2 * Copyright (c) 2018 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 highp mat4 uMvpMatrix;\n
55 //Visual size and offset
56 uniform mediump vec2 offset;\n
57 uniform mediump vec2 size;\n
58 uniform mediump vec4 offsetSizeMode;\n
59 uniform mediump vec2 origin;\n
60 uniform mediump vec2 anchorPoint;\n
64 mediump vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy );\n
65 mediump vec2 visualSize = mix( uSize.xy * size, size, offsetSizeMode.zw );\n
67 vTexCoord.x = ( uDelta + uHorizontalAlign * ( uTextureSize.x - visualSize.x - uGap ) + floor( aPosition.x * visualSize.x ) + 0.5 - uGap * 0.5 ) / uTextureSize.x + 0.5;\n
68 vTexCoord.y = ( uVerticalAlign * ( uTextureSize.y - visualSize.y ) + floor( aPosition.y * visualSize.y ) + 0.5 ) / ( uTextureSize.y ) + 0.5;\n
70 mediump vec4 vertexPosition = vec4( floor( ( aPosition + anchorPoint ) * visualSize + ( visualOffset + origin ) * uSize.xy ), 0.0, 1.0 );\n
72 gl_Position = uMvpMatrix * vertexPosition;\n
76 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
77 varying highp vec2 vTexCoord;\n
78 uniform sampler2D sTexture;\n
79 uniform lowp vec4 uColor;\n
80 uniform lowp vec3 mixColor;\n
84 if ( vTexCoord.y > 1.0 )\n
87 mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n
89 gl_FragColor = textTexture * uColor * vec4( mixColor, 1.0 );
94 * @brief How the text should be aligned horizontally when scrolling the text.
96 * -0.5f aligns the text to the left, 0.0f aligns the text to the center, 0.5f aligns the text to the right.
97 * The final alignment depends on two factors:
98 * 1) The alignment value of the text label (Use Text::HorizontalAlignment enumerations).
99 * 2) The text direction, i.e. whether it's LTR or RTL (0 = LTR, 1 = RTL).
101 const float HORIZONTAL_ALIGNMENT_TABLE[ Text::HorizontalAlignment::END+1 ][ 2 ] =
103 // HorizontalAlignment::BEGIN
109 // HorizontalAlignment::CENTER
115 // HorizontalAlignment::END
123 * @brief How the text should be aligned vertically when scrolling the text.
125 * -0.5f aligns the text to the top, 0.0f aligns the text to the center, 0.5f aligns the text to the bottom.
126 * The alignment depends on the alignment value of the text label (Use Text::VerticalAlignment enumerations).
128 const float VERTICAL_ALIGNMENT_TABLE[ Text::VerticalAlignment::BOTTOM+1 ] =
130 -0.5f, // VerticalAlignment::TOP
131 0.0f, // VerticalAlignment::CENTER
132 0.5f // VerticalAlignment::BOTTOM
140 TextScrollerPtr TextScroller::New( ScrollerInterface& scrollerInterface )
142 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::New\n" );
144 TextScrollerPtr textScroller( new TextScroller( scrollerInterface) );
148 void TextScroller::SetGap( int gap )
150 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetGap gap[%d]\n", gap );
151 mWrapGap = static_cast<float>(gap);
154 int TextScroller::GetGap() const
156 return static_cast<int>(mWrapGap);
159 void TextScroller::SetSpeed( int scrollSpeed )
161 mScrollSpeed = std::max( MINIMUM_SCROLL_SPEED, scrollSpeed );
164 int TextScroller::GetSpeed() const
169 void TextScroller::SetLoopCount( int loopCount )
171 if ( loopCount >= 0 )
173 mLoopCount = loopCount;
176 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetLoopCount [%d] Status[%s]\n", mLoopCount, (loopCount)?"looping":"stop" );
179 int TextScroller::GetLoopCount() const
184 void TextScroller::SetLoopDelay( float delay )
189 float TextScroller::GetLoopDelay() const
194 void TextScroller::SetStopMode( TextLabel::AutoScrollStopMode::Type stopMode )
196 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetAutoScrollStopMode [%s]\n",(stopMode == TextLabel::AutoScrollStopMode::IMMEDIATE)?"IMMEDIATE":"FINISH_LOOP" );
197 mStopMode = stopMode;
200 void TextScroller::StopScrolling()
202 if ( mScrollAnimation && mScrollAnimation.GetState() == Animation::PLAYING )
206 case TextLabel::AutoScrollStopMode::IMMEDIATE:
208 mScrollAnimation.Stop();
209 mScrollerInterface.ScrollingFinished();
212 case TextLabel::AutoScrollStopMode::FINISH_LOOP:
214 mScrollAnimation.SetLoopCount( 1 ); // As animation already playing this allows the current animation to finish instead of trying to stop mid-way
219 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Undifined AutoScrollStopMode\n" );
225 mScrollerInterface.ScrollingFinished();
229 TextLabel::AutoScrollStopMode::Type TextScroller::GetStopMode() const
234 TextScroller::TextScroller( ScrollerInterface& scrollerInterface )
235 : mScrollerInterface( scrollerInterface ),
236 mScrollDeltaIndex( Property::INVALID_INDEX ),
237 mScrollSpeed( MINIMUM_SCROLL_SPEED ),
241 mStopMode( TextLabel::AutoScrollStopMode::FINISH_LOOP )
243 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller Default Constructor\n" );
246 TextScroller::~TextScroller()
250 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 )
252 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters controlSize[%f,%f] textureSize[%f,%f] direction[%d]\n",
253 controlSize.x, controlSize.y, textureSize.x, textureSize.y, direction );
255 mRenderer = renderer;
257 float animationProgress = 0.0f;
258 int remainedLoop = mLoopCount;
259 if ( mScrollAnimation )
261 if( mScrollAnimation.GetState() == Animation::PLAYING )
263 animationProgress = mScrollAnimation.GetCurrentProgress();
265 if( mLoopCount > 0 ) // If not a ininity loop, then calculate remained loop
267 remainedLoop = mLoopCount - ( mScrollAnimation.GetCurrentLoop() );
268 remainedLoop = ( remainedLoop <= 0 ? 1 : remainedLoop );
271 mScrollAnimation.Clear();
273 // Reset to the original shader and texture before scrolling
274 mRenderer.SetShader(mShader);
275 mRenderer.SetTextures( mTextureSet );
278 mShader = mRenderer.GetShader();
279 mTextureSet = mRenderer.GetTextures();
281 // Set the shader and texture for scrolling
282 Shader shader = Shader::New( VERTEX_SHADER_SCROLL, FRAGMENT_SHADER, Shader::Hint::NONE );
283 mRenderer.SetShader( shader );
284 mRenderer.SetTextures( textureSet );
286 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters wrapGap[%f]\n", wrapGap );
288 float horizontalAlign;
290 if( textureSize.x > controlSize.x )
292 // if Text is elided, scroll should start at the begin of text.
293 horizontalAlign = HORIZONTAL_ALIGNMENT_TABLE[HorizontalAlignment::BEGIN][ direction ];
297 horizontalAlign = HORIZONTAL_ALIGNMENT_TABLE[ horizontalAlignment ][ direction ];
300 const float verticalAlign = VERTICAL_ALIGNMENT_TABLE[ verticalAlignment ];
302 DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters horizontalAlign[%f], verticalAlign[%f]\n", horizontalAlign, verticalAlign );
304 shader.RegisterProperty( "uTextureSize", textureSize );
305 shader.RegisterProperty( "uHorizontalAlign", horizontalAlign );
306 shader.RegisterProperty( "uVerticalAlign", verticalAlign );
307 shader.RegisterProperty( "uGap", wrapGap );
308 mScrollDeltaIndex = shader.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 Shader shader = mRenderer.GetShader();
340 mScrollAnimation = Animation::New( scrollDuration );
341 mScrollAnimation.AnimateTo( Property( shader, mScrollDeltaIndex ), scrollAmount, TimePeriod( mLoopDelay, scrollDuration ) );
342 mScrollAnimation.SetEndAction( Animation::Discard );
343 mScrollAnimation.SetLoopCount( loopCount );
344 mScrollAnimation.FinishedSignal().Connect( this, &TextScroller::AutoScrollAnimationFinished );
345 mScrollAnimation.Play();
350 } // namespace Toolkit