X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Ftext%2Frendering%2Fatlas%2Ftext-atlas-renderer.cpp;h=03d02f5b6989556ea0785745141e464833fe6c96;hp=6fe86a453e1b3ceeb702b1e8a527e8011f0f5920;hb=3ba79f37caada41a4ef3f381b107228ef8eb29d8;hpb=73f4292ed582a2514caedb825bb10ee7263cd3d1 diff --git a/dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.cpp b/dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.cpp index 6fe86a4..03d02f5 100644 --- a/dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.cpp +++ b/dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.cpp @@ -24,6 +24,7 @@ #include #include #include +#include // INTERNAL INCLUDES #include @@ -64,6 +65,7 @@ void main() const char* FRAGMENT_SHADER_L8 = MAKE_SHADER( uniform lowp vec4 uColor; +uniform lowp vec4 textColorAnimatable; uniform sampler2D sTexture; varying mediump vec2 vTexCoord; varying mediump vec4 vColor; @@ -71,18 +73,19 @@ varying mediump vec4 vColor; void main() { mediump vec4 color = texture2D( sTexture, vTexCoord ); - gl_FragColor = vec4( vColor.rgb * uColor.rgb, vColor.a * uColor.a * color.r ); + gl_FragColor = vec4( vColor.rgb * uColor.rgb * textColorAnimatable.rgb, uColor.a * vColor.a * textColorAnimatable.a * color.r ); } ); const char* FRAGMENT_SHADER_RGBA = MAKE_SHADER( uniform lowp vec4 uColor; +uniform lowp vec4 textColorAnimatable; uniform sampler2D sTexture; varying mediump vec2 vTexCoord; void main() { - gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor; + gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * textColorAnimatable; } ); @@ -91,6 +94,7 @@ const float HALF( 0.5f ); const float ONE( 1.0f ); const uint32_t DEFAULT_ATLAS_WIDTH = 512u; const uint32_t DEFAULT_ATLAS_HEIGHT = 512u; +const uint32_t NO_OUTLINE = 0; } struct AtlasRenderer::Impl @@ -168,12 +172,14 @@ struct AtlasRenderer::Impl TextCacheEntry() : mFontId( 0 ), mIndex( 0 ), + mOutlineWidth( 0 ), mImageId( 0 ) { } FontId mFontId; Text::GlyphIndex mIndex; + uint32_t mOutlineWidth; uint32_t mImageId; }; @@ -207,7 +213,210 @@ struct AtlasRenderer::Impl return false; } + void CacheGlyph( const GlyphInfo& glyph, FontId lastFontId, uint32_t outline, AtlasManager::AtlasSlot& slot ) + { + const bool glyphNotCached = !mGlyphManager.IsCached( glyph.fontId, glyph.index, outline, slot ); // Check FontGlyphRecord vector for entry with glyph index and fontId + + DALI_LOG_INFO( gLogFilter, Debug::Verbose, "AddGlyphs fontID[%u] glyphIndex[%u] [%s]\n", glyph.fontId, glyph.index, (glyphNotCached)?"not cached":"cached" ); + + if( glyphNotCached ) + { + MaxBlockSize& blockSize = mBlockSizes[0u]; + + if ( lastFontId != glyph.fontId ) + { + uint32_t index = 0u; + // Looks through all stored block sizes until finds the one which mataches required glyph font it. Ensures new atlas block size will match existing for same font id. + // CalculateBlocksSize() above ensures a block size entry exists. + for( std::vector::const_iterator it = mBlockSizes.begin(), + endIt = mBlockSizes.end(); + it != endIt; + ++it, ++index ) + { + const MaxBlockSize& blockSizeEntry = *it; + if( blockSizeEntry.mFontId == glyph.fontId ) + { + blockSize = mBlockSizes[index]; + } + } + } + + // Create a new image for the glyph + PixelData bitmap; + + // Whether the glyph is an outline. + const bool isOutline = 0u != outline; + + // Whether the current glyph is a color one. + const bool isColorGlyph = mFontClient.IsColorGlyph( glyph.fontId, glyph.index ); + + if( !isOutline || ( isOutline && !isColorGlyph) ) + { + // Retrieve the emoji's bitmap. + TextAbstraction::FontClient::GlyphBufferData glyphBufferData; + glyphBufferData.width = isColorGlyph ? glyph.width : 0; // Desired width and height. + glyphBufferData.height = isColorGlyph ? glyph.height : 0; + + mFontClient.CreateBitmap( glyph.fontId, + glyph.index, + glyphBufferData, + outline ); + + // Create the pixel data. + bitmap = PixelData::New( glyphBufferData.buffer, + glyphBufferData.width * glyphBufferData.height * GetBytesPerPixel( glyphBufferData.format ), + glyphBufferData.width, + glyphBufferData.height, + glyphBufferData.format, + PixelData::DELETE_ARRAY ); + + if( bitmap ) + { + // Ensure that the next image will fit into the current block size + if( bitmap.GetWidth() > blockSize.mNeededBlockWidth ) + { + blockSize.mNeededBlockWidth = bitmap.GetWidth(); + } + + if( bitmap.GetHeight() > blockSize.mNeededBlockHeight ) + { + blockSize.mNeededBlockHeight = bitmap.GetHeight(); + } + + // If CheckAtlas in AtlasManager::Add can't fit the bitmap in the current atlas it will create a new atlas + + // Setting the block size and size of new atlas does not mean a new one will be created. An existing atlas may still surffice. + mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_WIDTH, + DEFAULT_ATLAS_HEIGHT, + blockSize.mNeededBlockWidth, + blockSize.mNeededBlockHeight ); + + // Locate a new slot for our glyph + mGlyphManager.Add( glyph, outline, bitmap, slot ); // slot will be 0 is glyph not added + } + } + } + else + { + // We have 2+ copies of the same glyph + mGlyphManager.AdjustReferenceCount( glyph.fontId, glyph.index, outline, 1 ); //increment + } + } + + void GenerateMesh( const GlyphInfo& glyph, + const Vector2& position, + const Vector4& color, + uint32_t outline, + AtlasManager::AtlasSlot& slot, + bool underlineGlyph, + float currentUnderlinePosition, + float currentUnderlineThickness, + std::vector& meshContainer, + Vector& newTextCache, + Vector& extents ) + { + // Generate mesh data for this quad, plugging in our supplied position + AtlasManager::Mesh2D newMesh; + mGlyphManager.GenerateMeshData( slot.mImageId, position, newMesh ); + + TextCacheEntry textCacheEntry; + textCacheEntry.mFontId = glyph.fontId; + textCacheEntry.mImageId = slot.mImageId; + textCacheEntry.mIndex = glyph.index; + textCacheEntry.mOutlineWidth = outline; + + newTextCache.PushBack( textCacheEntry ); + + AtlasManager::Vertex2D* verticesBuffer = newMesh.mVertices.Begin(); + + for( unsigned int index = 0u, size = newMesh.mVertices.Count(); + index < size; + ++index ) + { + AtlasManager::Vertex2D& vertex = *( verticesBuffer + index ); + + // Set the color of the vertex. + vertex.mColor = color; + } + + // Find an existing mesh data object to attach to ( or create a new one, if we can't find one using the same atlas) + StitchTextMesh( meshContainer, + newMesh, + extents, + position.y + glyph.yBearing, + underlineGlyph, + currentUnderlinePosition, + currentUnderlineThickness, + slot ); + } + + void CreateActors( const std::vector& meshContainer, + const Size& textSize, + const Vector4& color, + const Vector4& shadowColor, + const Vector2& shadowOffset, + Actor textControl, + Property::Index animatablePropertyIndex, + bool drawShadow ) + { + if( !mActor ) + { + // Create a container actor to act as a common parent for text and shadow, to avoid color inheritence issues. + mActor = Actor::New(); + mActor.SetParentOrigin( ParentOrigin::TOP_LEFT ); + mActor.SetAnchorPoint( AnchorPoint::TOP_LEFT ); + mActor.SetSize( textSize ); + mActor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR ); + } + + for( std::vector< MeshRecord >::const_iterator it = meshContainer.begin(), + endIt = meshContainer.end(); + it != endIt; ++it ) + { + const MeshRecord& meshRecord = *it; + + Actor actor = CreateMeshActor( textControl, animatablePropertyIndex, color, meshRecord, textSize, STYLE_NORMAL ); + + // Whether the actor has renderers. + const bool hasRenderer = actor.GetRendererCount() > 0u; + + // Create an effect if necessary + if( hasRenderer && + drawShadow ) + { + // Change the color of the vertices. + for( Vector::Iterator vIt = meshRecord.mMesh.mVertices.Begin(), + vEndIt = meshRecord.mMesh.mVertices.End(); + vIt != vEndIt; + ++vIt ) + { + AtlasManager::Vertex2D& vertex = *vIt; + + vertex.mColor = shadowColor; + } + + Actor shadowActor = CreateMeshActor(textControl, animatablePropertyIndex, color, meshRecord, textSize, STYLE_DROP_SHADOW ); +#if defined(DEBUG_ENABLED) + shadowActor.SetName( "Text Shadow renderable actor" ); +#endif + // Offset shadow in x and y + shadowActor.RegisterProperty("uOffset", shadowOffset ); + Dali::Renderer renderer( shadowActor.GetRendererAt( 0 ) ); + int depthIndex = renderer.GetProperty(Dali::Renderer::Property::DEPTH_INDEX); + renderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, depthIndex - 1 ); + mActor.Add( shadowActor ); + } + + if( hasRenderer ) + { + mActor.Add( actor ); + } + } + } + void AddGlyphs( Text::ViewInterface& view, + Actor textControl, + Property::Index animatablePropertyIndex, const Vector& positions, const Vector& glyphs, const Vector4& defaultColor, @@ -217,18 +426,28 @@ struct AtlasRenderer::Impl float minLineOffset ) { AtlasManager::AtlasSlot slot; + slot.mImageId = 0u; + slot.mAtlasId = 0u; + + AtlasManager::AtlasSlot slotOutline; + slotOutline.mImageId = 0u; + slotOutline.mAtlasId = 0u; + std::vector< MeshRecord > meshContainer; + std::vector< MeshRecord > meshContainerOutline; Vector< Extent > extents; - TextCacheEntry textCacheEntry; mDepth = depth; const Vector2& textSize( view.GetLayoutSize() ); const Vector2 halfTextSize( textSize * 0.5f ); const Vector2& shadowOffset( view.GetShadowOffset() ); const Vector4& shadowColor( view.GetShadowColor() ); - const bool underlineEnabled( view.IsUnderlineEnabled() ); + const bool underlineEnabled = view.IsUnderlineEnabled(); const Vector4& underlineColor( view.GetUnderlineColor() ); - const float underlineHeight( view.GetUnderlineHeight() ); + const float underlineHeight = view.GetUnderlineHeight(); + const unsigned int outlineWidth = view.GetOutlineWidth(); + const Vector4& outlineColor( view.GetOutlineColor() ); + const bool isOutline = 0u != outlineWidth; const bool useDefaultColor = ( NULL == colorsBuffer ); @@ -244,7 +463,6 @@ struct AtlasRenderer::Impl float currentUnderlinePosition = ZERO; float currentUnderlineThickness = underlineHeight; - uint32_t currentBlockSize = 0; FontId lastFontId = 0; FontId lastUnderlinedFontId = 0; Style style = STYLE_NORMAL; @@ -265,14 +483,14 @@ struct AtlasRenderer::Impl for( uint32_t i = 0, glyphSize = glyphs.Size(); i < glyphSize; ++i ) { const GlyphInfo& glyph = *( glyphsBuffer + i ); - const bool underlineGlyph = underlineEnabled || IsGlyphUnderlined( i, underlineRuns ); - thereAreUnderlinedGlyphs = thereAreUnderlinedGlyphs || underlineGlyph; + const bool isGlyphUnderlined = underlineEnabled || IsGlyphUnderlined( i, underlineRuns ); + thereAreUnderlinedGlyphs = thereAreUnderlinedGlyphs || isGlyphUnderlined; // No operation for white space if( glyph.width && glyph.height ) { // Are we still using the same fontId as previous - if( underlineGlyph && ( glyph.fontId != lastUnderlinedFontId ) ) + if( isGlyphUnderlined && ( glyph.fontId != lastUnderlinedFontId ) ) { // We need to fetch fresh font underline metrics FontMetrics fontMetrics; @@ -310,124 +528,61 @@ struct AtlasRenderer::Impl lastUnderlinedFontId = glyph.fontId; } // underline - if( !mGlyphManager.IsCached( glyph.fontId, glyph.index, slot ) ) - { - // Select correct size for new atlas if needed....? - if( lastFontId != glyph.fontId ) - { - uint32_t index = 0u; - for( std::vector::const_iterator it = mBlockSizes.begin(), - endIt = mBlockSizes.end(); - it != endIt; - ++it, ++index ) - { - const MaxBlockSize& blockSize = *it; - if( blockSize.mFontId == glyph.fontId ) - { - currentBlockSize = index; - mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_WIDTH, - DEFAULT_ATLAS_HEIGHT, - blockSize.mNeededBlockWidth, - blockSize.mNeededBlockHeight ); - } - } - } - - // Create a new image for the glyph - PixelData bitmap; - - // Whether the current glyph is a color one. - const bool isColorGlyph = mFontClient.IsColorGlyph( glyph.fontId, glyph.index ); + // Retrieves and caches the glyph's bitmap. + CacheGlyph( glyph, lastFontId, NO_OUTLINE, slot ); - // Retrieve the emoji's bitmap. - TextAbstraction::FontClient::GlyphBufferData glyphBufferData; - glyphBufferData.width = isColorGlyph ? glyph.width : 0; // Desired width and height. - glyphBufferData.height = isColorGlyph ? glyph.height : 0; - - mFontClient.CreateBitmap( glyph.fontId, - glyph.index, - glyphBufferData ); - - // Create the pixel data. - bitmap = PixelData::New( glyphBufferData.buffer, - glyph.width * glyph.height * GetBytesPerPixel( glyphBufferData.format ), - glyph.width, - glyph.height, - glyphBufferData.format, - PixelData::DELETE_ARRAY ); - - if( bitmap ) - { - MaxBlockSize& blockSize = mBlockSizes[currentBlockSize]; - - // Ensure that the next image will fit into the current block size - bool setSize = false; - if( bitmap.GetWidth() > blockSize.mNeededBlockWidth ) - { - setSize = true; - blockSize.mNeededBlockWidth = bitmap.GetWidth(); - } - if( bitmap.GetHeight() > blockSize.mNeededBlockHeight ) - { - setSize = true; - blockSize.mNeededBlockHeight = bitmap.GetHeight(); - } - - if( setSize ) - { - mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_WIDTH, - DEFAULT_ATLAS_HEIGHT, - blockSize.mNeededBlockWidth, - blockSize.mNeededBlockHeight ); - } - - // Locate a new slot for our glyph - mGlyphManager.Add( glyph, bitmap, slot ); - } - } - else + // Retrieves and caches the outline glyph's bitmap. + if( isOutline ) { - // We have 2+ copies of the same glyph - mGlyphManager.AdjustReferenceCount( glyph.fontId, glyph.index, 1/*increment*/ ); + CacheGlyph( glyph, lastFontId, outlineWidth, slotOutline ); } // Move the origin (0,0) of the mesh to the center of the actor const Vector2 position = *( positionsBuffer + i ) - halfTextSize - lineOffsetPosition; - // Generate mesh data for this quad, plugging in our supplied position - AtlasManager::Mesh2D newMesh; - mGlyphManager.GenerateMeshData( slot.mImageId, position, newMesh ); - textCacheEntry.mFontId = glyph.fontId; - textCacheEntry.mImageId = slot.mImageId; - textCacheEntry.mIndex = glyph.index; - newTextCache.PushBack( textCacheEntry ); - - AtlasManager::Vertex2D* verticesBuffer = newMesh.mVertices.Begin(); + if ( 0u != slot.mImageId ) // invalid slot id, glyph has failed to be added to atlas + { + Vector2 positionPlusOutlineOffset = position; + if( isOutline ) + { + // Add an offset to the text. + const float outlineWidthOffset = static_cast( outlineWidth ); + positionPlusOutlineOffset += Vector2( outlineWidthOffset, outlineWidthOffset ); + } - // Get the color of the character. - const ColorIndex colorIndex = useDefaultColor ? 0u : *( colorIndicesBuffer + i ); - const Vector4& color = ( useDefaultColor || ( 0u == colorIndex ) ) ? defaultColor : *( colorsBuffer + colorIndex - 1u ); + // Get the color of the character. + const ColorIndex colorIndex = useDefaultColor ? 0u : *( colorIndicesBuffer + i ); + const Vector4& color = ( useDefaultColor || ( 0u == colorIndex ) ) ? defaultColor : *( colorsBuffer + colorIndex - 1u ); - for( unsigned int index = 0u, size = newMesh.mVertices.Count(); - index < size; - ++index ) - { - AtlasManager::Vertex2D& vertex = *( verticesBuffer + index ); + GenerateMesh( glyph, + positionPlusOutlineOffset, + color, + NO_OUTLINE, + slot, + isGlyphUnderlined, + currentUnderlinePosition, + currentUnderlineThickness, + meshContainer, + newTextCache, + extents); - // Set the color of the vertex. - vertex.mColor = color; + lastFontId = glyph.fontId; // Prevents searching for existing blocksizes when string of the same fontId. } - // Find an existing mesh data object to attach to ( or create a new one, if we can't find one using the same atlas) - StitchTextMesh( meshContainer, - newMesh, - extents, - position.y + glyph.yBearing, - underlineGlyph, + if( isOutline && ( 0u != slotOutline.mImageId ) ) // invalid slot id, glyph has failed to be added to atlas + { + GenerateMesh( glyph, + position, + outlineColor, + outlineWidth, + slotOutline, + false, currentUnderlinePosition, currentUnderlineThickness, - slot ); - lastFontId = glyph.fontId; + meshContainerOutline, + newTextCache, + extents); + } } } // glyphs @@ -442,62 +597,36 @@ struct AtlasRenderer::Impl } // For each MeshData object, create a mesh actor and add to the renderable actor - if( !meshContainer.empty() ) + bool isShadowDrawn = false; + if( !meshContainerOutline.empty() ) { - if( !mActor ) - { - // Create a container actor to act as a common parent for text and shadow, to avoid color inheritence issues. - mActor = Actor::New(); - mActor.SetParentOrigin( ParentOrigin::TOP_LEFT ); - mActor.SetAnchorPoint( AnchorPoint::TOP_LEFT ); - mActor.SetSize( textSize ); - mActor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR ); - } - - for( std::vector< MeshRecord >::iterator it = meshContainer.begin(), - endIt = meshContainer.end(); - it != endIt; ++it ) - { - MeshRecord& meshRecord = *it; - - Actor actor = CreateMeshActor( meshRecord, textSize, STYLE_NORMAL ); - - // Whether the actor has renderers. - const bool hasRenderer = actor.GetRendererCount() > 0u; - - // Create an effect if necessary - if( hasRenderer && - ( style == STYLE_DROP_SHADOW ) ) - { - // Change the color of the vertices. - for( Vector::Iterator vIt = meshRecord.mMesh.mVertices.Begin(), - vEndIt = meshRecord.mMesh.mVertices.End(); - vIt != vEndIt; - ++vIt ) - { - AtlasManager::Vertex2D& vertex = *vIt; - - vertex.mColor = shadowColor; - } - - Actor shadowActor = CreateMeshActor( meshRecord, textSize, STYLE_DROP_SHADOW ); -#if defined(DEBUG_ENABLED) - shadowActor.SetName( "Text Shadow renderable actor" ); -#endif - // Offset shadow in x and y - shadowActor.RegisterProperty("uOffset", shadowOffset ); - Dali::Renderer renderer( shadowActor.GetRendererAt( 0 ) ); - int depthIndex = renderer.GetProperty(Dali::Renderer::Property::DEPTH_INDEX); - renderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, depthIndex - 1 ); - mActor.Add( shadowActor ); - } + const bool drawShadow = STYLE_DROP_SHADOW == style; + CreateActors( meshContainerOutline, + textSize, + outlineColor, + shadowColor, + shadowOffset, + textControl, + animatablePropertyIndex, + drawShadow ); + + isShadowDrawn = drawShadow; + } - if( hasRenderer ) - { - mActor.Add( actor ); - } - } + // For each MeshData object, create a mesh actor and add to the renderable actor + if( !meshContainer.empty() ) + { + const bool drawShadow = !isShadowDrawn && ( STYLE_DROP_SHADOW == style ); + CreateActors( meshContainer, + textSize, + defaultColor, + shadowColor, + shadowOffset, + textControl, + animatablePropertyIndex, + drawShadow ); } + #if defined(DEBUG_ENABLED) Toolkit::AtlasGlyphManager::Metrics metrics = mGlyphManager.GetMetrics(); DALI_LOG_INFO( gLogFilter, Debug::General, "TextAtlasRenderer::GlyphManager::GlyphCount: %i, AtlasCount: %i, TextureMemoryUse: %iK\n", @@ -526,12 +655,13 @@ struct AtlasRenderer::Impl { for( Vector< TextCacheEntry >::Iterator oldTextIter = mTextCache.Begin(); oldTextIter != mTextCache.End(); ++oldTextIter ) { - mGlyphManager.AdjustReferenceCount( oldTextIter->mFontId, oldTextIter->mIndex, -1/*decrement*/ ); + mGlyphManager.AdjustReferenceCount( oldTextIter->mFontId, oldTextIter->mIndex, oldTextIter->mOutlineWidth, -1/*decrement*/ ); } mTextCache.Resize( 0 ); } - Actor CreateMeshActor( const MeshRecord& meshRecord, const Vector2& actorSize, Style style ) + Actor CreateMeshActor( Actor textControl, Property::Index animatablePropertyIndex, const Vector4& defaultColor, const MeshRecord& meshRecord, + const Vector2& actorSize, Style style ) { PropertyBuffer quadVertices = PropertyBuffer::New( mQuadVertexFormat ); quadVertices.SetData( const_cast< AtlasManager::Vertex2D* >( &meshRecord.mMesh.mVertices[ 0 ] ), meshRecord.mMesh.mVertices.Size() ); @@ -564,6 +694,26 @@ struct AtlasRenderer::Impl shader = mShaderL8; } + DALI_LOG_INFO( gLogFilter, Debug::Verbose, "defaultColor[%f, %f, %f, %f ]\n", defaultColor.r, defaultColor.g, defaultColor.b, defaultColor.a ); + + Dali::Property::Index shaderTextColorIndex = shader.RegisterProperty( "textColorAnimatable", defaultColor ); + + if ( animatablePropertyIndex != Property::INVALID_INDEX ) + { + // create constraint for the animatable text's color Property with textColorAnimatable in the shader. + if( shaderTextColorIndex ) + { + Constraint constraint = Constraint::New( shader, shaderTextColorIndex, EqualToConstraint() ); + constraint.AddSource( Source( textControl, animatablePropertyIndex ) ); + constraint.Apply(); + } + } + else + { + // If not animating the text colour then set to 1's so shader uses the current vertex color + shader.RegisterProperty( "textColorAnimatable", Vector4(1.0, 1.0, 1.0, 1.0 ) ); + } + Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, shader ); renderer.SetTextures( textureSet ); renderer.SetProperty( Dali::Renderer::Property::BLEND_MODE, BlendMode::ON ); @@ -580,6 +730,7 @@ struct AtlasRenderer::Impl actor.SetSize( actorSize ); actor.RegisterProperty("uOffset", Vector2::ZERO ); actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR ); + return actor; } @@ -711,8 +862,9 @@ struct AtlasRenderer::Impl blockIt != blockEndIt; ++blockIt ) { - if( (*blockIt).mFontId == fontId ) + if( (*blockIt).mFontId == fontId ) // Different size fonts will have a different fontId { + DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Text::AtlasRenderer::CalculateBlocksSize match found fontID(%u) glyphIndex(%u)\n", fontId, (*glyphIt).index ); foundFont = true; break; } @@ -727,7 +879,7 @@ struct AtlasRenderer::Impl maxBlockSize.mNeededBlockWidth = static_cast< uint32_t >( fontMetrics.height ); maxBlockSize.mNeededBlockHeight = maxBlockSize.mNeededBlockWidth; maxBlockSize.mFontId = fontId; - + DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Text::AtlasRenderer::CalculateBlocksSize New font with no matched blocksize, setting blocksize[%u]\n", maxBlockSize.mNeededBlockWidth ); mBlockSizes.push_back( maxBlockSize ); } } @@ -814,6 +966,8 @@ Text::RendererPtr AtlasRenderer::New() } Actor AtlasRenderer::Render( Text::ViewInterface& view, + Actor textControl, + Property::Index animatablePropertyIndex, float& alignmentOffset, int depth ) { @@ -845,6 +999,8 @@ Actor AtlasRenderer::Render( Text::ViewInterface& view, const Vector4& defaultColor = view.GetTextColor(); mImpl->AddGlyphs( view, + textControl, + animatablePropertyIndex, positions, glyphs, defaultColor,