/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2018 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.
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 vec3 uSize;\n
uniform mediump float uDelta;\n
uniform mediump vec2 uTextureSize;\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
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 smallTextPadding = max( visualSize.x - uTextureSize.x, 0. );\n
- mediump float gap = max( uGap, smallTextPadding );\n
- mediump float delta = floor ( uDelta ) + 0.5;\n
- vTexCoord.x = ( delta + uHorizontalAlign * ( uTextureSize.x - visualSize.x ) + floor( aPosition.x * visualSize.x ) + 0.5 - gap * 0.5 ) / ( uTextureSize.x + gap ) + 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
- vRatio = uTextureSize.x / ( uTextureSize.x + gap );\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
);
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 || texCoord.y > 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
);
*
* -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::Layout::HorizontalAlignment enumerations).
+ * 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).
*/
-const float HORIZONTAL_ALIGNMENT_TABLE[ Text::Layout::HORIZONTAL_ALIGN_COUNT ][ 2 ] =
+const float HORIZONTAL_ALIGNMENT_TABLE[ Text::HorizontalAlignment::END+1 ][ 2 ] =
{
- // HORIZONTAL_ALIGN_BEGIN
+ // HorizontalAlignment::BEGIN
{
-0.5f, // LTR
0.5f // RTL
},
- // HORIZONTAL_ALIGN_CENTER
+ // HorizontalAlignment::CENTER
{
0.0f, // LTR
0.0f // RTL
},
- // HORIZONTAL_ALIGN_END
+ // HorizontalAlignment::END
{
0.5f, // LTR
-0.5f // RTL
* @brief How the text should be aligned vertically when scrolling the text.
*
* -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::Layout::VerticalAlignment enumerations).
+ * The alignment depends on the alignment value of the text label (Use Text::VerticalAlignment enumerations).
*/
-const float VERTICAL_ALIGNMENT_TABLE[ Text::Layout::VERTICAL_ALIGN_COUNT ] =
+const float VERTICAL_ALIGNMENT_TABLE[ Text::VerticalAlignment::BOTTOM+1 ] =
{
- -0.5f, // VERTICAL_ALIGN_TOP
- 0.0f, // VERTICAL_ALIGN_CENTER
- 0.5f // VERTICAL_ALIGN_BOTTOM
+ -0.5f, // VerticalAlignment::TOP
+ 0.0f, // VerticalAlignment::CENTER
+ 0.5f // VerticalAlignment::BOTTOM
};
} // namespace
}
}
}
+ else
+ {
+ mScrollerInterface.ScrollingFinished();
+ }
}
TextLabel::AutoScrollStopMode::Type TextScroller::GetStopMode() const
{
}
-void TextScroller::SetParameters( Actor scrollingTextActor, Renderer renderer, TextureSet textureSet, const Size& controlSize, const Size& textNaturalSize, CharacterDirection direction, Layout::HorizontalAlignment horizontalAlignment, Layout::VerticalAlignment verticalAlignment )
+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]\n",
- controlSize.x, controlSize.y, textNaturalSize.x, textNaturalSize.y, direction );
+ 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 );
mRenderer = renderer;
mRenderer.SetShader( shader );
mRenderer.SetTextures( textureSet );
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters mWrapGap[%f]\n", mWrapGap );
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters wrapGap[%f]\n", wrapGap );
+
+ float horizontalAlign;
+
+ if( textureSize.x > controlSize.x )
+ {
+ // if Text is elided, scroll should start at the begin of text.
+ horizontalAlign = HORIZONTAL_ALIGNMENT_TABLE[HorizontalAlignment::BEGIN][ direction ];
+ }
+ else
+ {
+ horizontalAlign = HORIZONTAL_ALIGNMENT_TABLE[ horizontalAlignment ][ direction ];
+ }
- const float 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", textNaturalSize );
+ scrollingTextActor.RegisterProperty( "uTextureSize", textureSize );
scrollingTextActor.RegisterProperty( "uHorizontalAlign", horizontalAlign );
scrollingTextActor.RegisterProperty( "uVerticalAlign", verticalAlign );
- scrollingTextActor.RegisterProperty( "uGap", mWrapGap );
+ scrollingTextActor.RegisterProperty( "uGap", wrapGap );
mScrollDeltaIndex = scrollingTextActor.RegisterProperty( "uDelta", 0.0f );
- float scrollAmount = std::max( textNaturalSize.width + mWrapGap, controlSize.width );
+ float scrollAmount = std::max( textureSize.width, controlSize.width );
float scrollDuration = scrollAmount / mScrollSpeed;
if ( direction )