/*
- * 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.
#include <dali-toolkit/internal/text/text-scroller.h>
// EXTERNAL INCLUDES
-#include <dali/public-api/common/stage.h>
#include <dali/integration-api/debug.h>
// INTERNAL INCLUDES
const char* VERTEX_SHADER_SCROLL = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
varying highp vec2 vTexCoord;\n
- uniform mediump vec3 uSize;\n
+ uniform highp vec3 uSize;\n
uniform mediump float uDelta;\n
uniform mediump vec2 uTextureSize;\n
uniform mediump float uGap;\n
uniform mediump float uHorizontalAlign;\n
uniform mediump float uVerticalAlign;\n
\n
- uniform mediump mat4 uModelMatrix;\n
- uniform mediump mat4 uViewMatrix;\n
- uniform mediump mat4 uProjection;\n
+ uniform highp mat4 uMvpMatrix;\n
\n
//Visual size and offset
uniform mediump vec2 offset;\n
- uniform mediump vec2 size;\n
+ uniform highp vec2 size;\n
uniform mediump vec4 offsetSizeMode;\n
uniform mediump vec2 origin;\n
uniform mediump vec2 anchorPoint;\n
mediump vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy );\n
mediump vec2 visualSize = mix( uSize.xy * size, size, offsetSizeMode.zw );\n
\n
- mediump float delta = floor ( uDelta ) + 0.5;\n
- vTexCoord.x = ( delta + uHorizontalAlign * ( uTextureSize.x - visualSize.x - uGap ) + floor( aPosition.x * visualSize.x ) + 0.5 - uGap * 0.5 ) / uTextureSize.x + 0.5;\n
+ vTexCoord.x = ( uDelta + uHorizontalAlign * ( uTextureSize.x - visualSize.x - uGap ) + floor( aPosition.x * visualSize.x ) + 0.5 - uGap * 0.5 ) / uTextureSize.x + 0.5;\n
vTexCoord.y = ( uVerticalAlign * ( uTextureSize.y - visualSize.y ) + floor( aPosition.y * visualSize.y ) + 0.5 ) / ( uTextureSize.y ) + 0.5;\n
\n
mediump vec4 vertexPosition = vec4( floor( ( aPosition + anchorPoint ) * visualSize + ( visualOffset + origin ) * uSize.xy ), 0.0, 1.0 );\n
- mediump vec4 nonAlignedVertex = uViewMatrix * uModelMatrix * vertexPosition;\n
- mediump vec4 pixelAlignedVertex = vec4 ( floor( nonAlignedVertex.xyz ), 1.0 );\n
\n
- gl_Position = uProjection * pixelAlignedVertex;\n
+ gl_Position = uMvpMatrix * vertexPosition;\n
}\n
);
uniform sampler2D sTexture;\n
uniform lowp vec4 uColor;\n
uniform lowp vec3 mixColor;\n
- uniform lowp float opacity;\n
- uniform lowp float preMultipliedAlpha;\n
- \n
- lowp vec4 visualMixColor()\n
- {\n
- return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
- }\n
\n
void main()\n
{\n
discard;\n
\n
mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n
- textTexture.rgb *= mix( 1.0, textTexture.a, preMultipliedAlpha );\n
\n
- gl_FragColor = textTexture * uColor * visualMixColor();
+ gl_FragColor = textTexture * uColor * vec4( mixColor, 1.0 );
}\n
);
{
}
-void TextScroller::SetParameters( Actor scrollingTextActor, Renderer renderer, TextureSet textureSet, const Size& controlSize, const Size& textureSize, const float wrapGap, CharacterDirection direction, HorizontalAlignment::Type horizontalAlignment, VerticalAlignment::Type verticalAlignment, bool isTextElided )
+void TextScroller::SetParameters( Actor scrollingTextActor, Renderer renderer, TextureSet textureSet, const Size& controlSize, const Size& textureSize, const float wrapGap, CharacterDirection direction, HorizontalAlignment::Type horizontalAlignment, VerticalAlignment::Type verticalAlignment )
{
DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters controlSize[%f,%f] textureSize[%f,%f] direction[%d]\n",
controlSize.x, controlSize.y, textureSize.x, textureSize.y, direction );
// Reset to the original shader and texture before scrolling
mRenderer.SetShader(mShader);
- mRenderer.SetTextures( mTextureSet );
+ if( mTextureSet )
+ {
+ mRenderer.SetTextures( mTextureSet );
+ }
}
mShader = mRenderer.GetShader();
float horizontalAlign;
- if( isTextElided )
+ if( textureSize.x > controlSize.x )
{
// if Text is elided, scroll should start at the begin of text.
horizontalAlign = HORIZONTAL_ALIGNMENT_TABLE[HorizontalAlignment::BEGIN][ direction ];
{
horizontalAlign = HORIZONTAL_ALIGNMENT_TABLE[ horizontalAlignment ][ direction ];
}
+
const float verticalAlign = VERTICAL_ALIGNMENT_TABLE[ verticalAlignment ];
+
DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters horizontalAlign[%f], verticalAlign[%f]\n", horizontalAlign, verticalAlign );
- scrollingTextActor.RegisterProperty( "uTextureSize", textureSize );
- scrollingTextActor.RegisterProperty( "uHorizontalAlign", horizontalAlign );
- scrollingTextActor.RegisterProperty( "uVerticalAlign", verticalAlign );
- scrollingTextActor.RegisterProperty( "uGap", wrapGap );
- mScrollDeltaIndex = scrollingTextActor.RegisterProperty( "uDelta", 0.0f );
+ shader.RegisterProperty( "uTextureSize", textureSize );
+ shader.RegisterProperty( "uHorizontalAlign", horizontalAlign );
+ shader.RegisterProperty( "uVerticalAlign", verticalAlign );
+ shader.RegisterProperty( "uGap", wrapGap );
+ mScrollDeltaIndex = shader.RegisterProperty( "uDelta", 0.0f );
float scrollAmount = std::max( textureSize.width, controlSize.width );
float scrollDuration = scrollAmount / mScrollSpeed;
{
DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::StartScrolling scrollAmount[%f] scrollDuration[%f], loop[%d] speed[%d]\n", scrollAmount, scrollDuration, loopCount, mScrollSpeed );
+ Shader shader = mRenderer.GetShader();
mScrollAnimation = Animation::New( scrollDuration );
- mScrollAnimation.AnimateTo( Property( scrollingTextActor, mScrollDeltaIndex ), scrollAmount, TimePeriod( mLoopDelay, scrollDuration ) );
- mScrollAnimation.SetEndAction( Animation::Discard );
+ mScrollAnimation.AnimateTo( Property( shader, mScrollDeltaIndex ), scrollAmount, TimePeriod( mLoopDelay, scrollDuration ) );
+ mScrollAnimation.SetEndAction( Animation::DISCARD );
mScrollAnimation.SetLoopCount( loopCount );
mScrollAnimation.FinishedSignal().Connect( this, &TextScroller::AutoScrollAnimationFinished );
mScrollAnimation.Play();