2 * Copyright (c) 2016 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include "dali-table-view.h"
25 #include <dali/devel-api/images/distance-field.h>
26 #include <dali-toolkit/devel-api/shader-effects/alpha-discard-effect.h>
27 #include <dali-toolkit/devel-api/shader-effects/distance-field-effect.h>
28 #include <dali-toolkit/dali-toolkit.h>
29 #include <dali-toolkit/devel-api/visual-factory/visual-factory.h>
32 #include "shared/view.h"
33 #include "shared/utility.h"
36 using namespace Dali::Toolkit;
38 ///////////////////////////////////////////////////////////////////////////////
43 const std::string LOGO_PATH( DEMO_IMAGE_DIR "Logo-for-demo.png" );
44 const std::string TILE_BACKGROUND(DEMO_IMAGE_DIR "item-background.9.png");
45 const std::string TILE_BACKGROUND_ALPHA( DEMO_IMAGE_DIR "demo-tile-texture.9.png" );
46 const std::string TILE_FOCUS( DEMO_IMAGE_DIR "tile-focus.9.png" );
48 // Keyboard focus constants.
49 const float KEYBOARD_FOCUS_ANIMATION_DURATION = 1.0f; ///< The total duration of the keyboard focus animation
50 const float KEYBOARD_FOCUS_START_SCALE = 1.05f; ///< The starting scale of the focus highlight
51 const float KEYBOARD_FOCUS_END_SCALE = 1.18f; ///< The end scale of the focus highlight
52 const float KEYBOARD_FOCUS_END_ALPHA = 0.7f; ///< The end alpha of the focus highlight
53 const float KEYBOARD_FOCUS_INITIAL_FADE_PERCENTAGE = 0.16f; ///< The duration of the initial fade (from translucent to the end-alpha) as a percentage of the overal animation duration.
55 const float TILE_LABEL_PADDING = 8.0f; ///< Border between edge of tile and the example text
56 const float BUTTON_PRESS_ANIMATION_TIME = 0.35f; ///< Time to perform button scale effect.
57 const float ROTATE_ANIMATION_TIME = 0.5f; ///< Time to perform rotate effect.
58 const int MAX_PAGES = 256; ///< Maximum pages (arbitrary safety limit)
59 const int EXAMPLES_PER_ROW = 3;
60 const int ROWS_PER_PAGE = 3;
61 const int EXAMPLES_PER_PAGE = EXAMPLES_PER_ROW * ROWS_PER_PAGE;
62 const float LOGO_MARGIN_RATIO = 0.1f / 0.3f;
63 const float BOTTOM_PADDING_RATIO = 0.4f / 0.9f;
64 const Vector3 SCROLLVIEW_RELATIVE_SIZE(0.9f, 1.0f, 0.8f ); ///< ScrollView's relative size to its parent
65 const Vector3 TABLE_RELATIVE_SIZE(0.95f, 0.9f, 0.8f ); ///< TableView's relative size to the entire stage. The Y value means sum of the logo and table relative heights.
66 const float STENCIL_RELATIVE_SIZE = 1.0f;
68 const float EFFECT_SNAP_DURATION = 0.66f; ///< Scroll Snap Duration for Effects
69 const float EFFECT_FLICK_DURATION = 0.5f; ///< Scroll Flick Duration for Effects
70 const Vector3 ANGLE_CUBE_PAGE_ROTATE(Math::PI * 0.5f, Math::PI * 0.5f, 0.0f);
71 const Vector4 TILE_COLOR( 0.4f, 0.6f, 0.9f, 0.6f );
73 const Vector4 BUBBLE_COLOR[] =
75 Vector4( 0.3255f, 0.3412f, 0.6353f, 0.32f ),
76 Vector4( 0.3647f, 0.7569f, 0.8157f, 0.32f ),
77 Vector4( 0.3804f, 0.7412f, 0.6510f, 0.32f ),
78 Vector4( 1.f, 1.f, 1.f, 0.13f )
80 const int NUMBER_OF_BUBBLE_COLOR( sizeof(BUBBLE_COLOR) / sizeof(BUBBLE_COLOR[0]) );
82 const int NUM_BACKGROUND_IMAGES = 18;
83 const float BACKGROUND_SWIPE_SCALE = 0.025f;
84 const float BACKGROUND_SPREAD_SCALE = 1.5f;
85 const float SCALE_MOD = 1000.0f * Math::PI * 2.0f;
86 const float SCALE_SPEED = 10.0f;
87 const float SCALE_SPEED_SIN = 0.1f;
89 const unsigned int BACKGROUND_ANIMATION_DURATION = 15000; // 15 secs
91 const Vector4 BACKGROUND_COLOR( 0.3569f, 0.5451f, 0.7294f, 1.0f );
93 const float BUBBLE_MIN_Z = -1.0;
94 const float BUBBLE_MAX_Z = 0.0f;
96 // This shader takes a texture.
97 // An alpha discard is performed.
98 // The shader uses the tiles position within the scroll-view page and the scroll-views rotation position to create a parallax effect.
99 const char* FRAGMENT_SHADER_TEXTURED = DALI_COMPOSE_SHADER(
100 varying mediump vec2 vTexCoord;
101 varying mediump vec3 vIllumination;
102 uniform lowp vec4 uColor;
103 uniform sampler2D sTexture;
104 uniform mediump vec3 uCustomPosition;
108 if( texture2D( sTexture, vTexCoord ).a <= 0.0001 )
113 mediump vec2 wrapTexCoord = vec2( ( vTexCoord.x / 4.0 ) + ( uCustomPosition.x / 4.0 ) + ( uCustomPosition.z / 2.0 ), vTexCoord.y / 4.0 );
114 mediump vec4 color = texture2D( sTexture, wrapTexCoord );
115 mediump float positionWeight = ( uCustomPosition.y + 0.3 ) * color.r * 2.0;
117 gl_FragColor = vec4( positionWeight, positionWeight, positionWeight, 0.9 ) * uColor + vec4( uColor.xyz, 0.0 );
122 * Creates the background image
124 Control CreateBackground( std::string stylename )
126 Control background = Control::New();
127 Stage::GetCurrent().Add( background );
128 background.SetStyleName( stylename );
129 background.SetName( "BACKGROUND" );
130 background.SetAnchorPoint( AnchorPoint::CENTER );
131 background.SetParentOrigin( ParentOrigin::CENTER );
132 background.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
137 * Constraint to return a position for a bubble based on the scroll value and vertical wrapping
139 struct AnimateBubbleConstraint
142 AnimateBubbleConstraint( const Vector3& initialPos, float scale )
143 : mInitialX( initialPos.x ),
148 void operator()( Vector3& position, const PropertyInputContainer& inputs )
150 const Vector3& parentSize = inputs[1]->GetVector3();
151 const Vector3& childSize = inputs[2]->GetVector3();
153 // Wrap bubbles vertically.
154 float range = parentSize.y + childSize.y;
155 // This performs a float mod (we don't use fmod as we want the arithmetic modulus as opposed to the remainder).
156 position.y -= range * ( floor( position.y / range ) + 0.5f );
158 // Bubbles X position moves parallax to horizontal
159 // panning by a scale factor unique to each bubble.
160 position.x = mInitialX + ( inputs[0]->GetVector2().x * mScale );
169 * Constraint to precalculate values from the scroll-view
170 * and tile positions to pass to the tile shader.
172 struct TileShaderPositionConstraint
174 TileShaderPositionConstraint( float pageWidth, float tileXOffset )
175 : mPageWidth( pageWidth ),
176 mTileXOffset( tileXOffset )
180 void operator()( Vector3& position, const PropertyInputContainer& inputs )
182 // Set up position.x as the tiles X offset (0.0 -> 1.0).
183 position.x = mTileXOffset;
184 // Set up position.z as the linear scroll-view X offset (0.0 -> 1.0).
185 position.z = 1.0f * ( -fmod( inputs[0]->GetVector2().x, mPageWidth ) / mPageWidth );
186 // Set up position.y as a rectified version of the scroll-views X offset.
187 // IE. instead of 0.0 -> 1.0, it moves between 0.0 -> 0.5 -> 0.0 within the same span.
188 if( position.z > 0.5f )
190 position.y = 1.0f - position.z;
194 position.y = position.z;
203 bool CompareByTitle( const Example& lhs, const Example& rhs )
205 return lhs.title < rhs.title;
210 DaliTableView::DaliTableView( Application& application )
211 : mApplication( application ),
224 mBackgroundAnimations(),
228 mSortAlphabetically( false ),
229 mBackgroundAnimsPlaying( false )
231 application.InitSignal().Connect( this, &DaliTableView::Initialize );
234 DaliTableView::~DaliTableView()
238 void DaliTableView::AddExample( Example example )
240 mExampleList.push_back( example );
243 void DaliTableView::SortAlphabetically( bool sortAlphabetically )
245 mSortAlphabetically = sortAlphabetically;
248 void DaliTableView::Initialize( Application& application )
250 Stage::GetCurrent().KeyEventSignal().Connect( this, &DaliTableView::OnKeyEvent );
251 const Vector2 stageSize = Stage::GetCurrent().GetSize();
254 mRootActor = CreateBackground( "LauncherBackground" );
255 Stage::GetCurrent().Add( mRootActor );
258 ImageView logo = CreateLogo( LOGO_PATH );
259 logo.SetName( "LOGO_IMAGE" );
260 logo.SetAnchorPoint( AnchorPoint::TOP_CENTER );
261 logo.SetParentOrigin( Vector3( 0.5f, 0.1f, 0.5f ) );
262 logo.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
263 // The logo should appear on top of everything.
264 logo.SetDrawMode( DrawMode::OVERLAY_2D );
266 // Show version in a popup when log is tapped
267 mLogoTapDetector = TapGestureDetector::New();
268 mLogoTapDetector.Attach( logo );
269 mLogoTapDetector.DetectedSignal().Connect( this, &DaliTableView::OnLogoTapped );
271 // Scrollview occupying the majority of the screen
272 mScrollView = ScrollView::New();
273 mScrollView.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER );
274 mScrollView.SetParentOrigin( Vector3( 0.5f, 1.0f - 0.05f, 0.5f ) );
275 mScrollView.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::WIDTH );
276 mScrollView.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::HEIGHT );
277 mScrollView.SetSizeModeFactor( Vector3( 0.0f, 0.6f, 0.0f ) );
279 const float buttonsPageMargin = ( 1.0f - TABLE_RELATIVE_SIZE.x ) * 0.5f * stageSize.width;
280 mScrollView.SetPadding( Padding( buttonsPageMargin, buttonsPageMargin, 0.0f, 0.0f ) );
282 mScrollView.SetAxisAutoLock( true );
283 mScrollView.ScrollCompletedSignal().Connect( this, &DaliTableView::OnScrollComplete );
284 mScrollView.ScrollStartedSignal().Connect( this, &DaliTableView::OnScrollStart );
285 mScrollView.TouchSignal().Connect( this, &DaliTableView::OnScrollTouched );
287 mPageWidth = stageSize.width * TABLE_RELATIVE_SIZE.x * 0.5f;
289 // Populate background and bubbles - needs to be scrollViewLayer so scroll ends show
290 Actor bubbleContainer = Actor::New();
291 bubbleContainer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
292 bubbleContainer.SetAnchorPoint( AnchorPoint::CENTER );
293 bubbleContainer.SetParentOrigin( ParentOrigin::CENTER );
294 SetupBackground( bubbleContainer );
296 mRootActor.Add( logo );
297 mRootActor.Add( bubbleContainer );
298 mRootActor.Add( mScrollView );
300 // Add scroll view effect and setup constraints on pages
301 ApplyScrollViewEffect();
303 // Add pages and tiles
306 // Remove constraints for inner cube effect
307 ApplyCubeEffectToPages();
309 Dali::Window winHandle = application.GetWindow();
310 winHandle.AddAvailableOrientation( Dali::Window::PORTRAIT );
311 winHandle.RemoveAvailableOrientation( Dali::Window::LANDSCAPE );
312 winHandle.AddAvailableOrientation( Dali::Window::PORTRAIT_INVERSE );
313 winHandle.RemoveAvailableOrientation( Dali::Window::LANDSCAPE_INVERSE );
315 // Set initial orientation
316 unsigned int degrees = 0;
319 winHandle.ShowIndicator( Dali::Window::INVISIBLE );
321 // Background animation
322 mAnimationTimer = Timer::New( BACKGROUND_ANIMATION_DURATION );
323 mAnimationTimer.TickSignal().Connect( this, &DaliTableView::PauseBackgroundAnimation );
324 mAnimationTimer.Start();
325 mBackgroundAnimsPlaying = true;
327 KeyboardFocusManager::Get().PreFocusChangeSignal().Connect( this, &DaliTableView::OnKeyboardPreFocusChange );
328 KeyboardFocusManager::Get().FocusedActorEnterKeySignal().Connect( this, &DaliTableView::OnFocusedActorActivated );
329 AccessibilityManager::Get().FocusedActorActivatedSignal().Connect( this, &DaliTableView::OnFocusedActorActivated );
331 mFocusContainer = ImageView::New( TILE_FOCUS );
332 mFocusContainer.SetParentOrigin( ParentOrigin::CENTER );
333 mFocusContainer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
334 mFocusContainer.SetInheritScale( false );
335 mFocusContainer.SetColorMode( USE_OWN_COLOR );
336 mFocusContainer.SetName( "focusActor" );
337 mFocusContainer.OnStageSignal().Connect( this, &DaliTableView::OnStageConnect );
339 mFocusInner = ImageView::New( TILE_FOCUS );
340 mFocusInner.SetParentOrigin( ParentOrigin::CENTER );
341 mFocusInner.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
342 mFocusInner.SetInheritScale( false );
343 mFocusInner.SetColorMode( USE_OWN_COLOR );
344 mFocusInner.SetName( "focusActor" );
345 mFocusInner.OnStageSignal().Connect( this, &DaliTableView::OnStageConnect );
346 mFocusContainer.Add( mFocusInner );
348 // Setup the keyboard focus highlight.
349 Vector3 startScale( KEYBOARD_FOCUS_START_SCALE, KEYBOARD_FOCUS_START_SCALE, KEYBOARD_FOCUS_START_SCALE );
350 Vector3 endScale( KEYBOARD_FOCUS_END_SCALE, KEYBOARD_FOCUS_END_SCALE, KEYBOARD_FOCUS_END_SCALE );
351 mFocusAnimation = Animation::New( KEYBOARD_FOCUS_ANIMATION_DURATION );
352 mFocusAnimationInner = Animation::New( KEYBOARD_FOCUS_ANIMATION_DURATION );
354 mFocusContainer.SetScale( startScale );
355 mFocusInner.SetScale( startScale );
356 mFocusContainer.SetOpacity( 0.0f );
357 mFocusInner.SetOpacity( 0.0f );
358 const float initialFadeDuration = KEYBOARD_FOCUS_ANIMATION_DURATION * KEYBOARD_FOCUS_INITIAL_FADE_PERCENTAGE;
360 mFocusAnimation.AnimateTo( Property( mFocusContainer, Actor::Property::COLOR_ALPHA ), KEYBOARD_FOCUS_END_ALPHA, AlphaFunction::LINEAR, TimePeriod( 0.0f, initialFadeDuration ) );
361 mFocusAnimation.AnimateTo( Property( mFocusContainer, Actor::Property::SCALE ), endScale, AlphaFunction::LINEAR, TimePeriod( initialFadeDuration, KEYBOARD_FOCUS_ANIMATION_DURATION - initialFadeDuration ) );
362 mFocusAnimation.AnimateTo( Property( mFocusContainer, Actor::Property::COLOR_ALPHA ), 0.0f, AlphaFunction::LINEAR, TimePeriod( initialFadeDuration, KEYBOARD_FOCUS_ANIMATION_DURATION - initialFadeDuration ) );
364 mFocusAnimationInner.AnimateTo( Property( mFocusInner, Actor::Property::COLOR_ALPHA ), KEYBOARD_FOCUS_END_ALPHA, AlphaFunction::LINEAR, TimePeriod( 0.0f, initialFadeDuration ) );
365 mFocusAnimationInner.AnimateTo( Property( mFocusInner, Actor::Property::SCALE ), endScale, AlphaFunction::LINEAR, TimePeriod( initialFadeDuration, KEYBOARD_FOCUS_ANIMATION_DURATION - initialFadeDuration ) );
366 mFocusAnimationInner.AnimateTo( Property( mFocusInner, Actor::Property::COLOR_ALPHA ), 0.0f, AlphaFunction::LINEAR, TimePeriod( initialFadeDuration, KEYBOARD_FOCUS_ANIMATION_DURATION - initialFadeDuration ) );
368 // Play the animation on the 1st glow object.
369 mFocusAnimation.SetLooping( true );
370 mFocusAnimation.Play();
371 // Stagger the animation on the 2st glow object half way through.
372 mFocusAnimationInner.SetLooping( true );
373 mFocusAnimationInner.PlayFrom( KEYBOARD_FOCUS_ANIMATION_DURATION / 2.0f );
375 KeyboardFocusManager::Get().SetFocusIndicatorActor( mFocusContainer );
378 void DaliTableView::OnStageConnect( Dali::Actor actor )
380 // If this is one of the keyboard focus actors, place it behind the object it is focusing.
381 if( actor.GetName() == "focusActor" )
383 actor.GetRendererAt( 0 ).SetProperty( Dali::Renderer::Property::DEPTH_INDEX, -40000 );
387 void DaliTableView::ApplyCubeEffectToPages()
389 ScrollViewPagePathEffect effect = ScrollViewPagePathEffect::DownCast( mScrollViewEffect );
390 unsigned int pageCount(0);
391 for( std::vector< Actor >::iterator pageIter = mPages.begin(); pageIter != mPages.end(); ++pageIter )
393 Actor page = *pageIter;
394 effect.ApplyToPage( page, pageCount++ );
398 void DaliTableView::OnButtonsPageRelayout( const Dali::Actor& actor )
402 void DaliTableView::Populate()
404 const Vector2 stageSize = Stage::GetCurrent().GetSize();
406 mTotalPages = ( mExampleList.size() + EXAMPLES_PER_PAGE - 1 ) / EXAMPLES_PER_PAGE;
408 // Populate ScrollView.
409 if( mExampleList.size() > 0 )
411 if( mSortAlphabetically )
413 sort( mExampleList.begin(), mExampleList.end(), CompareByTitle );
416 unsigned int exampleCount = 0;
417 ExampleListConstIter iter = mExampleList.begin();
419 for( int t = 0; t < mTotalPages; t++ )
422 TableView page = TableView::New( ROWS_PER_PAGE, EXAMPLES_PER_ROW );
423 page.SetAnchorPoint( AnchorPoint::CENTER );
424 page.SetParentOrigin( ParentOrigin::CENTER );
425 page.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
426 mScrollView.Add( page );
428 // Calculate the number of images going across (columns) within a page, according to the screen resolution and dpi.
429 const float margin = 2.0f;
430 const float tileParentMultiplier = 1.0f / EXAMPLES_PER_ROW;
432 for(int row = 0; row < ROWS_PER_PAGE; row++)
434 for(int column = 0; column < EXAMPLES_PER_ROW; column++)
436 const Example& example = ( *iter );
438 // Calculate the tiles relative position on the page (between 0 & 1 in each dimension).
439 Vector2 position( static_cast<float>( column ) / ( EXAMPLES_PER_ROW - 1.0f ), static_cast<float>( row ) / ( EXAMPLES_PER_ROW - 1.0f ) );
440 Actor tile = CreateTile( example.name, example.title, Vector3( tileParentMultiplier, tileParentMultiplier, 1.0f ), position );
441 AccessibilityManager accessibilityManager = AccessibilityManager::Get();
442 accessibilityManager.SetFocusOrder( tile, ++exampleCount );
443 accessibilityManager.SetAccessibilityAttribute( tile, Dali::Toolkit::AccessibilityManager::ACCESSIBILITY_LABEL,
445 accessibilityManager.SetAccessibilityAttribute( tile, Dali::Toolkit::AccessibilityManager::ACCESSIBILITY_TRAIT, "Tile" );
446 accessibilityManager.SetAccessibilityAttribute( tile, Dali::Toolkit::AccessibilityManager::ACCESSIBILITY_HINT,
447 "You can run this example" );
449 tile.SetPadding( Padding( margin, margin, margin, margin ) );
450 page.AddChild( tile, TableView::CellPosition( row, column ) );
454 if( iter == mExampleList.end() )
460 if( iter == mExampleList.end() )
466 // Set tableview position
467 Vector3 pagePos( stageSize.width * TABLE_RELATIVE_SIZE.x * t, 0.0f, 0.0f );
468 page.SetPosition( pagePos );
470 mPages.push_back( page );
472 if( iter == mExampleList.end() )
479 // Update Ruler info.
480 mScrollRulerX = new FixedRuler( mPageWidth );
481 mScrollRulerY = new DefaultRuler();
482 mScrollRulerX->SetDomain( RulerDomain( 0.0f, (mTotalPages+1) * stageSize.width * TABLE_RELATIVE_SIZE.x * 0.5f, true ) );
483 mScrollRulerY->Disable();
484 mScrollView.SetRulerX( mScrollRulerX );
485 mScrollView.SetRulerY( mScrollRulerY );
488 void DaliTableView::Rotate( unsigned int degrees )
490 // Resize the root actor
491 Vector2 stageSize = Stage::GetCurrent().GetSize();
492 Vector3 targetSize( stageSize.x, stageSize.y, 1.0f );
494 if( degrees == 90 || degrees == 270 )
496 targetSize = Vector3( stageSize.y, stageSize.x, 1.0f );
499 if( mRotateAnimation )
501 mRotateAnimation.Stop();
502 mRotateAnimation.Clear();
505 mRotateAnimation = Animation::New( ROTATE_ANIMATION_TIME );
506 mRotateAnimation.AnimateTo( Property( mRootActor, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree( 360 - degrees ) ), Vector3::ZAXIS ), AlphaFunction::EASE_OUT );
507 mRotateAnimation.AnimateTo( Property( mRootActor, Actor::Property::SIZE ), targetSize, AlphaFunction::EASE_OUT );
508 mRotateAnimation.Play();
511 Actor DaliTableView::CreateTile( const std::string& name, const std::string& title, const Dali::Vector3& sizeMultiplier, Vector2& position )
513 Actor content = Actor::New();
514 content.SetName( name );
515 content.SetAnchorPoint( AnchorPoint::CENTER );
516 content.SetParentOrigin( ParentOrigin::CENTER );
517 content.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
518 content.SetSizeModeFactor( sizeMultiplier );
520 Toolkit::ImageView tileContent = ImageView::New();
521 tileContent.SetParentOrigin( ParentOrigin::CENTER );
522 tileContent.SetAnchorPoint( AnchorPoint::CENTER );
523 tileContent.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
525 // Add the image via the property first.
526 tileContent.SetProperty( Toolkit::ImageView::Property::IMAGE, TILE_BACKGROUND_ALPHA );
527 // Register a property with the ImageView. This allows us to inject the scroll-view position into the shader.
528 Property::Value value = Vector3( 0.0f, 0.0f, 0.0f );
529 Property::Index propertyIndex = tileContent.RegisterProperty( "uCustomPosition", value );
531 // Add a shader to the image (details in shader source).
533 Property::Map customShader;
534 customShader[ Visual::Shader::Property::FRAGMENT_SHADER ] = FRAGMENT_SHADER_TEXTURED;
535 map[ Visual::Property::SHADER ] = customShader;
536 tileContent.SetProperty( Toolkit::ImageView::Property::IMAGE, map );
537 tileContent.SetColor( TILE_COLOR );
539 // We create a constraint to perform a precalculation on the scroll-view X offset
540 // and pass it to the shader uniform, along with the tile's position.
541 Constraint shaderPosition = Constraint::New < Vector3 > ( tileContent, propertyIndex, TileShaderPositionConstraint( mPageWidth, position.x ) );
542 shaderPosition.AddSource( Source( mScrollView, ScrollView::Property::SCROLL_POSITION ) );
543 shaderPosition.SetRemoveAction( Constraint::Discard );
544 shaderPosition.Apply();
545 content.Add( tileContent );
547 // Create an ImageView for the 9-patch border around the tile.
548 ImageView borderImage = ImageView::New( TILE_BACKGROUND );
549 borderImage.SetAnchorPoint( AnchorPoint::CENTER );
550 borderImage.SetParentOrigin( ParentOrigin::CENTER );
551 borderImage.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
552 borderImage.SetOpacity( 0.8f );
553 tileContent.Add( borderImage );
555 TextLabel label = TextLabel::New();
556 label.SetAnchorPoint( AnchorPoint::CENTER );
557 label.SetParentOrigin( ParentOrigin::CENTER );
558 label.SetStyleName( "LauncherLabel" );
559 label.SetProperty( TextLabel::Property::MULTI_LINE, true );
560 label.SetProperty( TextLabel::Property::TEXT, title );
561 label.SetProperty( TextLabel::Property::HORIZONTAL_ALIGNMENT, "CENTER" );
562 label.SetProperty( TextLabel::Property::VERTICAL_ALIGNMENT, "CENTER" );
563 label.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::HEIGHT );
565 // Pad around the label as its size is the same as the 9-patch border. It will overlap it without padding.
566 label.SetPadding( Padding( TILE_LABEL_PADDING, TILE_LABEL_PADDING, TILE_LABEL_PADDING, TILE_LABEL_PADDING ) );
567 content.Add( label );
569 // Set the tile to be keyboard focusable
570 content.SetKeyboardFocusable( true );
572 // connect to the touch events
573 content.TouchSignal().Connect( this, &DaliTableView::OnTilePressed );
574 content.HoveredSignal().Connect( this, &DaliTableView::OnTileHovered );
579 bool DaliTableView::OnTilePressed( Actor actor, const TouchData& event )
581 return DoTilePress( actor, event.GetState( 0 ) );
584 bool DaliTableView::DoTilePress( Actor actor, PointState::Type pointState )
586 bool consumed = false;
588 if( PointState::DOWN == pointState )
590 mPressedActor = actor;
594 // A button press is only valid if the Down & Up events
595 // both occurred within the button.
596 if( ( PointState::UP == pointState ) &&
597 ( mPressedActor == actor ) )
599 // ignore Example button presses when scrolling or button animating.
600 if( ( !mScrolling ) && ( !mPressedAnimation ) )
602 std::string name = actor.GetName();
603 const ExampleListIter end = mExampleList.end();
604 for( ExampleListIter iter = mExampleList.begin(); iter != end; ++iter )
606 if( (*iter).name == name )
608 // do nothing, until pressed animation finished.
617 mPressedAnimation = Animation::New( BUTTON_PRESS_ANIMATION_TIME );
618 mPressedAnimation.SetEndAction( Animation::Discard );
620 // scale the content actor within the Tile, as to not affect the placement within the Table.
621 Actor content = actor.GetChildAt(0);
622 mPressedAnimation.AnimateTo( Property( content, Actor::Property::SCALE ), Vector3( 0.7f, 0.7f, 1.0f ), AlphaFunction::EASE_IN_OUT,
623 TimePeriod( 0.0f, BUTTON_PRESS_ANIMATION_TIME * 0.5f ) );
624 mPressedAnimation.AnimateTo( Property( content, Actor::Property::SCALE ), Vector3::ONE, AlphaFunction::EASE_IN_OUT,
625 TimePeriod( BUTTON_PRESS_ANIMATION_TIME * 0.5f, BUTTON_PRESS_ANIMATION_TIME * 0.5f ) );
627 // Rotate button on the Y axis when pressed.
628 mPressedAnimation.AnimateBy( Property( content, Actor::Property::ORIENTATION ), Quaternion( Degree( 0.0f ), Degree( 180.0f ), Degree( 0.0f ) ) );
630 mPressedAnimation.Play();
631 mPressedAnimation.FinishedSignal().Connect( this, &DaliTableView::OnPressedAnimationFinished );
637 void DaliTableView::OnPressedAnimationFinished( Dali::Animation& source )
639 mPressedAnimation.Reset();
642 std::string name = mPressedActor.GetName();
644 std::stringstream stream;
645 stream << DEMO_EXAMPLE_BIN << name.c_str();
649 execlp( stream.str().c_str(), name.c_str(), NULL );
650 DALI_ASSERT_ALWAYS(false && "exec failed!");
652 mPressedActor.Reset();
656 void DaliTableView::OnScrollStart( const Dali::Vector2& position )
663 void DaliTableView::OnScrollComplete( const Dali::Vector2& position )
667 // move focus to 1st item of new page
668 AccessibilityManager accessibilityManager = AccessibilityManager::Get();
669 accessibilityManager.SetCurrentFocusActor(mPages[mScrollView.GetCurrentPage()].GetChildAt(0) );
672 bool DaliTableView::OnScrollTouched( Actor actor, const TouchData& event )
674 if( PointState::DOWN == event.GetState( 0 ) )
676 mPressedActor = actor;
682 void DaliTableView::ApplyScrollViewEffect()
684 // Remove old effect if exists.
686 if( mScrollViewEffect )
688 mScrollView.RemoveEffect( mScrollViewEffect );
691 // Just one effect for now
692 SetupInnerPageCubeEffect();
694 mScrollView.ApplyEffect( mScrollViewEffect );
697 void DaliTableView::SetupInnerPageCubeEffect()
699 const Vector2 stageSize = Stage::GetCurrent().GetSize();
701 Dali::Path path = Dali::Path::New();
702 Dali::Property::Array points;
704 points[0] = Vector3( stageSize.x*0.5, 0.0f, stageSize.x*0.5f);
705 points[1] = Vector3( 0.0f, 0.0f, 0.0f );
706 points[2] = Vector3( -stageSize.x*0.5f, 0.0f, stageSize.x*0.5f);
707 path.SetProperty( Path::Property::POINTS, points );
709 Dali::Property::Array controlPoints;
710 controlPoints.Resize(4);
711 controlPoints[0] = Vector3( stageSize.x*0.5f, 0.0f, stageSize.x*0.3f );
712 controlPoints[1] = Vector3( stageSize.x*0.3f, 0.0f, 0.0f );
713 controlPoints[2] = Vector3(-stageSize.x*0.3f, 0.0f, 0.0f );
714 controlPoints[3] = Vector3(-stageSize.x*0.5f, 0.0f, stageSize.x*0.3f );
715 path.SetProperty( Path::Property::CONTROL_POINTS, controlPoints );
718 mScrollViewEffect = ScrollViewPagePathEffect::New(path,
719 Vector3(-1.0f,0.0f,0.0f),
720 Toolkit::ScrollView::Property::SCROLL_FINAL_X,
721 Vector3(stageSize.x*TABLE_RELATIVE_SIZE.x,stageSize.y*TABLE_RELATIVE_SIZE.y,0.0f),mTotalPages);
724 void DaliTableView::OnKeyEvent( const KeyEvent& event )
726 if( event.state == KeyEvent::Down )
728 if ( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
730 // If there's a Popup, Hide it if it's contributing to the display in any way (EG. transitioning in or out).
732 if ( mVersionPopup && ( mVersionPopup.GetDisplayState() != Toolkit::Popup::HIDDEN ) )
734 mVersionPopup.SetDisplayState( Popup::HIDDEN );
744 void DaliTableView::SetupBackground( Actor bubbleContainer )
746 // Create distance field shapes.
747 BufferImage distanceFields[2];
748 Size imageSize( 512, 512 );
750 CreateShapeImage( CIRCLE, imageSize, distanceFields[0] );
751 CreateShapeImage( BUBBLE, imageSize, distanceFields[1] );
753 // Add bubbles to the bubbleContainer.
754 // Note: The bubbleContainer is parented externally to this function.
755 AddBackgroundActors( bubbleContainer, NUM_BACKGROUND_IMAGES, distanceFields );
758 void DaliTableView::InitialiseBackgroundActors( Actor actor )
760 // Delete current animations
761 mBackgroundAnimations.clear();
763 // Create new animations
764 const Vector3 size = actor.GetTargetSize();
766 for( unsigned int i = 0, childCount = actor.GetChildCount(); i < childCount; ++i )
768 Actor child = actor.GetChildAt( i );
770 // Calculate a random position
771 Vector3 childPos( Random::Range( -size.x * 0.5f * BACKGROUND_SPREAD_SCALE, size.x * 0.85f * BACKGROUND_SPREAD_SCALE ),
772 Random::Range( -size.y, size.y ),
773 Random::Range( BUBBLE_MIN_Z, BUBBLE_MAX_Z ) );
775 child.SetPosition( childPos );
777 // Define bubble horizontal parallax and vertical wrapping
778 Constraint animConstraint = Constraint::New < Vector3 > ( child, Actor::Property::POSITION, AnimateBubbleConstraint( childPos, Random::Range( -0.85f, 0.25f ) ) );
779 animConstraint.AddSource( Source( mScrollView, ScrollView::Property::SCROLL_POSITION ) );
780 animConstraint.AddSource( Dali::ParentSource( Dali::Actor::Property::SIZE ) );
781 animConstraint.AddSource( Dali::LocalSource( Dali::Actor::Property::SIZE ) );
782 animConstraint.SetRemoveAction( Constraint::Discard );
783 animConstraint.Apply();
786 Animation animation = Animation::New( Random::Range( 30.0f, 160.0f ) );
787 animation.AnimateBy( Property( child, Actor::Property::POSITION ), Vector3( 0.0f, -2000.0f, 0.0f ), AlphaFunction::LINEAR );
788 animation.SetLooping( true );
790 mBackgroundAnimations.push_back( animation );
794 void DaliTableView::AddBackgroundActors( Actor layer, int count, BufferImage* distanceField )
796 for( int i = 0; i < count; ++i )
798 float randSize = Random::Range( 10.0f, 400.0f );
799 int distanceFieldType = static_cast<int>( Random::Range( 0.0f, 1.0f ) + 0.5f );
800 ImageView dfActor = ImageView::New( distanceField[ distanceFieldType ] );
801 dfActor.SetSize( Vector2( randSize, randSize ) );
802 dfActor.SetParentOrigin( ParentOrigin::CENTER );
804 Dali::Property::Map effect = Toolkit::CreateDistanceFieldEffect();
805 dfActor.SetProperty( Toolkit::ImageView::Property::IMAGE, effect );
806 dfActor.SetColor( BUBBLE_COLOR[ i%NUMBER_OF_BUBBLE_COLOR ] );
808 layer.Add( dfActor );
811 // Positioning will occur when the layer is relaid out
812 layer.OnRelayoutSignal().Connect( this, &DaliTableView::InitialiseBackgroundActors );
815 void DaliTableView::CreateShapeImage( ShapeType shapeType, const Size& size, BufferImage& distanceFieldOut )
817 // this bitmap will hold the alpha map for the distance field shader
818 distanceFieldOut = BufferImage::New( size.width, size.height, Pixel::A8 );
820 // Generate bit pattern
821 std::vector< unsigned char > imageDataA8;
822 imageDataA8.reserve( size.width * size.height ); // A8
827 GenerateCircle( size, imageDataA8 );
830 GenerateCircle( size, imageDataA8, true );
836 PixelBuffer* buffer = distanceFieldOut.GetBuffer();
839 GenerateDistanceFieldMap( &imageDataA8[ 0 ], size, buffer, size, 8.0f, size );
840 distanceFieldOut.Update();
844 void DaliTableView::GenerateCircle( const Size& size, std::vector< unsigned char >& distanceFieldOut, bool hollow )
846 const float radius = size.width * 0.5f * size.width * 0.5f;
847 Vector2 center( size.width / 2, size.height / 2 );
849 for( int h = 0; h < size.height; ++h )
851 for( int w = 0; w < size.width; ++w )
854 Vector2 dist = pos - center;
856 float distance = ( dist.x * dist.x ) + ( dist.y * dist.y );
858 // If hollow, check the distance against a min & max value, otherwise just use the max value.
859 unsigned char fillByte = ( hollow ? ( ( distance <= radius ) && ( distance > ( radius * 0.7f ) ) ) : ( distance <= radius ) ) ? 0xFF : 0x00;
861 distanceFieldOut.push_back( fillByte );
866 ImageView DaliTableView::CreateLogo( std::string imagePath )
868 ImageView logo = ImageView::New( imagePath );
870 logo.SetAnchorPoint( AnchorPoint::CENTER );
871 logo.SetParentOrigin( ParentOrigin::CENTER );
876 bool DaliTableView::PauseBackgroundAnimation()
883 void DaliTableView::PauseAnimation()
885 if( mBackgroundAnimsPlaying )
887 for( AnimationListIter animIter = mBackgroundAnimations.begin(); animIter != mBackgroundAnimations.end(); ++animIter )
889 Animation anim = *animIter;
894 mBackgroundAnimsPlaying = false;
898 void DaliTableView::PlayAnimation()
900 if ( !mBackgroundAnimsPlaying )
902 for( AnimationListIter animIter = mBackgroundAnimations.begin(); animIter != mBackgroundAnimations.end(); ++animIter )
904 Animation anim = *animIter;
909 mBackgroundAnimsPlaying = true;
912 mAnimationTimer.SetInterval( BACKGROUND_ANIMATION_DURATION );
915 Dali::Actor DaliTableView::OnKeyboardPreFocusChange( Dali::Actor current, Dali::Actor proposed, Dali::Toolkit::Control::KeyboardFocus::Direction direction )
917 Actor nextFocusActor = proposed;
919 if( !current && !proposed )
921 // Set the initial focus to the first tile in the current page should be focused.
922 nextFocusActor = mPages[mScrollView.GetCurrentPage()].GetChildAt(0);
926 // ScrollView is being focused but nothing in the current page can be focused further
927 // in the given direction. We should work out which page to scroll to next.
928 int currentPage = mScrollView.GetCurrentPage();
929 int newPage = currentPage;
930 if( direction == Dali::Toolkit::Control::KeyboardFocus::LEFT )
934 else if( direction == Dali::Toolkit::Control::KeyboardFocus::RIGHT )
939 newPage = std::max(0, std::min(mTotalPages - 1, newPage));
940 if( newPage == currentPage )
942 if( direction == Dali::Toolkit::Control::KeyboardFocus::LEFT )
944 newPage = mTotalPages - 1;
945 } else if( direction == Dali::Toolkit::Control::KeyboardFocus::RIGHT )
951 // Scroll to the page in the given direction
952 mScrollView.ScrollTo(newPage);
954 if( direction == Dali::Toolkit::Control::KeyboardFocus::LEFT )
956 // Work out the cell position for the last tile
957 int remainingExamples = mExampleList.size() - newPage * EXAMPLES_PER_PAGE;
958 int rowPos = (remainingExamples >= EXAMPLES_PER_PAGE) ? ROWS_PER_PAGE - 1 : ( (remainingExamples % EXAMPLES_PER_PAGE + EXAMPLES_PER_ROW) / EXAMPLES_PER_ROW - 1 );
959 int colPos = remainingExamples >= EXAMPLES_PER_PAGE ? EXAMPLES_PER_ROW - 1 : ( remainingExamples % EXAMPLES_PER_PAGE - rowPos * EXAMPLES_PER_ROW - 1 );
961 // Move the focus to the last tile in the new page.
962 nextFocusActor = mPages[newPage].GetChildAt(rowPos * EXAMPLES_PER_ROW + colPos);
966 // Move the focus to the first tile in the new page.
967 nextFocusActor = mPages[newPage].GetChildAt(0);
971 return nextFocusActor;
974 void DaliTableView::OnFocusedActorActivated( Dali::Actor activatedActor )
978 mPressedActor = activatedActor;
980 // Activate the current focused actor;
981 DoTilePress( mPressedActor, PointState::UP );
985 bool DaliTableView::OnTileHovered( Actor actor, const HoverEvent& event )
987 KeyboardFocusManager::Get().SetCurrentFocusActor( actor );
991 void DaliTableView::OnLogoTapped( Dali::Actor actor, const Dali::TapGesture& tap )
993 // Only show if currently fully hidden. If transitioning-out, the transition will not be interrupted.
994 if ( !mVersionPopup || ( mVersionPopup.GetDisplayState() == Toolkit::Popup::HIDDEN ) )
996 if ( !mVersionPopup )
998 std::ostringstream stream;
999 stream << "DALi Core: " << CORE_MAJOR_VERSION << "." << CORE_MINOR_VERSION << "." << CORE_MICRO_VERSION << std::endl << "(" << CORE_BUILD_DATE << ")\n";
1000 stream << "DALi Adaptor: " << ADAPTOR_MAJOR_VERSION << "." << ADAPTOR_MINOR_VERSION << "." << ADAPTOR_MICRO_VERSION << std::endl << "(" << ADAPTOR_BUILD_DATE << ")\n";
1001 stream << "DALi Toolkit: " << TOOLKIT_MAJOR_VERSION << "." << TOOLKIT_MINOR_VERSION << "." << TOOLKIT_MICRO_VERSION << std::endl << "(" << TOOLKIT_BUILD_DATE << ")\n";
1003 mVersionPopup = Dali::Toolkit::Popup::New();
1005 Toolkit::TextLabel titleActor = Toolkit::TextLabel::New( "Version information" );
1006 titleActor.SetName( "titleActor" );
1007 titleActor.SetProperty( Toolkit::TextLabel::Property::HORIZONTAL_ALIGNMENT, "CENTER" );
1009 Toolkit::TextLabel contentActor = Toolkit::TextLabel::New( stream.str() );
1010 contentActor.SetName( "contentActor" );
1011 contentActor.SetProperty( Toolkit::TextLabel::Property::MULTI_LINE, true );
1012 contentActor.SetProperty( Toolkit::TextLabel::Property::HORIZONTAL_ALIGNMENT, "CENTER" );
1013 contentActor.SetPadding( Padding( 0.0f, 0.0f, 20.0f, 0.0f ) );
1015 mVersionPopup.SetTitle( titleActor );
1016 mVersionPopup.SetContent( contentActor );
1018 mVersionPopup.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::WIDTH );
1019 mVersionPopup.SetSizeModeFactor( Vector3( 0.75f, 1.0f, 1.0f ) );
1020 mVersionPopup.SetResizePolicy( ResizePolicy::FIT_TO_CHILDREN, Dimension::HEIGHT );
1022 mVersionPopup.OutsideTouchedSignal().Connect( this, &DaliTableView::HideVersionPopup );
1023 Stage::GetCurrent().Add( mVersionPopup );
1026 mVersionPopup.SetDisplayState( Popup::SHOWN );
1030 void DaliTableView::HideVersionPopup()
1032 // Only hide if currently fully shown. If transitioning-in, the transition will not be interrupted.
1033 if ( mVersionPopup && ( mVersionPopup.GetDisplayState() == Toolkit::Popup::SHOWN ) )
1035 mVersionPopup.SetDisplayState( Popup::HIDDEN );