X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Ftext%2Ftext-visual.cpp;h=1d7563454f7500acc61f37601780a7af12d2ba60;hp=8870fc0227e697bc2f8e761770540153b46b3c30;hb=593ab514474062b4d3de55682e63627a79b2eb5a;hpb=3a23cbcd64ab5780928e4a141e497242c9989110 diff --git a/dali-toolkit/internal/visuals/text/text-visual.cpp b/dali-toolkit/internal/visuals/text/text-visual.cpp old mode 100644 new mode 100755 index 8870fc0..1d75634 --- a/dali-toolkit/internal/visuals/text/text-visual.cpp +++ b/dali-toolkit/internal/visuals/text/text-visual.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2017 Samsung Electronics Co., Ltd. + * Copyright (c) 2020 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. @@ -20,10 +20,17 @@ // EXTERNAL INCLUDES #include +#include +#include +#include +#include +#include +#include // INTERNAL HEADER -#include -#include +#include +#include +#include #include #include #include @@ -31,6 +38,9 @@ #include #include #include +#include +#include +#include namespace Dali { @@ -43,65 +53,14 @@ namespace Internal namespace { - -// Property names - common properties defined in visual-string-constants.h/cpp -const char * const FONT_FAMILY_PROPERTY( "fontFamily" ); -const char * const FONT_STYLE_PROPERTY( "fontStyle" ); -const char * const POINT_SIZE_PROPERTY( "pointSize" ); -const char * const MULTI_LINE_PROPERTY( "multiLine" ); -const char * const HORIZONTAL_ALIGNMENT_PROPERTY( "horizontalAlignment" ); -const char * const VERTICAL_ALIGNMENT_PROPERTY( "verticalAlignment" ); -const char * const TEXT_COLOR_PROPERTY( "textColor" ); -const char * const ENABLE_MARKUP_PROPERTY( "enableMarkup" ); -const char * const SHADOW_PROPERTY( "shadow" ); -const char * const UNDERLINE_PROPERTY( "underline" ); - -const Scripting::StringEnum HORIZONTAL_ALIGNMENT_STRING_TABLE[] = -{ - { "BEGIN", Toolkit::Text::Layout::HORIZONTAL_ALIGN_BEGIN }, - { "CENTER", Toolkit::Text::Layout::HORIZONTAL_ALIGN_CENTER }, - { "END", Toolkit::Text::Layout::HORIZONTAL_ALIGN_END }, -}; -const unsigned int HORIZONTAL_ALIGNMENT_STRING_TABLE_COUNT = sizeof( HORIZONTAL_ALIGNMENT_STRING_TABLE ) / sizeof( HORIZONTAL_ALIGNMENT_STRING_TABLE[0] ); - -const Scripting::StringEnum VERTICAL_ALIGNMENT_STRING_TABLE[] = -{ - { "TOP", Toolkit::Text::Layout::VERTICAL_ALIGN_TOP }, - { "CENTER", Toolkit::Text::Layout::VERTICAL_ALIGN_CENTER }, - { "BOTTOM", Toolkit::Text::Layout::VERTICAL_ALIGN_BOTTOM }, -}; -const unsigned int VERTICAL_ALIGNMENT_STRING_TABLE_COUNT = sizeof( VERTICAL_ALIGNMENT_STRING_TABLE ) / sizeof( VERTICAL_ALIGNMENT_STRING_TABLE[0] ); - const Vector4 FULL_TEXTURE_RECT( 0.f, 0.f, 1.f, 1.f ); -std::string GetHorizontalAlignment( Toolkit::Text::Layout::HorizontalAlignment alignment ) -{ - const char* name = Scripting::GetEnumerationName( alignment, - HORIZONTAL_ALIGNMENT_STRING_TABLE, - HORIZONTAL_ALIGNMENT_STRING_TABLE_COUNT ); - - return std::string( name ); -} - -std::string GetVerticalAlignment( Toolkit::Text::Layout::VerticalAlignment alignment ) -{ - const char* name = Scripting::GetEnumerationName< Toolkit::Text::Layout::VerticalAlignment >( alignment, - VERTICAL_ALIGNMENT_STRING_TABLE, - VERTICAL_ALIGNMENT_STRING_TABLE_COUNT ); - - return std::string( name ); -} - const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( attribute mediump vec2 aPosition;\n - uniform mediump mat4 uMvpMatrix;\n + uniform highp mat4 uMvpMatrix;\n uniform mediump vec3 uSize;\n uniform mediump vec4 pixelArea;\n - uniform mediump mat4 uModelMatrix;\n - uniform mediump mat4 uViewMatrix;\n - uniform mediump mat4 uProjection;\n - varying mediump vec2 vTexCoord;\n //Visual size and offset @@ -120,43 +79,124 @@ const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( void main()\n {\n - mediump vec4 nonAlignedVertex = uViewMatrix*uModelMatrix*ComputeVertexPosition();\n - mediump vec4 pixelAlignedVertex = vec4 ( floor(nonAlignedVertex.xyz), 1.0 );\n - mediump vec4 vertexPosition = uProjection*pixelAlignedVertex;\n - + gl_Position = uMvpMatrix * ComputeVertexPosition();\n vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n - gl_Position = vertexPosition;\n }\n ); -const char* FRAGMENT_SHADER_ATLAS_CLAMP = DALI_COMPOSE_SHADER( +const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT = DALI_COMPOSE_SHADER( + varying mediump vec2 vTexCoord;\n + uniform sampler2D sTexture;\n + uniform lowp vec4 uTextColorAnimatable;\n + uniform lowp vec4 uColor;\n + uniform lowp vec3 mixColor;\n + \n + void main()\n + {\n + mediump float textTexture = texture2D( sTexture, vTexCoord ).r;\n + + // Set the color of the text to what it is animated to. + gl_FragColor = uTextColorAnimatable * textTexture * uColor * vec4( mixColor, 1.0 ); + }\n +); + +const char* FRAGMENT_SHADER_MULTI_COLOR_TEXT = DALI_COMPOSE_SHADER( + varying mediump vec2 vTexCoord;\n + uniform sampler2D sTexture;\n + uniform lowp vec4 uColor;\n + uniform lowp vec3 mixColor;\n + \n + void main()\n + {\n + mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n + + gl_FragColor = textTexture * uColor * vec4( mixColor, 1.0 ); + }\n +); + +const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE = DALI_COMPOSE_SHADER( + varying mediump vec2 vTexCoord;\n + uniform sampler2D sTexture;\n + uniform sampler2D sStyle;\n + uniform lowp vec4 uTextColorAnimatable;\n + uniform lowp vec4 uColor;\n + uniform lowp vec3 mixColor;\n + \n + void main()\n + {\n + mediump float textTexture = texture2D( sTexture, vTexCoord ).r;\n + mediump vec4 styleTexture = texture2D( sStyle, vTexCoord );\n + + // Draw the text as overlay above the style + gl_FragColor = ( uTextColorAnimatable * textTexture + styleTexture * ( 1.0 - uTextColorAnimatable.a * textTexture ) ) * uColor * vec4( mixColor, 1.0 );\n + }\n +); + +const char* FRAGMENT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE = DALI_COMPOSE_SHADER( + varying mediump vec2 vTexCoord;\n + uniform sampler2D sTexture;\n + uniform sampler2D sStyle;\n + uniform lowp vec4 uColor;\n + uniform lowp vec3 mixColor;\n + \n + void main()\n + {\n + mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n + mediump vec4 styleTexture = texture2D( sStyle, vTexCoord );\n + + // Draw the text as overlay above the style + gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, 1.0 );\n + }\n +); + +const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI = DALI_COMPOSE_SHADER( + varying mediump vec2 vTexCoord;\n + uniform sampler2D sTexture;\n + uniform sampler2D sMask;\n + uniform lowp vec4 uTextColorAnimatable;\n + uniform lowp vec4 uColor;\n + uniform lowp vec3 mixColor;\n + \n + void main()\n + {\n + mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n + mediump float maskTexture = texture2D( sMask, vTexCoord ).r;\n + + // Set the color of non-transparent pixel in text to what it is animated to. + // Markup text with multiple text colors are not animated (but can be supported later on if required). + // Emoji color are not animated. + mediump float vstep = step( 0.0001, textTexture.a );\n + textTexture.rgb = mix( textTexture.rgb, uTextColorAnimatable.rgb, vstep * maskTexture );\n + + // Draw the text as overlay above the style + gl_FragColor = textTexture * uColor * vec4( mixColor, 1.0 );\n + }\n +); + +const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI = DALI_COMPOSE_SHADER( varying mediump vec2 vTexCoord;\n uniform sampler2D sTexture;\n uniform sampler2D sStyle;\n uniform sampler2D sMask;\n uniform lowp float uHasMultipleTextColors;\n uniform lowp vec4 uTextColorAnimatable;\n - uniform mediump vec4 uAtlasRect;\n uniform lowp vec4 uColor;\n uniform lowp vec3 mixColor;\n - uniform lowp float opacity;\n \n void main()\n {\n - mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n - mediump vec4 textTexture = texture2D( sTexture, texCoord );\n - mediump vec4 styleTexture = texture2D( sStyle, texCoord );\n - mediump vec4 maskTexture = texture2D( sMask, texCoord );\n + mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n + mediump vec4 styleTexture = texture2D( sStyle, vTexCoord );\n + mediump float maskTexture = texture2D( sMask, vTexCoord ).r;\n // Set the color of non-transparent pixel in text to what it is animated to. // Markup text with multiple text colors are not animated (but can be supported later on if required). // Emoji color are not animated. - mediump vec4 textColor = textTexture * textTexture.a;\n - mediump float vstep = step( 0.0001, textColor.a );\n - textColor.rgb = mix( textColor.rgb, uTextColorAnimatable.rgb, vstep * maskTexture.a * ( 1.0 - uHasMultipleTextColors ) );\n + mediump float vstep = step( 0.0001, textTexture.a );\n + textTexture.rgb = mix( textTexture.rgb, uTextColorAnimatable.rgb, vstep * maskTexture * ( 1.0 - uHasMultipleTextColors ) );\n // Draw the text as overlay above the style - gl_FragColor = ( textColor + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, opacity );\n + gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, 1.0 );\n }\n ); @@ -218,10 +258,40 @@ Dali::Property::Index StringKeyToIndexKey( const std::string& stringKey ) { result = Toolkit::TextVisual::Property::UNDERLINE; } + else if( stringKey == OUTLINE_PROPERTY ) + { + result = Toolkit::DevelTextVisual::Property::OUTLINE; + } + else if( stringKey == BACKGROUND_PROPERTY ) + { + result = Toolkit::DevelTextVisual::Property::BACKGROUND; + } return result; } +void TextColorConstraint( Vector4& current, const PropertyInputContainer& inputs ) +{ + Vector4 color = inputs[0]->GetVector4(); + current.r = color.r * color.a; + current.g = color.g * color.a; + current.b = color.b * color.a; + current.a = color.a; +} + +void OpacityConstraint( float& current, const PropertyInputContainer& inputs ) +{ + // Make zero if the alpha value of text color is zero to skip rendering text + if( EqualsZero( inputs[0]->GetVector4().a ) ) + { + current = 0.0f; + } + else + { + current = 1.0f; + } +} + } // unnamed namespace TextVisualPtr TextVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties ) @@ -267,7 +337,7 @@ void TextVisual::DoCreatePropertyMap( Property::Map& map ) const Property::Value value; map.Clear(); - map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::DevelVisual::TEXT ); + map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::TEXT ); std::string text; mController->GetText( text ); @@ -282,9 +352,9 @@ void TextVisual::DoCreatePropertyMap( Property::Map& map ) const map.Insert( Toolkit::TextVisual::Property::MULTI_LINE, mController->IsMultiLineEnabled() ); - map.Insert( Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT, GetHorizontalAlignment( mController->GetHorizontalAlignment() ) ); + map.Insert( Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT, mController->GetHorizontalAlignment() ); - map.Insert( Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT, GetVerticalAlignment( mController->GetVerticalAlignment() ) ); + map.Insert( Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT, mController->GetVerticalAlignment() ); map.Insert( Toolkit::TextVisual::Property::TEXT_COLOR, mController->GetDefaultColor() ); @@ -295,12 +365,18 @@ void TextVisual::DoCreatePropertyMap( Property::Map& map ) const GetUnderlineProperties( mController, value, Text::EffectStyle::DEFAULT ); map.Insert( Toolkit::TextVisual::Property::UNDERLINE, value ); + + GetOutlineProperties( mController, value, Text::EffectStyle::DEFAULT ); + map.Insert( Toolkit::DevelTextVisual::Property::OUTLINE, value ); + + GetBackgroundProperties( mController, value, Text::EffectStyle::DEFAULT ); + map.Insert( Toolkit::DevelTextVisual::Property::BACKGROUND, value ); } void TextVisual::DoCreateInstancePropertyMap( Property::Map& map ) const { map.Clear(); - map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::DevelVisual::TEXT ); + map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::TEXT ); std::string text; mController->GetText( text ); map.Insert( Toolkit::TextVisual::Property::TEXT, text ); @@ -308,7 +384,7 @@ void TextVisual::DoCreateInstancePropertyMap( Property::Map& map ) const TextVisual::TextVisual( VisualFactoryCache& factoryCache ) -: Visual::Base( factoryCache ), +: Visual::Base( factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO, Toolkit::Visual::TEXT ), mController( Text::Controller::New() ), mTypesetter( Text::Typesetter::New( mController->GetTextModel() ) ), mAnimatableTextColorPropertyIndex( Property::INVALID_INDEX ), @@ -346,24 +422,19 @@ void TextVisual::DoSetProperties( const Property::Map& propertyMap ) engine.SetCursorWidth( 0u ); // Do not layout space for the cursor. } -void TextVisual::DoSetOnStage( Actor& actor ) +void TextVisual::DoSetOnScene( Actor& actor ) { mControl = actor; Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY ); - - Shader shader = mFactoryCache.GetShader( VisualFactoryCache::TEXT_SHADER ); - if( ! shader ) - { - shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP ); - shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); - - mFactoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER, shader ); - } + Shader shader = GetTextShader(mFactoryCache, TextType::SINGLE_COLOR_TEXT, TextType::NO_EMOJI, TextType::NO_STYLES); mImpl->mRenderer = Renderer::New( geometry, shader ); mImpl->mRenderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT ); + // Enable the pre-multiplied alpha to improve the text quality + EnablePreMultipliedAlpha(true); + const Vector4& defaultColor = mController->GetTextModel()->GetDefaultColor(); Dali::Property::Index shaderTextColorIndex = mImpl->mRenderer.RegisterProperty( "uTextColorAnimatable", defaultColor ); @@ -372,30 +443,46 @@ void TextVisual::DoSetOnStage( Actor& actor ) // Create constraint for the animatable text's color Property with uTextColorAnimatable in the renderer. if( shaderTextColorIndex != Property::INVALID_INDEX ) { - Constraint constraint = Constraint::New( mImpl->mRenderer, shaderTextColorIndex, EqualToConstraint() ); - constraint.AddSource( Source( actor, mAnimatableTextColorPropertyIndex ) ); - constraint.Apply(); + Constraint colorConstraint = Constraint::New( mImpl->mRenderer, shaderTextColorIndex, TextColorConstraint ); + colorConstraint.AddSource( Source( actor, mAnimatableTextColorPropertyIndex ) ); + colorConstraint.Apply(); + + // Make zero if the alpha value of text color is zero to skip rendering text + Constraint opacityConstraint = Constraint::New< float >( mImpl->mRenderer, Dali::DevelRenderer::Property::OPACITY, OpacityConstraint ); + opacityConstraint.AddSource( Source( actor, mAnimatableTextColorPropertyIndex ) ); + opacityConstraint.Apply(); } } // Renderer needs textures and to be added to control mRendererUpdateNeeded = true; + mRendererList.push_back( mImpl->mRenderer ); + UpdateRenderer(); } -void TextVisual::DoSetOffStage( Actor& actor ) +void TextVisual::RemoveRenderer( Actor& actor ) { - if( mImpl->mRenderer ) + for( RendererContainer::iterator iter = mRendererList.begin(); iter != mRendererList.end(); ++iter) { - // Removes the renderer from the actor. - actor.RemoveRenderer( mImpl->mRenderer ); + Renderer renderer = (*iter); + if( renderer ) + { + // Removes the renderer from the actor. + actor.RemoveRenderer( renderer ); + } + } + // Clear the renderer list + mRendererList.clear(); +} - RemoveTextureSet(); +void TextVisual::DoSetOffScene( Actor& actor ) +{ + RemoveRenderer( actor ); - // Resets the renderer. - mImpl->mRenderer.Reset(); - } + // Resets the renderer. + mImpl->mRenderer.Reset(); // Resets the control handle. mControl.Reset(); @@ -447,25 +534,25 @@ void TextVisual::DoSetProperty( Dali::Property::Index index, const Dali::Propert } case Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT: { - Toolkit::Text::Layout::HorizontalAlignment alignment( Toolkit::Text::Layout::HORIZONTAL_ALIGN_BEGIN ); - if( Scripting::GetEnumeration< Toolkit::Text::Layout::HorizontalAlignment >( propertyValue.Get< std::string >().c_str(), - HORIZONTAL_ALIGNMENT_STRING_TABLE, - HORIZONTAL_ALIGNMENT_STRING_TABLE_COUNT, - alignment ) ) + if( mController ) { - mController->SetHorizontalAlignment( alignment ); + Text::HorizontalAlignment::Type alignment( static_cast< Text::HorizontalAlignment::Type >( -1 ) ); // Set to invalid value to ensure a valid mode does get set + if( Toolkit::Text::GetHorizontalAlignmentEnumeration( propertyValue, alignment ) ) + { + mController->SetHorizontalAlignment( alignment ); + } } break; } case Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT: { - Toolkit::Text::Layout::VerticalAlignment alignment( Toolkit::Text::Layout::VERTICAL_ALIGN_BOTTOM ); - if( Scripting::GetEnumeration< Toolkit::Text::Layout::VerticalAlignment >( propertyValue.Get< std::string >().c_str(), - VERTICAL_ALIGNMENT_STRING_TABLE, - VERTICAL_ALIGNMENT_STRING_TABLE_COUNT, - alignment ) ) + if( mController ) { - mController->SetVerticalAlignment( alignment ); + Toolkit::Text::VerticalAlignment::Type alignment( static_cast< Text::VerticalAlignment::Type >( -1 ) ); // Set to invalid value to ensure a valid mode does get set + if( Toolkit::Text::GetVerticalAlignmentEnumeration( propertyValue, alignment) ) + { + mController->SetVerticalAlignment( alignment ); + } } break; } @@ -488,6 +575,16 @@ void TextVisual::DoSetProperty( Dali::Property::Index index, const Dali::Propert SetUnderlineProperties( mController, propertyValue, Text::EffectStyle::DEFAULT ); break; } + case Toolkit::DevelTextVisual::Property::OUTLINE: + { + SetOutlineProperties( mController, propertyValue, Text::EffectStyle::DEFAULT ); + break; + } + case Toolkit::DevelTextVisual::Property::BACKGROUND: + { + SetBackgroundProperties( mController, propertyValue, Text::EffectStyle::DEFAULT ); + break; + } } } @@ -510,129 +607,386 @@ void TextVisual::UpdateRenderer() relayoutSize.width = floorf( 0.5f + ( isWidthRelative ? mImpl->mControlSize.width * mImpl->mTransform.mSize.x : mImpl->mTransform.mSize.width ) ); relayoutSize.height = floorf( 0.5f + ( isHeightRelative ? mImpl->mControlSize.height * mImpl->mTransform.mSize.y : mImpl->mTransform.mSize.height ) ); - if( ( fabsf( relayoutSize.width ) < Math::MACHINE_EPSILON_1000 ) || ( fabsf( relayoutSize.height ) < Math::MACHINE_EPSILON_1000 ) ) - { - // Removes the texture set. - RemoveTextureSet(); + std::string text; + mController->GetText( text ); - // Remove any renderer previously set. - if( mImpl->mRenderer ) - { - control.RemoveRenderer( mImpl->mRenderer ); - } + if( ( fabsf( relayoutSize.width ) < Math::MACHINE_EPSILON_1000 ) || ( fabsf( relayoutSize.height ) < Math::MACHINE_EPSILON_1000 ) || text.empty() ) + { + // Remove the texture set and any renderer previously set. + RemoveRenderer( control ); // Nothing else to do if the relayout size is zero. - ResourceReady(); + ResourceReady( Toolkit::Visual::ResourceStatus::READY ); return; } - const Text::Controller::UpdateTextType updateTextType = mController->Relayout( relayoutSize ); + + Dali::LayoutDirection::Type layoutDirection; + if( mController->IsMatchSystemLanguageDirection() ) + { + layoutDirection = static_cast( DevelWindow::Get( control ).GetRootLayer().GetProperty( Dali::Actor::Property::LAYOUT_DIRECTION ).Get() ); + } + else + { + layoutDirection = static_cast( control.GetProperty( Dali::Actor::Property::LAYOUT_DIRECTION ).Get() ); + } + + const Text::Controller::UpdateTextType updateTextType = mController->Relayout( relayoutSize, layoutDirection ); if( Text::Controller::NONE_UPDATED != ( Text::Controller::MODEL_UPDATED & updateTextType ) || mRendererUpdateNeeded ) { mRendererUpdateNeeded = false; - // Removes the texture set. - RemoveTextureSet(); - - // Remove any renderer previously set. - if( mImpl->mRenderer ) - { - control.RemoveRenderer( mImpl->mRenderer ); - } + // Remove the texture set and any renderer previously set. + RemoveRenderer( control ); if( ( relayoutSize.width > Math::MACHINE_EPSILON_1000 ) && ( relayoutSize.height > Math::MACHINE_EPSILON_1000 ) ) { - Vector4 atlasRect = FULL_TEXTURE_RECT; + // Check whether it is a markup text with multiple text colors + const Vector4* const colorsBuffer = mController->GetTextModel()->GetColors(); + bool hasMultipleTextColors = ( NULL != colorsBuffer ); - // Create a texture for the text without any styles - PixelData data = mTypesetter->Render( relayoutSize, Text::Typesetter::RENDER_NO_STYLES ); + // Check whether the text contains any color glyph + bool containsColorGlyph = false; - // It may happen the image atlas can't handle a pixel data it exceeds the maximum size. - // In that case, create a texture. TODO: should tile the text. + TextAbstraction::FontClient fontClient = TextAbstraction::FontClient::Get(); + const Text::GlyphInfo* const glyphsBuffer = mController->GetTextModel()->GetGlyphs(); + const Text::Length numberOfGlyphs = mController->GetTextModel()->GetNumberOfGlyphs(); + for ( Text::Length glyphIndex = 0; glyphIndex < numberOfGlyphs; glyphIndex++ ) + { + // Retrieve the glyph's info. + const Text::GlyphInfo* const glyphInfo = glyphsBuffer + glyphIndex; + + // Whether the current glyph is a color one. + if( fontClient.IsColorGlyph( glyphInfo->fontId, glyphInfo->index ) ) + { + containsColorGlyph = true; + break; + } + } - Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D, - data.GetPixelFormat(), - data.GetWidth(), - data.GetHeight() ); + // Check whether the text contains any style colors (e.g. underline color, shadow color, etc.) - texture.Upload( data ); + bool shadowEnabled = false; + const Vector2& shadowOffset = mController->GetTextModel()->GetShadowOffset(); + if ( fabsf( shadowOffset.x ) > Math::MACHINE_EPSILON_1 || fabsf( shadowOffset.y ) > Math::MACHINE_EPSILON_1 ) + { + shadowEnabled = true; + } - TextureSet textureSet = TextureSet::New(); - textureSet.SetTexture( 0u, texture ); + const bool underlineEnabled = mController->GetTextModel()->IsUnderlineEnabled(); + const bool outlineEnabled = ( mController->GetTextModel()->GetOutlineWidth() > Math::MACHINE_EPSILON_1 ); + const bool backgroundEnabled = mController->GetTextModel()->IsBackgroundEnabled();; - // Create a texture for all the text styles (without the text itself) - PixelData styleData = mTypesetter->Render( relayoutSize, Text::Typesetter::RENDER_NO_TEXT ); + const bool styleEnabled = ( shadowEnabled || underlineEnabled || outlineEnabled || backgroundEnabled ); - Texture styleTexture = Texture::New( Dali::TextureType::TEXTURE_2D, - styleData.GetPixelFormat(), - styleData.GetWidth(), - styleData.GetHeight() ); - styleTexture.Upload( styleData ); + AddRenderer( control, relayoutSize, hasMultipleTextColors, containsColorGlyph, styleEnabled ); - textureSet.SetTexture( 1u, styleTexture ); + // Text rendered and ready to display + ResourceReady( Toolkit::Visual::ResourceStatus::READY ); + } + } +} - // Create a texture as a mask to avoid color glyphs (e.g. emojis) to be affected by text color animation - PixelData maskData = mTypesetter->Render( relayoutSize, Text::Typesetter::RENDER_MASK ); +void TextVisual::AddTexture( TextureSet& textureSet, PixelData& data, Sampler& sampler, unsigned int textureSetIndex ) +{ + Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D, + data.GetPixelFormat(), + data.GetWidth(), + data.GetHeight() ); + texture.Upload( data ); + + textureSet.SetTexture( textureSetIndex, texture ); + textureSet.SetSampler( textureSetIndex, sampler ); +} - Texture maskTexture = Texture::New( Dali::TextureType::TEXTURE_2D, - styleData.GetPixelFormat(), - styleData.GetWidth(), - styleData.GetHeight() ); +PixelData TextVisual::ConvertToPixelData( unsigned char* buffer, int width, int height, int offsetPosition, const Pixel::Format textPixelFormat ) +{ + int bpp = Pixel::GetBytesPerPixel( textPixelFormat ); + unsigned int bufferSize = width * height * bpp; + unsigned char* dstBuffer = static_cast( malloc ( bufferSize ) ); + memcpy( dstBuffer, buffer + offsetPosition * bpp, bufferSize ); + PixelData pixelData = Dali::PixelData::New( dstBuffer, + bufferSize, + width, + height, + textPixelFormat, + Dali::PixelData::FREE ); + return pixelData; +} - maskTexture.Upload( maskData ); +void TextVisual::CreateTextureSet( TilingInfo& info, Renderer& renderer, Sampler& sampler, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled ) +{ - textureSet.SetTexture( 2u, maskTexture ); + TextureSet textureSet = TextureSet::New(); + unsigned int textureSetIndex = 0u; - // Filter mode needs to be set to nearest to avoid blurry text. - Sampler sampler = Sampler::New(); - sampler.SetFilterMode( FilterMode::NEAREST, FilterMode::NEAREST ); - textureSet.SetSampler( 0u, sampler ); - textureSet.SetSampler( 1u, sampler ); - textureSet.SetSampler( 2u, sampler ); + // Convert the buffer to pixel data to make it a texture. + if( info.textBuffer ) + { + PixelData data = ConvertToPixelData( info.textBuffer, info.width, info.height, info.offsetPosition, info.textPixelFormat ); + AddTexture( textureSet, data, sampler, textureSetIndex ); + ++textureSetIndex; + } - mImpl->mRenderer.SetTextures( textureSet ); + if( styleEnabled && info.styleBuffer ) + { + PixelData styleData = ConvertToPixelData( info.styleBuffer, info.width, info.height, info.offsetPosition, Pixel::RGBA8888 ); + AddTexture( textureSet, styleData, sampler, textureSetIndex ); + ++textureSetIndex; + } - mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED; + if( containsColorGlyph && !hasMultipleTextColors && info.maskBuffer ) + { + PixelData maskData = ConvertToPixelData( info.maskBuffer, info.width, info.height, info.offsetPosition, Pixel::L8 ); + AddTexture( textureSet, maskData, sampler, textureSetIndex ); + } - mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, atlasRect ); + renderer.SetTextures( textureSet ); - // Check whether it is a markup text with multiple text colors - const Vector4* const colorsBuffer = mController->GetTextModel()->GetColors(); - bool hasMultipleTextColors = ( NULL != colorsBuffer ); - mImpl->mRenderer.RegisterProperty( "uHasMultipleTextColors", static_cast( hasMultipleTextColors ) ); + //Register transform properties + mImpl->mTransform.RegisterUniforms( renderer, Direction::LEFT_TO_RIGHT ); - //Register transform properties - mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); + // Enable the pre-multiplied alpha to improve the text quality + renderer.SetProperty( Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, true ); + renderer.RegisterProperty( PREMULTIPLIED_ALPHA, 1.0f ); - control.AddRenderer( mImpl->mRenderer ); + // Set size and offset for the tiling. + renderer.RegisterProperty( SIZE, Vector2( info.width, info.height ) ); + renderer.RegisterProperty( OFFSET, Vector2( info.offSet.x, info.offSet.y ) ); + renderer.RegisterProperty( "uHasMultipleTextColors", static_cast( hasMultipleTextColors ) ); + renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON); - // Text rendered and ready to display - ResourceReady(); + mRendererList.push_back( renderer ); +} + + +void TextVisual::AddRenderer( Actor& actor, const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled ) +{ + Shader shader = GetTextShader( mFactoryCache, hasMultipleTextColors, containsColorGlyph, styleEnabled ); + mImpl->mRenderer.SetShader( shader ); + + // Get the maximum size. + const int maxTextureSize = Dali::GetMaxTextureSize(); + + // No tiling required. Use the default renderer. + if( size.height < maxTextureSize ) + { + TextureSet textureSet = GetTextTexture( size, hasMultipleTextColors, containsColorGlyph, styleEnabled ); + + mImpl->mRenderer.SetTextures( textureSet ); + //Register transform properties + mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); + mImpl->mRenderer.RegisterProperty( "uHasMultipleTextColors", static_cast( hasMultipleTextColors ) ); + mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON); + + mRendererList.push_back( mImpl->mRenderer ); + } + // If the pixel data exceeds the maximum size, tiling is required. + else + { + // Filter mode needs to be set to linear to produce better quality while scaling. + Sampler sampler = Sampler::New(); + sampler.SetFilterMode( FilterMode::LINEAR, FilterMode::LINEAR ); + + // Create RGBA texture if the text contains emojis or multiple text colors, otherwise L8 texture + Pixel::Format textPixelFormat = ( containsColorGlyph || hasMultipleTextColors ) ? Pixel::RGBA8888 : Pixel::L8; + + // Check the text direction + Toolkit::DevelText::TextDirection::Type textDirection = mController->GetTextDirection(); + + // Create a texture for the text without any styles + PixelData data = mTypesetter->Render( size, textDirection, Text::Typesetter::RENDER_NO_STYLES, false, textPixelFormat ); + + int verifiedWidth = data.GetWidth(); + int verifiedHeight = data.GetHeight(); + + // Set information for creating textures. + TilingInfo info( verifiedWidth, maxTextureSize, textPixelFormat ); + + // Get the buffer of text. + Dali::DevelPixelData::PixelDataBuffer textPixelData = Dali::DevelPixelData::ReleasePixelDataBuffer( data ); + info.textBuffer = textPixelData.buffer; + + if( styleEnabled ) + { + // Create RGBA texture for all the text styles (without the text itself) + PixelData styleData = mTypesetter->Render( size, textDirection, Text::Typesetter::RENDER_NO_TEXT, false, Pixel::RGBA8888 ); + Dali::DevelPixelData::PixelDataBuffer stylePixelData = Dali::DevelPixelData::ReleasePixelDataBuffer( styleData ); + info.styleBuffer = stylePixelData.buffer; + } + + if ( containsColorGlyph && !hasMultipleTextColors ) + { + // Create a L8 texture as a mask to avoid color glyphs (e.g. emojis) to be affected by text color animation + PixelData maskData = mTypesetter->Render( size, textDirection, Text::Typesetter::RENDER_MASK, false, Pixel::L8 ); + Dali::DevelPixelData::PixelDataBuffer maskPixelData = Dali::DevelPixelData::ReleasePixelDataBuffer( maskData ); + info.maskBuffer = maskPixelData.buffer; + } + + // Get the current offset for recalculate the offset when tiling. + Property::Map retMap; + mImpl->mTransform.GetPropertyMap( retMap ); + Property::Value* offsetValue = retMap.Find( Dali::Toolkit::Visual::Transform::Property::OFFSET ); + if( offsetValue ) + { + offsetValue->Get( info.offSet ); + } + + // Create a textureset in the default renderer. + CreateTextureSet( info, mImpl->mRenderer, sampler, hasMultipleTextColors, containsColorGlyph, styleEnabled ); + + verifiedHeight -= maxTextureSize; + + Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY ); + + int offsetPosition = verifiedWidth * maxTextureSize; + // Create a renderer by cutting maxTextureSize. + while( verifiedHeight > 0 ) + { + Renderer tilingRenderer = Renderer::New( geometry, shader ); + tilingRenderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT ); + // New offset position of buffer for tiling. + info.offsetPosition += offsetPosition; + // New height for tiling. + info.height = ( verifiedHeight - maxTextureSize ) > 0 ? maxTextureSize : verifiedHeight; + // New offset for tiling. + info.offSet.y += maxTextureSize; + // Create a textureset int the new tiling renderer. + CreateTextureSet( info, tilingRenderer, sampler, hasMultipleTextColors, containsColorGlyph, styleEnabled ); + + verifiedHeight -= maxTextureSize; + } + } + + mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED; + + for( RendererContainer::iterator iter = mRendererList.begin(); iter != mRendererList.end(); ++iter) + { + Renderer renderer = (*iter); + if( renderer ) + { + actor.AddRenderer( renderer ); } } } -void TextVisual::RemoveTextureSet() + +TextureSet TextVisual::GetTextTexture( const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled ) { - if( mImpl->mFlags & Impl::IS_ATLASING_APPLIED ) + // Filter mode needs to be set to linear to produce better quality while scaling. + Sampler sampler = Sampler::New(); + sampler.SetFilterMode( FilterMode::LINEAR, FilterMode::LINEAR ); + + TextureSet textureSet = TextureSet::New(); + + // Create RGBA texture if the text contains emojis or multiple text colors, otherwise L8 texture + Pixel::Format textPixelFormat = ( containsColorGlyph || hasMultipleTextColors ) ? Pixel::RGBA8888 : Pixel::L8; + + // Check the text direction + Toolkit::DevelText::TextDirection::Type textDirection = mController->GetTextDirection(); + + // Create a texture for the text without any styles + PixelData data = mTypesetter->Render( size, textDirection, Text::Typesetter::RENDER_NO_STYLES, false, textPixelFormat ); + + // It may happen the image atlas can't handle a pixel data it exceeds the maximum size. + // In that case, create a texture. TODO: should tile the text. + unsigned int textureSetIndex = 0u; + + AddTexture( textureSet, data, sampler, textureSetIndex ); + ++textureSetIndex; + + if ( styleEnabled ) { - // Removes the text's image from the texture atlas. - Vector4 atlasRect; + // Create RGBA texture for all the text styles (without the text itself) + PixelData styleData = mTypesetter->Render( size, textDirection, Text::Typesetter::RENDER_NO_TEXT, false, Pixel::RGBA8888 ); - const Property::Index index = mImpl->mRenderer.GetPropertyIndex( ATLAS_RECT_UNIFORM_NAME ); - if( index != Property::INVALID_INDEX ) - { - const Property::Value& atlasRectValue = mImpl->mRenderer.GetProperty( index ); - atlasRectValue.Get( atlasRect ); + AddTexture( textureSet, styleData, sampler, textureSetIndex ); + ++textureSetIndex; + } + + if ( containsColorGlyph && !hasMultipleTextColors ) + { + // Create a L8 texture as a mask to avoid color glyphs (e.g. emojis) to be affected by text color animation + PixelData maskData = mTypesetter->Render( size, textDirection, Text::Typesetter::RENDER_MASK, false, Pixel::L8 ); - const TextureSet& textureSet = mImpl->mRenderer.GetTextures(); - mFactoryCache.GetAtlasManager()->Remove( textureSet, atlasRect ); + AddTexture( textureSet, maskData, sampler, textureSetIndex ); + } + + return textureSet; +} + +Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled ) +{ + Shader shader; + + if( hasMultipleTextColors && !styleEnabled ) + { + // We don't animate text color if the text contains multiple colors + shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT ); + if( !shader ) + { + shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_MULTI_COLOR_TEXT ); + shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); + factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT, shader ); } } + else if( hasMultipleTextColors && styleEnabled ) + { + // We don't animate text color if the text contains multiple colors + shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE ); + if( !shader ) + { + shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE ); + shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); + factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE, shader ); + } + } + else if( !hasMultipleTextColors && !containsColorGlyph && !styleEnabled ) + { + shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT ); + if( !shader ) + { + shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT ); + shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); + factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT, shader ); + } + } + else if( !hasMultipleTextColors && !containsColorGlyph && styleEnabled ) + { + shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE ); + if( !shader ) + { + shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE ); + shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); + factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE, shader ); + } + } + else if( !hasMultipleTextColors && containsColorGlyph && !styleEnabled ) + { + shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI ); + if( !shader ) + { + shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI ); + shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); + factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI, shader ); + } + } + else // if( !hasMultipleTextColors && containsColorGlyph && styleEnabled ) + { + shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI ); + if( !shader ) + { + shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI ); + shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); + factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI, shader ); + } + } + + return shader; } } // namespace Internal