Merge "Add MARGIN and PADDING property in Control" into devel/master
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / visuals / text / text-visual.cpp
index 05fbf0d..e979607 100755 (executable)
@@ -33,6 +33,7 @@
 #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/internal/text/text-enumerations-impl.h>
 
 namespace Dali
 {
@@ -58,50 +59,8 @@ const char * const ENABLE_MARKUP_PROPERTY( "enableMarkup" );
 const char * const SHADOW_PROPERTY( "shadow" );
 const char * const UNDERLINE_PROPERTY( "underline" );
 
-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 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::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 );
-
-  if( name )
-  {
-    return std::string( name );
-  }
-  return std::string();
-}
-
-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 );
-
-  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
@@ -235,12 +194,11 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI = DALI_COMPOSE_SHADER(
     // 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 );\n
+    mediump float vstep = step( 0.0001, textTexture.a );\n
+    textTexture.rgb = mix( textTexture.rgb, uTextColorAnimatable.rgb, vstep * maskTexture );\n
 
     // Draw the text as overlay above the style
-    gl_FragColor = textColor * uColor * vec4( mixColor, opacity );\n
+    gl_FragColor = textTexture * uColor * vec4( mixColor, opacity );\n
   }\n
 );
 
@@ -266,12 +224,11 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI = DALI_COMPOS
     // 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 * ( 1.0 - uHasMultipleTextColors ) );\n
+    mediump float vstep = step( 0.0001, textTexture.a );\n
+    textTexture.rgb = mix( textTexture.rgb, uTextColorAnimatable.rgb, vstep * maskTexture * ( 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
+    gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, opacity );\n
   }\n
 );
 
@@ -397,9 +354,9 @@ void TextVisual::DoCreatePropertyMap( Property::Map& map ) const
 
   map.Insert( Toolkit::TextVisual::Property::MULTI_LINE, mController->IsMultiLineEnabled() );
 
-  map.Insert( Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT, GetHorizontalAlignment( mController->GetHorizontalAlignment() ) );
+  map.Insert( Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT, mController->GetHorizontalAlignment() );
 
-  map.Insert( Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT, GetVerticalAlignment( mController->GetVerticalAlignment() ) );
+  map.Insert( Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT, mController->GetVerticalAlignment() );
 
   map.Insert( Toolkit::TextVisual::Property::TEXT_COLOR, mController->GetDefaultColor() );
 
@@ -554,25 +511,25 @@ void TextVisual::DoSetProperty( Dali::Property::Index index, const Dali::Propert
     }
     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;
     }
@@ -698,6 +655,7 @@ void TextVisual::UpdateRenderer()
       mImpl->mRenderer.RegisterProperty( "uHasMultipleTextColors", static_cast<float>( hasMultipleTextColors ) );
 
       mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON);
+      mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, true );
 
       //Register transform properties
       mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );