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 effect 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.
54 const Vector3 startScale( KEYBOARD_FOCUS_START_SCALE, KEYBOARD_FOCUS_START_SCALE, KEYBOARD_FOCUS_START_SCALE ); ///< @see KEYBOARD_FOCUS_START_SCALE
55 const Vector3 endScale( KEYBOARD_FOCUS_END_SCALE, KEYBOARD_FOCUS_END_SCALE, KEYBOARD_FOCUS_END_SCALE ); ///< @see KEYBOARD_FOCUS_END_SCALE
56 const float initialFadeDuration = KEYBOARD_FOCUS_ANIMATION_DURATION * KEYBOARD_FOCUS_INITIAL_FADE_PERCENTAGE; ///< @see KEYBOARD_FOCUS_INITIAL_FADE_PERCENTAGE
58 const float TILE_LABEL_PADDING = 8.0f; ///< Border between edge of tile and the example text
59 const float BUTTON_PRESS_ANIMATION_TIME = 0.35f; ///< Time to perform button scale effect.
60 const float ROTATE_ANIMATION_TIME = 0.5f; ///< Time to perform rotate effect.
61 const int MAX_PAGES = 256; ///< Maximum pages (arbitrary safety limit)
62 const int EXAMPLES_PER_ROW = 3;
63 const int ROWS_PER_PAGE = 3;
64 const int EXAMPLES_PER_PAGE = EXAMPLES_PER_ROW * ROWS_PER_PAGE;
65 const float LOGO_MARGIN_RATIO = 0.1f / 0.3f;
66 const float BOTTOM_PADDING_RATIO = 0.4f / 0.9f;
67 const Vector3 SCROLLVIEW_RELATIVE_SIZE(0.9f, 1.0f, 0.8f ); ///< ScrollView's relative size to its parent
68 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.
69 const float STENCIL_RELATIVE_SIZE = 1.0f;
71 const float EFFECT_SNAP_DURATION = 0.66f; ///< Scroll Snap Duration for Effects
72 const float EFFECT_FLICK_DURATION = 0.5f; ///< Scroll Flick Duration for Effects
73 const Vector3 ANGLE_CUBE_PAGE_ROTATE(Math::PI * 0.5f, Math::PI * 0.5f, 0.0f);
74 const Vector4 TILE_COLOR( 0.4f, 0.6f, 0.9f, 0.6f );
76 const Vector4 BUBBLE_COLOR[] =
78 Vector4( 0.3255f, 0.3412f, 0.6353f, 0.32f ),
79 Vector4( 0.3647f, 0.7569f, 0.8157f, 0.32f ),
80 Vector4( 0.3804f, 0.7412f, 0.6510f, 0.32f ),
81 Vector4( 1.f, 1.f, 1.f, 0.13f )
83 const int NUMBER_OF_BUBBLE_COLOR( sizeof(BUBBLE_COLOR) / sizeof(BUBBLE_COLOR[0]) );
85 const int NUM_BACKGROUND_IMAGES = 18;
86 const float BACKGROUND_SWIPE_SCALE = 0.025f;
87 const float BACKGROUND_SPREAD_SCALE = 1.5f;
88 const float SCALE_MOD = 1000.0f * Math::PI * 2.0f;
89 const float SCALE_SPEED = 10.0f;
90 const float SCALE_SPEED_SIN = 0.1f;
92 const unsigned int BACKGROUND_ANIMATION_DURATION = 15000; // 15 secs
94 const Vector4 BACKGROUND_COLOR( 0.3569f, 0.5451f, 0.7294f, 1.0f );
96 const float BUBBLE_MIN_Z = -1.0;
97 const float BUBBLE_MAX_Z = 0.0f;
99 // This shader takes a texture.
100 // An alpha discard is performed.
101 // The shader uses the tiles position within the scroll-view page and the scroll-views rotation position to create a parallax effect.
102 const char* FRAGMENT_SHADER_TEXTURED = DALI_COMPOSE_SHADER(
103 varying mediump vec2 vTexCoord;
104 varying mediump vec3 vIllumination;
105 uniform lowp vec4 uColor;
106 uniform sampler2D sTexture;
107 uniform mediump vec3 uCustomPosition;
111 if( texture2D( sTexture, vTexCoord ).a <= 0.0001 )
116 mediump vec2 wrapTexCoord = vec2( ( vTexCoord.x / 4.0 ) + ( uCustomPosition.x / 4.0 ) + ( uCustomPosition.z / 2.0 ), vTexCoord.y / 4.0 );
117 mediump vec4 color = texture2D( sTexture, wrapTexCoord );
118 mediump float positionWeight = ( uCustomPosition.y + 0.3 ) * color.r * 2.0;
120 gl_FragColor = vec4( positionWeight, positionWeight, positionWeight, 0.9 ) * uColor + vec4( uColor.xyz, 0.0 );
125 * Creates the background image
127 Control CreateBackground( std::string stylename )
129 Control background = Control::New();
130 Stage::GetCurrent().Add( background );
131 background.SetStyleName( stylename );
132 background.SetName( "BACKGROUND" );
133 background.SetAnchorPoint( AnchorPoint::CENTER );
134 background.SetParentOrigin( ParentOrigin::CENTER );
135 background.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
140 * Constraint to return a position for a bubble based on the scroll value and vertical wrapping
142 struct AnimateBubbleConstraint
145 AnimateBubbleConstraint( const Vector3& initialPos, float scale )
146 : mInitialX( initialPos.x ),
151 void operator()( Vector3& position, const PropertyInputContainer& inputs )
153 const Vector3& parentSize = inputs[1]->GetVector3();
154 const Vector3& childSize = inputs[2]->GetVector3();
156 // Wrap bubbles vertically.
157 float range = parentSize.y + childSize.y;
158 // This performs a float mod (we don't use fmod as we want the arithmetic modulus as opposed to the remainder).
159 position.y -= range * ( floor( position.y / range ) + 0.5f );
161 // Bubbles X position moves parallax to horizontal
162 // panning by a scale factor unique to each bubble.
163 position.x = mInitialX + ( inputs[0]->GetVector2().x * mScale );
172 * Constraint to precalculate values from the scroll-view
173 * and tile positions to pass to the tile shader.
175 struct TileShaderPositionConstraint
177 TileShaderPositionConstraint( float pageWidth, float tileXOffset )
178 : mPageWidth( pageWidth ),
179 mTileXOffset( tileXOffset )
183 void operator()( Vector3& position, const PropertyInputContainer& inputs )
185 // Set up position.x as the tiles X offset (0.0 -> 1.0).
186 position.x = mTileXOffset;
187 // Set up position.z as the linear scroll-view X offset (0.0 -> 1.0).
188 position.z = 1.0f * ( -fmod( inputs[0]->GetVector2().x, mPageWidth ) / mPageWidth );
189 // Set up position.y as a rectified version of the scroll-views X offset.
190 // IE. instead of 0.0 -> 1.0, it moves between 0.0 -> 0.5 -> 0.0 within the same span.
191 if( position.z > 0.5f )
193 position.y = 1.0f - position.z;
197 position.y = position.z;
206 bool CompareByTitle( const Example& lhs, const Example& rhs )
208 return lhs.title < rhs.title;
213 DaliTableView::DaliTableView( Application& application )
214 : mApplication( application ),
227 mBackgroundAnimations(),
231 mSortAlphabetically( false ),
232 mBackgroundAnimsPlaying( false )
234 application.InitSignal().Connect( this, &DaliTableView::Initialize );
237 DaliTableView::~DaliTableView()
241 void DaliTableView::AddExample( Example example )
243 mExampleList.push_back( example );
246 void DaliTableView::SortAlphabetically( bool sortAlphabetically )
248 mSortAlphabetically = sortAlphabetically;
251 void DaliTableView::Initialize( Application& application )
253 Stage::GetCurrent().KeyEventSignal().Connect( this, &DaliTableView::OnKeyEvent );
254 const Vector2 stageSize = Stage::GetCurrent().GetSize();
257 mRootActor = CreateBackground( "LauncherBackground" );
258 Stage::GetCurrent().Add( mRootActor );
261 ImageView logo = CreateLogo( LOGO_PATH );
262 logo.SetName( "LOGO_IMAGE" );
263 logo.SetAnchorPoint( AnchorPoint::TOP_CENTER );
264 logo.SetParentOrigin( Vector3( 0.5f, 0.1f, 0.5f ) );
265 logo.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
266 // The logo should appear on top of everything.
267 logo.SetDrawMode( DrawMode::OVERLAY_2D );
268 mRootActor.Add( logo );
270 // Show version in a popup when log is tapped
271 mLogoTapDetector = TapGestureDetector::New();
272 mLogoTapDetector.Attach( logo );
273 mLogoTapDetector.DetectedSignal().Connect( this, &DaliTableView::OnLogoTapped );
275 // Scrollview occupying the majority of the screen
276 mScrollView = ScrollView::New();
277 mScrollView.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER );
278 mScrollView.SetParentOrigin( Vector3( 0.5f, 1.0f - 0.05f, 0.5f ) );
279 mScrollView.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::WIDTH );
280 mScrollView.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::HEIGHT );
281 mScrollView.SetSizeModeFactor( Vector3( 0.0f, 0.6f, 0.0f ) );
283 const float buttonsPageMargin = ( 1.0f - TABLE_RELATIVE_SIZE.x ) * 0.5f * stageSize.width;
284 mScrollView.SetPadding( Padding( buttonsPageMargin, buttonsPageMargin, 0.0f, 0.0f ) );
286 mScrollView.SetAxisAutoLock( true );
287 mScrollView.ScrollCompletedSignal().Connect( this, &DaliTableView::OnScrollComplete );
288 mScrollView.ScrollStartedSignal().Connect( this, &DaliTableView::OnScrollStart );
289 mScrollView.TouchSignal().Connect( this, &DaliTableView::OnScrollTouched );
291 mPageWidth = stageSize.width * TABLE_RELATIVE_SIZE.x * 0.5f;
293 // Populate background and bubbles - needs to be scrollViewLayer so scroll ends show
294 Actor bubbleContainer = Actor::New();
295 bubbleContainer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
296 bubbleContainer.SetAnchorPoint( AnchorPoint::CENTER );
297 bubbleContainer.SetParentOrigin( ParentOrigin::CENTER );
298 SetupBackground( bubbleContainer );
300 mRootActor.Add( bubbleContainer );
301 mRootActor.Add( mScrollView );
303 // Add scroll view effect and setup constraints on pages
304 ApplyScrollViewEffect();
306 // Add pages and tiles
309 // Remove constraints for inner cube effect
310 ApplyCubeEffectToPages();
312 Dali::Window winHandle = application.GetWindow();
313 winHandle.AddAvailableOrientation( Dali::Window::PORTRAIT );
314 winHandle.RemoveAvailableOrientation( Dali::Window::LANDSCAPE );
315 winHandle.AddAvailableOrientation( Dali::Window::PORTRAIT_INVERSE );
316 winHandle.RemoveAvailableOrientation( Dali::Window::LANDSCAPE_INVERSE );
318 // Set initial orientation
319 unsigned int degrees = 0;
322 winHandle.ShowIndicator( Dali::Window::INVISIBLE );
324 // Background animation
325 mAnimationTimer = Timer::New( BACKGROUND_ANIMATION_DURATION );
326 mAnimationTimer.TickSignal().Connect( this, &DaliTableView::PauseBackgroundAnimation );
327 mAnimationTimer.Start();
328 mBackgroundAnimsPlaying = true;
333 void DaliTableView::CreateFocusEffect()
335 // Hook the required signals to manage the focus.
336 KeyboardFocusManager::Get().PreFocusChangeSignal().Connect( this, &DaliTableView::OnKeyboardPreFocusChange );
337 KeyboardFocusManager::Get().FocusedActorEnterKeySignal().Connect( this, &DaliTableView::OnFocusedActorActivated );
338 AccessibilityManager::Get().FocusedActorActivatedSignal().Connect( this, &DaliTableView::OnFocusedActorActivated );
340 // Loop to create both actors for the focus highlight effect.
341 for( unsigned int i = 0; i < FOCUS_ANIMATION_ACTOR_NUMBER; ++i )
343 mFocusEffect[i].actor = ImageView::New( TILE_FOCUS );
344 mFocusEffect[i].actor.SetParentOrigin( ParentOrigin::CENTER );
345 mFocusEffect[i].actor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
346 mFocusEffect[i].actor.SetInheritScale( false );
347 mFocusEffect[i].actor.SetColorMode( USE_OWN_COLOR );
349 // Setup initial values pre-animation.
350 mFocusEffect[i].actor.SetScale( startScale );
351 mFocusEffect[i].actor.SetOpacity( 0.0f );
353 // Create and setup the animation to do the following:
354 // 1) Initial fade in over short period of time
355 // 2) Zoom in (larger) and fade out simultaneously over longer period of time.
356 mFocusEffect[i].animation = Animation::New( KEYBOARD_FOCUS_ANIMATION_DURATION );
358 mFocusEffect[i].animation.AnimateTo( Property( mFocusEffect[i].actor, Actor::Property::COLOR_ALPHA ), KEYBOARD_FOCUS_END_ALPHA, AlphaFunction::LINEAR, TimePeriod( 0.0f, initialFadeDuration ) );
359 mFocusEffect[i].animation.AnimateTo( Property( mFocusEffect[i].actor, Actor::Property::SCALE ), endScale, AlphaFunction::LINEAR, TimePeriod( initialFadeDuration, KEYBOARD_FOCUS_ANIMATION_DURATION - initialFadeDuration ) );
360 mFocusEffect[i].animation.AnimateTo( Property( mFocusEffect[i].actor, Actor::Property::COLOR_ALPHA ), 0.0f, AlphaFunction::LINEAR, TimePeriod( initialFadeDuration, KEYBOARD_FOCUS_ANIMATION_DURATION - initialFadeDuration ) );
362 mFocusEffect[i].animation.SetLooping( true );
365 // Parent the secondary effect from the primary.
366 mFocusEffect[0].actor.Add( mFocusEffect[1].actor );
368 // Play the animation on the 1st glow object.
369 mFocusEffect[0].animation.Play();
370 // Stagger the animation on the 2st glow object half way through.
371 mFocusEffect[1].animation.PlayFrom( KEYBOARD_FOCUS_ANIMATION_DURATION / 2.0f );
373 KeyboardFocusManager::Get().SetFocusIndicatorActor( mFocusEffect[0].actor );
376 void DaliTableView::ApplyCubeEffectToPages()
378 ScrollViewPagePathEffect effect = ScrollViewPagePathEffect::DownCast( mScrollViewEffect );
379 unsigned int pageCount(0);
380 for( std::vector< Actor >::iterator pageIter = mPages.begin(); pageIter != mPages.end(); ++pageIter )
382 Actor page = *pageIter;
383 effect.ApplyToPage( page, pageCount++ );
387 void DaliTableView::OnButtonsPageRelayout( const Dali::Actor& actor )
391 void DaliTableView::Populate()
393 const Vector2 stageSize = Stage::GetCurrent().GetSize();
395 mTotalPages = ( mExampleList.size() + EXAMPLES_PER_PAGE - 1 ) / EXAMPLES_PER_PAGE;
397 // Populate ScrollView.
398 if( mExampleList.size() > 0 )
400 if( mSortAlphabetically )
402 sort( mExampleList.begin(), mExampleList.end(), CompareByTitle );
405 unsigned int exampleCount = 0;
406 ExampleListConstIter iter = mExampleList.begin();
408 for( int t = 0; t < mTotalPages; t++ )
411 TableView page = TableView::New( ROWS_PER_PAGE, EXAMPLES_PER_ROW );
412 page.SetAnchorPoint( AnchorPoint::CENTER );
413 page.SetParentOrigin( ParentOrigin::CENTER );
414 page.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
415 mScrollView.Add( page );
417 // Calculate the number of images going across (columns) within a page, according to the screen resolution and dpi.
418 const float margin = 2.0f;
419 const float tileParentMultiplier = 1.0f / EXAMPLES_PER_ROW;
421 for(int row = 0; row < ROWS_PER_PAGE; row++)
423 for(int column = 0; column < EXAMPLES_PER_ROW; column++)
425 const Example& example = ( *iter );
427 // Calculate the tiles relative position on the page (between 0 & 1 in each dimension).
428 Vector2 position( static_cast<float>( column ) / ( EXAMPLES_PER_ROW - 1.0f ), static_cast<float>( row ) / ( EXAMPLES_PER_ROW - 1.0f ) );
429 Actor tile = CreateTile( example.name, example.title, Vector3( tileParentMultiplier, tileParentMultiplier, 1.0f ), position );
430 AccessibilityManager accessibilityManager = AccessibilityManager::Get();
431 accessibilityManager.SetFocusOrder( tile, ++exampleCount );
432 accessibilityManager.SetAccessibilityAttribute( tile, Dali::Toolkit::AccessibilityManager::ACCESSIBILITY_LABEL,
434 accessibilityManager.SetAccessibilityAttribute( tile, Dali::Toolkit::AccessibilityManager::ACCESSIBILITY_TRAIT, "Tile" );
435 accessibilityManager.SetAccessibilityAttribute( tile, Dali::Toolkit::AccessibilityManager::ACCESSIBILITY_HINT,
436 "You can run this example" );
438 tile.SetPadding( Padding( margin, margin, margin, margin ) );
439 page.AddChild( tile, TableView::CellPosition( row, column ) );
443 if( iter == mExampleList.end() )
449 if( iter == mExampleList.end() )
455 // Set tableview position
456 Vector3 pagePos( stageSize.width * TABLE_RELATIVE_SIZE.x * t, 0.0f, 0.0f );
457 page.SetPosition( pagePos );
459 mPages.push_back( page );
461 if( iter == mExampleList.end() )
468 // Update Ruler info.
469 mScrollRulerX = new FixedRuler( mPageWidth );
470 mScrollRulerY = new DefaultRuler();
471 mScrollRulerX->SetDomain( RulerDomain( 0.0f, (mTotalPages+1) * stageSize.width * TABLE_RELATIVE_SIZE.x * 0.5f, true ) );
472 mScrollRulerY->Disable();
473 mScrollView.SetRulerX( mScrollRulerX );
474 mScrollView.SetRulerY( mScrollRulerY );
477 void DaliTableView::Rotate( unsigned int degrees )
479 // Resize the root actor
480 Vector2 stageSize = Stage::GetCurrent().GetSize();
481 Vector3 targetSize( stageSize.x, stageSize.y, 1.0f );
483 if( degrees == 90 || degrees == 270 )
485 targetSize = Vector3( stageSize.y, stageSize.x, 1.0f );
488 if( mRotateAnimation )
490 mRotateAnimation.Stop();
491 mRotateAnimation.Clear();
494 mRotateAnimation = Animation::New( ROTATE_ANIMATION_TIME );
495 mRotateAnimation.AnimateTo( Property( mRootActor, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree( 360 - degrees ) ), Vector3::ZAXIS ), AlphaFunction::EASE_OUT );
496 mRotateAnimation.AnimateTo( Property( mRootActor, Actor::Property::SIZE ), targetSize, AlphaFunction::EASE_OUT );
497 mRotateAnimation.Play();
500 Actor DaliTableView::CreateTile( const std::string& name, const std::string& title, const Dali::Vector3& sizeMultiplier, Vector2& position )
502 Actor focusableTile = Actor::New();
503 focusableTile.SetParentOrigin( ParentOrigin::CENTER );
504 focusableTile.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
505 focusableTile.SetSizeModeFactor( sizeMultiplier );
506 focusableTile.SetName( name );
508 // Set the tile to be keyboard focusable
509 focusableTile.SetKeyboardFocusable( true );
511 Toolkit::ImageView tileContent = ImageView::New();
512 tileContent.SetParentOrigin( ParentOrigin::CENTER );
513 tileContent.SetAnchorPoint( AnchorPoint::CENTER );
514 tileContent.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
516 // Add the image via the property first.
517 tileContent.SetProperty( Toolkit::ImageView::Property::IMAGE, TILE_BACKGROUND_ALPHA );
518 // Register a property with the ImageView. This allows us to inject the scroll-view position into the shader.
519 Property::Value value = Vector3( 0.0f, 0.0f, 0.0f );
520 Property::Index propertyIndex = tileContent.RegisterProperty( "uCustomPosition", value );
522 // Add a shader to the image (details in shader source).
524 Property::Map customShader;
525 customShader[ Visual::Shader::Property::FRAGMENT_SHADER ] = FRAGMENT_SHADER_TEXTURED;
526 map[ Visual::Property::SHADER ] = customShader;
527 tileContent.SetProperty( Toolkit::ImageView::Property::IMAGE, map );
528 tileContent.SetColor( TILE_COLOR );
530 // We create a constraint to perform a precalculation on the scroll-view X offset
531 // and pass it to the shader uniform, along with the tile's position.
532 Constraint shaderPosition = Constraint::New < Vector3 > ( tileContent, propertyIndex, TileShaderPositionConstraint( mPageWidth, position.x ) );
533 shaderPosition.AddSource( Source( mScrollView, ScrollView::Property::SCROLL_POSITION ) );
534 shaderPosition.SetRemoveAction( Constraint::Discard );
535 shaderPosition.Apply();
536 focusableTile.Add( tileContent );
538 // Create an ImageView for the 9-patch border around the tile.
539 ImageView borderImage = ImageView::New( TILE_BACKGROUND );
540 borderImage.SetAnchorPoint( AnchorPoint::CENTER );
541 borderImage.SetParentOrigin( ParentOrigin::CENTER );
542 borderImage.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
543 borderImage.SetOpacity( 0.8f );
544 tileContent.Add( borderImage );
546 TextLabel label = TextLabel::New();
547 label.SetAnchorPoint( AnchorPoint::CENTER );
548 label.SetParentOrigin( ParentOrigin::CENTER );
549 label.SetStyleName( "LauncherLabel" );
550 label.SetProperty( TextLabel::Property::MULTI_LINE, true );
551 label.SetProperty( TextLabel::Property::TEXT, title );
552 label.SetProperty( TextLabel::Property::HORIZONTAL_ALIGNMENT, "CENTER" );
553 label.SetProperty( TextLabel::Property::VERTICAL_ALIGNMENT, "CENTER" );
554 label.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::HEIGHT );
556 // Pad around the label as its size is the same as the 9-patch border. It will overlap it without padding.
557 label.SetPadding( Padding( TILE_LABEL_PADDING, TILE_LABEL_PADDING, TILE_LABEL_PADDING, TILE_LABEL_PADDING ) );
558 focusableTile.Add( label );
560 // Connect to the touch events
561 focusableTile.TouchSignal().Connect( this, &DaliTableView::OnTilePressed );
562 focusableTile.HoveredSignal().Connect( this, &DaliTableView::OnTileHovered );
564 return focusableTile;
567 bool DaliTableView::OnTilePressed( Actor actor, const TouchData& event )
569 return DoTilePress( actor, event.GetState( 0 ) );
572 bool DaliTableView::DoTilePress( Actor actor, PointState::Type pointState )
574 bool consumed = false;
576 if( PointState::DOWN == pointState )
578 mPressedActor = actor;
582 // A button press is only valid if the Down & Up events
583 // both occurred within the button.
584 if( ( PointState::UP == pointState ) &&
585 ( mPressedActor == actor ) )
587 // ignore Example button presses when scrolling or button animating.
588 if( ( !mScrolling ) && ( !mPressedAnimation ) )
590 std::string name = actor.GetName();
591 const ExampleListIter end = mExampleList.end();
592 for( ExampleListIter iter = mExampleList.begin(); iter != end; ++iter )
594 if( (*iter).name == name )
596 // do nothing, until pressed animation finished.
605 mPressedAnimation = Animation::New( BUTTON_PRESS_ANIMATION_TIME );
606 mPressedAnimation.SetEndAction( Animation::Discard );
608 // scale the content actor within the Tile, as to not affect the placement within the Table.
609 Actor content = actor.GetChildAt(0);
610 mPressedAnimation.AnimateTo( Property( content, Actor::Property::SCALE ), Vector3( 0.7f, 0.7f, 1.0f ), AlphaFunction::EASE_IN_OUT,
611 TimePeriod( 0.0f, BUTTON_PRESS_ANIMATION_TIME * 0.5f ) );
612 mPressedAnimation.AnimateTo( Property( content, Actor::Property::SCALE ), Vector3::ONE, AlphaFunction::EASE_IN_OUT,
613 TimePeriod( BUTTON_PRESS_ANIMATION_TIME * 0.5f, BUTTON_PRESS_ANIMATION_TIME * 0.5f ) );
615 // Rotate button on the Y axis when pressed.
616 mPressedAnimation.AnimateBy( Property( content, Actor::Property::ORIENTATION ), Quaternion( Degree( 0.0f ), Degree( 180.0f ), Degree( 0.0f ) ) );
618 mPressedAnimation.Play();
619 mPressedAnimation.FinishedSignal().Connect( this, &DaliTableView::OnPressedAnimationFinished );
625 void DaliTableView::OnPressedAnimationFinished( Dali::Animation& source )
627 mPressedAnimation.Reset();
630 std::string name = mPressedActor.GetName();
632 std::stringstream stream;
633 stream << DEMO_EXAMPLE_BIN << name.c_str();
637 execlp( stream.str().c_str(), name.c_str(), NULL );
638 DALI_ASSERT_ALWAYS(false && "exec failed!");
640 mPressedActor.Reset();
644 void DaliTableView::OnScrollStart( const Dali::Vector2& position )
651 void DaliTableView::OnScrollComplete( const Dali::Vector2& position )
655 // move focus to 1st item of new page
656 AccessibilityManager accessibilityManager = AccessibilityManager::Get();
657 accessibilityManager.SetCurrentFocusActor(mPages[mScrollView.GetCurrentPage()].GetChildAt(0) );
660 bool DaliTableView::OnScrollTouched( Actor actor, const TouchData& event )
662 if( PointState::DOWN == event.GetState( 0 ) )
664 mPressedActor = actor;
670 void DaliTableView::ApplyScrollViewEffect()
672 // Remove old effect if exists.
674 if( mScrollViewEffect )
676 mScrollView.RemoveEffect( mScrollViewEffect );
679 // Just one effect for now
680 SetupInnerPageCubeEffect();
682 mScrollView.ApplyEffect( mScrollViewEffect );
685 void DaliTableView::SetupInnerPageCubeEffect()
687 const Vector2 stageSize = Stage::GetCurrent().GetSize();
689 Dali::Path path = Dali::Path::New();
690 Dali::Property::Array points;
692 points[0] = Vector3( stageSize.x*0.5, 0.0f, stageSize.x*0.5f);
693 points[1] = Vector3( 0.0f, 0.0f, 0.0f );
694 points[2] = Vector3( -stageSize.x*0.5f, 0.0f, stageSize.x*0.5f);
695 path.SetProperty( Path::Property::POINTS, points );
697 Dali::Property::Array controlPoints;
698 controlPoints.Resize(4);
699 controlPoints[0] = Vector3( stageSize.x*0.5f, 0.0f, stageSize.x*0.3f );
700 controlPoints[1] = Vector3( stageSize.x*0.3f, 0.0f, 0.0f );
701 controlPoints[2] = Vector3(-stageSize.x*0.3f, 0.0f, 0.0f );
702 controlPoints[3] = Vector3(-stageSize.x*0.5f, 0.0f, stageSize.x*0.3f );
703 path.SetProperty( Path::Property::CONTROL_POINTS, controlPoints );
706 mScrollViewEffect = ScrollViewPagePathEffect::New(path,
707 Vector3(-1.0f,0.0f,0.0f),
708 Toolkit::ScrollView::Property::SCROLL_FINAL_X,
709 Vector3(stageSize.x*TABLE_RELATIVE_SIZE.x,stageSize.y*TABLE_RELATIVE_SIZE.y,0.0f),mTotalPages);
712 void DaliTableView::OnKeyEvent( const KeyEvent& event )
714 if( event.state == KeyEvent::Down )
716 if ( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
718 // If there's a Popup, Hide it if it's contributing to the display in any way (EG. transitioning in or out).
720 if ( mVersionPopup && ( mVersionPopup.GetDisplayState() != Toolkit::Popup::HIDDEN ) )
722 mVersionPopup.SetDisplayState( Popup::HIDDEN );
732 void DaliTableView::SetupBackground( Actor bubbleContainer )
734 // Create distance field shapes.
735 BufferImage distanceFields[2];
736 Size imageSize( 512, 512 );
738 CreateShapeImage( CIRCLE, imageSize, distanceFields[0] );
739 CreateShapeImage( BUBBLE, imageSize, distanceFields[1] );
741 // Add bubbles to the bubbleContainer.
742 // Note: The bubbleContainer is parented externally to this function.
743 AddBackgroundActors( bubbleContainer, NUM_BACKGROUND_IMAGES, distanceFields );
746 void DaliTableView::InitialiseBackgroundActors( Actor actor )
748 // Delete current animations
749 mBackgroundAnimations.clear();
751 // Create new animations
752 const Vector3 size = actor.GetTargetSize();
754 for( unsigned int i = 0, childCount = actor.GetChildCount(); i < childCount; ++i )
756 Actor child = actor.GetChildAt( i );
758 // Calculate a random position
759 Vector3 childPos( Random::Range( -size.x * 0.5f * BACKGROUND_SPREAD_SCALE, size.x * 0.85f * BACKGROUND_SPREAD_SCALE ),
760 Random::Range( -size.y, size.y ),
761 Random::Range( BUBBLE_MIN_Z, BUBBLE_MAX_Z ) );
763 child.SetPosition( childPos );
765 // Define bubble horizontal parallax and vertical wrapping
766 Constraint animConstraint = Constraint::New < Vector3 > ( child, Actor::Property::POSITION, AnimateBubbleConstraint( childPos, Random::Range( -0.85f, 0.25f ) ) );
767 animConstraint.AddSource( Source( mScrollView, ScrollView::Property::SCROLL_POSITION ) );
768 animConstraint.AddSource( Dali::ParentSource( Dali::Actor::Property::SIZE ) );
769 animConstraint.AddSource( Dali::LocalSource( Dali::Actor::Property::SIZE ) );
770 animConstraint.SetRemoveAction( Constraint::Discard );
771 animConstraint.Apply();
774 Animation animation = Animation::New( Random::Range( 30.0f, 160.0f ) );
775 animation.AnimateBy( Property( child, Actor::Property::POSITION ), Vector3( 0.0f, -2000.0f, 0.0f ), AlphaFunction::LINEAR );
776 animation.SetLooping( true );
778 mBackgroundAnimations.push_back( animation );
782 void DaliTableView::AddBackgroundActors( Actor layer, int count, BufferImage* distanceField )
784 for( int i = 0; i < count; ++i )
786 float randSize = Random::Range( 10.0f, 400.0f );
787 int distanceFieldType = static_cast<int>( Random::Range( 0.0f, 1.0f ) + 0.5f );
788 ImageView dfActor = ImageView::New( distanceField[ distanceFieldType ] );
789 dfActor.SetSize( Vector2( randSize, randSize ) );
790 dfActor.SetParentOrigin( ParentOrigin::CENTER );
792 Dali::Property::Map effect = Toolkit::CreateDistanceFieldEffect();
793 dfActor.SetProperty( Toolkit::ImageView::Property::IMAGE, effect );
794 dfActor.SetColor( BUBBLE_COLOR[ i%NUMBER_OF_BUBBLE_COLOR ] );
796 layer.Add( dfActor );
799 // Positioning will occur when the layer is relaid out
800 layer.OnRelayoutSignal().Connect( this, &DaliTableView::InitialiseBackgroundActors );
803 void DaliTableView::CreateShapeImage( ShapeType shapeType, const Size& size, BufferImage& distanceFieldOut )
805 // this bitmap will hold the alpha map for the distance field shader
806 distanceFieldOut = BufferImage::New( size.width, size.height, Pixel::A8 );
808 // Generate bit pattern
809 std::vector< unsigned char > imageDataA8;
810 imageDataA8.reserve( size.width * size.height ); // A8
815 GenerateCircle( size, imageDataA8 );
818 GenerateCircle( size, imageDataA8, true );
824 PixelBuffer* buffer = distanceFieldOut.GetBuffer();
827 GenerateDistanceFieldMap( &imageDataA8[ 0 ], size, buffer, size, 8.0f, size );
828 distanceFieldOut.Update();
832 void DaliTableView::GenerateCircle( const Size& size, std::vector< unsigned char >& distanceFieldOut, bool hollow )
834 const float radius = size.width * 0.5f * size.width * 0.5f;
835 Vector2 center( size.width / 2, size.height / 2 );
837 for( int h = 0; h < size.height; ++h )
839 for( int w = 0; w < size.width; ++w )
842 Vector2 dist = pos - center;
844 float distance = ( dist.x * dist.x ) + ( dist.y * dist.y );
846 // If hollow, check the distance against a min & max value, otherwise just use the max value.
847 unsigned char fillByte = ( hollow ? ( ( distance <= radius ) && ( distance > ( radius * 0.7f ) ) ) : ( distance <= radius ) ) ? 0xFF : 0x00;
849 distanceFieldOut.push_back( fillByte );
854 ImageView DaliTableView::CreateLogo( std::string imagePath )
856 ImageView logo = ImageView::New( imagePath );
858 logo.SetAnchorPoint( AnchorPoint::CENTER );
859 logo.SetParentOrigin( ParentOrigin::CENTER );
864 bool DaliTableView::PauseBackgroundAnimation()
871 void DaliTableView::PauseAnimation()
873 if( mBackgroundAnimsPlaying )
875 for( AnimationListIter animIter = mBackgroundAnimations.begin(); animIter != mBackgroundAnimations.end(); ++animIter )
877 Animation anim = *animIter;
882 mBackgroundAnimsPlaying = false;
886 void DaliTableView::PlayAnimation()
888 if ( !mBackgroundAnimsPlaying )
890 for( AnimationListIter animIter = mBackgroundAnimations.begin(); animIter != mBackgroundAnimations.end(); ++animIter )
892 Animation anim = *animIter;
897 mBackgroundAnimsPlaying = true;
900 mAnimationTimer.SetInterval( BACKGROUND_ANIMATION_DURATION );
903 Dali::Actor DaliTableView::OnKeyboardPreFocusChange( Dali::Actor current, Dali::Actor proposed, Dali::Toolkit::Control::KeyboardFocus::Direction direction )
905 Actor nextFocusActor = proposed;
907 if( !current && !proposed )
909 // Set the initial focus to the first tile in the current page should be focused.
910 nextFocusActor = mPages[mScrollView.GetCurrentPage()].GetChildAt(0);
914 // ScrollView is being focused but nothing in the current page can be focused further
915 // in the given direction. We should work out which page to scroll to next.
916 int currentPage = mScrollView.GetCurrentPage();
917 int newPage = currentPage;
918 if( direction == Dali::Toolkit::Control::KeyboardFocus::LEFT )
922 else if( direction == Dali::Toolkit::Control::KeyboardFocus::RIGHT )
927 newPage = std::max(0, std::min(mTotalPages - 1, newPage));
928 if( newPage == currentPage )
930 if( direction == Dali::Toolkit::Control::KeyboardFocus::LEFT )
932 newPage = mTotalPages - 1;
933 } else if( direction == Dali::Toolkit::Control::KeyboardFocus::RIGHT )
939 // Scroll to the page in the given direction
940 mScrollView.ScrollTo(newPage);
942 if( direction == Dali::Toolkit::Control::KeyboardFocus::LEFT )
944 // Work out the cell position for the last tile
945 int remainingExamples = mExampleList.size() - newPage * EXAMPLES_PER_PAGE;
946 int rowPos = (remainingExamples >= EXAMPLES_PER_PAGE) ? ROWS_PER_PAGE - 1 : ( (remainingExamples % EXAMPLES_PER_PAGE + EXAMPLES_PER_ROW) / EXAMPLES_PER_ROW - 1 );
947 int colPos = remainingExamples >= EXAMPLES_PER_PAGE ? EXAMPLES_PER_ROW - 1 : ( remainingExamples % EXAMPLES_PER_PAGE - rowPos * EXAMPLES_PER_ROW - 1 );
949 // Move the focus to the last tile in the new page.
950 nextFocusActor = mPages[newPage].GetChildAt(rowPos * EXAMPLES_PER_ROW + colPos);
954 // Move the focus to the first tile in the new page.
955 nextFocusActor = mPages[newPage].GetChildAt(0);
959 return nextFocusActor;
962 void DaliTableView::OnFocusedActorActivated( Dali::Actor activatedActor )
966 mPressedActor = activatedActor;
968 // Activate the current focused actor;
969 DoTilePress( mPressedActor, PointState::UP );
973 bool DaliTableView::OnTileHovered( Actor actor, const HoverEvent& event )
975 KeyboardFocusManager::Get().SetCurrentFocusActor( actor );
979 void DaliTableView::OnLogoTapped( Dali::Actor actor, const Dali::TapGesture& tap )
981 // Only show if currently fully hidden. If transitioning-out, the transition will not be interrupted.
982 if ( !mVersionPopup || ( mVersionPopup.GetDisplayState() == Toolkit::Popup::HIDDEN ) )
984 if ( !mVersionPopup )
986 std::ostringstream stream;
987 stream << "DALi Core: " << CORE_MAJOR_VERSION << "." << CORE_MINOR_VERSION << "." << CORE_MICRO_VERSION << std::endl << "(" << CORE_BUILD_DATE << ")\n";
988 stream << "DALi Adaptor: " << ADAPTOR_MAJOR_VERSION << "." << ADAPTOR_MINOR_VERSION << "." << ADAPTOR_MICRO_VERSION << std::endl << "(" << ADAPTOR_BUILD_DATE << ")\n";
989 stream << "DALi Toolkit: " << TOOLKIT_MAJOR_VERSION << "." << TOOLKIT_MINOR_VERSION << "." << TOOLKIT_MICRO_VERSION << std::endl << "(" << TOOLKIT_BUILD_DATE << ")\n";
991 mVersionPopup = Dali::Toolkit::Popup::New();
993 Toolkit::TextLabel titleActor = Toolkit::TextLabel::New( "Version information" );
994 titleActor.SetName( "titleActor" );
995 titleActor.SetProperty( Toolkit::TextLabel::Property::HORIZONTAL_ALIGNMENT, "CENTER" );
997 Toolkit::TextLabel contentActor = Toolkit::TextLabel::New( stream.str() );
998 contentActor.SetName( "contentActor" );
999 contentActor.SetProperty( Toolkit::TextLabel::Property::MULTI_LINE, true );
1000 contentActor.SetProperty( Toolkit::TextLabel::Property::HORIZONTAL_ALIGNMENT, "CENTER" );
1001 contentActor.SetPadding( Padding( 0.0f, 0.0f, 20.0f, 0.0f ) );
1003 mVersionPopup.SetTitle( titleActor );
1004 mVersionPopup.SetContent( contentActor );
1006 mVersionPopup.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::WIDTH );
1007 mVersionPopup.SetSizeModeFactor( Vector3( 0.75f, 1.0f, 1.0f ) );
1008 mVersionPopup.SetResizePolicy( ResizePolicy::FIT_TO_CHILDREN, Dimension::HEIGHT );
1010 mVersionPopup.OutsideTouchedSignal().Connect( this, &DaliTableView::HideVersionPopup );
1011 Stage::GetCurrent().Add( mVersionPopup );
1014 mVersionPopup.SetDisplayState( Popup::SHOWN );
1018 void DaliTableView::HideVersionPopup()
1020 // Only hide if currently fully shown. If transitioning-in, the transition will not be interrupted.
1021 if ( mVersionPopup && ( mVersionPopup.GetDisplayState() == Toolkit::Popup::SHOWN ) )
1023 mVersionPopup.SetDisplayState( Popup::HIDDEN );