/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2024 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/visuals/text/text-visual.h>
// EXTERNAL INCLUDES
-#include <dali/public-api/animation/constraints.h>
+#include <dali/devel-api/adaptor-framework/image-loading.h>
+#include <dali/devel-api/rendering/renderer-devel.h>
+#include <dali/devel-api/rendering/texture-devel.h>
#include <dali/devel-api/text-abstraction/text-abstraction-definitions.h>
+#include <dali/integration-api/debug.h>
+#include <dali/integration-api/pixel-data-integ.h>
+#include <dali/integration-api/trace.h>
+#include <string.h>
// INTERNAL HEADER
-#include <dali-toolkit/devel-api/visuals/text-visual-properties.h>
-#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
#include <dali-toolkit/devel-api/controls/control-depth-index-ranges.h>
-#include <dali-toolkit/internal/visuals/image-atlas-manager.h>
-#include <dali-toolkit/internal/visuals/visual-base-impl.h>
+#include <dali-toolkit/devel-api/text/text-enumerations-devel.h>
+#include <dali-toolkit/devel-api/visuals/text-visual-properties-devel.h>
+#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
+#include <dali-toolkit/internal/text/script-run.h>
+#include <dali-toolkit/internal/text/text-effects-style.h>
+#include <dali-toolkit/internal/text/text-enumerations-impl.h>
+#include <dali-toolkit/internal/text/text-font-style.h>
+#include <dali-toolkit/internal/visuals/image/image-atlas-manager.h>
#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
+#include <dali-toolkit/internal/visuals/visual-base-impl.h>
#include <dali-toolkit/internal/visuals/visual-string-constants.h>
-#include <dali-toolkit/internal/text/text-font-style.h>
-#include <dali-toolkit/internal/text/text-effects-style.h>
-#include <dali-toolkit/internal/text/script-run.h>
+#include <dali-toolkit/public-api/visuals/text-visual-properties.h>
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
namespace Dali
{
-
namespace Toolkit
{
-
namespace Internal
{
-
namespace
{
+DALI_INIT_TRACE_FILTER(gTraceFilter, DALI_TRACE_TEXT_PERFORMANCE_MARKER, false);
+DALI_INIT_TRACE_FILTER(gTraceFilter2, DALI_TRACE_TEXT_ASYNC, false);
-// Property names - common properties defined in visual-string-constants.h/cpp
-const char * const FONT_FAMILY_PROPERTY( "fontFamily" );
-const char * const FONT_STYLE_PROPERTY( "fontStyle" );
-const char * const POINT_SIZE_PROPERTY( "pointSize" );
-const char * const MULTI_LINE_PROPERTY( "multiLine" );
-const char * const HORIZONTAL_ALIGNMENT_PROPERTY( "horizontalAlignment" );
-const char * const VERTICAL_ALIGNMENT_PROPERTY( "verticalAlignment" );
-const char * const TEXT_COLOR_PROPERTY( "textColor" );
-const char * const ENABLE_MARKUP_PROPERTY( "enableMarkup" );
-const char * const SHADOW_PROPERTY( "shadow" );
-const char * const UNDERLINE_PROPERTY( "underline" );
+const int CUSTOM_PROPERTY_COUNT(3); // uTextColorAnimatable, uHasMultipleTextColors, requireRender
-const Scripting::StringEnum HORIZONTAL_ALIGNMENT_STRING_TABLE[] =
-{
- { "BEGIN", Toolkit::Text::Layout::HORIZONTAL_ALIGN_BEGIN },
- { "CENTER", Toolkit::Text::Layout::HORIZONTAL_ALIGN_CENTER },
- { "END", Toolkit::Text::Layout::HORIZONTAL_ALIGN_END },
+const float VERTICAL_ALIGNMENT_TABLE[Text::VerticalAlignment::BOTTOM + 1] =
+ {
+ 0.0f, // VerticalAlignment::TOP
+ 0.5f, // VerticalAlignment::CENTER
+ 1.0f // VerticalAlignment::BOTTOM
};
-const unsigned int HORIZONTAL_ALIGNMENT_STRING_TABLE_COUNT = sizeof( HORIZONTAL_ALIGNMENT_STRING_TABLE ) / sizeof( HORIZONTAL_ALIGNMENT_STRING_TABLE[0] );
-const Scripting::StringEnum VERTICAL_ALIGNMENT_STRING_TABLE[] =
+#ifdef TRACE_ENABLED
+const char* GetRequestTypeName(Text::Async::RequestType type)
{
- { "TOP", Toolkit::Text::Layout::VERTICAL_ALIGN_TOP },
- { "CENTER", Toolkit::Text::Layout::VERTICAL_ALIGN_CENTER },
- { "BOTTOM", Toolkit::Text::Layout::VERTICAL_ALIGN_BOTTOM },
-};
-const unsigned int VERTICAL_ALIGNMENT_STRING_TABLE_COUNT = sizeof( VERTICAL_ALIGNMENT_STRING_TABLE ) / sizeof( VERTICAL_ALIGNMENT_STRING_TABLE[0] );
-
-const Vector4 FULL_TEXTURE_RECT( 0.f, 0.f, 1.f, 1.f );
-
-std::string GetHorizontalAlignment( Toolkit::Text::Layout::HorizontalAlignment alignment )
-{
- const char* name = Scripting::GetEnumerationName<Toolkit::Text::Layout::HorizontalAlignment>( alignment,
- HORIZONTAL_ALIGNMENT_STRING_TABLE,
- HORIZONTAL_ALIGNMENT_STRING_TABLE_COUNT );
-
- return std::string( name );
-}
-
-std::string GetVerticalAlignment( Toolkit::Text::Layout::VerticalAlignment alignment )
-{
- const char* name = Scripting::GetEnumerationName< Toolkit::Text::Layout::VerticalAlignment >( alignment,
- VERTICAL_ALIGNMENT_STRING_TABLE,
- VERTICAL_ALIGNMENT_STRING_TABLE_COUNT );
-
- return std::string( name );
-}
-
-const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- uniform mediump mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
- uniform mediump vec4 pixelArea;\n
-
- uniform mediump mat4 uModelMatrix;\n
- uniform mediump mat4 uViewMatrix;\n
- uniform mediump mat4 uProjection;\n
-
- varying mediump vec2 vTexCoord;\n
-
- //Visual size and offset
- uniform mediump vec2 offset;\n
- uniform mediump vec2 size;\n
- uniform mediump vec4 offsetSizeMode;\n
- uniform mediump vec2 origin;\n
- uniform mediump vec2 anchorPoint;\n
-
- vec4 ComputeVertexPosition()\n
- {\n
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
- vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
- return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
- }\n
-
- void main()\n
- {\n
- mediump vec4 nonAlignedVertex = uViewMatrix*uModelMatrix*ComputeVertexPosition();\n
- mediump vec4 pixelAlignedVertex = vec4 ( floor(nonAlignedVertex.xyz), 1.0 );\n
- mediump vec4 vertexPosition = uProjection*pixelAlignedVertex;\n
-
- vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n
- gl_Position = vertexPosition;\n
- }\n
-);
-
-const char* FRAGMENT_SHADER_ATLAS_CLAMP_RGBA = DALI_COMPOSE_SHADER(
- varying mediump vec2 vTexCoord;\n
- uniform sampler2D sTexture;\n
- uniform sampler2D sStyle;\n
- uniform sampler2D sMask;\n
- uniform lowp float uHasMultipleTextColors;\n
- uniform lowp vec4 uTextColorAnimatable;\n
- uniform mediump vec4 uAtlasRect;\n
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- uniform lowp float opacity;\n
- \n
- void main()\n
- {\n
- mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
- mediump vec4 textTexture = texture2D( sTexture, texCoord );\n
- mediump vec4 styleTexture = texture2D( sStyle, texCoord );\n
- mediump vec4 maskTexture = texture2D( sMask, texCoord );\n
-
- // Set the color of non-transparent pixel in text to what it is animated to.
- // Markup text with multiple text colors are not animated (but can be supported later on if required).
- // Emoji color are not animated.
- mediump vec4 textColor = textTexture * textTexture.a;\n
- mediump float vstep = step( 0.0001, textColor.a );\n
- textColor.rgb = mix( textColor.rgb, uTextColorAnimatable.rgb, vstep * maskTexture.a * ( 1.0 - uHasMultipleTextColors ) );\n
-
- // Draw the text as overlay above the style
- gl_FragColor = ( textColor + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, opacity );\n
- }\n
-);
-
-const char* FRAGMENT_SHADER_ATLAS_CLAMP_L8 = DALI_COMPOSE_SHADER(
- varying mediump vec2 vTexCoord;\n
- uniform sampler2D sTexture;\n
- uniform lowp vec4 uTextColorAnimatable;\n
- uniform mediump vec4 uAtlasRect;\n
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- uniform lowp float opacity;\n
- \n
- void main()\n
- {\n
- mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
- mediump float textTexture = texture2D( sTexture, texCoord ).r;\n
-
- // Set the color of the text to what it is animated to.
- gl_FragColor = uTextColorAnimatable * textTexture * uColor * vec4( mixColor, opacity );\n
- }\n
-);
+ if(type < Text::Async::RENDER_FIXED_SIZE || type > Text::Async::COMPUTE_HEIGHT_FOR_WIDTH)
+ {
+ return "INVALID_REQUEST_TYPE";
+ }
+ return Text::Async::RequestTypeName[type];
+}
+#endif
/**
* Return Property index for the given string key
* return the key as an index
*/
-Dali::Property::Index StringKeyToIndexKey( const std::string& stringKey )
+Dali::Property::Index StringKeyToIndexKey(const std::string& stringKey)
{
Dali::Property::Index result = Property::INVALID_KEY;
- if( stringKey == VISUAL_TYPE )
+ if(stringKey == VISUAL_TYPE)
{
result = Toolkit::Visual::Property::TYPE;
}
- else if( stringKey == TEXT_PROPERTY )
+ else if(stringKey == TEXT_PROPERTY)
{
result = Toolkit::TextVisual::Property::TEXT;
}
- else if( stringKey == FONT_FAMILY_PROPERTY )
+ else if(stringKey == FONT_FAMILY_PROPERTY)
{
result = Toolkit::TextVisual::Property::FONT_FAMILY;
}
- else if( stringKey == FONT_STYLE_PROPERTY )
+ else if(stringKey == FONT_STYLE_PROPERTY)
{
result = Toolkit::TextVisual::Property::FONT_STYLE;
}
- else if( stringKey == POINT_SIZE_PROPERTY )
+ else if(stringKey == POINT_SIZE_PROPERTY)
{
result = Toolkit::TextVisual::Property::POINT_SIZE;
}
- else if( stringKey == MULTI_LINE_PROPERTY )
+ else if(stringKey == MULTI_LINE_PROPERTY)
{
result = Toolkit::TextVisual::Property::MULTI_LINE;
}
- else if( stringKey == HORIZONTAL_ALIGNMENT_PROPERTY )
+ else if(stringKey == HORIZONTAL_ALIGNMENT_PROPERTY)
{
result = Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT;
}
- else if( stringKey == VERTICAL_ALIGNMENT_PROPERTY )
+ else if(stringKey == VERTICAL_ALIGNMENT_PROPERTY)
{
result = Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT;
}
- else if( stringKey == TEXT_COLOR_PROPERTY )
+ else if(stringKey == TEXT_COLOR_PROPERTY)
{
result = Toolkit::TextVisual::Property::TEXT_COLOR;
}
- else if( stringKey == ENABLE_MARKUP_PROPERTY )
+ else if(stringKey == ENABLE_MARKUP_PROPERTY)
{
result = Toolkit::TextVisual::Property::ENABLE_MARKUP;
}
- else if( stringKey == SHADOW_PROPERTY )
+ else if(stringKey == SHADOW_PROPERTY)
{
result = Toolkit::TextVisual::Property::SHADOW;
}
- else if( stringKey == UNDERLINE_PROPERTY )
+ else if(stringKey == UNDERLINE_PROPERTY)
{
result = Toolkit::TextVisual::Property::UNDERLINE;
}
+ else if(stringKey == OUTLINE_PROPERTY)
+ {
+ result = Toolkit::DevelTextVisual::Property::OUTLINE;
+ }
+ else if(stringKey == BACKGROUND_PROPERTY)
+ {
+ result = Toolkit::DevelTextVisual::Property::BACKGROUND;
+ }
return result;
}
+void TextColorConstraint(Vector4& current, const PropertyInputContainer& inputs)
+{
+ Vector4 color = inputs[0]->GetVector4();
+ current.r = color.r * color.a;
+ current.g = color.g * color.a;
+ current.b = color.b * color.a;
+ current.a = color.a;
+}
+
+void OpacityConstraint(float& current, const PropertyInputContainer& inputs)
+{
+ // Make zero if the alpha value of text color is zero to skip rendering text
+ if(EqualsZero(inputs[0]->GetVector4().a) && !inputs[1]->GetBoolean())
+ {
+ current = 0.0f;
+ }
+ else
+ {
+ current = 1.0f;
+ }
+}
+
} // unnamed namespace
-TextVisualPtr TextVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
+TextVisualPtr TextVisual::New(VisualFactoryCache& factoryCache, TextVisualShaderFactory& shaderFactory, const Property::Map& properties)
{
- TextVisualPtr TextVisualPtr( new TextVisual( factoryCache ) );
- TextVisualPtr->SetProperties( properties );
- return TextVisualPtr;
+ TextVisualPtr textVisualPtr(new TextVisual(factoryCache, shaderFactory));
+ textVisualPtr->SetProperties(properties);
+ textVisualPtr->Initialize();
+ return textVisualPtr;
}
-void TextVisual::ConvertStringKeysToIndexKeys( Property::Map& propertyMap )
+Property::Map TextVisual::ConvertStringKeysToIndexKeys(const Property::Map& propertyMap)
{
Property::Map outMap;
- for( Property::Map::SizeType index = 0u, count = propertyMap.Count(); index < count; ++index )
+ for(Property::Map::SizeType index = 0u, count = propertyMap.Count(); index < count; ++index)
{
- const KeyValuePair& keyValue = propertyMap.GetKeyValue( index );
+ const KeyValuePair& keyValue = propertyMap.GetKeyValue(index);
Property::Index indexKey = keyValue.first.indexKey;
- if ( keyValue.first.type == Property::Key::STRING )
+ if(keyValue.first.type == Property::Key::STRING)
{
- indexKey = StringKeyToIndexKey( keyValue.first.stringKey );
+ indexKey = StringKeyToIndexKey(keyValue.first.stringKey);
}
- outMap.Insert( indexKey, keyValue.second );
+ outMap.Insert(indexKey, keyValue.second);
}
- propertyMap = outMap;
+ return outMap;
}
-float TextVisual::GetHeightForWidth( float width )
+float TextVisual::GetHeightForWidth(float width)
{
- return mController->GetHeightForWidth( width );
+ return mController->GetHeightForWidth(width);
}
-void TextVisual::GetNaturalSize( Vector2& naturalSize )
+void TextVisual::GetNaturalSize(Vector2& naturalSize)
{
naturalSize = mController->GetNaturalSize().GetVectorXY();
}
-void TextVisual::DoCreatePropertyMap( Property::Map& map ) const
+void TextVisual::DoCreatePropertyMap(Property::Map& map) const
{
Property::Value value;
map.Clear();
- map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::DevelVisual::TEXT );
+ map.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::TEXT);
std::string text;
- mController->GetText( text );
- map.Insert( Toolkit::TextVisual::Property::TEXT, text );
+ mController->GetText(text);
+ map.Insert(Toolkit::TextVisual::Property::TEXT, text);
+
+ map.Insert(Toolkit::TextVisual::Property::FONT_FAMILY, mController->GetDefaultFontFamily());
- map.Insert( Toolkit::TextVisual::Property::FONT_FAMILY, mController->GetDefaultFontFamily() );
+ GetFontStyleProperty(mController, value, Text::FontStyle::DEFAULT);
+ map.Insert(Toolkit::TextVisual::Property::FONT_STYLE, value);
- GetFontStyleProperty( mController, value, Text::FontStyle::DEFAULT );
- map.Insert( Toolkit::TextVisual::Property::FONT_STYLE, value );
+ map.Insert(Toolkit::TextVisual::Property::POINT_SIZE, mController->GetDefaultFontSize(Text::Controller::POINT_SIZE));
- map.Insert( Toolkit::TextVisual::Property::POINT_SIZE, mController->GetDefaultFontSize( Text::Controller::POINT_SIZE ) );
+ map.Insert(Toolkit::TextVisual::Property::MULTI_LINE, mController->IsMultiLineEnabled());
- map.Insert( Toolkit::TextVisual::Property::MULTI_LINE, mController->IsMultiLineEnabled() );
+ map.Insert(Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT, mController->GetHorizontalAlignment());
- map.Insert( Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT, GetHorizontalAlignment( mController->GetHorizontalAlignment() ) );
+ map.Insert(Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT, mController->GetVerticalAlignment());
- map.Insert( Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT, GetVerticalAlignment( mController->GetVerticalAlignment() ) );
+ map.Insert(Toolkit::TextVisual::Property::TEXT_COLOR, mController->GetDefaultColor());
- map.Insert( Toolkit::TextVisual::Property::TEXT_COLOR, mController->GetDefaultColor() );
+ map.Insert(Toolkit::TextVisual::Property::ENABLE_MARKUP, mController->IsMarkupProcessorEnabled());
- map.Insert( Toolkit::TextVisual::Property::ENABLE_MARKUP, mController->IsMarkupProcessorEnabled() );
+ GetShadowProperties(mController, value, Text::EffectStyle::DEFAULT);
+ map.Insert(Toolkit::TextVisual::Property::SHADOW, value);
- GetShadowProperties( mController, value, Text::EffectStyle::DEFAULT );
- map.Insert( Toolkit::TextVisual::Property::SHADOW, value );
+ GetUnderlineProperties(mController, value, Text::EffectStyle::DEFAULT);
+ map.Insert(Toolkit::TextVisual::Property::UNDERLINE, value);
- GetUnderlineProperties( mController, value, Text::EffectStyle::DEFAULT );
- map.Insert( Toolkit::TextVisual::Property::UNDERLINE, value );
+ GetOutlineProperties(mController, value, Text::EffectStyle::DEFAULT);
+ map.Insert(Toolkit::DevelTextVisual::Property::OUTLINE, value);
+
+ GetBackgroundProperties(mController, value, Text::EffectStyle::DEFAULT);
+ map.Insert(Toolkit::DevelTextVisual::Property::BACKGROUND, value);
+
+ GetStrikethroughProperties(mController, value, Text::EffectStyle::DEFAULT);
+ map.Insert(Toolkit::DevelTextVisual::Property::STRIKETHROUGH, value);
}
-void TextVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
+void TextVisual::DoCreateInstancePropertyMap(Property::Map& map) const
{
map.Clear();
- map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::DevelVisual::TEXT );
+ map.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::TEXT);
std::string text;
- mController->GetText( text );
- map.Insert( Toolkit::TextVisual::Property::TEXT, text );
+ mController->GetText(text);
+ map.Insert(Toolkit::TextVisual::Property::TEXT, text);
}
+void TextVisual::EnablePreMultipliedAlpha(bool preMultiplied)
+{
+ // Make always enable pre multiplied alpha whether preMultiplied value is false.
+ if(!preMultiplied)
+ {
+ DALI_LOG_WARNING("Note : TextVisual cannot disable PreMultipliedAlpha\n");
+ }
+}
-TextVisual::TextVisual( VisualFactoryCache& factoryCache )
-: Visual::Base( factoryCache ),
- mController( Text::Controller::New() ),
- mTypesetter( Text::Typesetter::New( mController->GetTextModel() ) ),
- mAnimatableTextColorPropertyIndex( Property::INVALID_INDEX ),
- mRendererUpdateNeeded( false )
+TextVisual::TextVisual(VisualFactoryCache& factoryCache, TextVisualShaderFactory& shaderFactory)
+: Visual::Base(factoryCache, Visual::FittingMode::DONT_CARE, Toolkit::Visual::TEXT),
+ mController(Text::Controller::New()),
+ mTypesetter(Text::Typesetter::New(mController->GetTextModel())),
+ mAsyncTextInterface(nullptr),
+ mTextVisualShaderFactory(shaderFactory),
+ mTextShaderFeatureCache(),
+ mHasMultipleTextColorsIndex(Property::INVALID_INDEX),
+ mAnimatableTextColorPropertyIndex(Property::INVALID_INDEX),
+ mTextColorAnimatableIndex(Property::INVALID_INDEX),
+ mTextRequireRenderPropertyIndex(Property::INVALID_INDEX),
+ mRendererUpdateNeeded(false),
+ mTextRequireRender(false),
+ mTextLoadingTaskId(0u),
+ mNaturalSizeTaskId(0u),
+ mHeightForWidthTaskId(0u),
+ mIsTextLoadingTaskRunning(false),
+ mIsNaturalSizeTaskRunning(false),
+ mIsHeightForWidthTaskRunning(false)
{
+ // Enable the pre-multiplied alpha to improve the text quality
+ mImpl->mFlags |= Impl::IS_PREMULTIPLIED_ALPHA;
}
TextVisual::~TextVisual()
{
}
-void TextVisual::DoSetProperties( const Property::Map& propertyMap )
+void TextVisual::OnInitialize()
{
- for( Property::Map::SizeType index = 0u, count = propertyMap.Count(); index < count; ++index )
+ Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY);
+ auto featureBuilder = TextVisualShaderFeature::FeatureBuilder();
+ Shader shader = GetTextShader(mFactoryCache, featureBuilder);
+
+ mImpl->mRenderer = VisualRenderer::New(geometry, shader);
+ mImpl->mRenderer.ReserveCustomProperties(CUSTOM_PROPERTY_COUNT);
+ mTextRequireRenderPropertyIndex = mImpl->mRenderer.RegisterUniqueProperty("requireRender", mTextRequireRender);
+ mHasMultipleTextColorsIndex = mImpl->mRenderer.RegisterUniqueProperty("uHasMultipleTextColors", static_cast<float>(false));
+}
+
+void TextVisual::DoSetProperties(const Property::Map& propertyMap)
+{
+ for(Property::Map::SizeType index = 0u, count = propertyMap.Count(); index < count; ++index)
{
- const KeyValuePair& keyValue = propertyMap.GetKeyValue( index );
+ const KeyValuePair& keyValue = propertyMap.GetKeyValue(index);
Property::Index indexKey = keyValue.first.indexKey;
- if( keyValue.first.type == Property::Key::STRING )
+ if(keyValue.first.type == Property::Key::STRING)
{
- indexKey = StringKeyToIndexKey( keyValue.first.stringKey );
+ indexKey = StringKeyToIndexKey(keyValue.first.stringKey);
}
- DoSetProperty( indexKey, keyValue.second );
+ DoSetProperty(indexKey, keyValue.second);
}
// Elide the text if it exceeds the boundaries.
- mController->SetTextElideEnabled( true );
+ mController->SetTextElideEnabled(true);
// Retrieve the layout engine to set the cursor's width.
Text::Layout::Engine& engine = mController->GetLayoutEngine();
// Sets 0 as cursor's width.
- engine.SetCursorWidth( 0u ); // Do not layout space for the cursor.
+ engine.SetCursorWidth(0u); // Do not layout space for the cursor.
}
-void TextVisual::DoSetOnStage( Actor& actor )
+void TextVisual::DoSetOnScene(Actor& actor)
{
mControl = actor;
- Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
- Shader shader = GetTextShader(mFactoryCache, true);
-
- mImpl->mRenderer = Renderer::New( geometry, shader );
- mImpl->mRenderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT );
+ mImpl->mRenderer.SetProperty(Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT);
const Vector4& defaultColor = mController->GetTextModel()->GetDefaultColor();
- Dali::Property::Index shaderTextColorIndex = mImpl->mRenderer.RegisterProperty( "uTextColorAnimatable", defaultColor );
+ if(mTextColorAnimatableIndex == Property::INVALID_INDEX)
+ {
+ mTextColorAnimatableIndex = mImpl->mRenderer.RegisterUniqueProperty("uTextColorAnimatable", defaultColor);
+ }
+ else
+ {
+ mImpl->mRenderer.SetProperty(mTextColorAnimatableIndex, defaultColor);
+ }
- if ( mAnimatableTextColorPropertyIndex != Property::INVALID_INDEX )
+ if(mAnimatableTextColorPropertyIndex != Property::INVALID_INDEX)
{
// Create constraint for the animatable text's color Property with uTextColorAnimatable in the renderer.
- if( shaderTextColorIndex != Property::INVALID_INDEX )
+ if(mTextColorAnimatableIndex != Property::INVALID_INDEX)
{
- Constraint constraint = Constraint::New<Vector4>( mImpl->mRenderer, shaderTextColorIndex, EqualToConstraint() );
- constraint.AddSource( Source( actor, mAnimatableTextColorPropertyIndex ) );
- constraint.Apply();
+ if(!mColorConstraint)
+ {
+ mColorConstraint = Constraint::New<Vector4>(mImpl->mRenderer, mTextColorAnimatableIndex, TextColorConstraint);
+ mColorConstraint.AddSource(Source(actor, mAnimatableTextColorPropertyIndex));
+ }
+ mColorConstraint.Apply();
}
+
+ // Make zero if the alpha value of text color is zero to skip rendering text
+ if(!mOpacityConstraint)
+ {
+ // VisualRenderer::Property::OPACITY uses same animatable property internally.
+ mOpacityConstraint = Constraint::New<float>(mImpl->mRenderer, Dali::DevelRenderer::Property::OPACITY, OpacityConstraint);
+ mOpacityConstraint.AddSource(Source(actor, mAnimatableTextColorPropertyIndex));
+ mOpacityConstraint.AddSource(Source(mImpl->mRenderer, mTextRequireRenderPropertyIndex));
+ }
+ mOpacityConstraint.Apply();
}
// Renderer needs textures and to be added to control
UpdateRenderer();
}
-void TextVisual::DoSetOffStage( Actor& actor )
+void TextVisual::RemoveRenderer(Actor& actor, bool removeDefaultRenderer)
{
- if( mImpl->mRenderer )
+ for(RendererContainer::iterator iter = mRendererList.begin(); iter != mRendererList.end(); ++iter)
{
- // Removes the renderer from the actor.
- actor.RemoveRenderer( mImpl->mRenderer );
-
- RemoveTextureSet();
+ Renderer renderer = (*iter);
+ if(renderer &&
+ (removeDefaultRenderer || (renderer != mImpl->mRenderer)))
+ {
+ // Removes the renderer from the actor.
+ actor.RemoveRenderer(renderer);
+ }
+ }
+ // Clear the renderer list
+ mRendererList.clear();
+}
- // Resets the renderer.
- mImpl->mRenderer.Reset();
+void TextVisual::DoSetOffScene(Actor& actor)
+{
+ if(mController->GetRenderMode() != DevelTextLabel::Render::SYNC && mIsTextLoadingTaskRunning)
+ {
+ Text::AsyncTextManager::Get().RequestCancel(mTextLoadingTaskId);
+ mIsTextLoadingTaskRunning = false;
}
+ if(mColorConstraint)
+ {
+ mColorConstraint.Remove();
+ }
+ if(mOpacityConstraint)
+ {
+ mOpacityConstraint.Remove();
+ }
+
+ RemoveRenderer(actor, true);
// Resets the control handle.
mControl.Reset();
UpdateRenderer();
}
-void TextVisual::DoSetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue )
+void TextVisual::DoSetProperty(Dali::Property::Index index, const Dali::Property::Value& propertyValue)
{
- switch( index )
+ switch(index)
{
case Toolkit::TextVisual::Property::ENABLE_MARKUP:
{
const bool enableMarkup = propertyValue.Get<bool>();
- mController->SetMarkupProcessorEnabled( enableMarkup );
+ mController->SetMarkupProcessorEnabled(enableMarkup);
break;
}
case Toolkit::TextVisual::Property::TEXT:
{
- mController->SetText( propertyValue.Get<std::string>() );
+ mController->SetText(propertyValue.Get<std::string>());
break;
}
case Toolkit::TextVisual::Property::FONT_FAMILY:
{
- SetFontFamilyProperty( mController, propertyValue );
+ SetFontFamilyProperty(mController, propertyValue);
break;
}
case Toolkit::TextVisual::Property::FONT_STYLE:
{
- SetFontStyleProperty( mController, propertyValue, Text::FontStyle::DEFAULT );
+ SetFontStyleProperty(mController, propertyValue, Text::FontStyle::DEFAULT);
break;
}
case Toolkit::TextVisual::Property::POINT_SIZE:
{
const float pointSize = propertyValue.Get<float>();
- if( !Equals( mController->GetDefaultFontSize( Text::Controller::POINT_SIZE ), pointSize ) )
+ if(!Equals(mController->GetDefaultFontSize(Text::Controller::POINT_SIZE), pointSize))
{
- mController->SetDefaultFontSize( pointSize, Text::Controller::POINT_SIZE );
+ mController->SetDefaultFontSize(pointSize, Text::Controller::POINT_SIZE);
}
break;
}
case Toolkit::TextVisual::Property::MULTI_LINE:
{
- mController->SetMultiLineEnabled( propertyValue.Get<bool>() );
+ mController->SetMultiLineEnabled(propertyValue.Get<bool>());
break;
}
case Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT:
{
- Toolkit::Text::Layout::HorizontalAlignment alignment( Toolkit::Text::Layout::HORIZONTAL_ALIGN_BEGIN );
- if( Scripting::GetEnumeration< Toolkit::Text::Layout::HorizontalAlignment >( propertyValue.Get< std::string >().c_str(),
- HORIZONTAL_ALIGNMENT_STRING_TABLE,
- HORIZONTAL_ALIGNMENT_STRING_TABLE_COUNT,
- alignment ) )
+ if(mController)
{
- mController->SetHorizontalAlignment( alignment );
+ Text::HorizontalAlignment::Type alignment(static_cast<Text::HorizontalAlignment::Type>(-1)); // Set to invalid value to ensure a valid mode does get set
+ if(Toolkit::Text::GetHorizontalAlignmentEnumeration(propertyValue, alignment))
+ {
+ mController->SetHorizontalAlignment(alignment);
+ }
}
break;
}
case Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT:
{
- Toolkit::Text::Layout::VerticalAlignment alignment( Toolkit::Text::Layout::VERTICAL_ALIGN_BOTTOM );
- if( Scripting::GetEnumeration< Toolkit::Text::Layout::VerticalAlignment >( propertyValue.Get< std::string >().c_str(),
- VERTICAL_ALIGNMENT_STRING_TABLE,
- VERTICAL_ALIGNMENT_STRING_TABLE_COUNT,
- alignment ) )
+ if(mController)
{
- mController->SetVerticalAlignment( alignment );
+ Toolkit::Text::VerticalAlignment::Type alignment(static_cast<Text::VerticalAlignment::Type>(-1)); // Set to invalid value to ensure a valid mode does get set
+ if(Toolkit::Text::GetVerticalAlignmentEnumeration(propertyValue, alignment))
+ {
+ mController->SetVerticalAlignment(alignment);
+ }
}
break;
}
case Toolkit::TextVisual::Property::TEXT_COLOR:
{
- const Vector4& textColor = propertyValue.Get< Vector4 >();
- if( mController->GetDefaultColor() != textColor )
+ const Vector4& textColor = propertyValue.Get<Vector4>();
+ if(mController->GetDefaultColor() != textColor)
{
- mController->SetDefaultColor( textColor );
+ mController->SetDefaultColor(textColor);
}
break;
}
case Toolkit::TextVisual::Property::SHADOW:
{
- SetShadowProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
+ SetShadowProperties(mController, propertyValue, Text::EffectStyle::DEFAULT);
break;
}
case Toolkit::TextVisual::Property::UNDERLINE:
{
- SetUnderlineProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
+ SetUnderlineProperties(mController, propertyValue, Text::EffectStyle::DEFAULT);
+ break;
+ }
+ case Toolkit::DevelTextVisual::Property::OUTLINE:
+ {
+ SetOutlineProperties(mController, propertyValue, Text::EffectStyle::DEFAULT);
+ break;
+ }
+ case Toolkit::DevelTextVisual::Property::BACKGROUND:
+ {
+ SetBackgroundProperties(mController, propertyValue, Text::EffectStyle::DEFAULT);
+ break;
+ }
+ case Toolkit::DevelTextVisual::Property::STRIKETHROUGH:
+ {
+ SetStrikethroughProperties(mController, propertyValue, Text::EffectStyle::DEFAULT);
break;
}
}
void TextVisual::UpdateRenderer()
{
+ if(mController->GetRenderMode() != DevelTextLabel::Render::SYNC)
+ {
+ return;
+ }
+
Actor control = mControl.GetHandle();
- if( !control )
+ if(!control)
{
// Nothing to do.
return;
// Calculates the size to be used to relayout.
Vector2 relayoutSize;
- const bool isWidthRelative = fabsf( mImpl->mTransform.mOffsetSizeMode.z ) < Math::MACHINE_EPSILON_1000;
- const bool isHeightRelative = fabsf( mImpl->mTransform.mOffsetSizeMode.w ) < Math::MACHINE_EPSILON_1000;
+ const bool isWidthRelative = fabsf(mImpl->mTransform.mOffsetSizeMode.z) < Math::MACHINE_EPSILON_1000;
+ const bool isHeightRelative = fabsf(mImpl->mTransform.mOffsetSizeMode.w) < Math::MACHINE_EPSILON_1000;
+
+ const float controlWidth = mImpl->mControlSize.width;
+ const float controlHeight = mImpl->mControlSize.height;
// Round the size and offset to avoid pixel alignement issues.
- relayoutSize.width = floorf( 0.5f + ( isWidthRelative ? mImpl->mControlSize.width * mImpl->mTransform.mSize.x : mImpl->mTransform.mSize.width ) );
- relayoutSize.height = floorf( 0.5f + ( isHeightRelative ? mImpl->mControlSize.height * mImpl->mTransform.mSize.y : mImpl->mTransform.mSize.height ) );
+ relayoutSize.width = floorf(0.5f + (isWidthRelative ? controlWidth * mImpl->mTransform.mSize.x : mImpl->mTransform.mSize.width));
+ relayoutSize.height = floorf(0.5f + (isHeightRelative ? controlHeight * mImpl->mTransform.mSize.y : mImpl->mTransform.mSize.height));
- if( ( fabsf( relayoutSize.width ) < Math::MACHINE_EPSILON_1000 ) || ( fabsf( relayoutSize.height ) < Math::MACHINE_EPSILON_1000 ) )
- {
- // Removes the texture set.
- RemoveTextureSet();
+ auto textLengthUtf32 = mController->GetNumberOfCharacters();
- // Remove any renderer previously set.
- if( mImpl->mRenderer )
- {
- control.RemoveRenderer( mImpl->mRenderer );
- }
+ if((fabsf(relayoutSize.width) < Math::MACHINE_EPSILON_1000) || (fabsf(relayoutSize.height) < Math::MACHINE_EPSILON_1000) || textLengthUtf32 == 0u)
+ {
+ // Remove the texture set and any renderer previously set.
+ RemoveRenderer(control, true);
// Nothing else to do if the relayout size is zero.
- ResourceReady();
+ ResourceReady(Toolkit::Visual::ResourceStatus::READY);
return;
}
- const Text::Controller::UpdateTextType updateTextType = mController->Relayout( relayoutSize );
+ Dali::LayoutDirection::Type layoutDirection = mController->GetLayoutDirection(control);
+
+ const Text::Controller::UpdateTextType updateTextType = mController->Relayout(relayoutSize, layoutDirection);
- if( Text::Controller::NONE_UPDATED != ( Text::Controller::MODEL_UPDATED & updateTextType )
- || mRendererUpdateNeeded )
+ if(Text::Controller::NONE_UPDATED != (Text::Controller::MODEL_UPDATED & updateTextType) || mRendererUpdateNeeded)
{
mRendererUpdateNeeded = false;
- // Removes the texture set.
- RemoveTextureSet();
-
- // Remove any renderer previously set.
- if( mImpl->mRenderer )
- {
- control.RemoveRenderer( mImpl->mRenderer );
- }
+ // Remove the texture set and any renderer previously set.
+ // Note, we don't need to remove the mImpl->Renderer, since it will be added again after AddRenderer call.
+ RemoveRenderer(control, false);
- if( ( relayoutSize.width > Math::MACHINE_EPSILON_1000 ) &&
- ( relayoutSize.height > Math::MACHINE_EPSILON_1000 ) )
+ if((relayoutSize.width > Math::MACHINE_EPSILON_1000) &&
+ (relayoutSize.height > Math::MACHINE_EPSILON_1000))
{
// Check whether it is a markup text with multiple text colors
- const Vector4* const colorsBuffer = mController->GetTextModel()->GetColors();
- bool hasMultipleTextColors = ( NULL != colorsBuffer );
+ 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;
}
}
// Check whether the text contains any style colors (e.g. underline color, shadow color, etc.)
- bool shadowEnabled = false;
- const Vector2& shadowOffset = mController->GetTextModel()->GetShadowOffset();
- if ( fabsf( shadowOffset.x ) > Math::MACHINE_EPSILON_1 || fabsf( shadowOffset.y ) > Math::MACHINE_EPSILON_1 )
+
+ bool shadowEnabled = false;
+ const Vector2& shadowOffset = mController->GetTextModel()->GetShadowOffset();
+ if(fabsf(shadowOffset.x) > Math::MACHINE_EPSILON_1 || fabsf(shadowOffset.y) > Math::MACHINE_EPSILON_1)
{
shadowEnabled = true;
}
- const bool underlineEnabled = mController->GetTextModel()->IsUnderlineEnabled();
+ const bool outlineEnabled = (mController->GetTextModel()->GetOutlineWidth() > Math::MACHINE_EPSILON_1);
+ const bool backgroundEnabled = mController->GetTextModel()->IsBackgroundEnabled();
+ const bool markupOrSpannedText = mController->IsMarkupProcessorEnabled() || mController->GetTextModel()->IsSpannedTextPlaced();
+ const bool markupUnderlineEnabled = markupOrSpannedText && mController->GetTextModel()->IsMarkupUnderlineSet();
+ const bool markupStrikethroughEnabled = markupOrSpannedText && mController->GetTextModel()->IsMarkupStrikethroughSet();
+ const bool underlineEnabled = mController->GetTextModel()->IsUnderlineEnabled() || markupUnderlineEnabled;
+ const bool strikethroughEnabled = mController->GetTextModel()->IsStrikethroughEnabled() || markupStrikethroughEnabled;
+ const bool backgroundMarkupSet = mController->GetTextModel()->IsMarkupBackgroundColorSet();
+ const bool cutoutEnabled = mController->IsTextCutout();
+ const bool backgroundWithCutoutEnabled = mController->GetTextModel()->IsBackgroundWithCutoutEnabled();
+ const bool styleEnabled = (shadowEnabled || outlineEnabled || backgroundEnabled || markupOrSpannedText || backgroundMarkupSet || cutoutEnabled || backgroundWithCutoutEnabled);
+ const bool isOverlayStyle = underlineEnabled || strikethroughEnabled;
+
+ // if background with cutout is enabled, This text visual must render the entire control size.
+
+ if(cutoutEnabled)
+ {
+ // mTransform stores the size and offset of the current visual.
+ // padding and alignment information is stored in mOffset.
+ // When Cutout Enabled, the current visual must draw the entire control.
+ // so set the size to controlSize and offset to 0.
+
+ relayoutSize = Vector2(controlWidth, controlHeight);
+ mImpl->mTransform.mSize.width = controlWidth;
+ mImpl->mTransform.mSize.height = controlHeight;
+
+ // Relayout to the original size has been completed, so save only the offset information and use it in typesetter.
+
+ Vector2 originOffset = Vector2(mImpl->mTransform.mOffset.x, mImpl->mTransform.mOffset.y);
+ mController->SetOffsetWithCutout(originOffset);
+ mImpl->mTransform.mOffset.x = 0;
+ mImpl->mTransform.mOffset.y = 0;
+ }
+
+ AddRenderer(control, relayoutSize, hasMultipleTextColors, containsColorGlyph, styleEnabled, isOverlayStyle);
+
+ // Text rendered and ready to display
+ ResourceReady(Toolkit::Visual::ResourceStatus::READY);
+ }
+ }
+}
+
+void TextVisual::AddTexture(TextureSet& textureSet, PixelData& data, Sampler& sampler, unsigned int textureSetIndex)
+{
+ Texture texture = Texture::New(Dali::TextureType::TEXTURE_2D,
+ data.GetPixelFormat(),
+ data.GetWidth(),
+ data.GetHeight());
+ texture.Upload(data);
+
+ textureSet.SetTexture(textureSetIndex, texture);
+ textureSet.SetSampler(textureSetIndex, sampler);
+}
+
+void TextVisual::AddTilingTexture(TextureSet& textureSet, TilingInfo& tilingInfo, PixelData& data, Sampler& sampler, unsigned int textureSetIndex)
+{
+ Texture texture = Texture::New(Dali::TextureType::TEXTURE_2D,
+ data.GetPixelFormat(),
+ tilingInfo.width,
+ tilingInfo.height);
+ DevelTexture::UploadSubPixelData(texture, data, 0u, tilingInfo.offsetHeight, tilingInfo.width, tilingInfo.height);
+
+ textureSet.SetTexture(textureSetIndex, texture);
+ textureSet.SetSampler(textureSetIndex, sampler);
+}
+
+void TextVisual::CreateTextureSet(TilingInfo& info, VisualRenderer& renderer, Sampler& sampler)
+{
+ TextureSet textureSet = TextureSet::New();
+ uint32_t textureSetIndex = 0u;
+
+ // Convert the buffer to pixel data to make it a texture.
+
+ if(info.textPixelData)
+ {
+ AddTilingTexture(textureSet, info, info.textPixelData, sampler, textureSetIndex);
+ ++textureSetIndex;
+ }
+
+ if(mTextShaderFeatureCache.IsEnabledStyle() && info.stylePixelData)
+ {
+ AddTilingTexture(textureSet, info, info.stylePixelData, sampler, textureSetIndex);
+ ++textureSetIndex;
+ }
+
+ if(mTextShaderFeatureCache.IsEnabledOverlay() && info.overlayStylePixelData)
+ {
+ AddTilingTexture(textureSet, info, info.overlayStylePixelData, sampler, textureSetIndex);
+ ++textureSetIndex;
+ }
+
+ if(mTextShaderFeatureCache.IsEnabledEmoji() && !mTextShaderFeatureCache.IsEnabledMultiColor() && info.maskPixelData)
+ {
+ AddTilingTexture(textureSet, info, info.maskPixelData, sampler, textureSetIndex);
+ ++textureSetIndex;
+ }
+
+ renderer.SetTextures(textureSet);
+
+ // Register transform properties
+ mImpl->mTransform.SetUniforms(renderer, Direction::LEFT_TO_RIGHT);
+
+ // Enable the pre-multiplied alpha to improve the text quality
+ renderer.SetProperty(Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, true);
+
+ // Set size and offset for the tiling.
+ renderer.SetProperty(VisualRenderer::Property::TRANSFORM_SIZE, Vector2(static_cast<float>(info.width), static_cast<float>(info.height)));
+ renderer.SetProperty(VisualRenderer::Property::TRANSFORM_OFFSET, info.transformOffset);
+ renderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
+ renderer.RegisterProperty("uHasMultipleTextColors", static_cast<float>(mTextShaderFeatureCache.IsEnabledMultiColor()));
- if ( hasMultipleTextColors || containsEmoji || shadowEnabled || underlineEnabled )
+ mRendererList.push_back(renderer);
+}
+
+// From async text manager
+void TextVisual::LoadComplete(bool loadingSuccess, const TextInformation& textInformation)
+{
+ Text::AsyncTextParameters parameters = textInformation.parameters;
+
+#ifdef TRACE_ENABLED
+ if(gTraceFilter2 && gTraceFilter2->IsTraceEnabled())
+ {
+ DALI_LOG_RELEASE_INFO("LoadComplete, success:%d, type:%s\n", loadingSuccess, GetRequestTypeName(parameters.requestType));
+ }
+#endif
+
+ switch(parameters.requestType)
+ {
+ case Text::Async::RENDER_FIXED_SIZE:
+ case Text::Async::RENDER_FIXED_WIDTH:
+ case Text::Async::RENDER_CONSTRAINT:
+ {
+ mIsTextLoadingTaskRunning = false;
+ break;
+ }
+ case Text::Async::COMPUTE_NATURAL_SIZE:
+ {
+ mIsNaturalSizeTaskRunning = false;
+ break;
+ }
+ case Text::Async::COMPUTE_HEIGHT_FOR_WIDTH:
+ {
+ mIsHeightForWidthTaskRunning = false;
+ break;
+ }
+ default:
+ {
+ DALI_LOG_ERROR("Unexpected request type : %d\n", parameters.requestType);
+ break;
+ }
+ }
+
+ Toolkit::Visual::ResourceStatus resourceStatus;
+
+ if(loadingSuccess)
+ {
+ resourceStatus = Toolkit::Visual::ResourceStatus::READY;
+
+ Text::AsyncTextRenderInfo renderInfo = textInformation.renderInfo;
+
+ if(parameters.requestType == Text::Async::COMPUTE_NATURAL_SIZE || parameters.requestType == Text::Async::COMPUTE_HEIGHT_FOR_WIDTH)
+ {
+ if(mAsyncTextInterface)
{
- // Create RGBA textures if the text contains emojis or styles or multiple text colors
+ mAsyncTextInterface->AsyncSizeComputed(renderInfo);
+ return;
+ }
+ }
- // Create a texture for the text without any styles
- PixelData data = mTypesetter->Render( relayoutSize, Text::Typesetter::RENDER_NO_STYLES );
+ Actor control = mControl.GetHandle();
+ if(!control)
+ {
+ // Nothing to do.
+ ResourceReady(Toolkit::Visual::ResourceStatus::READY);
+ return;
+ }
- // It may happen the image atlas can't handle a pixel data it exceeds the maximum size.
- // In that case, create a texture. TODO: should tile the text.
+ // Calculate the size of the visual that can fit the text.
+ // The size of the text after it has been laid-out, size of pixel data buffer.
+ Size layoutSize(static_cast<float>(renderInfo.width), static_cast<float>(renderInfo.height));
- Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D,
- data.GetPixelFormat(),
- data.GetWidth(),
- data.GetHeight() );
+ // Calculate the offset for vertical alignment only, as the layout engine will do the horizontal alignment.
+ Vector2 alignmentOffset;
+ alignmentOffset.x = 0.0f;
+ alignmentOffset.y = (parameters.textHeight - layoutSize.y) * VERTICAL_ALIGNMENT_TABLE[parameters.verticalAlignment];
- texture.Upload( data );
+ // Size of the text control including padding.
+ Vector2 textControlSize(parameters.textWidth + (parameters.padding.start + parameters.padding.end), parameters.textHeight + (parameters.padding.top + parameters.padding.bottom));
- TextureSet textureSet = TextureSet::New();
- textureSet.SetTexture( 0u, texture );
+ if(parameters.isAutoScrollEnabled)
+ {
+ // In case of auto scroll, the layout width (renderInfo's width) is the natural size of the text.
+ // Since the layout size is the size of the visual transform, it should be reset to the text area excluding padding.
+ layoutSize.width = parameters.textWidth;
+ }
- // Create a texture for all the text styles (without the text itself)
- PixelData styleData = mTypesetter->Render( relayoutSize, Text::Typesetter::RENDER_NO_TEXT );
+ Vector2 visualTransformOffset;
+ if(renderInfo.isCutout)
+ {
+ // When Cutout Enabled, the current visual must draw the entire control.
+ // so set the size to controlSize and offset to 0.
+ visualTransformOffset.x = 0.0f;
+ visualTransformOffset.y = 0.0f;
- Texture styleTexture = Texture::New( Dali::TextureType::TEXTURE_2D,
- styleData.GetPixelFormat(),
- styleData.GetWidth(),
- styleData.GetHeight() );
+ // The layout size is set to the text control size including padding.
+ layoutSize = textControlSize;
+ }
+ else
+ {
+ // This affects font rendering quality.
+ // It need to be integerized.
+ visualTransformOffset.x = roundf(parameters.padding.start + alignmentOffset.x);
+ visualTransformOffset.y = roundf(parameters.padding.top + alignmentOffset.y);
+ }
- styleTexture.Upload( styleData );
+ SetRequireRender(renderInfo.isCutout);
- textureSet.SetTexture( 1u, styleTexture );
+ // Transform offset is used for subpixel data upload in text tiling.
+ // We should set the transform before creating a tiling texture.
+ Property::Map visualTransform;
+ visualTransform.Add(Toolkit::Visual::Transform::Property::SIZE, layoutSize)
+ .Add(Toolkit::Visual::Transform::Property::SIZE_POLICY, Vector2(Toolkit::Visual::Transform::Policy::ABSOLUTE, Toolkit::Visual::Transform::Policy::ABSOLUTE))
+ .Add(Toolkit::Visual::Transform::Property::OFFSET, visualTransformOffset)
+ .Add(Toolkit::Visual::Transform::Property::OFFSET_POLICY, Vector2(Toolkit::Visual::Transform::Policy::ABSOLUTE, Toolkit::Visual::Transform::Policy::ABSOLUTE))
+ .Add(Toolkit::Visual::Transform::Property::ORIGIN, Toolkit::Align::TOP_BEGIN)
+ .Add(Toolkit::Visual::Transform::Property::ANCHOR_POINT, Toolkit::Align::TOP_BEGIN);
+ SetTransformAndSize(visualTransform, textControlSize);
- // Create a texture as a mask to avoid color glyphs (e.g. emojis) to be affected by text color animation
- PixelData maskData = mTypesetter->Render( relayoutSize, Text::Typesetter::RENDER_MASK );
+ Shader shader = GetTextShader(mFactoryCache, TextVisualShaderFeature::FeatureBuilder().EnableMultiColor(renderInfo.hasMultipleTextColors).EnableEmoji(renderInfo.containsColorGlyph).EnableStyle(renderInfo.styleEnabled).EnableOverlay(renderInfo.isOverlayStyle));
+ mImpl->mRenderer.SetShader(shader);
- Texture maskTexture = Texture::New( Dali::TextureType::TEXTURE_2D,
- styleData.GetPixelFormat(),
- styleData.GetWidth(),
- styleData.GetHeight() );
+ // Remove the texture set and any renderer previously set.
+ RemoveRenderer(control, false);
- maskTexture.Upload( maskData );
+ // Get the maximum texture size.
+ const int maxTextureSize = Dali::GetMaxTextureSize();
- textureSet.SetTexture( 2u, maskTexture );
+ // No tiling required. Use the default renderer.
+ if(renderInfo.height < static_cast<uint32_t>(maxTextureSize))
+ {
+ // Filter mode needs to be set to linear to produce better quality while scaling.
+ Sampler sampler = Sampler::New();
+ sampler.SetFilterMode(FilterMode::LINEAR, FilterMode::LINEAR);
- // Filter mode needs to be set to nearest to produce better quality while static.
- Sampler sampler = Sampler::New();
- sampler.SetFilterMode( FilterMode::LINEAR, FilterMode::LINEAR );
- textureSet.SetSampler( 0u, sampler );
- textureSet.SetSampler( 1u, sampler );
- textureSet.SetSampler( 2u, sampler );
+ TextureSet textureSet = TextureSet::New();
- mImpl->mRenderer.SetTextures( textureSet );
+ uint32_t textureSetIndex = 0u;
+ AddTexture(textureSet, renderInfo.textPixelData, sampler, textureSetIndex);
+ ++textureSetIndex;
- Shader shader = GetTextShader(mFactoryCache, true); // RGBA shader
- mImpl->mRenderer.SetShader(shader);
+ if(mTextShaderFeatureCache.IsEnabledStyle())
+ {
+ // Create RGBA texture for all the text styles that render in the background (without the text itself)
+ AddTexture(textureSet, renderInfo.stylePixelData, sampler, textureSetIndex);
+ ++textureSetIndex;
}
- else
+ if(mTextShaderFeatureCache.IsEnabledOverlay())
+ {
+ // Create RGBA texture for overlay styles such as underline and strikethrough (without the text itself)
+ AddTexture(textureSet, renderInfo.overlayStylePixelData, sampler, textureSetIndex);
+ ++textureSetIndex;
+ }
+
+ if(mTextShaderFeatureCache.IsEnabledEmoji() && !mTextShaderFeatureCache.IsEnabledMultiColor())
{
- // Create L8 texture if the text contains only single text color with no emoji and no style
+ // Create a L8 texture as a mask to avoid color glyphs (e.g. emojis) to be affected by text color animation
+ AddTexture(textureSet, renderInfo.maskPixelData, sampler, textureSetIndex);
+ }
- // Create a texture for the text without any styles
- PixelData data = mTypesetter->Render( relayoutSize, Text::Typesetter::RENDER_NO_STYLES, false, Pixel::L8 );
+ mImpl->mRenderer.SetTextures(textureSet);
+ // Register transform properties
+ mImpl->mTransform.SetUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
+ mImpl->mRenderer.SetProperty(mHasMultipleTextColorsIndex, static_cast<float>(mTextShaderFeatureCache.IsEnabledMultiColor()));
+ mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
- // It may happen the image atlas can't handle a pixel data it exceeds the maximum size.
- // In that case, create a texture. TODO: should tile the text.
+ mRendererList.push_back(mImpl->mRenderer);
+ }
+ else
+ {
+ // Filter mode needs to be set to linear to produce better quality while scaling.
+ Sampler sampler = Sampler::New();
+ sampler.SetFilterMode(FilterMode::LINEAR, FilterMode::LINEAR);
- Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D,
- data.GetPixelFormat(),
- data.GetWidth(),
- data.GetHeight() );
+ int verifiedWidth = static_cast<int>(renderInfo.width);
+ int verifiedHeight = static_cast<int>(renderInfo.height);
- texture.Upload( data );
+ // Set information for creating textures.
+ TilingInfo info(verifiedWidth, maxTextureSize);
- TextureSet textureSet = TextureSet::New();
- textureSet.SetTexture( 0u, texture );
+ // Get the pixel data of text.
+ info.textPixelData = renderInfo.textPixelData;
- // Filter mode needs to be set to nearest to produce better quality while static.
- Sampler sampler = Sampler::New();
- sampler.SetFilterMode( FilterMode::NEAREST, FilterMode::NEAREST );
- textureSet.SetSampler( 0u, sampler );
+ if(mTextShaderFeatureCache.IsEnabledStyle())
+ {
+ info.stylePixelData = renderInfo.stylePixelData;
+ }
- mImpl->mRenderer.SetTextures( textureSet );
+ if(mTextShaderFeatureCache.IsEnabledOverlay())
+ {
+ info.overlayStylePixelData = renderInfo.overlayStylePixelData;
+ }
- Shader shader = GetTextShader(mFactoryCache, false); // L8 shader
- mImpl->mRenderer.SetShader(shader);
+ if(mTextShaderFeatureCache.IsEnabledEmoji() && !mTextShaderFeatureCache.IsEnabledMultiColor())
+ {
+ info.maskPixelData = renderInfo.maskPixelData;
+ }
+
+ // Get the current offset for recalculate the offset when tiling.
+ Property::Map retMap;
+ mImpl->mTransform.GetPropertyMap(retMap);
+ Property::Value* offsetValue = retMap.Find(Dali::Toolkit::Visual::Transform::Property::OFFSET);
+ if(offsetValue)
+ {
+ offsetValue->Get(info.transformOffset);
}
- mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
+ // Create a textureset in the default renderer.
+ CreateTextureSet(info, mImpl->mRenderer, sampler);
- Vector4 atlasRect = FULL_TEXTURE_RECT;
- mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, atlasRect );
- mImpl->mRenderer.RegisterProperty( "uHasMultipleTextColors", static_cast<float>( hasMultipleTextColors ) );
+ verifiedHeight -= maxTextureSize;
- mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON);
+ Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY);
- //Register transform properties
- mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
+ // Create a renderer by cutting maxTextureSize.
+ while(verifiedHeight > 0)
+ {
+ VisualRenderer tilingRenderer = VisualRenderer::New(geometry, shader);
+ tilingRenderer.SetProperty(Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT);
+ // New offset position of buffer for tiling.
+ info.offsetHeight += static_cast<uint32_t>(maxTextureSize);
+ // New height for tiling.
+ info.height = (verifiedHeight - maxTextureSize) > 0 ? maxTextureSize : verifiedHeight;
+ // New offset for tiling.
+ info.transformOffset.y += static_cast<float>(maxTextureSize);
+
+ // Create a textureset int the new tiling renderer.
+ CreateTextureSet(info, tilingRenderer, sampler);
+
+ verifiedHeight -= maxTextureSize;
+ }
+ }
- control.AddRenderer( mImpl->mRenderer );
+ mImpl->mFlags &= ~Visual::Base::Impl::IS_ATLASING_APPLIED;
- // Text rendered and ready to display
- ResourceReady();
+ const Vector4& defaultColor = parameters.textColor;
+
+ for(RendererContainer::iterator iter = mRendererList.begin(); iter != mRendererList.end(); ++iter)
+ {
+ Renderer renderer = (*iter);
+ if(renderer)
+ {
+ control.AddRenderer(renderer);
+
+ if(renderer != mImpl->mRenderer)
+ {
+ // Set constraint for text label's color for non-default renderers.
+ if(mAnimatableTextColorPropertyIndex != Property::INVALID_INDEX)
+ {
+ // Register unique property, or get property for default renderer.
+ Property::Index index = renderer.RegisterUniqueProperty("uTextColorAnimatable", defaultColor);
+
+ // Create constraint for the animatable text's color Property with uTextColorAnimatable in the renderer.
+ if(index != Property::INVALID_INDEX)
+ {
+ Constraint colorConstraint = Constraint::New<Vector4>(renderer, index, TextColorConstraint);
+ colorConstraint.AddSource(Source(control, mAnimatableTextColorPropertyIndex));
+ colorConstraint.Apply();
+ }
+
+ // Make zero if the alpha value of text color is zero to skip rendering text
+ // VisualRenderer::Property::OPACITY uses same animatable property internally.
+ Constraint opacityConstraint = Constraint::New<float>(renderer, Dali::DevelRenderer::Property::OPACITY, OpacityConstraint);
+ opacityConstraint.AddSource(Source(control, mAnimatableTextColorPropertyIndex));
+ opacityConstraint.AddSource(Source(mImpl->mRenderer, mTextRequireRenderPropertyIndex));
+ opacityConstraint.Apply();
+ }
+ }
+ }
+ }
+
+ if(mAsyncTextInterface && parameters.isAutoScrollEnabled)
+ {
+ mAsyncTextInterface->AsyncSetupAutoScroll(renderInfo);
+ }
+
+ if(mAsyncTextInterface && parameters.isTextFitEnabled)
+ {
+ mAsyncTextInterface->AsyncTextFitChanged(parameters.fontSize);
+ }
+
+ if(mAsyncTextInterface)
+ {
+ mAsyncTextInterface->AsyncLoadComplete(renderInfo);
+ }
+
+ // Ignore current result when user re-request async load during load complete callback.
+ if(mIsTextLoadingTaskRunning)
+ {
+ // Remove the texture set and any renderer previously set.
+ RemoveRenderer(control, true);
+ return;
+ }
+ }
+ else
+ {
+ resourceStatus = Toolkit::Visual::ResourceStatus::FAILED;
+ }
+
+ // Signal to observers ( control ) that resources are ready. Must be all resources.
+ ResourceReady(resourceStatus);
+}
+
+void TextVisual::SetAsyncTextInterface(Text::AsyncTextInterface* asyncTextInterface)
+{
+ mAsyncTextInterface = asyncTextInterface;
+}
+
+void TextVisual::RequestAsyncSizeComputation(Text::AsyncTextParameters& parameters)
+{
+#ifdef TRACE_ENABLED
+ if(gTraceFilter2 && gTraceFilter2->IsTraceEnabled())
+ {
+ DALI_LOG_RELEASE_INFO("Request size computation, type:%s\n", GetRequestTypeName(parameters.requestType));
+ }
+#endif
+
+ switch(parameters.requestType)
+ {
+ case Text::Async::COMPUTE_NATURAL_SIZE:
+ {
+ if(mIsNaturalSizeTaskRunning)
+ {
+ Text::AsyncTextManager::Get().RequestCancel(mNaturalSizeTaskId);
+ }
+ mIsNaturalSizeTaskRunning = true;
+
+ TextLoadObserver* textLoadObserver = this;
+ mNaturalSizeTaskId = Text::AsyncTextManager::Get().RequestLoad(parameters, textLoadObserver);
+ break;
+ }
+ case Text::Async::COMPUTE_HEIGHT_FOR_WIDTH:
+ {
+ if(mIsHeightForWidthTaskRunning)
+ {
+ Text::AsyncTextManager::Get().RequestCancel(mHeightForWidthTaskId);
+ }
+ mIsHeightForWidthTaskRunning = true;
+
+ TextLoadObserver* textLoadObserver = this;
+ mHeightForWidthTaskId = Text::AsyncTextManager::Get().RequestLoad(parameters, textLoadObserver);
+ break;
+ }
+ default:
+ {
+ DALI_LOG_ERROR("Unexpected request type : %d\n", parameters.requestType);
+ break;
}
}
}
-void TextVisual::RemoveTextureSet()
+bool TextVisual::UpdateAsyncRenderer(Text::AsyncTextParameters& parameters)
{
- if( mImpl->mFlags & Impl::IS_ATLASING_APPLIED )
+ Actor control = mControl.GetHandle();
+ if(!control)
{
- // Removes the text's image from the texture atlas.
- Vector4 atlasRect;
+ // Nothing to do.
+ ResourceReady(Toolkit::Visual::ResourceStatus::READY);
+ return false;
+ }
- const Property::Index index = mImpl->mRenderer.GetPropertyIndex( ATLAS_RECT_UNIFORM_NAME );
- if( index != Property::INVALID_INDEX )
+ if((fabsf(parameters.textWidth) < Math::MACHINE_EPSILON_1000) || (fabsf(parameters.textHeight) < Math::MACHINE_EPSILON_1000) ||
+ parameters.text.empty())
+ {
+ if(mIsTextLoadingTaskRunning)
{
- const Property::Value& atlasRectValue = mImpl->mRenderer.GetProperty( index );
- atlasRectValue.Get( atlasRect );
+ Text::AsyncTextManager::Get().RequestCancel(mTextLoadingTaskId);
+ mIsTextLoadingTaskRunning = false;
+ }
+
+ // Remove the texture set and any renderer previously set.
+ RemoveRenderer(control, true);
- const TextureSet& textureSet = mImpl->mRenderer.GetTextures();
- mFactoryCache.GetAtlasManager()->Remove( textureSet, atlasRect );
+ // Nothing else to do if the relayout size is zero.
+ ResourceReady(Toolkit::Visual::ResourceStatus::READY);
+
+ if(mAsyncTextInterface)
+ {
+ Text::AsyncTextRenderInfo renderInfo;
+ if(parameters.requestType == Text::Async::RENDER_FIXED_SIZE)
+ {
+ renderInfo.renderedSize = Size(parameters.textWidth, parameters.textHeight);
+ }
+ else if(parameters.requestType == Text::Async::RENDER_FIXED_WIDTH)
+ {
+ renderInfo.renderedSize = Size(parameters.textWidth, 0.0f);
+ }
+ else
+ {
+ renderInfo.renderedSize = Size::ZERO;
+ }
+
+ renderInfo.manualRendered = parameters.manualRender;
+ mAsyncTextInterface->AsyncLoadComplete(renderInfo);
}
+
+ return true;
+ }
+
+ // Get the maximum texture size.
+ const int maxTextureSize = Dali::GetMaxTextureSize();
+
+ if(parameters.textWidth > maxTextureSize)
+ {
+ DALI_LOG_WARNING("layoutSize(%f) > maxTextureSize(%d): To guarantee the behavior of Texture::New, layoutSize must not be bigger than maxTextureSize\n", parameters.textWidth, maxTextureSize);
+ parameters.textWidth = maxTextureSize;
}
+
+ // This does not mean whether task is actually running or waiting.
+ // It is whether text visual received a completion callback after requesting a task.
+ if(mIsTextLoadingTaskRunning)
+ {
+ Text::AsyncTextManager::Get().RequestCancel(mTextLoadingTaskId);
+ }
+
+#ifdef TRACE_ENABLED
+ if(gTraceFilter2 && gTraceFilter2->IsTraceEnabled())
+ {
+ DALI_LOG_RELEASE_INFO("Request render, type:%s\n", GetRequestTypeName(parameters.requestType));
+ }
+#endif
+
+ mIsTextLoadingTaskRunning = true;
+ TextLoadObserver* textLoadObserver = this;
+ mTextLoadingTaskId = Text::AsyncTextManager::Get().RequestLoad(parameters, textLoadObserver);
+
+ return true;
}
-Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool isRgbaTexture )
+void TextVisual::AddRenderer(Actor& actor, const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled, bool isOverlayStyle)
{
- Shader shader;
- if( isRgbaTexture )
+ Shader shader = GetTextShader(mFactoryCache, TextVisualShaderFeature::FeatureBuilder().EnableMultiColor(hasMultipleTextColors).EnableEmoji(containsColorGlyph).EnableStyle(styleEnabled).EnableOverlay(isOverlayStyle));
+ mImpl->mRenderer.SetShader(shader);
+
+ DALI_TRACE_SCOPE(gTraceFilter, "DALI_TEXT_VISUAL_UPDATE_RENDERER");
+
+ // Get the maximum size.
+ const int maxTextureSize = Dali::GetMaxTextureSize();
+
+ // No tiling required. Use the default renderer.
+ if(size.height < maxTextureSize)
+ {
+ TextureSet textureSet = GetTextTexture(size);
+
+ mImpl->mRenderer.SetTextures(textureSet);
+ // Register transform properties
+ mImpl->mTransform.SetUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
+ mImpl->mRenderer.SetProperty(mHasMultipleTextColorsIndex, static_cast<float>(hasMultipleTextColors));
+ mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
+
+ mRendererList.push_back(mImpl->mRenderer);
+ }
+ // If the pixel data exceeds the maximum size, tiling is required.
+ else
+ {
+ // Filter mode needs to be set to linear to produce better quality while scaling.
+ Sampler sampler = Sampler::New();
+ sampler.SetFilterMode(FilterMode::LINEAR, FilterMode::LINEAR);
+
+ // Create RGBA texture if the text contains emojis or multiple text colors, otherwise L8 texture
+ Pixel::Format textPixelFormat = (containsColorGlyph || hasMultipleTextColors) ? Pixel::RGBA8888 : Pixel::L8;
+
+ // Check the text direction
+ Toolkit::DevelText::TextDirection::Type textDirection = mController->GetTextDirection();
+
+ // Create a texture for the text without any styles
+ PixelData data = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_NO_STYLES, false, textPixelFormat);
+
+ int verifiedWidth = data.GetWidth();
+ int verifiedHeight = data.GetHeight();
+
+ // Set information for creating textures.
+ TilingInfo info(verifiedWidth, maxTextureSize);
+
+ // Get the pixel data of text.
+ info.textPixelData = data;
+
+ if(mTextShaderFeatureCache.IsEnabledStyle())
+ {
+ // Create RGBA texture for all the text styles (without the text itself)
+ info.stylePixelData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_NO_TEXT, false, Pixel::RGBA8888);
+ }
+
+ if(mTextShaderFeatureCache.IsEnabledOverlay())
+ {
+ // Create RGBA texture for all the overlay styles
+ info.overlayStylePixelData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_OVERLAY_STYLE, false, Pixel::RGBA8888);
+ }
+
+ if(mTextShaderFeatureCache.IsEnabledEmoji() && !mTextShaderFeatureCache.IsEnabledMultiColor())
+ {
+ // Create a L8 texture as a mask to avoid color glyphs (e.g. emojis) to be affected by text color animation
+ info.maskPixelData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_MASK, false, Pixel::L8);
+ }
+
+ // Get the current offset for recalculate the offset when tiling.
+ Property::Map retMap;
+ mImpl->mTransform.GetPropertyMap(retMap);
+ Property::Value* offsetValue = retMap.Find(Dali::Toolkit::Visual::Transform::Property::OFFSET);
+ if(offsetValue)
+ {
+ offsetValue->Get(info.transformOffset);
+ }
+
+ // Create a textureset in the default renderer.
+ CreateTextureSet(info, mImpl->mRenderer, sampler);
+
+ verifiedHeight -= maxTextureSize;
+
+ Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY);
+
+ // Create a renderer by cutting maxTextureSize.
+ while(verifiedHeight > 0)
+ {
+ VisualRenderer tilingRenderer = VisualRenderer::New(geometry, shader);
+ tilingRenderer.SetProperty(Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT);
+ // New offset position of buffer for tiling.
+ info.offsetHeight += maxTextureSize;
+ // New height for tiling.
+ info.height = (verifiedHeight - maxTextureSize) > 0 ? maxTextureSize : verifiedHeight;
+ // New offset for tiling.
+ info.transformOffset.y += maxTextureSize;
+ // Create a textureset int the new tiling renderer.
+ CreateTextureSet(info, tilingRenderer, sampler);
+
+ verifiedHeight -= maxTextureSize;
+ }
+ }
+
+ mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
+
+ const Vector4& defaultColor = mController->GetTextModel()->GetDefaultColor();
+
+ for(RendererContainer::iterator iter = mRendererList.begin(); iter != mRendererList.end(); ++iter)
{
- shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_RGBA );
- if( !shader )
+ Renderer renderer = (*iter);
+ if(renderer)
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP_RGBA );
- shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
- factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_RGBA, shader );
+ // Note, AddRenderer will ignore renderer if it is already added. @SINCE 2_3.22
+ actor.AddRenderer(renderer);
+
+ if(renderer != mImpl->mRenderer)
+ {
+ // Set constraint for text label's color for non-default renderers.
+ if(mAnimatableTextColorPropertyIndex != Property::INVALID_INDEX)
+ {
+ // Register unique property, or get property for default renderer.
+ Property::Index index = renderer.RegisterUniqueProperty("uTextColorAnimatable", defaultColor);
+
+ // Create constraint for the animatable text's color Property with uTextColorAnimatable in the renderer.
+ if(index != Property::INVALID_INDEX)
+ {
+ Constraint colorConstraint = Constraint::New<Vector4>(renderer, index, TextColorConstraint);
+ colorConstraint.AddSource(Source(actor, mAnimatableTextColorPropertyIndex));
+ colorConstraint.Apply();
+ }
+
+ // Make zero if the alpha value of text color is zero to skip rendering text
+ // VisualRenderer::Property::OPACITY uses same animatable property internally.
+ Constraint opacityConstraint = Constraint::New<float>(renderer, Dali::DevelRenderer::Property::OPACITY, OpacityConstraint);
+ opacityConstraint.AddSource(Source(actor, mAnimatableTextColorPropertyIndex));
+ opacityConstraint.AddSource(Source(mImpl->mRenderer, mTextRequireRenderPropertyIndex));
+ opacityConstraint.Apply();
+ }
+ }
}
}
+}
+
+TextureSet TextVisual::GetTextTexture(const Vector2& size)
+{
+ const bool cutoutEnabled = mController->IsTextCutout();
+
+ // Filter mode needs to be set to linear to produce better quality while scaling.
+ Sampler sampler = Sampler::New();
+ sampler.SetFilterMode(FilterMode::LINEAR, FilterMode::LINEAR);
+
+ TextureSet textureSet = TextureSet::New();
+
+ // Create RGBA texture if the text contains emojis or multiple text colors, otherwise L8 texture
+ Pixel::Format textPixelFormat = (mTextShaderFeatureCache.IsEnabledEmoji() || mTextShaderFeatureCache.IsEnabledMultiColor() || cutoutEnabled) ? Pixel::RGBA8888 : Pixel::L8;
+
+ // Check the text direction
+ Toolkit::DevelText::TextDirection::Type textDirection = mController->GetTextDirection();
+ uint32_t textureSetIndex = 0u;
+ // Create a texture for the text without any styles
+
+ Devel::PixelBuffer cutoutData;
+ float cutoutAlpha = mController->GetTextModel()->GetDefaultColor().a;
+ if(cutoutEnabled)
+ {
+ cutoutData = mTypesetter->RenderWithPixelBuffer(size, textDirection, Text::Typesetter::RENDER_NO_STYLES, false, textPixelFormat);
+
+ // Make transparent buffer.
+ // If the cutout is enabled, a separate texture is not used for the text.
+ Devel::PixelBuffer buffer = mTypesetter->CreateFullBackgroundBuffer(1, 1, Vector4(0.f, 0.f, 0.f, 0.f));
+ PixelData data = Devel::PixelBuffer::Convert(buffer);
+ AddTexture(textureSet, data, sampler, textureSetIndex);
+ ++textureSetIndex;
+ }
else
{
- shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_L8 );
- if( !shader )
+ PixelData data = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_NO_STYLES, false, textPixelFormat);
+ AddTexture(textureSet, data, sampler, textureSetIndex);
+ ++textureSetIndex;
+ }
+
+ if(mTextShaderFeatureCache.IsEnabledStyle())
+ {
+ // Create RGBA texture for all the text styles that render in the background (without the text itself)
+ PixelData styleData;
+
+ if(cutoutEnabled && cutoutData)
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP_L8 );
- shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
- factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_L8, shader );
+ styleData = mTypesetter->RenderWithCutout(size, textDirection, cutoutData, Text::Typesetter::RENDER_NO_TEXT, false, Pixel::RGBA8888, cutoutAlpha);
}
+ else
+ {
+ styleData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_NO_TEXT, false, Pixel::RGBA8888);
+ }
+
+ AddTexture(textureSet, styleData, sampler, textureSetIndex);
+ ++textureSetIndex;
+ }
+
+ if(mTextShaderFeatureCache.IsEnabledOverlay())
+ {
+ // Create RGBA texture for overlay styles such as underline and strikethrough (without the text itself)
+ PixelData overlayStyleData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_OVERLAY_STYLE, false, Pixel::RGBA8888);
+ AddTexture(textureSet, overlayStyleData, sampler, textureSetIndex);
+ ++textureSetIndex;
}
+ if(mTextShaderFeatureCache.IsEnabledEmoji() && !mTextShaderFeatureCache.IsEnabledMultiColor())
+ {
+ // 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);
+
+ AddTexture(textureSet, maskData, sampler, textureSetIndex);
+ }
+
+ return textureSet;
+}
+
+Shader TextVisual::GetTextShader(VisualFactoryCache& factoryCache, TextVisualShaderFeature::FeatureBuilder& featureBuilder)
+{
+ // Cache feature builder informations.
+ mTextShaderFeatureCache = featureBuilder;
+
+ Shader shader = mTextVisualShaderFactory.GetShader(factoryCache, mTextShaderFeatureCache);
return shader;
}
+void TextVisual::SetRequireRender(bool requireRender)
+{
+ // Avoid function calls if there is no change.
+ if(mTextRequireRender != requireRender)
+ {
+ mTextRequireRender = requireRender;
+ if(mImpl->mRenderer)
+ {
+ mImpl->mRenderer.SetProperty(mTextRequireRenderPropertyIndex, mTextRequireRender);
+ }
+ }
+}
+
} // namespace Internal
} // namespace Toolkit