-//
-// Copyright (c) 2014 Samsung Electronics Co., Ltd.
-//
-// Licensed under the Flora License, Version 1.0 (the License);
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-// http://floralicense.org/license/
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an AS IS BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
+/*
+ * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+// CLASS HEADER
#include <dali-toolkit/internal/controls/magnifier/magnifier-impl.h>
-using namespace Dali;
+// EXTERNAL INCLUDES
+#include <dali/public-api/animation/constraint.h>
+#include <dali/public-api/animation/constraints.h>
+#include <dali/public-api/common/stage.h>
+#include <dali/public-api/render-tasks/render-task-list.h>
+#include <dali/public-api/images/resource-image.h>
+#include <dali/public-api/object/type-registry.h>
+#include <dali/devel-api/object/type-registry-helper.h>
-namespace // unnamed namespace
+// INTERNAL INCLUDES
+#include <dali-toolkit/devel-api/controls/renderer-factory/renderer-factory.h>
+
+namespace Dali
{
-const char* DEFAULT_FRAME_IMAGE_PATH = DALI_IMAGE_DIR "magnifier-image-frame.png";
+namespace Toolkit
+{
-const float IMAGE_BORDER_INDENT = 14.0f; ///< Indent of border in pixels.
+namespace Internal
+{
-/**
- * ImageBorderSizeConstraint
- */
-struct ImageBorderSizeConstraint
+namespace // unnamed namespace
{
- ImageBorderSizeConstraint()
- : mSizeOffset(Vector3(IMAGE_BORDER_INDENT - 1, IMAGE_BORDER_INDENT - 1, 0.0f) * 2.0f)
- {
- }
- Vector3 operator()(const Vector3& current,
- const PropertyInput& referenceSizeProperty)
- {
- const Vector3& referenceSize = referenceSizeProperty.GetVector3();
- return referenceSize + mSizeOffset;
- }
+Dali::BaseHandle Create()
+{
+ return Toolkit::Magnifier::New();
+}
- Vector3 mSizeOffset; ///< The amount to offset the size from referenceSize
-};
+DALI_TYPE_REGISTRATION_BEGIN( Toolkit::Magnifier, Toolkit::Control, Create )
+
+DALI_PROPERTY_REGISTRATION( Toolkit, Magnifier, "frameVisibility", BOOLEAN, FRAME_VISIBILITY )
+DALI_PROPERTY_REGISTRATION( Toolkit, Magnifier, "magnificationFactor", FLOAT, MAGNIFICATION_FACTOR )
+
+DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, Magnifier, "sourcePosition", VECTOR3, SOURCE_POSITION )
+
+DALI_TYPE_REGISTRATION_END()
+
+const float IMAGE_BORDER_INDENT = 5.0f; ///< Indent of border in pixels.
struct CameraActorPositionConstraint
{
{
}
- Vector3 operator()(const Vector3& current,
- const PropertyInput& sourcePositionProperty)
+ void operator()( Vector3& current, const PropertyInputContainer& inputs )
{
- const Vector3& sourcePosition = sourcePositionProperty.GetVector3();
+ const Vector3& sourcePosition = inputs[0]->GetVector3();
- return Vector3(sourcePosition.x + mStageSize.x * 0.5f,
- -sourcePosition.y + mStageSize.y * 0.5f,
- sourcePosition.z + mDefaultCameraDistance);
+ current.x = sourcePosition.x + mStageSize.x * 0.5f;
+ current.y = sourcePosition.y + mStageSize.y * 0.5f;
+ current.z = sourcePosition.z + mDefaultCameraDistance;
}
Vector2 mStageSize;
{
}
- Vector2 operator()(const Vector2& current,
- const PropertyInput& positionProperty,
- const PropertyInput& magnifierSizeProperty,
- const PropertyInput& magnifierScaleProperty)
+ void operator()( Vector2& current, const PropertyInputContainer& inputs )
{
- Vector2 position(positionProperty.GetVector3()); // World position?
-
- //position -= mStageSize * 0.5f;
+ current = inputs[0]->GetVector3(); // World position?
// should be updated when:
// Magnifier's world position/size/scale/parentorigin/anchorpoint changes.
// or Magnifier camera's world position changes.
- Vector3 size = magnifierSizeProperty.GetVector3() * magnifierScaleProperty.GetVector3();
+ Vector3 size = inputs[1]->GetVector3() * inputs[2]->GetVector3(); /* magnifier-size * magnifier-scale */
// Reposition, and resize viewport to reflect the world bounds of this Magnifier actor.
- position.x += (mStageSize.width - size.width) * 0.5f;
- position.y += (mStageSize.height - size.height) * 0.5f;
-
- return position;
+ current.x += ( mStageSize.width - size.width ) * 0.5f;
+ current.y += ( mStageSize.height - size.height ) * 0.5f;
}
Vector2 mStageSize;
{
}
- Vector2 operator()(const Vector2& current,
- const PropertyInput& magnifierSizeProperty,
- const PropertyInput& magnifierScaleProperty)
+ void operator()( Vector2& current, const PropertyInputContainer& inputs )
{
- return Vector2(magnifierSizeProperty.GetVector3() * magnifierScaleProperty.GetVector3());
+ current = inputs[0]->GetVector3() * inputs[1]->GetVector3(); /* magnifier-size * magnifier-scale */
}
};
-/**
- * Returns relative border (0.0f...1.0f x 0.0f...1.0f)
- * from an absolute pixel specified border.
- * @param[in] absolute A border using absolute pixel coordinates
- * @param[in] width The width of the texture
- * @param[in] height The height of the texture.
- * @return A border relative to the size of the Image texture dimensions.
- */
-Vector4 GetRelativeBorder(Vector4 absolute, float width, float height)
-{
- return Vector4( absolute.x / width,
- absolute.y / height,
- absolute.z / width,
- absolute.w / height);
-}
-
-}
-
-namespace Dali
-{
-
-namespace Toolkit
-{
-
-namespace Internal
-{
+} // unnamed namespace
///////////////////////////////////////////////////////////////////////////////////////////////////
// Magnifier
}
Magnifier::Magnifier()
-: ControlImpl(true),
- mPropertySourcePosition(Property::INVALID_INDEX),
+: Control( ControlBehaviour( REQUIRES_TOUCH_EVENTS ) ),
+ mDefaultCameraDistance(1000.f),
mActorSize(Vector3::ZERO),
mMagnificationFactor(1.0f)
{
mTask.SetSourceActor( actor );
}
-void Magnifier::SetSourcePosition(const Vector3& position)
-{
- Self().SetProperty(mPropertySourcePosition, position);
-}
-
void Magnifier::Initialize()
{
Actor self = Self();
- mPropertySourcePosition = self.RegisterProperty( Toolkit::Magnifier::SOURCE_POSITION_PROPERTY_NAME, Vector3::ZERO );
Vector2 stageSize(Stage::GetCurrent().GetSize());
- Layer dummyLayer = Layer::New();
- Stage().GetCurrent().Add(dummyLayer);
- dummyLayer.SetParentOrigin(ParentOrigin::CENTER);
-
// NOTE:
// sourceActor is a dummy delegate actor that takes the source property position,
// and generates a WORLD_POSITION, which is 1 frame behind the source property.
// Perhaps this is a bug in the way the constraint system factors into what is dirty
// and what is not.
mSourceActor = Actor::New();
- dummyLayer.Add(mSourceActor);
+ Stage().GetCurrent().Add(mSourceActor);
mSourceActor.SetParentOrigin(ParentOrigin::CENTER);
- Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
- Source( self, mPropertySourcePosition ),
- EqualToConstraint() );
- mSourceActor.ApplyConstraint(constraint);
+ Constraint constraint = Constraint::New<Vector3>( mSourceActor, Actor::Property::POSITION, EqualToConstraint() );
+ constraint.AddSource( Source( self, Toolkit::Magnifier::Property::SOURCE_POSITION ) );
+ constraint.Apply();
// create the render task this will render content on top of everything
// based on camera source position.
// Use a 1 frame delayed source position to determine the camera actor's position.
// This is necessary as the viewport is determined by the Magnifier's Actor's World position (which is computed
// at the end of the update cycle i.e. after constraints have been applied.)
- //Property::Index propertySourcePositionDelayed = mCameraActor.RegisterProperty("delayed-source-position", Vector3::ZERO);
+ //Property::Index propertySourcePositionDelayed = mCameraActor.RegisterProperty("delayedSourcePosition", Vector3::ZERO);
- constraint = Constraint::New<Vector3>( Actor::POSITION,
- Source( mSourceActor, Actor::WORLD_POSITION ),
- CameraActorPositionConstraint(stageSize, mDefaultCameraDistance) );
- mCameraActor.ApplyConstraint(constraint);
+ constraint = Constraint::New<Vector3>( mCameraActor, Actor::Property::POSITION, CameraActorPositionConstraint(stageSize, mDefaultCameraDistance) );
+ constraint.AddSource( Source( mSourceActor, Actor::Property::WORLD_POSITION ) );
+ constraint.Apply();
// Apply constraint to render-task viewport position
- constraint = Constraint::New<Vector2>( RenderTask::VIEWPORT_POSITION,
- Source( self, Actor::WORLD_POSITION ),//mPropertySourcePosition ),
- Source( self, Actor::SIZE ),
- Source( self, Actor::WORLD_SCALE),
- RenderTaskViewportPositionConstraint(stageSize) );
- mTask.ApplyConstraint(constraint);
+ constraint = Constraint::New<Vector2>( mTask, RenderTask::Property::VIEWPORT_POSITION, RenderTaskViewportPositionConstraint(stageSize) );
+ constraint.AddSource( Source( self, Actor::Property::WORLD_POSITION ) );
+ constraint.AddSource( Source( self, Actor::Property::SIZE ) );
+ constraint.AddSource( Source( self, Actor::Property::WORLD_SCALE ) );
+ constraint.Apply();
// Apply constraint to render-task viewport position
- constraint = Constraint::New<Vector2>( RenderTask::VIEWPORT_SIZE,
- Source( self, Actor::SIZE ),
- Source( self, Actor::WORLD_SCALE),
- RenderTaskViewportSizeConstraint() );
- mTask.ApplyConstraint(constraint);
+ constraint = Constraint::New<Vector2>( mTask, RenderTask::Property::VIEWPORT_SIZE, RenderTaskViewportSizeConstraint() );
+ constraint.AddSource( Source( self, Actor::Property::SIZE ) );
+ constraint.AddSource( Source( self, Actor::Property::WORLD_SCALE ) );
+ constraint.Apply();
}
Magnifier::~Magnifier()
mCameraActor = CameraActor::New();
mCameraActor.SetType(Camera::FREE_LOOK);
- mCameraActor.SetRotation(Quaternion(M_PI, Vector3::YAXIS)); // Look at stage
stage.Add(mCameraActor);
mTask.SetCameraActor( mCameraActor );
bool Magnifier::GetFrameVisibility() const
{
- return mFrameLayer;
+ return mFrame;
}
void Magnifier::SetFrameVisibility(bool visible)
{
- if(visible && !mFrameLayer)
+ if(visible && !mFrame)
{
Actor self(Self());
- Layer mFrameLayer = Layer::New();
- mFrameLayer.SetParentOrigin( ParentOrigin::CENTER );
- Stage::GetCurrent().Add(mFrameLayer);
-
- Image image = Image::New( DEFAULT_FRAME_IMAGE_PATH );
- ImageActor frame = ImageActor::New( image );
- frame.SetDrawMode(DrawMode::OVERLAY);
- frame.SetStyle( ImageActor::STYLE_NINE_PATCH );
-
- frame.SetNinePatchBorder( Vector4::ONE * IMAGE_BORDER_INDENT );
- mFrameLayer.Add(frame);
-
- // Apply position constraint to the frame
- Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
- Source( self, Actor::WORLD_POSITION ),
- EqualToConstraint() );
- frame.ApplyConstraint(constraint);
-
- // Apply scale constraint to the frame
- constraint = Constraint::New<Vector3>( Actor::SCALE,
- Source( self, Actor::SCALE ),
- EqualToConstraint() );
- frame.ApplyConstraint(constraint);
-
- Source(self, Actor::SCALE),
-
- // Apply size constraint to the the frame
- constraint = Constraint::New<Vector3>(Actor::SIZE,
- Source(self, Actor::SIZE),
- ImageBorderSizeConstraint());
- frame.ApplyConstraint(constraint);
+ mFrame = Actor::New( );
+ mFrame.SetInheritPosition(false);
+ mFrame.SetInheritScale(true);
+ mFrame.SetResizePolicy( ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT, Dimension::ALL_DIMENSIONS );
+ Vector3 sizeOffset(IMAGE_BORDER_INDENT*2.f - 2.f, IMAGE_BORDER_INDENT*2.f - 2.f, 0.0f);
+ mFrame.SetSizeModeFactor( sizeOffset );
+
+ //TODO Set the renderer onto the control self when Actor::RemoveRenderer is supported
+ Toolkit::RendererFactory rendererFactory = Toolkit::RendererFactory::Get();
+ Toolkit::ControlRenderer borderRenderer = rendererFactory.GetControlRenderer(IMAGE_BORDER_INDENT, Color::WHITE);
+ borderRenderer.SetOnStage( mFrame );
+
+ Constraint constraint = Constraint::New<Vector3>( mFrame, Actor::Property::POSITION, EqualToConstraint() );
+ constraint.AddSource( ParentSource( Actor::Property::WORLD_POSITION ) );
+ constraint.Apply();
+
+ self.Add(mFrame);
}
- else if(!visible && mFrameLayer)
+ else if(!visible && mFrame)
{
- Stage::GetCurrent().Remove(mFrameLayer);
- mFrameLayer.Reset();
+ UnparentAndReset(mFrame);
}
}
-void Magnifier::OnControlSizeSet(const Vector3& targetSize)
+void Magnifier::OnSizeSet(const Vector3& targetSize)
{
// TODO: Once Camera/CameraActor properties function as proper animatable properties
// this code can disappear.
mCameraActor.SetAspectRatio( worldSize.width / worldSize.height );
}
+void Magnifier::SetProperty( BaseObject* object, Property::Index index, const Property::Value& value )
+{
+ Toolkit::Magnifier magnifier = Toolkit::Magnifier::DownCast( Dali::BaseHandle( object ) );
+
+ if( magnifier )
+ {
+ Magnifier& magnifierImpl( GetImpl( magnifier ) );
+ switch( index )
+ {
+ case Toolkit::Magnifier::Property::FRAME_VISIBILITY:
+ {
+ magnifierImpl.SetFrameVisibility( value.Get< bool >() );
+ break;
+ }
+ case Toolkit::Magnifier::Property::MAGNIFICATION_FACTOR:
+ {
+ magnifierImpl.SetMagnificationFactor( value.Get< float >() );
+ break;
+ }
+ }
+ }
+}
+
+Property::Value Magnifier::GetProperty( BaseObject* object, Property::Index index )
+{
+ Property::Value value;
+
+ Toolkit::Magnifier magnifier = Toolkit::Magnifier::DownCast( Dali::BaseHandle( object ) );
+
+ if( magnifier )
+ {
+ Magnifier& magnifierImpl( GetImpl( magnifier ) );
+ switch( index )
+ {
+ case Toolkit::Magnifier::Property::FRAME_VISIBILITY:
+ {
+ value = magnifierImpl.GetFrameVisibility();
+ break;
+ }
+ case Toolkit::Magnifier::Property::MAGNIFICATION_FACTOR:
+ {
+ value = magnifierImpl.GetMagnificationFactor();
+ break;
+ }
+ }
+ }
+
+ return value;
+}
+
} // namespace Internal
} // namespace Toolkit