2 * Copyright (c) 2017 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/integration-api/debug.h>
26 #include <dali-toolkit/internal/text/text-scroller-interface.h>
37 #if defined ( DEBUG_ENABLED )
38 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, true, "LOG_TEXT_SCROLLING");
41 const int MINIMUM_SCROLL_SPEED = 1; // Speed should be set by Property system.
43 const char* VERTEX_SHADER_SCROLL = DALI_COMPOSE_SHADER(
44 attribute mediump vec2 aPosition;\n
45 varying highp vec2 vTexCoord;\n
46 uniform mediump vec3 uSize;\n
47 uniform mediump float uDelta;\n
48 uniform mediump vec2 uTextureSize;\n
49 uniform mediump float uGap;\n
50 uniform mediump float uHorizontalAlign;\n
51 uniform mediump float uVerticalAlign;\n
53 uniform mediump mat4 uModelMatrix;\n
54 uniform mediump mat4 uViewMatrix;\n
55 uniform mediump mat4 uProjection;\n
57 //Visual size and offset
58 uniform mediump vec2 offset;\n
59 uniform mediump vec2 size;\n
60 uniform mediump vec4 offsetSizeMode;\n
61 uniform mediump vec2 origin;\n
62 uniform mediump vec2 anchorPoint;\n
66 mediump vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy );\n
67 mediump vec2 visualSize = mix( uSize.xy * size, size, offsetSizeMode.zw );\n
69 mediump float delta = floor ( uDelta ) + 0.5;\n
70 vTexCoord.x = ( delta + uHorizontalAlign * ( uTextureSize.x - visualSize.x - uGap ) + floor( aPosition.x * visualSize.x ) + 0.5 - uGap * 0.5 ) / uTextureSize.x + 0.5;\n
71 vTexCoord.y = ( uVerticalAlign * ( uTextureSize.y - visualSize.y ) + floor( aPosition.y * visualSize.y ) + 0.5 ) / ( uTextureSize.y ) + 0.5;\n
73 mediump vec4 vertexPosition = vec4( floor( ( aPosition + anchorPoint ) * visualSize + ( visualOffset + origin ) * uSize.xy ), 0.0, 1.0 );\n
74 mediump vec4 nonAlignedVertex = uViewMatrix * uModelMatrix * vertexPosition;\n
75 mediump vec4 pixelAlignedVertex = vec4 ( floor( nonAlignedVertex.xyz ), 1.0 );\n
77 gl_Position = uProjection * pixelAlignedVertex;\n
81 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
82 varying highp vec2 vTexCoord;\n
83 uniform sampler2D sTexture;\n
84 uniform lowp vec4 uColor;\n
85 uniform lowp vec3 mixColor;\n
86 uniform lowp float opacity;\n
87 uniform lowp float preMultipliedAlpha;\n
89 lowp vec4 visualMixColor()\n
91 return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
96 if ( vTexCoord.y > 1.0 )\n
99 mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n
101 gl_FragColor = textTexture * uColor * visualMixColor();
106 * @brief How the text should be aligned horizontally when scrolling the text.
108 * -0.5f aligns the text to the left, 0.0f aligns the text to the center, 0.5f aligns the text to the right.
109 * The final alignment depends on two factors:
110 * 1) The alignment value of the text label (Use Text::HorizontalAlignment enumerations).
111 * 2) The text direction, i.e. whether it's LTR or RTL (0 = LTR, 1 = RTL).
113 const float HORIZONTAL_ALIGNMENT_TABLE[ Text::HorizontalAlignment::END+1 ][ 2 ] =
115 // HorizontalAlignment::BEGIN
121 // HorizontalAlignment::CENTER
127 // HorizontalAlignment::END
135 * @brief How the text should be aligned vertically when scrolling the text.
137 * -0.5f aligns the text to the top, 0.0f aligns the text to the center, 0.5f aligns the text to the bottom.
138 * The alignment depends on the alignment value of the text label (Use Text::VerticalAlignment enumerations).
140 const float VERTICAL_ALIGNMENT_TABLE[ Text::VerticalAlignment::BOTTOM+1 ] =
142 -0.5f, // VerticalAlignment::TOP
143 0.0f, // VerticalAlignment::CENTER
144 0.5f // VerticalAlignment::BOTTOM
152 TextScrollerPtr TextScroller::New( ScrollerInterface& scrollerInterface )
154 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::New\n" );
156 TextScrollerPtr textScroller( new TextScroller( scrollerInterface) );
160 void TextScroller::SetGap( int gap )
162 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetGap gap[%d]\n", gap );
163 mWrapGap = static_cast<float>(gap);
166 int TextScroller::GetGap() const
168 return static_cast<int>(mWrapGap);
171 void TextScroller::SetSpeed( int scrollSpeed )
173 mScrollSpeed = std::max( MINIMUM_SCROLL_SPEED, scrollSpeed );
176 int TextScroller::GetSpeed() const
181 void TextScroller::SetLoopCount( int loopCount )
183 if ( loopCount >= 0 )
185 mLoopCount = loopCount;
188 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetLoopCount [%d] Status[%s]\n", mLoopCount, (loopCount)?"looping":"stop" );
191 int TextScroller::GetLoopCount() const
196 void TextScroller::SetLoopDelay( float delay )
201 float TextScroller::GetLoopDelay() const
206 void TextScroller::SetStopMode( TextLabel::AutoScrollStopMode::Type stopMode )
208 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetAutoScrollStopMode [%s]\n",(stopMode == TextLabel::AutoScrollStopMode::IMMEDIATE)?"IMMEDIATE":"FINISH_LOOP" );
209 mStopMode = stopMode;
212 void TextScroller::StopScrolling()
214 if ( mScrollAnimation && mScrollAnimation.GetState() == Animation::PLAYING )
218 case TextLabel::AutoScrollStopMode::IMMEDIATE:
220 mScrollAnimation.Stop();
221 mScrollerInterface.ScrollingFinished();
224 case TextLabel::AutoScrollStopMode::FINISH_LOOP:
226 mScrollAnimation.SetLoopCount( 1 ); // As animation already playing this allows the current animation to finish instead of trying to stop mid-way
231 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Undifined AutoScrollStopMode\n" );
237 mScrollerInterface.ScrollingFinished();
241 TextLabel::AutoScrollStopMode::Type TextScroller::GetStopMode() const
246 TextScroller::TextScroller( ScrollerInterface& scrollerInterface )
247 : mScrollerInterface( scrollerInterface ),
248 mScrollDeltaIndex( Property::INVALID_INDEX ),
249 mScrollSpeed( MINIMUM_SCROLL_SPEED ),
253 mStopMode( TextLabel::AutoScrollStopMode::FINISH_LOOP )
255 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller Default Constructor\n" );
258 TextScroller::~TextScroller()
262 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 )
264 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters controlSize[%f,%f] textureSize[%f,%f] direction[%d]\n",
265 controlSize.x, controlSize.y, textureSize.x, textureSize.y, direction );
267 mRenderer = renderer;
269 float animationProgress = 0.0f;
270 int remainedLoop = mLoopCount;
271 if ( mScrollAnimation )
273 if( mScrollAnimation.GetState() == Animation::PLAYING )
275 animationProgress = mScrollAnimation.GetCurrentProgress();
277 if( mLoopCount > 0 ) // If not a ininity loop, then calculate remained loop
279 remainedLoop = mLoopCount - ( mScrollAnimation.GetCurrentLoop() );
280 remainedLoop = ( remainedLoop <= 0 ? 1 : remainedLoop );
283 mScrollAnimation.Clear();
285 // Reset to the original shader and texture before scrolling
286 mRenderer.SetShader(mShader);
287 mRenderer.SetTextures( mTextureSet );
290 mShader = mRenderer.GetShader();
291 mTextureSet = mRenderer.GetTextures();
293 // Set the shader and texture for scrolling
294 Shader shader = Shader::New( VERTEX_SHADER_SCROLL, FRAGMENT_SHADER, Shader::Hint::NONE );
295 mRenderer.SetShader( shader );
296 mRenderer.SetTextures( textureSet );
298 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters wrapGap[%f]\n", wrapGap );
300 const float horizontalAlign = HORIZONTAL_ALIGNMENT_TABLE[ horizontalAlignment ][ direction ];
301 const float verticalAlign = VERTICAL_ALIGNMENT_TABLE[ verticalAlignment ];
302 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters horizontalAlign[%f], verticalAlign[%f]\n", horizontalAlign, verticalAlign );
304 scrollingTextActor.RegisterProperty( "uTextureSize", textureSize );
305 scrollingTextActor.RegisterProperty( "uHorizontalAlign", horizontalAlign );
306 scrollingTextActor.RegisterProperty( "uVerticalAlign", verticalAlign );
307 scrollingTextActor.RegisterProperty( "uGap", wrapGap );
308 mScrollDeltaIndex = scrollingTextActor.RegisterProperty( "uDelta", 0.0f );
310 float scrollAmount = std::max( textureSize.width, controlSize.width );
311 float scrollDuration = scrollAmount / mScrollSpeed;
315 scrollAmount = -scrollAmount; // reverse direction of scrolling
318 StartScrolling( scrollingTextActor, scrollAmount, scrollDuration, remainedLoop );
319 mScrollAnimation.SetCurrentProgress(animationProgress);
322 void TextScroller::AutoScrollAnimationFinished( Dali::Animation& animation )
324 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::AutoScrollAnimationFinished\n" );
325 mScrollerInterface.ScrollingFinished();
327 // Revert to the original shader and texture after scrolling
328 mRenderer.SetShader(mShader);
331 mRenderer.SetTextures( mTextureSet );
335 void TextScroller::StartScrolling( Actor scrollingTextActor, float scrollAmount, float scrollDuration, int loopCount )
337 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::StartScrolling scrollAmount[%f] scrollDuration[%f], loop[%d] speed[%d]\n", scrollAmount, scrollDuration, loopCount, mScrollSpeed );
339 mScrollAnimation = Animation::New( scrollDuration );
340 mScrollAnimation.AnimateTo( Property( scrollingTextActor, mScrollDeltaIndex ), scrollAmount, TimePeriod( mLoopDelay, scrollDuration ) );
341 mScrollAnimation.SetEndAction( Animation::Discard );
342 mScrollAnimation.SetLoopCount( loopCount );
343 mScrollAnimation.FinishedSignal().Connect( this, &TextScroller::AutoScrollAnimationFinished );
344 mScrollAnimation.Play();
349 } // namespace Toolkit