X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Ftext%2Ftext-controller-background-actor.cpp;h=bc7c79bfa8009a6c9876d11f0f6afe84c9c3d84b;hp=dda514fcea2ed72fd9ce2c7644b8bddfa8aefcbf;hb=750fadba87bb959c9af32e89e3f1bc7af6cb6dd2;hpb=7c13cc0c065ae22e7ad0deaea4f56730ff050c5c diff --git a/dali-toolkit/internal/text/text-controller-background-actor.cpp b/dali-toolkit/internal/text/text-controller-background-actor.cpp index dda514f..bc7c79b 100644 --- a/dali-toolkit/internal/text/text-controller-background-actor.cpp +++ b/dali-toolkit/internal/text/text-controller-background-actor.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2021 Samsung Electronics Co., Ltd. + * Copyright (c) 2022 Samsung Electronics Co., Ltd. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. @@ -24,11 +24,12 @@ // INTERNAL INCLUDES #include #include +#include +#include #include namespace Dali::Toolkit::Text { - namespace { struct BackgroundVertex @@ -44,7 +45,19 @@ struct BackgroundMesh }; } // unnamed namespace -Actor CreateControllerBackgroundActor(const View& textView, const VisualModelPtr& textVisualModel, Shader& textShaderBackground) +Length CalculateBackgroundLineHeight(LineRun lineRun) +{ + Length height = lineRun.ascender + -(lineRun.descender); + + if(lineRun.lineSpacing > 0) + { + height += lineRun.lineSpacing; + } + + return height; +} + +Actor CreateControllerBackgroundActor(const View& textView, const VisualModelPtr& textVisualModel, const LogicalModelPtr& textLogicalModel, Shader& textShaderBackground) { // NOTE: Currently we only support background color for left-to-right text. @@ -63,10 +76,10 @@ Actor CreateControllerBackgroundActor(const View& textView, const VisualModelPtr const LineRun* lineRun = textVisualModel->mLines.Begin(); float alignmentOffset = lineRun->alignmentOffset; numberOfGlyphs = textView.GetGlyphs(glyphs.Begin(), - positions.Begin(), - alignmentOffset, - 0u, - numberOfGlyphs); + positions.Begin(), + alignmentOffset, + 0u, + numberOfGlyphs); glyphs.Resize(numberOfGlyphs); positions.Resize(numberOfGlyphs); @@ -86,13 +99,19 @@ Actor CreateControllerBackgroundActor(const View& textView, const VisualModelPtr const Vector4* const backgroundColorsBuffer = textView.GetBackgroundColors(); const ColorIndex* const backgroundColorIndicesBuffer = textView.GetBackgroundColorIndices(); const Vector4& defaultBackgroundColor = textVisualModel->IsBackgroundEnabled() ? textVisualModel->GetBackgroundColor() : Color::TRANSPARENT; + const float modelCharacterSpacing = textVisualModel->GetCharacterSpacing(); + Vector& glyphToCharacterMap = textVisualModel->mGlyphsToCharacters; + const CharacterIndex* glyphToCharacterMapBuffer = glyphToCharacterMap.Begin(); + float calculatedAdvance = 0.f; + + // Get the character-spacing runs. + const Vector& characterSpacingGlyphRuns = textVisualModel->GetCharacterSpacingGlyphRuns(); Vector4 quad; uint32_t numberOfQuads = 0u; Length yLineOffset = 0; Length prevLineIndex = 0; LineIndex lineIndex; - Length numberOfLines; for(uint32_t i = 0, glyphSize = glyphs.Size(); i < glyphSize; ++i) { @@ -105,45 +124,53 @@ Actor CreateControllerBackgroundActor(const View& textView, const VisualModelPtr const bool isDefaultBackgroundColor = (0u == backgroundColorIndex); const Vector4& backgroundColor = isDefaultBackgroundColor ? defaultBackgroundColor : *(backgroundColorsBuffer + backgroundColorIndex - 1u); - textVisualModel->GetNumberOfLines(i, 1, lineIndex, numberOfLines); - Length lineHeight = lineRun[lineIndex].ascender + -(lineRun[lineIndex].descender) + lineRun[lineIndex].lineSpacing; + lineIndex = textVisualModel->GetLineOfGlyph(i); + Length lineHeight = CalculateBackgroundLineHeight(lineRun[lineIndex]); if(lineIndex != prevLineIndex) { - yLineOffset += lineHeight; + yLineOffset += CalculateBackgroundLineHeight(lineRun[prevLineIndex]); + + if(lineRun[prevLineIndex].lineSpacing < 0) + { + yLineOffset += lineRun[prevLineIndex].lineSpacing; + } } // Only create quads for glyphs with a background color if(backgroundColor != Color::TRANSPARENT) { + const float characterSpacing = GetGlyphCharacterSpacing(i, characterSpacingGlyphRuns, modelCharacterSpacing); + const Vector2 position = *(positionsBuffer + i); + calculatedAdvance = GetCalculatedAdvance(*(textLogicalModel->mText.Begin() + (*(glyphToCharacterMapBuffer + i))), characterSpacing, glyph.advance); if(i == 0u && glyphSize == 1u) // Only one glyph in the whole text { quad.x = position.x; quad.y = yLineOffset; - quad.z = quad.x + std::max(glyph.advance, glyph.xBearing + glyph.width); + quad.z = quad.x + std::max(calculatedAdvance, glyph.xBearing + glyph.width); quad.w = lineHeight; } else if((lineIndex != prevLineIndex) || (i == 0u)) // The first glyph in the line { quad.x = position.x; quad.y = yLineOffset; - quad.z = quad.x - glyph.xBearing + glyph.advance; + quad.z = quad.x - glyph.xBearing + calculatedAdvance; quad.w = quad.y + lineHeight; } else if(i == glyphSize - 1u) // The last glyph in the whole text { quad.x = position.x - glyph.xBearing; quad.y = yLineOffset; - quad.z = quad.x + std::max(glyph.advance, glyph.xBearing + glyph.width); + quad.z = quad.x + std::max(calculatedAdvance, glyph.xBearing + glyph.width); quad.w = quad.y + lineHeight; } else // The glyph in the middle of the text { quad.x = position.x - glyph.xBearing; quad.y = yLineOffset; - quad.z = quad.x + glyph.advance; + quad.z = quad.x + calculatedAdvance; quad.w = quad.y + lineHeight; }