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=cec40817507808b7081ca23d2d6010a578a67194;hp=590f919a6d4b1fdc77cbbe3f3e95938e1f22298a;hb=HEAD;hpb=d9a8cbc7adbe168eea313b65065ec680eb8eec93 diff --git a/dali-toolkit/internal/text/text-scroller.cpp b/dali-toolkit/internal/text/text-scroller.cpp index 590f919..08e08c8 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) 2024 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. @@ -19,240 +19,80 @@ #include // EXTERNAL INCLUDES -#include -#include -#include -#include -#include -#include -#include -#include #include // INTERNAL INCLUDES +#include #include namespace Dali { - namespace Toolkit { - namespace { - -#if defined ( DEBUG_ENABLED ) - Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, true, "LOG_TEXT_SCROLLING"); +#if defined(DEBUG_ENABLED) +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 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 - void main()\n - {\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 -); - -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 )\n - discard;\n - \n - gl_FragColor = texture2D( sTexture, texCoord );\n - }\n -); - /** - * @brief How the text should be aligned when scrolling the text. + * @brief How the text should be aligned horizontally 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). + * -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: + * 1) The alignment value of the text label (Use Text::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 +const float HORIZONTAL_ALIGNMENT_TABLE[Text::HorizontalAlignment::END + 1][2] = { - { // 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 + // HorizontalAlignment::BEGIN + { + -0.5f, // LTR + 0.5f // RTL }, - { // 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 + // HorizontalAlignment::CENTER + { + 0.0f, // LTR + 0.0f // RTL }, - { // 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 - * @param[out] offscreenCamera custom camera - */ -void CreateCameraActor( const Size& sizeOfTarget, CameraActor& offscreenCamera ) -{ - 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 ); -} + // HorizontalAlignment::END + { + 0.5f, // LTR + -0.5f // RTL + }}; /** - * @brief Create quad geometry for the mesh + * @brief How the text should be aligned vertically when scrolling the text. * - * @param[out] geometry quad geometry that can be used for a mesh + * -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::VerticalAlignment enumerations). */ -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] = +const float VERTICAL_ALIGNMENT_TABLE[Text::VerticalAlignment::BOTTOM + 1] = { - 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 ); -} + -0.5f, // VerticalAlignment::TOP + 0.0f, // VerticalAlignment::CENTER + 0.5f // VerticalAlignment::BOTTOM +}; } // namespace namespace Text { - -TextScrollerPtr TextScroller::New( ScrollerInterface& scrollerInterface ) +TextScrollerPtr TextScroller::New(ScrollerInterface& scrollerInterface) { - DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::New\n" ); + DALI_LOG_INFO(gLogFilter, Debug::Verbose, "TextScroller::New\n"); - TextScrollerPtr textScroller( new TextScroller( scrollerInterface) ); + TextScrollerPtr textScroller(new TextScroller(scrollerInterface)); return textScroller; } -void TextScroller::SetGap( int gap ) +void TextScroller::SetGap(int gap) { - DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetGap gap[%d]\n", gap ); + DALI_LOG_INFO(gLogFilter, Debug::Verbose, "TextScroller::SetGap gap[%d]\n", gap); mWrapGap = static_cast(gap); } @@ -261,9 +101,9 @@ int TextScroller::GetGap() const return static_cast(mWrapGap); } -void TextScroller::SetSpeed( int scrollSpeed ) +void TextScroller::SetSpeed(int scrollSpeed) { - mScrollSpeed = std::max( MINIMUM_SCROLL_SPEED, scrollSpeed ); + mScrollSpeed = std::max(MINIMUM_SCROLL_SPEED, scrollSpeed); } int TextScroller::GetSpeed() const @@ -271,14 +111,14 @@ int TextScroller::GetSpeed() const return mScrollSpeed; } -void TextScroller::SetLoopCount( int loopCount ) +void TextScroller::SetLoopCount(int loopCount) { - if ( loopCount >= 0 ) + if(loopCount >= 0) { mLoopCount = loopCount; } - DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetLoopCount [%d] Status[%s]\n", mLoopCount, (loopCount)?"looping":"stop" ); + DALI_LOG_INFO(gLogFilter, Debug::Verbose, "TextScroller::SetLoopCount [%d] Status[%s]\n", mLoopCount, (loopCount) ? "looping" : "stop"); } int TextScroller::GetLoopCount() const @@ -286,7 +126,7 @@ int TextScroller::GetLoopCount() const return mLoopCount; } -void TextScroller::SetLoopDelay( float delay ) +void TextScroller::SetLoopDelay(float delay) { mLoopDelay = delay; } @@ -296,197 +136,173 @@ float TextScroller::GetLoopDelay() const return mLoopDelay; } -void TextScroller::SetStopMode( DevelTextLabel::AutoScrollStopMode::Type stopMode ) +void TextScroller::SetStopMode(TextLabel::AutoScrollStopMode::Type stopMode) { - DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetAutoScrollStopMode [%s]\n",(stopMode == DevelTextLabel::AutoScrollStopMode::IMMEDIATE)?"IMMEDIATE":"FINISH_LOOP" ); + DALI_LOG_INFO(gLogFilter, Debug::Verbose, "TextScroller::SetAutoScrollStopMode [%s]\n", (stopMode == TextLabel::AutoScrollStopMode::IMMEDIATE) ? "IMMEDIATE" : "FINISH_LOOP"); mStopMode = stopMode; } void TextScroller::StopScrolling() { - if ( mScrollAnimation && mScrollAnimation.GetState() == Animation::PLAYING ) + if(IsScrolling()) { - switch( mStopMode ) + switch(mStopMode) { - case DevelTextLabel::AutoScrollStopMode::IMMEDIATE: + case TextLabel::AutoScrollStopMode::IMMEDIATE: { + mIsStop = true; mScrollAnimation.Stop(); - CleanUp(); - mScrollerInterface.ScrollingFinished(); break; } - case DevelTextLabel::AutoScrollStopMode::FINISH_LOOP: + case TextLabel::AutoScrollStopMode::FINISH_LOOP: { - mScrollAnimation.SetLoopCount( 1 ); // As animation already playing this allows the current animation to finish instead of trying to stop mid-way + mIsStop = true; + 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" ); + DALI_LOG_INFO(gLogFilter, Debug::Verbose, "Undifined AutoScrollStopMode\n"); } } } + else + { + mScrollerInterface.ScrollingFinished(); + } } -DevelTextLabel::AutoScrollStopMode::Type TextScroller::GetStopMode() const +bool TextScroller::IsStop() { - return mStopMode; + return mIsStop; } -Actor TextScroller::GetSourceCamera() const +bool TextScroller::IsScrolling() { - return mOffscreenCameraActor; + return (mScrollAnimation && mScrollAnimation.GetState() == Animation::PLAYING); } -Actor TextScroller::GetScrollingText() const +TextLabel::AutoScrollStopMode::Type TextScroller::GetStopMode() const { - return mScrollingTextActor; + 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 ) +TextScroller::TextScroller(ScrollerInterface& scrollerInterface) +: mScrollerInterface(scrollerInterface), + mScrollDeltaIndex(Property::INVALID_INDEX), + mScrollSpeed(MINIMUM_SCROLL_SPEED), + mLoopCount(1), + mLoopDelay(0.0f), + mWrapGap(0.0f), + mStopMode(TextLabel::AutoScrollStopMode::FINISH_LOOP), + mIsStop(false) { - DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller Default Constructor\n" ); + DALI_LOG_INFO(gLogFilter, Debug::Verbose, "TextScroller Default Constructor\n"); } TextScroller::~TextScroller() { - CleanUp(); } -void TextScroller::SetParameters( Actor sourceActor, const Size& controlSize, const Size& offScreenSize, CharacterDirection direction, float alignmentOffset, Layout::HorizontalAlignment horizontalAlignment ) +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] alignmentOffset[%f]\n", - controlSize.x, controlSize.y, offScreenSize.x, offScreenSize.y, direction, alignmentOffset ); - - CleanUp(); // If already scrolling then restart with new parameters + 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; float animationProgress = 0.0f; - int remainedLoop = mLoopCount; - if ( mScrollAnimation ) + int remainedLoop = mLoopCount; + if(mScrollAnimation) { - if( mScrollAnimation.GetState() == Animation::PLAYING ) + if(mScrollAnimation.GetState() == Animation::PLAYING) { animationProgress = mScrollAnimation.GetCurrentProgress(); - if( mLoopCount > 0 ) // If not a ininity loop, then calculate remained loop + if(mLoopCount > 0) // If not a ininity loop, then calculate remained loop { - remainedLoop = mLoopCount - ( mScrollAnimation.GetCurrentLoop() ); - remainedLoop = ( remainedLoop <= 0 ? 1 : remainedLoop ); + remainedLoop = mLoopCount - (mScrollAnimation.GetCurrentLoop()); + remainedLoop = mIsStop ? 1 : (remainedLoop <= 0 ? 1 : remainedLoop); } } mScrollAnimation.Clear(); - } - - FrameBufferImage offscreenRenderTargetForText = FrameBufferImage::New( offScreenSize.width, offScreenSize.height, Pixel::RGBA8888 ); - Renderer renderer; - - CreateCameraActor( offScreenSize, mOffscreenCameraActor ); - CreateRenderer( offscreenRenderTargetForText, renderer ); - CreateRenderTask( sourceActor, mOffscreenCameraActor, offscreenRenderTargetForText, mRenderTask ); - float xPosition = 0.0f; - switch( horizontalAlignment ) - { - case Layout::HORIZONTAL_ALIGN_BEGIN: + // Reset to the original shader and texture before scrolling + mRenderer.SetShader(mShader); + if(mTextureSet) { - // 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; + mRenderer.SetTextures(mTextureSet); } + } - case Layout::HORIZONTAL_ALIGN_CENTER: - { - xPosition = controlSize.width * 0.5f; - break; - } + mShader = mRenderer.GetShader(); + mTextureSet = mRenderer.GetTextures(); - 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; - } - } + // Set the shader and texture for scrolling + Shader shader = Shader::New(SHADER_TEXT_SCROLLER_SHADER_VERT, SHADER_TEXT_SCROLLER_SHADER_FRAG, Shader::Hint::NONE, "TEXT_SCROLLER"); + mRenderer.SetShader(shader); + mRenderer.SetTextures(textureSet); - DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters xPosition[%f]\n", xPosition ); + DALI_LOG_INFO(gLogFilter, Debug::Verbose, "TextScroller::SetParameters wrapGap[%f]\n", wrapGap); - mOffscreenCameraActor.SetX( xPosition ); - mOffscreenCameraActor.SetY( offScreenSize.height * 0.5f ); + float horizontalAlign; - DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters mWrapGap[%f]\n", mWrapGap ); + 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]; - const float align = ALIGNMENT_TABLE[ horizontalAlignment ][ direction ][ offScreenSize.width > controlSize.width ]; - DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters align[%f]\n", align ); + DALI_LOG_INFO(gLogFilter, Debug::Verbose, "TextScroller::SetParameters horizontalAlign[%f], verticalAlign[%f]\n", horizontalAlign, verticalAlign); - 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 ); + 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( offScreenSize.width + mWrapGap, controlSize.width ); - float scrollDuration = scrollAmount / mScrollSpeed; + float scrollAmount = std::max(textureSize.width, controlSize.width); + float scrollDuration = scrollAmount / mScrollSpeed; - if ( direction ) + if(direction) { - scrollAmount = -scrollAmount; // reverse direction of scrollung + scrollAmount = -scrollAmount; // reverse direction of scrolling } - StartScrolling( scrollAmount, scrollDuration, remainedLoop ); + StartScrolling(scrollingTextActor, scrollAmount, scrollDuration, remainedLoop); mScrollAnimation.SetCurrentProgress(animationProgress); } -void TextScroller::AutoScrollAnimationFinished( Dali::Animation& animation ) +void TextScroller::AutoScrollAnimationFinished(Dali::Animation& animation) { - DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::AutoScrollAnimationFinished\n" ); - CleanUp(); + DALI_LOG_INFO(gLogFilter, Debug::Verbose, "TextScroller::AutoScrollAnimationFinished\n"); + mIsStop = false; mScrollerInterface.ScrollingFinished(); + + // Revert to the original shader and texture after scrolling + mRenderer.SetShader(mShader); + if(mTextureSet) + { + mRenderer.SetTextures(mTextureSet); + } } -void TextScroller::StartScrolling( float scrollAmount, float scrollDuration, int loopCount ) +void TextScroller::StartScrolling(Actor scrollingTextActor, 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 ); + 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(shader, 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 ); - } + mIsStop = false; } } // namespace Text