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=eb2dc0480f3779dd799c99ad1a0b95ec9e858ac4;hp=0f43d7d2faecbe01df76b59c6ef4cda19dc3a29b;hb=c5e264bdf15b0a9fe1ef0c622b2f75dec6fd6168;hpb=8068ec9521a2c55902401a72b637b25ea701f964 diff --git a/dali-toolkit/internal/visuals/text/text-visual.cpp b/dali-toolkit/internal/visuals/text/text-visual.cpp index 0f43d7d..eb2dc04 100755 --- a/dali-toolkit/internal/visuals/text/text-visual.cpp +++ b/dali-toolkit/internal/visuals/text/text-visual.cpp @@ -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 - uTextColorAnimatable.a * 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 +289,28 @@ 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 TextColorConstraint( Vector4& current, const PropertyInputContainer& inputs ) +{ + Vector4 color = inputs[0]->GetVector4(); + current.r = color.r * color.a; + current.g = color.g * color.a; + current.b = color.b * color.a; + current.a = color.a; +} + +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 +387,9 @@ 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 @@ -487,9 +462,13 @@ 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, TextColorConstraint ); + 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 +587,11 @@ 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; + } } } @@ -702,8 +686,9 @@ 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, containsColorGlyph, styleEnabled ); mImpl->mRenderer.SetTextures( textureSet ); @@ -713,8 +698,6 @@ void TextVisual::UpdateRenderer() 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);