X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Ftext%2Ftext-scroller.cpp;h=22f115692a3917c74e39d7ef4da4fee290a82e4b;hp=e85a2fdf72d7492fc1bc805793f59509477b6380;hb=528aa3699cd51dab5115bca1aaebb65d4bc67c15;hpb=1b78a757a60b1eb2d74204b96646bdda62cc8c1f diff --git a/dali-toolkit/internal/text/text-scroller.cpp b/dali-toolkit/internal/text/text-scroller.cpp index e85a2fd..22f1156 100644 --- a/dali-toolkit/internal/text/text-scroller.cpp +++ b/dali-toolkit/internal/text/text-scroller.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2017 Samsung Electronics Co., Ltd. + * Copyright (c) 2020 Samsung Electronics Co., Ltd. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. @@ -19,7 +19,6 @@ #include // EXTERNAL INCLUDES -#include #include // INTERNAL INCLUDES @@ -50,9 +49,7 @@ const char* VERTEX_SHADER_SCROLL = DALI_COMPOSE_SHADER( 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 highp mat4 uMvpMatrix;\n \n //Visual size and offset uniform mediump vec2 offset;\n @@ -66,25 +63,29 @@ const char* VERTEX_SHADER_SCROLL = DALI_COMPOSE_SHADER( 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 delta = floor ( uDelta ) + 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.x = ( uDelta + 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 \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 + gl_Position = uMvpMatrix * vertexPosition;\n }\n ); const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( varying highp vec2 vTexCoord;\n uniform sampler2D sTexture;\n + uniform lowp vec4 uColor;\n + uniform lowp vec3 mixColor;\n \n void main()\n {\n - gl_FragColor = texture2D( sTexture, vTexCoord );\n + if ( vTexCoord.y > 1.0 )\n + discard;\n + \n + mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n + \n + gl_FragColor = textTexture * uColor * vec4( mixColor, 1.0 ); }\n ); @@ -218,6 +219,10 @@ void TextScroller::StopScrolling() } } } + else + { + mScrollerInterface.ScrollingFinished(); + } } TextLabel::AutoScrollStopMode::Type TextScroller::GetStopMode() const @@ -279,15 +284,27 @@ void TextScroller::SetParameters( Actor scrollingTextActor, Renderer renderer, T DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters wrapGap[%f]\n", wrapGap ); - const float horizontalAlign = HORIZONTAL_ALIGNMENT_TABLE[ horizontalAlignment ][ direction ]; + float horizontalAlign; + + if( textureSize.x > controlSize.x ) + { + // if Text is elided, scroll should start at the begin of text. + horizontalAlign = HORIZONTAL_ALIGNMENT_TABLE[HorizontalAlignment::BEGIN][ direction ]; + } + else + { + 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", textureSize ); - scrollingTextActor.RegisterProperty( "uHorizontalAlign", horizontalAlign ); - scrollingTextActor.RegisterProperty( "uVerticalAlign", verticalAlign ); - scrollingTextActor.RegisterProperty( "uGap", wrapGap ); - mScrollDeltaIndex = scrollingTextActor.RegisterProperty( "uDelta", 0.0f ); + shader.RegisterProperty( "uTextureSize", textureSize ); + shader.RegisterProperty( "uHorizontalAlign", horizontalAlign ); + shader.RegisterProperty( "uVerticalAlign", verticalAlign ); + shader.RegisterProperty( "uGap", wrapGap ); + mScrollDeltaIndex = shader.RegisterProperty( "uDelta", 0.0f ); float scrollAmount = std::max( textureSize.width, controlSize.width ); float scrollDuration = scrollAmount / mScrollSpeed; @@ -318,9 +335,10 @@ void TextScroller::StartScrolling( Actor scrollingTextActor, float scrollAmount, { DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::StartScrolling scrollAmount[%f] scrollDuration[%f], loop[%d] speed[%d]\n", scrollAmount, scrollDuration, loopCount, mScrollSpeed ); + Shader shader = mRenderer.GetShader(); mScrollAnimation = Animation::New( scrollDuration ); - mScrollAnimation.AnimateTo( Property( scrollingTextActor, mScrollDeltaIndex ), scrollAmount, TimePeriod( mLoopDelay, scrollDuration ) ); - mScrollAnimation.SetEndAction( Animation::Discard ); + mScrollAnimation.AnimateTo( Property( shader, mScrollDeltaIndex ), scrollAmount, TimePeriod( mLoopDelay, scrollDuration ) ); + mScrollAnimation.SetEndAction( Animation::DISCARD ); mScrollAnimation.SetLoopCount( loopCount ); mScrollAnimation.FinishedSignal().Connect( this, &TextScroller::AutoScrollAnimationFinished ); mScrollAnimation.Play();