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.AnimateTo( Property( shader, mScrollDeltaIndex ), scrollAmount, TimePeriod( mLoopDelay, scrollDuration ) );
mScrollAnimation.SetEndAction( Animation::Discard );
mScrollAnimation.SetLoopCount( loopCount );
mScrollAnimation.FinishedSignal().Connect( this, &TextScroller::AutoScrollAnimationFinished );