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/integration-api/debug.h>
26 #include <dali-toolkit/internal/text/text-scroller-interface.h>
37 #if defined ( DEBUG_ENABLED )
38 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, true, "LOG_TEXT_SCROLLING");
41 const int MINIMUM_SCROLL_SPEED = 1; // Speed should be set by Property system.
43 const char* VERTEX_SHADER_SCROLL = DALI_COMPOSE_SHADER(
44 attribute mediump vec2 aPosition;\n
45 varying highp vec2 vTexCoord;\n
46 varying highp float vRatio;\n
47 uniform mediump vec3 uSize;\n
48 uniform mediump float uDelta;\n
49 uniform mediump vec2 uTextureSize;\n
50 uniform mediump float uGap;\n
51 uniform mediump float uHorizontalAlign;\n
52 uniform mediump float uVerticalAlign;\n
54 uniform mediump mat4 uModelMatrix;\n
55 uniform mediump mat4 uViewMatrix;\n
56 uniform mediump mat4 uProjection;\n
58 //Visual size and offset
59 uniform mediump vec2 offset;\n
60 uniform mediump vec2 size;\n
61 uniform mediump vec4 offsetSizeMode;\n
62 uniform mediump vec2 origin;\n
63 uniform mediump vec2 anchorPoint;\n
67 mediump vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy );\n
68 mediump vec2 visualSize = mix( uSize.xy * size, size, offsetSizeMode.zw );\n
70 mediump float smallTextPadding = max( visualSize.x - uTextureSize.x, 0. );\n
71 mediump float gap = max( uGap, smallTextPadding );\n
72 mediump float delta = floor ( uDelta ) + 0.5;\n
73 vTexCoord.x = ( delta + uHorizontalAlign * ( uTextureSize.x - visualSize.x ) + floor( aPosition.x * visualSize.x ) + 0.5 - gap * 0.5 ) / ( uTextureSize.x + gap ) + 0.5;\n
74 vTexCoord.y = ( uVerticalAlign * ( uTextureSize.y - visualSize.y ) + floor( aPosition.y * visualSize.y ) + 0.5 ) / ( uTextureSize.y ) + 0.5;\n
75 vRatio = uTextureSize.x / ( uTextureSize.x + gap );\n
77 mediump vec4 vertexPosition = vec4( floor( ( aPosition + anchorPoint ) * visualSize + ( visualOffset + origin ) * uSize.xy ), 0.0, 1.0 );\n
78 mediump vec4 nonAlignedVertex = uViewMatrix * uModelMatrix * vertexPosition;\n
79 mediump vec4 pixelAlignedVertex = vec4 ( floor( nonAlignedVertex.xyz ), 1.0 );\n
81 gl_Position = uProjection * pixelAlignedVertex;\n
85 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
86 varying highp vec2 vTexCoord;\n
87 varying highp float vRatio;\n
88 uniform sampler2D sTexture;\n
92 highp vec2 texCoord;\n
93 texCoord.y = vTexCoord.y;\n
94 texCoord.x = fract( vTexCoord.x ) / vRatio;\n
95 if ( texCoord.x > 1.0 || texCoord.y > 1.0 )\n
98 gl_FragColor = texture2D( sTexture, texCoord );\n
103 * @brief How the text should be aligned horizontally when scrolling the text.
105 * -0.5f aligns the text to the left, 0.0f aligns the text to the center, 0.5f aligns the text to the right.
106 * The final alignment depends on two factors:
107 * 1) The alignment value of the text label (Use Text::Layout::HorizontalAlignment enumerations).
108 * 2) The text direction, i.e. whether it's LTR or RTL (0 = LTR, 1 = RTL).
110 const float HORIZONTAL_ALIGNMENT_TABLE[ Text::Layout::HORIZONTAL_ALIGN_COUNT ][ 2 ] =
112 // HORIZONTAL_ALIGN_BEGIN
118 // HORIZONTAL_ALIGN_CENTER
124 // HORIZONTAL_ALIGN_END
132 * @brief How the text should be aligned vertically when scrolling the text.
134 * -0.5f aligns the text to the top, 0.0f aligns the text to the center, 0.5f aligns the text to the bottom.
135 * The alignment depends on the alignment value of the text label (Use Text::Layout::VerticalAlignment enumerations).
137 const float VERTICAL_ALIGNMENT_TABLE[ Text::Layout::VERTICAL_ALIGN_COUNT ] =
139 -0.5f, // VERTICAL_ALIGN_TOP
140 0.0f, // VERTICAL_ALIGN_CENTER
141 0.5f // VERTICAL_ALIGN_BOTTOM
149 TextScrollerPtr TextScroller::New( ScrollerInterface& scrollerInterface )
151 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::New\n" );
153 TextScrollerPtr textScroller( new TextScroller( scrollerInterface) );
157 void TextScroller::SetGap( int gap )
159 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetGap gap[%d]\n", gap );
160 mWrapGap = static_cast<float>(gap);
163 int TextScroller::GetGap() const
165 return static_cast<int>(mWrapGap);
168 void TextScroller::SetSpeed( int scrollSpeed )
170 mScrollSpeed = std::max( MINIMUM_SCROLL_SPEED, scrollSpeed );
173 int TextScroller::GetSpeed() const
178 void TextScroller::SetLoopCount( int loopCount )
180 if ( loopCount >= 0 )
182 mLoopCount = loopCount;
185 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetLoopCount [%d] Status[%s]\n", mLoopCount, (loopCount)?"looping":"stop" );
188 int TextScroller::GetLoopCount() const
193 void TextScroller::SetLoopDelay( float delay )
198 float TextScroller::GetLoopDelay() const
203 void TextScroller::SetStopMode( DevelTextLabel::AutoScrollStopMode::Type stopMode )
205 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetAutoScrollStopMode [%s]\n",(stopMode == DevelTextLabel::AutoScrollStopMode::IMMEDIATE)?"IMMEDIATE":"FINISH_LOOP" );
206 mStopMode = stopMode;
209 void TextScroller::StopScrolling()
211 if ( mScrollAnimation && mScrollAnimation.GetState() == Animation::PLAYING )
215 case DevelTextLabel::AutoScrollStopMode::IMMEDIATE:
217 mScrollAnimation.Stop();
218 mScrollerInterface.ScrollingFinished();
221 case DevelTextLabel::AutoScrollStopMode::FINISH_LOOP:
223 mScrollAnimation.SetLoopCount( 1 ); // As animation already playing this allows the current animation to finish instead of trying to stop mid-way
228 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Undifined AutoScrollStopMode\n" );
234 DevelTextLabel::AutoScrollStopMode::Type TextScroller::GetStopMode() const
239 TextScroller::TextScroller( ScrollerInterface& scrollerInterface )
240 : mScrollerInterface( scrollerInterface ),
241 mScrollDeltaIndex( Property::INVALID_INDEX ),
242 mScrollSpeed( MINIMUM_SCROLL_SPEED ),
246 mStopMode( DevelTextLabel::AutoScrollStopMode::FINISH_LOOP )
248 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller Default Constructor\n" );
251 TextScroller::~TextScroller()
255 void TextScroller::SetParameters( Actor scrollingTextActor, Renderer renderer, TextureSet textureSet, const Size& controlSize, const Size& textNaturalSize, CharacterDirection direction, Layout::HorizontalAlignment horizontalAlignment, Layout::VerticalAlignment verticalAlignment )
257 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters controlSize[%f,%f] offscreenSize[%f,%f] direction[%d]\n",
258 controlSize.x, controlSize.y, textNaturalSize.x, textNaturalSize.y, direction );
260 mRenderer = renderer;
262 float animationProgress = 0.0f;
263 int remainedLoop = mLoopCount;
264 if ( mScrollAnimation )
266 if( mScrollAnimation.GetState() == Animation::PLAYING )
268 animationProgress = mScrollAnimation.GetCurrentProgress();
270 if( mLoopCount > 0 ) // If not a ininity loop, then calculate remained loop
272 remainedLoop = mLoopCount - ( mScrollAnimation.GetCurrentLoop() );
273 remainedLoop = ( remainedLoop <= 0 ? 1 : remainedLoop );
276 mScrollAnimation.Clear();
278 // Reset to the original shader and texture before scrolling
279 mRenderer.SetShader(mShader);
280 mRenderer.SetTextures( mTextureSet );
283 mShader = mRenderer.GetShader();
284 mTextureSet = mRenderer.GetTextures();
286 // Set the shader and texture for scrolling
287 Shader shader = Shader::New( VERTEX_SHADER_SCROLL, FRAGMENT_SHADER, Shader::Hint::NONE );
288 mRenderer.SetShader( shader );
289 mRenderer.SetTextures( textureSet );
291 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters mWrapGap[%f]\n", mWrapGap );
293 const float horizontalAlign = HORIZONTAL_ALIGNMENT_TABLE[ horizontalAlignment ][ direction ];
294 const float verticalAlign = VERTICAL_ALIGNMENT_TABLE[ verticalAlignment ];
295 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters horizontalAlign[%f], verticalAlign[%f]\n", horizontalAlign, verticalAlign );
297 scrollingTextActor.RegisterProperty( "uTextureSize", textNaturalSize );
298 scrollingTextActor.RegisterProperty( "uHorizontalAlign", horizontalAlign );
299 scrollingTextActor.RegisterProperty( "uVerticalAlign", verticalAlign );
300 scrollingTextActor.RegisterProperty( "uGap", mWrapGap );
301 mScrollDeltaIndex = scrollingTextActor.RegisterProperty( "uDelta", 0.0f );
303 float scrollAmount = std::max( textNaturalSize.width + mWrapGap, controlSize.width );
304 float scrollDuration = scrollAmount / mScrollSpeed;
308 scrollAmount = -scrollAmount; // reverse direction of scrolling
311 StartScrolling( scrollingTextActor, scrollAmount, scrollDuration, remainedLoop );
312 mScrollAnimation.SetCurrentProgress(animationProgress);
315 void TextScroller::AutoScrollAnimationFinished( Dali::Animation& animation )
317 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::AutoScrollAnimationFinished\n" );
318 mScrollerInterface.ScrollingFinished();
320 // Revert to the original shader and texture after scrolling
321 mRenderer.SetShader(mShader);
324 mRenderer.SetTextures( mTextureSet );
328 void TextScroller::StartScrolling( Actor scrollingTextActor, float scrollAmount, float scrollDuration, int loopCount )
330 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::StartScrolling scrollAmount[%f] scrollDuration[%f], loop[%d] speed[%d]\n", scrollAmount, scrollDuration, loopCount, mScrollSpeed );
332 mScrollAnimation = Animation::New( scrollDuration );
333 mScrollAnimation.AnimateTo( Property( scrollingTextActor, mScrollDeltaIndex ), scrollAmount, TimePeriod( mLoopDelay, scrollDuration ) );
334 mScrollAnimation.SetEndAction( Animation::Discard );
335 mScrollAnimation.SetLoopCount( loopCount );
336 mScrollAnimation.FinishedSignal().Connect( this, &TextScroller::AutoScrollAnimationFinished );
337 mScrollAnimation.Play();
342 } // namespace Toolkit