//INTERNAL INCLUDES
#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
+#include <dali-toolkit/devel-api/visuals/arc-visual-actions-devel.h>
#include <dali-toolkit/internal/visuals/visual-factory-impl.h>
#include <dali-toolkit/internal/visuals/visual-factory-cache.h>
#include <dali-toolkit/internal/visuals/visual-string-constants.h>
DALI_ENUM_TO_STRING_WITH_SCOPE( DevelArcVisual::Cap, ROUND )
DALI_ENUM_TO_STRING_TABLE_END( CAP )
-const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- uniform highp mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
- \n
- varying mediump vec2 vPosition;\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
-
- vec4 ComputeVertexPosition()\n
- {\n
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
- vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
- vPosition = aPosition* visualSize;\n
- return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
- }\n
-
- void main()\n
- {\n
- gl_Position = uMvpMatrix * ComputeVertexPosition();\n
- }\n
-);
-
-const char* FRAGMENT_SHADER_BUTT_CAP = DALI_COMPOSE_SHADER(
- varying mediump vec2 vPosition;\n
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- uniform mediump float thickness;\n
- uniform mediump float radius;\n
- uniform mediump float startAngle;\n
- uniform mediump float sweepAngle;\n
- \n
- const mediump float M_PI_OVER_2 = 1.57079632679;\n
- const mediump float M_PI = 3.14159265359;\n
- const mediump float M_PI_2 = 6.28318530718;\n
- \n
- mediump float GetOpacity()\n
- {\n
- mediump float start = radians( mod( startAngle, 360.0 ) );\n
- mediump float angle = mod( atan( vPosition.y, vPosition.x ) + M_PI_OVER_2 - start, M_PI_2 );\n
- mediump float dist = length( vPosition );\n
- if( angle <= radians( sweepAngle ) )\n
- {\n
- return smoothstep( -1.0, 1.0, thickness / 2.0 - ( abs( dist - radius ) ) );\n
- }\n
- mediump float end = radians( mod( startAngle + sweepAngle, 360.0 ) );\n
- mediump vec2 q0 = vec2( dist * cos( start - M_PI_OVER_2 ), dist * sin( start - M_PI_OVER_2 ) );\n
- mediump vec2 q1 = vec2( dist * cos( end - M_PI_OVER_2 ), dist * sin( end - M_PI_OVER_2 ) );\n
- mediump float opacity = 1.0 - smoothstep( 0.0, 2.0, min( length( vPosition - q0 ), length( vPosition - q1 ) ) );\n
- opacity *= step( 0.0, thickness / 2.0 - abs( dist - radius ) );\n
- return opacity;\n
- }\n
- void main()\n
- {\n
- gl_FragColor = vec4( mixColor, 1.0 ) * uColor;\n
- gl_FragColor.a *= GetOpacity();\n
- }\n
-);
-
-const char* FRAGMENT_SHADER_ROUND_CAP = DALI_COMPOSE_SHADER(
- varying mediump vec2 vPosition;\n
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- uniform mediump float thickness;\n
- uniform mediump float radius;\n
- uniform mediump float startAngle;\n
- uniform mediump float sweepAngle;\n
- \n
- const mediump float M_PI_OVER_2 = 1.57079632679;\n
- const mediump float M_PI_2 = 6.28318530718;\n
- \n
- mediump float GetOpacity()\n
- {\n
- mediump float start = radians( mod( startAngle, 360.0 ) );\n
- mediump float angle = mod( atan( vPosition.y, vPosition.x ) + M_PI_OVER_2 - start, M_PI_2 );\n
- mediump float dist = length( vPosition );\n
- if( angle <= radians( sweepAngle ) )\n
- {\n
- return smoothstep( -1.0, 1.0, thickness / 2.0 - ( abs( dist - radius ) ) );\n
- }\n
- mediump float end = radians( mod( startAngle + sweepAngle, 360.0 ) );\n
- mediump vec2 q0 = vec2( radius * cos( start - M_PI_OVER_2 ), radius * sin( start - M_PI_OVER_2 ) );\n
- mediump vec2 q1 = vec2( radius * cos( end - M_PI_OVER_2 ), radius * sin( end - M_PI_OVER_2 ) );\n
- return smoothstep( -1.0, 1.0, thickness / 2.0 - min( length( vPosition - q0 ), length( vPosition - q1 ) ) );\n
- }\n
- void main()\n
- {\n
- gl_FragColor = vec4( mixColor, 1.0 ) * uColor;\n
- gl_FragColor.a *= GetOpacity();\n
- }\n
-);
+const char* VERTEX_SHADER =
+ "INPUT mediump vec2 aPosition;\n"
+ "OUTPUT mediump vec2 vPosition;\n"
+
+ "uniform highp mat4 uMvpMatrix;\n"
+ "uniform highp vec3 uSize;\n"
+
+ "//Visual size and offset\n"
+ "uniform mediump vec2 offset;\n"
+ "uniform highp vec2 size;\n"
+ "uniform mediump vec4 offsetSizeMode;\n"
+ "uniform mediump vec2 origin;\n"
+ "uniform mediump vec2 anchorPoint;\n"
+
+ "vec4 ComputeVertexPosition()\n"
+ "{\n"
+ " vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n"
+ " vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n"
+ " vPosition = aPosition* visualSize;\n"
+ " return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n"
+ "}\n"
+
+ "void main()\n"
+ "{\n"
+ " gl_Position = uMvpMatrix * ComputeVertexPosition();\n"
+ "}\n";
+
+const char* FRAGMENT_SHADER_BUTT_CAP =
+ "INPUT mediump vec2 vPosition;\n"
+
+ "uniform lowp vec4 uColor;\n"
+ "uniform lowp vec3 mixColor;\n"
+ "uniform mediump float thickness;\n"
+ "uniform mediump float radius;\n"
+ "uniform mediump float startAngle;\n"
+ "uniform mediump float sweepAngle;\n"
+
+ "const mediump float M_PI_OVER_2 = 1.57079632679;\n"
+ "const mediump float M_PI = 3.14159265359;\n"
+ "const mediump float M_PI_2 = 6.28318530718;\n"
+
+ "mediump float GetOpacity()\n"
+ "{\n"
+ " mediump float start = radians( mod( startAngle, 360.0 ) );\n"
+ " mediump float angle = mod( atan( vPosition.y, vPosition.x ) + M_PI_OVER_2 - start, M_PI_2 );\n"
+ " mediump float dist = length( vPosition );\n"
+ " if( angle <= radians( sweepAngle ) )\n"
+ " {\n"
+ " return smoothstep( -1.0, 1.0, thickness / 2.0 - ( abs( dist - radius ) ) );\n"
+ " }\n"
+ " mediump float end = radians( mod( startAngle + sweepAngle, 360.0 ) );\n"
+ " mediump vec2 q0 = vec2( dist * cos( start - M_PI_OVER_2 ), dist * sin( start - M_PI_OVER_2 ) );\n"
+ " mediump vec2 q1 = vec2( dist * cos( end - M_PI_OVER_2 ), dist * sin( end - M_PI_OVER_2 ) );\n"
+ " mediump float opacity = 1.0 - smoothstep( 0.0, 2.0, min( length( vPosition - q0 ), length( vPosition - q1 ) ) );\n"
+ " opacity *= step( 0.0, thickness / 2.0 - abs( dist - radius ) );\n"
+ " return opacity;\n"
+ "}\n"
+
+ "void main()\n"
+ "{\n"
+ " OUT_COLOR = vec4( mixColor, 1.0 ) * uColor;\n"
+ " OUT_COLOR.a *= GetOpacity();\n"
+ "}\n";
+
+const char* FRAGMENT_SHADER_ROUND_CAP =
+ "INPUT mediump vec2 vPosition;\n"
+
+ "uniform lowp vec4 uColor;\n"
+ "uniform lowp vec3 mixColor;\n"
+ "uniform mediump float thickness;\n"
+ "uniform mediump float radius;\n"
+ "uniform mediump float startAngle;\n"
+ "uniform mediump float sweepAngle;\n"
+
+ "const mediump float M_PI_OVER_2 = 1.57079632679;\n"
+ "const mediump float M_PI_2 = 6.28318530718;\n"
+
+ "mediump float GetOpacity()\n"
+ "{\n"
+ " mediump float start = radians( mod( startAngle, 360.0 ) );\n"
+ " mediump float angle = mod( atan( vPosition.y, vPosition.x ) + M_PI_OVER_2 - start, M_PI_2 );\n"
+ " mediump float dist = length( vPosition );\n"
+ " if( angle <= radians( sweepAngle ) )\n"
+ " {\n"
+ " return smoothstep( -1.0, 1.0, thickness / 2.0 - ( abs( dist - radius ) ) );\n"
+ " }\n"
+ " mediump float end = radians( mod( startAngle + sweepAngle, 360.0 ) );\n"
+ " mediump vec2 q0 = vec2( radius * cos( start - M_PI_OVER_2 ), radius * sin( start - M_PI_OVER_2 ) );\n"
+ " mediump vec2 q1 = vec2( radius * cos( end - M_PI_OVER_2 ), radius * sin( end - M_PI_OVER_2 ) );\n"
+ " return smoothstep( -1.0, 1.0, thickness / 2.0 - min( length( vPosition - q0 ), length( vPosition - q1 ) ) );\n"
+ "}\n"
+
+ "void main()\n"
+ "{\n"
+ " OUT_COLOR = vec4( mixColor, 1.0 ) * uColor;\n"
+ " OUT_COLOR.a *= GetOpacity();\n"
+ "}\n";
}
mStartAngle( 0.0f ),
mSweepAngle( 360.0f ),
mRadiusIndex( Property::INVALID_INDEX ),
+ mThicknessIndex( Property::INVALID_INDEX ),
+ mStartAngleIndex( Property::INVALID_INDEX ),
+ mSweepAngleIndex( Property::INVALID_INDEX ),
mCapType( DevelArcVisual::Cap::BUTT )
{
}
{
DALI_LOG_ERROR( "ArcVisual:DoSetProperties:: THICKNESS property has incorrect type: %d\n", thicknessValue->GetType() );
}
+ else
+ {
+ if( mImpl->mRenderer )
+ {
+ mImpl->mRenderer.SetProperty( mThicknessIndex, mThickness );
+
+ // Need to calculate radius again
+ OnSetTransform();
+ }
+ }
}
Property::Value* startAngleValue = propertyMap.Find( Toolkit::DevelArcVisual::Property::START_ANGLE, START_ANGLE_NAME );
{
DALI_LOG_ERROR( "ArcVisual:DoSetProperties:: START_ANGLE property has incorrect type: %d\n", startAngleValue->GetType() );
}
+ else
+ {
+ if( mImpl->mRenderer )
+ {
+ mImpl->mRenderer.SetProperty( mStartAngleIndex, mStartAngle );
+ }
+ }
}
Property::Value* sweepAngleValue = propertyMap.Find( Toolkit::DevelArcVisual::Property::SWEEP_ANGLE, SWEEP_ANGLE_NAME );
{
DALI_LOG_ERROR( "ArcVisual:DoSetProperties:: SWEEP_ANGLE property has incorrect type: %d\n", sweepAngleValue->GetType() );
}
+ else
+ {
+ if( mImpl->mRenderer )
+ {
+ mImpl->mRenderer.SetProperty( mSweepAngleIndex, mSweepAngle );
+ }
+ }
}
Property::Value* capValue = propertyMap.Find( Toolkit::DevelArcVisual::Property::CAP, CAP_NAME );
}
}
-void ArcVisual::DoSetOnStage( Actor& actor )
+void ArcVisual::DoSetOnScene( Actor& actor )
{
InitializeRenderer();
ResourceReady( Toolkit::Visual::ResourceStatus::READY );
}
+void ArcVisual::DoSetOffScene(Actor& actor)
+{
+ if(mImpl->mRenderer)
+ {
+ // Update values from Renderer
+ mThickness = mImpl->mRenderer.GetProperty<float>(mThicknessIndex);
+ mStartAngle = mImpl->mRenderer.GetProperty<float>(mStartAngleIndex);
+ mSweepAngle = mImpl->mRenderer.GetProperty<float>(mSweepAngleIndex);
+ }
+
+ actor.RemoveRenderer(mImpl->mRenderer);
+ mImpl->mRenderer.Reset();
+
+ mThicknessIndex = Property::INVALID_INDEX;
+ mStartAngleIndex = Property::INVALID_INDEX;
+ mSweepAngleIndex = Property::INVALID_INDEX;
+}
+
void ArcVisual::DoCreatePropertyMap( Property::Map& map ) const
{
+ float thickness, startAngle, sweepAngle;
+ if(mImpl->mRenderer)
+ {
+ // Update values from Renderer
+ thickness = mImpl->mRenderer.GetProperty<float>(mThicknessIndex);
+ startAngle = mImpl->mRenderer.GetProperty<float>(mStartAngleIndex);
+ sweepAngle = mImpl->mRenderer.GetProperty<float>(mSweepAngleIndex);
+ }
+ else
+ {
+ thickness = mThickness;
+ startAngle = mStartAngle;
+ sweepAngle = mSweepAngle;
+ }
+
map.Clear();
map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::DevelVisual::ARC );
- map.Insert( Toolkit::DevelArcVisual::Property::THICKNESS, mThickness );
- map.Insert( Toolkit::DevelArcVisual::Property::START_ANGLE, mStartAngle );
- map.Insert( Toolkit::DevelArcVisual::Property::SWEEP_ANGLE, mSweepAngle );
+ map.Insert(Toolkit::DevelArcVisual::Property::THICKNESS, thickness);
+ map.Insert(Toolkit::DevelArcVisual::Property::START_ANGLE, startAngle);
+ map.Insert(Toolkit::DevelArcVisual::Property::SWEEP_ANGLE, sweepAngle);
map.Insert( Toolkit::DevelArcVisual::Property::CAP, mCapType );
}
}
}
+void ArcVisual::OnDoAction( const Property::Index actionId, const Property::Value& attributes )
+{
+ // Check if action is valid for this visual type and perform action if possible
+ switch( actionId )
+ {
+ case DevelArcVisual::Action::UPDATE_PROPERTY:
+ {
+ const Property::Map* map = attributes.GetMap();
+ if( map )
+ {
+ DoSetProperties( *map );
+ }
+ break;
+ }
+ }
+}
+
void ArcVisual::InitializeRenderer()
{
Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
shader = mFactoryCache.GetShader( VisualFactoryCache::ARC_BUTT_CAP_SHADER );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_BUTT_CAP );
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_BUTT_CAP );
mFactoryCache.SaveShader( VisualFactoryCache::ARC_BUTT_CAP_SHADER, shader );
}
}
shader = mFactoryCache.GetShader( VisualFactoryCache::ARC_ROUND_CAP_SHADER );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ROUND_CAP );
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_ROUND_CAP );
mFactoryCache.SaveShader( VisualFactoryCache::ARC_ROUND_CAP_SHADER, shader );
}
}
mImpl->mRenderer = Renderer::New( geometry, shader );
- mImpl->mRenderer.RegisterProperty( THICKNESS_NAME, mThickness );
- mImpl->mRenderer.RegisterProperty( START_ANGLE_NAME, mStartAngle );
- mImpl->mRenderer.RegisterProperty( SWEEP_ANGLE_NAME, mSweepAngle );
- mImpl->mRenderer.RegisterProperty( CAP_NAME, 0.0f );
+ mThicknessIndex = mImpl->mRenderer.RegisterProperty(DevelArcVisual::Property::THICKNESS, THICKNESS_NAME, mThickness);
+ mStartAngleIndex = mImpl->mRenderer.RegisterProperty(DevelArcVisual::Property::START_ANGLE, START_ANGLE_NAME, mStartAngle);
+ mSweepAngleIndex = mImpl->mRenderer.RegisterProperty(DevelArcVisual::Property::SWEEP_ANGLE, SWEEP_ANGLE_NAME, mSweepAngle);
mRadiusIndex = mImpl->mRenderer.RegisterProperty( RADIUS_NAME, mRadius );