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=9744ca548f3b4cde5f1621d46d7b31df720e6556;hp=19ecb5cf84fa1b5dd9ba24fc82da28dfca4a359f;hb=ba2b1aa2e87716f4ef107e0fa627573475e93470;hpb=b039ecfd6a5a2ab3529b8ea36c23fde8b2e847f5 diff --git a/dali-toolkit/internal/visuals/text/text-visual.cpp b/dali-toolkit/internal/visuals/text/text-visual.cpp index 19ecb5c..9744ca5 100644 --- a/dali-toolkit/internal/visuals/text/text-visual.cpp +++ b/dali-toolkit/internal/visuals/text/text-visual.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. @@ -23,7 +23,7 @@ #include #include #include -#include +#include #include // INTERNAL HEADER @@ -50,6 +50,8 @@ namespace Internal { namespace { +const int CUSTOM_PROPERTY_COUNT(5); // anim,premul,size,offset,multicol + const Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f); /** @@ -224,6 +226,9 @@ void TextVisual::DoCreatePropertyMap(Property::Map& map) const GetBackgroundProperties(mController, value, Text::EffectStyle::DEFAULT); map.Insert(Toolkit::DevelTextVisual::Property::BACKGROUND, value); + + GetStrikethroughProperties(mController, value, Text::EffectStyle::DEFAULT); + map.Insert(Toolkit::DevelTextVisual::Property::STRIKETHROUGH, value); } void TextVisual::DoCreateInstancePropertyMap(Property::Map& map) const @@ -235,13 +240,25 @@ void TextVisual::DoCreateInstancePropertyMap(Property::Map& map) const map.Insert(Toolkit::TextVisual::Property::TEXT, text); } +void TextVisual::EnablePreMultipliedAlpha(bool preMultiplied) +{ + // Make always enable pre multiplied alpha whether preMultiplied value is false. + if(!preMultiplied) + { + DALI_LOG_WARNING("Note : TextVisual cannot disable PreMultipliedAlpha\n"); + } +} + TextVisual::TextVisual(VisualFactoryCache& 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), + mTextColorAnimatableIndex(Property::INVALID_INDEX), mRendererUpdateNeeded(false) { + // Enable the pre-multiplied alpha to improve the text quality + mImpl->mFlags |= Impl::IS_PREMULTIPLIED_ALPHA; } TextVisual::~TextVisual() @@ -253,7 +270,8 @@ void TextVisual::OnInitialize() Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY); Shader shader = GetTextShader(mFactoryCache, TextType::SINGLE_COLOR_TEXT, TextType::NO_EMOJI, TextType::NO_STYLES); - mImpl->mRenderer = Renderer::New(geometry, shader); + mImpl->mRenderer = VisualRenderer::New(geometry, shader); + mImpl->mRenderer.ReserveCustomProperties(CUSTOM_PROPERTY_COUNT); } void TextVisual::DoSetProperties(const Property::Map& propertyMap) @@ -288,26 +306,37 @@ void TextVisual::DoSetOnScene(Actor& actor) 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); + const Vector4& defaultColor = mController->GetTextModel()->GetDefaultColor(); + if(mTextColorAnimatableIndex == Property::INVALID_INDEX) + { + mTextColorAnimatableIndex = mImpl->mRenderer.RegisterUniqueProperty("uTextColorAnimatable", defaultColor); + } + else + { + mImpl->mRenderer.SetProperty(mTextColorAnimatableIndex, defaultColor); + } if(mAnimatableTextColorPropertyIndex != Property::INVALID_INDEX) { // Create constraint for the animatable text's color Property with uTextColorAnimatable in the renderer. - if(shaderTextColorIndex != Property::INVALID_INDEX) + if(mTextColorAnimatableIndex != Property::INVALID_INDEX) + { + if(!mColorConstraint) + { + mColorConstraint = Constraint::New(mImpl->mRenderer, mTextColorAnimatableIndex, TextColorConstraint); + mColorConstraint.AddSource(Source(actor, mAnimatableTextColorPropertyIndex)); + } + mColorConstraint.Apply(); + } + + // Make zero if the alpha value of text color is zero to skip rendering text + if(!mOpacityConstraint) { - 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(mImpl->mRenderer, Dali::DevelRenderer::Property::OPACITY, OpacityConstraint); - opacityConstraint.AddSource(Source(actor, mAnimatableTextColorPropertyIndex)); - opacityConstraint.Apply(); + // VisualRenderer::Property::OPACITY uses same animatable property internally. + mOpacityConstraint = Constraint::New(mImpl->mRenderer, Dali::DevelRenderer::Property::OPACITY, OpacityConstraint); + mOpacityConstraint.AddSource(Source(actor, mAnimatableTextColorPropertyIndex)); } + mOpacityConstraint.Apply(); } // Renderer needs textures and to be added to control @@ -335,6 +364,15 @@ void TextVisual::RemoveRenderer(Actor& actor) void TextVisual::DoSetOffScene(Actor& actor) { + if(mColorConstraint) + { + mColorConstraint.Remove(); + } + if(mOpacityConstraint) + { + mOpacityConstraint.Remove(); + } + RemoveRenderer(actor); // Resets the control handle. @@ -438,6 +476,11 @@ void TextVisual::DoSetProperty(Dali::Property::Index index, const Dali::Property SetBackgroundProperties(mController, propertyValue, Text::EffectStyle::DEFAULT); break; } + case Toolkit::DevelTextVisual::Property::STRIKETHROUGH: + { + SetStrikethroughProperties(mController, propertyValue, Text::EffectStyle::DEFAULT); + break; + } } } @@ -523,10 +566,12 @@ void TextVisual::UpdateRenderer() const bool outlineEnabled = (mController->GetTextModel()->GetOutlineWidth() > Math::MACHINE_EPSILON_1); const bool backgroundEnabled = mController->GetTextModel()->IsBackgroundEnabled(); const bool markupProcessorEnabled = mController->IsMarkupProcessorEnabled(); + const bool strikethroughEnabled = mController->GetTextModel()->IsStrikethroughEnabled(); - const bool styleEnabled = (shadowEnabled || underlineEnabled || outlineEnabled || backgroundEnabled || markupProcessorEnabled); + const bool styleEnabled = (shadowEnabled || underlineEnabled || outlineEnabled || backgroundEnabled || markupProcessorEnabled || strikethroughEnabled); + const bool isOverlayStyle = underlineEnabled || strikethroughEnabled; - AddRenderer(control, relayoutSize, hasMultipleTextColors, containsColorGlyph, styleEnabled); + AddRenderer(control, relayoutSize, hasMultipleTextColors, containsColorGlyph, styleEnabled, isOverlayStyle); // Text rendered and ready to display ResourceReady(Toolkit::Visual::ResourceStatus::READY); @@ -561,12 +606,13 @@ PixelData TextVisual::ConvertToPixelData(unsigned char* buffer, int width, int h return pixelData; } -void TextVisual::CreateTextureSet(TilingInfo& info, Renderer& renderer, Sampler& sampler, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled) +void TextVisual::CreateTextureSet(TilingInfo& info, VisualRenderer& renderer, Sampler& sampler, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled, bool isOverlayStyle) { TextureSet textureSet = TextureSet::New(); unsigned int textureSetIndex = 0u; // 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); @@ -574,11 +620,18 @@ void TextVisual::CreateTextureSet(TilingInfo& info, Renderer& renderer, Sampler& ++textureSetIndex; } - if(styleEnabled && info.styleBuffer) + if(styleEnabled && info.styleBuffer && info.overlayStyleBuffer) { PixelData styleData = ConvertToPixelData(info.styleBuffer, info.width, info.height, info.offsetPosition, Pixel::RGBA8888); AddTexture(textureSet, styleData, sampler, textureSetIndex); ++textureSetIndex; + + // TODO : We need to seperate whether use overlayStyle or not. + // Current text visual shader required both of them. + + PixelData overlayStyleData = ConvertToPixelData(info.overlayStyleBuffer, info.width, info.height, info.offsetPosition, Pixel::RGBA8888); + AddTexture(textureSet, overlayStyleData, sampler, textureSetIndex); + ++textureSetIndex; } if(containsColorGlyph && !hasMultipleTextColors && info.maskBuffer) @@ -590,22 +643,22 @@ void TextVisual::CreateTextureSet(TilingInfo& info, Renderer& renderer, Sampler& renderer.SetTextures(textureSet); //Register transform properties - mImpl->mTransform.RegisterUniforms(renderer, Direction::LEFT_TO_RIGHT); + mImpl->mTransform.SetUniforms(renderer, 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); // 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(VisualRenderer::Property::TRANSFORM_SIZE, Vector2(info.width, info.height)); + renderer.SetProperty(VisualRenderer::Property::TRANSFORM_OFFSET, Vector2(info.offSet.x, info.offSet.y)); renderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON); + renderer.RegisterProperty("uHasMultipleTextColors", static_cast(hasMultipleTextColors)); mRendererList.push_back(renderer); } -void TextVisual::AddRenderer(Actor& actor, const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled) +void TextVisual::AddRenderer(Actor& actor, const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled, bool isOverlayStyle) { Shader shader = GetTextShader(mFactoryCache, hasMultipleTextColors, containsColorGlyph, styleEnabled); mImpl->mRenderer.SetShader(shader); @@ -616,11 +669,11 @@ void TextVisual::AddRenderer(Actor& actor, const Vector2& size, bool hasMultiple // No tiling required. Use the default renderer. if(size.height < maxTextureSize) { - TextureSet textureSet = GetTextTexture(size, hasMultipleTextColors, containsColorGlyph, styleEnabled); + TextureSet textureSet = GetTextTexture(size, hasMultipleTextColors, containsColorGlyph, styleEnabled, isOverlayStyle); mImpl->mRenderer.SetTextures(textureSet); //Register transform properties - mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT); + mImpl->mTransform.SetUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT); mImpl->mRenderer.RegisterProperty("uHasMultipleTextColors", static_cast(hasMultipleTextColors)); mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON); @@ -658,6 +711,14 @@ void TextVisual::AddRenderer(Actor& actor, const Vector2& size, bool hasMultiple 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; + + // TODO : We need to seperate whether use overlayStyle or not. + // Current text visual shader required both of them. + + // Create RGBA texture for all the overlay styles + PixelData overlayStyleData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_OVERLAY_STYLE, false, Pixel::RGBA8888); + Dali::DevelPixelData::PixelDataBuffer overlayStylePixelData = Dali::DevelPixelData::ReleasePixelDataBuffer(overlayStyleData); + info.overlayStyleBuffer = overlayStylePixelData.buffer; } if(containsColorGlyph && !hasMultipleTextColors) @@ -678,7 +739,7 @@ void TextVisual::AddRenderer(Actor& actor, const Vector2& size, bool hasMultiple } // Create a textureset in the default renderer. - CreateTextureSet(info, mImpl->mRenderer, sampler, hasMultipleTextColors, containsColorGlyph, styleEnabled); + CreateTextureSet(info, mImpl->mRenderer, sampler, hasMultipleTextColors, containsColorGlyph, styleEnabled, isOverlayStyle); verifiedHeight -= maxTextureSize; @@ -688,7 +749,7 @@ void TextVisual::AddRenderer(Actor& actor, const Vector2& size, bool hasMultiple // Create a renderer by cutting maxTextureSize. while(verifiedHeight > 0) { - Renderer tilingRenderer = Renderer::New(geometry, shader); + VisualRenderer tilingRenderer = VisualRenderer::New(geometry, shader); tilingRenderer.SetProperty(Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT); // New offset position of buffer for tiling. info.offsetPosition += offsetPosition; @@ -697,7 +758,7 @@ void TextVisual::AddRenderer(Actor& actor, const Vector2& size, bool hasMultiple // New offset for tiling. info.offSet.y += maxTextureSize; // Create a textureset int the new tiling renderer. - CreateTextureSet(info, tilingRenderer, sampler, hasMultipleTextColors, containsColorGlyph, styleEnabled); + CreateTextureSet(info, tilingRenderer, sampler, hasMultipleTextColors, containsColorGlyph, styleEnabled, isOverlayStyle); verifiedHeight -= maxTextureSize; } @@ -715,7 +776,7 @@ void TextVisual::AddRenderer(Actor& actor, const Vector2& size, bool hasMultiple } } -TextureSet TextVisual::GetTextTexture(const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled) +TextureSet TextVisual::GetTextTexture(const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled, bool isOverlayStyle) { // Filter mode needs to be set to linear to produce better quality while scaling. Sampler sampler = Sampler::New(); @@ -735,17 +796,23 @@ TextureSet TextVisual::GetTextTexture(const Vector2& size, bool hasMultipleTextC // 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) { - // Create RGBA texture for all the text styles (without the text itself) + // Create RGBA texture for all the text styles that render in the background (without the text itself) PixelData styleData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_NO_TEXT, false, Pixel::RGBA8888); - AddTexture(textureSet, styleData, sampler, textureSetIndex); ++textureSetIndex; + + // TODO : We need to seperate whether use overlayStyle or not. + // Current text visual shader required both of them. + + // Create RGBA texture for overlay styles such as underline and strikethrough (without the text itself) + PixelData overlayStyleData = mTypesetter->Render(size, textDirection, Text::Typesetter::RENDER_OVERLAY_STYLE, false, Pixel::RGBA8888); + AddTexture(textureSet, overlayStyleData, sampler, textureSetIndex); + ++textureSetIndex; } if(containsColorGlyph && !hasMultipleTextColors)