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=e894d2b37403ecf39c76e49670b71fca0880a084;hp=e4c62f8c3fcfc205cb1ac50e3f59c04836d5d6e9;hb=db345a276572844ef456bff2339cfc3143a46991;hpb=f6d6e9bb02a6d7b0d8b16c9af2eb5de32b383065 diff --git a/dali-toolkit/internal/visuals/text/text-visual.cpp b/dali-toolkit/internal/visuals/text/text-visual.cpp index e4c62f8..e894d2b 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. @@ -20,6 +20,7 @@ // EXTERNAL INCLUDES #include +#include #include // INTERNAL HEADER @@ -61,6 +62,7 @@ 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 ); @@ -105,48 +107,32 @@ 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 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 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(); + 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 mediump vec4 uAtlasRect;\n 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 textTexture = texture2D( sTexture, vTexCoord );\n textTexture.rgb *= mix( 1.0, textTexture.a, preMultipliedAlpha );\n - gl_FragColor = textTexture * uColor * visualMixColor(); + gl_FragColor = textTexture * uColor * vec4( mixColor, 1.0 ); }\n ); @@ -155,25 +141,17 @@ 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 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 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 + gl_FragColor = ( uTextColorAnimatable * textTexture + styleTexture * ( 1.0 - textTexture ) ) * uColor * vec4( mixColor, 1.0 );\n }\n ); @@ -181,26 +159,18 @@ 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 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 + 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 - gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * visualMixColor();\n + gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, 1.0 );\n }\n ); @@ -209,22 +179,14 @@ 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 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 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). @@ -233,7 +195,7 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI = DALI_COMPOSE_SHADER( 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 * visualMixColor();\n + gl_FragColor = textTexture * uColor * vec4( mixColor, 1.0 );\n }\n ); @@ -244,23 +206,15 @@ 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 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 - 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). @@ -269,7 +223,7 @@ const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI = DALI_COMPOS 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 * visualMixColor();\n + gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, 1.0 );\n }\n ); @@ -335,10 +289,19 @@ Dali::Property::Index StringKeyToIndexKey( const std::string& stringKey ) { result = Toolkit::DevelTextVisual::Property::OUTLINE; } + else if( stringKey == BACKGROUND_PROPERTY ) + { + result = Toolkit::DevelTextVisual::Property::BACKGROUND; + } return result; } +void OpacityConstraint( float& current, const PropertyInputContainer& inputs ) +{ + current = inputs[0]->GetVector4().a; +} + } // unnamed namespace TextVisualPtr TextVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties ) @@ -415,6 +378,9 @@ void TextVisual::DoCreatePropertyMap( Property::Map& map ) const 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 @@ -428,7 +394,7 @@ 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 ), @@ -487,9 +453,13 @@ 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, EqualToConstraint() ); + colorConstraint.AddSource( Source( actor, mAnimatableTextColorPropertyIndex ) ); + colorConstraint.Apply(); + + Constraint opacityConstraint = Constraint::New< float >( mImpl->mRenderer, Dali::DevelRenderer::Property::OPACITY, OpacityConstraint ); + opacityConstraint.AddSource( Source( actor, mAnimatableTextColorPropertyIndex ) ); + opacityConstraint.Apply(); } } @@ -608,6 +578,11 @@ void TextVisual::DoSetProperty( Dali::Property::Index index, const Dali::Propert SetOutlineProperties( mController, propertyValue, Text::EffectStyle::DEFAULT ); break; } + case Toolkit::DevelTextVisual::Property::BACKGROUND: + { + SetBackgroundProperties( mController, propertyValue, Text::EffectStyle::DEFAULT ); + break; + } } } @@ -630,7 +605,10 @@ 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(); @@ -669,17 +647,21 @@ 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; } } @@ -695,19 +677,18 @@ 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( mImpl->mTransform.mSize, 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); @@ -742,7 +723,7 @@ 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(); @@ -751,7 +732,7 @@ 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(); @@ -788,7 +769,7 @@ 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, textDirection, Text::Typesetter::RENDER_MASK, false, Pixel::L8 ); @@ -815,7 +796,7 @@ 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; @@ -841,7 +822,7 @@ 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 ) @@ -851,7 +832,7 @@ 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 ) @@ -861,7 +842,7 @@ 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 ) @@ -871,7 +852,7 @@ 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 )