2 * Copyright (c) 2016 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali-toolkit/internal/text/text-scroller.h>
22 #include <dali/public-api/common/stage.h>
23 #include <dali/public-api/images/frame-buffer-image.h>
24 #include <dali/public-api/render-tasks/render-task-list.h>
25 #include <dali/public-api/rendering/geometry.h>
26 #include <dali/public-api/rendering/renderer.h>
27 #include <dali/public-api/rendering/sampler.h>
28 #include <dali/public-api/rendering/shader.h>
29 #include <dali/devel-api/images/texture-set-image.h>
30 #include <dali/integration-api/debug.h>
33 #include <dali-toolkit/internal/text/text-scroller-interface.h>
44 #if defined ( DEBUG_ENABLED )
45 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, true, "LOG_TEXT_SCROLLING");
48 const int MINIMUM_SCROLL_SPEED = 1; // Speed should be set by Property system.
50 const char* VERTEX_SHADER_SCROLL = DALI_COMPOSE_SHADER(
51 attribute mediump vec2 aPosition;\n
52 varying highp vec2 vTexCoord;\n
53 varying highp float vRatio;\n
54 uniform mediump mat4 uModelMatrix;\n
55 uniform mediump mat4 uViewMatrix;\n
56 uniform mediump mat4 uProjection;\n
57 uniform mediump vec3 uSize;\n
58 uniform mediump float uDelta;\n
59 uniform mediump vec2 uTextureSize;
60 uniform mediump float uGap;\n
61 uniform mediump float uRtl;\n
66 highp vec4 vertexPosition = vec4(aPosition*uSize.xy, 0.0, 1.0);\n
67 vertexPosition = uViewMatrix * uModelMatrix * vertexPosition ;\n
68 vertexPosition.x = floor( vertexPosition.x ) + 0.5;
69 vertexPosition.y = floor( vertexPosition.y ) + 0.5;
70 float smallTextPadding = max(uSize.x - uTextureSize.x, 0. );\n
71 float gap = max( uGap, smallTextPadding );\n
72 float delta = floor ( uDelta ) + 0.5;
73 vTexCoord.x = ( delta + ( uRtl * ( uTextureSize.x - uSize.x ) ) + ( aPosition.x * uSize.x ) )/ ( uTextureSize.x + gap );\n
74 vTexCoord.y = ( 0.5 + floor( aPosition.y * uSize.y ) )/ ( uTextureSize.y ) ;\n
75 vRatio = uTextureSize.x / ( uTextureSize.x + gap );\n
76 gl_Position = uProjection * vertexPosition;
81 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
82 varying highp vec2 vTexCoord;\n
83 varying highp float vRatio;\n
84 uniform sampler2D sTexture;\n
88 highp vec2 texCoord;\n
89 texCoord.y = vTexCoord.y;\n
90 texCoord.x = fract( vTexCoord.x ) / vRatio;\n
91 if ( texCoord.x > 1.0 )\n
94 gl_FragColor = texture2D( sTexture, texCoord );\n
99 * @brief Create and set up a camera for the render task to use
101 * @param[in] sizeOfTarget size of the source camera to look at
102 * @param[out] offscreenCamera custom camera
104 void CreateCameraActor( const Size& sizeOfTarget, CameraActor& offscreenCamera )
106 offscreenCamera = CameraActor::New();
107 offscreenCamera.SetOrthographicProjection( sizeOfTarget );
108 offscreenCamera.SetInvertYAxis( true );
112 * @brief Create a render task
114 * @param[in] sourceActor actor to be used as source
115 * @param[in] cameraActor camera looking at source
116 * @param[in] offscreenTarget resulting image from render task
117 * @param[out] renderTask render task that has been setup
119 void CreateRenderTask( Actor sourceActor, CameraActor cameraActor , FrameBufferImage offscreenTarget, RenderTask& renderTask )
121 Stage stage = Stage::GetCurrent();
122 RenderTaskList taskList = stage.GetRenderTaskList();
123 renderTask = taskList.CreateTask();
124 renderTask.SetSourceActor( sourceActor );
125 renderTask.SetExclusive( true );
126 renderTask.SetInputEnabled( false );
127 renderTask.SetClearEnabled( true );
128 renderTask.SetCameraActor( cameraActor );
129 renderTask.SetTargetFrameBuffer( offscreenTarget );
130 renderTask.SetClearColor( Color::TRANSPARENT );
131 renderTask.SetCullMode( false );
135 * @brief Create quad geometry for the mesh
137 * @param[out] geometry quad geometry that can be used for a mesh
139 void CreateGeometry( Geometry& geometry )
141 struct QuadVertex { Vector2 position; };
143 QuadVertex quadVertexData[4] =
145 { Vector2( 0.0f, 0.0f) },
146 { Vector2( 1.0f, 0.0f) },
147 { Vector2( 0.0f, 1.0f) },
148 { Vector2( 1.0f, 1.0f) },
151 const unsigned short indices[6] =
156 Property::Map quadVertexFormat;
157 quadVertexFormat["aPosition"] = Property::VECTOR2;
158 PropertyBuffer quadVertices = PropertyBuffer::New( quadVertexFormat );
159 quadVertices.SetData(quadVertexData, 4 );
161 geometry = Geometry::New();
162 geometry.AddVertexBuffer( quadVertices );
163 geometry.SetIndexBuffer( indices, sizeof(indices)/sizeof(indices[0]) );
168 * @brief Create a renderer
170 * @param[in] frameBufferImage texture to be used
171 * @param[out] renderer mesh renderer using the supplied texture
173 void CreateRenderer( FrameBufferImage frameBufferImage, Dali::Renderer& renderer )
175 Shader shader = Shader::New( VERTEX_SHADER_SCROLL , FRAGMENT_SHADER, Shader::Hint::NONE );
177 Sampler sampler = Sampler::New();
178 sampler.SetFilterMode(FilterMode::LINEAR, FilterMode::LINEAR );
180 TextureSet textureSet = TextureSet::New();
181 TextureSetImage( textureSet, 0u, frameBufferImage );
182 textureSet.SetSampler( 0u, sampler );
184 Geometry meshGeometry;
185 CreateGeometry( meshGeometry );
187 renderer = Renderer::New( meshGeometry, shader );
188 renderer.SetTextures( textureSet );
196 TextScrollerPtr TextScroller::New( ScrollerInterface& scrollerInterface )
198 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::New\n" );
200 TextScrollerPtr textScroller( new TextScroller( scrollerInterface) );
204 void TextScroller::SetGap( int gap )
206 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetGap gap[%d]\n", gap );
207 mWrapGap = static_cast<float>(gap);
210 int TextScroller::GetGap() const
212 return static_cast<int>(mWrapGap);
215 void TextScroller::SetSpeed( int scrollSpeed )
217 mScrollSpeed = std::max( MINIMUM_SCROLL_SPEED, scrollSpeed );
220 int TextScroller::GetSpeed() const
225 void TextScroller::SetLoopCount( int loopCount )
229 mLoopCount = loopCount;
232 if ( mScrollAnimation && mScrollAnimation.GetState() == Animation::PLAYING )
234 if ( loopCount == 0 ) // Request to stop looping
236 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetLoopCount Single loop forced\n" );
239 case DevelTextLabel::AutoScrollStopMode::IMMEDIATE:
241 mScrollAnimation.Stop();
244 case DevelTextLabel::AutoScrollStopMode::FINISH_LOOP:
246 mScrollAnimation.SetLoopCount( 1 ); // As animation already playing this allows the current animation to finish instead of trying to stop mid-way
251 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Undifined AutoScrollStopMode\n" );
256 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetLoopCount [%d] Status[%s]\n", mLoopCount, (loopCount)?"looping":"stop" );
259 int TextScroller::GetLoopCount() const
264 void TextScroller::SetLoopDelay( float delay )
269 float TextScroller::GetLoopDelay() const
274 void TextScroller::SetStopMode( DevelTextLabel::AutoScrollStopMode::Type stopMode )
276 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetAutoScrollStopMode [%s]\n",(stopMode == DevelTextLabel::AutoScrollStopMode::IMMEDIATE)?"IMMEDIATE":"FINISH_LOOP" );
277 mStopMode = stopMode;
280 DevelTextLabel::AutoScrollStopMode::Type TextScroller::GetStopMode() const
285 Actor TextScroller::GetSourceCamera() const
287 return mOffscreenCameraActor;
290 Actor TextScroller::GetScrollingText() const
292 return mScrollingTextActor;
295 TextScroller::TextScroller( ScrollerInterface& scrollerInterface ) : mScrollerInterface( scrollerInterface ),
296 mScrollDeltaIndex( Property::INVALID_INDEX ),
297 mScrollSpeed( MINIMUM_SCROLL_SPEED ),
301 mStopMode( DevelTextLabel::AutoScrollStopMode::FINISH_LOOP )
303 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller Default Constructor\n" );
306 TextScroller::~TextScroller()
311 void TextScroller::SetParameters( Actor sourceActor, const Size& controlSize, const Size& offScreenSize, CharacterDirection direction, float alignmentOffset )
313 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters controlSize[%f,%f] offscreenSize[%f,%f] direction[%d] alignmentOffset[%f]\n",
314 controlSize.x, controlSize.y, offScreenSize.x, offScreenSize.y, direction, alignmentOffset );
316 CleanUp(); // If already scrolling then restart with new parameters
318 if ( mScrollAnimation )
320 mScrollAnimation.Clear();
323 FrameBufferImage offscreenRenderTargetForText = FrameBufferImage::New( offScreenSize.width, offScreenSize.height, Pixel::RGBA8888 );
326 CreateCameraActor( offScreenSize, mOffscreenCameraActor );
327 CreateRenderer( offscreenRenderTargetForText, renderer );
328 CreateRenderTask( sourceActor, mOffscreenCameraActor, offscreenRenderTargetForText, mRenderTask );
330 // Reposition camera to match alignment of target, RTL text has direction=true
333 mOffscreenCameraActor.SetX( alignmentOffset + offScreenSize.width*0.5f );
337 mOffscreenCameraActor.SetX( offScreenSize.width * 0.5f );
340 mOffscreenCameraActor.SetY( offScreenSize.height * 0.5f );
342 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters mWrapGap[%f]\n", mWrapGap )
344 mScrollingTextActor = Actor::New();
345 mScrollingTextActor.AddRenderer( renderer );
346 mScrollingTextActor.RegisterProperty( "uTextureSize", offScreenSize );
347 mScrollingTextActor.RegisterProperty( "uRtl", ((direction)?1.0f:0.0f) );
348 mScrollingTextActor.RegisterProperty( "uGap", mWrapGap );
349 mScrollingTextActor.SetSize( controlSize.width, std::min( offScreenSize.height, controlSize.height ) );
350 mScrollDeltaIndex = mScrollingTextActor.RegisterProperty( "uDelta", 0.0f );
352 float scrollAmount = std::max( offScreenSize.width + mWrapGap, controlSize.width );
353 float scrollDuration = scrollAmount / mScrollSpeed;
357 scrollAmount = -scrollAmount; // reverse direction of scrollung
360 StartScrolling( scrollAmount, scrollDuration, mLoopCount );
363 void TextScroller::AutoScrollAnimationFinished( Dali::Animation& animation )
365 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::AutoScrollAnimationFinished\n" );
367 mScrollerInterface.ScrollingFinished();
370 void TextScroller::StartScrolling( float scrollAmount, float scrollDuration, int loopCount )
372 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::StartScrolling scrollAmount[%f] scrollDuration[%f], loop[%d] speed[%d]\n", scrollAmount, scrollDuration, loopCount, mScrollSpeed );
374 mScrollAnimation = Animation::New( scrollDuration );
375 mScrollAnimation.AnimateTo( Property( mScrollingTextActor, mScrollDeltaIndex ), scrollAmount, TimePeriod( mLoopDelay, scrollDuration ) );
376 mScrollAnimation.SetEndAction( Animation::Discard );
377 mScrollAnimation.SetLoopCount( loopCount );
378 mScrollAnimation.FinishedSignal().Connect( this, &TextScroller::AutoScrollAnimationFinished );
379 mScrollAnimation.Play();
382 void TextScroller::CleanUp()
384 if ( Stage::IsInstalled() )
386 Stage stage = Stage::GetCurrent();
387 RenderTaskList taskList = stage.GetRenderTaskList();
388 UnparentAndReset( mScrollingTextActor );
389 UnparentAndReset( mOffscreenCameraActor );
390 taskList.RemoveTask( mRenderTask );
396 } // namespace Toolkit