/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 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.
attribute mediump vec2 aPosition;\n
varying highp vec2 vTexCoord;\n
varying highp float vRatio;\n
- uniform mediump mat4 uMvpMatrix;\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 float uGap;\n
- uniform mediump float uRtl;\n
+ uniform mediump float uAlign;\n
\n
void main()\n
{\n
{\n
- mediump vec4 vertexPosition = vec4(aPosition*uSize.xy, 0.0, 1.0);\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
- vTexCoord.x = ( uDelta + ( uRtl * ( uTextureSize.x - uSize.x ) ) + ( aPosition.x * uSize.x ) )/ ( uTextureSize.x+gap );\n
- vTexCoord.y = aPosition.y;\n
+ float delta = floor ( uDelta ) + 0.5;
+ vTexCoord.x = ( delta + ( uAlign * ( 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 = uMvpMatrix * vertexPosition;\n
+ gl_Position = uProjection * vertexPosition;
}\n
}\n
);
const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
- varying mediump vec2 vTexCoord;\n
+ varying highp vec2 vTexCoord;\n
varying highp float vRatio;\n
uniform sampler2D sTexture;\n
\n
void main()\n
{\n
- mediump vec2 texCoord;\n
+ highp vec2 texCoord;\n
texCoord.y = vTexCoord.y;\n
texCoord.x = fract( vTexCoord.x ) / vRatio;\n
if ( texCoord.x > 1.0 )\n
);
/**
+ * @brief How the text should be aligned when scrolling the text.
+ *
+ * 0.0f aligns the text to the left, 1.0f aligns the text to the right.
+ * The final alignment depends on three factors:
+ * 1) The alignment value of the text label (Use Text::Layout::HorizontalAlignment enumerations).
+ * 2) The text direction, i.e. whether it's LTR or RTL (0 = LTR, 1 = RTL).
+ * 3) Whether the text is greater than the size of the control ( 0 = Text width <= Control width, 1 = Text width > Control width ).
+ */
+const float ALIGNMENT_TABLE[ Text::Layout::HORIZONTAL_ALIGN_COUNT ][ 2 ][ 2 ] =
+{
+ // HORIZONTAL_ALIGN_BEGIN
+ {
+ { // LTR
+ 0.0f, // Text width <= Control width
+ 0.0f // Text width > Control width
+ },
+ { // RTL
+ 1.0f, // Text width <= Control width
+ 1.0f // Text width > Control width
+ }
+ },
+
+ // HORIZONTAL_ALIGN_CENTER
+ {
+ { // LTR
+ 0.5f, // Text width <= Control width
+ 0.0f // Text width > Control width
+ },
+ { // RTL
+ 0.5f, // Text width <= Control width
+ 1.0f // Text width > Control width
+ }
+ },
+
+ // HORIZONTAL_ALIGN_END
+ {
+ { // LTR
+ 1.0f, // Text width <= Control width
+ 0.0f // Text width > Control width
+ },
+ { // RTL
+ 0.0f, // Text width <= Control width
+ 1.0f // Text width > Control width
+ }
+ }
+};
+
+/**
* @brief Create and set up a camera for the render task to use
*
* @param[in] sizeOfTarget size of the source camera to look at
Shader shader = Shader::New( VERTEX_SHADER_SCROLL , FRAGMENT_SHADER, Shader::Hint::NONE );
Sampler sampler = Sampler::New();
- sampler.SetFilterMode(FilterMode::NEAREST, FilterMode::NEAREST );
+ sampler.SetFilterMode(FilterMode::LINEAR, FilterMode::LINEAR );
TextureSet textureSet = TextureSet::New();
TextureSetImage( textureSet, 0u, frameBufferImage );
CreateGeometry( meshGeometry );
renderer = Renderer::New( meshGeometry, shader );
+ renderer.SetProperty( Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, true );
renderer.SetTextures( textureSet );
}
void TextScroller::SetLoopCount( int loopCount )
{
- if ( loopCount > 0 )
+ if ( loopCount >= 0 )
{
mLoopCount = loopCount;
}
- if ( mScrollAnimation && mScrollAnimation.GetState() == Animation::PLAYING )
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetLoopCount [%d] Status[%s]\n", mLoopCount, (loopCount)?"looping":"stop" );
+}
+
+int TextScroller::GetLoopCount() const
+{
+ return mLoopCount;
+}
+
+void TextScroller::SetLoopDelay( float delay )
+{
+ mLoopDelay = delay;
+}
+
+float TextScroller::GetLoopDelay() const
+{
+ return mLoopDelay;
+}
+
+void TextScroller::SetStopMode( DevelTextLabel::AutoScrollStopMode::Type stopMode )
+{
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetAutoScrollStopMode [%s]\n",(stopMode == DevelTextLabel::AutoScrollStopMode::IMMEDIATE)?"IMMEDIATE":"FINISH_LOOP" );
+ mStopMode = stopMode;
+}
+
+void TextScroller::StopScrolling()
+{
+ if ( mScrollAnimation && mScrollAnimation.GetState() == Animation::PLAYING )
{
- if ( loopCount == 0 ) // Request to stop looping
+ switch( mStopMode )
{
- 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
+ case DevelTextLabel::AutoScrollStopMode::IMMEDIATE:
+ {
+ mScrollAnimation.Stop();
+ CleanUp();
+ mScrollerInterface.ScrollingFinished();
+ break;
+ }
+ case DevelTextLabel::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" );
+ }
}
}
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetLoopCount [%d] Status[%s]\n", mLoopCount, (loopCount)?"looping":"stop" );
}
-int TextScroller::GetLoopCount() const
+DevelTextLabel::AutoScrollStopMode::Type TextScroller::GetStopMode() const
{
- return mLoopCount;
+ return mStopMode;
}
Actor TextScroller::GetSourceCamera() const
mScrollDeltaIndex( Property::INVALID_INDEX ),
mScrollSpeed( MINIMUM_SCROLL_SPEED ),
mLoopCount( 1 ),
- mWrapGap( 0.0f )
+ mLoopDelay( 0.0f ),
+ mWrapGap( 0.0f ),
+ mStopMode( DevelTextLabel::AutoScrollStopMode::FINISH_LOOP )
{
DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller Default Constructor\n" );
}
CleanUp();
}
-void TextScroller::SetParameters( Actor sourceActor, const Size& controlSize, const Size& offScreenSize, CharacterDirection direction, float alignmentOffset )
+void TextScroller::SetParameters( Actor sourceActor, const Size& controlSize, const Size& offScreenSize, CharacterDirection direction, float alignmentOffset, Layout::HorizontalAlignment horizontalAlignment )
{
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 );
+ CleanUp(); // If already scrolling then restart with new parameters
+
+ 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();
+ }
+
FrameBufferImage offscreenRenderTargetForText = FrameBufferImage::New( offScreenSize.width, offScreenSize.height, Pixel::RGBA8888 );
Renderer renderer;
CreateRenderer( offscreenRenderTargetForText, renderer );
CreateRenderTask( sourceActor, mOffscreenCameraActor, offscreenRenderTargetForText, mRenderTask );
- // Reposition camera to match alignment of target, RTL text has direction=true
- if ( direction )
- {
- mOffscreenCameraActor.SetX( alignmentOffset + offScreenSize.width*0.5f );
- }
- else
+ float xPosition = 0.0f;
+ switch( horizontalAlignment )
{
- mOffscreenCameraActor.SetX( offScreenSize.width * 0.5f );
+ case Layout::HORIZONTAL_ALIGN_BEGIN:
+ {
+ // Reposition camera to match alignment of target, RTL text has direction=true
+ if ( direction )
+ {
+ xPosition = alignmentOffset + offScreenSize.width * 0.5f;
+ }
+ else
+ {
+ xPosition = offScreenSize.width * 0.5f;
+ }
+ break;
+ }
+
+ case Layout::HORIZONTAL_ALIGN_CENTER:
+ {
+ xPosition = controlSize.width * 0.5f;
+ break;
+ }
+
+ case Layout::HORIZONTAL_ALIGN_END:
+ {
+ // Reposition camera to match alignment of target, RTL text has direction=true
+ if ( direction )
+ {
+ xPosition = offScreenSize.width * 0.5f;
+ }
+ else
+ {
+ xPosition = alignmentOffset + offScreenSize.width * 0.5f;
+ }
+ break;
+ }
}
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters xPosition[%f]\n", xPosition );
+
+ mOffscreenCameraActor.SetX( xPosition );
mOffscreenCameraActor.SetY( offScreenSize.height * 0.5f );
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters mWrapGap[%f]\n", mWrapGap )
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters mWrapGap[%f]\n", mWrapGap );
+
+ const float align = ALIGNMENT_TABLE[ horizontalAlignment ][ direction ][ offScreenSize.width > controlSize.width ];
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters align[%f]\n", align );
mScrollingTextActor = Actor::New();
mScrollingTextActor.AddRenderer( renderer );
mScrollingTextActor.RegisterProperty( "uTextureSize", offScreenSize );
- mScrollingTextActor.RegisterProperty( "uRtl", ((direction)?1.0f:0.0f) );
+ mScrollingTextActor.RegisterProperty( "uAlign", align );
mScrollingTextActor.RegisterProperty( "uGap", mWrapGap );
mScrollingTextActor.SetSize( controlSize.width, std::min( offScreenSize.height, controlSize.height ) );
mScrollDeltaIndex = mScrollingTextActor.RegisterProperty( "uDelta", 0.0f );
scrollAmount = -scrollAmount; // reverse direction of scrollung
}
- StartScrolling( scrollAmount, scrollDuration, mLoopCount );
+ StartScrolling( scrollAmount, scrollDuration, remainedLoop );
+ mScrollAnimation.SetCurrentProgress(animationProgress);
}
void TextScroller::AutoScrollAnimationFinished( Dali::Animation& animation )
DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::StartScrolling scrollAmount[%f] scrollDuration[%f], loop[%d] speed[%d]\n", scrollAmount, scrollDuration, loopCount, mScrollSpeed );
mScrollAnimation = Animation::New( scrollDuration );
- mScrollAnimation.AnimateTo( Property( mScrollingTextActor, mScrollDeltaIndex ), scrollAmount );
+ mScrollAnimation.AnimateTo( Property( mScrollingTextActor, mScrollDeltaIndex ), scrollAmount, TimePeriod( mLoopDelay, scrollDuration ) );
mScrollAnimation.SetEndAction( Animation::Discard );
mScrollAnimation.SetLoopCount( loopCount );
mScrollAnimation.FinishedSignal().Connect( this, &TextScroller::AutoScrollAnimationFinished );