/*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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/integration-api/debug.h>
// INTERNAL INCLUDES
+#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
#include <dali-toolkit/internal/text/text-scroller-interface.h>
namespace Dali
{
-
namespace Toolkit
{
-
namespace
{
-
-#if defined ( DEBUG_ENABLED )
- Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, true, "LOG_TEXT_SCROLLING");
+#if defined(DEBUG_ENABLED)
+Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, true, "LOG_TEXT_SCROLLING");
#endif
const int MINIMUM_SCROLL_SPEED = 1; // Speed should be set by Property system.
-const char* VERTEX_SHADER_SCROLL = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- varying highp vec2 vTexCoord;\n
- uniform mediump 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 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
- 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
- uniform sampler2D sTexture;\n
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- \n
- void main()\n
- {\n
- if ( vTexCoord.y > 1.0 )\n
- discard;\n
- \n
- mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n
- \n
- gl_FragColor = textTexture * uColor * vec4( mixColor, 1.0 );
- }\n
-);
-
/**
* @brief How the text should be aligned horizontally when scrolling the text.
*
* 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::HorizontalAlignment::END+1 ][ 2 ] =
-{
- // HorizontalAlignment::BEGIN
+const float HORIZONTAL_ALIGNMENT_TABLE[Text::HorizontalAlignment::END + 1][2] =
{
- -0.5f, // LTR
- 0.5f // RTL
- },
+ // HorizontalAlignment::BEGIN
+ {
+ -0.5f, // LTR
+ 0.5f // RTL
+ },
- // HorizontalAlignment::CENTER
- {
- 0.0f, // LTR
- 0.0f // RTL
- },
+ // HorizontalAlignment::CENTER
+ {
+ 0.0f, // LTR
+ 0.0f // RTL
+ },
- // HorizontalAlignment::END
- {
- 0.5f, // LTR
- -0.5f // RTL
- }
-};
+ // 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::VerticalAlignment enumerations).
*/
-const float VERTICAL_ALIGNMENT_TABLE[ Text::VerticalAlignment::BOTTOM+1 ] =
-{
- -0.5f, // VerticalAlignment::TOP
- 0.0f, // VerticalAlignment::CENTER
- 0.5f // VerticalAlignment::BOTTOM
+const float VERTICAL_ALIGNMENT_TABLE[Text::VerticalAlignment::BOTTOM + 1] =
+ {
+ -0.5f, // VerticalAlignment::TOP
+ 0.0f, // VerticalAlignment::CENTER
+ 0.5f // VerticalAlignment::BOTTOM
};
} // namespace
namespace Text
{
-
-TextScrollerPtr TextScroller::New( ScrollerInterface& scrollerInterface )
+TextScrollerPtr TextScroller::New(ScrollerInterface& scrollerInterface)
{
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::New\n" );
+ DALI_LOG_INFO(gLogFilter, Debug::Verbose, "TextScroller::New\n");
- TextScrollerPtr textScroller( new TextScroller( scrollerInterface) );
+ TextScrollerPtr textScroller(new TextScroller(scrollerInterface));
return textScroller;
}
-void TextScroller::SetGap( int gap )
+void TextScroller::SetGap(int gap)
{
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetGap gap[%d]\n", gap );
+ DALI_LOG_INFO(gLogFilter, Debug::Verbose, "TextScroller::SetGap gap[%d]\n", gap);
mWrapGap = static_cast<float>(gap);
}
return static_cast<int>(mWrapGap);
}
-void TextScroller::SetSpeed( int scrollSpeed )
+void TextScroller::SetSpeed(int scrollSpeed)
{
- mScrollSpeed = std::max( MINIMUM_SCROLL_SPEED, scrollSpeed );
+ mScrollSpeed = std::max(MINIMUM_SCROLL_SPEED, scrollSpeed);
}
int TextScroller::GetSpeed() const
return mScrollSpeed;
}
-void TextScroller::SetLoopCount( int loopCount )
+void TextScroller::SetLoopCount(int loopCount)
{
- if ( loopCount >= 0 )
+ if(loopCount >= 0)
{
mLoopCount = loopCount;
}
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetLoopCount [%d] Status[%s]\n", mLoopCount, (loopCount)?"looping":"stop" );
+ 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 )
+void TextScroller::SetLoopDelay(float delay)
{
mLoopDelay = delay;
}
return mLoopDelay;
}
-void TextScroller::SetStopMode( TextLabel::AutoScrollStopMode::Type stopMode )
+void TextScroller::SetStopMode(TextLabel::AutoScrollStopMode::Type stopMode)
{
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetAutoScrollStopMode [%s]\n",(stopMode == TextLabel::AutoScrollStopMode::IMMEDIATE)?"IMMEDIATE":"FINISH_LOOP" );
+ DALI_LOG_INFO(gLogFilter, Debug::Verbose, "TextScroller::SetAutoScrollStopMode [%s]\n", (stopMode == TextLabel::AutoScrollStopMode::IMMEDIATE) ? "IMMEDIATE" : "FINISH_LOOP");
mStopMode = stopMode;
}
void TextScroller::StopScrolling()
{
- if ( mScrollAnimation && mScrollAnimation.GetState() == Animation::PLAYING )
+ if(mScrollAnimation && mScrollAnimation.GetState() == Animation::PLAYING)
{
- switch( mStopMode )
+ switch(mStopMode)
{
case TextLabel::AutoScrollStopMode::IMMEDIATE:
{
}
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
+ 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, "Undifined AutoScrollStopMode\n");
}
}
}
return mStopMode;
}
-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 )
+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" );
+ DALI_LOG_INFO(gLogFilter, Debug::Verbose, "TextScroller Default Constructor\n");
}
TextScroller::~TextScroller()
{
}
-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 )
+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 );
+ 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;
float animationProgress = 0.0f;
- int remainedLoop = mLoopCount;
- if ( mScrollAnimation )
+ int remainedLoop = mLoopCount;
+ if(mScrollAnimation)
{
- if( mScrollAnimation.GetState() == Animation::PLAYING )
+ if(mScrollAnimation.GetState() == Animation::PLAYING)
{
animationProgress = mScrollAnimation.GetCurrentProgress();
- if( mLoopCount > 0 ) // If not a ininity loop, then calculate remained loop
+ if(mLoopCount > 0) // If not a ininity loop, then calculate remained loop
{
- remainedLoop = mLoopCount - ( mScrollAnimation.GetCurrentLoop() );
- remainedLoop = ( remainedLoop <= 0 ? 1 : remainedLoop );
+ remainedLoop = mLoopCount - (mScrollAnimation.GetCurrentLoop());
+ remainedLoop = (remainedLoop <= 0 ? 1 : remainedLoop);
}
}
mScrollAnimation.Clear();
// Reset to the original shader and texture before scrolling
mRenderer.SetShader(mShader);
- if( mTextureSet )
+ if(mTextureSet)
{
- mRenderer.SetTextures( mTextureSet );
+ mRenderer.SetTextures(mTextureSet);
}
}
- mShader = mRenderer.GetShader();
+ mShader = mRenderer.GetShader();
mTextureSet = mRenderer.GetTextures();
// 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 );
+ Shader shader = Shader::New(SHADER_TEXT_SCROLLER_SHADER_VERT, SHADER_TEXT_SCROLLER_SHADER_FRAG, Shader::Hint::NONE);
+ mRenderer.SetShader(shader);
+ mRenderer.SetTextures(textureSet);
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters wrapGap[%f]\n", wrapGap );
+ DALI_LOG_INFO(gLogFilter, Debug::Verbose, "TextScroller::SetParameters wrapGap[%f]\n", wrapGap);
float horizontalAlign;
- if( textureSize.x > controlSize.x )
+ 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::BEGIN][direction];
}
else
{
- horizontalAlign = HORIZONTAL_ALIGNMENT_TABLE[ horizontalAlignment ][ direction ];
+ horizontalAlign = HORIZONTAL_ALIGNMENT_TABLE[horizontalAlignment][direction];
}
- const float verticalAlign = VERTICAL_ALIGNMENT_TABLE[ verticalAlignment ];
+ const float verticalAlign = VERTICAL_ALIGNMENT_TABLE[verticalAlignment];
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters horizontalAlign[%f], verticalAlign[%f]\n", horizontalAlign, verticalAlign );
+ DALI_LOG_INFO(gLogFilter, Debug::Verbose, "TextScroller::SetParameters horizontalAlign[%f], verticalAlign[%f]\n", horizontalAlign, verticalAlign);
- shader.RegisterProperty( "uTextureSize", textureSize );
- shader.RegisterProperty( "uHorizontalAlign", horizontalAlign );
- shader.RegisterProperty( "uVerticalAlign", verticalAlign );
- shader.RegisterProperty( "uGap", wrapGap );
- mScrollDeltaIndex = shader.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;
+ float scrollAmount = std::max(textureSize.width, controlSize.width);
+ float scrollDuration = scrollAmount / mScrollSpeed;
- if ( direction )
+ if(direction)
{
- scrollAmount = -scrollAmount; // reverse direction of scrolling
+ scrollAmount = -scrollAmount; // reverse direction of scrolling
}
- StartScrolling( scrollingTextActor, scrollAmount, scrollDuration, remainedLoop );
+ StartScrolling(scrollingTextActor, scrollAmount, scrollDuration, remainedLoop);
mScrollAnimation.SetCurrentProgress(animationProgress);
}
-void TextScroller::AutoScrollAnimationFinished( Dali::Animation& animation )
+void TextScroller::AutoScrollAnimationFinished(Dali::Animation& animation)
{
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::AutoScrollAnimationFinished\n" );
+ DALI_LOG_INFO(gLogFilter, Debug::Verbose, "TextScroller::AutoScrollAnimationFinished\n");
mScrollerInterface.ScrollingFinished();
// Revert to the original shader and texture after scrolling
mRenderer.SetShader(mShader);
- if ( mTextureSet )
+ if(mTextureSet)
{
- mRenderer.SetTextures( mTextureSet );
+ mRenderer.SetTextures(mTextureSet);
}
}
-void TextScroller::StartScrolling( Actor scrollingTextActor, 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( shader, mScrollDeltaIndex ), scrollAmount, TimePeriod( mLoopDelay, scrollDuration ) );
- mScrollAnimation.SetEndAction( Animation::DISCARD );
- mScrollAnimation.SetLoopCount( loopCount );
- mScrollAnimation.FinishedSignal().Connect( this, &TextScroller::AutoScrollAnimationFinished );
+ 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(shader, mScrollDeltaIndex), scrollAmount, TimePeriod(mLoopDelay, scrollDuration));
+ mScrollAnimation.SetEndAction(Animation::DISCARD);
+ mScrollAnimation.SetLoopCount(loopCount);
+ mScrollAnimation.FinishedSignal().Connect(this, &TextScroller::AutoScrollAnimationFinished);
mScrollAnimation.Play();
}