/*
- * Copyright (c) 2016 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/public-api/images/frame-buffer-image.h>
-#include <dali/public-api/render-tasks/render-task-list.h>
-#include <dali/public-api/rendering/geometry.h>
-#include <dali/public-api/rendering/renderer.h>
-#include <dali/public-api/rendering/sampler.h>
-#include <dali/public-api/rendering/shader.h>
-#include <dali/devel-api/images/texture-set-image.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
- varying highp float vRatio;\n
- uniform mediump mat4 uModelMatrix;\n
- uniform mediump mat4 uViewMatrix;\n
- uniform mediump mat4 uProjection;\n
uniform mediump vec3 uSize;\n
uniform mediump float uDelta;\n
- uniform mediump vec2 uTextureSize;
+ uniform mediump vec2 uTextureSize;\n
uniform mediump float uGap;\n
- uniform mediump float uRtl;\n
+ uniform mediump float uHorizontalAlign;\n
+ uniform mediump float uVerticalAlign;\n
\n
+ uniform highp mat4 uMvpMatrix;\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
+
void main()\n
{\n
- {\n
- highp vec4 vertexPosition = vec4(aPosition*uSize.xy, 0.0, 1.0);\n
- vertexPosition = uViewMatrix * uModelMatrix * vertexPosition ;\n
- vertexPosition.x = floor( vertexPosition.x ) + 0.5;
- vertexPosition.y = floor( vertexPosition.y ) + 0.5;
- float smallTextPadding = max(uSize.x - uTextureSize.x, 0. );\n
- float gap = max( uGap, smallTextPadding );\n
- float delta = floor ( uDelta ) + 0.5;
- vTexCoord.x = ( delta + ( uRtl * ( uTextureSize.x - uSize.x ) ) + ( aPosition.x * uSize.x ) )/ ( uTextureSize.x + gap );\n
- vTexCoord.y = ( 0.5 + floor( aPosition.y * uSize.y ) )/ ( uTextureSize.y ) ;\n
- vRatio = uTextureSize.x / ( uTextureSize.x + gap );\n
- gl_Position = uProjection * vertexPosition;
- }\n
+ mediump vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy );\n
+ mediump vec2 visualSize = mix( uSize.xy * size, size, offsetSizeMode.zw );\n
+ \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
+ \n
+ gl_Position = uMvpMatrix * vertexPosition;\n
}\n
);
const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
varying highp vec2 vTexCoord;\n
- varying highp float vRatio;\n
uniform sampler2D sTexture;\n
+ uniform lowp vec4 uColor;\n
+ uniform lowp vec3 mixColor;\n
\n
void main()\n
{\n
- highp vec2 texCoord;\n
- texCoord.y = vTexCoord.y;\n
- texCoord.x = fract( vTexCoord.x ) / vRatio;\n
- if ( texCoord.x > 1.0 )\n
+ if ( vTexCoord.y > 1.0 )\n
discard;\n
\n
- gl_FragColor = texture2D( sTexture, texCoord );\n
+ mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n
+ \n
+ gl_FragColor = textTexture * uColor * vec4( mixColor, 1.0 );
}\n
);
/**
- * @brief Create and set up a camera for the render task to use
+ * @brief How the text should be aligned horizontally when scrolling the text.
*
- * @param[in] sizeOfTarget size of the source camera to look at
- * @param[out] offscreenCamera custom camera
+ * -0.5f aligns the text to the left, 0.0f aligns the text to the center, 0.5f aligns the text to the right.
+ * The final alignment depends on two factors:
+ * 1) The alignment value of the text label (Use Text::HorizontalAlignment enumerations).
+ * 2) The text direction, i.e. whether it's LTR or RTL (0 = LTR, 1 = RTL).
*/
-void CreateCameraActor( const Size& sizeOfTarget, CameraActor& offscreenCamera )
+const float HORIZONTAL_ALIGNMENT_TABLE[ Text::HorizontalAlignment::END+1 ][ 2 ] =
{
- offscreenCamera = CameraActor::New();
- offscreenCamera.SetOrthographicProjection( sizeOfTarget );
- offscreenCamera.SetInvertYAxis( true );
-}
-
-/**
- * @brief Create a render task
- *
- * @param[in] sourceActor actor to be used as source
- * @param[in] cameraActor camera looking at source
- * @param[in] offscreenTarget resulting image from render task
- * @param[out] renderTask render task that has been setup
- */
-void CreateRenderTask( Actor sourceActor, CameraActor cameraActor , FrameBufferImage offscreenTarget, RenderTask& renderTask )
-{
- Stage stage = Stage::GetCurrent();
- RenderTaskList taskList = stage.GetRenderTaskList();
- renderTask = taskList.CreateTask();
- renderTask.SetSourceActor( sourceActor );
- renderTask.SetExclusive( true );
- renderTask.SetInputEnabled( false );
- renderTask.SetClearEnabled( true );
- renderTask.SetCameraActor( cameraActor );
- renderTask.SetTargetFrameBuffer( offscreenTarget );
- renderTask.SetClearColor( Color::TRANSPARENT );
- renderTask.SetCullMode( false );
-}
-
-/**
- * @brief Create quad geometry for the mesh
- *
- * @param[out] geometry quad geometry that can be used for a mesh
- */
-void CreateGeometry( Geometry& geometry )
-{
- struct QuadVertex { Vector2 position; };
-
- QuadVertex quadVertexData[4] =
+ // HorizontalAlignment::BEGIN
{
- { Vector2( 0.0f, 0.0f) },
- { Vector2( 1.0f, 0.0f) },
- { Vector2( 0.0f, 1.0f) },
- { Vector2( 1.0f, 1.0f) },
- };
+ -0.5f, // LTR
+ 0.5f // RTL
+ },
- const unsigned short indices[6] =
+ // HorizontalAlignment::CENTER
{
- 3,1,0,0,2,3
- };
-
- Property::Map quadVertexFormat;
- quadVertexFormat["aPosition"] = Property::VECTOR2;
- PropertyBuffer quadVertices = PropertyBuffer::New( quadVertexFormat );
- quadVertices.SetData(quadVertexData, 4 );
-
- geometry = Geometry::New();
- geometry.AddVertexBuffer( quadVertices );
- geometry.SetIndexBuffer( indices, sizeof(indices)/sizeof(indices[0]) );
-}
+ 0.0f, // LTR
+ 0.0f // RTL
+ },
+ // HorizontalAlignment::END
+ {
+ 0.5f, // LTR
+ -0.5f // RTL
+ }
+};
/**
- * @brief Create a renderer
+ * @brief How the text should be aligned vertically when scrolling the text.
*
- * @param[in] frameBufferImage texture to be used
- * @param[out] renderer mesh renderer using the supplied texture
+ * -0.5f aligns the text to the top, 0.0f aligns the text to the center, 0.5f aligns the text to the bottom.
+ * The alignment depends on the alignment value of the text label (Use Text::VerticalAlignment enumerations).
*/
-void CreateRenderer( FrameBufferImage frameBufferImage, Dali::Renderer& renderer )
+const float VERTICAL_ALIGNMENT_TABLE[ Text::VerticalAlignment::BOTTOM+1 ] =
{
- Shader shader = Shader::New( VERTEX_SHADER_SCROLL , FRAGMENT_SHADER, Shader::Hint::NONE );
-
- Sampler sampler = Sampler::New();
- sampler.SetFilterMode(FilterMode::LINEAR, FilterMode::LINEAR );
-
- TextureSet textureSet = TextureSet::New();
- TextureSetImage( textureSet, 0u, frameBufferImage );
- textureSet.SetSampler( 0u, sampler );
-
- Geometry meshGeometry;
- CreateGeometry( meshGeometry );
-
- renderer = Renderer::New( meshGeometry, shader );
- renderer.SetTextures( textureSet );
-}
+ -0.5f, // VerticalAlignment::TOP
+ 0.0f, // VerticalAlignment::CENTER
+ 0.5f // VerticalAlignment::BOTTOM
+};
} // namespace
void TextScroller::SetLoopCount( int loopCount )
{
- if ( loopCount > 0 )
+ if ( loopCount >= 0 )
{
mLoopCount = loopCount;
}
- if ( mScrollAnimation && mScrollAnimation.GetState() == Animation::PLAYING )
- {
- if ( loopCount == 0 ) // Request to stop looping
- {
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetLoopCount Single loop forced\n" );
- mScrollAnimation.SetLoopCount( 1 ); // As animation already playing this allows the current animation to finish instead of trying to stop mid-way
- }
- }
DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetLoopCount [%d] Status[%s]\n", mLoopCount, (loopCount)?"looping":"stop" );
}
return mLoopDelay;
}
-Actor TextScroller::GetSourceCamera() const
+void TextScroller::SetStopMode( TextLabel::AutoScrollStopMode::Type stopMode )
+{
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetAutoScrollStopMode [%s]\n",(stopMode == TextLabel::AutoScrollStopMode::IMMEDIATE)?"IMMEDIATE":"FINISH_LOOP" );
+ mStopMode = stopMode;
+}
+
+void TextScroller::StopScrolling()
{
- return mOffscreenCameraActor;
+ if ( mScrollAnimation && mScrollAnimation.GetState() == Animation::PLAYING )
+ {
+ switch( mStopMode )
+ {
+ case TextLabel::AutoScrollStopMode::IMMEDIATE:
+ {
+ mScrollAnimation.Stop();
+ mScrollerInterface.ScrollingFinished();
+ break;
+ }
+ case TextLabel::AutoScrollStopMode::FINISH_LOOP:
+ {
+ mScrollAnimation.SetLoopCount( 1 ); // As animation already playing this allows the current animation to finish instead of trying to stop mid-way
+ break;
+ }
+ default:
+ {
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Undifined AutoScrollStopMode\n" );
+ }
+ }
+ }
+ else
+ {
+ mScrollerInterface.ScrollingFinished();
+ }
}
-Actor TextScroller::GetScrollingText() const
+TextLabel::AutoScrollStopMode::Type TextScroller::GetStopMode() const
{
- return mScrollingTextActor;
+ return mStopMode;
}
-TextScroller::TextScroller( ScrollerInterface& scrollerInterface ) : mScrollerInterface( scrollerInterface ),
- mScrollDeltaIndex( Property::INVALID_INDEX ),
- mScrollSpeed( MINIMUM_SCROLL_SPEED ),
- mLoopCount( 1 ),
- mLoopDelay( 0.0f ),
- mWrapGap( 0.0f )
+TextScroller::TextScroller( ScrollerInterface& scrollerInterface )
+: mScrollerInterface( scrollerInterface ),
+ mScrollDeltaIndex( Property::INVALID_INDEX ),
+ mScrollSpeed( MINIMUM_SCROLL_SPEED ),
+ mLoopCount( 1 ),
+ mLoopDelay( 0.0f ),
+ mWrapGap( 0.0f ),
+ mStopMode( TextLabel::AutoScrollStopMode::FINISH_LOOP )
{
DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller Default Constructor\n" );
}
TextScroller::~TextScroller()
{
- CleanUp();
}
-void TextScroller::SetParameters( Actor sourceActor, const Size& controlSize, const Size& offScreenSize, CharacterDirection direction, float alignmentOffset )
+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] offscreenSize[%f,%f] direction[%d] alignmentOffset[%f]\n",
- controlSize.x, controlSize.y, offScreenSize.x, offScreenSize.y, direction, alignmentOffset );
+ 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 );
- CleanUp(); // If already scrolling then restart with new parameters
+ mRenderer = renderer;
+ float animationProgress = 0.0f;
+ int remainedLoop = mLoopCount;
if ( mScrollAnimation )
{
+ if( mScrollAnimation.GetState() == Animation::PLAYING )
+ {
+ animationProgress = mScrollAnimation.GetCurrentProgress();
+
+ if( mLoopCount > 0 ) // If not a ininity loop, then calculate remained loop
+ {
+ remainedLoop = mLoopCount - ( mScrollAnimation.GetCurrentLoop() );
+ remainedLoop = ( remainedLoop <= 0 ? 1 : remainedLoop );
+ }
+ }
mScrollAnimation.Clear();
+
+ // Reset to the original shader and texture before scrolling
+ mRenderer.SetShader(mShader);
+ mRenderer.SetTextures( mTextureSet );
}
- FrameBufferImage offscreenRenderTargetForText = FrameBufferImage::New( offScreenSize.width, offScreenSize.height, Pixel::RGBA8888 );
- Renderer renderer;
+ mShader = mRenderer.GetShader();
+ mTextureSet = mRenderer.GetTextures();
- CreateCameraActor( offScreenSize, mOffscreenCameraActor );
- CreateRenderer( offscreenRenderTargetForText, renderer );
- CreateRenderTask( sourceActor, mOffscreenCameraActor, offscreenRenderTargetForText, mRenderTask );
+ // Set the shader and texture for scrolling
+ Shader shader = Shader::New( VERTEX_SHADER_SCROLL, FRAGMENT_SHADER, Shader::Hint::NONE );
+ mRenderer.SetShader( shader );
+ mRenderer.SetTextures( textureSet );
- // Reposition camera to match alignment of target, RTL text has direction=true
- if ( direction )
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters wrapGap[%f]\n", wrapGap );
+
+ float horizontalAlign;
+
+ if( textureSize.x > controlSize.x )
{
- mOffscreenCameraActor.SetX( alignmentOffset + offScreenSize.width*0.5f );
+ // if Text is elided, scroll should start at the begin of text.
+ horizontalAlign = HORIZONTAL_ALIGNMENT_TABLE[HorizontalAlignment::BEGIN][ direction ];
}
else
{
- mOffscreenCameraActor.SetX( offScreenSize.width * 0.5f );
+ horizontalAlign = HORIZONTAL_ALIGNMENT_TABLE[ horizontalAlignment ][ direction ];
}
- mOffscreenCameraActor.SetY( offScreenSize.height * 0.5f );
+ const float verticalAlign = VERTICAL_ALIGNMENT_TABLE[ verticalAlignment ];
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters mWrapGap[%f]\n", mWrapGap )
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters horizontalAlign[%f], verticalAlign[%f]\n", horizontalAlign, verticalAlign );
- mScrollingTextActor = Actor::New();
- mScrollingTextActor.AddRenderer( renderer );
- mScrollingTextActor.RegisterProperty( "uTextureSize", offScreenSize );
- mScrollingTextActor.RegisterProperty( "uRtl", ((direction)?1.0f:0.0f) );
- mScrollingTextActor.RegisterProperty( "uGap", mWrapGap );
- mScrollingTextActor.SetSize( controlSize.width, std::min( offScreenSize.height, controlSize.height ) );
- mScrollDeltaIndex = mScrollingTextActor.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( offScreenSize.width + mWrapGap, controlSize.width );
+ float scrollAmount = std::max( textureSize.width, controlSize.width );
float scrollDuration = scrollAmount / mScrollSpeed;
if ( direction )
{
- scrollAmount = -scrollAmount; // reverse direction of scrollung
+ scrollAmount = -scrollAmount; // reverse direction of scrolling
}
- StartScrolling( scrollAmount, scrollDuration, mLoopCount );
+ StartScrolling( scrollingTextActor, scrollAmount, scrollDuration, remainedLoop );
+ mScrollAnimation.SetCurrentProgress(animationProgress);
}
void TextScroller::AutoScrollAnimationFinished( Dali::Animation& animation )
{
DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::AutoScrollAnimationFinished\n" );
- CleanUp();
mScrollerInterface.ScrollingFinished();
+
+ // Revert to the original shader and texture after scrolling
+ mRenderer.SetShader(mShader);
+ if ( mTextureSet )
+ {
+ mRenderer.SetTextures( mTextureSet );
+ }
}
-void TextScroller::StartScrolling( float scrollAmount, float scrollDuration, int loopCount )
+void TextScroller::StartScrolling( Actor scrollingTextActor, float scrollAmount, float scrollDuration, int loopCount )
{
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( mScrollingTextActor, 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();
}
-void TextScroller::CleanUp()
-{
- if ( Stage::IsInstalled() )
- {
- Stage stage = Stage::GetCurrent();
- RenderTaskList taskList = stage.GetRenderTaskList();
- UnparentAndReset( mScrollingTextActor );
- UnparentAndReset( mOffscreenCameraActor );
- taskList.RemoveTask( mRenderTask );
- }
-}
-
} // namespace Text
} // namespace Toolkit