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=dac831550be08403eda334d93789f3dd64bdd559;hp=f5817ea703cfe70e603e07c501a6622878d2a350;hb=98672ba741eed8c191f3831d99a233440de07cf8;hpb=ecf31ea6865a0ebd5b668166427def6499b3ddc1 diff --git a/dali-toolkit/internal/visuals/text/text-visual.cpp b/dali-toolkit/internal/visuals/text/text-visual.cpp index f5817ea..dac8315 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 +60,8 @@ 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 char * const BACKGROUND_PROPERTY( "textBackground" ); const Vector4 FULL_TEXTURE_RECT( 0.f, 0.f, 1.f, 1.f ); @@ -102,7 +106,6 @@ 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 mediump vec4 uAtlasRect;\n uniform lowp vec4 uColor;\n uniform lowp vec3 mixColor;\n uniform lowp float opacity;\n @@ -115,8 +118,7 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT = DALI_COMPOSE_SHADER( \n void main()\n {\n - mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n - mediump float textTexture = texture2D( sTexture, texCoord ).r;\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 * visualMixColor(); @@ -126,7 +128,6 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT = DALI_COMPOSE_SHADER( const char* FRAGMENT_SHADER_MULTI_COLOR_TEXT = DALI_COMPOSE_SHADER( varying mediump vec2 vTexCoord;\n uniform sampler2D sTexture;\n - uniform mediump vec4 uAtlasRect;\n uniform lowp vec4 uColor;\n uniform lowp vec3 mixColor;\n uniform lowp float opacity;\n @@ -139,8 +140,7 @@ const char* FRAGMENT_SHADER_MULTI_COLOR_TEXT = DALI_COMPOSE_SHADER( \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 textTexture = texture2D( sTexture, vTexCoord );\n textTexture.rgb *= mix( 1.0, textTexture.a, preMultipliedAlpha );\n gl_FragColor = textTexture * uColor * visualMixColor(); @@ -152,7 +152,6 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE = DALI_COMPOSE_SHADER( uniform sampler2D sTexture;\n uniform sampler2D sStyle;\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 @@ -165,9 +164,8 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE = DALI_COMPOSE_SHADER( \n void main()\n {\n - mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n - mediump float textTexture = texture2D( sTexture, texCoord ).r;\n - mediump vec4 styleTexture = texture2D( sStyle, texCoord );\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 - textTexture ) ) * uColor * visualMixColor();\n @@ -178,7 +176,6 @@ 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 mediump vec4 uAtlasRect;\n uniform lowp vec4 uColor;\n uniform lowp vec3 mixColor;\n uniform lowp float opacity;\n @@ -191,9 +188,8 @@ const char* FRAGMENT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE = DALI_COMPOSE_SHADER( \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 textTexture = texture2D( sTexture, vTexCoord );\n + mediump vec4 styleTexture = texture2D( sStyle, vTexCoord );\n textTexture.rgb *= mix( 1.0, textTexture.a, preMultipliedAlpha );\n // Draw the text as overlay above the style @@ -206,7 +202,6 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI = DALI_COMPOSE_SHADER( uniform sampler2D sTexture;\n uniform sampler2D sMask;\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 @@ -219,9 +214,8 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI = DALI_COMPOSE_SHADER( \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 float maskTexture = texture2D( sMask, texCoord ).r;\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). @@ -241,7 +235,6 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI = DALI_COMPOS 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 @@ -254,10 +247,9 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI = DALI_COMPOS \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 float maskTexture = texture2D( sMask, texCoord ).r;\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). @@ -328,6 +320,14 @@ 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; } @@ -405,6 +405,12 @@ 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 @@ -418,7 +424,7 @@ 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 ), @@ -593,6 +599,16 @@ 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; + } } } @@ -615,7 +631,10 @@ 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(); @@ -654,17 +673,21 @@ void TextVisual::UpdateRenderer() const Vector4* const colorsBuffer = mController->GetTextModel()->GetColors(); bool hasMultipleTextColors = ( NULL != colorsBuffer ); - // Check whether the text contains any emoji - bool containsEmoji = false; + // Check whether the text contains any color glyph + bool containsColorGlyph = false; - Text::ScriptRunIndex numberOfScripts = mController->GetTextModel()->GetNumberOfScripts(); - const Text::ScriptRun* scripts = mController->GetTextModel()->GetScriptRuns(); - for ( Text::ScriptRunIndex scriptIndex = 0u; scriptIndex < numberOfScripts; scriptIndex++ ) + 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++ ) { - const Text::ScriptRun& scriptRun = *( scripts + scriptIndex ); - if( TextAbstraction::EMOJI == scriptRun.script ) + // 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 ) ) { - containsEmoji = true; + containsColorGlyph = true; break; } } @@ -680,19 +703,18 @@ void TextVisual::UpdateRenderer() const bool underlineEnabled = mController->GetTextModel()->IsUnderlineEnabled(); const bool outlineEnabled = ( mController->GetTextModel()->GetOutlineWidth() > Math::MACHINE_EPSILON_1 ); + const bool backgroundEnabled = mController->GetTextModel()->IsBackgroundEnabled();; - const bool styleEnabled = ( shadowEnabled || underlineEnabled || outlineEnabled ); + const bool styleEnabled = ( shadowEnabled || underlineEnabled || outlineEnabled || backgroundEnabled ); - TextureSet textureSet = GetTextTexture( relayoutSize, hasMultipleTextColors, containsEmoji, styleEnabled ); + TextureSet textureSet = GetTextTexture( relayoutSize, hasMultipleTextColors, containsColorGlyph, styleEnabled ); mImpl->mRenderer.SetTextures( textureSet ); - Shader shader = GetTextShader( mFactoryCache, hasMultipleTextColors, containsEmoji, styleEnabled ); + Shader shader = GetTextShader( mFactoryCache, hasMultipleTextColors, containsColorGlyph, styleEnabled ); mImpl->mRenderer.SetShader(shader); mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED; - Vector4 atlasRect = FULL_TEXTURE_RECT; - mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, atlasRect ); mImpl->mRenderer.RegisterProperty( "uHasMultipleTextColors", static_cast( hasMultipleTextColors ) ); mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON); @@ -727,7 +749,7 @@ void TextVisual::RemoveTextureSet() } } -TextureSet TextVisual::GetTextTexture( const Vector2& size, bool hasMultipleTextColors, bool containsEmoji, bool styleEnabled ) +TextureSet TextVisual::GetTextTexture( const Vector2& size, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled ) { // Filter mode needs to be set to linear to produce better quality while scaling. Sampler sampler = Sampler::New(); @@ -736,10 +758,13 @@ TextureSet TextVisual::GetTextTexture( const Vector2& size, bool hasMultipleText TextureSet textureSet = TextureSet::New(); // Create RGBA texture if the text contains emojis or multiple text colors, otherwise L8 texture - Pixel::Format textPixelFormat = ( containsEmoji || hasMultipleTextColors ) ? Pixel::RGBA8888 : Pixel::L8; + 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, 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. @@ -757,7 +782,7 @@ 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(), @@ -770,10 +795,10 @@ TextureSet TextVisual::GetTextTexture( const Vector2& size, bool hasMultipleText textureSet.SetSampler( 1u, sampler ); } - if ( containsEmoji && !hasMultipleTextColors ) + 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, 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(), @@ -797,7 +822,7 @@ TextureSet TextVisual::GetTextTexture( const Vector2& size, bool hasMultipleText return textureSet; } -Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool hasMultipleTextColors, bool containsEmoji, bool styleEnabled ) +Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool hasMultipleTextColors, bool containsColorGlyph, bool styleEnabled ) { Shader shader; @@ -823,7 +848,7 @@ Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool hasMult factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE, shader ); } } - else if( !hasMultipleTextColors && !containsEmoji && !styleEnabled ) + else if( !hasMultipleTextColors && !containsColorGlyph && !styleEnabled ) { shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT ); if( !shader ) @@ -833,7 +858,7 @@ Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool hasMult factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT, shader ); } } - else if( !hasMultipleTextColors && !containsEmoji && styleEnabled ) + else if( !hasMultipleTextColors && !containsColorGlyph && styleEnabled ) { shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE ); if( !shader ) @@ -843,7 +868,7 @@ Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool hasMult factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE, shader ); } } - else if( !hasMultipleTextColors && containsEmoji && !styleEnabled ) + else if( !hasMultipleTextColors && containsColorGlyph && !styleEnabled ) { shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI ); if( !shader ) @@ -853,7 +878,7 @@ Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool hasMult factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI, shader ); } } - else // if( !hasMultipleTextColors && containsEmoji && styleEnabled ) + else // if( !hasMultipleTextColors && containsColorGlyph && styleEnabled ) { shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI ); if( !shader )