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=7a765343495beafdd5794323603eadcbb2783ba7;hp=7c629fdc6e4aab2d7bef63b8a7d0f5a3b4ac4093;hb=a2de9cf491172cd5da9dc9ed60b17683dab6d7bc;hpb=f521daac94fb531ab3c6b3d28481c093d1422344 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 7c629fd..7a76534 100644 --- a/dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.cpp +++ b/dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.cpp @@ -20,18 +20,15 @@ // EXTERNAL INCLUDES #include -#include -#include -#include -#include #include #include #include // INTERNAL INCLUDES -#include +#include #include #include +#include #include using namespace Dali; @@ -47,11 +44,11 @@ namespace const float ZERO( 0.0f ); const float HALF( 0.5f ); const float ONE( 1.0f ); -const float TWO( 2.0f ); const uint32_t DEFAULT_ATLAS_WIDTH = 512u; const uint32_t DEFAULT_ATLAS_HEIGHT = 512u; } -struct AtlasRenderer::Impl : public ConnectionTracker + +struct AtlasRenderer::Impl { enum Style { @@ -62,12 +59,10 @@ struct AtlasRenderer::Impl : public ConnectionTracker struct MeshRecord { MeshRecord() - : mColor( Color::BLACK ), - mAtlasId( 0 ) + : mAtlasId( 0u ) { } - Vector4 mColor; uint32_t mAtlasId; AtlasManager::Mesh2D mMesh; FrameBufferImage mBuffer; @@ -85,7 +80,7 @@ struct AtlasRenderer::Impl : public ConnectionTracker mRight( 0.0f ), mUnderlinePosition( 0.0f ), mUnderlineThickness( 0.0f ), - mMeshRecordIndex( 0 ) + mMeshRecordIndex( 0u ) { } @@ -145,15 +140,13 @@ struct AtlasRenderer::Impl : public ConnectionTracker mQuadVertexFormat[ "aPosition" ] = Property::VECTOR2; mQuadVertexFormat[ "aTexCoord" ] = Property::VECTOR2; + mQuadVertexFormat[ "aColor" ] = Property::VECTOR4; mQuadIndexFormat[ "indices" ] = Property::INTEGER; } bool IsGlyphUnderlined( GlyphIndex index, const Vector& underlineRuns ) { - // TODO: At the moment it works because we always traverse the glyphs starting from the beginning - // and there is only one glyph run! If there are more they should be ordered. - for( Vector::ConstIterator it = underlineRuns.Begin(), endIt = underlineRuns.End(); it != endIt; @@ -173,6 +166,7 @@ struct AtlasRenderer::Impl : public ConnectionTracker void AddGlyphs( Text::ViewInterface& view, const Vector& positions, const Vector& glyphs, + const Vector& colors, int depth ) { AtlasManager::AtlasSlot slot; @@ -182,8 +176,8 @@ struct AtlasRenderer::Impl : public ConnectionTracker mDepth = depth; const Vector2& actorSize( view.GetControlSize() ); - const Vector2 halfActorSize( actorSize * 0.5f ); - const Vector4& textColor( view.GetTextColor() ); + 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() ); @@ -218,6 +212,7 @@ struct AtlasRenderer::Impl : public ConnectionTracker Vector< TextCacheEntry > newTextCache; const GlyphInfo* const glyphsBuffer = glyphs.Begin(); const Vector2* const positionsBuffer = positions.Begin(); + const Vector4* const colorsBuffer = colors.Begin(); for( uint32_t i = 0, glyphSize = glyphs.Size(); i < glyphSize; ++i ) { @@ -227,10 +222,10 @@ struct AtlasRenderer::Impl : public ConnectionTracker thereAreUnderlinedGlyphs = thereAreUnderlinedGlyphs || underlineGlyph; // No operation for white space - if ( glyph.width && glyph.height ) + if( glyph.width && glyph.height ) { // Are we still using the same fontId as previous - if ( underlineGlyph && ( glyph.fontId != lastUnderlinedFontId ) ) + if( underlineGlyph && ( glyph.fontId != lastUnderlinedFontId ) ) { // We need to fetch fresh font underline metrics FontMetrics fontMetrics; @@ -238,7 +233,7 @@ struct AtlasRenderer::Impl : public ConnectionTracker currentUnderlinePosition = ceil( fabsf( fontMetrics.underlinePosition ) ); const float descender = ceil( fabsf( fontMetrics.descender ) ); - if ( underlineHeight == ZERO ) + if( fabsf( underlineHeight ) < Math::MACHINE_EPSILON_1000 ) { currentUnderlineThickness = fontMetrics.underlineThickness; @@ -254,11 +249,12 @@ struct AtlasRenderer::Impl : public ConnectionTracker } // Clamp the underline position at the font descender and check for ( as EFL describes it ) a broken font - if ( currentUnderlinePosition > descender ) + if( currentUnderlinePosition > descender ) { currentUnderlinePosition = descender; } - if ( ZERO == currentUnderlinePosition ) + + if( fabsf( currentUnderlinePosition ) < Math::MACHINE_EPSILON_1000 ) { // Move offset down by one ( EFL behavior ) currentUnderlinePosition = ONE; @@ -267,47 +263,54 @@ struct AtlasRenderer::Impl : public ConnectionTracker lastUnderlinedFontId = glyph.fontId; } // underline - if ( !mGlyphManager.Cached( glyph.fontId, glyph.index, slot ) ) + if( !mGlyphManager.IsCached( glyph.fontId, glyph.index, slot ) ) { // Select correct size for new atlas if needed....? - if ( lastFontId != glyph.fontId ) + if( lastFontId != glyph.fontId ) { - for ( uint32_t j = 0; j < mBlockSizes.size(); ++j ) + uint32_t index = 0u; + for( std::vector::const_iterator it = mBlockSizes.begin(), + endIt = mBlockSizes.end(); + it != endIt; + ++it, ++index ) { - if ( mBlockSizes[ j ].mFontId == glyph.fontId ) + const MaxBlockSize& blockSize = *it; + if( blockSize.mFontId == glyph.fontId ) { - currentBlockSize = j; + currentBlockSize = index; mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_WIDTH, DEFAULT_ATLAS_HEIGHT, - mBlockSizes[ j ].mNeededBlockWidth, - mBlockSizes[ j ].mNeededBlockHeight ); + blockSize.mNeededBlockWidth, + blockSize.mNeededBlockHeight ); } } } // Create a new image for the glyph BufferImage bitmap = mFontClient.CreateBitmap( glyph.fontId, glyph.index ); - if ( bitmap ) + if( bitmap ) { + MaxBlockSize& blockSize = mBlockSizes[currentBlockSize]; + // Ensure that the next image will fit into the current block size bool setSize = false; - if ( bitmap.GetWidth() > mBlockSizes[ currentBlockSize ].mNeededBlockWidth ) + if( bitmap.GetWidth() > blockSize.mNeededBlockWidth ) { setSize = true; - mBlockSizes[ currentBlockSize ].mNeededBlockWidth = bitmap.GetWidth(); + blockSize.mNeededBlockWidth = bitmap.GetWidth(); } - if ( bitmap.GetHeight() > mBlockSizes[ currentBlockSize ].mNeededBlockHeight ) + if( bitmap.GetHeight() > blockSize.mNeededBlockHeight ) { setSize = true; - mBlockSizes[ currentBlockSize ].mNeededBlockHeight = bitmap.GetHeight(); + blockSize.mNeededBlockHeight = bitmap.GetHeight(); } - if ( setSize ) + if( setSize ) { mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_WIDTH, DEFAULT_ATLAS_HEIGHT, - mBlockSizes[ currentBlockSize ].mNeededBlockWidth, - mBlockSizes[ currentBlockSize ].mNeededBlockHeight ); + blockSize.mNeededBlockWidth, + blockSize.mNeededBlockHeight ); } // Locate a new slot for our glyph @@ -321,7 +324,7 @@ struct AtlasRenderer::Impl : public ConnectionTracker } // Move the origin (0,0) of the mesh to the center of the actor - Vector2 position = *( positionsBuffer + i ) - halfActorSize; + const Vector2 position = *( positionsBuffer + i ) - halfTextSize; // Generate mesh data for this quad, plugging in our supplied position AtlasManager::Mesh2D newMesh; @@ -331,21 +334,40 @@ struct AtlasRenderer::Impl : public ConnectionTracker textCacheEntry.mIndex = glyph.index; newTextCache.PushBack( textCacheEntry ); + AtlasManager::Vertex2D* verticesBuffer = newMesh.mVertices.Begin(); + // Adjust the vertices if the fixed-size font should be down-scaled if( glyph.scaleFactor > 0 ) { - for( unsigned int i=0; i::iterator mIt = meshContainer.begin(); mIt != meshContainer.end(); ++mIt ) + for( std::vector< MeshRecord >::iterator it = meshContainer.begin(), + endIt = meshContainer.end(); + it != endIt; ++it ) { - Actor actor = CreateMeshActor( *mIt, actorSize ); + MeshRecord& meshRecord = *it; + + Actor actor = CreateMeshActor( meshRecord, textSize ); // Create an effect if necessary - if ( style == STYLE_DROP_SHADOW ) + if( style == STYLE_DROP_SHADOW ) { - Actor shadowActor = GenerateShadow( *mIt, actorSize, shadowOffset, shadowColor ); - shadowActor.Add( actor ); - actor = shadowActor; + // 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; + } + + // Create a container actor to act as a common parent for text and shadow, to avoid color inheritence issues. + Actor containerActor = Actor::New(); + containerActor.SetParentOrigin( ParentOrigin::CENTER ); + containerActor.SetSize( actorSize ); + + Actor shadowActor = CreateMeshActor( meshRecord, textSize ); +#if defined(DEBUG_ENABLED) + shadowActor.SetName( "Text Shadow renderable actor" ); +#endif + // Offset shadow in x and y + shadowActor.RegisterProperty("uOffset", shadowOffset ); + if( actor.GetRendererCount() ) + { + Dali::Renderer renderer( shadowActor.GetRendererAt( 0 ) ); + int depthIndex = renderer.GetProperty(Dali::Renderer::Property::DEPTH_INDEX); + renderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, depthIndex - 1 ); + containerActor.Add( shadowActor ); + containerActor.Add( actor ); + actor = containerActor; + } } if( mActor ) @@ -400,7 +453,7 @@ struct AtlasRenderer::Impl : public ConnectionTracker DALI_LOG_INFO( gLogFilter, Debug::Verbose, "%s\n", metrics.mVerboseGlyphCounts.c_str() ); - for ( uint32_t i = 0; i < metrics.mAtlasMetrics.mAtlasCount; ++i ) + for( uint32_t i = 0; i < metrics.mAtlasMetrics.mAtlasCount; ++i ) { DALI_LOG_INFO( gLogFilter, Debug::Verbose, " Atlas [%i] %sPixels: %s Size: %ix%i, BlockSize: %ix%i, BlocksUsed: %i/%i\n", i + 1, i > 8 ? "" : " ", @@ -417,7 +470,7 @@ struct AtlasRenderer::Impl : public ConnectionTracker void RemoveText() { - for ( Vector< TextCacheEntry >::Iterator oldTextIter = mTextCache.Begin(); oldTextIter != mTextCache.End(); ++oldTextIter ) + for( Vector< TextCacheEntry >::Iterator oldTextIter = mTextCache.Begin(); oldTextIter != mTextCache.End(); ++oldTextIter ) { mGlyphManager.AdjustReferenceCount( oldTextIter->mFontId, oldTextIter->mIndex, -1/*decrement*/ ); } @@ -426,33 +479,39 @@ struct AtlasRenderer::Impl : public ConnectionTracker Actor CreateMeshActor( const MeshRecord& meshRecord, const Vector2& actorSize ) { - PropertyBuffer quadVertices = PropertyBuffer::New( mQuadVertexFormat, meshRecord.mMesh.mVertices.Size() ); - PropertyBuffer quadIndices = PropertyBuffer::New( mQuadIndexFormat, meshRecord.mMesh.mIndices.Size() ); - quadVertices.SetData( const_cast< AtlasManager::Vertex2D* >( &meshRecord.mMesh.mVertices[ 0 ] ) ); - quadIndices.SetData( const_cast< unsigned int* >( &meshRecord.mMesh.mIndices[ 0 ] ) ); + PropertyBuffer quadVertices = PropertyBuffer::New( mQuadVertexFormat ); + PropertyBuffer quadIndices = PropertyBuffer::New( mQuadIndexFormat ); + quadVertices.SetData( const_cast< AtlasManager::Vertex2D* >( &meshRecord.mMesh.mVertices[ 0 ] ), meshRecord.mMesh.mVertices.Size() ); + quadIndices.SetData( const_cast< unsigned int* >( &meshRecord.mMesh.mIndices[ 0 ] ), meshRecord.mMesh.mIndices.Size() ); Geometry quadGeometry = Geometry::New(); quadGeometry.AddVertexBuffer( quadVertices ); quadGeometry.SetIndexBuffer( quadIndices ); - Material material = mGlyphManager.GetMaterial( meshRecord.mAtlasId ); - Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material ); - renderer.SetDepthIndex( CONTENT_DEPTH_INDEX + mDepth ); + TextureSet textureSet( mGlyphManager.GetTextures( meshRecord.mAtlasId ) ); + Shader shader( mGlyphManager.GetShader( meshRecord.mAtlasId ) ); + Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, shader ); + renderer.SetTextures( textureSet ); + renderer.SetProperty( Dali::Renderer::Property::BLENDING_MODE, BlendingMode::ON ); + renderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, DepthIndex::CONTENT + mDepth ); Actor actor = Actor::New(); #if defined(DEBUG_ENABLED) actor.SetName( "Text renderable actor" ); #endif actor.AddRenderer( renderer ); - actor.SetParentOrigin( ParentOrigin::CENTER ); // Keep all of the origins aligned + + // Keep all of the origins aligned + actor.SetParentOrigin( ParentOrigin::TOP_LEFT ); + actor.SetAnchorPoint( AnchorPoint::TOP_LEFT ); + actor.SetSize( actorSize ); - actor.SetColor( meshRecord.mColor ); + actor.RegisterProperty("uOffset", Vector2::ZERO ); return actor; } void StitchTextMesh( std::vector< MeshRecord >& meshContainer, AtlasManager::Mesh2D& newMesh, Vector< Extent >& extents, - const Vector4& color, float baseLine, bool underlineGlyph, float underlinePosition, @@ -471,10 +530,10 @@ struct AtlasRenderer::Impl : public ConnectionTracker mIt != mEndIt; ++mIt, ++index ) { - if ( slot.mAtlasId == mIt->mAtlasId && color == mIt->mColor ) + if( slot.mAtlasId == mIt->mAtlasId ) { - // Stitch the mesh to the existing mesh and adjust any extents - mGlyphManager.StitchMesh( mIt->mMesh, newMesh ); + // Append the mesh to the existing mesh and adjust any extents + Toolkit::Internal::AtlasMeshFactory::AppendMesh( mIt->mMesh, newMesh ); if( underlineGlyph ) { @@ -496,7 +555,6 @@ struct AtlasRenderer::Impl : public ConnectionTracker MeshRecord meshRecord; meshRecord.mAtlasId = slot.mAtlasId; meshRecord.mMesh = newMesh; - meshRecord.mColor = color; meshContainer.push_back( meshRecord ); if( underlineGlyph ) @@ -566,25 +624,36 @@ struct AtlasRenderer::Impl : public ConnectionTracker void CalculateBlocksSize( const Vector& glyphs ) { - MaxBlockSize maxBlockSize; - for ( uint32_t i = 0; i < glyphs.Size(); ++i ) + for( Vector::ConstIterator glyphIt = glyphs.Begin(), + glyphEndIt = glyphs.End(); + glyphIt != glyphEndIt; + ++glyphIt ) { - FontId fontId = glyphs[ i ].fontId; + const FontId fontId = (*glyphIt).fontId; bool foundFont = false; - for ( uint32_t j = 0; j < mBlockSizes.size(); ++j ) + + for( std::vector< MaxBlockSize >::const_iterator blockIt = mBlockSizes.begin(), + blockEndIt = mBlockSizes.end(); + blockIt != blockEndIt; + ++blockIt ) { - if ( mBlockSizes[ j ].mFontId == fontId ) + if( (*blockIt).mFontId == fontId ) { foundFont = true; + break; } } + if ( !foundFont ) { FontMetrics fontMetrics; mFontClient.GetFontMetrics( fontId, fontMetrics ); + + MaxBlockSize maxBlockSize; maxBlockSize.mNeededBlockWidth = static_cast< uint32_t >( fontMetrics.height ); - maxBlockSize.mNeededBlockHeight = static_cast< uint32_t >( fontMetrics.height ); + maxBlockSize.mNeededBlockHeight = maxBlockSize.mNeededBlockWidth; maxBlockSize.mFontId = fontId; + mBlockSizes.push_back( maxBlockSize ); } } @@ -592,8 +661,7 @@ struct AtlasRenderer::Impl : public ConnectionTracker void GenerateUnderlines( std::vector< MeshRecord >& meshRecords, Vector< Extent >& extents, - const Vector4& underlineColor, - const Vector4& textColor ) + const Vector4& underlineColor ) { AtlasManager::Mesh2D newMesh; unsigned short faceIndex = 0; @@ -645,186 +713,20 @@ struct AtlasRenderer::Impl : public ConnectionTracker newMesh.mIndices.PushBack( faceIndex + 1u ); faceIndex += 4; - if ( underlineColor == textColor ) - { - mGlyphManager.StitchMesh( meshRecords[ index ].mMesh, newMesh ); - } - else - { - MeshRecord record; - record.mMesh = newMesh; - record.mAtlasId = meshRecords[ index ].mAtlasId; - record.mColor = underlineColor; - meshRecords.push_back( record ); - } - } - } + vert.mColor = underlineColor; - Actor GenerateShadow( MeshRecord& meshRecord, - const Vector2& actorSize, - const Vector2& shadowOffset, - const Vector4& shadowColor ) - { - // Scan vertex buffer to determine width and height of effect buffer needed - const Vector< AtlasManager::Vertex2D >& verts = meshRecord.mMesh.mVertices; - float tlx = verts[ 0 ].mPosition.x; - float tly = verts[ 0 ].mPosition.y; - float brx = ZERO; - float bry = ZERO; - - for ( uint32_t i = 0; i < verts.Size(); ++i ) - { - if ( verts[ i ].mPosition.x < tlx ) - { - tlx = verts[ i ].mPosition.x; - } - if ( verts[ i ].mPosition.y < tly ) - { - tly = verts[ i ].mPosition.y; - } - if ( verts[ i ].mPosition.x > brx ) - { - brx = verts[ i ].mPosition.x; - } - if ( verts[ i ].mPosition.y > bry ) - { - bry = verts[ i ].mPosition.y; - } - } - - float width = brx - tlx; - float height = bry - tly; - float divWidth = TWO / width; - float divHeight = TWO / height; - - // Create a buffer to render to - meshRecord.mBuffer = FrameBufferImage::New( width, height ); - - // We will render a quad into this buffer - unsigned int indices[ 6 ] = { 1, 0, 2, 2, 3, 1 }; - PropertyBuffer quadVertices = PropertyBuffer::New( mQuadVertexFormat, 4u ); - PropertyBuffer quadIndices = PropertyBuffer::New( mQuadIndexFormat, sizeof(indices)/sizeof(indices[0]) ); - - AtlasManager::Vertex2D vertices[ 4 ] = { - { Vector2( tlx + shadowOffset.x, tly + shadowOffset.y ), Vector2( ZERO, ZERO ) }, - { Vector2( brx + shadowOffset.x, tly + shadowOffset.y ), Vector2( ONE, ZERO ) }, - { Vector2( tlx + shadowOffset.x, bry + shadowOffset.y ), Vector2( ZERO, ONE ) }, - { Vector2( brx + shadowOffset.x, bry + shadowOffset.y ), Vector2( ONE, ONE ) } }; - - quadVertices.SetData( vertices ); - quadIndices.SetData( indices ); - - Geometry quadGeometry = Geometry::New(); - quadGeometry.AddVertexBuffer( quadVertices ); - quadGeometry.SetIndexBuffer( quadIndices ); - - Sampler sampler = Sampler::New( meshRecord.mBuffer, "sTexture" ); - Material material = Material::New( mGlyphManager.GetEffectBufferShader() ); - material.AddSampler( sampler ); - - Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material ); - - // Set depth index to -1.0 to make sure shadow is rendered first in 3D layers - renderer.SetDepthIndex( -1.0f ); - Actor actor = Actor::New(); - actor.AddRenderer( renderer ); - actor.SetParentOrigin( ParentOrigin::CENTER ); // Keep all of the origins aligned - actor.SetSize( actorSize ); - - // Create a sub actor to render the source with normalized vertex positions - Vector< AtlasManager::Vertex2D > normVertexList; - for ( uint32_t i = 0; i < verts.Size(); ++i ) - { - AtlasManager::Vertex2D vertex = verts[ i ]; - vertex.mPosition.x = ( ( vertex.mPosition.x - tlx ) * divWidth ) - ONE; - vertex.mPosition.y = ( ( vertex.mPosition.y - tly ) * divHeight ) - ONE; - normVertexList.PushBack( vertex ); - } - - PropertyBuffer normVertices = PropertyBuffer::New( mQuadVertexFormat, normVertexList.Size() ); - PropertyBuffer normIndices = PropertyBuffer::New( mQuadIndexFormat, meshRecord.mMesh.mIndices.Size() ); - normVertices.SetData( const_cast< AtlasManager::Vertex2D* >( &normVertexList[ 0 ] ) ); - normIndices.SetData( const_cast< unsigned int* >( &meshRecord.mMesh.mIndices[ 0 ] ) ); - - Geometry normGeometry = Geometry::New(); - normGeometry.AddVertexBuffer( normVertices ); - normGeometry.SetIndexBuffer( normIndices ); - - Material normMaterial = Material::New( mGlyphManager.GetGlyphShadowShader() ); - Sampler normSampler = mGlyphManager.GetSampler( meshRecord.mAtlasId ); - normMaterial.AddSampler( normSampler ); - Dali::Renderer normRenderer = Dali::Renderer::New( normGeometry, normMaterial ); - Actor subActor = Actor::New(); - subActor.AddRenderer( normRenderer ); - subActor.SetParentOrigin( ParentOrigin::CENTER ); // Keep all of the origins aligned - subActor.SetSize( actorSize ); - subActor.SetColor( shadowColor ); - - // Create a render task to render the effect - RenderTask shadowTask = Stage::GetCurrent().GetRenderTaskList().CreateTask(); - shadowTask.SetTargetFrameBuffer( meshRecord.mBuffer ); - shadowTask.SetSourceActor( subActor ); - shadowTask.SetClearEnabled( true ); - shadowTask.SetClearColor( Vector4::ZERO ); - shadowTask.SetExclusive( true ); - shadowTask.SetRefreshRate( RenderTask::REFRESH_ONCE ); - shadowTask.FinishedSignal().Connect( this, &AtlasRenderer::Impl::RenderComplete ); - mShadowTasks.push_back( shadowTask ); - actor.Add( subActor ); - - return actor; - } - - void RemoveShadowRenderTask( RenderTask renderTask ) - { - if( renderTask ) - { - renderTask.FinishedSignal().Disconnect( this, &AtlasRenderer::Impl::RenderComplete ); - - // Guard to prevent accessing Stage after dali-core destruction - if( Stage::IsInstalled() ) - { - Stage::GetCurrent().GetRenderTaskList().RemoveTask( renderTask ); - } - renderTask.Reset(); - } - } - - void RenderComplete( RenderTask& renderTask ) - { - // Get the actor used for render to buffer and remove it from the parent - Actor renderActor = renderTask.GetSourceActor(); - if ( renderActor ) - { - Actor parent = renderActor.GetParent(); - if ( parent ) - { - parent.Remove( renderActor ); - } - } - - RemoveShadowRenderTask( renderTask ); - } - - void RemoveAllShadowRenderTasks() - { - for ( std::vector< RenderTask >::iterator shadowIterator = mShadowTasks.begin(); - shadowIterator != mShadowTasks.end(); ++shadowIterator ) - { - RemoveShadowRenderTask( *shadowIterator ); + Toolkit::Internal::AtlasMeshFactory::AppendMesh( meshRecords[ index ].mMesh, newMesh ); } } Actor mActor; ///< The actor parent which renders the text AtlasGlyphManager mGlyphManager; ///< Glyph Manager to handle upload and caching - std::vector< RenderTask > mShadowTasks; ///< Used to render shadows TextAbstraction::FontClient mFontClient; ///> The font client used to supply glyph information std::vector< MaxBlockSize > mBlockSizes; ///> Maximum size needed to contain a glyph in a block within a new atlas - std::vector< uint32_t > mFace; ///> Face indices for a quad - Vector< TextCacheEntry > mTextCache; - Property::Map mQuadVertexFormat; - Property::Map mQuadIndexFormat; - int mDepth; + Vector< TextCacheEntry > mTextCache; ///> Caches data from previous render + Property::Map mQuadVertexFormat; ///> Describes the vertex format for text + Property::Map mQuadIndexFormat; ///> Describes the index format for text + int mDepth; ///> DepthIndex passed by control when connect to stage }; Text::RendererPtr AtlasRenderer::New() @@ -848,17 +750,31 @@ Actor AtlasRenderer::Render( Text::ViewInterface& view, int depth ) Vector positions; positions.Resize( numberOfGlyphs ); + Vector colors; + colors.Resize( numberOfGlyphs, view.GetTextColor() ); + numberOfGlyphs = view.GetGlyphs( glyphs.Begin(), positions.Begin(), + colors.Begin(), 0u, numberOfGlyphs ); + glyphs.Resize( numberOfGlyphs ); positions.Resize( numberOfGlyphs ); + colors.Resize( numberOfGlyphs ); mImpl->AddGlyphs( view, positions, glyphs, + colors, depth ); + + /* In the case where AddGlyphs does not create a renderable Actor for example when glyphs are all whitespace create a new Actor. */ + /* This renderable actor is used to position the text, other "decorations" can rely on there always being an Actor regardless of it is whitespace or regular text. */ + if ( !mImpl->mActor ) + { + mImpl->mActor = Actor::New(); + } } return mImpl->mActor; @@ -872,8 +788,6 @@ AtlasRenderer::AtlasRenderer() AtlasRenderer::~AtlasRenderer() { - mImpl->RemoveAllShadowRenderTasks(); - mImpl->RemoveText(); delete mImpl; }