+ // If the styling buttons should colapse (hide) then the color buttons should also hide.
+ bool OnExpandingButtonCollapsing( Demo::ExpandingButtons button )
+ {
+ mCollapseColorsAndStyles = true;
+ HideColorButtons();
+ return true;
+ }
+
+ // Get the style type from the given button
+ StyleType GetStyleTypeFromButton( Toolkit::Button button )
+ {
+ StyleType style = StyleType::TEXT_COLOR;
+
+ if( button == mStyleButtons[ StyleType::OUTLINE ] )
+ {
+ style = StyleType::OUTLINE;
+ }
+ else if( button == mStyleButtons[ StyleType::SHADOW ] )
+ {
+ style = StyleType::SHADOW;
+ }
+ else if( button == mStyleButtons[ StyleType::BACKGROUND ] )
+ {
+ style = StyleType::BACKGROUND;
+ }
+ return style;
+ }
+
+ // Style selected, show color buttons
+ bool OnStyleButtonClicked( Toolkit::Button button )
+ {
+ StyleType selectedStyle = GetStyleTypeFromButton( button );
+ if ( mStyleActivatedForColor == selectedStyle )
+ {
+ HideColorButtons();
+ }
+ else
+ {
+ ResetColorButtons( mColorButtons, NUMBER_OF_COLORS );
+ ShowColorButtons( selectedStyle);
+ }
+ return true;
+ }
+
+ // Set style to selected color
+ bool OnColorSelected( Toolkit::Button button )
+ {
+ for( unsigned int index = 0; index < NUMBER_OF_COLORS; index++)
+ {
+ if ( mColorButtons[index] == button )
+ {
+ mSelectedColor = AVAILABLE_COLORS[ index ];
+ }
+ }
+
+ switch ( mStyleActivatedForColor )
+ {
+ case TEXT_COLOR :
+ {
+ Animation animation = Animation::New( 1.f );
+ animation.AnimateTo( Property( mLabel, TextLabel::Property::TEXT_COLOR ), mSelectedColor, AlphaFunction::LINEAR );
+ mCurrentStyleColor[ TEXT_COLOR ] = mSelectedColor;
+ animation.Play();
+ break;
+ }
+ case OUTLINE :
+ {
+ Property::Map outlineMap;
+ float outlineWidth = OUTLINE_WIDTH;
+
+ if( mStyleActiveState[ OUTLINE ] )
+ {
+ outlineWidth = ( Color::WHITE == mSelectedColor ) ? 0.0f : OUTLINE_WIDTH ; // toggles outline on/off
+ }
+ mStyleActiveState[ OUTLINE ] = ( outlineWidth > 0.0f ) ? true : false;
+
+ outlineMap["color"] = mSelectedColor;
+ outlineMap["width"] = outlineWidth;
+ mCurrentStyleColor[ OUTLINE ] = mSelectedColor;
+ mLabel.SetProperty( TextLabel::Property::OUTLINE, outlineMap );
+ break;
+ }
+ case SHADOW :
+ {
+ Vector2 shadowOffset( SHADOW_OFFSET ); // Will be set to zeros if color already set
+ Property::Value value = mLabel.GetProperty( TextLabel::Property::SHADOW_COLOR );
+ Vector4 currentShadowColor;
+ value.Get( currentShadowColor );
+
+ if ( mStyleActiveState[ SHADOW ] )
+ {
+ // toggle shadow off ( zero offset ) if color is already set
+ shadowOffset = ( Color::WHITE == mSelectedColor ) ? Vector2::ZERO : Vector2( SHADOW_OFFSET );
+ }
+
+ mStyleActiveState[ SHADOW ] = ( shadowOffset == Vector2::ZERO ) ? false : true;
+ mCurrentStyleColor[ SHADOW ] = mSelectedColor;
+
+ Property::Map shadowMap;
+ shadowMap.Insert( "offset", shadowOffset );
+ shadowMap.Insert( "color", mSelectedColor );
+ mLabel.SetProperty( TextLabel::Property::SHADOW, shadowMap );
+
+ break;
+ }
+ case BACKGROUND :
+ {
+ Property::Map backgroundMap;
+ auto backgroundEnabled(true);
+
+ if( mStyleActiveState[ BACKGROUND ] )
+ {
+ backgroundEnabled = ( Color::WHITE != mSelectedColor ); // toggles background on/off
+ }
+ mStyleActiveState[ BACKGROUND ] = backgroundEnabled;
+
+ backgroundMap["color"] = mSelectedColor;
+ backgroundMap["enable"] = backgroundEnabled;
+ mCurrentStyleColor[ BACKGROUND ] = mSelectedColor;
+ mLabel.SetProperty( DevelTextLabel::Property::BACKGROUND, backgroundMap );
+
+ break;
+ }
+ default :
+ break;
+ }
+
+ return true;
+ }
+
+ // Set the inital color button that should be be selected.
+ // If the style already has a color set then that should be used
+ void SetInitialSelectedColorButton( StyleType styleButtonIndex )
+ {
+ Vector4 selectedColor = mCurrentStyleColor[ styleButtonIndex ];
+
+ for ( unsigned int i = 0; i < NUMBER_OF_COLORS; i++ )
+ {
+ if ( AVAILABLE_COLORS[i] == selectedColor )
+ {
+ if ( mColorButtons[i] )
+ {
+ mColorButtons[ i ].SetProperty( Toolkit::DevelButton::Property::SELECTED, true );
+ }
+ break;
+ }
+ }
+ }
+
+ // Create a bar of color buttons that the user can select.
+ void ShowColorButtons( StyleType styleButtonIndex )
+ {
+ mCollapseColorsAndStyles = false; // Request to show colors so reset flag
+ mStyleActivatedForColor = styleButtonIndex;
+
+ for( unsigned int index = 0; index < NUMBER_OF_COLORS; index++)
+ {
+ if( !mColorButtonsAnimation )
+ {
+ mColorButtonsAnimation = Animation::New( 0.15f );
+ mColorButtonsAnimation.FinishedSignal().Connect( this, &TextLabelExample::OnColorButtonAnimationFinished );
+ }
+
+ // Create a color button
+ if ( ! mColorButtons[index] )
+ {
+ mColorButtons[index] = RadioButton::New();
+ mColorButtons[index].SetSize( mButtonSize );
+ mColorButtons[index].ClickedSignal().Connect( this, &TextLabelExample::OnColorSelected );
+ mColorButtons[index].SetProperty( Button::Property::TOGGLABLE, true );
+ Property::Map propertyMap;
+ propertyMap.Insert(Visual::Property::TYPE, Visual::COLOR);
+ propertyMap.Insert(ColorVisual::Property::MIX_COLOR, AVAILABLE_COLORS[ index ]);
+ mColorButtons[index].SetProperty( Toolkit::DevelButton::Property::UNSELECTED_BACKGROUND_VISUAL, propertyMap );
+ mColorButtons[index].SetProperty( Toolkit::DevelButton::Property::UNSELECTED_VISUAL, propertyMap );
+ mColorButtons[index].SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER );
+ mColorButtons[index].SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER );
+
+
+ propertyMap.Insert(Visual::Property::TYPE, Visual::COLOR);
+ propertyMap.Insert(ColorVisual::Property::MIX_COLOR, AVAILABLE_COLORS[ index ]);
+ mColorButtons[index].SetProperty( Toolkit::DevelButton::Property::SELECTED_BACKGROUND_VISUAL, propertyMap );
+
+ mColorButtons[index].SetProperty( Toolkit::DevelButton::Property::SELECTED_VISUAL,
+ Property::Map().Add( Visual::Property::TYPE, Visual::BORDER )
+ .Add( BorderVisual::Property::COLOR, Color::WHITE )
+ .Add( BorderVisual::Property::SIZE, 4.0f )
+ .Add( BorderVisual::Property::ANTI_ALIASING, true ) );
+
+ // Use a white button with 50% transparency as a clear color button
+ if ( Color::WHITE == AVAILABLE_COLORS[ index ] && styleButtonIndex != StyleType::TEXT_COLOR )
+ {
+ mColorButtons[index].SetOpacity(0.5f);
+
+ mColorButtons[index].SetProperty( Toolkit::Button::Property::LABEL,
+ Property::Map().Add( Toolkit::Visual::Property::TYPE, Toolkit::Visual::TEXT )
+ .Add( Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT, HorizontalAlignment::CENTER )
+ .Add( Toolkit::TextVisual::Property::TEXT, "off") );
+
+ }
+ }
+
+ SetInitialSelectedColorButton( mStyleActivatedForColor );
+
+ mColorButtons[index].Unparent();
+
+ mStyleButtons[styleButtonIndex].Add( mColorButtons[index] );
+ mColorButtons[index].Lower();
+
+ // Position button using nice animation
+ mColorButtons[index].SetY( -GAP_BETWEEN_BUTTONS );
+ float desiredPosition = -( mButtonSize.height + GAP_BETWEEN_BUTTONS ) * (index);
+ AlphaFunction focusedAlphaFunction = AlphaFunction( Vector2 ( 0.32f, 0.08f ), Vector2( 0.38f, 1.72f ) );
+ mColorButtonsAnimation.AnimateBy( Property( mColorButtons[index], Actor::Property::POSITION_Y ), desiredPosition, focusedAlphaFunction );
+ }
+
+ mColorButtonsHidden = false;
+ mColorButtonsAnimation.Play();
+ }
+
+ // Remove the color buttons when not being shown.
+ void ResetColorButtons( Button buttons[], unsigned int numberOfButtons )
+ {
+ for( unsigned int index = 0; index < numberOfButtons; index++)
+ {
+ UnparentAndReset( buttons[index] );
+ }
+ }
+
+ void OnColorButtonAnimationFinished( Animation& animation )
+ {
+ animation.Clear();
+ if ( mColorButtonsHidden )
+ {
+ ResetColorButtons( mColorButtons, NUMBER_OF_COLORS );
+ animation.Reset(); // Handle reset
+ if ( mCollapseColorsAndStyles )
+ {
+ mExpandingButtons.Collapse();
+ }
+ }
+ }
+
+ // Create the style buttons that will expand from the expanding button.
+ void CreateStyleButtons()
+ {
+ for ( unsigned int index = 0; index < NUMBER_OF_STYLES; index++ )
+ {
+ if ( ! mStyleButtons[index] )
+ {
+ mStyleButtons[index] = PushButton::New();
+ mStyleButtons[index].SetProperty( Toolkit::DevelButton::Property::UNSELECTED_BACKGROUND_VISUAL, BUTTON_IMAGES[ index ] );
+ mStyleButtons[index].SetProperty( Toolkit::DevelButton::Property::SELECTED_BACKGROUND_VISUAL, STYLE_SELECTED_IMAGE );
+ mStyleButtons[index].SetProperty( Dali::Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+ mStyleButtons[index].SetSize( mButtonSize );
+ mStyleButtons[index].ClickedSignal().Connect( this, &TextLabelExample::OnStyleButtonClicked );
+ }
+ }
+ }
+
+ // Animate away the color bar.
+ void HideColorButtons()
+ {
+ if ( ! mColorButtonsHidden )
+ {
+ for( unsigned int index = 0; index < NUMBER_OF_COLORS; index++)
+ {
+ mColorButtonsAnimation.AnimateTo( Property( mColorButtons[index], Actor::Property::POSITION_Y ), 0.0f );
+ }
+ mColorButtonsHidden = true;
+ mColorButtonsAnimation.Play();
+ }
+ mStyleActivatedForColor = NUMBER_OF_STYLES;
+ }
+
+ // Request the expanding button to collapse.
+ void HideStyleAndColorButtons()
+ {
+ mCollapseColorsAndStyles = true;
+ if ( mColorButtonsHidden )
+ {
+ mExpandingButtons.Collapse();
+ }
+ else
+ {
+ HideColorButtons();
+ }
+ }
+