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=f235ce8483c1dbb50e21f9e05088496aae1931f4;hb=eb86a7e2a223a3876fa8be052872df527aad777f;hpb=6d44334a46a0b3321824ee05854cef4aa57b1e21 diff --git a/dali-toolkit/internal/text/text-scroller.cpp b/dali-toolkit/internal/text/text-scroller.cpp index f235ce8..cec4081 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) 2021 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. @@ -19,144 +19,80 @@ #include // EXTERNAL INCLUDES -#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 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 - \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 -); - -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 - }\n -); - /** * @brief How the text should be aligned horizontally 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: - * 1) The alignment value of the text label (Use Text::Layout::HorizontalAlignment enumerations). + * 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). */ -const float HORIZONTAL_ALIGNMENT_TABLE[ Text::Layout::HORIZONTAL_ALIGN_COUNT ][ 2 ] = -{ - // HORIZONTAL_ALIGN_BEGIN +const float HORIZONTAL_ALIGNMENT_TABLE[Text::HorizontalAlignment::END + 1][2] = { - -0.5f, // LTR - 0.5f // RTL - }, + // HorizontalAlignment::BEGIN + { + -0.5f, // LTR + 0.5f // RTL + }, - // HORIZONTAL_ALIGN_CENTER - { - 0.0f, // LTR - 0.0f // RTL - }, + // HorizontalAlignment::CENTER + { + 0.0f, // LTR + 0.0f // RTL + }, - // HORIZONTAL_ALIGN_END - { - 0.5f, // LTR - -0.5f // RTL - } -}; + // HorizontalAlignment::END + { + 0.5f, // LTR + -0.5f // RTL + }}; /** * @brief How the text should be aligned vertically when scrolling the text. * * -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). + * The alignment depends on the alignment value of the text label (Use Text::VerticalAlignment enumerations). */ -const float VERTICAL_ALIGNMENT_TABLE[ Text::Layout::VERTICAL_ALIGN_COUNT ] = -{ - -0.5f, // VERTICAL_ALIGN_TOP - 0.0f, // VERTICAL_ALIGN_CENTER - 0.5f // VERTICAL_ALIGN_BOTTOM +const float VERTICAL_ALIGNMENT_TABLE[Text::VerticalAlignment::BOTTOM + 1] = + { + -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); } @@ -165,9 +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 @@ -175,14 +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 @@ -190,7 +126,7 @@ int TextScroller::GetLoopCount() const return mLoopCount; } -void TextScroller::SetLoopDelay( float delay ) +void TextScroller::SetLoopDelay(float delay) { mLoopDelay = delay; } @@ -200,17 +136,17 @@ float TextScroller::GetLoopDelay() const return mLoopDelay; } -void TextScroller::SetStopMode( TextLabel::AutoScrollStopMode::Type stopMode ) +void TextScroller::SetStopMode(TextLabel::AutoScrollStopMode::Type stopMode) { - DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetAutoScrollStopMode [%s]\n",(stopMode == TextLabel::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(mScrollAnimation && mScrollAnimation.GetState() == Animation::PLAYING) { - switch( mStopMode ) + switch(mStopMode) { case TextLabel::AutoScrollStopMode::IMMEDIATE: { @@ -220,15 +156,19 @@ void TextScroller::StopScrolling() } 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 + 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(); + } } TextLabel::AutoScrollStopMode::Type TextScroller::GetStopMode() const @@ -236,104 +176,119 @@ TextLabel::AutoScrollStopMode::Type TextScroller::GetStopMode() const 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( TextLabel::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) { - DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller Default Constructor\n" ); + DALI_LOG_INFO(gLogFilter, Debug::Verbose, "TextScroller Default Constructor\n"); } TextScroller::~TextScroller() { } -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 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; 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 = (remainedLoop <= 0 ? 1 : remainedLoop); } } mScrollAnimation.Clear(); // Reset to the original shader and texture before scrolling mRenderer.SetShader(mShader); - mRenderer.SetTextures( mTextureSet ); + if(mTextureSet) + { + mRenderer.SetTextures(mTextureSet); + } } - mShader = mRenderer.GetShader(); + mShader = mRenderer.GetShader(); mTextureSet = mRenderer.GetTextures(); // 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 ); + Shader shader = Shader::New(SHADER_TEXT_SCROLLER_SHADER_VERT, SHADER_TEXT_SCROLLER_SHADER_FRAG, Shader::Hint::NONE); + 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 ); + float horizontalAlign; - scrollingTextActor.RegisterProperty( "uTextureSize", textNaturalSize ); - scrollingTextActor.RegisterProperty( "uHorizontalAlign", horizontalAlign ); - scrollingTextActor.RegisterProperty( "uVerticalAlign", verticalAlign ); - scrollingTextActor.RegisterProperty( "uGap", mWrapGap ); - mScrollDeltaIndex = scrollingTextActor.RegisterProperty( "uDelta", 0.0f ); + 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]; - float scrollAmount = std::max( textNaturalSize.width + mWrapGap, controlSize.width ); - float scrollDuration = scrollAmount / mScrollSpeed; + DALI_LOG_INFO(gLogFilter, Debug::Verbose, "TextScroller::SetParameters horizontalAlign[%f], verticalAlign[%f]\n", horizontalAlign, verticalAlign); - if ( direction ) + 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; + + if(direction) { - scrollAmount = -scrollAmount; // reverse direction of scrolling + scrollAmount = -scrollAmount; // reverse direction of scrolling } - StartScrolling( scrollingTextActor, 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" ); + DALI_LOG_INFO(gLogFilter, Debug::Verbose, "TextScroller::AutoScrollAnimationFinished\n"); mScrollerInterface.ScrollingFinished(); // Revert to the original shader and texture after scrolling mRenderer.SetShader(mShader); - if ( mTextureSet ) + if(mTextureSet) { - mRenderer.SetTextures( mTextureSet ); + mRenderer.SetTextures(mTextureSet); } } -void TextScroller::StartScrolling( Actor scrollingTextActor, 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( scrollingTextActor, 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(); }