888 : Pixel::L8;
// Check the text direction
Toolkit::DevelText::TextDirection::Type textDirection = mController->GetTextDirection();
textureSet.SetSampler( 1u, sampler );
}
- if ( containsEmoji && !hasMultipleTextColors )
+ if ( containsColorGlyph && !hasMultipleTextColors )
{
// Create a L8 texture as a mask to avoid color glyphs (e.g. emojis) to be affected by text color animation
PixelData maskData = mTypesetter->Render( size, textDirection, Text::Typesetter::RENDER_MASK, false, Pixel::L8 );
return textureSet;
}
-Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool hasMultipleTextColors, bool containsEmoji, bool styleEnabled )
+Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled )
{
Shader shader;
factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE, shader );
}
}
- else if( !hasMultipleTextColors && !containsEmoji && !styleEnabled )
+ else if( !hasMultipleTextColors && !containsColorGlyph && !styleEnabled )
{
shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT );
if( !shader )
factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT, shader );
}
}
- else if( !hasMultipleTextColors && !containsEmoji && styleEnabled )
+ else if( !hasMultipleTextColors && !containsColorGlyph && styleEnabled )
{
shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE );
if( !shader )
factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE, shader );
}
}
- else if( !hasMultipleTextColors && containsEmoji && !styleEnabled )
+ else if( !hasMultipleTextColors && containsColorGlyph && !styleEnabled )
{
shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI );
if( !shader )
factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI, shader );
}
}
- else // if( !hasMultipleTextColors && containsEmoji && styleEnabled )
+ else // if( !hasMultipleTextColors && containsColorGlyph && styleEnabled )
{
shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI );
if( !shader )