/*
- * Copyright (c) 2016 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-toolkit/internal/text/text-scroller.h>
// EXTERNAL INCLUDES
-#include <dali/devel-api/rendering/geometry.h>
-#include <dali/devel-api/rendering/renderer.h>
-#include <dali/devel-api/rendering/sampler.h>
-#include <dali/devel-api/rendering/shader.h>
#include <dali/integration-api/debug.h>
-#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>
// 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
- varying highp float vRatio;\n
- uniform mediump mat4 uMvpMatrix;\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
- \n
- void main()\n
- {\n
- {\n
- mediump vec4 vertexPosition = vec4(aPosition*uSize.xy, 0.0, 1.0);\n
- 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
- vRatio = uTextureSize.x / ( uTextureSize.x + gap );\n
- gl_Position = uMvpMatrix * vertexPosition;\n
- }\n
- }\n
-);
-
-const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
- varying mediump vec2 vTexCoord;\n
- varying highp float vRatio;\n
- uniform sampler2D sTexture;\n
- \n
- void main()\n
- {\n
- mediump vec2 texCoord;\n
- texCoord.y = vTexCoord.y;\n
- texCoord.x = fract( vTexCoord.x ) / vRatio;\n
- if ( texCoord.x > 1.0 )\n
- discard;\n
- \n
- gl_FragColor = texture2D( sTexture, texCoord );\n
- }\n
-);
-
-/**
- * @brief Create and set up a camera for the render task to use
- *
- * @param[in] sizeOfTarget size of the source camera to look at
- * @param[out] offscreenCamera custom camera
- */
-void CreateCameraActor( const Size& sizeOfTarget, CameraActor& offscreenCamera )
-{
- offscreenCamera = CameraActor::New();
- offscreenCamera.SetOrthographicProjection( sizeOfTarget );
- offscreenCamera.SetInvertYAxis( true );
-}
-
/**
- * @brief Create a render task
+ * @brief How the text should be aligned horizontally when scrolling the text.
*
- * @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
+ * -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 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] =
+const float HORIZONTAL_ALIGNMENT_TABLE[Text::HorizontalAlignment::END + 1][2] =
{
- { Vector2( 0.0f, 0.0f) },
- { Vector2( 1.0f, 0.0f) },
- { Vector2( 0.0f, 1.0f) },
- { Vector2( 1.0f, 1.0f) },
- };
-
- const unsigned short indices[6] =
- {
- 3,1,0,0,2,3
- };
-
- Property::Map quadVertexFormat;
- quadVertexFormat["aPosition"] = Property::VECTOR2;
- PropertyBuffer quadVertices = PropertyBuffer::New( quadVertexFormat );
- quadVertices.SetData(quadVertexData, 4 );
+ // HorizontalAlignment::BEGIN
+ {
+ -0.5f, // LTR
+ 0.5f // RTL
+ },
- geometry = Geometry::New();
- geometry.AddVertexBuffer( quadVertices );
- geometry.SetIndexBuffer( indices, sizeof(indices)/sizeof(indices[0]) );
-}
+ // HorizontalAlignment::CENTER
+ {
+ 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 )
-{
- Shader shader = Shader::New( VERTEX_SHADER_SCROLL , FRAGMENT_SHADER, Shader::HINT_NONE );
-
- Sampler sampler = Sampler::New();
- sampler.SetFilterMode(FilterMode::NEAREST, FilterMode::NEAREST );
-
- TextureSet textureSet = TextureSet::New();
- textureSet.SetImage( 0u, frameBufferImage );
- textureSet.SetSampler( 0u, sampler );
-
- Geometry meshGeometry;
- CreateGeometry( meshGeometry );
-
- renderer = Renderer::New( meshGeometry, shader );
- renderer.SetTextures( textureSet );
-}
+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 );
- mWrapGap = gap;
+ DALI_LOG_INFO(gLogFilter, Debug::Verbose, "TextScroller::SetGap gap[%d]\n", gap);
+ mWrapGap = static_cast<float>(gap);
}
int TextScroller::GetGap() const
{
- return mWrapGap;
+ 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;
}
- 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" );
+ DALI_LOG_INFO(gLogFilter, Debug::Verbose, "TextScroller::SetLoopCount [%d] Status[%s]\n", mLoopCount, (loopCount) ? "looping" : "stop");
}
int TextScroller::GetLoopCount() const
return mLoopCount;
}
-Actor TextScroller::GetSourceCamera() const
+void TextScroller::SetLoopDelay(float delay)
{
- return mOffscreenCameraActor;
+ mLoopDelay = delay;
}
-Actor TextScroller::GetScrollingText() const
+float TextScroller::GetLoopDelay() const
{
- return mScrollingTextActor;
+ return mLoopDelay;
}
-TextScroller::TextScroller( ScrollerInterface& scrollerInterface ) : mScrollerInterface( scrollerInterface ),
- mScrollDeltaIndex( Property::INVALID_INDEX ),
- mScrollSpeed( MINIMUM_SCROLL_SPEED ),
- mLoopCount( 1 ),
- mWrapGap( 0 )
+void TextScroller::SetStopMode(TextLabel::AutoScrollStopMode::Type stopMode)
{
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller Default Constructor\n" );
+ 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)
+ {
+ 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();
+ }
+}
+
+TextLabel::AutoScrollStopMode::Type TextScroller::GetStopMode() const
+{
+ 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)
+{
+ 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);
- FrameBufferImage offscreenRenderTargetForText = FrameBufferImage::New( offScreenSize.width, offScreenSize.height, Pixel::RGBA8888, Dali::Image::UNUSED );
- Renderer renderer;
+ mRenderer = renderer;
- CreateCameraActor( offScreenSize, mOffscreenCameraActor );
- CreateRenderer( offscreenRenderTargetForText, renderer );
- CreateRenderTask( sourceActor, mOffscreenCameraActor, offscreenRenderTargetForText, mRenderTask );
+ float animationProgress = 0.0f;
+ int remainedLoop = mLoopCount;
+ if(mScrollAnimation)
+ {
+ if(mScrollAnimation.GetState() == Animation::PLAYING)
+ {
+ animationProgress = mScrollAnimation.GetCurrentProgress();
- // Reposition camera to match alignment of target, RTL text has direction=true
- if ( direction )
+ 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);
+ if(mTextureSet)
+ {
+ mRenderer.SetTextures(mTextureSet);
+ }
+ }
+
+ mShader = mRenderer.GetShader();
+ mTextureSet = mRenderer.GetTextures();
+
+ // Set the shader and texture for scrolling
+ 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);
+
+ 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[%d]\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 scrollDuration = scrollAmount / mScrollSpeed;
+ float scrollAmount = std::max(textureSize.width, controlSize.width);
+ float scrollDuration = scrollAmount / mScrollSpeed;
- if ( direction )
+ 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 )
+void TextScroller::AutoScrollAnimationFinished(Dali::Animation& animation)
{
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::AutoScrollAnimationFinished\n" );
- CleanUp();
+ DALI_LOG_INFO(gLogFilter, Debug::Verbose, "TextScroller::AutoScrollAnimationFinished\n");
mScrollerInterface.ScrollingFinished();
-}
-
-void TextScroller::StartScrolling( 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 );
- mScrollAnimation = Animation::New( scrollDuration );
- mScrollAnimation.AnimateTo( Property( mScrollingTextActor, mScrollDeltaIndex ), scrollAmount );
- mScrollAnimation.SetEndAction( Animation::Discard );
- mScrollAnimation.SetLoopCount( loopCount );
- mScrollAnimation.FinishedSignal().Connect( this, &TextScroller::AutoScrollAnimationFinished );
- mScrollAnimation.Play();
+ // Revert to the original shader and texture after scrolling
+ mRenderer.SetShader(mShader);
+ if(mTextureSet)
+ {
+ mRenderer.SetTextures(mTextureSet);
+ }
}
-void TextScroller::CleanUp()
+void TextScroller::StartScrolling(Actor scrollingTextActor, float scrollAmount, float scrollDuration, int loopCount)
{
- if ( Stage::IsInstalled() )
- {
- Stage stage = Stage::GetCurrent();
- RenderTaskList taskList = stage.GetRenderTaskList();
- UnparentAndReset( mScrollingTextActor );
- UnparentAndReset( mOffscreenCameraActor );
- taskList.RemoveTask( mRenderTask );
- }
+ 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();
}
} // namespace Text