const Vector2 DEFAULT_ATLAS_SIZE( 512.0f, 512.0f );
const Vector2 DEFAULT_BLOCK_SIZE( 16.0f, 16.0f );
const Vector2 PADDING( 4.0f, 4.0f ); // Allow for variation in font glyphs
+ const float ZERO( 0.0f );
+ const float HALF( 0.5f );
+ const float ONE( 1.0f );
+ const float TWO( 2.0f );
}
struct AtlasRenderer::Impl : public ConnectionTracker
const Vector4& textColor,
const Vector2& shadowOffset,
const Vector4& shadowColor,
- float underlineEnabled,
- const Vector4& underlineColor )
+ bool underlineEnabled,
+ const Vector4& underlineColor,
+ float underlineHeight )
{
AtlasManager::AtlasSlot slot;
std::vector< MeshRecord > meshContainer;
Vector< Extent > extents;
- float currentUnderlinePosition = 0.0f;
- float currentUnderlineThickness = 0.0f;
+ float currentUnderlinePosition = ZERO;
+ float currentUnderlineThickness = underlineHeight;
+
FontId lastFontId = 0;
Style style = STYLE_NORMAL;
- if ( shadowOffset.x != 0.0f || shadowOffset.y != 0.0f )
+ if ( fabsf( shadowOffset.x ) > Math::MACHINE_EPSILON_1 || fabsf( shadowOffset.y ) > Math::MACHINE_EPSILON_1 )
{
style = STYLE_DROP_SHADOW;
}
// We need to fetch fresh font underline metrics
FontMetrics fontMetrics;
mFontClient.GetFontMetrics( glyph.fontId, fontMetrics );
- currentUnderlinePosition = fontMetrics.underlinePosition;
- currentUnderlineThickness = fontMetrics.underlineThickness;
+ currentUnderlinePosition = ceil( fabsf( fontMetrics.underlinePosition ) );
+ float descender = ceil( fabsf( fontMetrics.descender ) );
+
+ if ( underlineHeight == ZERO )
+ {
+ currentUnderlineThickness = fontMetrics.underlineThickness;
+
+ // Ensure underline will be at least a pixel high
+ if ( currentUnderlineThickness < ONE )
+ {
+ currentUnderlineThickness = ONE;
+ }
+ else
+ {
+ currentUnderlineThickness = ceil( currentUnderlineThickness );
+ }
+ }
- // Ensure that an underline is at least 1 pixel high
- if ( currentUnderlineThickness < 1.0f )
+ // Clamp the underline position at the font descender and check for ( as EFL describes it ) a broken font
+ if ( currentUnderlinePosition > descender )
{
- currentUnderlineThickness = 1.0f;
+ currentUnderlinePosition = descender;
+ }
+ if ( ZERO == currentUnderlinePosition )
+ {
+ // Move offset down by one ( EFL behavior )
+ currentUnderlinePosition = ONE;
}
}
uint32_t index = 0;
for ( std::vector< MeshRecord >::iterator mIt = meshContainer.begin(); mIt != meshContainer.end(); ++mIt, ++index )
{
- if ( slot.mAtlasId == mIt->mAtlasId )
+ if ( slot.mAtlasId == mIt->mAtlasId && color == mIt->mColor )
{
// Stitch the mesh to the existing mesh and adjust any extents
mGlyphManager.StitchMesh( mIt->mMeshData, newMeshData );
AdjustExtents( extents,
meshContainer,
index,
- color,
left,
right,
baseLine,
AdjustExtents( extents,
meshContainer,
meshContainer.size() - 1u,
- color,
left,
right,
baseLine,
void AdjustExtents( Vector< Extent >& extents,
std::vector< MeshRecord>& meshRecords,
uint32_t index,
- const Vector4& color,
float left,
float right,
float baseLine,
{
if ( Equals( baseLine, eIt->mBaseLine ) )
{
- // If we've found an extent with the same color then we don't need to create a new extent
- if ( color == meshRecords[ index ].mColor )
+ foundExtent = true;
+ if ( left < eIt->mLeft )
{
- foundExtent = true;
- if ( left < eIt->mLeft )
- {
- eIt->mLeft = left;
- }
- if ( right > eIt->mRight )
- {
- eIt->mRight = right;
- }
+ eIt->mLeft = left;
}
- // Font metrics use negative values for lower underline positions
- if ( underlinePosition < eIt->mUnderlinePosition )
+ if ( right > eIt->mRight )
+ {
+ eIt->mRight = right;
+ }
+
+ if ( underlinePosition > eIt->mUnderlinePosition )
{
eIt->mUnderlinePosition = underlinePosition;
}
const Vector4& textColor )
{
MeshData newMeshData;
- const float zero = 0.0f;
- const float half = 0.5f;
-
for ( Vector< Extent >::ConstIterator eIt = extents.Begin(); eIt != extents.End(); ++eIt )
{
MeshData::VertexContainer newVerts;
Vector2 uv = mGlyphManager.GetAtlasSize( meshRecords[ index ].mAtlasId );
// Make sure we don't hit texture edge for single pixel texture ( filled pixel is in top left of every atlas )
- float u = half / uv.x;
- float v = half / uv.y;
+ float u = HALF / uv.x;
+ float v = HALF / uv.y;
float thickness = eIt->mUnderlineThickness;
- float baseLine = eIt->mBaseLine - eIt->mUnderlinePosition - ( thickness * 0.5f );
+ float baseLine = eIt->mBaseLine + eIt->mUnderlinePosition - ( thickness * HALF );
float tlx = eIt->mLeft;
float brx = eIt->mRight;
- newVerts.push_back( MeshData::Vertex( Vector3( tlx, baseLine, zero ),
- Vector2( zero, zero ),
- Vector3( zero, zero, zero ) ) );
+ newVerts.push_back( MeshData::Vertex( Vector3( tlx, baseLine, ZERO ),
+ Vector2::ZERO,
+ Vector3::ZERO ) );
- newVerts.push_back( MeshData::Vertex( Vector3( brx, baseLine, zero ),
- Vector2( u, zero ),
- Vector3( zero, zero, zero ) ) );
+ newVerts.push_back( MeshData::Vertex( Vector3( brx, baseLine, ZERO ),
+ Vector2( u, ZERO ),
+ Vector3::ZERO ) );
- newVerts.push_back( MeshData::Vertex( Vector3( tlx, baseLine + thickness, zero ),
- Vector2( zero, v ),
- Vector3( zero, zero, zero ) ) );
+ newVerts.push_back( MeshData::Vertex( Vector3( tlx, baseLine + thickness, ZERO ),
+ Vector2( ZERO, v ),
+ Vector3::ZERO ) );
- newVerts.push_back( MeshData::Vertex( Vector3( brx, baseLine + thickness, zero ),
+ newVerts.push_back( MeshData::Vertex( Vector3( brx, baseLine + thickness, ZERO ),
Vector2( u, v ),
- Vector3( zero, zero, zero ) ) );
+ Vector3::ZERO ) );
newMeshData.SetVertices( newVerts );
newMeshData.SetFaceIndices( mFace );
{
// Scan vertex buffer to determine width and height of effect buffer needed
MeshData::VertexContainer verts = meshRecord.mMeshData.GetVertices();
- const float one = 1.0f;
- const float zero = 0.0f;
float tlx = verts[ 0 ].x;
float tly = verts[ 0 ].y;
- float brx = zero;
- float bry = zero;
+ float brx = ZERO;
+ float bry = ZERO;
for ( uint32_t i = 0; i < verts.size(); ++i )
{
float width = brx - tlx;
float height = bry - tly;
- float divWidth = 2.0f / width;
- float divHeight = 2.0f / height;
+ float divWidth = TWO / width;
+ float divHeight = TWO / height;
// Create a buffer to render to
meshRecord.mBuffer = FrameBufferImage::New( width, height );
MeshData::VertexContainer vertices;
MeshData::FaceIndices face;
- vertices.push_back( MeshData::Vertex( Vector3( tlx + shadowOffset.x, tly + shadowOffset.y, zero ),
- Vector2( zero, zero ),
- Vector3( zero, zero, zero ) ) );
+ vertices.push_back( MeshData::Vertex( Vector3( tlx + shadowOffset.x, tly + shadowOffset.y, ZERO ),
+ Vector2::ZERO,
+ Vector3::ZERO ) );
- vertices.push_back( MeshData::Vertex( Vector3( brx + shadowOffset.x, tly + shadowOffset.y, zero ),
- Vector2( one, zero ),
- Vector3( zero, zero, zero ) ) );
+ vertices.push_back( MeshData::Vertex( Vector3( brx + shadowOffset.x, tly + shadowOffset.y, ZERO ),
+ Vector2( ONE, ZERO ),
+ Vector3::ZERO ) );
- vertices.push_back( MeshData::Vertex( Vector3( tlx + shadowOffset.x, bry + shadowOffset.y, zero ),
- Vector2( zero, one ),
- Vector3( zero, zero, zero ) ) );
+ vertices.push_back( MeshData::Vertex( Vector3( tlx + shadowOffset.x, bry + shadowOffset.y, ZERO ),
+ Vector2( ZERO, ONE ),
+ Vector3::ZERO ) );
- vertices.push_back( MeshData::Vertex( Vector3( brx + shadowOffset.x, bry + shadowOffset.y, zero ),
- Vector2( one, one ),
- Vector3( zero, zero, zero ) ) );
+ vertices.push_back( MeshData::Vertex( Vector3( brx + shadowOffset.x, bry + shadowOffset.y, ZERO ),
+ Vector2::ONE,
+ Vector3::ZERO ) );
MeshData meshData;
Material newMaterial = Material::New("effect buffer");
for ( uint32_t i = 0; i < verts.size(); ++i )
{
MeshData::Vertex vertex = verts[ i ];
- vertex.x = ( ( vertex.x - tlx ) * divWidth ) - one;
- vertex.y = ( ( vertex.y - tly ) * divHeight ) - one;
+ vertex.x = ( ( vertex.x - tlx ) * divWidth ) - ONE;
+ vertex.y = ( ( vertex.y - tly ) * divHeight ) - ONE;
newVerts.push_back( vertex );
}
view.GetShadowOffset(),
view.GetShadowColor(),
view.IsUnderlineEnabled(),
- view.GetUnderlineColor() );
+ view.GetUnderlineColor(),
+ view.GetUnderlineHeight() );
}
return mImpl->mActor;
}
{
enum
{
- RENDERING_BACKEND = PROPERTY_START_INDEX, ///< name "rendering-backend", The type or rendering e.g. bitmap-based, type INT
- TEXT, ///< name "text", The text to display in UTF-8 format, type STRING
- FONT_FAMILY, ///< name "font-family", The requested font family, type STRING
- FONT_STYLE, ///< name "font-style", The requested font style e.g. Regular/Italic, type STRING
- POINT_SIZE, ///< name "point-size", The size of font in points, type FLOAT
- MULTI_LINE, ///< name "multi-line", The single-line or multi-line layout option, type BOOLEAN
- HORIZONTAL_ALIGNMENT, ///< name "horizontal-alignment", The line horizontal alignment, type STRING, values "BEGIN", "CENTER", "END"
- VERTICAL_ALIGNMENT, ///< name "vertical-alignment", The line vertical alignment, type STRING, values "TOP", "CENTER", "BOTTOM"
- TEXT_COLOR, ///< name "text-color", The text color, type VECTOR4
- SHADOW_OFFSET, ///< name "shadow-offset", The drop shadow offset 0 indicates no shadow, type VECTOR2
- SHADOW_COLOR, ///< name "shadow-color", The color of a drop shadow, type VECTOR4
- UNDERLINE_ENABLED, ///< name "underline-enabled", The underline enabled flag type BOOLEAN
- UNDERLINE_COLOR, ///< name "underline-color", The color of the underline type VECTOR4
+ RENDERING_BACKEND = PROPERTY_START_INDEX, ///< name "rendering-backend", The type or rendering e.g. bitmap-based, type INT
+ TEXT, ///< name "text", The text to display in UTF-8 format, type STRING
+ FONT_FAMILY, ///< name "font-family", The requested font family, type STRING
+ FONT_STYLE, ///< name "font-style", The requested font style e.g. Regular/Italic, type STRING
+ POINT_SIZE, ///< name "point-size", The size of font in points, type FLOAT
+ MULTI_LINE, ///< name "multi-line", The single-line or multi-line layout option, type BOOLEAN
+ HORIZONTAL_ALIGNMENT, ///< name "horizontal-alignment", The line horizontal alignment, type STRING, values "BEGIN", "CENTER", "END"
+ VERTICAL_ALIGNMENT, ///< name "vertical-alignment", The line vertical alignment, type STRING, values "TOP", "CENTER", "BOTTOM"
+ TEXT_COLOR, ///< name "text-color", The text color, type VECTOR4
+ SHADOW_OFFSET, ///< name "shadow-offset", The drop shadow offset 0 indicates no shadow, type VECTOR2
+ SHADOW_COLOR, ///< name "shadow-color", The color of a drop shadow, type VECTOR4
+ UNDERLINE_ENABLED, ///< name "underline-enabled", The underline enabled flag, type BOOLEAN
+ UNDERLINE_COLOR, ///< name "underline-color", The color of the underline, type VECTOR4
+ UNDERLINE_HEIGHT ///< name "underline-height", Overrides the underline height from font metrics, type FLOAT
};
};