// EXTERNAL INCLUDES
#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>
+#include <dali/public-api/rendering/geometry.h>
+#include <dali/public-api/rendering/renderer.h>
+#include <dali/public-api/rendering/sampler.h>
+#include <dali/public-api/rendering/shader.h>
+#include <dali/devel-api/images/texture-set-image.h>
#include <dali/integration-api/debug.h>
// INTERNAL INCLUDES
attribute mediump vec2 aPosition;\n
varying highp vec2 vTexCoord;\n
varying highp float vRatio;\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
+ uniform mediump vec3 uSize;\n
+ uniform mediump float uDelta;\n
+ uniform mediump vec2 uTextureSize;
+ uniform mediump float uGap;\n
+ uniform mediump float uAlign;\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 smallTextPadding = max( visualSize.x - uTextureSize.x, 0. );\n
- mediump float gap = max( uGap, smallTextPadding );\n
- mediump float delta = floor ( uDelta ) + 0.5;\n
- vTexCoord.x = ( delta + uHorizontalAlign * ( uTextureSize.x - visualSize.x ) + floor( aPosition.x * visualSize.x ) + 0.5 - gap * 0.5 ) / ( uTextureSize.x + gap ) + 0.5;\n
- vTexCoord.y = ( uVerticalAlign * ( uTextureSize.y - visualSize.y ) + floor( aPosition.y * visualSize.y ) + 0.5 ) / ( uTextureSize.y ) + 0.5;\n
- vRatio = uTextureSize.x / ( uTextureSize.x + gap );\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
+ highp vec4 vertexPosition = vec4(aPosition*uSize.xy, 0.0, 1.0);\n
+ vertexPosition = uViewMatrix * uModelMatrix * vertexPosition ;\n
+ vertexPosition.x = floor( vertexPosition.x ) + 0.5;
+ vertexPosition.y = floor( vertexPosition.y ) + 0.5;
+ float smallTextPadding = max(uSize.x - uTextureSize.x, 0. );\n
+ float gap = max( uGap, smallTextPadding );\n
+ float delta = floor ( uDelta ) + 0.5;
+ vTexCoord.x = ( delta + ( uAlign * ( uTextureSize.x - uSize.x ) ) + ( aPosition.x * uSize.x ) )/ ( uTextureSize.x + gap );\n
+ vTexCoord.y = ( 0.5 + floor( aPosition.y * uSize.y ) )/ ( uTextureSize.y ) ;\n
+ vRatio = uTextureSize.x / ( uTextureSize.x + gap );\n
+ gl_Position = uProjection * vertexPosition;
+ }\n
}\n
);
highp vec2 texCoord;\n
texCoord.y = vTexCoord.y;\n
texCoord.x = fract( vTexCoord.x ) / vRatio;\n
- if ( texCoord.x > 1.0 || texCoord.y > 1.0 )\n
+ if ( texCoord.x > 1.0 )\n
discard;\n
\n
gl_FragColor = texture2D( sTexture, texCoord );\n
);
/**
- * @brief How the text should be aligned horizontally when scrolling the text.
+ * @brief How the text should be aligned when scrolling the text.
*
- * -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:
+ * 0.0f aligns the text to the left, 1.0f aligns the text to the right.
+ * The final alignment depends on three factors:
* 1) The alignment value of the text label (Use Text::Layout::HorizontalAlignment enumerations).
* 2) The text direction, i.e. whether it's LTR or RTL (0 = LTR, 1 = RTL).
+ * 3) Whether the text is greater than the size of the control ( 0 = Text width <= Control width, 1 = Text width > Control width ).
*/
-const float HORIZONTAL_ALIGNMENT_TABLE[ Text::Layout::HORIZONTAL_ALIGN_COUNT ][ 2 ] =
+const float ALIGNMENT_TABLE[ Text::Layout::HORIZONTAL_ALIGN_COUNT ][ 2 ][ 2 ] =
{
// HORIZONTAL_ALIGN_BEGIN
{
- -0.5f, // LTR
- 0.5f // RTL
+ { // LTR
+ 0.0f, // Text width <= Control width
+ 0.0f // Text width > Control width
+ },
+ { // RTL
+ 1.0f, // Text width <= Control width
+ 1.0f // Text width > Control width
+ }
},
// HORIZONTAL_ALIGN_CENTER
{
- 0.0f, // LTR
- 0.0f // RTL
+ { // LTR
+ 0.5f, // Text width <= Control width
+ 0.0f // Text width > Control width
+ },
+ { // RTL
+ 0.5f, // Text width <= Control width
+ 1.0f // Text width > Control width
+ }
},
// HORIZONTAL_ALIGN_END
{
- 0.5f, // LTR
- -0.5f // RTL
+ { // LTR
+ 1.0f, // Text width <= Control width
+ 0.0f // Text width > Control width
+ },
+ { // RTL
+ 0.0f, // Text width <= Control width
+ 1.0f // Text width > Control width
+ }
}
};
/**
- * @brief How the text should be aligned vertically when scrolling the text.
+ * @brief Create and set up a camera for the render task to use
*
- * -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::Layout::VerticalAlignment enumerations).
+ * @param[in] sizeOfTarget size of the source camera to look at
+ * @param[out] offscreenCamera custom camera
*/
-const float VERTICAL_ALIGNMENT_TABLE[ Text::Layout::VERTICAL_ALIGN_COUNT ] =
+void CreateCameraActor( const Size& sizeOfTarget, CameraActor& offscreenCamera )
{
- -0.5f, // VERTICAL_ALIGN_TOP
- 0.0f, // VERTICAL_ALIGN_CENTER
- 0.5f // VERTICAL_ALIGN_BOTTOM
-};
+ offscreenCamera = CameraActor::New();
+ offscreenCamera.SetOrthographicProjection( sizeOfTarget );
+ offscreenCamera.SetInvertYAxis( true );
+}
+
+/**
+ * @brief Create a render task
+ *
+ * @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
+ */
+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] =
+ {
+ { 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 );
+
+ geometry = Geometry::New();
+ geometry.AddVertexBuffer( quadVertices );
+ geometry.SetIndexBuffer( indices, sizeof(indices)/sizeof(indices[0]) );
+}
+
+
+/**
+ * @brief Create a renderer
+ *
+ * @param[in] frameBufferImage texture to be used
+ * @param[out] renderer mesh renderer using the supplied texture
+ */
+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::LINEAR, FilterMode::LINEAR );
+
+ TextureSet textureSet = TextureSet::New();
+ TextureSetImage( textureSet, 0u, frameBufferImage );
+ textureSet.SetSampler( 0u, sampler );
+
+ Geometry meshGeometry;
+ CreateGeometry( meshGeometry );
+
+ renderer = Renderer::New( meshGeometry, shader );
+ renderer.SetProperty( Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, true );
+ renderer.SetTextures( textureSet );
+}
} // namespace
case DevelTextLabel::AutoScrollStopMode::IMMEDIATE:
{
mScrollAnimation.Stop();
+ CleanUp();
mScrollerInterface.ScrollingFinished();
break;
}
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( DevelTextLabel::AutoScrollStopMode::FINISH_LOOP )
+Actor TextScroller::GetSourceCamera() const
+{
+ return mOffscreenCameraActor;
+}
+
+Actor TextScroller::GetScrollingText() const
+{
+ return mScrollingTextActor;
+}
+
+TextScroller::TextScroller( ScrollerInterface& scrollerInterface ) : mScrollerInterface( scrollerInterface ),
+ mScrollDeltaIndex( Property::INVALID_INDEX ),
+ mScrollSpeed( MINIMUM_SCROLL_SPEED ),
+ mLoopCount( 1 ),
+ mLoopDelay( 0.0f ),
+ mWrapGap( 0.0f ),
+ mStopMode( DevelTextLabel::AutoScrollStopMode::FINISH_LOOP )
{
DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller Default Constructor\n" );
}
TextScroller::~TextScroller()
{
+ CleanUp();
}
-void TextScroller::SetParameters( Actor scrollingTextActor, Renderer renderer, TextureSet textureSet, const Size& controlSize, const Size& textNaturalSize, CharacterDirection direction, Layout::HorizontalAlignment horizontalAlignment, Layout::VerticalAlignment verticalAlignment )
+void TextScroller::SetParameters( Actor sourceActor, const Size& controlSize, const Size& offScreenSize, CharacterDirection direction, float alignmentOffset, Layout::HorizontalAlignment horizontalAlignment )
{
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters controlSize[%f,%f] offscreenSize[%f,%f] direction[%d]\n",
- controlSize.x, controlSize.y, textNaturalSize.x, textNaturalSize.y, direction );
+ 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 );
- mRenderer = renderer;
+ CleanUp(); // If already scrolling then restart with new parameters
float animationProgress = 0.0f;
int remainedLoop = mLoopCount;
}
}
mScrollAnimation.Clear();
+ }
+
+ FrameBufferImage offscreenRenderTargetForText = FrameBufferImage::New( offScreenSize.width, offScreenSize.height, Pixel::RGBA8888 );
+ Renderer renderer;
- // Reset to the original shader and texture before scrolling
- mRenderer.SetShader(mShader);
- mRenderer.SetTextures( mTextureSet );
+ CreateCameraActor( offScreenSize, mOffscreenCameraActor );
+ CreateRenderer( offscreenRenderTargetForText, renderer );
+ CreateRenderTask( sourceActor, mOffscreenCameraActor, offscreenRenderTargetForText, mRenderTask );
+
+ float xPosition = 0.0f;
+ switch( horizontalAlignment )
+ {
+ case Layout::HORIZONTAL_ALIGN_BEGIN:
+ {
+ // Reposition camera to match alignment of target, RTL text has direction=true
+ if ( direction )
+ {
+ xPosition = alignmentOffset + offScreenSize.width * 0.5f;
+ }
+ else
+ {
+ xPosition = offScreenSize.width * 0.5f;
+ }
+ break;
+ }
+
+ case Layout::HORIZONTAL_ALIGN_CENTER:
+ {
+ xPosition = controlSize.width * 0.5f;
+ break;
+ }
+
+ case Layout::HORIZONTAL_ALIGN_END:
+ {
+ // Reposition camera to match alignment of target, RTL text has direction=true
+ if ( direction )
+ {
+ xPosition = offScreenSize.width * 0.5f;
+ }
+ else
+ {
+ xPosition = alignmentOffset + offScreenSize.width * 0.5f;
+ }
+ break;
+ }
}
- mShader = mRenderer.GetShader();
- mTextureSet = mRenderer.GetTextures();
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters xPosition[%f]\n", xPosition );
- // Set the shader and texture for scrolling
- Shader shader = Shader::New( VERTEX_SHADER_SCROLL, FRAGMENT_SHADER, Shader::Hint::NONE );
- mRenderer.SetShader( shader );
- mRenderer.SetTextures( textureSet );
+ mOffscreenCameraActor.SetX( xPosition );
+ mOffscreenCameraActor.SetY( offScreenSize.height * 0.5f );
DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters mWrapGap[%f]\n", mWrapGap );
- const float 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 );
+ const float align = ALIGNMENT_TABLE[ horizontalAlignment ][ direction ][ offScreenSize.width > controlSize.width ];
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters align[%f]\n", align );
- scrollingTextActor.RegisterProperty( "uTextureSize", textNaturalSize );
- scrollingTextActor.RegisterProperty( "uHorizontalAlign", horizontalAlign );
- scrollingTextActor.RegisterProperty( "uVerticalAlign", verticalAlign );
- scrollingTextActor.RegisterProperty( "uGap", mWrapGap );
- mScrollDeltaIndex = scrollingTextActor.RegisterProperty( "uDelta", 0.0f );
+ mScrollingTextActor = Actor::New();
+ mScrollingTextActor.AddRenderer( renderer );
+ mScrollingTextActor.RegisterProperty( "uTextureSize", offScreenSize );
+ mScrollingTextActor.RegisterProperty( "uAlign", align );
+ mScrollingTextActor.RegisterProperty( "uGap", mWrapGap );
+ mScrollingTextActor.SetSize( controlSize.width, std::min( offScreenSize.height, controlSize.height ) );
+ mScrollDeltaIndex = mScrollingTextActor.RegisterProperty( "uDelta", 0.0f );
- float scrollAmount = std::max( textNaturalSize.width + mWrapGap, controlSize.width );
+ float scrollAmount = std::max( offScreenSize.width + mWrapGap, controlSize.width );
float scrollDuration = scrollAmount / mScrollSpeed;
if ( direction )
{
- scrollAmount = -scrollAmount; // reverse direction of scrolling
+ scrollAmount = -scrollAmount; // reverse direction of scrollung
}
- StartScrolling( scrollingTextActor, scrollAmount, scrollDuration, remainedLoop );
+ StartScrolling( scrollAmount, scrollDuration, remainedLoop );
mScrollAnimation.SetCurrentProgress(animationProgress);
}
void TextScroller::AutoScrollAnimationFinished( Dali::Animation& animation )
{
DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::AutoScrollAnimationFinished\n" );
+ CleanUp();
mScrollerInterface.ScrollingFinished();
-
- // Revert to the original shader and texture after scrolling
- mRenderer.SetShader(mShader);
- if ( mTextureSet )
- {
- mRenderer.SetTextures( mTextureSet );
- }
}
-void TextScroller::StartScrolling( Actor scrollingTextActor, float scrollAmount, float scrollDuration, int loopCount )
+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( scrollingTextActor, mScrollDeltaIndex ), scrollAmount, TimePeriod( mLoopDelay, scrollDuration ) );
+ mScrollAnimation.AnimateTo( Property( mScrollingTextActor, mScrollDeltaIndex ), scrollAmount, TimePeriod( mLoopDelay, scrollDuration ) );
mScrollAnimation.SetEndAction( Animation::Discard );
mScrollAnimation.SetLoopCount( loopCount );
mScrollAnimation.FinishedSignal().Connect( this, &TextScroller::AutoScrollAnimationFinished );
mScrollAnimation.Play();
}
+void TextScroller::CleanUp()
+{
+ if ( Stage::IsInstalled() )
+ {
+ Stage stage = Stage::GetCurrent();
+ RenderTaskList taskList = stage.GetRenderTaskList();
+ UnparentAndReset( mScrollingTextActor );
+ UnparentAndReset( mOffscreenCameraActor );
+ taskList.RemoveTask( mRenderTask );
+ }
+}
+
} // namespace Text
} // namespace Toolkit