X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;ds=sidebyside;f=dali-toolkit%2Finternal%2Ftext%2Ftext-scroller.cpp;h=d908d33733e03cabf8210985d19f2a27cd181b78;hb=0e96d3c3debf43ce2c02883bc269f087f8286528;hp=dbc16ebb3e875d6bd493b0f2f1cf44a573384b6b;hpb=8e797fefb152f7f387a111ccc3771c5f81aa4eab;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/text/text-scroller.cpp b/dali-toolkit/internal/text/text-scroller.cpp old mode 100644 new mode 100755 index dbc16eb..d908d33 --- a/dali-toolkit/internal/text/text-scroller.cpp +++ b/dali-toolkit/internal/text/text-scroller.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2017 Samsung Electronics Co., Ltd. + * Copyright (c) 2020 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. @@ -19,11 +19,11 @@ #include // EXTERNAL INCLUDES -#include #include // INTERNAL INCLUDES #include +#include namespace Dali { @@ -40,56 +40,6 @@ namespace 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 mediump mat4 uModelMatrix;\n - uniform mediump mat4 uViewMatrix;\n - uniform mediump mat4 uProjection;\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 - mediump float delta = floor ( uDelta ) + 0.5;\n - vTexCoord.x = ( delta + 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 - mediump vec4 nonAlignedVertex = uViewMatrix * uModelMatrix * vertexPosition;\n - mediump vec4 pixelAlignedVertex = vec4 ( floor( nonAlignedVertex.xyz ), 1.0 );\n - \n - gl_Position = uProjection * pixelAlignedVertex;\n - }\n -); - -const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( - varying highp vec2 vTexCoord;\n - uniform sampler2D sTexture;\n - \n - void main()\n - {\n - if ( vTexCoord.y > 1.0 )\n - discard;\n - gl_FragColor = texture2D( sTexture, vTexCoord );\n - }\n -); - /** * @brief How the text should be aligned horizontally when scrolling the text. * @@ -220,6 +170,10 @@ void TextScroller::StopScrolling() } } } + else + { + mScrollerInterface.ScrollingFinished(); + } } TextLabel::AutoScrollStopMode::Type TextScroller::GetStopMode() const @@ -268,28 +222,43 @@ void TextScroller::SetParameters( Actor scrollingTextActor, Renderer renderer, T // Reset to the original shader and texture before scrolling mRenderer.SetShader(mShader); - mRenderer.SetTextures( mTextureSet ); + if( mTextureSet ) + { + mRenderer.SetTextures( mTextureSet ); + } } 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 ); + 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 ); - const float horizontalAlign = HORIZONTAL_ALIGNMENT_TABLE[ horizontalAlignment ][ direction ]; + 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 verticalAlign = VERTICAL_ALIGNMENT_TABLE[ verticalAlignment ]; + 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; @@ -320,9 +289,10 @@ void TextScroller::StartScrolling( Actor scrollingTextActor, float scrollAmount, { 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.SetEndAction( Animation::Discard ); + mScrollAnimation.AnimateTo( Property( shader, mScrollDeltaIndex ), scrollAmount, TimePeriod( mLoopDelay, scrollDuration ) ); + mScrollAnimation.SetEndAction( Animation::DISCARD ); mScrollAnimation.SetLoopCount( loopCount ); mScrollAnimation.FinishedSignal().Connect( this, &TextScroller::AutoScrollAnimationFinished ); mScrollAnimation.Play();