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=590f919a6d4b1fdc77cbbe3f3e95938e1f22298a;hp=ee1d241f2a9ed606edc6d0a1526594a9dfbf5660;hb=5e86784bcfbc88120549a72284a23b98adbc90ae;hpb=63f9b5207c2794cdc460d587723be89585872a51 diff --git a/dali-toolkit/internal/text/text-scroller.cpp b/dali-toolkit/internal/text/text-scroller.cpp index ee1d241..590f919 100644 --- a/dali-toolkit/internal/text/text-scroller.cpp +++ b/dali-toolkit/internal/text/text-scroller.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2016 Samsung Electronics Co., Ltd. + * Copyright (c) 2017 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. @@ -31,7 +31,6 @@ // INTERNAL INCLUDES #include -#include namespace Dali { @@ -39,11 +38,6 @@ namespace Dali namespace Toolkit { -namespace Text -{ -extern const int MINIMUM_SCROLL_SPEED; -} // namespace - namespace { @@ -51,39 +45,47 @@ namespace Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, true, "LOG_TEXT_SCROLLING"); #endif +const int MINIMUM_SCROLL_SPEED = 1; // Speed should be set by Property system. + 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 mat4 uMvpMatrix;\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 uRtl;\n + uniform mediump float uAlign;\n \n void main()\n {\n {\n - mediump vec4 vertexPosition = vec4(aPosition*uSize.xy, 0.0, 1.0);\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 - vTexCoord.x = ( uDelta + ( uRtl * ( uTextureSize.x - uSize.x ) ) + ( aPosition.x * uSize.x ) )/ ( uTextureSize.x+gap );\n - vTexCoord.y = aPosition.y;\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 = uMvpMatrix * vertexPosition;\n + gl_Position = uProjection * vertexPosition; }\n }\n ); const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( - varying mediump vec2 vTexCoord;\n + varying highp vec2 vTexCoord;\n varying highp float vRatio;\n uniform sampler2D sTexture;\n \n void main()\n {\n - mediump vec2 texCoord;\n + highp vec2 texCoord;\n texCoord.y = vTexCoord.y;\n texCoord.x = fract( vTexCoord.x ) / vRatio;\n if ( texCoord.x > 1.0 )\n @@ -94,6 +96,54 @@ const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( ); /** + * @brief How the text should be aligned when scrolling the text. + * + * 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 ALIGNMENT_TABLE[ Text::Layout::HORIZONTAL_ALIGN_COUNT ][ 2 ][ 2 ] = +{ + // HORIZONTAL_ALIGN_BEGIN + { + { // 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 + { + { // 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 + { + { // 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 Create and set up a camera for the render task to use * * @param[in] sizeOfTarget size of the source camera to look at @@ -173,7 +223,7 @@ 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::NEAREST, FilterMode::NEAREST ); + sampler.SetFilterMode(FilterMode::LINEAR, FilterMode::LINEAR ); TextureSet textureSet = TextureSet::New(); TextureSetImage( textureSet, 0u, frameBufferImage ); @@ -183,6 +233,7 @@ void CreateRenderer( FrameBufferImage frameBufferImage, Dali::Renderer& renderer CreateGeometry( meshGeometry ); renderer = Renderer::New( meshGeometry, shader ); + renderer.SetProperty( Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, true ); renderer.SetTextures( textureSet ); } @@ -199,6 +250,89 @@ TextScrollerPtr TextScroller::New( ScrollerInterface& scrollerInterface ) return textScroller; } +void TextScroller::SetGap( int gap ) +{ + DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetGap gap[%d]\n", gap ); + mWrapGap = static_cast(gap); +} + +int TextScroller::GetGap() const +{ + return static_cast(mWrapGap); +} + +void TextScroller::SetSpeed( int scrollSpeed ) +{ + mScrollSpeed = std::max( MINIMUM_SCROLL_SPEED, scrollSpeed ); +} + +int TextScroller::GetSpeed() const +{ + return mScrollSpeed; +} + +void TextScroller::SetLoopCount( int loopCount ) +{ + if ( loopCount >= 0 ) + { + mLoopCount = loopCount; + } + + DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetLoopCount [%d] Status[%s]\n", mLoopCount, (loopCount)?"looping":"stop" ); +} + +int TextScroller::GetLoopCount() const +{ + return mLoopCount; +} + +void TextScroller::SetLoopDelay( float delay ) +{ + mLoopDelay = delay; +} + +float TextScroller::GetLoopDelay() const +{ + return mLoopDelay; +} + +void TextScroller::SetStopMode( DevelTextLabel::AutoScrollStopMode::Type stopMode ) +{ + DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetAutoScrollStopMode [%s]\n",(stopMode == DevelTextLabel::AutoScrollStopMode::IMMEDIATE)?"IMMEDIATE":"FINISH_LOOP" ); + mStopMode = stopMode; +} + +void TextScroller::StopScrolling() +{ + if ( mScrollAnimation && mScrollAnimation.GetState() == Animation::PLAYING ) + { + switch( mStopMode ) + { + case DevelTextLabel::AutoScrollStopMode::IMMEDIATE: + { + mScrollAnimation.Stop(); + CleanUp(); + mScrollerInterface.ScrollingFinished(); + break; + } + case DevelTextLabel::AutoScrollStopMode::FINISH_LOOP: + { + mScrollAnimation.SetLoopCount( 1 ); // As animation already playing this allows the current animation to finish instead of trying to stop mid-way + break; + } + default: + { + DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Undifined AutoScrollStopMode\n" ); + } + } + } +} + +DevelTextLabel::AutoScrollStopMode::Type TextScroller::GetStopMode() const +{ + return mStopMode; +} + Actor TextScroller::GetSourceCamera() const { return mOffscreenCameraActor; @@ -209,9 +343,13 @@ Actor TextScroller::GetScrollingText() const return mScrollingTextActor; } -TextScroller::TextScroller( ScrollerInterface& scrollerInterface ) -: mScrollerInterface( scrollerInterface ), - mScrollDeltaIndex( Property::INVALID_INDEX ) +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" ); } @@ -221,71 +359,103 @@ TextScroller::~TextScroller() CleanUp(); } -void TextScroller::StartScrolling( Actor sourceActor, - const ScrollerData& data ) +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::StartScrolling controlSize[%f,%f] offscreenSize[%f,%f] direction[%d] alignmentOffset[%f]\n", - data.mControlSize.x, data.mControlSize.y, - data.mOffscreenSize.x, data.mOffscreenSize.y, - data.mAutoScrollDirectionRTL, - data.mAlignmentOffset ); - - FrameBufferImage offscreenRenderTargetForText = FrameBufferImage::New( data.mOffscreenSize.width, data.mOffscreenSize.height, Pixel::RGBA8888 ); + 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 ); + + CleanUp(); // If already scrolling then restart with new parameters + + float animationProgress = 0.0f; + int remainedLoop = mLoopCount; + if ( mScrollAnimation ) + { + if( mScrollAnimation.GetState() == Animation::PLAYING ) + { + animationProgress = mScrollAnimation.GetCurrentProgress(); + + if( mLoopCount > 0 ) // If not a ininity loop, then calculate remained loop + { + remainedLoop = mLoopCount - ( mScrollAnimation.GetCurrentLoop() ); + remainedLoop = ( remainedLoop <= 0 ? 1 : remainedLoop ); + } + } + mScrollAnimation.Clear(); + } + + FrameBufferImage offscreenRenderTargetForText = FrameBufferImage::New( offScreenSize.width, offScreenSize.height, Pixel::RGBA8888 ); Renderer renderer; - CreateCameraActor( data.mOffscreenSize, mOffscreenCameraActor ); + CreateCameraActor( offScreenSize, mOffscreenCameraActor ); CreateRenderer( offscreenRenderTargetForText, renderer ); CreateRenderTask( sourceActor, mOffscreenCameraActor, offscreenRenderTargetForText, mRenderTask ); - // Reposition camera to match alignment of target, RTL text has direction=true - if( data.mAutoScrollDirectionRTL ) - { - mOffscreenCameraActor.SetX( data.mAlignmentOffset + data.mOffscreenSize.width * 0.5f ); - } - else + float xPosition = 0.0f; + switch( horizontalAlignment ) { - mOffscreenCameraActor.SetX( data.mOffscreenSize.width * 0.5f ); + 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; + } } - mOffscreenCameraActor.SetY( data.mOffscreenSize.height * 0.5f ); + DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters xPosition[%f]\n", xPosition ); - DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters mWrapGap[%f]\n", data.mWrapGap ) + mOffscreenCameraActor.SetX( xPosition ); + mOffscreenCameraActor.SetY( offScreenSize.height * 0.5f ); + + DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters mWrapGap[%f]\n", mWrapGap ); + + const float align = ALIGNMENT_TABLE[ horizontalAlignment ][ direction ][ offScreenSize.width > controlSize.width ]; + DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters align[%f]\n", align ); mScrollingTextActor = Actor::New(); mScrollingTextActor.AddRenderer( renderer ); - mScrollingTextActor.RegisterProperty( "uTextureSize", data.mOffscreenSize ); - mScrollingTextActor.RegisterProperty( "uRtl", ( data.mAutoScrollDirectionRTL ? 1.f : 0.f ) ); - mScrollingTextActor.RegisterProperty( "uGap", data.mWrapGap ); - mScrollingTextActor.SetSize( data.mControlSize.width, std::min( data.mOffscreenSize.height, data.mControlSize.height ) ); + 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( data.mOffscreenSize.width + data.mWrapGap, data.mControlSize.width ); - float scrollSpeed = std::max( MINIMUM_SCROLL_SPEED, data.mScrollSpeed ); - float scrollDuration = scrollAmount / scrollSpeed; + float scrollAmount = std::max( offScreenSize.width + mWrapGap, controlSize.width ); + float scrollDuration = scrollAmount / mScrollSpeed; - if( data.mAutoScrollDirectionRTL ) + if ( direction ) { scrollAmount = -scrollAmount; // reverse direction of scrollung } - mScrollAnimation = Animation::New( scrollDuration ); - mScrollAnimation.AnimateTo( Property( mScrollingTextActor, mScrollDeltaIndex ), scrollAmount ); - mScrollAnimation.SetEndAction( Animation::Discard ); - mScrollAnimation.SetLoopCount( data.mLoopCount ); - mScrollAnimation.FinishedSignal().Connect( this, &TextScroller::AutoScrollAnimationFinished ); - mScrollAnimation.Play(); -} - -void TextScroller::StopScrolling() -{ - if( mScrollAnimation && - ( mScrollAnimation.GetState() == Animation::PLAYING ) ) - { - DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetLoopCount Single loop forced\n" ); - mScrollAnimation.SetLoopCount( 1 ); // As animation already playing this allows the current animation to finish instead of trying to stop mid-way - } + StartScrolling( scrollAmount, scrollDuration, remainedLoop ); + mScrollAnimation.SetCurrentProgress(animationProgress); } void TextScroller::AutoScrollAnimationFinished( Dali::Animation& animation ) @@ -295,6 +465,18 @@ void TextScroller::AutoScrollAnimationFinished( Dali::Animation& animation ) mScrollerInterface.ScrollingFinished(); } +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( 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() )