my $percent = 0;
if($total_exec > 0) { $percent = 100 * $total_covered_lines / $total_exec; }
- return [ $total_exec, $percent ];
+ return [ $total_exec, $percent, $total_covered_lines ];
}
#
print RESET;
}
+printf("Line Coverage: %d/%d\n", $percentref->[2], $percentref->[0]);
printf("Percentage of change covered: %5.2f%\n", $percent);
exit($percent<90);
' $*
}
-TEMP=`getopt -o f,a:,m: --long full,anum:,mnum: \
- -n 'genmake' -- "$@"`
+TEMP=`getopt -o f::,a:,m: --long full::,anum:,mnum: \
+ -n 'retriever.sh' -- "$@"`
if [ $? != 0 ] ; then echo "Terminating..." >&2 ; exit 1 ; fi
eval set -- "$TEMP"
opt_full=false
+opt_full_dir=
opt_anum=
opt_mnum=
while true ; do
case "$1" in
- -f|--full) opt_full=true ; shift ;;
+ -f|--full) opt_full_dir="$2" ; opt_full="true" ; shift 2 ;;
-a|--anum) opt_anum="$2" ; shift 2 ;;
-m|--mnum) opt_mnum="$2" ; shift 2 ;;
--) shift ; break ;;
esac
done
+#echo "###Retriever" >& 2
+#echo opt_full: {$opt_full} >& 2
+#echo opt_full_dir: {$opt_full_dir} >& 2
+
DIR=.
if [ -n "$opt_anum" ] ; then
DIR=$opt_anum
elif [ -n "$opt_mnum" ] ; then
DIR=$opt_mnum
echo opt_mnum: DIR=$DIR >& 2
+elif [ "$opt_full" == "true" ] ; then
+ if [ -n $opt_full_dir ] ; then
+ DIR=$opt_full_dir
+ echo opt_full: DIR=$DIR >& 2
+ fi
fi
+
# get filename from first argument
if [[ $# == 1 && -f $DIR/$1 ]] ; then
FILE=$1
# run appropriate subcommand
-if [ $opt_full == "true" ] ; then
+if [ "$opt_full" == "true" ] ; then
tc_fullinfo $TC_FILES
elif [ -n "$opt_anum" ] ; then
tc_anum $TC_FILES
}' $TFILE > $FILE
}
-(cd $SCRIPT_DIR/..; scripts/retriever.sh -f src/$MODULE_NAME $4 > ${TFILE}_pre)
+cmd="cd $SCRIPT_DIR/..; scripts/retriever.sh -fsrc/$MODULE_NAME $4 > ${TFILE}_pre"
+echo "$cmd"
+( eval $cmd )
if [ $? -ne 0 ]; then cat ${TFILE}_pre; exit 1; fi
cat ${TFILE}_pre | sort -t',' -k2,2 -s > $TFILE
gen
utc-Dali-ColorConversion.cpp
utc-Dali-Control-internal.cpp
utc-Dali-DebugRendering.cpp
+ utc-Dali-Dictionary.cpp
utc-Dali-FeedbackStyle.cpp
utc-Dali-ItemView-internal.cpp
utc-Dali-LogicalModel.cpp
--- /dev/null
+/*
+ * Copyright (c) 2020 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include <dali-toolkit-test-suite-utils.h>
+#include <dali-toolkit/dali-toolkit.h>
+#include <dali-toolkit/internal/builder/dictionary.h>
+using namespace Dali::Toolkit::Internal;
+
+
+std::string_view test_keys[20] =
+{
+ "testkey0", "testkey1", "testkey2", "testkey3", "testkey4", "testkey5", "testkey6", "testkey7", "testkey8", "testkey9",
+ "testkey10", "testkey11", "testkey12", "testkey13", "testkey14", "testkey15", "testkey16", "testkey17", "testkey18", "testkey19"
+};
+
+std::string_view testKeys[20] =
+{
+ "TestKey0", "TestKey1", "TestKey2", "TestKey3", "TestKey4", "TestKey5", "TestKey6", "TestKey7", "TestKey8", "TestKey9",
+ "TestKey10", "TestKey11", "TestKey12", "TestKey13", "TestKey14", "TestKey15", "TestKey16", "TestKey17", "TestKey18", "TestKey19"
+};
+
+
+int UtcDaliBuilderDictionaryNew(void)
+{
+ Dictionary<int> dictionary;
+
+ DictionaryKeys keys;
+ dictionary.GetKeys(keys);
+
+ DALI_TEST_CHECK( keys.empty() );
+ DALI_TEST_EQUALS( keys.size(), 0, TEST_LOCATION );
+ END_TEST;
+}
+
+
+int UtcDaliBuilderDictionaryAdd1(void)
+{
+ Dictionary<int> dictionary;
+
+ for(int i=0; i<10; i++)
+ {
+ char buffer[16];
+ sprintf(buffer, "testkey%d",i);
+ bool added=false;
+ if(i%2 == 0)
+ {
+ added = dictionary.Add(std::string(buffer), i);
+ }
+ else
+ {
+ added = dictionary.Add(buffer, i);
+ }
+ DALI_TEST_EQUALS(added, true, TEST_LOCATION);
+ }
+
+ DictionaryKeys keys;
+ dictionary.GetKeys(keys);
+
+ DALI_TEST_EQUALS( keys.size(), 10, TEST_LOCATION );
+ for(int i=0; i<10; i++)
+ {
+ char buffer[16];
+ sprintf(buffer, "testkey%d",i);
+ auto iter = std::find(keys.begin(), keys.end(), std::string(buffer));
+ DALI_TEST_CHECK(iter != keys.end());
+ }
+
+ END_TEST;
+}
+
+int UtcDaliBuilderDictionaryAdd2(void)
+{
+ Dictionary<int> dictionary;
+
+ for(int i=0; i<10; i++)
+ {
+ char buffer[16];
+ sprintf(buffer, "testkey%d",i);
+ bool added=false;
+ if(i%2 == 0)
+ {
+ added = dictionary.Add(std::string(buffer), i);
+ }
+ else
+ {
+ added = dictionary.Add(buffer, i);
+ }
+ DALI_TEST_EQUALS(added, true, TEST_LOCATION);
+ }
+
+ DictionaryKeys keys;
+ dictionary.GetKeys(keys);
+ DALI_TEST_EQUALS( keys.size(), 10, TEST_LOCATION );
+
+ bool added = dictionary.Add("testkey5", 1);
+ DALI_TEST_EQUALS(added, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(*dictionary.Find("testkey5"), 5, TEST_LOCATION);
+
+ dictionary.Clear();
+ DALI_TEST_EQUALS(dictionary.Begin()==dictionary.End(), true, TEST_LOCATION);
+ dictionary.GetKeys(keys);
+ DALI_TEST_EQUALS( keys.size(), 0, TEST_LOCATION );
+
+ END_TEST;
+}
+
+
+int UtcDaliBuilderDictionaryRemoveP(void)
+{
+ Dictionary<int> dictionary;
+
+ for(int i=0; i<10; i++)
+ {
+ bool added=false;
+ added = dictionary.Add(std::string(testKeys[i]), i);
+ DALI_TEST_EQUALS(added, true, TEST_LOCATION);
+ }
+
+ DictionaryKeys keys;
+ dictionary.GetKeys(keys);
+ DALI_TEST_EQUALS( keys.size(), 10, TEST_LOCATION );
+
+ for(int i=0; i<10; i++)
+ {
+ if(i%2==0)
+ {
+ dictionary.Remove(test_keys[i]); // Should fail (case sensitive)
+ }
+ else
+ {
+ dictionary.Remove(testKeys[i]);
+ }
+ }
+ dictionary.GetKeys(keys);
+ DALI_TEST_EQUALS( keys.size(), 5, TEST_LOCATION );
+
+ dictionary.Clear();
+ DALI_TEST_EQUALS(dictionary.Begin()==dictionary.End(), true, TEST_LOCATION);
+ dictionary.GetKeys(keys);
+ DALI_TEST_EQUALS( keys.size(), 0, TEST_LOCATION );
+
+ END_TEST;
+}
+
+
+int UtcDaliBuilderDictionaryRemoveN(void)
+{
+ Dictionary<int> dictionary;
+
+ for(int i=0; i<10; i++)
+ {
+ bool added=false;
+ added = dictionary.Add(std::string(testKeys[i]), i);
+ DALI_TEST_EQUALS(added, true, TEST_LOCATION);
+ }
+
+ DictionaryKeys keys;
+ dictionary.GetKeys(keys);
+ DALI_TEST_EQUALS( keys.size(), 10, TEST_LOCATION );
+
+ dictionary.Remove("randomkey");
+ dictionary.GetKeys(keys);
+ DALI_TEST_EQUALS( keys.size(), 10, TEST_LOCATION );
+
+ END_TEST;
+}
+
+
+int UtcDaliBuilderDictionaryMerge1(void)
+{
+ // Test that "overlapping" dicts merge into 1 successfully
+ Dictionary<int> dictionary1;
+
+ for(int i=0; i<10; i++)
+ {
+ dictionary1.Add(std::string(test_keys[i]), i);
+ }
+
+ Dictionary<int> dictionary2;
+ for(int i=0; i<20; i++)
+ {
+ dictionary2.Add(std::string(testKeys[i]), i);
+ }
+
+ dictionary1.Merge(dictionary2);
+ DictionaryKeys keys;
+ dictionary1.GetKeys(keys);
+ DALI_TEST_EQUALS( keys.size(), 30, TEST_LOCATION ); // Now have 2 case versions of 10 keys :/ - broken by design?
+
+ for(int i=0; i<20;++i)
+ {
+ // Check both cases of keys
+ auto ptr1 = dictionary1.FindConst(test_keys[i]);
+ auto ptr2 = dictionary1.FindConst(testKeys[i]);
+
+ DALI_TEST_CHECK( nullptr != ptr1 );
+ DALI_TEST_CHECK( nullptr != ptr2 );
+ }
+
+ END_TEST;
+}
+
+int UtcDaliBuilderDictionaryMerge2(void)
+{
+ // Test that non-overlapping dicts merge successfully
+ Dictionary<int> dictionary1;
+ for(int i=0; i<10; i++) // Add first 10 from lowercase keys
+ {
+ dictionary1.Add(std::string(test_keys[i]), i);
+ }
+
+ Dictionary<int> dictionary2;
+ for(int i=10; i<20; i++) // add last 10 from capitalized keys
+ {
+ dictionary2.Add(std::string(testKeys[i]), i);
+ }
+
+ dictionary1.Merge(dictionary2);
+ DictionaryKeys keys;
+ dictionary1.GetKeys(keys);
+ DALI_TEST_EQUALS( keys.size(), 20, TEST_LOCATION ); // check it's an amalgam of both
+
+ for(int i=0; i<20;++i)
+ {
+ // Check both cases of keys
+ DALI_TEST_CHECK( nullptr != dictionary1.FindConst(test_keys[i]));
+ DALI_TEST_CHECK( nullptr != dictionary1.FindConst(testKeys[i]));
+ }
+
+ END_TEST;
+}
+
+
+template<typename EntryType>
+struct TestElement
+{
+ std::string key;
+ EntryType entry;
+ TestElement(std::string name, EntryType entry)
+ : key(std::move(name)),
+ entry(std::move(entry))
+ {
+ }
+};
+
+int UtcDaliBuilderDictionaryFindP(void)
+{
+ // Test that non-overlapping dicts merge successfully
+ Dictionary<int> dictionary;
+ for(int i=0; i<10; i++) // Add first 10 from lowercase keys
+ {
+ dictionary.Add(std::string(test_keys[i]), i);
+ }
+
+ // Test that the entries can be directly modified
+ for(int i=0; i<10; i++)
+ {
+ auto entryPtr = dictionary.Find(testKeys[i]);
+ DALI_TEST_CHECK( entryPtr != nullptr );
+ *entryPtr = i+10;
+ }
+
+ for(int i=0; i<10; ++i)
+ {
+ auto entryPtr = dictionary.Find(testKeys[i]);
+ DALI_TEST_CHECK( entryPtr != nullptr );
+ DALI_TEST_EQUALS( *entryPtr, i+10, TEST_LOCATION );
+ }
+
+ END_TEST;
+}
return true;
}
+bool TestGlAbstraction::IsAdvancedBlendEquationSupported()
+{
+ return true;
+}
+
+bool TestGlAbstraction::IsBlendEquationSupported(DevelBlendEquation::Type blendEquation)
+{
+ return true;
+}
+
+std::string TestGlAbstraction::GetShaderVersionPrefix()
+{
+ return std::string("");
+}
+
+std::string TestGlAbstraction::GetVertexShaderPrefix()
+{
+ return std::string("");
+}
+
+std::string TestGlAbstraction::GetFragmentShaderPrefix()
+{
+ return std::string("");
+}
+
bool TestGlAbstraction::TextureRequiresConverting(const GLenum imageGlFormat, const GLenum textureGlFormat, const bool isSubImage) const
{
return ((imageGlFormat == GL_RGB) && (textureGlFormat == GL_RGBA));
bool IsSurfacelessContextSupported() const override;
+ bool IsAdvancedBlendEquationSupported() override;
+
+ bool IsBlendEquationSupported(DevelBlendEquation::Type blendEquation) override;
+
+ std::string GetShaderVersionPrefix();
+
+ std::string GetVertexShaderPrefix();
+
+ std::string GetFragmentShaderPrefix();
+
bool TextureRequiresConverting(const GLenum imageGlFormat, const GLenum textureGlFormat, const bool isSubImage) const override;
/* OpenGL ES 2.0 */
{
}
+ inline void BlendBarrier(void)
+ {
+ }
+
private:
inline void AddUniformCallToTraceStack(GLint location, std::string& value)
{
}
}
+void OnResourceReadySignal01( Control control )
+{
+ if(++gResourceReadySignalCounter == 1)
+ {
+ // It makes the first new visual be deleted immediately
+ // The first image will not be loaded.
+ control[ImageView::Property::IMAGE] = Property::Map().Add(ImageVisual::Property::URL, gImage_600_RGB)
+ .Add(ImageVisual::Property::RELEASE_POLICY, ImageVisual::ReleasePolicy::NEVER);
+ control[ImageView::Property::IMAGE] = TEST_IMAGE_1;
+ }
+}
+
}
-int UtcDaliImageViewSetImageOnResourceReadySignal(void)
+int UtcDaliImageViewSetImageOnResourceReadySignal01(void)
{
tet_infoline("Test setting image from within signal handler.");
END_TEST;
}
+
+int UtcDaliImageViewSetImageOnResourceReadySignal02(void)
+{
+ tet_infoline("Test setting image from within signal handler.");
+
+ ToolkitTestApplication application;
+
+ gResourceReadySignalCounter = 0;
+
+ ImageView imageView = ImageView::New( gImage_34_RGBA );
+ imageView.ResourceReadySignal().Connect( &OnResourceReadySignal01 );
+
+ application.GetScene().Add( imageView );
+
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
+
+ // Wait for loading an image
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( gResourceReadySignalCounter, 2, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( imageView.IsResourceReady(), true, TEST_LOCATION );
+
+ END_TEST;
+}
const char* const PROPERTY_NAME_ENABLE_GRAB_HANDLE = "enableGrabHandle";
const char* const PROPERTY_NAME_MATCH_SYSTEM_LANGUAGE_DIRECTION = "matchSystemLanguageDirection";
const char* const PROPERTY_NAME_MAX_LENGTH = "maxLength";
+const char* const PROPERTY_NAME_FONT_SIZE_SCALE = "fontSizeScale";
const Vector4 PLACEHOLDER_TEXT_COLOR( 0.8f, 0.8f, 0.8f, 0.8f );
DALI_TEST_CHECK( editor.GetPropertyIndex( PROPERTY_NAME_LINE_COUNT) == TextEditor::Property::LINE_COUNT );
DALI_TEST_CHECK( editor.GetPropertyIndex( PROPERTY_NAME_ENABLE_SELECTION ) == TextEditor::Property::ENABLE_SELECTION );
DALI_TEST_CHECK( editor.GetPropertyIndex( PROPERTY_NAME_PLACEHOLDER ) == TextEditor::Property::PLACEHOLDER );
+ DALI_TEST_CHECK( editor.GetPropertyIndex( PROPERTY_NAME_FONT_SIZE_SCALE ) == DevelTextEditor::Property::FONT_SIZE_SCALE );
DALI_TEST_CHECK( editor.GetPropertyIndex( PROPERTY_NAME_PLACEHOLDER_TEXT ) == DevelTextEditor::Property::PLACEHOLDER_TEXT );
DALI_TEST_CHECK( editor.GetPropertyIndex( PROPERTY_NAME_PLACEHOLDER_TEXT_COLOR ) == DevelTextEditor::Property::PLACEHOLDER_TEXT_COLOR );
DALI_TEST_CHECK( editor.GetPropertyIndex( PROPERTY_NAME_ENABLE_SHIFT_SELECTION ) == DevelTextEditor::Property::ENABLE_SHIFT_SELECTION );
DALI_TEST_CHECK( editor.GetPropertyIndex( PROPERTY_NAME_MATCH_SYSTEM_LANGUAGE_DIRECTION ) == DevelTextEditor::Property::MATCH_SYSTEM_LANGUAGE_DIRECTION );
DALI_TEST_CHECK( editor.GetPropertyIndex( PROPERTY_NAME_MAX_LENGTH ) == DevelTextEditor::Property::MAX_LENGTH );
+
END_TEST;
}
editor.SetProperty( TextEditor::Property::POINT_SIZE, 10.f );
DALI_TEST_EQUALS( editor.GetProperty<float>( TextEditor::Property::POINT_SIZE ), 10.f, Math::MACHINE_EPSILON_1000, TEST_LOCATION );
+ editor.SetProperty( DevelTextEditor::Property::FONT_SIZE_SCALE, 2.5f );
+ DALI_TEST_EQUALS( editor.GetProperty<float>( DevelTextEditor::Property::FONT_SIZE_SCALE ), 2.5f, Math::MACHINE_EPSILON_1000, TEST_LOCATION );
+ editor.SetProperty( DevelTextEditor::Property::FONT_SIZE_SCALE, 1.0f );
+
// Reset font style.
fontStyleMapSet.Clear();
fontStyleMapSet.Insert( "weight", "normal" );
END_TEST;
}
+
+int UtcDaliToolkitTextEditorFontSizeScale(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline(" UtcDaliToolkitTextEditorFontSizeScale");
+
+ TextEditor textEditor = TextEditor::New();
+ textEditor.SetProperty( TextEditor::Property::POINT_SIZE, 30.f );
+ textEditor.SetProperty( TextEditor::Property::TEXT, "Test" );
+ Vector3 nonScaledSize = textEditor.GetNaturalSize();
+
+ TextEditor textEditorScaled = TextEditor::New();
+ textEditorScaled.SetProperty( TextEditor::Property::POINT_SIZE, 15.f );
+ textEditorScaled.SetProperty( Toolkit::DevelTextEditor::Property::FONT_SIZE_SCALE, 2.f );
+ textEditorScaled.SetProperty( TextEditor::Property::TEXT, "Test" );
+ Vector3 scaledSize = textEditorScaled.GetNaturalSize();
+
+ DALI_TEST_EQUALS( nonScaledSize, scaledSize, TEST_LOCATION );
+
+ textEditor.SetProperty( TextEditor::Property::PIXEL_SIZE, 30.f );
+ textEditor.SetProperty( TextEditor::Property::TEXT, "Test" );
+ nonScaledSize = textEditor.GetNaturalSize();
+
+ textEditorScaled.SetProperty( TextEditor::Property::PIXEL_SIZE, 15.f );
+ textEditorScaled.SetProperty( Toolkit::DevelTextEditor::Property::FONT_SIZE_SCALE, 2.f );
+ textEditorScaled.SetProperty( TextEditor::Property::TEXT, "Test" );
+ scaledSize = textEditorScaled.GetNaturalSize();
+
+ DALI_TEST_EQUALS( nonScaledSize, scaledSize, TEST_LOCATION );
+
+ END_TEST;
+}
const char* const PROPERTY_NAME_MATCH_SYSTEM_LANGUAGE_DIRECTION = "matchSystemLanguageDirection";
const char* const PROPERTY_NAME_ENABLE_GRAB_HANDLE_POPUP = "enableGrabHandlePopup";
const char* const PROPERTY_NAME_BACKGROUND = "textBackground";
+const char* const PROPERTY_NAME_FONT_SIZE_SCALE = "fontSizeScale";
const Vector4 PLACEHOLDER_TEXT_COLOR( 0.8f, 0.8f, 0.8f, 0.8f );
const Dali::Vector4 LIGHT_BLUE( 0.75f, 0.96f, 1.f, 1.f ); // The text highlight color.
DALI_TEST_CHECK( field.GetPropertyIndex( PROPERTY_NAME_ENABLE_SELECTION ) == TextField::Property::ENABLE_SELECTION );
DALI_TEST_CHECK( field.GetPropertyIndex( PROPERTY_NAME_PLACEHOLDER ) == TextField::Property::PLACEHOLDER );
DALI_TEST_CHECK( field.GetPropertyIndex( PROPERTY_NAME_ELLIPSIS ) == TextField::Property::ELLIPSIS );
+ DALI_TEST_CHECK( field.GetPropertyIndex( PROPERTY_NAME_FONT_SIZE_SCALE ) == DevelTextField::Property::FONT_SIZE_SCALE );
DALI_TEST_CHECK( field.GetPropertyIndex( PROPERTY_NAME_ENABLE_SHIFT_SELECTION ) == DevelTextField::Property::ENABLE_SHIFT_SELECTION );
DALI_TEST_CHECK( field.GetPropertyIndex( PROPERTY_NAME_ENABLE_GRAB_HANDLE ) == DevelTextField::Property::ENABLE_GRAB_HANDLE );
DALI_TEST_CHECK( field.GetPropertyIndex( PROPERTY_NAME_MATCH_SYSTEM_LANGUAGE_DIRECTION ) == DevelTextField::Property::MATCH_SYSTEM_LANGUAGE_DIRECTION );
field.SetProperty( TextField::Property::POINT_SIZE, 10.f );
DALI_TEST_EQUALS( field.GetProperty<float>( TextField::Property::POINT_SIZE ), 10.f, Math::MACHINE_EPSILON_1000, TEST_LOCATION );
+ field.SetProperty( DevelTextField::Property::FONT_SIZE_SCALE, 2.5f );
+ DALI_TEST_EQUALS( field.GetProperty<float>( DevelTextField::Property::FONT_SIZE_SCALE ), 2.5f, Math::MACHINE_EPSILON_1000, TEST_LOCATION );
+ field.SetProperty( DevelTextField::Property::FONT_SIZE_SCALE, 1.0f );
+
// Reset font style.
fontStyleMapSet.Clear();
fontStyleMapSet.Insert( "weight", "normal" );
END_TEST;
}
+
+int UtcDaliToolkitTextFieldFontSizeScale(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline(" UtcDaliToolkitTextFieldFontSizeScale");
+
+ TextField textField = TextField::New();
+ textField.SetProperty( TextField::Property::POINT_SIZE, 30.f );
+ textField.SetProperty( TextField::Property::TEXT, "Test" );
+ Vector3 nonScaledSize = textField.GetNaturalSize();
+
+ TextField textFieldScaled = TextField::New();
+ textFieldScaled.SetProperty( TextField::Property::POINT_SIZE, 15.f );
+ textFieldScaled.SetProperty( Toolkit::DevelTextField::Property::FONT_SIZE_SCALE, 2.f );
+ textFieldScaled.SetProperty( TextField::Property::TEXT, "Test" );
+ Vector3 scaledSize = textFieldScaled.GetNaturalSize();
+
+ DALI_TEST_EQUALS( nonScaledSize, scaledSize, TEST_LOCATION );
+
+ textField.SetProperty( TextField::Property::PIXEL_SIZE, 30.f );
+ textField.SetProperty( TextField::Property::TEXT, "Test" );
+ nonScaledSize = textField.GetNaturalSize();
+
+ textFieldScaled.SetProperty( TextField::Property::PIXEL_SIZE, 15.f );
+ textFieldScaled.SetProperty( Toolkit::DevelTextField::Property::FONT_SIZE_SCALE, 2.f );
+ textFieldScaled.SetProperty( TextField::Property::TEXT, "Test" );
+ scaledSize = textFieldScaled.GetNaturalSize();
+
+ DALI_TEST_EQUALS( nonScaledSize, scaledSize, TEST_LOCATION );
+
+ END_TEST;
+}
const char* const PROPERTY_NAME_PIXEL_SIZE = "pixelSize";
const char* const PROPERTY_NAME_ELLIPSIS = "ellipsis";
const char* const PROPERTY_NAME_AUTO_SCROLL_LOOP_DELAY = "autoScrollLoopDelay";
+const char* const PROPERTY_NAME_FONT_SIZE_SCALE = "fontSizeScale";
const std::string DEFAULT_FONT_DIR( "/resources/fonts" );
const unsigned int EMOJI_FONT_SIZE = 3840u; // 60 * 64
DALI_TEST_CHECK( label.GetPropertyIndex( PROPERTY_NAME_PIXEL_SIZE ) == TextLabel::Property::PIXEL_SIZE );
DALI_TEST_CHECK( label.GetPropertyIndex( PROPERTY_NAME_ELLIPSIS ) == TextLabel::Property::ELLIPSIS );
DALI_TEST_CHECK( label.GetPropertyIndex( PROPERTY_NAME_AUTO_SCROLL_LOOP_DELAY ) == TextLabel::Property::AUTO_SCROLL_LOOP_DELAY );
+ DALI_TEST_CHECK( label.GetPropertyIndex( PROPERTY_NAME_FONT_SIZE_SCALE ) == DevelTextLabel::Property::FONT_SIZE_SCALE );
END_TEST;
}
label.SetProperty( TextLabel::Property::POINT_SIZE, 10.f );
DALI_TEST_EQUALS( label.GetProperty<float>( TextLabel::Property::POINT_SIZE ), 10.f, Math::MACHINE_EPSILON_1000, TEST_LOCATION );
+ label.SetProperty( DevelTextLabel::Property::FONT_SIZE_SCALE, 2.5f );
+ DALI_TEST_EQUALS( label.GetProperty<float>( DevelTextLabel::Property::FONT_SIZE_SCALE ), 2.5f, Math::MACHINE_EPSILON_1000, TEST_LOCATION );
+ label.SetProperty( DevelTextLabel::Property::FONT_SIZE_SCALE, 1.0f );
+
// Reset font style.
fontStyleMapSet.Clear();
fontStyleMapSet.Insert( "weight", "normal" );
END_TEST;
}
+
+int UtcDaliToolkitTextlabelFontSizeScale(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline(" UtcDaliToolkitTextlabelFontSizeScale");
+
+ TextLabel label = TextLabel::New();
+ label.SetProperty( TextLabel::Property::POINT_SIZE, 30.f );
+ label.SetProperty( TextLabel::Property::TEXT, "Test" );
+ Vector3 nonScaledSize = label.GetNaturalSize();
+
+ TextLabel labelScaled = TextLabel::New();
+ labelScaled.SetProperty( TextLabel::Property::POINT_SIZE, 15.f );
+ labelScaled.SetProperty( Toolkit::DevelTextLabel::Property::FONT_SIZE_SCALE, 2.f );
+ labelScaled.SetProperty( TextLabel::Property::TEXT, "Test" );
+ Vector3 scaledSize = labelScaled.GetNaturalSize();
+
+ DALI_TEST_EQUALS( nonScaledSize, scaledSize, TEST_LOCATION );
+
+ label.SetProperty( TextLabel::Property::PIXEL_SIZE, 30.f );
+ label.SetProperty( TextLabel::Property::TEXT, "Test" );
+ nonScaledSize = label.GetNaturalSize();
+
+ labelScaled.SetProperty( TextLabel::Property::PIXEL_SIZE, 15.f );
+ labelScaled.SetProperty( Toolkit::DevelTextLabel::Property::FONT_SIZE_SCALE, 2.f );
+ labelScaled.SetProperty( TextLabel::Property::TEXT, "Test" );
+ scaledSize = labelScaled.GetNaturalSize();
+
+ DALI_TEST_EQUALS( nonScaledSize, scaledSize, TEST_LOCATION );
+
+ END_TEST;
+}
DALI_TEST_EQUALS( extraSize, Vector2(0.5f,0.5f), TEST_LOCATION );
}
+int UtcDaliVisualSetTransform01(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliVisualSetTransform: ColorVisual" );
+
+ VisualFactory factory = VisualFactory::Get();
+ Property::Map propertyMap;
+ propertyMap.Insert(Visual::Property::TYPE, Visual::COLOR);
+ propertyMap.Insert(Visual::Property::OPACITY, 0.5f);
+ propertyMap.Insert(ColorVisual::Property::MIX_COLOR, Color::BLUE);
+ Visual::Base visual = factory.CreateVisual( propertyMap );
+ TestTransform( application, visual );
+ TestMixColor( visual, ColorVisual::Property::MIX_COLOR, Color::BLUE );
+
+ END_TEST;
+}
+
int UtcDaliVisualSetTransform0(void)
{
ToolkitTestApplication application;
application.GetScene().Add( actor );
visual.SetTransformAndSize(DefaultTransform(), Vector2(200.f, 200.f) );
+ // Either application.SendNotification() or the trigger can now complete the task.
application.SendNotification();
application.Render();
-
DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
// renderer is added to actor
dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, visual );
application.GetScene().Add( actor );
+ // Either application.SendNotification() or the trigger can now complete the task.
application.SendNotification();
application.Render();
-
DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
// renderer is added to actor
application.GetScene().Add( actor );
visual.SetTransformAndSize(DefaultTransform(), Vector2(200.f, 200.f) );
+ // Either application.SendNotification() or the trigger can now complete the task.
+ DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
application.SendNotification();
application.Render();
-
- // renderer is not added to actor until the rasterization is completed.
- DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
-
DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
// renderer is added to actor
* @note This property is read-only.
*/
SELECTED_TEXT,
+
+ /**
+ * @brief The font size scale.
+ * @details name "fontSizeScale", type Property::FLOAT.
+ * @note The default value is 1.0 which does nothing.
+ * The given font size scale value is used for multiplying the specified font size before querying fonts.
+ *
+ * e.g. The rendering results of both cases are same.
+ * - fontSize: 15pt, fontSizeScale: 1.0
+ * - fontSize: 10pt, fontSizeScale: 1.5
+ */
+ FONT_SIZE_SCALE,
};
} // namespace Property
*/
ENABLE_EDITING,
+ /**
+ * @brief The font size scale.
+ * @details name "fontSizeScale", type Property::FLOAT.
+ * @note The default value is 1.0 which does nothing.
+ * The given font size scale value is used for multiplying the specified font size before querying fonts.
+ *
+ * e.g. The rendering results of both cases are same.
+ * - fontSize: 15pt, fontSizeScale: 1.0
+ * - fontSize: 10pt, fontSizeScale: 1.5
+ */
+ FONT_SIZE_SCALE
+
};
} // namespace Property
* @details Name "renderingBackend", type Property::INT.
*/
RENDERING_BACKEND,
+
+ /**
+ * @brief The font size scale for scaling the specified font size up or down.
+ * @details name "fontSizeScale", type Property::FLOAT.
+ * @note The default value is 1.0 which does nothing.
+ * The given font size scale value is used for multiplying the specified font size before querying fonts.
+ *
+ * e.g. The rendering results of both cases are same.
+ * - fontSize: 15pt, fontSizeScale: 1.0
+ * - fontSize: 10pt, fontSizeScale: 1.5
+ */
+ FONT_SIZE_SCALE,
};
} // namespace Property
#define DALI_TOOLKIT_INTERNAL_BUILDER_DICTIONARY_H
/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
* It enables lookup of keys via case-insensitive match.
*/
+using DictionaryKeys = std::vector<std::string>;
-typedef std::vector<std::string> DictionaryKeys;
inline void Merge( DictionaryKeys& toDict, const DictionaryKeys& fromDict )
{
- for( DictionaryKeys::const_iterator fromIter = fromDict.begin(); fromIter != fromDict.end(); ++fromIter )
+ for(const auto& element : fromDict)
{
- const std::string& fromKey = (*fromIter);
- DictionaryKeys::iterator toIter = std::find( toDict.begin(), toDict.end(), fromKey );
- if( toIter == toDict.end() )
+ auto iter = std::find(toDict.cbegin(), toDict.cend(), element);
+ if(iter == toDict.cend())
{
- toDict.push_back( fromKey );
+ toDict.push_back(element);
}
}
}
{
std::string key;
EntryType entry;
- Element( const std::string&name, EntryType entry )
- : key( name ),
- entry( entry )
+ Element(std::string name, EntryType entry)
+ : key(std::move(name)),
+ entry(std::move(entry))
{
}
};
- typedef std::vector<Element> Elements;
+ using Elements = std::vector<Element>;
Elements container;
+ auto FindElementCaseInsensitive(std::string_view key) const
+ {
+ return std::find_if(
+ Begin(), End(), [key](auto& e) { return Dali::CaseInsensitiveStringCompare(e.key, key); });
+ }
+
+ auto FindElement(std::string_view key)
+ {
+ return std::find_if(container.begin(), container.end(), [key](auto& e){
+ return bool(key == e.key);
+ });
+ }
+
public:
/**
* Only allow const iteration over the dictionary
*/
- typedef typename Elements::const_iterator iterator;
+ using iterator = typename Elements::const_iterator;
/**
* Constructor
*/
- Dictionary<EntryType>()
- {
- }
+ Dictionary<EntryType>() = default;
/**
* Add a key value pair to the dictionary.
* If the entry does not already exist, add it to the dictionary
- * using a shallow copy
*/
- bool Add( const std::string& name, const EntryType& entry )
+ bool Add(std::string name, EntryType entry)
{
- for( typename Elements::iterator iter = container.begin(); iter != container.end(); ++iter )
+ auto iter = FindElement(name);
+ if(iter != End())
{
- if( iter->key == name )
- {
- return false;
- }
+ return false;
}
- container.push_back( Element(name, entry) );
+
+ container.push_back(Element(std::move(name), std::move(entry)));
return true;
}
/**
* Add a key-value pair to the dictionary
* If the entry does not already exist, add it to the dictionary
- * (shallow copy)
*/
- bool Add( const char* name, const EntryType& entry )
+ bool Add(const char* name, EntryType entry)
{
- bool result=false;
- if( name != NULL )
+ if(name != nullptr)
{
- std::string theName(name);
- result=Add(theName, entry);
+ return Add(std::string(name), std::move(entry));
}
- return result;
+ return false;
}
/**
* Remove a key value pair from the dictionary.
*/
- void Remove( const std::string& name )
+ void Remove(std::string_view name)
{
- for( typename Elements::iterator iter = container.begin(); iter != container.end(); ++iter )
+ if(!name.empty())
{
- if( iter->key == name )
+ auto iter = FindElement(name);
+
+ if(iter != End())
{
container.erase( iter );
- break;
}
}
}
- /**
- * Remove a key value pair from the dictionary.
- */
- void Remove( const char* name )
- {
- if( name != NULL )
- {
- std::string theName(name);
- Remove(theName);
- }
- }
-
void Merge( const Dictionary<EntryType>& dictionary )
{
- for( typename Elements::const_iterator fromIter = dictionary.container.begin(); fromIter != dictionary.container.end(); ++fromIter )
+ for(const auto& element : dictionary.container)
{
- bool found=false;
- for( typename Elements::iterator toIter = container.begin(); toIter != container.end(); ++toIter )
+ auto iter = FindElement(element.key);
+
+ if(iter == End())
{
- if( fromIter->key == toIter->key )
- {
- found=true;
- toIter->entry = fromIter->entry;
- }
+ container.push_back(Element(element.key, element.entry));
}
- if( !found )
+ else
{
- container.push_back( Element(fromIter->key, fromIter->entry) );
+ iter->entry = element.entry;
}
}
}
* Find the element in the dictionary pointed at by key, and
* insensitive search, and return a const pointer to it, or NULL
*/
- const EntryType* FindConst( const std::string& key ) const
+ const EntryType* FindConst(std::string_view key) const
{
if( ! key.empty() )
{
- for( typename Elements::const_iterator iter = container.begin(); iter != container.end(); ++iter )
+ auto iter = FindElementCaseInsensitive(key);
+
+ if(iter != End())
{
- if( Dali::CaseInsensitiveStringCompare(iter->key, key ))
- {
- const EntryType* result = &(iter->entry);
- return result;
- }
+ return &(iter->entry);
}
}
- return NULL;
+ return nullptr;
}
/**
* Find the element in the dictionary pointed at by key using a case
* insensitive search, and return a non-const pointer to it, or NULL
*/
- EntryType* Find( const std::string& key ) const
+ EntryType* Find(std::string_view key) const
{
- EntryType* result = NULL;
if( ! key.empty() )
{
- for( typename Elements::const_iterator iter = container.begin(); iter != container.end(); ++iter )
+ auto iter = FindElementCaseInsensitive(key);
+
+ if(iter != End())
{
- if( Dali::CaseInsensitiveStringCompare(iter->key, key ))
- {
- // Const cast because of const_iterator. const_iterator because, STL.
- result = const_cast<EntryType*>(&(iter->entry));
- }
+ return const_cast<EntryType*>(&(iter->entry));
}
}
- return result;
- }
-
- /**
- * Find the element in the dictionary pointed at by key using a case
- * insensitive search, and return a const pointer to it, or NULL
- */
- const EntryType* FindConst( const char* key ) const
- {
- if( key != NULL )
- {
- std::string theKey(key);
- return FindConst( theKey );
- }
- return NULL;
+ return nullptr;
}
- /**
- * Find the element in the dictionary pointed at by key using a case
- * insensitive search, and return a non-const pointer to it, or NULL
- */
- EntryType* Find( const char* key ) const
- {
- if( key != NULL )
- {
- std::string theKey(key);
- return Find( theKey );
- }
- return NULL;
- }
- /**
- * Return an iterator pointing at the first entry in the dictionary
- */
- typename Elements::const_iterator Begin() const
+ iterator Begin() const
{
- return container.begin();
+ return container.cbegin();
}
/**
* Return an iterator pointing past the last entry in the dictionary
*/
- typename Elements::const_iterator End() const
+ iterator End() const
{
- return container.end();
+ return container.cend();
}
void GetKeys( DictionaryKeys& keys ) const
{
keys.clear();
- for( typename Elements::const_iterator iter = container.begin(); iter != container.end(); ++iter )
+ for(const auto& element : container)
{
- keys.push_back( (*iter).key );
+ keys.push_back(element.key);
}
}
DALI_DEVEL_PROPERTY_REGISTRATION( Toolkit, TextEditor, "verticalScrollPosition", INTEGER, VERTICAL_SCROLL_POSITION )
DALI_DEVEL_PROPERTY_REGISTRATION( Toolkit, TextEditor, "enableEditing", BOOLEAN, ENABLE_EDITING )
DALI_DEVEL_PROPERTY_REGISTRATION_READ_ONLY( Toolkit, TextEditor, "selectedText", STRING, SELECTED_TEXT )
+DALI_DEVEL_PROPERTY_REGISTRATION( Toolkit, TextEditor, "fontSizeScale", FLOAT, FONT_SIZE_SCALE )
DALI_SIGNAL_REGISTRATION( Toolkit, TextEditor, "textChanged", SIGNAL_TEXT_CHANGED )
DALI_SIGNAL_REGISTRATION( Toolkit, TextEditor, "inputStyleChanged", SIGNAL_INPUT_STYLE_CHANGED )
}
break;
}
+ case Toolkit::DevelTextEditor::Property::FONT_SIZE_SCALE:
+ {
+ const float scale = value.Get< float >();
+ DALI_LOG_INFO( gLogFilter, Debug::General, "TextEditor %p FONT_SIZE_SCALE %f\n", impl.mController.Get(), scale );
+
+ if( !Equals( impl.mController->GetFontSizeScale(), scale ) )
+ {
+ impl.mController->SetFontSizeScale( scale );
+ }
+ break;
+ }
} // switch
} // texteditor
}
value = impl.GetVerticalScrollPosition();
break;
}
+ case Toolkit::DevelTextEditor::Property::FONT_SIZE_SCALE:
+ {
+ value = impl.mController->GetFontSizeScale();
+ break;
+ }
} //switch
}
DALI_DEVEL_PROPERTY_REGISTRATION( Toolkit, TextField, "selectedTextStart", INTEGER, SELECTED_TEXT_START )
DALI_DEVEL_PROPERTY_REGISTRATION( Toolkit, TextField, "selectedTextEnd", INTEGER, SELECTED_TEXT_END )
DALI_DEVEL_PROPERTY_REGISTRATION( Toolkit, TextField, "enableEditing", BOOLEAN, ENABLE_EDITING )
+DALI_DEVEL_PROPERTY_REGISTRATION( Toolkit, TextField, "fontSizeScale", FLOAT, FONT_SIZE_SCALE )
DALI_SIGNAL_REGISTRATION( Toolkit, TextField, "textChanged", SIGNAL_TEXT_CHANGED )
DALI_SIGNAL_REGISTRATION( Toolkit, TextField, "maxLengthReached", SIGNAL_MAX_LENGTH_REACHED )
impl.SetEditable( editable );
break;
}
+ case Toolkit::DevelTextField::Property::FONT_SIZE_SCALE:
+ {
+ const float scale = value.Get< float >();
+ DALI_LOG_INFO( gLogFilter, Debug::General, "TextField %p FONT_SIZE_SCALE %f\n", impl.mController.Get(), scale );
+
+ if( !Equals( impl.mController->GetFontSizeScale(), scale ) )
+ {
+ impl.mController->SetFontSizeScale( scale );
+ }
+ break;
+ }
} // switch
} // textfield
}
value = impl.IsEditable();
break;
}
+ case Toolkit::DevelTextField::Property::FONT_SIZE_SCALE:
+ {
+ value = impl.mController->GetFontSizeScale();
+ break;
+ }
} //switch
}
DALI_DEVEL_PROPERTY_REGISTRATION( Toolkit, TextLabel, "textFit", MAP, TEXT_FIT )
DALI_DEVEL_PROPERTY_REGISTRATION( Toolkit, TextLabel, "minLineSize", FLOAT, MIN_LINE_SIZE )
DALI_DEVEL_PROPERTY_REGISTRATION( Toolkit, TextLabel, "renderingBackend", INTEGER, RENDERING_BACKEND )
+DALI_DEVEL_PROPERTY_REGISTRATION( Toolkit, TextLabel, "fontSizeScale", FLOAT, FONT_SIZE_SCALE )
DALI_ANIMATABLE_PROPERTY_REGISTRATION_WITH_DEFAULT( Toolkit, TextLabel, "textColor", Color::BLACK, TEXT_COLOR )
DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, TextLabel, "textColorRed", TEXT_COLOR_RED, TEXT_COLOR, 0 )
DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, TextLabel, "textColorGreen", TEXT_COLOR_GREEN, TEXT_COLOR, 1 )
impl.mTextUpdateNeeded = impl.mController->SetDefaultLineSize( lineSize ) || impl.mTextUpdateNeeded;
break;
}
+ case Toolkit::DevelTextLabel::Property::FONT_SIZE_SCALE:
+ {
+ const float scale = value.Get< float >();
+ DALI_LOG_INFO( gLogFilter, Debug::General, "TextLabel %p FONT_SIZE_SCALE %f\n", impl.mController.Get(), scale );
+
+ if( !Equals( impl.mController->GetFontSizeScale(), scale ) )
+ {
+ impl.mController->SetFontSizeScale( scale );
+ }
+ break;
+ }
}
// Request relayout when text update is needed. It's necessary to call it
value = impl.mController->GetDefaultLineSize();
break;
}
+ case Toolkit::DevelTextLabel::Property::FONT_SIZE_SCALE:
+ {
+ value = impl.mController->GetFontSizeScale();
+ break;
+ }
}
}
}
void LoadingTask::Load()
-{;
+{
if( animatedImageLoading )
{
pixelBuffer = animatedImageLoading.LoadFrame( frameIndex );
// Get the default font's description.
TextAbstraction::FontDescription defaultFontDescription;
- TextAbstraction::PointSize26Dot6 defaultPointSize = TextAbstraction::FontClient::DEFAULT_POINT_SIZE;
+ TextAbstraction::PointSize26Dot6 defaultPointSize = TextAbstraction::FontClient::DEFAULT_POINT_SIZE * mFontSizeScale;
if( IsShowingPlaceholderText() && mEventData && ( NULL != mEventData->mPlaceholderFont ) )
{
defaultFontDescription = mEventData->mPlaceholderFont->mFontDescription;
if( mEventData->mPlaceholderFont->sizeDefined )
{
- defaultPointSize = mEventData->mPlaceholderFont->mDefaultPointSize * 64u;
+ defaultPointSize = mEventData->mPlaceholderFont->mDefaultPointSize * mFontSizeScale * 64u;
}
}
else if( NULL != mFontDefaults )
}
else
{
- defaultPointSize = mFontDefaults->mDefaultPointSize * 64u;
+ defaultPointSize = mFontDefaults->mDefaultPointSize * mFontSizeScale * 64u;
}
}
if( NULL == mFontDefaults )
{
TextAbstraction::FontDescription fontDescription;
- defaultFontId = mFontClient.GetFontId( fontDescription );
+ defaultFontId = mFontClient.GetFontId( fontDescription, TextAbstraction::FontClient::DEFAULT_POINT_SIZE * mFontSizeScale );
}
else
{
- defaultFontId = mFontDefaults->GetFontId( mFontClient );
+ defaultFontId = mFontDefaults->GetFontId( mFontClient, mFontDefaults->mDefaultPointSize * mFontSizeScale );
}
Text::FontMetrics fontMetrics;
const float DEFAULT_TEXTFIT_MIN = 10.f;
const float DEFAULT_TEXTFIT_MAX = 100.f;
const float DEFAULT_TEXTFIT_STEP = 1.f;
+const float DEFAULT_FONT_SIZE_SCALE = 1.f;
//Forward declarations
struct CursorInfo;
fontClient.GetDefaultPlatformFontDescription( mFontDescription );
}
- FontId GetFontId( TextAbstraction::FontClient& fontClient )
+ FontId GetFontId( TextAbstraction::FontClient& fontClient, float fontPointSize )
{
if( !mFontId )
{
- const PointSize26Dot6 pointSize = static_cast<PointSize26Dot6>( mDefaultPointSize * 64.f );
+ const PointSize26Dot6 pointSize = static_cast<PointSize26Dot6>( fontPointSize * 64.f );
mFontId = fontClient.GetFontId( mFontDescription, pointSize );
}
mTextFitMinSize( DEFAULT_TEXTFIT_MIN ),
mTextFitMaxSize( DEFAULT_TEXTFIT_MAX ),
mTextFitStepSize( DEFAULT_TEXTFIT_STEP ),
- mTextFitEnabled( false )
+ mTextFitEnabled( false ),
+ mFontSizeScale( DEFAULT_FONT_SIZE_SCALE )
{
mModel = Model::New();
float mTextFitMaxSize; ///< Maximum Font Size for text fit. Default 100
float mTextFitStepSize; ///< Step Size for font intervalse. Default 1
bool mTextFitEnabled : 1; ///< Whether the text's fit is enabled.
+ float mFontSizeScale; ///< Scale value for Font Size. Default 1.0
private:
friend ControllerImplEventHandler;
startOfSelectedText,
lengthOfSelectedText );
- fontDescriptionRun.size = static_cast<PointSize26Dot6>( size * 64.f );
+ fontDescriptionRun.size = static_cast<PointSize26Dot6>( size * controller.mImpl->mFontSizeScale * 64.f );
fontDescriptionRun.sizeDefined = true;
controller.mImpl->mTextUpdateInfo.mCharacterIndex = startOfSelectedText;
return PlaceholderHandler::GetPlaceholderTextFontSlant(*this);
}
+void Controller::SetFontSizeScale( float scale )
+{
+ mImpl->mFontSizeScale = scale;
+
+ if( mImpl->mEventData )
+ {
+ // Update the cursor position if it's in editing mode
+ if( EventData::IsEditingState( mImpl->mEventData->mState ) )
+ {
+ mImpl->mEventData->mDecoratorUpdated = true;
+ mImpl->mEventData->mUpdateCursorPosition = true; // Cursor position should be updated when the font size is updated.
+ }
+ }
+
+ // Clear the font-specific data
+ ClearFontData();
+
+ mImpl->RequestRelayout();
+}
+
+float Controller::GetFontSizeScale() const
+{
+ if( nullptr != mImpl->mFontDefaults )
+ {
+ return mImpl->mFontSizeScale;
+ }
+
+ return 1.f;
+}
+
void Controller::SetDefaultFontSize( float fontSize, FontSizeType type )
{
if( NULL == mImpl->mFontDefaults )
if( addFontSizeRun )
{
- fontDescriptionRun.size = static_cast<PointSize26Dot6>( mImpl->mEventData->mInputStyle.size * 64.f );
+ fontDescriptionRun.size = static_cast<PointSize26Dot6>( mImpl->mEventData->mInputStyle.size * mImpl->mFontSizeScale * 64.f );
fontDescriptionRun.sizeDefined = true;
}
float GetDefaultFontSize( FontSizeType type ) const;
/**
+ * @brief Set the font size scale.
+ *
+ * @param[in] scale The font size scale
+ */
+ void SetFontSizeScale( float scale );
+
+ /**
+ * @brief Get the font size scale.
+ *
+ * @return The font size scale.
+ */
+ float GetFontSizeScale() const;
+
+ /**
* @brief Sets the Placeholder text font size.
* @param[in] fontSize The placeholder text font size
* @param[in] type The font size type is point size or pixel size
if( mImpl->mCustomShader )
{
- shader = Shader::New( mImpl->mCustomShader->mVertexShader.empty() ? mImageVisualShaderFactory.GetVertexShaderSource() : mImpl->mCustomShader->mVertexShader,
- mImpl->mCustomShader->mFragmentShader.empty() ? mImageVisualShaderFactory.GetFragmentShaderSource() : mImpl->mCustomShader->mFragmentShader,
+ shader = Shader::New( mImpl->mCustomShader->mVertexShader.empty() ? mImageVisualShaderFactory.GetVertexShaderSource().data() : mImpl->mCustomShader->mVertexShader,
+ mImpl->mCustomShader->mFragmentShader.empty() ? mImageVisualShaderFactory.GetFragmentShaderSource().data() : mImpl->mCustomShader->mFragmentShader,
mImpl->mCustomShader->mHints );
shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
DALI_ENUM_TO_STRING_WITH_SCOPE( DevelArcVisual::Cap, ROUND )
DALI_ENUM_TO_STRING_TABLE_END( CAP )
-const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- uniform highp mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
- \n
- varying mediump vec2 vPosition;\n
- \n
- //Visual size and offset
- uniform mediump vec2 offset;\n
- uniform mediump vec2 size;\n
- uniform mediump vec4 offsetSizeMode;\n
- uniform mediump vec2 origin;\n
- uniform mediump vec2 anchorPoint;\n
-
- vec4 ComputeVertexPosition()\n
- {\n
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
- vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
- vPosition = aPosition* visualSize;\n
- return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
- }\n
-
- void main()\n
- {\n
- gl_Position = uMvpMatrix * ComputeVertexPosition();\n
- }\n
-);
-
-const char* FRAGMENT_SHADER_BUTT_CAP = DALI_COMPOSE_SHADER(
- varying mediump vec2 vPosition;\n
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- uniform mediump float thickness;\n
- uniform mediump float radius;\n
- uniform mediump float startAngle;\n
- uniform mediump float sweepAngle;\n
- \n
- const mediump float M_PI_OVER_2 = 1.57079632679;\n
- const mediump float M_PI = 3.14159265359;\n
- const mediump float M_PI_2 = 6.28318530718;\n
- \n
- mediump float GetOpacity()\n
- {\n
- mediump float start = radians( mod( startAngle, 360.0 ) );\n
- mediump float angle = mod( atan( vPosition.y, vPosition.x ) + M_PI_OVER_2 - start, M_PI_2 );\n
- mediump float dist = length( vPosition );\n
- if( angle <= radians( sweepAngle ) )\n
- {\n
- return smoothstep( -1.0, 1.0, thickness / 2.0 - ( abs( dist - radius ) ) );\n
- }\n
- mediump float end = radians( mod( startAngle + sweepAngle, 360.0 ) );\n
- mediump vec2 q0 = vec2( dist * cos( start - M_PI_OVER_2 ), dist * sin( start - M_PI_OVER_2 ) );\n
- mediump vec2 q1 = vec2( dist * cos( end - M_PI_OVER_2 ), dist * sin( end - M_PI_OVER_2 ) );\n
- mediump float opacity = 1.0 - smoothstep( 0.0, 2.0, min( length( vPosition - q0 ), length( vPosition - q1 ) ) );\n
- opacity *= step( 0.0, thickness / 2.0 - abs( dist - radius ) );\n
- return opacity;\n
- }\n
- void main()\n
- {\n
- gl_FragColor = vec4( mixColor, 1.0 ) * uColor;\n
- gl_FragColor.a *= GetOpacity();\n
- }\n
-);
-
-const char* FRAGMENT_SHADER_ROUND_CAP = DALI_COMPOSE_SHADER(
- varying mediump vec2 vPosition;\n
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- uniform mediump float thickness;\n
- uniform mediump float radius;\n
- uniform mediump float startAngle;\n
- uniform mediump float sweepAngle;\n
- \n
- const mediump float M_PI_OVER_2 = 1.57079632679;\n
- const mediump float M_PI_2 = 6.28318530718;\n
- \n
- mediump float GetOpacity()\n
- {\n
- mediump float start = radians( mod( startAngle, 360.0 ) );\n
- mediump float angle = mod( atan( vPosition.y, vPosition.x ) + M_PI_OVER_2 - start, M_PI_2 );\n
- mediump float dist = length( vPosition );\n
- if( angle <= radians( sweepAngle ) )\n
- {\n
- return smoothstep( -1.0, 1.0, thickness / 2.0 - ( abs( dist - radius ) ) );\n
- }\n
- mediump float end = radians( mod( startAngle + sweepAngle, 360.0 ) );\n
- mediump vec2 q0 = vec2( radius * cos( start - M_PI_OVER_2 ), radius * sin( start - M_PI_OVER_2 ) );\n
- mediump vec2 q1 = vec2( radius * cos( end - M_PI_OVER_2 ), radius * sin( end - M_PI_OVER_2 ) );\n
- return smoothstep( -1.0, 1.0, thickness / 2.0 - min( length( vPosition - q0 ), length( vPosition - q1 ) ) );\n
- }\n
- void main()\n
- {\n
- gl_FragColor = vec4( mixColor, 1.0 ) * uColor;\n
- gl_FragColor.a *= GetOpacity();\n
- }\n
-);
+const char* VERTEX_SHADER =
+ "INPUT mediump vec2 aPosition;\n"
+ "OUTPUT mediump vec2 vPosition;\n"
+
+ "uniform highp mat4 uMvpMatrix;\n"
+ "uniform highp vec3 uSize;\n"
+
+ "//Visual size and offset\n"
+ "uniform mediump vec2 offset;\n"
+ "uniform highp vec2 size;\n"
+ "uniform mediump vec4 offsetSizeMode;\n"
+ "uniform mediump vec2 origin;\n"
+ "uniform mediump vec2 anchorPoint;\n"
+
+ "vec4 ComputeVertexPosition()\n"
+ "{\n"
+ " vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n"
+ " vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n"
+ " vPosition = aPosition* visualSize;\n"
+ " return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n"
+ "}\n"
+
+ "void main()\n"
+ "{\n"
+ " gl_Position = uMvpMatrix * ComputeVertexPosition();\n"
+ "}\n";
+
+const char* FRAGMENT_SHADER_BUTT_CAP =
+ "INPUT mediump vec2 vPosition;\n"
+
+ "uniform lowp vec4 uColor;\n"
+ "uniform lowp vec3 mixColor;\n"
+ "uniform mediump float thickness;\n"
+ "uniform mediump float radius;\n"
+ "uniform mediump float startAngle;\n"
+ "uniform mediump float sweepAngle;\n"
+
+ "const mediump float M_PI_OVER_2 = 1.57079632679;\n"
+ "const mediump float M_PI = 3.14159265359;\n"
+ "const mediump float M_PI_2 = 6.28318530718;\n"
+
+ "mediump float GetOpacity()\n"
+ "{\n"
+ " mediump float start = radians( mod( startAngle, 360.0 ) );\n"
+ " mediump float angle = mod( atan( vPosition.y, vPosition.x ) + M_PI_OVER_2 - start, M_PI_2 );\n"
+ " mediump float dist = length( vPosition );\n"
+ " if( angle <= radians( sweepAngle ) )\n"
+ " {\n"
+ " return smoothstep( -1.0, 1.0, thickness / 2.0 - ( abs( dist - radius ) ) );\n"
+ " }\n"
+ " mediump float end = radians( mod( startAngle + sweepAngle, 360.0 ) );\n"
+ " mediump vec2 q0 = vec2( dist * cos( start - M_PI_OVER_2 ), dist * sin( start - M_PI_OVER_2 ) );\n"
+ " mediump vec2 q1 = vec2( dist * cos( end - M_PI_OVER_2 ), dist * sin( end - M_PI_OVER_2 ) );\n"
+ " mediump float opacity = 1.0 - smoothstep( 0.0, 2.0, min( length( vPosition - q0 ), length( vPosition - q1 ) ) );\n"
+ " opacity *= step( 0.0, thickness / 2.0 - abs( dist - radius ) );\n"
+ " return opacity;\n"
+ "}\n"
+
+ "void main()\n"
+ "{\n"
+ " OUT_COLOR = vec4( mixColor, 1.0 ) * uColor;\n"
+ " OUT_COLOR.a *= GetOpacity();\n"
+ "}\n";
+
+const char* FRAGMENT_SHADER_ROUND_CAP =
+ "INPUT mediump vec2 vPosition;\n"
+
+ "uniform lowp vec4 uColor;\n"
+ "uniform lowp vec3 mixColor;\n"
+ "uniform mediump float thickness;\n"
+ "uniform mediump float radius;\n"
+ "uniform mediump float startAngle;\n"
+ "uniform mediump float sweepAngle;\n"
+
+ "const mediump float M_PI_OVER_2 = 1.57079632679;\n"
+ "const mediump float M_PI_2 = 6.28318530718;\n"
+
+ "mediump float GetOpacity()\n"
+ "{\n"
+ " mediump float start = radians( mod( startAngle, 360.0 ) );\n"
+ " mediump float angle = mod( atan( vPosition.y, vPosition.x ) + M_PI_OVER_2 - start, M_PI_2 );\n"
+ " mediump float dist = length( vPosition );\n"
+ " if( angle <= radians( sweepAngle ) )\n"
+ " {\n"
+ " return smoothstep( -1.0, 1.0, thickness / 2.0 - ( abs( dist - radius ) ) );\n"
+ " }\n"
+ " mediump float end = radians( mod( startAngle + sweepAngle, 360.0 ) );\n"
+ " mediump vec2 q0 = vec2( radius * cos( start - M_PI_OVER_2 ), radius * sin( start - M_PI_OVER_2 ) );\n"
+ " mediump vec2 q1 = vec2( radius * cos( end - M_PI_OVER_2 ), radius * sin( end - M_PI_OVER_2 ) );\n"
+ " return smoothstep( -1.0, 1.0, thickness / 2.0 - min( length( vPosition - q0 ), length( vPosition - q1 ) ) );\n"
+ "}\n"
+
+ "void main()\n"
+ "{\n"
+ " OUT_COLOR = vec4( mixColor, 1.0 ) * uColor;\n"
+ " OUT_COLOR.a *= GetOpacity();\n"
+ "}\n";
}
shader = mFactoryCache.GetShader( VisualFactoryCache::ARC_BUTT_CAP_SHADER );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_BUTT_CAP );
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_BUTT_CAP );
mFactoryCache.SaveShader( VisualFactoryCache::ARC_BUTT_CAP_SHADER, shader );
}
}
shader = mFactoryCache.GetShader( VisualFactoryCache::ARC_ROUND_CAP_SHADER );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ROUND_CAP );
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_ROUND_CAP );
mFactoryCache.SaveShader( VisualFactoryCache::ARC_ROUND_CAP_SHADER, shader );
}
}
/*
- * Copyright (c) 2018 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
// EXTERNAL INCLUDES
#include <dali/integration-api/debug.h>
+#include <dali/devel-api/rendering/renderer-devel.h>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/visuals/border-visual-properties.h>
const char * const DRIFT_ATTRIBUTE_NAME("aDrift");
const char * const INDEX_NAME("indices");
-
-const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- attribute mediump vec2 aDrift;\n
- uniform highp mat4 uMvpMatrix;\n
- uniform highp vec3 uSize;\n
- uniform mediump float borderSize;\n
- \n
-
- //Visual size and offset
- uniform mediump vec2 offset;\n
- uniform highp vec2 size;\n
- uniform mediump vec4 offsetSizeMode;\n
- uniform mediump vec2 origin;\n
- uniform mediump vec2 anchorPoint;\n
-
- vec2 ComputeVertexPosition()\n
- {\n
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
- vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
- return (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy;\n
- }\n
-
- void main()\n
- {\n
- vec2 position = ComputeVertexPosition() + aDrift*borderSize;\n
- gl_Position = uMvpMatrix * vec4(position, 0.0, 1.0);\n
- }\n
-);
-
-const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
- uniform lowp vec4 uColor;\n
- uniform lowp vec4 borderColor;\n
- uniform lowp vec3 mixColor;\n
- \n
- void main()\n
- {\n
- gl_FragColor = vec4(mixColor, 1.0)*borderColor*uColor;\n
- }\n
-);
-
-const char* VERTEX_SHADER_ANTI_ALIASING = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- attribute mediump vec2 aDrift;\n
- uniform highp mat4 uMvpMatrix;\n
- uniform highp vec3 uSize;\n
- uniform mediump float borderSize;\n
- varying mediump float vAlpha;\n
- \n
- void main()\n
- {\n
- vec2 position = aPosition*(uSize.xy+vec2(0.75)) + aDrift*(borderSize+1.5);\n
- gl_Position = uMvpMatrix * vec4(position, 0.0, 1.0);\n
- vAlpha = min( abs(aDrift.x), abs(aDrift.y) )*(borderSize+1.5);
- }\n
-);
-
-const char* FRAGMENT_SHADER_ANTI_ALIASING = DALI_COMPOSE_SHADER(
- uniform lowp vec4 uColor;\n
- uniform lowp vec4 borderColor;\n
- uniform lowp vec3 mixColor;\n
- uniform mediump float borderSize;\n
- varying mediump float vAlpha;\n
- \n
- void main()\n
- {\n
- gl_FragColor = vec4(mixColor, 1.0)*borderColor*uColor;\n
- gl_FragColor.a *= smoothstep(0.0, 1.5, vAlpha)*smoothstep( borderSize+1.5, borderSize, vAlpha );\n
- }\n
-);
+const char* VERTEX_SHADER =
+ "INPUT mediump vec2 aPosition;\n"
+ "INPUT mediump vec2 aDrift;\n"
+
+ "uniform highp mat4 uMvpMatrix;\n"
+ "uniform highp vec3 uSize;\n"
+ "uniform mediump float borderSize;\n"
+
+ "//Visual size and offset\n"
+ "uniform mediump vec2 offset;\n"
+ "uniform highp vec2 size;\n"
+ "uniform mediump vec4 offsetSizeMode;\n"
+ "uniform mediump vec2 origin;\n"
+ "uniform mediump vec2 anchorPoint;\n"
+
+ "vec2 ComputeVertexPosition()\n"
+ "{\n"
+ " vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n"
+ " vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n"
+ " return (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy;\n"
+ "}\n"
+
+ "void main()\n"
+ "{\n"
+ " vec2 position = ComputeVertexPosition() + aDrift*borderSize;\n"
+ " gl_Position = uMvpMatrix * vec4(position, 0.0, 1.0);\n"
+ "}\n";
+
+const char* FRAGMENT_SHADER =
+ "uniform lowp vec4 uColor;\n"
+ "uniform lowp vec4 borderColor;\n"
+ "uniform lowp vec3 mixColor;\n"
+
+ "void main()\n"
+ "{\n"
+ " OUT_COLOR = vec4(mixColor, 1.0) * borderColor * uColor;\n"
+ "}\n";
+
+const char* VERTEX_SHADER_ANTI_ALIASING =
+ "INPUT mediump vec2 aPosition;\n"
+ "INPUT mediump vec2 aDrift;\n"
+ "OUTPUT mediump float vAlpha;\n"
+
+ "uniform highp mat4 uMvpMatrix;\n"
+ "uniform highp vec3 uSize;\n"
+ "uniform mediump float borderSize;\n"
+
+ "void main()\n"
+ "{\n"
+ " vec2 position = aPosition*(uSize.xy+vec2(0.75)) + aDrift*(borderSize+1.5);\n"
+ " gl_Position = uMvpMatrix * vec4(position, 0.0, 1.0);\n"
+ " vAlpha = min( abs(aDrift.x), abs(aDrift.y) )*(borderSize+1.5);"
+ "}\n";
+
+const char* FRAGMENT_SHADER_ANTI_ALIASING =
+ "INPUT mediump float vAlpha;\n"
+
+ "uniform lowp vec4 uColor;\n"
+ "uniform lowp vec4 borderColor;\n"
+ "uniform lowp vec3 mixColor;\n"
+ "uniform mediump float borderSize;\n"
+
+ "void main()\n"
+ "{\n"
+ " OUT_COLOR = vec4(mixColor, 1.0) * borderColor * uColor;\n"
+ " OUT_COLOR.a *= smoothstep(0.0, 1.5, vAlpha) * smoothstep( borderSize + 1.5, borderSize, vAlpha );\n"
+ "}\n";
}
BorderVisualPtr BorderVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
InitializeRenderer();
mBorderColorIndex = mImpl->mRenderer.RegisterProperty( Toolkit::BorderVisual::Property::COLOR, COLOR_NAME, mBorderColor );
- if( mBorderColor.a < 1.f || mAntiAliasing)
+ if( ( mBorderColor.a < 1.f || mAntiAliasing ) || IsAdvancedBlendEquationApplied() )
{
mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
}
shader = mFactoryCache.GetShader( VisualFactoryCache::BORDER_SHADER_ANTI_ALIASING );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER_ANTI_ALIASING, FRAGMENT_SHADER_ANTI_ALIASING );
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER_ANTI_ALIASING, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_ANTI_ALIASING );
mFactoryCache.SaveShader( VisualFactoryCache::BORDER_SHADER_ANTI_ALIASING, shader );
}
}
shader = mFactoryCache.GetShader( VisualFactoryCache::BORDER_SHADER );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER );
mFactoryCache.SaveShader( VisualFactoryCache::BORDER_SHADER, shader );
}
}
// EXTERNAL INCLUDES
#include <dali/integration-api/debug.h>
+#include <dali/devel-api/rendering/renderer-devel.h>
//INTERNAL INCLUDES
#include <dali-toolkit/public-api/visuals/color-visual-properties.h>
namespace
{
-const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- uniform highp mat4 uMvpMatrix;\n
- uniform highp vec3 uSize;\n
- \n
-
- //Visual size and offset
- uniform mediump vec2 offset;\n
- uniform highp vec2 size;\n
- uniform mediump vec4 offsetSizeMode;\n
- uniform mediump vec2 origin;\n
- uniform mediump vec2 anchorPoint;\n
- uniform mediump vec2 extraSize;\n
-
- vec4 ComputeVertexPosition()\n
- {\n
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n
- vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
- return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
- }\n
-
- void main()\n
- {\n
- gl_Position = uMvpMatrix * ComputeVertexPosition();\n
- }\n
-);
-
-const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- \n
- void main()\n
- {\n
- gl_FragColor = vec4(mixColor, 1.0)*uColor;\n
- }\n
-);
-
-const char* VERTEX_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- uniform highp mat4 uMvpMatrix;\n
- uniform highp vec3 uSize;\n
- varying mediump vec2 vPosition;\n
- varying mediump vec2 vRectSize;\n
- varying mediump float vCornerRadius;\n
- \n
- //Visual size and offset
- uniform mediump vec2 offset;\n
- uniform highp vec2 size;\n
- uniform mediump vec2 extraSize;\n
- uniform mediump vec4 offsetSizeMode;\n
- uniform mediump vec2 origin;\n
- uniform mediump vec2 anchorPoint;\n
- uniform mediump float cornerRadius;\n
- uniform mediump float cornerRadiusPolicy;\n
- \n
- vec4 ComputeVertexPosition()\n
- {\n
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n
- vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
- mediump float minSize = min( visualSize.x, visualSize.y );\n
- vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);\n
- vCornerRadius = min( vCornerRadius, minSize * 0.5 );\n
- vRectSize = visualSize / 2.0 - vCornerRadius;\n
- vPosition = aPosition* visualSize;\n
- return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
- }\n
- \n
- void main()\n
- {\n
- gl_Position = uMvpMatrix * ComputeVertexPosition();\n
- }\n
-);
+const char* VERTEX_SHADER =
+ "INPUT mediump vec2 aPosition;\n"
+
+ "uniform highp mat4 uMvpMatrix;\n"
+ "uniform highp vec3 uSize;\n"
+
+ "//Visual size and offset\n"
+ "uniform mediump vec2 offset;\n"
+ "uniform highp vec2 size;\n"
+ "uniform mediump vec4 offsetSizeMode;\n"
+ "uniform mediump vec2 origin;\n"
+ "uniform mediump vec2 anchorPoint;\n"
+ "uniform mediump vec2 extraSize;\n"
+
+ "vec4 ComputeVertexPosition()\n"
+ "{\n"
+ " vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n"
+ " vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n"
+ " return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n"
+ "}\n"
+
+ "void main()\n"
+ "{\n"
+ " gl_Position = uMvpMatrix * ComputeVertexPosition();\n"
+ "}\n";
+
+
+const char* FRAGMENT_SHADER =
+ "uniform lowp vec4 uColor;\n"
+ "uniform lowp vec3 mixColor;\n"
+
+ "void main()\n"
+ "{\n"
+ " OUT_COLOR = vec4(mixColor, 1.0) * uColor;\n"
+ "}\n";
+
+const char* VERTEX_SHADER_ROUNDED_CORNER =
+ "INPUT mediump vec2 aPosition;\n"
+ "OUTPUT mediump vec2 vPosition;\n"
+ "OUTPUT mediump vec2 vRectSize;\n"
+ "OUTPUT mediump float vCornerRadius;\n"
+
+ "uniform highp mat4 uMvpMatrix;\n"
+ "uniform highp vec3 uSize;\n"
+
+ "//Visual size and offset\n"
+ "uniform mediump vec2 offset;\n"
+ "uniform highp vec2 size;\n"
+ "uniform mediump vec2 extraSize;\n"
+ "uniform mediump vec4 offsetSizeMode;\n"
+ "uniform mediump vec2 origin;\n"
+ "uniform mediump vec2 anchorPoint;\n"
+ "uniform mediump float cornerRadius;\n"
+ "uniform mediump float cornerRadiusPolicy;\n"
+
+ "vec4 ComputeVertexPosition()\n"
+ "{\n"
+ " vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n"
+ " vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n"
+ " mediump float minSize = min( visualSize.x, visualSize.y );\n"
+ " vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);\n"
+ " vCornerRadius = min( vCornerRadius, minSize * 0.5 );\n"
+ " vRectSize = visualSize / 2.0 - vCornerRadius;\n"
+ " vPosition = aPosition* visualSize;\n"
+ " return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n"
+ "}\n"
+
+ "void main()\n"
+ "{\n"
+ " gl_Position = uMvpMatrix * ComputeVertexPosition();\n"
+ "}\n";
//float distance = length( max( abs( position - center ), size ) - size ) - radius;
-const char* FRAGMENT_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER(
- varying mediump vec2 vPosition;\n
- varying mediump vec2 vRectSize;\n
- varying mediump float vCornerRadius;\n
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- \n
- void main()\n
- {\n
- mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n
- gl_FragColor = uColor * vec4( mixColor, 1.0 );\n
- gl_FragColor.a *= 1.0 - smoothstep( -1.0, 1.0, dist );\n
- }\n
-);
-
-const char* VERTEX_SHADER_BLUR_EDGE = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- uniform highp mat4 uMvpMatrix;\n
- uniform highp vec3 uSize;\n
- varying mediump vec2 vPosition;\n
- varying mediump vec2 vRectSize;\n
- \n
- //Visual size and offset
- uniform mediump vec2 offset;\n
- uniform highp vec2 size;\n
- uniform mediump vec2 extraSize;\n
- uniform mediump vec4 offsetSizeMode;\n
- uniform mediump vec2 origin;\n
- uniform mediump vec2 anchorPoint;\n
- uniform mediump float blurRadius;\n
- \n
- vec4 ComputeVertexPosition()\n
- {\n
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize + blurRadius * 2.0;\n
- vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
- vRectSize = visualSize / 2.0;\n
- vPosition = aPosition* visualSize;\n
- return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
- }\n
- \n
- void main()\n
- {\n
- gl_Position = uMvpMatrix * ComputeVertexPosition();\n
- }\n
-);
-
-const char* FRAGMENT_SHADER_BLUR_EDGE = DALI_COMPOSE_SHADER(
- varying mediump vec2 vPosition;\n
- varying mediump vec2 vRectSize;\n
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- uniform mediump float blurRadius;\n
- \n
- void main()\n
- {\n
- mediump vec2 blur = 1.0 - smoothstep( vRectSize - blurRadius * 2.0, vRectSize, abs( vPosition ) );\n
- gl_FragColor = uColor * vec4( mixColor, 1.0 );\n
- gl_FragColor.a *= blur.x * blur.y;\n
- }\n
-);
+const char* FRAGMENT_SHADER_ROUNDED_CORNER =
+ "INPUT mediump vec2 vPosition;\n"
+ "INPUT mediump vec2 vRectSize;\n"
+ "INPUT mediump float vCornerRadius;\n"
+
+ "uniform lowp vec4 uColor;\n"
+ "uniform lowp vec3 mixColor;\n"
+
+ "void main()\n"
+ "{\n"
+ " mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n"
+ " OUT_COLOR = vec4(mixColor, 1.0) * uColor;\n"
+ " OUT_COLOR.a *= 1.0 - smoothstep( -1.0, 1.0, dist );\n"
+ "}\n";
+
+const char* VERTEX_SHADER_BLUR_EDGE =
+ "INPUT mediump vec2 aPosition;\n"
+ "OUTPUT mediump vec2 vPosition;\n"
+ "OUTPUT mediump vec2 vRectSize;\n"
+
+ "uniform highp mat4 uMvpMatrix;\n"
+ "uniform highp vec3 uSize;\n"
+
+ "//Visual size and offset\n"
+ "uniform mediump vec2 offset;\n"
+ "uniform highp vec2 size;\n"
+ "uniform mediump vec2 extraSize;\n"
+ "uniform mediump vec4 offsetSizeMode;\n"
+ "uniform mediump vec2 origin;\n"
+ "uniform mediump vec2 anchorPoint;\n"
+ "uniform mediump float blurRadius;\n"
+
+ "vec4 ComputeVertexPosition()\n"
+ "{\n"
+ " vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize + blurRadius * 2.0;\n"
+ " vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n"
+ " vRectSize = visualSize / 2.0;\n"
+ " vPosition = aPosition* visualSize;\n"
+ " return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n"
+ "}\n"
+
+ "void main()\n"
+ "{\n"
+ " gl_Position = uMvpMatrix * ComputeVertexPosition();\n"
+ "}\n";
+
+const char* FRAGMENT_SHADER_BLUR_EDGE =
+ "INPUT mediump vec2 vPosition;\n"
+ "INPUT mediump vec2 vRectSize;\n"
+
+ "uniform lowp vec4 uColor;\n"
+ "uniform lowp vec3 mixColor;\n"
+ "uniform mediump float blurRadius;\n"
+
+ "void main()\n"
+ "{\n"
+ " mediump vec2 blur = 1.0 - smoothstep( vRectSize - blurRadius * 2.0, vRectSize, abs( vPosition ) );\n"
+ " OUT_COLOR = vec4(mixColor, 1.0) * uColor;\n"
+ " OUT_COLOR.a *= blur.x * blur.y;\n"
+ "}\n";
}
shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER_BLUR_EDGE );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER_BLUR_EDGE, FRAGMENT_SHADER_BLUR_EDGE );
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER_BLUR_EDGE, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_BLUR_EDGE );
mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER_BLUR_EDGE, shader );
}
}
shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER );
mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER, shader );
}
}
shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER_ROUNDED_CORNER, FRAGMENT_SHADER_ROUNDED_CORNER );
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER_ROUNDED_CORNER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_ROUNDED_CORNER );
mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER, shader );
}
}
mImpl->mRenderer.RegisterProperty( BLUR_RADIUS_NAME, mBlurRadius );
- if( mImpl->mMixColor.a < 1.f || !EqualsZero( mBlurRadius ) )
+ if( mImpl->mMixColor.a < 1.f || !EqualsZero( mBlurRadius ) || IsAdvancedBlendEquationApplied() )
{
mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
}
#include <dali/public-api/object/property-array.h>
#include <dali/devel-api/scripting/enum-helper.h>
#include <dali/devel-api/scripting/scripting.h>
+#include <dali/devel-api/rendering/renderer-devel.h>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/visuals/gradient-visual-properties.h>
mImpl->mRenderer = Renderer::New( geometry, shader );
mImpl->mRenderer.SetTextures( textureSet );
- // If opaque then no need to have blending
- if( mIsOpaque )
+ // If opaque and then no need to have blending
+ if( mIsOpaque && !IsAdvancedBlendEquationApplied() )
{
mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF );
}
// INTERNAL INCLUDES
#include <dali-toolkit/internal/visuals/visual-string-constants.h>
+#include <dali/integration-api/debug.h>
namespace Dali
{
const Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f);
-const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- uniform highp mat4 uMvpMatrix;\n
- uniform highp vec3 uSize;\n
- uniform mediump vec4 pixelArea;
- varying mediump vec2 vTexCoord;\n
- \n
- //Visual size and offset
- uniform mediump vec2 offset;\n
- uniform highp vec2 size;\n
- uniform mediump vec4 offsetSizeMode;\n
- uniform mediump vec2 origin;\n
- uniform mediump vec2 anchorPoint;\n
- uniform mediump vec2 extraSize;\n
-\n
- vec4 ComputeVertexPosition()\n
- {\n
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n
- vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
- return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
- }\n
-\n
- void main()\n
- {\n
- gl_Position = uMvpMatrix * ComputeVertexPosition();\n
- vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n
- }\n
-);
-
-const char* FRAGMENT_SHADER_NO_ATLAS = DALI_COMPOSE_SHADER(
- varying mediump vec2 vTexCoord;\n
- uniform sampler2D sTexture;\n
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- uniform lowp float preMultipliedAlpha;\n
- \n
- void main()\n
- {\n
- gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n
- }\n
-);
-
-const char* FRAGMENT_SHADER_ATLAS_CLAMP = 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 preMultipliedAlpha;\n
- \n
- void main()\n
- {\n
- mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
- gl_FragColor = texture2D( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );\n
- }\n
-);
-
-const char* FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP = DALI_COMPOSE_SHADER(
- varying mediump vec2 vTexCoord;\n
- uniform sampler2D sTexture;\n
- uniform mediump vec4 uAtlasRect;\n
- // WrapMode -- 0: CLAMP; 1: REPEAT; 2: REFLECT;
- uniform lowp vec2 wrapMode;\n
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- uniform lowp float preMultipliedAlpha;\n
- \n
- mediump float wrapCoordinate( mediump vec2 range, mediump float coordinate, lowp float wrap )\n
- {\n
- mediump float coord;\n
- if( wrap > 1.5 )\n // REFLECT
- coord = 1.0-abs(fract(coordinate*0.5)*2.0 - 1.0);\n
- else \n// warp == 0 or 1
- coord = mix(coordinate, fract( coordinate ), wrap);\n
- return clamp( mix(range.x, range.y, coord), range.x, range.y );
- }\n
- \n
- void main()\n
- {\n
- mediump vec2 texCoord = vec2( wrapCoordinate( uAtlasRect.xz, vTexCoord.x, wrapMode.x ),
- wrapCoordinate( uAtlasRect.yw, vTexCoord.y, wrapMode.y ) );\n
- gl_FragColor = texture2D( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );\n
- }\n
-);
-
-const char* VERTEX_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- uniform highp mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
- uniform mediump vec4 pixelArea;
- varying mediump vec2 vTexCoord;\n
- varying mediump vec2 vPosition;\n
- varying mediump vec2 vRectSize;\n
- varying mediump float vCornerRadius;\n
- \n
- //Visual size and offset
- uniform mediump vec2 offset;\n
- uniform mediump vec2 size;\n
- uniform mediump vec4 offsetSizeMode;\n
- uniform mediump vec2 origin;\n
- uniform mediump vec2 anchorPoint;\n
- uniform mediump float cornerRadius;\n
- uniform mediump float cornerRadiusPolicy;\n
- uniform mediump vec2 extraSize;\n
- \n
- vec4 ComputeVertexPosition()\n
- {\n
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n
- vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
- mediump float minSize = min( visualSize.x, visualSize.y );\n
- vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);\n
- vCornerRadius = min( vCornerRadius, minSize * 0.5 );\n
- vRectSize = visualSize * 0.5 - vCornerRadius;\n
- vPosition = aPosition* visualSize;\n
- return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
- }\n
-\n
- void main()\n
- {\n
- gl_Position = uMvpMatrix * ComputeVertexPosition();\n
- vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n
- }\n
-);
+const char* VERTEX_SHADER =
+ "INPUT mediump vec2 aPosition;\n"
+ "OUTPUT mediump vec2 vTexCoord;\n"
+
+ "uniform highp mat4 uMvpMatrix;\n"
+ "uniform highp vec3 uSize;\n"
+ "uniform mediump vec4 pixelArea;"
+ "//Visual size and offset\n"
+
+ "uniform mediump vec2 offset;\n"
+ "uniform highp vec2 size;\n"
+ "uniform mediump vec4 offsetSizeMode;\n"
+ "uniform mediump vec2 origin;\n"
+ "uniform mediump vec2 anchorPoint;\n"
+ "uniform mediump vec2 extraSize;\n"
+
+ "vec4 ComputeVertexPosition()\n"
+ "{\n"
+ " vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n"
+ " vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n"
+ " return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n"
+ "}\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = uMvpMatrix * ComputeVertexPosition();\n"
+ " vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n"
+ "}\n";
+
+const char* FRAGMENT_SHADER_NO_ATLAS =
+ "INPUT mediump vec2 vTexCoord;\n"
+
+ "uniform sampler2D sTexture;\n"
+ "uniform lowp vec4 uColor;\n"
+ "uniform lowp vec3 mixColor;\n"
+ "uniform lowp float preMultipliedAlpha;\n"
+
+ "void main()\n"
+ "{\n"
+ " OUT_COLOR = TEXTURE( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n"
+ "}\n";
+
+
+const char* FRAGMENT_SHADER_ATLAS_CLAMP =
+ "INPUT 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 preMultipliedAlpha;\n"
+
+ "void main()\n"
+ "{\n"
+ " mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n"
+ " OUT_COLOR = TEXTURE( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );\n"
+ "}\n";
+
+
+const char* FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP =
+ "INPUT mediump vec2 vTexCoord;\n"
+
+ "uniform sampler2D sTexture;\n"
+ "uniform mediump vec4 uAtlasRect;\n"
+ "// WrapMode -- 0: CLAMP; 1: REPEAT; 2: REFLECT;"
+ "uniform lowp vec2 wrapMode;\n"
+ "uniform lowp vec4 uColor;\n"
+ "uniform lowp vec3 mixColor;\n"
+ "uniform lowp float preMultipliedAlpha;\n"
+ "mediump float wrapCoordinate( mediump vec2 range, mediump float coordinate, lowp float wrap )\n"
+
+ "{\n"
+ " mediump float coord;\n"
+ " if( wrap > 1.5 )\n // REFLECT"
+ " coord = 1.0-abs(fract(coordinate*0.5)*2.0 - 1.0);\n"
+ " else \n// warp == 0 or 1"
+ " coord = mix(coordinate, fract( coordinate ), wrap);\n"
+ " return clamp( mix(range.x, range.y, coord), range.x, range.y );"
+ "}\n"
+
+ "void main()\n"
+ "{\n"
+ " mediump vec2 texCoord = vec2( wrapCoordinate( uAtlasRect.xz, vTexCoord.x, wrapMode.x ),"
+ " wrapCoordinate( uAtlasRect.yw, vTexCoord.y, wrapMode.y ) );\n"
+ " OUT_COLOR = TEXTURE( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );\n"
+ "}\n";
+
+const char* VERTEX_SHADER_ROUNDED_CORNER =
+ "INPUT mediump vec2 aPosition;\n"
+ "OUTPUT mediump vec2 vTexCoord;\n"
+ "OUTPUT mediump vec2 vPosition;\n"
+ "OUTPUT mediump vec2 vRectSize;\n"
+ "OUTPUT mediump float vCornerRadius;\n"
+
+ "uniform highp mat4 uMvpMatrix;\n"
+ "uniform highp vec3 uSize;\n"
+ "uniform mediump vec4 pixelArea;"
+
+ "//Visual size and offset\n"
+ "uniform mediump vec2 offset;\n"
+ "uniform highp vec2 size;\n"
+ "uniform mediump vec4 offsetSizeMode;\n"
+ "uniform mediump vec2 origin;\n"
+ "uniform mediump vec2 anchorPoint;\n"
+ "uniform mediump float cornerRadius;\n"
+ "uniform mediump float cornerRadiusPolicy;\n"
+ "uniform mediump vec2 extraSize;\n"
+
+ "vec4 ComputeVertexPosition()\n"
+ "{\n"
+ " vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n"
+ " vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n"
+ " mediump float minSize = min( visualSize.x, visualSize.y );\n"
+ " vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);\n"
+ " vCornerRadius = min( vCornerRadius, minSize * 0.5 );\n"
+ " vRectSize = visualSize * 0.5 - vCornerRadius;\n"
+ " vPosition = aPosition* visualSize;\n"
+ " return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n"
+ "}\n"
+
+ "void main()\n"
+ "{\n"
+ " gl_Position = uMvpMatrix * ComputeVertexPosition();\n"
+ " vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n"
+ "}\n";
+
//float distance = length( max( abs( position - center ), size ) - size ) - radius;
-const char* FRAGMENT_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER(
- varying mediump vec2 vTexCoord;\n
- varying mediump vec2 vPosition;\n
- varying mediump vec2 vRectSize;\n
- varying mediump float vCornerRadius;\n
- uniform sampler2D sTexture;\n
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- uniform lowp float preMultipliedAlpha;\n
- \n
- void main()\n
- {\n
- mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n
- mediump float opacity = 1.0 - smoothstep( -1.0, 1.0, dist );\n
- gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n
- gl_FragColor.a *= opacity;\n
- gl_FragColor.rgb *= mix( 1.0, opacity, preMultipliedAlpha );\n
- }\n
-);
+const char* FRAGMENT_SHADER_ROUNDED_CORNER =
+ "INPUT mediump vec2 vTexCoord;\n"
+ "INPUT mediump vec2 vPosition;\n"
+ "INPUT mediump vec2 vRectSize;\n"
+ "INPUT mediump float vCornerRadius;\n"
+
+ "uniform sampler2D sTexture;\n"
+ "uniform lowp vec4 uColor;\n"
+ "uniform lowp vec3 mixColor;\n"
+ "uniform lowp float preMultipliedAlpha;\n"
+
+ "void main()\n"
+ "{\n"
+ " mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n"
+ " mediump float opacity = 1.0 - smoothstep( -1.0, 1.0, dist );\n"
+
+ " OUT_COLOR = TEXTURE( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n"
+ " OUT_COLOR.a *= opacity;\n"
+ " OUT_COLOR.rgb *= mix( 1.0, opacity, preMultipliedAlpha );\n"
+ "}\n";
+
+// global string variable to caching complate vertex shader
+static std::string gVertexShader;
+
+// global string variable to caching complate fragment shader (no atlas)
+static std::string gFragmentShaderNoAtlas;
} // unnamed namespace
shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP );
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_ATLAS_CLAMP );
shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP, shader );
}
shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP );
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP );
shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP, shader );
}
shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER_ROUNDED_CORNER, FRAGMENT_SHADER_ROUNDED_CORNER );
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER_ROUNDED_CORNER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_ROUNDED_CORNER );
shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER, shader );
}
shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_NO_ATLAS );
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_NO_ATLAS );
shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER, shader );
}
return shader;
}
-const char* ImageVisualShaderFactory::GetVertexShaderSource()
+std::string_view ImageVisualShaderFactory::GetVertexShaderSource()
{
- return VERTEX_SHADER;
+ if(gVertexShader.empty())
+ {
+ gVertexShader = Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER;
+ }
+
+ return gVertexShader;
}
-const char* ImageVisualShaderFactory::GetFragmentShaderSource()
+std::string_view ImageVisualShaderFactory::GetFragmentShaderSource()
{
- return FRAGMENT_SHADER_NO_ATLAS;
+ if(gFragmentShaderNoAtlas.empty())
+ {
+ gFragmentShaderNoAtlas = Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_NO_ATLAS;
+ }
+ return gFragmentShaderNoAtlas;
}
} // namespace Internal
// INTERNAL INCLUDES
#include <dali-toolkit/internal/visuals/visual-factory-cache.h>
+#include <string_view>
namespace Dali
{
* Request the default vertex shader source.
* @return The default vertex shader source.
*/
- const char* GetVertexShaderSource();
+ std::string_view GetVertexShaderSource();
/**
* Request the default fragment shader source.
* @return The default fragment shader source.
*/
- const char* GetFragmentShaderSource();
+ std::string_view GetFragmentShaderSource();
protected:
}
else
{
- vertexShader = mImageVisualShaderFactory.GetVertexShaderSource();
+ vertexShader = mImageVisualShaderFactory.GetVertexShaderSource().data();
}
std::string fragmentShader;
}
else
{
- fragmentShader = mImageVisualShaderFactory.GetFragmentShaderSource();
+ fragmentShader = mImageVisualShaderFactory.GetFragmentShaderSource().data();
}
// If the texture is native, we may need to change prefix and sampler in
}
else
{
- shader = Shader::New( mImpl->mCustomShader->mVertexShader.empty() ? mImageVisualShaderFactory.GetVertexShaderSource() : mImpl->mCustomShader->mVertexShader,
- mImpl->mCustomShader->mFragmentShader.empty() ? mImageVisualShaderFactory.GetFragmentShaderSource() : mImpl->mCustomShader->mFragmentShader,
+ shader = Shader::New( mImpl->mCustomShader->mVertexShader.empty() ? mImageVisualShaderFactory.GetVertexShaderSource().data() : mImpl->mCustomShader->mVertexShader,
+ mImpl->mCustomShader->mFragmentShader.empty() ? mImageVisualShaderFactory.GetFragmentShaderSource().data() : mImpl->mCustomShader->mFragmentShader,
mImpl->mCustomShader->mHints );
shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
{
auto textureId = textureInfo.textureId;
mLoadQueue.PushBack( LoadQueueElement( textureId, observer) );
+
+ observer->DestructionSignal().Connect( this, &TextureManager::ObserverDestroyed );
}
void TextureManager::LoadTexture( TextureInfo& textureInfo, TextureUploadObserver* observer )
{
for( auto&& element : mLoadQueue )
{
+ if( !element.mObserver )
+ {
+ continue;
+ }
+
int cacheIndex = GetCacheIndexFromId( element.mTextureId );
if( cacheIndex != INVALID_CACHE_INDEX )
{
}
}
}
+
+ // Remove element from the LoadQueue
+ for( auto&& element : mLoadQueue )
+ {
+ if( element.mObserver == observer )
+ {
+ element.mObserver = nullptr;
+ }
+ }
}
/*
- * Copyright (c) 2018 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
return mImpl->mFlags & Impl::IS_PREMULTIPLIED_ALPHA;
}
+bool Visual::Base::IsAdvancedBlendEquationApplied() const
+{
+ return IsPreMultipliedAlphaEnabled() && DevelRenderer::IsAdvancedBlendEquationApplied( mImpl->mRenderer );
+}
+
void Visual::Base::DoSetOffScene( Actor& actor )
{
actor.RemoveRenderer( mImpl->mRenderer );
Vector3(mImpl->mMixColor) );
}
- if( mImpl->mMixColor.a < 1.f )
+ if( mImpl->mMixColor.a < 1.f || IsAdvancedBlendEquationApplied() )
{
mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
}
{
mImpl->mRenderer.SetProperty( mImpl->mMixColorIndex, Vector3(color) );
mImpl->mRenderer.SetProperty( DevelRenderer::Property::OPACITY, color.a );
- if( color.a < 1.f )
+ if( color.a < 1.f || IsAdvancedBlendEquationApplied() )
{
mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
}
{
// Ensure the blend mode is turned on if we are animating opacity, and
// turned off after the animation ends if the final value is opaque
- if( ! isInitialOpaque || mImpl->mMixColor.a < 1.0f )
+ if( ( ! isInitialOpaque || mImpl->mMixColor.a < 1.0f ) ||
+ ( mImpl->mRenderer && IsAdvancedBlendEquationApplied() ) )
{
if( mImpl->mRenderer )
{
if( mImpl->mRenderer )
{
DALI_LOG_INFO( gVisualBaseLogFilter, Debug::General, "Visual::Base::OnMixColorFinished()\n");
- mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE,
- ( mImpl->mMixColor.a < 1.0 ) ? BlendMode::ON : BlendMode::AUTO );
+
+ if( mImpl->mMixColor.a >= 1.f &&
+ !IsAdvancedBlendEquationApplied() )
+ {
+ mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO );
+ }
+ else
+ {
+ mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
+ }
}
delete mImpl->mBlendSlotDelegate;
mImpl->mBlendSlotDelegate = NULL;
bool IsPreMultipliedAlphaEnabled() const;
/**
+ * @brief Query whether advanced blend equation is applied.
+ *
+ * @return True is advanced blend equation is applied, false otherwise.
+ */
+ bool IsAdvancedBlendEquationApplied() const;
+
+ /**
* @brief Sets properties of custom shader
* @param[in] propertyMap Property map containing the custom shader data
*/
{
const unsigned int TOOLKIT_MAJOR_VERSION = 2;
const unsigned int TOOLKIT_MINOR_VERSION = 0;
-const unsigned int TOOLKIT_MICRO_VERSION = 0;
+const unsigned int TOOLKIT_MICRO_VERSION = 1;
const char* const TOOLKIT_BUILD_DATE = __DATE__ " " __TIME__;
#ifdef DEBUG_ENABLED
Name: dali2-toolkit
Summary: Dali 3D engine Toolkit
-Version: 2.0.0
+Version: 2.0.1
Release: 1
Group: System/Libraries
License: Apache-2.0 and BSD-3-Clause and MIT