* @param[in] hasMultipleTextColors Whether the text contains multiple colors.
* @param[in] containsColorGlyph Whether the text contains color glyph.
* @param[in] styleEnabled Whether the text contains any styles (e.g. shadow, underline, etc.).
+ * @param[in] isOverlayStyle Whether the style needs to overlay on the text (e.g. strikethrough, underline, etc.).
*/
- void CreateTextureSet(TilingInfo& info, Renderer& renderer, Sampler& sampler, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled);
+ void CreateTextureSet(TilingInfo& info, Renderer& renderer, Sampler& sampler, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled, bool isOverlayStyle);
/**
* Create renderer of the text for rendering.
* @param[in] hasMultipleTextColors Whether the text contains multiple colors.
* @param[in] containsColorGlyph Whether the text contains color glyph.
* @param[in] styleEnabled Whether the text contains any styles (e.g. shadow, underline, etc.).
+ * @param[in] isOverlayStyle Whether the style needs to overlay on the text (e.g. strikethrough, underline, etc.).
*/
- void AddRenderer(Actor& actor, const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled);
+ void AddRenderer(Actor& actor, const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled, bool isOverlayStyle);
/**
* Get the texture of the text for rendering.
* @param[in] hasMultipleTextColors Whether the text contains multiple colors.
* @param[in] containsColorGlyph Whether the text contains color glyph.
* @param[in] styleEnabled Whether the text contains any styles (e.g. shadow, underline, etc.).
+ * @param[in] isOverlayStyle Whether the style needs to overlay on the text (e.g. strikethrough, underline, etc.).
*/
- TextureSet GetTextTexture(const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled);
+ TextureSet GetTextTexture(const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled, bool isOverlayStyle);
/**
* Get the text rendering shader.
} // namespace Dali
-#endif /* DALI_TOOLKIT_INTERNAL_TEXT_VISUAL_H */
+#endif /* DALI_TOOLKIT_INTERNAL_TEXT_VISUAL_H */
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