// EXTERNAL INCLUDES
#include <dali/public-api/animation/animation.h>
#include <dali/public-api/animation/constraint.h>
-#include <dali/public-api/events/hit-test-algorithm.h>
+#include <dali/devel-api/events/hit-test-algorithm.h>
#include <dali/public-api/object/type-registry.h>
-#include <dali/public-api/object/type-registry-helper.h>
+#include <dali/devel-api/object/type-registry-helper.h>
#include <dali/public-api/render-tasks/render-task-list.h>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/default-controls/solid-color-actor.h>
+#include <dali-toolkit/internal/controls/page-turn-view/page-turn-effect.h>
+#include <dali-toolkit/internal/controls/page-turn-view/page-turn-book-spine-effect.h>
using namespace Dali;
void PageTurnView::OnInitialize()
{
// create the two book spine effect for static images, left and right side pages respectively
- mSpineEffectFront = PageTurnBookSpineEffect::New();
- mSpineEffectFront.SetIsBackImageVisible( false );
- mSpineEffectFront.SetPageWidth( mPageSize.width );
- mSpineEffectFront.SetShadowWidth( 0.f );
- mSpineEffectFront.SetSpineShadowParameter( mSpineShadowParameter );
-
- mSpineEffectBack = PageTurnBookSpineEffect::New();
- mSpineEffectBack.SetIsBackImageVisible( true );
- mSpineEffectBack.SetPageWidth( mPageSize.width );
- mSpineEffectBack.SetShadowWidth( 0.f );
- mSpineEffectBack.SetSpineShadowParameter( mSpineShadowParameter );
+ mSpineEffectFront = CreatePageTurnBookSpineEffect();
+ mSpineEffectFront.SetUniform("uIsBackImageVisible", false );
+ mSpineEffectFront.SetUniform("uPageWidth", mPageSize.width );
+ mSpineEffectFront.SetUniform("uShadowWidth", 0.f );
+ mSpineEffectFront.SetUniform("uSpineShadowParameter", mSpineShadowParameter );
+
+ mSpineEffectBack = CreatePageTurnBookSpineEffect();
+ mSpineEffectBack.SetUniform("uIsBackImageVisible", true );
+ mSpineEffectBack.SetUniform("uPageWidth", mPageSize.width );
+ mSpineEffectBack.SetUniform("uShadowWidth", 0.f );
+ mSpineEffectBack.SetUniform("uSpineShadowParameter", mSpineShadowParameter );
// create the page turn effect objects
for( int i = 0; i < MAXIMUM_TURNING_NUM; i++ )
{
- mTurnEffect[i] = Toolkit::PageTurnEffect::New( false );
+ mTurnEffect[i] = CreatePageTurnEffect( false );
mTurnEffect[i].SetProperty( ShaderEffect::Property::GRID_DENSITY, Property::Value( DEFAULT_GRID_DENSITY ) );
- mTurnEffect[i].SetPageSize( mPageSize );
- mTurnEffect[i].SetShadowWidth(0.f);
- mTurnEffect[i].SetSpineShadowParameter( mSpineShadowParameter );
+ mTurnEffect[i].SetUniform( "uPageSize", mPageSize );
+ mTurnEffect[i].SetUniform( "uShadowWidth", 0.f);
+ mTurnEffect[i].SetUniform( "uSpineShadowParameter", mSpineShadowParameter );
mIsAnimating[i] = false;
mIsSliding[i] = false;
mPropertyPanDisplacement[i] = Self().RegisterProperty("PAN_DISPLACEMENT_PROPERTY_"+i, 0.0f);
mSpineShadowParameter = spineShadowParameter;
// set spine shadow parameter to all the shader effects
- mSpineEffectFront.SetSpineShadowParameter( mSpineShadowParameter );
- mSpineEffectBack.SetSpineShadowParameter( mSpineShadowParameter );
+ mSpineEffectFront.SetUniform("uSpineShadowParameter", mSpineShadowParameter );
+ mSpineEffectBack.SetUniform("uSpineShadowParameter", mSpineShadowParameter );
for( int i = 0; i < MAXIMUM_TURNING_NUM; i++ )
{
- mTurnEffect[i].SetSpineShadowParameter( mSpineShadowParameter );
+ mTurnEffect[i].SetUniform("uSpineShadowParameter", mSpineShadowParameter );
}
}
}
mOriginalCenter = gesturePosition;
- mTurnEffect[mIndex].SetIsTurningBack( mIsTurnBack[ mPanActor] );
+ mTurnEffect[mIndex].SetUniform("uIsTurningBack", mIsTurnBack[ mPanActor] );
mPress = false;
mPageUpdated = false;
mDistanceBottomCorner = ( mOriginalCenter - Vector2( 0.0f, mPageSize.height ) ).Length();
mShadowView.Add( mPanActor );
SetShaderEffect( mPanActor, mTurnEffect[mIndex] );
- mTurnEffect[mIndex].SetOriginalCenter( mOriginalCenter );
+ mTurnEffect[mIndex].SetUniform("uOriginalCenter", mOriginalCenter );
mCurrentCenter = mOriginalCenter;
- mTurnEffect[mIndex].SetCurrentCenter( mCurrentCenter );
+ mTurnEffect[mIndex].SetUniform("uCurrentCenter", mCurrentCenter );
mPanDisplacement = 0.f;
mConstraints = true;
mPress = true;
self.SetProperty( mPropertyPanDisplacement[mIndex], 0.f );
Constraint shadowBlurStrengthConstraint = Constraint::New<float>( mShadowView, mShadowView.GetBlurStrengthPropertyIndex(), ShadowBlurStrengthConstraint( mPageSize.width*PAGE_TURN_OVER_THRESHOLD_RATIO ) );
- shadowBlurStrengthConstraint.AddSource( Source(mTurnEffect[mIndex], mTurnEffect[mIndex].GetPropertyIndex(mTurnEffect[mIndex].PageTurnEffect::GetCurrentCenterPropertyName())) );
- shadowBlurStrengthConstraint.AddSource( Source(mTurnEffect[mIndex], mTurnEffect[mIndex].GetPropertyIndex(mTurnEffect[mIndex].PageTurnEffect::GetOriginalCenterPropertyName())) );
+ shadowBlurStrengthConstraint.AddSource( Source(mTurnEffect[mIndex], mTurnEffect[mIndex].GetPropertyIndex("uCurrentCenter")) );
+ shadowBlurStrengthConstraint.AddSource( Source(mTurnEffect[mIndex], mTurnEffect[mIndex].GetPropertyIndex("uOriginalCenter")) );
shadowBlurStrengthConstraint.AddSource( Source( self, mPropertyPanDisplacement[mIndex] ) );
shadowBlurStrengthConstraint.Apply();
}
offset *= k;
Actor self = Self();
- Property::Index shaderOriginalCenterPropertyIndex = mTurnEffect[mIndex].GetPropertyIndex(mTurnEffect[mIndex].PageTurnEffect::GetOriginalCenterPropertyName());
+ Property::Index shaderOriginalCenterPropertyIndex = mTurnEffect[mIndex].GetPropertyIndex("uOriginalCenter");
Constraint originalCenterConstraint = Constraint::New<Vector2>( mTurnEffect[mIndex], shaderOriginalCenterPropertyIndex, OriginalCenterConstraint( mOriginalCenter, offset ));
originalCenterConstraint.AddSource( Source( self, mPropertyPanDisplacement[mIndex] ) );
originalCenterConstraint.Apply();
- Property::Index shaderCurrentCenterPropertyIndex = mTurnEffect[mIndex].GetPropertyIndex(mTurnEffect[mIndex].PageTurnEffect::GetCurrentCenterPropertyName());
+ Property::Index shaderCurrentCenterPropertyIndex = mTurnEffect[mIndex].GetPropertyIndex("uCurrentCenter");
Constraint currentCenterConstraint = Constraint::New<Vector2>( mTurnEffect[mIndex], shaderCurrentCenterPropertyIndex, CurrentCenterConstraint(mPageSize.width));
currentCenterConstraint.AddSource( Source(self, mPropertyCurrentCenter[mIndex]) );
currentCenterConstraint.AddSource( Source(mTurnEffect[mIndex], shaderOriginalCenterPropertyIndex) );
currentCenterConstraint.Apply();
- GetImpl( mTurnEffect[mIndex] ).ApplyInternalConstraint();
+ PageTurnApplyInternalConstraint(mTurnEffect[mIndex]);
float distance = offset.Length();
Constraint rotationConstraint = Constraint::New<Quaternion>( mPanActor, Actor::Property::ORIENTATION, RotationConstraint(distance, mPageSize.width, mIsTurnBack[mPanActor]));
{
mPanActor.RemoveConstraints();
mTurnEffect[mIndex].RemoveConstraints();
- mTurnEffect[mIndex].SetOriginalCenter( mOriginalCenter );
+ mTurnEffect[mIndex].SetUniform("uOriginalCenter",mOriginalCenter );
mConstraints = true;
mPanDisplacement = 0.f;
}
- mTurnEffect[mIndex].SetCurrentCenter( currentCenter );
+ mTurnEffect[mIndex].SetUniform("uCurrentCenter", currentCenter );
mCurrentCenter = currentCenter;
- GetImpl( mTurnEffect[mIndex] ).ApplyInternalConstraint();
+ PageTurnApplyInternalConstraint(mTurnEffect[mIndex]);
}
}
}
float width = mPageSize.width*(1.f+PAGE_TURN_OVER_THRESHOLD_RATIO);
Animation animation = Animation::New( std::max(0.1f,PAGE_TURN_OVER_ANIMATION_DURATION * (1.0f - mPanDisplacement / width)) );
animation.AnimateTo( Property(self, mPropertyPanDisplacement[mIndex]),
- width,AlphaFunctions::EaseOutSine33);
+ width,AlphaFunction::EASE_OUT_SINE);
animation.AnimateTo( Property(self, mPropertyCurrentCenter[mIndex]),
- Vector2(-mPageSize.width, 0.5f*mPageSize.height), AlphaFunctions::EaseOutSine33);
+ Vector2(-mPageSize.width, 0.5f*mPageSize.height), AlphaFunction::EASE_OUT_SINE);
mAnimationActorPair[animation] = actor;
mAnimationIndexPair[animation] = mIndex;
animation.Play();
else // the pan finished position is far away from the spine, set up an animation to slide the page back instead of turning over
{
Animation animation= Animation::New( PAGE_SLIDE_BACK_ANIMATION_DURATION * (mOriginalCenter.x - mCurrentCenter.x) / mPageSize.width / PAGE_TURN_OVER_THRESHOLD_RATIO );
- animation.AnimateTo( Property( mTurnEffect[mIndex], mTurnEffect[mIndex].PageTurnEffect::GetCurrentCenterPropertyName() ),
- mOriginalCenter, AlphaFunctions::Linear );
+ animation.AnimateTo( Property( mTurnEffect[mIndex], "uCurrentCenter" ),
+ mOriginalCenter, AlphaFunction::LINEAR );
mAnimationActorPair[animation] = actor;
mAnimationIndexPair[animation] = mIndex;
animation.Play();