const char* VERTEX_SHADER_SCROLL = DALI_COMPOSE_SHADER(
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
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.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
- 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
const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
varying highp vec2 vTexCoord;\n
- varying highp float vRatio;\n
uniform sampler2D sTexture;\n
\n
void main()\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
- discard;\n
- \n
- gl_FragColor = texture2D( sTexture, texCoord );\n
+ gl_FragColor = texture2D( sTexture, vTexCoord );\n
}\n
);
{
}
-void TextScroller::SetParameters( Actor scrollingTextActor, Renderer renderer, TextureSet textureSet, const Size& controlSize, const Size& textNaturalSize, CharacterDirection direction, HorizontalAlignment::Type horizontalAlignment, VerticalAlignment::Type verticalAlignment )
+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 )
{
- 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] textureSize[%f,%f] direction[%d]\n",
+ controlSize.x, controlSize.y, textureSize.x, textureSize.y, direction );
mRenderer = renderer;
mRenderer.SetShader( shader );
mRenderer.SetTextures( textureSet );
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters mWrapGap[%f]\n", mWrapGap );
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters wrapGap[%f]\n", wrapGap );
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 );
- scrollingTextActor.RegisterProperty( "uTextureSize", textNaturalSize );
+ scrollingTextActor.RegisterProperty( "uTextureSize", textureSize );
scrollingTextActor.RegisterProperty( "uHorizontalAlign", horizontalAlign );
scrollingTextActor.RegisterProperty( "uVerticalAlign", verticalAlign );
- scrollingTextActor.RegisterProperty( "uGap", mWrapGap );
+ scrollingTextActor.RegisterProperty( "uGap", wrapGap );
mScrollDeltaIndex = scrollingTextActor.RegisterProperty( "uDelta", 0.0f );
- float scrollAmount = std::max( textNaturalSize.width + mWrapGap, controlSize.width );
+ float scrollAmount = std::max( textureSize.width, controlSize.width );
float scrollDuration = scrollAmount / mScrollSpeed;
if ( direction )