namespace Internal
{
-CubeTransitionCrossEffect::CubeTransitionCrossEffect( unsigned int numRows, unsigned int numColumns, Size viewAreaSize )
-: CubeTransitionEffect( numRows, numColumns, viewAreaSize),
- mDisplacementRatio( 1.f )
+CubeTransitionCrossEffect::CubeTransitionCrossEffect( unsigned int numRows, unsigned int numColumns )
+: CubeTransitionEffect( numRows, numColumns ),
+ mDisplacementSpreadFactor( 0.008f )
{
}
-Toolkit::CubeTransitionCrossEffect CubeTransitionCrossEffect::New(unsigned int numRows, unsigned int numColumns, Size viewAreaSize)
+Toolkit::CubeTransitionCrossEffect CubeTransitionCrossEffect::New(unsigned int numRows, unsigned int numColumns )
{
// Create the implementation
- CubeTransitionCrossEffect* internalCubeTransEffect = new CubeTransitionCrossEffect( numRows, numColumns, viewAreaSize );
+ IntrusivePtr< CubeTransitionCrossEffect > internalCubeTransEffect = new CubeTransitionCrossEffect( numRows, numColumns );
// Pass ownership to CustomActor handle
- Toolkit::CubeTransitionCrossEffect cubeTransEffect( internalCubeTransEffect );
+ Toolkit::CubeTransitionCrossEffect cubeTransEffect( *internalCubeTransEffect );
//Initialization
internalCubeTransEffect->Initialize();
void CubeTransitionCrossEffect::OnInitialize()
{
- float offsetX = -mTileSize.width*0.5f;
- float offsetY = -mTileSize.height*0.5f;
unsigned int idx;
- for( unsigned int y = 0; y < mNumRows; y++ )
+ for( unsigned int y = 0; y < mRows; y++ )
{
- idx = y*mNumColumns;
- for( unsigned int x = y%2; x < mNumColumns; x=x+2)
+ for( unsigned int x = y % 2; x < mColumns; x += 2 )
{
- mBoxes[idx+x].SetZ( offsetY );
- mTiles[0][idx+x].SetZ( -offsetY );
- mTiles[1][idx+x].SetY( offsetY );
+ idx = y * mColumns + x;
+ SetTargetTop( idx );
}
- for( unsigned int x = (y+1)%2; x < mNumColumns; x=x+2)
+ for( unsigned int x = ( y + 1 ) % 2; x < mColumns; x += 2 )
{
- mTiles[0][idx+x].SetZ( -offsetX );
- mTiles[1][idx+x].SetX( offsetX );
+ idx = y * mColumns + x;
+ SetTargetRight( idx );
}
}
}
void CubeTransitionCrossEffect::OnStartTransition( Vector2 panPosition, Vector2 panDisplacement )
{
- float angle = mRotateIndex * Math::PI_2 ;
- Vector3 translation0 = mTiles[mContainerIndex][ 0 ].GetCurrentPosition()*(-2.f);
- Vector3 translation1 = mTiles[mContainerIndex][ mNumColumns ].GetCurrentPosition()*(-2.f);
-
+ float angle = Math::PI_2;
unsigned int idx;
- mDisplacementRatio = 1.f + mCubeDisplacement / (mTileSize.width + mTileSize.height);
- for( unsigned int y = 0; y < mNumRows; y++ )
+ if( panDisplacement.x < 0 )
{
- for( unsigned int x = y%2; x < mNumColumns; x=x+2) // rotate vertically
+ for( unsigned int y = 0; y < mRows; y++ )
{
- idx = y*mNumColumns + x;
- SetupAnimation( idx, -angle, Vector3::XAXIS, translation0 );
+ for( unsigned int x = y % 2; x < mColumns; x += 2 )
+ {
+ idx = y * mColumns + x;
+ SetTargetTop( idx );
+ }
+ for( unsigned int x = ( y + 1 ) % 2; x < mColumns; x += 2 )
+ {
+ idx = y * mColumns + x;
+ SetTargetRight( idx );
+ }
}
- for( unsigned int x = (y+1)%2; x < mNumColumns; x=x+2) // rotate horizontally
+ }
+ else
+ {
+ angle = -angle;
+
+ for( unsigned int y = 0; y < mRows; y++ )
{
- idx = y*mNumColumns + x;
- SetupAnimation( idx, angle, Vector3::YAXIS, translation1 );
+ for( unsigned int x = y % 2; x < mColumns; x += 2 )
+ {
+ idx = y * mColumns + x;
+ SetTargetBottom( idx );
+ }
+ for( unsigned int x = ( y + 1 ) % 2; x < mColumns; x += 2 )
+ {
+ idx = y * mColumns + x;
+ SetTargetLeft( idx );
+ }
}
}
- mAnimation.Play();
- mIsAnimating = true;
-}
+ const Vector2 halfSize = Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).GetVectorXY() * 0.5f;
+ //the centre to "explode" the tiles outwards from
+ Vector3 centre( halfSize.x, halfSize.y, -1.0f / mDisplacementSpreadFactor );
-void CubeTransitionCrossEffect::OnStopTransition()
-{
- float angle = mRotateIndex * Math::PI_2 ;
- unsigned int idx;
- for( unsigned int y = 0; y < mNumRows; y++ )
+ for( unsigned int y = 0; y < mRows; y++ )
{
- for( unsigned int x = y%2; x < mNumColumns; x=x+2)
+ for( unsigned int x = y%2; x < mColumns; x=x+2) // rotate vertically
{
- idx = y*mNumColumns + x;
- mBoxes[idx].SetOrientation( Radian(angle), Vector3::XAXIS );
+ idx = y*mColumns + x;
+ SetupAnimation( idx, x, y, -angle, Vector3::XAXIS, centre );
}
- for( unsigned int x = (y+1)%2; x < mNumColumns; x=x+2)
+ for( unsigned int x = (y+1)%2; x < mColumns; x=x+2) // rotate horizontally
{
- idx = y*mNumColumns + x;
- mBoxes[idx].SetOrientation( Radian(-angle), Vector3::YAXIS );
+ idx = y*mColumns + x;
+ SetupAnimation( idx, x, y, angle, Vector3::YAXIS, centre );
}
}
+
+ mAnimation.Play();
+ mIsAnimating = true;
}
-void CubeTransitionCrossEffect::SetupAnimation(unsigned int actorIndex, float angle,
- const Vector3 axis, Vector3 resetTranslation)
+void CubeTransitionCrossEffect::SetupAnimation( unsigned int actorIndex, unsigned int x, unsigned int y, float angle, const Vector3 axis, const Vector3& displacementCentre )
{
- if ( mFirstTransition && (!mIsToNextImage) ) // for the first transition and it is going to previous image
- {
- mTiles[mContainerIndex][actorIndex].SetOrientation( Radian( angle), axis );
- }
- else if( !mChangeTurningDirection ) // reset rotation, translation and color
- {
- mTiles[mContainerIndex][actorIndex].TranslateBy( resetTranslation );
- mTiles[mContainerIndex][actorIndex].SetOrientation( Radian( angle), axis );
- }
- mAnimation.AnimateTo( Property( mBoxes[actorIndex], Actor::Property::ORIENTATION ), Quaternion( Radian( -angle ), axis ), AlphaFunctions::EaseInOutSine );
- Vector3 position(mBoxes[actorIndex].GetCurrentPosition());
- mAnimation.AnimateTo( Property( mBoxes[actorIndex], Actor::Property::POSITION ), position * mDisplacementRatio + Vector3( 0.f, 0.f, mCubeDisplacement ), AlphaFunctions::Bounce );
- mAnimation.AnimateTo( Property( mTiles[mContainerIndex^1][actorIndex], Actor::Property::COLOR ), HALF_BRIGHTNESS, AlphaFunctions::EaseOut );
- mAnimation.AnimateTo( Property( mTiles[mContainerIndex][actorIndex], Actor::Property::COLOR ), FULL_BRIGHTNESS, AlphaFunctions::EaseIn );
+ const Vector2 size = Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).GetVectorXY();
+ Vector2 halfSize = size * 0.5f;
+
+ //the position of the centre of the front face tile
+ Vector3 position( halfSize.x * (2.0f * x + 1.0f) / mColumns, halfSize.y * (2.0f * y + 1.0f ) / mRows, 0.0f );
+
+ Vector3 direction = position - displacementCentre;
+ float length = direction.Length();
+ direction.Normalize();
+
+ float deltaLength = mCubeDisplacement / direction.z; //the length along the direction vector such that the projected direction onto the z axis is equal to mCubeDisplacement
+
+ Vector3 newPosition = ( direction * (length + deltaLength ) ) + displacementCentre;
+ Vector3 newLocalPosition = newPosition - position;
+
+ mAnimation.AnimateTo( Property( mBoxes[ actorIndex ], Actor::Property::ORIENTATION ), Quaternion( Radian( -angle ), axis ), AlphaFunction::EASE_IN_OUT_SINE );
+ mAnimation.AnimateTo( Property( mBoxes[ actorIndex ], Actor::Property::POSITION ), newLocalPosition, AlphaFunction::BOUNCE );
+
+ mAnimation.AnimateTo( Property( mCurrentTiles[ actorIndex ], Actor::Property::COLOR ), HALF_BRIGHTNESS, AlphaFunction::EASE_OUT );
+ mAnimation.AnimateTo( Property( mTargetTiles[ actorIndex ], Actor::Property::COLOR ), FULL_BRIGHTNESS, AlphaFunction::EASE_IN );
}
} // namespace Internal