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=2c8121b5d79ebc8f83017befb05926ad67bb8cda;hp=e97960771b1e29f0f2820d4f4529b73399187bdb;hb=6ee3158c2bb9ef4993947d65f520c00eca6edde3;hpb=6047d364c31f7078c1950b8251e478d5c9b0f0dc diff --git a/dali-toolkit/internal/visuals/text/text-visual.cpp b/dali-toolkit/internal/visuals/text/text-visual.cpp index e979607..2c8121b 100755 --- 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) 2018 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. @@ -24,6 +24,7 @@ // INTERNAL HEADER #include +#include #include #include #include @@ -34,6 +35,7 @@ #include #include #include +#include namespace Dali { @@ -58,6 +60,7 @@ 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 char * const OUTLINE_PROPERTY( "outline" ); const Vector4 FULL_TEXTURE_RECT( 0.f, 0.f, 1.f, 1.f ); @@ -106,6 +109,12 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT = DALI_COMPOSE_SHADER( uniform lowp vec4 uColor;\n uniform lowp vec3 mixColor;\n uniform lowp float opacity;\n + uniform lowp float preMultipliedAlpha;\n + \n + lowp vec4 visualMixColor()\n + {\n + return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n + }\n \n void main()\n {\n @@ -113,7 +122,7 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT = DALI_COMPOSE_SHADER( mediump float textTexture = texture2D( sTexture, texCoord ).r;\n // Set the color of the text to what it is animated to. - gl_FragColor = uTextColorAnimatable * textTexture * uColor * vec4( mixColor, opacity ); + gl_FragColor = uTextColorAnimatable * textTexture * uColor * visualMixColor(); }\n ); @@ -124,13 +133,20 @@ const char* FRAGMENT_SHADER_MULTI_COLOR_TEXT = DALI_COMPOSE_SHADER( uniform lowp vec4 uColor;\n uniform lowp vec3 mixColor;\n uniform lowp float opacity;\n + uniform lowp float preMultipliedAlpha;\n + \n + lowp vec4 visualMixColor()\n + {\n + return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n + }\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 + textTexture.rgb *= mix( 1.0, textTexture.a, preMultipliedAlpha );\n - gl_FragColor = textTexture * uColor * vec4( mixColor, opacity ); + gl_FragColor = textTexture * uColor * visualMixColor(); }\n ); @@ -143,6 +159,12 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE = DALI_COMPOSE_SHADER( uniform lowp vec4 uColor;\n uniform lowp vec3 mixColor;\n uniform lowp float opacity;\n + uniform lowp float preMultipliedAlpha;\n + \n + lowp vec4 visualMixColor()\n + {\n + return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n + }\n \n void main()\n {\n @@ -151,7 +173,7 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE = DALI_COMPOSE_SHADER( mediump vec4 styleTexture = texture2D( sStyle, texCoord );\n // Draw the text as overlay above the style - gl_FragColor = ( uTextColorAnimatable * textTexture + styleTexture * ( 1.0 - textTexture ) ) * uColor * vec4( mixColor, opacity );\n + gl_FragColor = ( uTextColorAnimatable * textTexture + styleTexture * ( 1.0 - textTexture ) ) * uColor * visualMixColor();\n }\n ); @@ -163,15 +185,22 @@ const char* FRAGMENT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE = DALI_COMPOSE_SHADER( uniform lowp vec4 uColor;\n uniform lowp vec3 mixColor;\n uniform lowp float opacity;\n + uniform lowp float preMultipliedAlpha;\n + \n + lowp vec4 visualMixColor()\n + {\n + return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n + }\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 + textTexture.rgb *= mix( 1.0, textTexture.a, preMultipliedAlpha );\n // Draw the text as overlay above the style - gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, opacity );\n + gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * visualMixColor();\n }\n ); @@ -184,6 +213,12 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI = DALI_COMPOSE_SHADER( uniform lowp vec4 uColor;\n uniform lowp vec3 mixColor;\n uniform lowp float opacity;\n + uniform lowp float preMultipliedAlpha;\n + \n + lowp vec4 visualMixColor()\n + {\n + return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n + }\n \n void main()\n {\n @@ -195,10 +230,10 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI = DALI_COMPOSE_SHADER( // 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 + textTexture.rgb = mix( textTexture.rgb, uTextColorAnimatable.rgb, vstep * maskTexture ) * mix( 1.0, textTexture.a, preMultipliedAlpha );\n // Draw the text as overlay above the style - gl_FragColor = textTexture * uColor * vec4( mixColor, opacity );\n + gl_FragColor = textTexture * uColor * visualMixColor();\n }\n ); @@ -213,6 +248,12 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI = DALI_COMPOS uniform lowp vec4 uColor;\n uniform lowp vec3 mixColor;\n uniform lowp float opacity;\n + uniform lowp float preMultipliedAlpha;\n + \n + lowp vec4 visualMixColor()\n + {\n + return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n + }\n \n void main()\n {\n @@ -225,10 +266,10 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI = DALI_COMPOS // 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 * ( 1.0 - uHasMultipleTextColors ) );\n + textTexture.rgb = mix( textTexture.rgb, uTextColorAnimatable.rgb, vstep * maskTexture * ( 1.0 - uHasMultipleTextColors ) ) * mix( 1.0, textTexture.a, preMultipliedAlpha );\n // Draw the text as overlay above the style - gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, opacity );\n + gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * visualMixColor();\n }\n ); @@ -290,6 +331,10 @@ Dali::Property::Index StringKeyToIndexKey( const std::string& stringKey ) { result = Toolkit::TextVisual::Property::UNDERLINE; } + else if( stringKey == OUTLINE_PROPERTY ) + { + result = Toolkit::DevelTextVisual::Property::OUTLINE; + } return result; } @@ -367,6 +412,9 @@ 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 ); } void TextVisual::DoCreateInstancePropertyMap( Property::Map& map ) const @@ -380,7 +428,7 @@ void TextVisual::DoCreateInstancePropertyMap( Property::Map& map ) const TextVisual::TextVisual( VisualFactoryCache& factoryCache ) -: Visual::Base( factoryCache ), +: Visual::Base( factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO ), mController( Text::Controller::New() ), mTypesetter( Text::Typesetter::New( mController->GetTextModel() ) ), mAnimatableTextColorPropertyIndex( Property::INVALID_INDEX ), @@ -428,6 +476,9 @@ void TextVisual::DoSetOnStage( Actor& actor ) 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 ); @@ -552,6 +603,11 @@ 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; + } } } @@ -574,7 +630,10 @@ 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 ) ) + std::string text; + mController->GetText( text ); + + if( ( fabsf( relayoutSize.width ) < Math::MACHINE_EPSILON_1000 ) || ( fabsf( relayoutSize.height ) < Math::MACHINE_EPSILON_1000 ) || text.empty() ) { // Removes the texture set. RemoveTextureSet(); @@ -586,7 +645,7 @@ void TextVisual::UpdateRenderer() } // Nothing else to do if the relayout size is zero. - ResourceReady(); + ResourceReady( Toolkit::Visual::ResourceStatus::READY ); return; } @@ -655,7 +714,6 @@ void TextVisual::UpdateRenderer() mImpl->mRenderer.RegisterProperty( "uHasMultipleTextColors", static_cast( hasMultipleTextColors ) ); mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON); - mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, true ); //Register transform properties mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); @@ -663,7 +721,7 @@ void TextVisual::UpdateRenderer() control.AddRenderer( mImpl->mRenderer ); // Text rendered and ready to display - ResourceReady(); + ResourceReady( Toolkit::Visual::ResourceStatus::READY ); } } } @@ -698,8 +756,11 @@ TextureSet TextVisual::GetTextTexture( const Vector2& size, bool hasMultipleText // Create RGBA texture if the text contains emojis or multiple text colors, otherwise L8 texture Pixel::Format textPixelFormat = ( containsEmoji || 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, Text::Typesetter::RENDER_NO_STYLES, false, textPixelFormat ); + 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. @@ -717,7 +778,7 @@ TextureSet TextVisual::GetTextTexture( const Vector2& size, bool hasMultipleText if ( styleEnabled ) { // Create RGBA texture for all the text styles (without the text itself) - PixelData styleData = mTypesetter->Render( size, Text::Typesetter::RENDER_NO_TEXT, false, Pixel::RGBA8888 ); + PixelData styleData = mTypesetter->Render( size, textDirection, Text::Typesetter::RENDER_NO_TEXT, false, Pixel::RGBA8888 ); Texture styleTexture = Texture::New( Dali::TextureType::TEXTURE_2D, styleData.GetPixelFormat(), @@ -733,7 +794,7 @@ TextureSet TextVisual::GetTextTexture( const Vector2& size, bool hasMultipleText if ( containsEmoji && !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, Text::Typesetter::RENDER_MASK, false, Pixel::L8 ); + PixelData maskData = mTypesetter->Render( size, textDirection, Text::Typesetter::RENDER_MASK, false, Pixel::L8 ); Texture maskTexture = Texture::New( Dali::TextureType::TEXTURE_2D, maskData.GetPixelFormat(),