Revert "Revert TextVisual in TextLabel Patches"
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / visuals / text / text-visual.cpp
index baba744..c90c727 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 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.
 // CLASS HEADER
 #include <dali-toolkit/internal/visuals/text/text-visual.h>
 
-// EXTERNAL HEADER
-#include <dali/devel-api/scripting/enum-helper.h>
-// #include <dali/devel-api/scripting/scripting.h>
+// EXTERNAL INCLUDES
+#include <dali/public-api/animation/constraints.h>
+#include <dali/devel-api/text-abstraction/text-abstraction-definitions.h>
 
 // INTERNAL HEADER
-#include <dali-toolkit/public-api/text/rendering-backend.h>
-#include <dali-toolkit/public-api/visuals/text-visual-properties.h>
-#include <dali-toolkit/devel-api/visual-factory/devel-visual-properties.h>
+#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/text/rendering/text-backend.h>
-#include <dali-toolkit/internal/text/text-view.h>
+#include <dali-toolkit/internal/visuals/image-atlas-manager.h>
 #include <dali-toolkit/internal/visuals/visual-base-impl.h>
 #include <dali-toolkit/internal/visuals/visual-base-data-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>
-
-using Dali::Toolkit::Text::LayoutEngine;
+#include <dali-toolkit/internal/text/script-run.h>
 
 namespace Dali
 {
@@ -48,9 +46,7 @@ namespace Internal
 namespace
 {
 
-// Property names.
-const char * const RENDERING_BACKEND_PROPERTY( "renderingBackend" );
-const char * const TEXT_PROPERTY( "text" );
+// 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" );
@@ -59,126 +55,233 @@ 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 ENABLE_AUTO_SCROLL_PROPERTY( "enableAutoScroll" );
-const char * const AUTO_SCROLL_SPEED_PROPERTY( "autoScrollSpeed" );
-const char * const AUTO_SCROLL_LOOP_COUNT_PROPERTY( "autoScrollLoopCount" );
-const char * const AUTO_SCROLL_GAP_PROPERTY( "autoScrollGap" );
-const char * const LINE_SPACING_PROPERTY( "lineSpacing" );
-const char * const UNDERLINE_PROPERTY( "underline" );
 const char * const SHADOW_PROPERTY( "shadow" );
-const char * const OUTLINE_PROPERTY( "outline" );
-const char * const BATCHING_ENABLED_PROPERTY( "batchingEnabled" );
+const char * const UNDERLINE_PROPERTY( "underline" );
 
 const Scripting::StringEnum HORIZONTAL_ALIGNMENT_STRING_TABLE[] =
 {
-  { "BEGIN",  Toolkit::Text::LayoutEngine::HORIZONTAL_ALIGN_BEGIN  },
-  { "CENTER", Toolkit::Text::LayoutEngine::HORIZONTAL_ALIGN_CENTER },
-  { "END",    Toolkit::Text::LayoutEngine::HORIZONTAL_ALIGN_END    },
+  { "BEGIN",  Toolkit::Text::Layout::HORIZONTAL_ALIGN_BEGIN  },
+  { "CENTER", Toolkit::Text::Layout::HORIZONTAL_ALIGN_CENTER },
+  { "END",    Toolkit::Text::Layout::HORIZONTAL_ALIGN_END    },
 };
 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[] =
 {
-  { "TOP",    Toolkit::Text::LayoutEngine::VERTICAL_ALIGN_TOP    },
-  { "CENTER", Toolkit::Text::LayoutEngine::VERTICAL_ALIGN_CENTER },
-  { "BOTTOM", Toolkit::Text::LayoutEngine::VERTICAL_ALIGN_BOTTOM },
+  { "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] );
 
-std::string GetHorizontalAlignment( LayoutEngine::HorizontalAlignment alignment )
+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::LayoutEngine::HorizontalAlignment>( alignment,
-                                                                                                      HORIZONTAL_ALIGNMENT_STRING_TABLE,
-                                                                                                      HORIZONTAL_ALIGNMENT_STRING_TABLE_COUNT );
+  const char* name = Scripting::GetEnumerationName<Toolkit::Text::Layout::HorizontalAlignment>( alignment,
+                                                                                                HORIZONTAL_ALIGNMENT_STRING_TABLE,
+                                                                                                HORIZONTAL_ALIGNMENT_STRING_TABLE_COUNT );
 
-  return std::string( name );
+  if( name )
+  {
+    return std::string( name );
+  }
+  return std::string();
 }
 
-std::string GetVerticalAlignment( LayoutEngine::VerticalAlignment alignment )
+std::string GetVerticalAlignment( Toolkit::Text::Layout::VerticalAlignment alignment )
 {
-  const char* name = Scripting::GetEnumerationName< Toolkit::Text::LayoutEngine::VerticalAlignment >( alignment,
-                                                                                                      VERTICAL_ALIGNMENT_STRING_TABLE,
-                                                                                                      VERTICAL_ALIGNMENT_STRING_TABLE_COUNT );
+  const char* name = Scripting::GetEnumerationName< Toolkit::Text::Layout::VerticalAlignment >( alignment,
+                                                                                                VERTICAL_ALIGNMENT_STRING_TABLE,
+                                                                                                VERTICAL_ALIGNMENT_STRING_TABLE_COUNT );
 
-  return std::string( name );
+  if( name )
+  {
+    return std::string( name );
+  }
+  return std::string();
 }
 
 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;
+  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
-  \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 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
-    vertexPosition.xyz *= uSize;\n
-    vertexPosition = uMvpMatrix * vertexPosition;\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 = DALI_COMPOSE_SHADER(
-    varying mediump vec2 vTexCoord;\n
-    uniform sampler2D sTexture;\n
-    uniform mediump vec4 uAtlasRect;\n
-    uniform lowp vec4 uColor;\n
-    \n
-    void main()\n
-    {\n
-      mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
-      gl_FragColor = texture2D( sTexture, texCoord ) * uColor;\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
 );
 
-Geometry CreateGeometry( VisualFactoryCache& factoryCache, ImageDimensions gridSize )
+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
+);
+
+/**
+ * Return Property index for the given string key
+ * param[in] stringKey the string index key
+ * return the key as an index
+ */
+
+Dali::Property::Index StringKeyToIndexKey( const std::string& stringKey )
 {
-  Geometry geometry;
+  Dali::Property::Index result = Property::INVALID_KEY;
 
-  if( gridSize == ImageDimensions( 1, 1 ) )
+  if( stringKey == VISUAL_TYPE )
   {
-    geometry = factoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
-    if( !geometry )
-    {
-      geometry =  VisualFactoryCache::CreateQuadGeometry();
-      factoryCache.SaveGeometry( VisualFactoryCache::QUAD_GEOMETRY, geometry );
-    }
+    result = Toolkit::Visual::Property::TYPE;
   }
-  else
+  else if( stringKey == TEXT_PROPERTY )
+  {
+    result = Toolkit::TextVisual::Property::TEXT;
+  }
+  else if( stringKey == FONT_FAMILY_PROPERTY )
+  {
+    result = Toolkit::TextVisual::Property::FONT_FAMILY;
+  }
+  else if( stringKey == FONT_STYLE_PROPERTY )
+  {
+    result = Toolkit::TextVisual::Property::FONT_STYLE;
+  }
+  else if( stringKey == POINT_SIZE_PROPERTY )
+  {
+    result = Toolkit::TextVisual::Property::POINT_SIZE;
+  }
+  else if( stringKey == MULTI_LINE_PROPERTY )
+  {
+    result = Toolkit::TextVisual::Property::MULTI_LINE;
+  }
+  else if( stringKey == HORIZONTAL_ALIGNMENT_PROPERTY )
   {
-    geometry = VisualFactoryCache::CreateGridGeometry( gridSize );
+    result = Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT;
+  }
+  else if( stringKey == VERTICAL_ALIGNMENT_PROPERTY )
+  {
+    result = Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT;
+  }
+  else if( stringKey == TEXT_COLOR_PROPERTY )
+  {
+    result = Toolkit::TextVisual::Property::TEXT_COLOR;
+  }
+  else if( stringKey == ENABLE_MARKUP_PROPERTY )
+  {
+    result = Toolkit::TextVisual::Property::ENABLE_MARKUP;
+  }
+  else if( stringKey == SHADOW_PROPERTY )
+  {
+    result = Toolkit::TextVisual::Property::SHADOW;
+  }
+  else if( stringKey == UNDERLINE_PROPERTY )
+  {
+    result = Toolkit::TextVisual::Property::UNDERLINE;
   }
 
-  return geometry;
+  return result;
 }
 
 } // unnamed namespace
 
-TextVisualPtr TextVisual::New( VisualFactoryCache& factoryCache )
+TextVisualPtr TextVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
 {
-  return new TextVisual( factoryCache );
+  TextVisualPtr TextVisualPtr( new TextVisual( factoryCache ) );
+  TextVisualPtr->SetProperties( properties );
+  return TextVisualPtr;
 }
 
-void TextVisual::SetSize( const Vector2& size )
+void TextVisual::ConvertStringKeysToIndexKeys( Property::Map& propertyMap )
 {
-  const Text::Controller::UpdateTextType updateTextType = mController->Relayout( size );
+  Property::Map outMap;
 
-  if( ( Text::Controller::NONE_UPDATED != ( Text::Controller::MODEL_UPDATED & updateTextType ) ) ||
-      !mRenderer )
+  for( Property::Map::SizeType index = 0u, count = propertyMap.Count(); index < count; ++index )
   {
-    if( !mRenderer )
+    const KeyValuePair& keyValue = propertyMap.GetKeyValue( index );
+
+    Property::Index indexKey = keyValue.first.indexKey;
+
+    if ( keyValue.first.type == Property::Key::STRING )
     {
-      mRenderer = Text::Backend::Get().NewRenderer( mRenderingBackend );
+      indexKey = StringKeyToIndexKey( keyValue.first.stringKey );
     }
 
-    RenderText();
+    outMap.Insert( indexKey, keyValue.second );
   }
+
+  propertyMap = outMap;
 }
 
-float TextVisual::GetHeightForWidth( float width ) const
+float TextVisual::GetHeightForWidth( float width )
 {
   return mController->GetHeightForWidth( width );
 }
@@ -193,9 +296,7 @@ void TextVisual::DoCreatePropertyMap( Property::Map& map ) const
   Property::Value value;
 
   map.Clear();
-  map.Insert( Toolkit::VisualProperty::TYPE, Toolkit::Visual::TEXT );
-
-  map.Insert( Toolkit::TextVisual::Property::RENDERING_BACKEND, mRenderingBackend );
+  map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::DevelVisual::TEXT );
 
   std::string text;
   mController->GetText( text );
@@ -206,7 +307,7 @@ void TextVisual::DoCreatePropertyMap( Property::Map& map ) const
   GetFontStyleProperty( mController, value, Text::FontStyle::DEFAULT );
   map.Insert( Toolkit::TextVisual::Property::FONT_STYLE, value );
 
-  map.Insert( Toolkit::TextVisual::Property::POINT_SIZE, mController->GetDefaultPointSize() );
+  map.Insert( Toolkit::TextVisual::Property::POINT_SIZE, mController->GetDefaultFontSize( Text::Controller::POINT_SIZE ) );
 
   map.Insert( Toolkit::TextVisual::Property::MULTI_LINE, mController->IsMultiLineEnabled() );
 
@@ -214,29 +315,33 @@ void TextVisual::DoCreatePropertyMap( Property::Map& map ) const
 
   map.Insert( Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT, GetVerticalAlignment( mController->GetVerticalAlignment() ) );
 
-  map.Insert( Toolkit::TextVisual::Property::TEXT_COLOR, mController->GetTextColor() );
+  map.Insert( Toolkit::TextVisual::Property::TEXT_COLOR, mController->GetDefaultColor() );
 
   map.Insert( Toolkit::TextVisual::Property::ENABLE_MARKUP, mController->IsMarkupProcessorEnabled() );
 
-  map.Insert( Toolkit::TextVisual::Property::LINE_SPACING, mController->GetDefaultLineSpacing() );
-
-  GetUnderlineProperties( mController, value, Text::EffectStyle::DEFAULT );
-  map.Insert( Toolkit::TextVisual::Property::UNDERLINE, value );
-
   GetShadowProperties( mController, value, Text::EffectStyle::DEFAULT );
   map.Insert( Toolkit::TextVisual::Property::SHADOW, value );
 
-  GetOutlineProperties( mController, value, Text::EffectStyle::DEFAULT );
-  map.Insert( Toolkit::TextVisual::Property::OUTLINE, value );
+  GetUnderlineProperties( mController, value, Text::EffectStyle::DEFAULT );
+  map.Insert( Toolkit::TextVisual::Property::UNDERLINE, value );
+}
 
-  map.Insert( Toolkit::TextVisual::Property::BATCHING_ENABLED, false ); // TODO
+void TextVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
+{
+  map.Clear();
+  map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::DevelVisual::TEXT );
+  std::string text;
+  mController->GetText( text );
+  map.Insert( Toolkit::TextVisual::Property::TEXT, text );
 }
 
+
 TextVisual::TextVisual( VisualFactoryCache& factoryCache )
 : Visual::Base( factoryCache ),
   mController( Text::Controller::New() ),
-  mRenderingBackend( Toolkit::Text::DEFAULT_RENDERING_BACKEND ),
-  mHasBeenStaged( false )
+  mTypesetter( Text::Typesetter::New( mController->GetTextModel() ) ),
+  mAnimatableTextColorPropertyIndex( Property::INVALID_INDEX ),
+  mRendererUpdateNeeded( false )
 {
 }
 
@@ -250,104 +355,21 @@ void TextVisual::DoSetProperties( const Property::Map& propertyMap )
   {
     const KeyValuePair& keyValue = propertyMap.GetKeyValue( index );
 
-    switch( keyValue.first.type )
+    Property::Index indexKey = keyValue.first.indexKey;
+
+    if( keyValue.first.type == Property::Key::STRING )
     {
-      case Property::Key::INDEX:
-      {
-        if( Toolkit::VisualProperty::TYPE != keyValue.first.indexKey ) // Toolkit::VisualProperty::TYPE is not a TextVisual's property.
-        {
-          DoSetProperty( keyValue.first.indexKey, keyValue.second );
-        }
-        break;
-      }
-      case Property::Key::STRING:
-      {
-        if( keyValue.first.stringKey == RENDERING_BACKEND_PROPERTY )
-        {
-          DoSetProperty( Toolkit::TextVisual::Property::RENDERING_BACKEND, keyValue.second );
-        }
-        else if( keyValue.first.stringKey == TEXT_PROPERTY )
-        {
-          DoSetProperty( Toolkit::TextVisual::Property::TEXT, keyValue.second );
-        }
-        else if( keyValue.first.stringKey == FONT_FAMILY_PROPERTY )
-        {
-          DoSetProperty( Toolkit::TextVisual::Property::FONT_FAMILY, keyValue.second );
-        }
-        else if( keyValue.first.stringKey == FONT_STYLE_PROPERTY )
-        {
-          DoSetProperty( Toolkit::TextVisual::Property::FONT_STYLE, keyValue.second );
-        }
-        else if( keyValue.first.stringKey == POINT_SIZE_PROPERTY )
-        {
-          DoSetProperty( Toolkit::TextVisual::Property::POINT_SIZE, keyValue.second );
-        }
-        else if( keyValue.first.stringKey == MULTI_LINE_PROPERTY )
-        {
-          DoSetProperty( Toolkit::TextVisual::Property::MULTI_LINE, keyValue.second );
-        }
-        else if( keyValue.first.stringKey == HORIZONTAL_ALIGNMENT_PROPERTY )
-        {
-          DoSetProperty( Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT, keyValue.second );
-        }
-        else if( keyValue.first.stringKey == VERTICAL_ALIGNMENT_PROPERTY )
-        {
-          DoSetProperty( Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT, keyValue.second );
-        }
-        else if( keyValue.first.stringKey == TEXT_COLOR_PROPERTY )
-        {
-          DoSetProperty( Toolkit::TextVisual::Property::TEXT_COLOR, keyValue.second );
-        }
-        else if( keyValue.first.stringKey == ENABLE_MARKUP_PROPERTY )
-        {
-          DoSetProperty( Toolkit::TextVisual::Property::ENABLE_MARKUP, keyValue.second );
-        }
-        else if( keyValue.first.stringKey == ENABLE_AUTO_SCROLL_PROPERTY )
-        {
-          DoSetProperty( Toolkit::TextVisual::Property::ENABLE_AUTO_SCROLL, keyValue.second );
-        }
-        else if( keyValue.first.stringKey == AUTO_SCROLL_SPEED_PROPERTY )
-        {
-          DoSetProperty( Toolkit::TextVisual::Property::AUTO_SCROLL_SPEED, keyValue.second );
-        }
-        else if( keyValue.first.stringKey == AUTO_SCROLL_LOOP_COUNT_PROPERTY )
-        {
-          DoSetProperty( Toolkit::TextVisual::Property::AUTO_SCROLL_LOOP_COUNT, keyValue.second );
-        }
-        else if( keyValue.first.stringKey == AUTO_SCROLL_GAP_PROPERTY )
-        {
-          DoSetProperty( Toolkit::TextVisual::Property::AUTO_SCROLL_GAP, keyValue.second );
-        }
-        else if( keyValue.first.stringKey == LINE_SPACING_PROPERTY )
-        {
-          DoSetProperty( Toolkit::TextVisual::Property::LINE_SPACING, keyValue.second );
-        }
-        else if( keyValue.first.stringKey == UNDERLINE_PROPERTY )
-        {
-          DoSetProperty( Toolkit::TextVisual::Property::UNDERLINE, keyValue.second );
-        }
-        else if( keyValue.first.stringKey == SHADOW_PROPERTY )
-        {
-          DoSetProperty( Toolkit::TextVisual::Property::SHADOW, keyValue.second );
-        }
-        else if( keyValue.first.stringKey == OUTLINE_PROPERTY )
-        {
-          DoSetProperty( Toolkit::TextVisual::Property::OUTLINE, keyValue.second );
-        }
-        else if( keyValue.first.stringKey == BATCHING_ENABLED_PROPERTY )
-        {
-          DoSetProperty( Toolkit::TextVisual::Property::BATCHING_ENABLED, keyValue.second );
-        }
-        break;
-      }
+      indexKey = StringKeyToIndexKey( keyValue.first.stringKey );
     }
-  }
 
-  // Retrieve the layout engine to set whether to elide the text and set the cursor's width.
-  Text::LayoutEngine& engine = mController->GetLayoutEngine();
+    DoSetProperty( indexKey, keyValue.second );
+  }
 
   // Elide the text if it exceeds the boundaries.
-  engine.SetTextEllipsisEnabled( 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.
@@ -355,62 +377,64 @@ void TextVisual::DoSetProperties( const Property::Map& propertyMap )
 
 void TextVisual::DoSetOnStage( Actor& actor )
 {
-  // TODO Create the actual renderer(s) for the text!!!!
-  //      Will crash if no mImpl->mRenderer is set.
-  Geometry geometry;
-  Shader shader;
-
-  geometry = CreateGeometry( mFactoryCache, ImageDimensions( 1, 1 ) );
+  mControl = actor;
 
-  shader = mFactoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP );
-  if( !shader )
-  {
-    shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP );
-    mFactoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP, shader );
-  }
+  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 );
 
-  mSelf = actor;
+  const Vector4& defaultColor = mController->GetTextModel()->GetDefaultColor();
+  Dali::Property::Index shaderTextColorIndex = mImpl->mRenderer.RegisterProperty( "uTextColorAnimatable", defaultColor );
 
-  if( mHasBeenStaged )
+  if ( mAnimatableTextColorPropertyIndex != Property::INVALID_INDEX )
   {
-    RenderText();
+    // Create constraint for the animatable text's color Property with uTextColorAnimatable in the renderer.
+    if( shaderTextColorIndex != Property::INVALID_INDEX )
+    {
+      Constraint constraint = Constraint::New<Vector4>( mImpl->mRenderer, shaderTextColorIndex, EqualToConstraint() );
+      constraint.AddSource( Source( actor, mAnimatableTextColorPropertyIndex ) );
+      constraint.Apply();
+    }
   }
-  else
+
+  // Renderer needs textures and to be added to control
+  mRendererUpdateNeeded = true;
+
+  UpdateRenderer();
+}
+
+void TextVisual::DoSetOffStage( Actor& actor )
+{
+  if( mImpl->mRenderer )
   {
-    mHasBeenStaged = true;
+    // Removes the renderer from the actor.
+    actor.RemoveRenderer( mImpl->mRenderer );
+
+    RemoveTextureSet();
+
+    // Resets the renderer.
+    mImpl->mRenderer.Reset();
   }
+
+  // Resets the control handle.
+  mControl.Reset();
 }
 
-void TextVisual::DoSetOffStage( Actor& actor )
+void TextVisual::OnSetTransform()
 {
-  mSelf.Reset();
+  UpdateRenderer();
 }
 
 void TextVisual::DoSetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue )
 {
   switch( index )
   {
-    case Toolkit::TextVisual::Property::RENDERING_BACKEND:
+    case Toolkit::TextVisual::Property::ENABLE_MARKUP:
     {
-      int backend = propertyValue.Get<int>();
-
-#ifndef ENABLE_VECTOR_BASED_TEXT_RENDERING
-      if( Text::RENDERING_VECTOR_BASED == backend )
-      {
-        backend = TextAbstraction::BITMAP_GLYPH; // Fallback to bitmap-based rendering
-      }
-#endif
-      if( mRenderingBackend != backend )
-      {
-        mRenderingBackend = backend;
-        mRenderer.Reset();
-
-        // When using the vector-based rendering, the size of the GLyphs are different
-        TextAbstraction::GlyphType glyphType = ( Text::RENDERING_VECTOR_BASED == mRenderingBackend ) ? TextAbstraction::VECTOR_GLYPH : TextAbstraction::BITMAP_GLYPH;
-        mController->SetGlyphType( glyphType );
-      }
+      const bool enableMarkup = propertyValue.Get<bool>();
+      mController->SetMarkupProcessorEnabled( enableMarkup );
       break;
     }
     case Toolkit::TextVisual::Property::TEXT:
@@ -431,10 +455,9 @@ void TextVisual::DoSetProperty( Dali::Property::Index index, const Dali::Propert
     case Toolkit::TextVisual::Property::POINT_SIZE:
     {
       const float pointSize = propertyValue.Get<float>();
-
-      if( !Equals( mController->GetDefaultPointSize(), pointSize ) )
+      if( !Equals( mController->GetDefaultFontSize( Text::Controller::POINT_SIZE ), pointSize ) )
       {
-        mController->SetDefaultPointSize( pointSize );
+        mController->SetDefaultFontSize( pointSize, Text::Controller::POINT_SIZE );
       }
       break;
     }
@@ -445,11 +468,11 @@ void TextVisual::DoSetProperty( Dali::Property::Index index, const Dali::Propert
     }
     case Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT:
     {
-      LayoutEngine::HorizontalAlignment alignment( LayoutEngine::HORIZONTAL_ALIGN_BEGIN );
-      if( Scripting::GetEnumeration< Toolkit::Text::LayoutEngine::HorizontalAlignment >( propertyValue.Get< std::string >().c_str(),
-                                                                                         HORIZONTAL_ALIGNMENT_STRING_TABLE,
-                                                                                         HORIZONTAL_ALIGNMENT_STRING_TABLE_COUNT,
-                                                                                         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 ) )
       {
         mController->SetHorizontalAlignment( alignment );
       }
@@ -457,11 +480,11 @@ void TextVisual::DoSetProperty( Dali::Property::Index index, const Dali::Propert
     }
     case Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT:
     {
-      LayoutEngine::VerticalAlignment alignment( LayoutEngine::VERTICAL_ALIGN_BOTTOM );
-      if( Scripting::GetEnumeration< Toolkit::Text::LayoutEngine::VerticalAlignment >( propertyValue.Get< std::string >().c_str(),
-                                                                                       VERTICAL_ALIGNMENT_STRING_TABLE,
-                                                                                       VERTICAL_ALIGNMENT_STRING_TABLE_COUNT,
-                                                                                       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 ) )
       {
         mController->SetVerticalAlignment( alignment );
       }
@@ -469,334 +492,259 @@ void TextVisual::DoSetProperty( Dali::Property::Index index, const Dali::Propert
     }
     case Toolkit::TextVisual::Property::TEXT_COLOR:
     {
-      const Vector4 textColor = propertyValue.Get< Vector4 >();
-      if( mController->GetTextColor() != textColor )
+      const Vector4& textColor = propertyValue.Get< Vector4 >();
+      if( mController->GetDefaultColor() != textColor )
       {
-        mController->SetTextColor( textColor );
-        mRenderer.Reset();
+        mController->SetDefaultColor( textColor );
       }
       break;
     }
-    case Toolkit::TextVisual::Property::ENABLE_MARKUP:
-    {
-      const bool enableMarkup = propertyValue.Get<bool>();
-      mController->SetMarkupProcessorEnabled( enableMarkup );
-      break;
-    }
-    case Toolkit::TextVisual::Property::ENABLE_AUTO_SCROLL:
-    {
-      // nothing to do.
-      break;
-    }
-    case Toolkit::TextVisual::Property::AUTO_SCROLL_SPEED:
+    case Toolkit::TextVisual::Property::SHADOW:
     {
-      // nothing to do.
+      SetShadowProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
       break;
     }
-    case Toolkit::TextVisual::Property::AUTO_SCROLL_LOOP_COUNT:
+    case Toolkit::TextVisual::Property::UNDERLINE:
     {
-      // nothing to do.
+      SetUnderlineProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
       break;
     }
-    case Toolkit::TextVisual::Property::AUTO_SCROLL_GAP:
+  }
+}
+
+void TextVisual::UpdateRenderer()
+{
+  Actor control = mControl.GetHandle();
+  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;
+
+  // 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 ) );
+
+  if( ( fabsf( relayoutSize.width ) < Math::MACHINE_EPSILON_1000 ) || ( fabsf( relayoutSize.height ) < Math::MACHINE_EPSILON_1000 ) )
+  {
+    // Removes the texture set.
+    RemoveTextureSet();
+
+    // Remove any renderer previously set.
+    if( mImpl->mRenderer )
     {
-      // nothing to do.
-      break;
+      control.RemoveRenderer( mImpl->mRenderer );
     }
-    case Toolkit::TextVisual::Property::LINE_SPACING:
+
+    // Nothing else to do if the relayout size is zero.
+    ResourceReady();
+    return;
+  }
+
+  const Text::Controller::UpdateTextType updateTextType = mController->Relayout( relayoutSize );
+
+  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 )
     {
-      const float lineSpacing = propertyValue.Get<float>();
-      mController->SetDefaultLineSpacing( lineSpacing );
-      mRenderer.Reset();
-      break;
+      control.RemoveRenderer( mImpl->mRenderer );
     }
-    case Toolkit::TextVisual::Property::UNDERLINE:
+
+    if( ( relayoutSize.width > Math::MACHINE_EPSILON_1000 ) &&
+        ( relayoutSize.height > Math::MACHINE_EPSILON_1000 ) )
     {
-      // TODO : This switch can be removed when the deprecated SHADOW_OFFSET and SHADOW_COLOR properties are finally removed.
-      //        Only the code for the MAP case should be kept.
-      switch( propertyValue.GetType() )
+      // Check whether it is a markup text with multiple text colors
+      const Vector4* const colorsBuffer = mController->GetTextModel()->GetColors();
+      bool hasMultipleTextColors = ( NULL != colorsBuffer );
+
+      // Check whether the text contains any emoji
+      bool containsEmoji = false;
+
+      Text::ScriptRunIndex numberOfScripts = mController->GetTextModel()->GetNumberOfScripts();
+      const Text::ScriptRun* scripts = mController->GetTextModel()->GetScriptRuns();
+      for ( Text::ScriptRunIndex scriptIndex = 0u; scriptIndex < numberOfScripts; scriptIndex++ )
       {
-        case Property::VECTOR4:
-        {
-          const Vector4 color = propertyValue.Get<Vector4>();
-          if( mController->GetUnderlineColor() != color )
-          {
-            mController->SetUnderlineColor( color );
-            mRenderer.Reset();
-          }
-          break;
-        }
-        case Property::FLOAT:
-        {
-          float height = propertyValue.Get<float>();
-          if( fabsf( mController->GetUnderlineHeight() - height ) > Math::MACHINE_EPSILON_1000 )
-          {
-            mController->SetUnderlineHeight( height );
-            mRenderer.Reset();
-          }
-          break;
-        }
-        case Property::BOOLEAN:
-        {
-          const bool enabled = propertyValue.Get<bool>();
-          if( mController->IsUnderlineEnabled() != enabled )
-          {
-            mController->SetUnderlineEnabled( enabled );
-            mRenderer.Reset();
-          }
-          break;
-        }
-        case Property::MAP:
-        {
-          const bool update = SetUnderlineProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
-          if( update )
-          {
-            mRenderer.Reset();
-          }
-          break;
-        }
-        default:
+        const Text::ScriptRun& scriptRun = *( scripts + scriptIndex );
+        if( TextAbstraction::EMOJI == scriptRun.script )
         {
-          // Nothing to do.
+          containsEmoji = true;
           break;
         }
       }
 
-      break;
-    }
-    case Toolkit::TextVisual::Property::SHADOW:
-    {
-      // TODO : This switch can be removed when the deprecated SHADOW_OFFSET and SHADOW_COLOR properties are finally removed.
-      //        Only the code for the MAP case should be kept.
-      switch( propertyValue.GetType() )
+      // 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 )
       {
-        case Property::VECTOR2:
-        {
-          const Vector2 shadowOffset = propertyValue.Get<Vector2>();
-          if( mController->GetShadowOffset() != shadowOffset )
-          {
-            mController->SetShadowOffset( shadowOffset );
-            mRenderer.Reset();
-          }
-          break;
-        }
-        case Property::VECTOR4:
-        {
-          const Vector4 shadowColor = propertyValue.Get<Vector4>();
-          if( mController->GetShadowColor() != shadowColor )
-          {
-            mController->SetShadowColor( shadowColor );
-            mRenderer.Reset();
-          }
-          break;
-        }
-        case Property::MAP:
-        {
-          const bool update = SetShadowProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
-          if( update )
-          {
-            mRenderer.Reset();
-          }
-          break;
-        }
-        default:
-        {
-          // Nothing to do.
-          break;
-        }
+        shadowEnabled = true;
       }
-      break;
-    }
-    case Toolkit::TextVisual::Property::EMBOSS:
-    {
-      const bool update = SetEmbossProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
-      if( update )
+
+      const bool underlineEnabled = mController->GetTextModel()->IsUnderlineEnabled();
+
+      if ( hasMultipleTextColors || containsEmoji || shadowEnabled || underlineEnabled )
       {
-        mRenderer.Reset();
-     }
-      break;
-    }
-    case Toolkit::TextVisual::Property::OUTLINE:
-    {
-      const bool update = SetOutlineProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
-      if( update )
+        // Create RGBA textures if the text contains emojis or styles or multiple text colors
+
+        // Create a texture for the text without any styles
+        PixelData data = mTypesetter->Render( relayoutSize, Text::Typesetter::RENDER_NO_STYLES );
+
+        // 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.
+
+        Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D,
+                                        data.GetPixelFormat(),
+                                        data.GetWidth(),
+                                        data.GetHeight() );
+
+        texture.Upload( data );
+
+        TextureSet textureSet = TextureSet::New();
+        textureSet.SetTexture( 0u, texture );
+
+        // Create a texture for all the text styles (without the text itself)
+        PixelData styleData = mTypesetter->Render( relayoutSize, Text::Typesetter::RENDER_NO_TEXT );
+
+        Texture styleTexture = Texture::New( Dali::TextureType::TEXTURE_2D,
+                                             styleData.GetPixelFormat(),
+                                             styleData.GetWidth(),
+                                             styleData.GetHeight() );
+
+        styleTexture.Upload( styleData );
+
+        textureSet.SetTexture( 1u, styleTexture );
+
+        // 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 );
+
+        Texture maskTexture = Texture::New( Dali::TextureType::TEXTURE_2D,
+                                            styleData.GetPixelFormat(),
+                                            styleData.GetWidth(),
+                                            styleData.GetHeight() );
+
+        maskTexture.Upload( maskData );
+
+        textureSet.SetTexture( 2u, maskTexture );
+
+        // 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 );
+
+        mImpl->mRenderer.SetTextures( textureSet );
+
+        Shader shader = GetTextShader(mFactoryCache, true); // RGBA shader
+        mImpl->mRenderer.SetShader(shader);
+      }
+      else
       {
-        mRenderer.Reset();
+        // Create L8 texture if the text contains only single text color with no emoji and no style
+
+        // Create a texture for the text without any styles
+        PixelData data = mTypesetter->Render( relayoutSize, Text::Typesetter::RENDER_NO_STYLES, false, Pixel::L8 );
+
+        // 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.
+
+        Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D,
+                                        data.GetPixelFormat(),
+                                        data.GetWidth(),
+                                        data.GetHeight() );
+
+        texture.Upload( data );
+
+        TextureSet textureSet = TextureSet::New();
+        textureSet.SetTexture( 0u, texture );
+
+        // 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 );
+
+        mImpl->mRenderer.SetTextures( textureSet );
+
+        Shader shader = GetTextShader(mFactoryCache, false); // L8 shader
+        mImpl->mRenderer.SetShader(shader);
       }
-      break;
-    }
-    case Toolkit::TextVisual::Property::BATCHING_ENABLED:
-    {
-      // TODO
-      break;
-    }
-    default:
-    {
-      // Should not arrive here.
-      DALI_ASSERT_DEBUG( false );
+
+      mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
+
+      Vector4 atlasRect = FULL_TEXTURE_RECT;
+      mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, atlasRect );
+      mImpl->mRenderer.RegisterProperty( "uHasMultipleTextColors", static_cast<float>( hasMultipleTextColors ) );
+
+      mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON);
+
+      //Register transform properties
+      mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
+
+      control.AddRenderer( mImpl->mRenderer );
+
+      // Text rendered and ready to display
+      ResourceReady();
     }
   }
 }
 
-Dali::Property::Value TextVisual::DoGetProperty( Dali::Property::Index index )
+void TextVisual::RemoveTextureSet()
 {
-  Dali::Property::Value value;
-
-  switch( index )
+  if( mImpl->mFlags & Impl::IS_ATLASING_APPLIED )
   {
-    case Toolkit::TextVisual::Property::RENDERING_BACKEND:
-    {
-      value = mRenderingBackend;
-      break;
-    }
-    case Toolkit::TextVisual::Property::TEXT:
-    {
-      std::string text;
-      mController->GetText( text );
-      value = text;
-      break;
-    }
-    case Toolkit::TextVisual::Property::FONT_FAMILY:
-    {
-      value = mController->GetDefaultFontFamily();
-      break;
-    }
-    case Toolkit::TextVisual::Property::FONT_STYLE:
-    {
-      GetFontStyleProperty( mController, value, Text::FontStyle::DEFAULT );
-      break;
-    }
-    case Toolkit::TextVisual::Property::POINT_SIZE:
-    {
-      value = mController->GetDefaultPointSize();
-      break;
-    }
-    case Toolkit::TextVisual::Property::MULTI_LINE:
-    {
-      value = mController->IsMultiLineEnabled();
-      break;
-    }
-    case Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT:
-    {
-      const char* name = Scripting::GetEnumerationName< Toolkit::Text::LayoutEngine::HorizontalAlignment >( mController->GetHorizontalAlignment(),
-                                                                                                            HORIZONTAL_ALIGNMENT_STRING_TABLE,
-                                                                                                            HORIZONTAL_ALIGNMENT_STRING_TABLE_COUNT );
-      if( name )
-      {
-        value = std::string( name );
-      }
-      break;
-    }
-    case Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT:
-    {
-      const char* name = Scripting::GetEnumerationName< Toolkit::Text::LayoutEngine::VerticalAlignment >( mController->GetVerticalAlignment(),
-                                                                                                          VERTICAL_ALIGNMENT_STRING_TABLE,
-                                                                                                          VERTICAL_ALIGNMENT_STRING_TABLE_COUNT );
-      if( name )
-      {
-        value = std::string( name );
-      }
-      break;
-    }
-    case Toolkit::TextVisual::Property::TEXT_COLOR:
-    {
-      value = mController->GetTextColor();
-      break;
-    }
-    case Toolkit::TextVisual::Property::ENABLE_MARKUP:
-    {
-      value = mController->IsMarkupProcessorEnabled();
-      break;
-    }
-    case Toolkit::TextVisual::Property::ENABLE_AUTO_SCROLL:
-    {
-      // nothing to do.
-      break;
-    }
-    case Toolkit::TextVisual::Property::AUTO_SCROLL_SPEED:
-    {
-      // nothing to do.
-      break;
-    }
-    case Toolkit::TextVisual::Property::AUTO_SCROLL_LOOP_COUNT:
-    {
-      // nothing to do.
-      break;
-    }
-    case Toolkit::TextVisual::Property::AUTO_SCROLL_GAP:
-    {
-      // nothing to do.
-      break;
-    }
-    case Toolkit::TextVisual::Property::LINE_SPACING:
-    {
-      value = mController->GetDefaultLineSpacing();
-      break;
-    }
-    case Toolkit::TextVisual::Property::UNDERLINE:
-    {
-      GetUnderlineProperties( mController, value, Text::EffectStyle::DEFAULT );
-      break;
-    }
-    case Toolkit::TextVisual::Property::SHADOW:
-    {
-      GetShadowProperties( mController, value, Text::EffectStyle::DEFAULT );
-      break;
-    }
-    case Toolkit::TextVisual::Property::EMBOSS:
-    {
-      GetEmbossProperties( mController, value, Text::EffectStyle::DEFAULT );
-      break;
-    }
-    case Toolkit::TextVisual::Property::OUTLINE:
-    {
-      GetOutlineProperties( mController, value, Text::EffectStyle::DEFAULT );
-      break;
-    }
-    case Toolkit::TextVisual::Property::BATCHING_ENABLED:
-    {
-      // TODO
-      break;
-    }
-    default:
+    // Removes the text's image from the texture atlas.
+    Vector4 atlasRect;
+
+    const Property::Index index = mImpl->mRenderer.GetPropertyIndex( ATLAS_RECT_UNIFORM_NAME );
+    if( index != Property::INVALID_INDEX )
     {
-      // Should not arrive here.
-      DALI_ASSERT_DEBUG( false );
+      const Property::Value& atlasRectValue = mImpl->mRenderer.GetProperty( index );
+      atlasRectValue.Get( atlasRect );
+
+      const TextureSet& textureSet = mImpl->mRenderer.GetTextures();
+      mFactoryCache.GetAtlasManager()->Remove( textureSet, atlasRect );
     }
   }
-
-  return value;
 }
 
-void TextVisual::RenderText()
+Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool isRgbaTexture )
 {
-  Actor self = mSelf.GetHandle();
-  if( !self )
-  {
-    // Nothing to do if the handle is not initialized.
-    return;
-  }
-
-  Actor renderableActor;
-
-  if( mRenderer )
+  Shader shader;
+  if( isRgbaTexture )
   {
-    renderableActor = mRenderer->Render( mController->GetView(), Toolkit::DepthIndex::TEXT );
+    shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_RGBA );
+    if( !shader )
+    {
+      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 );
+    }
   }
-
-  if( renderableActor != mRenderableActor )
+  else
   {
-    UnparentAndReset( mRenderableActor );
-
-    if( renderableActor )
+    shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_L8 );
+    if( !shader )
     {
-      const Vector2& scrollOffset = mController->GetScrollPosition();
-      renderableActor.SetPosition( scrollOffset.x, scrollOffset.y );
-
-      self.Add( renderableActor );
+      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 );
     }
-    mRenderableActor = renderableActor;
   }
+
+  return shader;
 }
 
 } // namespace Internal