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=e4c62f8c3fcfc205cb1ac50e3f59c04836d5d6e9;hp=360b9c149afcb8152a8c26bf91d2f2320afdc37f;hb=cbe6a1281bbd60ad8722af8123451adb591a0a1a;hpb=eac074bfe3a3c144f55583135515d2c8d16eb479 diff --git a/dali-toolkit/internal/visuals/text/text-visual.cpp b/dali-toolkit/internal/visuals/text/text-visual.cpp index 360b9c1..e4c62f8 100755 --- a/dali-toolkit/internal/visuals/text/text-visual.cpp +++ b/dali-toolkit/internal/visuals/text/text-visual.cpp @@ -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 @@ -194,12 +229,11 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI = DALI_COMPOSE_SHADER( // 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 );\n + mediump float vstep = step( 0.0001, textTexture.a );\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 = textColor * uColor * vec4( mixColor, opacity );\n + gl_FragColor = textTexture * uColor * visualMixColor();\n }\n ); @@ -214,6 +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 @@ -225,12 +265,11 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI = DALI_COMPOS // 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 * ( 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 ) ) * mix( 1.0, textTexture.a, preMultipliedAlpha );\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 * visualMixColor();\n }\n ); @@ -292,6 +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; } @@ -369,6 +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 @@ -430,6 +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 ); @@ -513,18 +562,26 @@ void TextVisual::DoSetProperty( Dali::Property::Index index, const Dali::Propert } case Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT: { - Text::HorizontalAlignment::Type alignment( Toolkit::Text::HorizontalAlignment::BEGIN ); - Toolkit::Text::GetHorizontalAlignmentEnum( propertyValue, alignment ); - - mController->SetHorizontalAlignment( alignment ); + if( mController ) + { + 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: { - Text::VerticalAlignment::Type alignment( Toolkit::Text::VerticalAlignment::BOTTOM ); - Toolkit::Text::GetVerticalAlignmentEnum( propertyValue, alignment); - - mController->SetVerticalAlignment( alignment ); + if( mController ) + { + 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; } case Toolkit::TextVisual::Property::TEXT_COLOR: @@ -546,6 +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; + } } } @@ -580,7 +642,7 @@ void TextVisual::UpdateRenderer() } // Nothing else to do if the relayout size is zero. - ResourceReady(); + ResourceReady( Toolkit::Visual::ResourceStatus::READY ); return; } @@ -636,7 +698,7 @@ void TextVisual::UpdateRenderer() const bool styleEnabled = ( shadowEnabled || underlineEnabled || outlineEnabled ); - TextureSet textureSet = GetTextTexture( relayoutSize, hasMultipleTextColors, containsEmoji, styleEnabled ); + TextureSet textureSet = GetTextTexture( mImpl->mTransform.mSize, hasMultipleTextColors, containsEmoji, styleEnabled ); mImpl->mRenderer.SetTextures( textureSet ); Shader shader = GetTextShader( mFactoryCache, hasMultipleTextColors, containsEmoji, styleEnabled ); @@ -656,7 +718,7 @@ void TextVisual::UpdateRenderer() control.AddRenderer( mImpl->mRenderer ); // Text rendered and ready to display - ResourceReady(); + ResourceReady( Toolkit::Visual::ResourceStatus::READY ); } } } @@ -691,8 +753,11 @@ 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. @@ -710,7 +775,7 @@ 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(), @@ -726,7 +791,7 @@ 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(),