2 * Copyright (c) 2017 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali-toolkit/internal/text/text-scroller.h>
22 #include <dali/public-api/common/stage.h>
23 #include <dali/public-api/images/frame-buffer-image.h>
24 #include <dali/public-api/render-tasks/render-task-list.h>
25 #include <dali/public-api/rendering/geometry.h>
26 #include <dali/public-api/rendering/renderer.h>
27 #include <dali/public-api/rendering/sampler.h>
28 #include <dali/public-api/rendering/shader.h>
29 #include <dali/devel-api/images/texture-set-image.h>
30 #include <dali/integration-api/debug.h>
33 #include <dali-toolkit/internal/text/text-scroller-interface.h>
44 #if defined ( DEBUG_ENABLED )
45 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, true, "LOG_TEXT_SCROLLING");
48 const int MINIMUM_SCROLL_SPEED = 1; // Speed should be set by Property system.
50 const char* VERTEX_SHADER_SCROLL = DALI_COMPOSE_SHADER(
51 attribute mediump vec2 aPosition;\n
52 varying highp vec2 vTexCoord;\n
53 varying highp float vRatio;\n
54 uniform mediump mat4 uModelMatrix;\n
55 uniform mediump mat4 uViewMatrix;\n
56 uniform mediump mat4 uProjection;\n
57 uniform mediump vec3 uSize;\n
58 uniform mediump float uDelta;\n
59 uniform mediump vec2 uTextureSize;
60 uniform mediump float uGap;\n
61 uniform mediump float uAlign;\n
66 highp vec4 vertexPosition = vec4(aPosition*uSize.xy, 0.0, 1.0);\n
67 vertexPosition = uViewMatrix * uModelMatrix * vertexPosition ;\n
68 vertexPosition.x = floor( vertexPosition.x ) + 0.5;
69 vertexPosition.y = floor( vertexPosition.y ) + 0.5;
70 float smallTextPadding = max(uSize.x - uTextureSize.x, 0. );\n
71 float gap = max( uGap, smallTextPadding );\n
72 float delta = floor ( uDelta ) + 0.5;
73 vTexCoord.x = ( delta + ( uAlign * ( uTextureSize.x - uSize.x ) ) + ( aPosition.x * uSize.x ) )/ ( uTextureSize.x + gap );\n
74 vTexCoord.y = ( 0.5 + floor( aPosition.y * uSize.y ) )/ ( uTextureSize.y ) ;\n
75 vRatio = uTextureSize.x / ( uTextureSize.x + gap );\n
76 gl_Position = uProjection * vertexPosition;
81 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
82 varying highp vec2 vTexCoord;\n
83 varying highp float vRatio;\n
84 uniform sampler2D sTexture;\n
88 highp vec2 texCoord;\n
89 texCoord.y = vTexCoord.y;\n
90 texCoord.x = fract( vTexCoord.x ) / vRatio;\n
91 if ( texCoord.x > 1.0 )\n
94 gl_FragColor = texture2D( sTexture, texCoord );\n
99 * @brief How the text should be aligned when scrolling the text.
101 * 0.0f aligns the text to the left, 1.0f aligns the text to the right.
102 * The final alignment depends on three factors:
103 * 1) The alignment value of the text label (Use Text::Layout::HorizontalAlignment enumerations).
104 * 2) The text direction, i.e. whether it's LTR or RTL (0 = LTR, 1 = RTL).
105 * 3) Whether the text is greater than the size of the control ( 0 = Text width <= Control width, 1 = Text width > Control width ).
107 const float ALIGNMENT_TABLE[ Text::Layout::HORIZONTAL_ALIGN_COUNT ][ 2 ][ 2 ] =
109 // HORIZONTAL_ALIGN_BEGIN
112 0.0f, // Text width <= Control width
113 0.0f // Text width > Control width
116 1.0f, // Text width <= Control width
117 1.0f // Text width > Control width
121 // HORIZONTAL_ALIGN_CENTER
124 0.5f, // Text width <= Control width
125 0.0f // Text width > Control width
128 0.5f, // Text width <= Control width
129 1.0f // Text width > Control width
133 // HORIZONTAL_ALIGN_END
136 1.0f, // Text width <= Control width
137 0.0f // Text width > Control width
140 0.0f, // Text width <= Control width
141 1.0f // Text width > Control width
147 * @brief Create and set up a camera for the render task to use
149 * @param[in] sizeOfTarget size of the source camera to look at
150 * @param[out] offscreenCamera custom camera
152 void CreateCameraActor( const Size& sizeOfTarget, CameraActor& offscreenCamera )
154 offscreenCamera = CameraActor::New();
155 offscreenCamera.SetOrthographicProjection( sizeOfTarget );
156 offscreenCamera.SetInvertYAxis( true );
160 * @brief Create a render task
162 * @param[in] sourceActor actor to be used as source
163 * @param[in] cameraActor camera looking at source
164 * @param[in] offscreenTarget resulting image from render task
165 * @param[out] renderTask render task that has been setup
167 void CreateRenderTask( Actor sourceActor, CameraActor cameraActor , FrameBufferImage offscreenTarget, RenderTask& renderTask )
169 Stage stage = Stage::GetCurrent();
170 RenderTaskList taskList = stage.GetRenderTaskList();
171 renderTask = taskList.CreateTask();
172 renderTask.SetSourceActor( sourceActor );
173 renderTask.SetExclusive( true );
174 renderTask.SetInputEnabled( false );
175 renderTask.SetClearEnabled( true );
176 renderTask.SetCameraActor( cameraActor );
177 renderTask.SetTargetFrameBuffer( offscreenTarget );
178 renderTask.SetClearColor( Color::TRANSPARENT );
179 renderTask.SetCullMode( false );
183 * @brief Create quad geometry for the mesh
185 * @param[out] geometry quad geometry that can be used for a mesh
187 void CreateGeometry( Geometry& geometry )
189 struct QuadVertex { Vector2 position; };
191 QuadVertex quadVertexData[4] =
193 { Vector2( 0.0f, 0.0f) },
194 { Vector2( 1.0f, 0.0f) },
195 { Vector2( 0.0f, 1.0f) },
196 { Vector2( 1.0f, 1.0f) },
199 const unsigned short indices[6] =
204 Property::Map quadVertexFormat;
205 quadVertexFormat["aPosition"] = Property::VECTOR2;
206 PropertyBuffer quadVertices = PropertyBuffer::New( quadVertexFormat );
207 quadVertices.SetData(quadVertexData, 4 );
209 geometry = Geometry::New();
210 geometry.AddVertexBuffer( quadVertices );
211 geometry.SetIndexBuffer( indices, sizeof(indices)/sizeof(indices[0]) );
216 * @brief Create a renderer
218 * @param[in] frameBufferImage texture to be used
219 * @param[out] renderer mesh renderer using the supplied texture
221 void CreateRenderer( FrameBufferImage frameBufferImage, Dali::Renderer& renderer )
223 Shader shader = Shader::New( VERTEX_SHADER_SCROLL , FRAGMENT_SHADER, Shader::Hint::NONE );
225 Sampler sampler = Sampler::New();
226 sampler.SetFilterMode(FilterMode::LINEAR, FilterMode::LINEAR );
228 TextureSet textureSet = TextureSet::New();
229 TextureSetImage( textureSet, 0u, frameBufferImage );
230 textureSet.SetSampler( 0u, sampler );
232 Geometry meshGeometry;
233 CreateGeometry( meshGeometry );
235 renderer = Renderer::New( meshGeometry, shader );
236 renderer.SetProperty( Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, true );
237 renderer.SetTextures( textureSet );
245 TextScrollerPtr TextScroller::New( ScrollerInterface& scrollerInterface )
247 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::New\n" );
249 TextScrollerPtr textScroller( new TextScroller( scrollerInterface) );
253 void TextScroller::SetGap( int gap )
255 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetGap gap[%d]\n", gap );
256 mWrapGap = static_cast<float>(gap);
259 int TextScroller::GetGap() const
261 return static_cast<int>(mWrapGap);
264 void TextScroller::SetSpeed( int scrollSpeed )
266 mScrollSpeed = std::max( MINIMUM_SCROLL_SPEED, scrollSpeed );
269 int TextScroller::GetSpeed() const
274 void TextScroller::SetLoopCount( int loopCount )
276 if ( loopCount >= 0 )
278 mLoopCount = loopCount;
281 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetLoopCount [%d] Status[%s]\n", mLoopCount, (loopCount)?"looping":"stop" );
284 int TextScroller::GetLoopCount() const
289 void TextScroller::SetLoopDelay( float delay )
294 float TextScroller::GetLoopDelay() const
299 void TextScroller::SetStopMode( DevelTextLabel::AutoScrollStopMode::Type stopMode )
301 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetAutoScrollStopMode [%s]\n",(stopMode == DevelTextLabel::AutoScrollStopMode::IMMEDIATE)?"IMMEDIATE":"FINISH_LOOP" );
302 mStopMode = stopMode;
305 void TextScroller::StopScrolling()
307 if ( mScrollAnimation && mScrollAnimation.GetState() == Animation::PLAYING )
311 case DevelTextLabel::AutoScrollStopMode::IMMEDIATE:
313 mScrollAnimation.Stop();
315 mScrollerInterface.ScrollingFinished();
318 case DevelTextLabel::AutoScrollStopMode::FINISH_LOOP:
320 mScrollAnimation.SetLoopCount( 1 ); // As animation already playing this allows the current animation to finish instead of trying to stop mid-way
325 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Undifined AutoScrollStopMode\n" );
331 DevelTextLabel::AutoScrollStopMode::Type TextScroller::GetStopMode() const
336 Actor TextScroller::GetSourceCamera() const
338 return mOffscreenCameraActor;
341 Actor TextScroller::GetScrollingText() const
343 return mScrollingTextActor;
346 TextScroller::TextScroller( ScrollerInterface& scrollerInterface ) : mScrollerInterface( scrollerInterface ),
347 mScrollDeltaIndex( Property::INVALID_INDEX ),
348 mScrollSpeed( MINIMUM_SCROLL_SPEED ),
352 mStopMode( DevelTextLabel::AutoScrollStopMode::FINISH_LOOP )
354 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller Default Constructor\n" );
357 TextScroller::~TextScroller()
362 void TextScroller::SetParameters( Actor sourceActor, const Size& controlSize, const Size& offScreenSize, CharacterDirection direction, float alignmentOffset, Layout::HorizontalAlignment horizontalAlignment )
364 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters controlSize[%f,%f] offscreenSize[%f,%f] direction[%d] alignmentOffset[%f]\n",
365 controlSize.x, controlSize.y, offScreenSize.x, offScreenSize.y, direction, alignmentOffset );
367 CleanUp(); // If already scrolling then restart with new parameters
369 float animationProgress = 0.0f;
370 int remainedLoop = mLoopCount;
371 if ( mScrollAnimation )
373 if( mScrollAnimation.GetState() == Animation::PLAYING )
375 animationProgress = mScrollAnimation.GetCurrentProgress();
377 if( mLoopCount > 0 ) // If not a ininity loop, then calculate remained loop
379 remainedLoop = mLoopCount - ( mScrollAnimation.GetCurrentLoop() );
380 remainedLoop = ( remainedLoop <= 0 ? 1 : remainedLoop );
383 mScrollAnimation.Clear();
386 FrameBufferImage offscreenRenderTargetForText = FrameBufferImage::New( offScreenSize.width, offScreenSize.height, Pixel::RGBA8888 );
389 CreateCameraActor( offScreenSize, mOffscreenCameraActor );
390 CreateRenderer( offscreenRenderTargetForText, renderer );
391 CreateRenderTask( sourceActor, mOffscreenCameraActor, offscreenRenderTargetForText, mRenderTask );
393 float xPosition = 0.0f;
394 switch( horizontalAlignment )
396 case Layout::HORIZONTAL_ALIGN_BEGIN:
398 // Reposition camera to match alignment of target, RTL text has direction=true
401 xPosition = alignmentOffset + offScreenSize.width * 0.5f;
405 xPosition = offScreenSize.width * 0.5f;
410 case Layout::HORIZONTAL_ALIGN_CENTER:
412 xPosition = controlSize.width * 0.5f;
416 case Layout::HORIZONTAL_ALIGN_END:
418 // Reposition camera to match alignment of target, RTL text has direction=true
421 xPosition = offScreenSize.width * 0.5f;
425 xPosition = alignmentOffset + offScreenSize.width * 0.5f;
431 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters xPosition[%f]\n", xPosition );
433 mOffscreenCameraActor.SetX( xPosition );
434 mOffscreenCameraActor.SetY( offScreenSize.height * 0.5f );
436 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters mWrapGap[%f]\n", mWrapGap );
438 const float align = ALIGNMENT_TABLE[ horizontalAlignment ][ direction ][ offScreenSize.width > controlSize.width ];
439 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters align[%f]\n", align );
441 mScrollingTextActor = Actor::New();
442 mScrollingTextActor.AddRenderer( renderer );
443 mScrollingTextActor.RegisterProperty( "uTextureSize", offScreenSize );
444 mScrollingTextActor.RegisterProperty( "uAlign", align );
445 mScrollingTextActor.RegisterProperty( "uGap", mWrapGap );
446 mScrollingTextActor.SetSize( controlSize.width, std::min( offScreenSize.height, controlSize.height ) );
447 mScrollDeltaIndex = mScrollingTextActor.RegisterProperty( "uDelta", 0.0f );
449 float scrollAmount = std::max( offScreenSize.width + mWrapGap, controlSize.width );
450 float scrollDuration = scrollAmount / mScrollSpeed;
454 scrollAmount = -scrollAmount; // reverse direction of scrollung
457 StartScrolling( scrollAmount, scrollDuration, remainedLoop );
458 mScrollAnimation.SetCurrentProgress(animationProgress);
461 void TextScroller::AutoScrollAnimationFinished( Dali::Animation& animation )
463 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::AutoScrollAnimationFinished\n" );
465 mScrollerInterface.ScrollingFinished();
468 void TextScroller::StartScrolling( float scrollAmount, float scrollDuration, int loopCount )
470 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::StartScrolling scrollAmount[%f] scrollDuration[%f], loop[%d] speed[%d]\n", scrollAmount, scrollDuration, loopCount, mScrollSpeed );
472 mScrollAnimation = Animation::New( scrollDuration );
473 mScrollAnimation.AnimateTo( Property( mScrollingTextActor, mScrollDeltaIndex ), scrollAmount, TimePeriod( mLoopDelay, scrollDuration ) );
474 mScrollAnimation.SetEndAction( Animation::Discard );
475 mScrollAnimation.SetLoopCount( loopCount );
476 mScrollAnimation.FinishedSignal().Connect( this, &TextScroller::AutoScrollAnimationFinished );
477 mScrollAnimation.Play();
480 void TextScroller::CleanUp()
482 if ( Stage::IsInstalled() )
484 Stage stage = Stage::GetCurrent();
485 RenderTaskList taskList = stage.GetRenderTaskList();
486 UnparentAndReset( mScrollingTextActor );
487 UnparentAndReset( mOffscreenCameraActor );
488 taskList.RemoveTask( mRenderTask );
494 } // namespace Toolkit