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=a21078508a9cd9a2c4161643cc80f1ceb80f9834;hp=626ce33bc49ea114c8c7ddb4fe829fe6aff8e48c;hb=29a52105283ce8ced672ed92545daeacf882316a;hpb=fa834a987e844fb79531954c882581624aef0e68 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 626ce33..a210785 100644 --- a/dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.cpp +++ b/dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.cpp @@ -46,6 +46,7 @@ Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, true, "LOG_TEXT const float ZERO(0.0f); const float HALF(0.5f); const float ONE(1.0f); +const float ONE_AND_A_HALF(1.5f); const uint32_t DOUBLE_PIXEL_PADDING = 4u; //Padding will be added twice to Atlas const uint16_t NO_OUTLINE = 0u; } // namespace @@ -426,22 +427,25 @@ struct AtlasRenderer::Impl Vector strikethroughExtents; 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 Vector4& underlineColor(view.GetUnderlineColor()); - const float underlineHeight = view.GetUnderlineHeight(); - const uint16_t outlineWidth = view.GetOutlineWidth(); - const Vector4& outlineColor(view.GetOutlineColor()); - const bool isOutline = 0u != outlineWidth; - const GlyphInfo* hyphens = view.GetHyphens(); - const Length* hyphenIndices = view.GetHyphenIndices(); - const Length hyphensCount = view.GetHyphensCount(); - const bool strikethroughEnabled = view.IsStrikethroughEnabled(); - const Vector4& strikethroughColor(view.GetStrikethroughColor()); - const float strikethroughHeight = view.GetStrikethroughHeight(); + 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 Vector4& underlineColor(view.GetUnderlineColor()); + const float underlineHeight = view.GetUnderlineHeight(); + const Text::Underline::Type underlineType = view.GetUnderlineType(); + const float dashedUnderlineWidth = view.GetDashedUnderlineWidth(); + const float dashedUnderlineGap = view.GetDashedUnderlineGap(); + const uint16_t outlineWidth = view.GetOutlineWidth(); + const Vector4& outlineColor(view.GetOutlineColor()); + const bool isOutline = 0u != outlineWidth; + const GlyphInfo* hyphens = view.GetHyphens(); + const Length* hyphenIndices = view.GetHyphenIndices(); + const Length hyphensCount = view.GetHyphensCount(); + const bool strikethroughEnabled = view.IsStrikethroughEnabled(); + const Vector4& strikethroughColor(view.GetStrikethroughColor()); + const float strikethroughHeight = view.GetStrikethroughHeight(); // Elided text info. Indices according to elided text. const auto startIndexOfGlyphs = view.GetStartIndexOfElidedGlyphs(); @@ -684,7 +688,7 @@ struct AtlasRenderer::Impl if(thereAreUnderlinedGlyphs) { // Check to see if any of the text needs an underline - GenerateUnderlines(meshContainer, extents, underlineColor); + GenerateUnderlines(meshContainer, extents, underlineColor, underlineType, dashedUnderlineWidth, dashedUnderlineGap); } if(strikethroughGlyphsExist) @@ -984,9 +988,12 @@ struct AtlasRenderer::Impl } } - void GenerateUnderlines(std::vector& meshRecords, - Vector& extents, - const Vector4& underlineColor) + void GenerateUnderlines(std::vector& meshRecords, + Vector& extents, + const Vector4& underlineColor, + const Text::Underline::Type& underlineType, + const float& dashedUnderlineWidth, + const float& dashedUnderlineGap) { AtlasManager::Mesh2D newMesh; unsigned short faceIndex = 0; @@ -1000,49 +1007,157 @@ struct AtlasRenderer::Impl Vector2 uv = mGlyphManager.GetAtlasSize(meshRecords[index].mAtlasId); // Make sure we don't hit texture edge for single pixel texture ( filled pixel is in top left of every atlas ) - float u = HALF / uv.x; - float v = HALF / uv.y; - float thickness = eIt->mLineThickness; - float baseLine = eIt->mBaseLine + eIt->mUnderlinePosition - (thickness * HALF); - float tlx = eIt->mLeft; - float brx = eIt->mRight; - - vert.mPosition.x = tlx; - vert.mPosition.y = baseLine; - vert.mTexCoords.x = ZERO; - vert.mTexCoords.y = ZERO; - vert.mColor = underlineColor; - newMesh.mVertices.PushBack(vert); - - vert.mPosition.x = brx; - vert.mPosition.y = baseLine; - vert.mTexCoords.x = u; - vert.mColor = underlineColor; - newMesh.mVertices.PushBack(vert); - - vert.mPosition.x = tlx; - vert.mPosition.y = baseLine + thickness; - vert.mTexCoords.x = ZERO; - vert.mTexCoords.y = v; - vert.mColor = underlineColor; - newMesh.mVertices.PushBack(vert); - - vert.mPosition.x = brx; - vert.mPosition.y = baseLine + thickness; - vert.mTexCoords.x = u; - vert.mColor = underlineColor; - newMesh.mVertices.PushBack(vert); - - // Six indices in counter clockwise winding - newMesh.mIndices.PushBack(faceIndex + 1u); - newMesh.mIndices.PushBack(faceIndex); - newMesh.mIndices.PushBack(faceIndex + 2u); - newMesh.mIndices.PushBack(faceIndex + 2u); - newMesh.mIndices.PushBack(faceIndex + 3u); - newMesh.mIndices.PushBack(faceIndex + 1u); - faceIndex += 4; + float u = HALF / uv.x; + float v = HALF / uv.y; + float thickness = eIt->mLineThickness; + float ShiftLineBy = (underlineType == Text::Underline::Type::DOUBLE) ? (thickness * ONE_AND_A_HALF) : (thickness * HALF); + float baseLine = eIt->mBaseLine + eIt->mUnderlinePosition - ShiftLineBy; + float tlx = eIt->mLeft; + float brx = eIt->mRight; + + if(underlineType == Text::Underline::Type::DASHED) + { + float dashTlx = tlx; + float dashBrx = tlx; + faceIndex = 0; - Toolkit::Internal::AtlasMeshFactory::AppendMesh(meshRecords[index].mMesh, newMesh); + AtlasManager::Mesh2D newMesh; + while((dashTlx >= tlx) && (dashTlx < brx) && ((dashTlx + dashedUnderlineWidth) <= brx)) + { + dashBrx = dashTlx + dashedUnderlineWidth; + + //The top left edge of the underline + vert.mPosition.x = dashTlx; + vert.mPosition.y = baseLine; + vert.mTexCoords.x = ZERO; + vert.mTexCoords.y = ZERO; + vert.mColor = underlineColor; + newMesh.mVertices.PushBack(vert); + + //The top right edge of the underline + vert.mPosition.x = dashBrx; + vert.mPosition.y = baseLine; + vert.mTexCoords.x = u; + vert.mColor = underlineColor; + newMesh.mVertices.PushBack(vert); + + //The bottom left edge of the underline + vert.mPosition.x = dashTlx; + vert.mPosition.y = baseLine + thickness; + vert.mTexCoords.x = ZERO; + vert.mTexCoords.y = v; + vert.mColor = underlineColor; + newMesh.mVertices.PushBack(vert); + + //The bottom right edge of the underline + vert.mPosition.x = dashBrx; + vert.mPosition.y = baseLine + thickness; + vert.mTexCoords.x = u; + vert.mColor = underlineColor; + newMesh.mVertices.PushBack(vert); + + dashTlx = dashBrx + dashedUnderlineGap; // The next dash will start at the right of the current dash plus the gap + + // Six indices in counter clockwise winding + newMesh.mIndices.PushBack(faceIndex + 1u); + newMesh.mIndices.PushBack(faceIndex); + newMesh.mIndices.PushBack(faceIndex + 2u); + newMesh.mIndices.PushBack(faceIndex + 2u); + newMesh.mIndices.PushBack(faceIndex + 3u); + newMesh.mIndices.PushBack(faceIndex + 1u); + + faceIndex += 4; + + Toolkit::Internal::AtlasMeshFactory::AppendMesh(meshRecords[index].mMesh, newMesh); + } + } + else + { + // It's either SOLID or DOUBLE so we need to generate the first solid underline anyway. + vert.mPosition.x = tlx; + vert.mPosition.y = baseLine; + vert.mTexCoords.x = ZERO; + vert.mTexCoords.y = ZERO; + vert.mColor = underlineColor; + newMesh.mVertices.PushBack(vert); + + vert.mPosition.x = brx; + vert.mPosition.y = baseLine; + vert.mTexCoords.x = u; + vert.mColor = underlineColor; + newMesh.mVertices.PushBack(vert); + + vert.mPosition.x = tlx; + vert.mPosition.y = baseLine + thickness; + vert.mTexCoords.x = ZERO; + vert.mTexCoords.y = v; + vert.mColor = underlineColor; + newMesh.mVertices.PushBack(vert); + + vert.mPosition.x = brx; + vert.mPosition.y = baseLine + thickness; + vert.mTexCoords.x = u; + vert.mColor = underlineColor; + newMesh.mVertices.PushBack(vert); + + // Six indices in counter clockwise winding + newMesh.mIndices.PushBack(faceIndex + 1u); + newMesh.mIndices.PushBack(faceIndex); + newMesh.mIndices.PushBack(faceIndex + 2u); + newMesh.mIndices.PushBack(faceIndex + 2u); + newMesh.mIndices.PushBack(faceIndex + 3u); + newMesh.mIndices.PushBack(faceIndex + 1u); + faceIndex += 4; + + Toolkit::Internal::AtlasMeshFactory::AppendMesh(meshRecords[index].mMesh, newMesh); + + if(underlineType == Text::Underline::Type::DOUBLE) + { + baseLine += 2 * thickness; + + //The top left edge of the underline + vert.mPosition.x = tlx; + vert.mPosition.y = baseLine; // Vertical start of the second underline + vert.mTexCoords.x = ZERO; + vert.mTexCoords.y = ZERO; + vert.mColor = underlineColor; + newMesh.mVertices.PushBack(vert); + + //The top right edge of the underline + vert.mPosition.x = brx; + vert.mPosition.y = baseLine; + vert.mTexCoords.x = u; + vert.mColor = underlineColor; + newMesh.mVertices.PushBack(vert); + + //The bottom left edge of the underline + vert.mPosition.x = tlx; + vert.mPosition.y = baseLine + thickness; // Vertical End of the second underline + vert.mTexCoords.x = ZERO; + vert.mTexCoords.y = v; + vert.mColor = underlineColor; + newMesh.mVertices.PushBack(vert); + + //The bottom right edge of the underline + vert.mPosition.x = brx; + vert.mPosition.y = baseLine + thickness; + vert.mTexCoords.x = u; + vert.mColor = underlineColor; + newMesh.mVertices.PushBack(vert); + + // Six indices in counter clockwise winding + newMesh.mIndices.PushBack(faceIndex + 1u); + newMesh.mIndices.PushBack(faceIndex); + newMesh.mIndices.PushBack(faceIndex + 2u); + newMesh.mIndices.PushBack(faceIndex + 2u); + newMesh.mIndices.PushBack(faceIndex + 3u); + newMesh.mIndices.PushBack(faceIndex + 1u); + + faceIndex += 4; + + Toolkit::Internal::AtlasMeshFactory::AppendMesh(meshRecords[index].mMesh, newMesh); + } + } } }