/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 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.
// EXTERNAL INCLUDES
#include <cstring> // for strcmp
-#include <dali/public-api/common/stage.h>
-#include <dali/public-api/images/buffer-image.h>
#include <dali/public-api/object/type-registry.h>
#include <dali/public-api/object/type-registry-helper.h>
-#include <dali/public-api/render-tasks/render-task-list.h>
+#include <dali-toolkit/devel-api/visual-factory/visual-factory.h>
+#include <dali/integration-api/debug.h>
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/internal/visuals/visual-factory-cache.h>
namespace Dali
{
// Setup properties, signals and actions using the type-registry.
DALI_TYPE_REGISTRATION_BEGIN( Toolkit::CubeTransitionEffect, Dali::BaseHandle, NULL );
-DALI_SIGNAL_REGISTRATION( Toolkit, CubeTransitionEffect, "transition-completed", SIGNAL_TRANSITION_COMPLETED )
+DALI_SIGNAL_REGISTRATION( Toolkit, CubeTransitionEffect, "transitionCompleted", SIGNAL_TRANSITION_COMPLETED )
DALI_TYPE_REGISTRATION_END()
+const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
+ attribute mediump vec2 aPosition;\n
+ varying mediump vec2 vTexCoord;\n
+ uniform mediump mat4 uMvpMatrix;\n
+ uniform mediump vec3 uSize;\n
+ uniform mediump vec4 uTextureRect;\n
+ \n
+ void main()\n
+ {\n
+ mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
+ vertexPosition.xyz *= uSize;\n
+ vertexPosition = uMvpMatrix * vertexPosition;\n
+ \n
+ vTexCoord = aPosition + vec2(0.5);\n
+ vTexCoord = mix(uTextureRect.xy, uTextureRect.zw, vTexCoord);\n
+
+ gl_Position = vertexPosition;\n
+ }\n
+);
+
+const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
+ varying mediump vec2 vTexCoord;\n
+ uniform sampler2D sTexture;\n
+ uniform lowp vec4 uColor;\n
+ uniform lowp vec4 uSamplerRect;
+ \n
+ void main()\n
+ {\n
+ gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n
+ }\n
+);
+
+Actor CreateTile( const Vector4& samplerRect )
+{
+ Actor tile = Actor::New();
+ tile.SetAnchorPoint( AnchorPoint::CENTER );
+ tile.RegisterProperty( "uTextureRect", samplerRect );
+ return tile;
+}
+
}
const Vector4 CubeTransitionEffect::FULL_BRIGHTNESS( 1.0f, 1.0f, 1.0f, 1.0f );
const Vector4 CubeTransitionEffect::HALF_BRIGHTNESS( 0.5f, 0.5f, 0.5f, 1.0f );
-CubeTransitionEffect::CubeTransitionEffect( unsigned int numRows, unsigned int numColumns, Size viewAreaSize )
-: mNumRows( numRows ),
- mNumColumns( numColumns ),
- mViewAreaSize( viewAreaSize ),
- mRotateIndex( 0 ),
- mContainerIndex( 0 ),
- mChangeTurningDirection( false ),
- mIsToNextImage( true ),
- mIsImageLoading( false ),
- mAnimationDuration( 1.f ),
+CubeTransitionEffect::CubeTransitionEffect( unsigned int rows, unsigned int columns )
+: Control( ControlBehaviour( DISABLE_STYLE_CHANGE_SIGNALS ) ),
+ mRows( rows ),
+ mColumns( columns ),
mIsAnimating( false ),
mIsPaused( false ),
- mCubeDisplacement( 0.f ),
- mFirstTransition( true ),
- mBufferIndex( 0 )
+ mAnimationDuration( 1.f ),
+ mCubeDisplacement( 0.f )
{
}
{
}
-void CubeTransitionEffect::Initialize()
+void CubeTransitionEffect::SetTargetRight( unsigned int idx )
{
- //create root actor for the cube transition effect, only visible during the transition
- mRoot = Actor::New();
- mRoot.SetParentOrigin( ParentOrigin::CENTER );
- mRoot.SetAnchorPoint( AnchorPoint::CENTER );
- mRoot.SetVisible(false);
-
- // create two groups of tiles,
- // and one group of actors (cubes) serving as parents of every two tiles (one from each image).
- unsigned int totalNum = mNumColumns* mNumRows;
- mBoxes.resize( totalNum );
- mTiles[0].resize( totalNum );
- mTiles[1].resize( totalNum );
- mTileSize = Vector2( mViewAreaSize.width / mNumColumns, mViewAreaSize.height / mNumRows );
- const Vector3 basePosition( (-mViewAreaSize.width + mTileSize.width) * 0.5f,
- (-mViewAreaSize.height + mTileSize.height) * 0.5f,
- -mTileSize.width * 0.5f );
-
- Image placeHolder = BufferImage::WHITE();
- for( unsigned int y = 0; y < mNumRows; y++ )
+ mBoxType[ idx ] = RIGHT;
+
+ mBoxes[ idx ].SetProperty(Actor::Property::PARENT_ORIGIN_Z, 1.0f - mTileSize.x * 0.5f );
+
+ mTargetTiles[ idx ].SetParentOrigin( Vector3( 1.f, 0.5f, 0.5f) );
+ mTargetTiles[ idx ].SetOrientation( Degree( 90.f ), Vector3::YAXIS );
+}
+
+void CubeTransitionEffect::SetTargetLeft( unsigned int idx )
+{
+ mBoxType[ idx ] = LEFT;
+
+ mBoxes[ idx ].SetProperty(Actor::Property::PARENT_ORIGIN_Z, 1.0f - mTileSize.x * 0.5f );
+
+ mTargetTiles[ idx ].SetParentOrigin( Vector3( 0.f, 0.5f, 0.5f) );
+ mTargetTiles[ idx ].SetOrientation( Degree( -90.f ), Vector3::YAXIS );
+}
+
+void CubeTransitionEffect::SetTargetBottom( unsigned int idx )
+{
+ mBoxType[ idx ] = BOTTOM;
+
+ mBoxes[ idx ].SetProperty(Actor::Property::PARENT_ORIGIN_Z, 1.0f - mTileSize.y * 0.5f );
+
+ mTargetTiles[ idx ].SetParentOrigin( Vector3( 0.5f, 0.f, 0.5f) );
+ mTargetTiles[ idx ].SetOrientation( Degree( 90.f ), Vector3::XAXIS );
+}
+
+void CubeTransitionEffect::SetTargetTop( unsigned int idx )
+{
+ mBoxType[ idx ] = TOP;
+
+ mBoxes[ idx ].SetProperty(Actor::Property::PARENT_ORIGIN_Z, 1.0f - mTileSize.y * 0.5f );
+
+ mTargetTiles[ idx ].SetParentOrigin( Vector3( 0.5f, 1.f, 0.5f) );
+ mTargetTiles[ idx ].SetOrientation( Degree( -90.f ), Vector3::XAXIS );
+}
+
+void CubeTransitionEffect::OnRelayout( const Vector2& size, RelayoutContainer& container )
+{
+ mTileSize = Vector2( size.x / mColumns, size.y / mRows );
+
+ mBoxRoot.SetProperty( Actor::Property::SIZE_WIDTH, size.x );
+ mBoxRoot.SetProperty( Actor::Property::SIZE_HEIGHT, size.y );
+ mBoxRoot.SetProperty( Actor::Property::SIZE_DEPTH, 1.0f );
+
+ for( size_t i = 0; i < mBoxes.size(); ++i )
{
- float positionY = y * mTileSize.height + basePosition.y;
- for( unsigned int x = 0; x < mNumColumns; x++)
+ mBoxes[ i ].SetProperty( Actor::Property::SIZE_WIDTH, mTileSize.x );
+ mBoxes[ i ].SetProperty( Actor::Property::SIZE_HEIGHT, mTileSize.y );
+
+ switch( mBoxType[i] )
{
- unsigned int idx = y*mNumColumns + x;
- Actor actor( Actor::New() );
- mBoxes[idx] = actor;
- actor.SetParentOrigin( ParentOrigin::CENTER );
- actor.SetAnchorPoint( AnchorPoint::CENTER );
- actor.SetPosition( x * mTileSize.width + basePosition.x,
- positionY,
- basePosition.z );
- mRoot.Add( actor );
-
- mTiles[ 0 ][idx] = CreateTile( placeHolder, FULL_BRIGHTNESS );
- actor.Add( mTiles[ 0 ][idx] );
-
- mTiles[ 1 ][idx] = CreateTile( placeHolder, HALF_BRIGHTNESS );
- actor.Add( mTiles[ 1 ][idx] );
+ case LEFT:
+ case RIGHT:
+ {
+ mBoxes[ i ].SetProperty( Actor::Property::PARENT_ORIGIN_Z, 1.0f - mTileSize.x * 0.5f );
+ mBoxes[ i ].SetProperty( Actor::Property::SIZE_DEPTH, mTileSize.x );
+ break;
+ }
+ case BOTTOM:
+ case TOP:
+ {
+ mBoxes[ i ].SetProperty( Actor::Property::PARENT_ORIGIN_Z, 1.0f - mTileSize.y * 0.5f );
+ mBoxes[ i ].SetProperty( Actor::Property::SIZE_DEPTH, mTileSize.y );
+ break;
+ }
}
}
- // helper actor to create a off-screen image using shader effect
- mEmptyImage = ImageActor::New( placeHolder );
- mEmptyImage.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
- mEmptyImage.SetParentOrigin( ParentOrigin::CENTER );
- mEmptyImage.SetAnchorPoint( AnchorPoint::CENTER );
- mFullImageCreator = FullAreaImageCreator::New();
- mEmptyImage.SetShaderEffect( mFullImageCreator );
- Stage::GetCurrent().Add(mEmptyImage);
-
- // set up off-screen render task
- RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
- mOffScreenTask = taskList.CreateTask();
- mOffScreenTask.SetSourceActor(mEmptyImage);
- mOffScreenTask.SetExclusive(true);
- mOffScreenBuffer[0] = FrameBufferImage::New(mViewAreaSize.x, mViewAreaSize.y);
- mOffScreenBuffer[1] = FrameBufferImage::New(mViewAreaSize.x, mViewAreaSize.y);
- mOffScreenTask.SetTargetFrameBuffer(mOffScreenBuffer[mBufferIndex]);
- mOffScreenTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
+ for( ActorArray::iterator it = mCurrentTiles.begin(); it != mCurrentTiles.end(); ++it )
+ {
+ it->SetProperty( Actor::Property::SIZE_WIDTH, mTileSize.x );
+ it->SetProperty( Actor::Property::SIZE_HEIGHT, mTileSize.y );
+ }
+ for( ActorArray::iterator it = mTargetTiles.begin(); it != mTargetTiles.end(); ++it )
+ {
+ it->SetProperty( Actor::Property::SIZE_WIDTH, mTileSize.x );
+ it->SetProperty( Actor::Property::SIZE_HEIGHT, mTileSize.y );
+ }
+}
+
+void CubeTransitionEffect::Initialize()
+{
+ Self().RegisterProperty( "uTextureRect", Vector4( 0.0f, 0.0f, 1.0f, 1.0f ) );
+
+ mBoxType.Resize(mColumns * mRows);
+
+ //create the box parents
+ mBoxRoot = Actor::New();
+ mBoxRoot.SetParentOrigin( ParentOrigin::CENTER );
+ mBoxRoot.SetAnchorPoint( AnchorPoint::CENTER );
+
+ mCurrentTiles.clear();
+ mTargetTiles.clear();
+
+ mCurrentTiles.reserve( mColumns * mRows );
+ mTargetTiles.reserve( mColumns * mRows );
+
+ Vector2 gridSizeInv( 1.0f / mColumns, 1.0f / mRows );
+ Vector3 offset( 0.5f * gridSizeInv.x, 0.5f * gridSizeInv.y, 0.0f );
+
+ Vector3 anchor;
+ for( unsigned int y = 0; y < mRows; ++y, anchor.y += 1.0f / mRows )
+ {
+ anchor.x = 0.0f;
+ for( unsigned int x = 0; x <mColumns; ++x, anchor.x += 1.0f / mColumns )
+ {
+ Vector4 textureRect( anchor.x, anchor.y, anchor.x + gridSizeInv.x, anchor.y + gridSizeInv.y );
+
+ Actor currentTile = CreateTile( textureRect );
+ currentTile.SetProperty( Actor::Property::COLOR, FULL_BRIGHTNESS );
+ currentTile.SetParentOrigin( ParentOrigin::CENTER );
+ mCurrentTiles.push_back( currentTile );
+
+ Actor targetTile = CreateTile( textureRect );
+ targetTile.SetProperty( Actor::Property::COLOR, HALF_BRIGHTNESS );
+ mTargetTiles.push_back( targetTile );
+
+ Actor box = Actor::New();
+ box.SetParentOrigin( anchor + offset );
+ box.SetAnchorPoint( AnchorPoint::CENTER );
+
+ box.Add( currentTile );
+ box.Add( targetTile );
+
+ mBoxRoot.Add( box );
+
+ mBoxes.push_back( box );
+ }
+ }
OnInitialize();
}
-ImageActor CubeTransitionEffect::CreateTile( Image image, const Vector4& color )
+void CubeTransitionEffect::OnStageConnection( int depth )
{
- ImageActor tile = ImageActor::New( image );
- tile.SetParentOrigin( ParentOrigin::CENTER );
- tile.SetAnchorPoint( AnchorPoint::CENTER );
- tile.SetSize( mTileSize );
- tile.SetColorMode( Dali::USE_OWN_COLOR );
- tile.SetColor( color );
+ Geometry geometry = VisualFactoryCache::CreateQuadGeometry();
+ Shader shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
- return tile;
+ TextureSet textureSet = TextureSet::New();
+
+ if( mCurrentTexture )
+ {
+ textureSet.SetTexture( 0u, mCurrentTexture );
+ }
+ mCurrentRenderer = Renderer::New( geometry, shader );
+ mCurrentRenderer.SetTextures( textureSet );
+
+ mCurrentRenderer.SetProperty( Renderer::Property::DEPTH_INDEX, depth );
+ Self().AddRenderer( mCurrentRenderer );
+
+ Control::OnStageConnection( depth );
+}
+
+void CubeTransitionEffect::OnStageDisconnection()
+{
+ if( mCurrentRenderer )
+ {
+ Self().RemoveRenderer( mCurrentRenderer );
+
+ for( ActorArray::iterator it = mCurrentTiles.begin(); it != mCurrentTiles.end(); ++it )
+ {
+ it->RemoveRenderer( mCurrentRenderer );
+ }
+ mCurrentRenderer.Reset();
+ }
+
+ if( mTargetRenderer )
+ {
+ for( ActorArray::iterator it = mTargetTiles.begin(); it != mTargetTiles.end(); ++it )
+ {
+ it->RemoveRenderer( mTargetRenderer );
+ }
+ mTargetRenderer.Reset();
+ }
+
+ Control::OnStageDisconnection();
}
void CubeTransitionEffect::SetTransitionDuration( float duration )
return mCubeDisplacement;
}
-Actor CubeTransitionEffect::GetRoot()
+bool CubeTransitionEffect::IsTransitioning()
{
- return mRoot;
+ return mIsAnimating;
}
-bool CubeTransitionEffect::IsTransiting()
+void CubeTransitionEffect::SetCurrentTexture( Texture texture )
{
- return mIsImageLoading || mIsAnimating;
-}
+ mCurrentTexture = texture;
-void CubeTransitionEffect::SetCurrentImage( ImageActor imageActor )
-{
- mContainerIndex = std::abs(mRotateIndex) % 2;
- SetImage( imageActor );
-}
-
-void CubeTransitionEffect::SetTargetImage( ImageActor imageActor )
-{
- mContainerIndex = std::abs( mRotateIndex+1 ) % 2;
- SetImage( imageActor );
+ if( mCurrentRenderer )
+ {
+ TextureSet textureSet = mCurrentRenderer.GetTextures();
+ textureSet.SetTexture( 0u, mCurrentTexture);
+ }
}
-void CubeTransitionEffect::SetImage( ImageActor imageActor )
+void CubeTransitionEffect::SetTargetTexture( Texture texture )
{
- mCurrentImage = imageActor;
-
- Image image = imageActor.GetImage();
- ResourceImage resourceImage = ResourceImage::DownCast( image );
- mBufferIndex = mBufferIndex^1;
+ mTargetTexture = texture;
- //must make sure the image is already loaded before using its attributes
- if( resourceImage && resourceImage.GetLoadingState() != ResourceLoadingSucceeded )
- {
- mIsImageLoading = true;
- resourceImage.LoadingFinishedSignal().Connect( this, &CubeTransitionEffect::OnImageLoaded );
- }
- else
+ if( mTargetRenderer )
{
- mIsImageLoading = false;
- PrepareTiles( image );
+ TextureSet textureSet = mTargetRenderer.GetTextures();
+ textureSet.SetTexture( 0u, mTargetTexture );
}
}
void CubeTransitionEffect::StartTransition( bool toNextImage )
{
+ Vector3 size = Self().GetCurrentSize();
if( toNextImage )
{
- StartTransition( Vector2( mViewAreaSize.width, mViewAreaSize.height*0.5f ), Vector2( -10.f, 0.f ) );
+ StartTransition( Vector2(size.x* 0.5f, size.y*0.5f), Vector2( -10.f, 0.f ) );
}
else
{
- StartTransition( Vector2( 0, mViewAreaSize.height*0.5f ), Vector2( 10.f, 0.f ));
+ StartTransition( Vector2(size.x* 0.5f, size.y*0.5f), Vector2( 10.f, 0.f ));
}
}
void CubeTransitionEffect::StartTransition( Vector2 panPosition, Vector2 panDisplacement )
{
- mRoot.SetVisible( true );
- mCurrentImage.SetVisible( false );
- bool toNextImage = ( panDisplacement.x < 0 ) ? true : false;
- if( mIsToNextImage != toNextImage )
+ if( !mCurrentRenderer )
{
- mChangeTurningDirection = true;
+ DALI_LOG_ERROR( "Trying to transition a cube transition without an image set\n" );
+ return;
}
- else
+
+ //create the target renderer
+ TextureSet textureSet = TextureSet::New();
+ if( mTargetTexture )
+ {
+ textureSet.SetTexture( 0u, mTargetTexture );
+ }
+ Geometry geometry = mCurrentRenderer.GetGeometry();
+ Shader shader( mCurrentRenderer.GetShader() );
+ mTargetRenderer = Renderer::New( geometry, shader );
+ mTargetRenderer.SetTextures( textureSet );
+
+ int depthIndex = mCurrentRenderer.GetProperty<int>(Renderer::Property::DEPTH_INDEX);
+ mTargetRenderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, depthIndex );
+
+ for( size_t i = 0; i < mBoxes.size(); ++i )
{
- mChangeTurningDirection = false;
+ mBoxes[ i ].SetProperty( Actor::Property::ORIENTATION, Quaternion( Radian( 0.0f ), Vector3::XAXIS ) );
}
- mIsToNextImage = toNextImage;
- if( mIsToNextImage )
+ for( ActorArray::iterator it = mCurrentTiles.begin(); it != mCurrentTiles.end(); ++it )
{
- mRotateIndex += 1.f;
+ it->SetParentOrigin( Vector3( 0.5f, 0.5f, 1.0f) );
+ it->SetProperty( Actor::Property::ORIENTATION, Quaternion( Radian( 0.0f ), Vector3::XAXIS ) );
+ it->AddRenderer( mCurrentRenderer );
}
- else
+ for( ActorArray::iterator it = mTargetTiles.begin(); it != mTargetTiles.end(); ++it )
{
- mRotateIndex -= 1.f;
+ it->AddRenderer( mTargetRenderer );
}
+ Self().RemoveRenderer( mCurrentRenderer );
+ Self().Add( mBoxRoot );
+
if(mAnimation)
{
mAnimation.Clear();
mAnimation.Reset();
}
+
mAnimation = Animation::New( mAnimationDuration );
- mAnimation.FinishedSignal().Connect(this, &CubeTransitionEffect::OnTransitionFinished);
+ mAnimation.FinishedSignal().Connect( this, &CubeTransitionEffect::OnTransitionFinished );
OnStartTransition( panPosition, panDisplacement );
}
void CubeTransitionEffect::StopTransition()
{
- if( mIsAnimating )
- {
- mAnimation.Clear();
- mAnimation.Reset();
- mIsPaused = false;
-
- //reset the position of the cubes
- //reset the color of the tiles
- //all these status should be the same as the final state when the transition animation is finished completely
- const Vector3 basePosition( (-mViewAreaSize.width + mTileSize.width) * 0.5f,
- (-mViewAreaSize.height + mTileSize.height) * 0.5f,
- -mTileSize.width * 0.5f );
- unsigned int anotherIndex = mContainerIndex^1;
- for( unsigned int y = 0; y < mNumRows; y++ )
- {
- float positionY = y * mTileSize.height + basePosition.y;
- for( unsigned int x = 0; x < mNumColumns; x++)
- {
- unsigned int idx = y*mNumColumns + x;
- mBoxes[idx].SetPosition( x * mTileSize.width + basePosition.x,
- positionY,
- basePosition.z );
- mTiles[mContainerIndex][idx].SetColor( FULL_BRIGHTNESS );
- mTiles[anotherIndex][idx].SetColor( HALF_BRIGHTNESS);
- }
- }
-
- // reset the rotation of the cubes, which is different process for different derived classes
- OnStopTransition();
-
- mRoot.SetVisible(false);
- mCurrentImage.SetVisible(true);
- mIsAnimating = false;
- mFirstTransition = false;
- }
+ ResetToInitialState();
}
-void CubeTransitionEffect::OnImageLoaded(ResourceImage image)
+void CubeTransitionEffect::ResetToInitialState()
{
- mIsImageLoading = false;
- PrepareTiles( image );
-}
-
-/**
- * Set sub-image to each tile.
- * @param[in] image The image content of the imageActor for transition
- */
-void CubeTransitionEffect::PrepareTiles( Image image )
-{
- // Fit the image to view area, while keeping the aspect; FitKeepAspectRatio(imageSize, viewAreaSize)
- float scale = std::min( mViewAreaSize.width / image.GetWidth(), mViewAreaSize.height / image.GetHeight() );
- Vector2 imageSize(image.GetWidth()*scale, image.GetHeight()*scale);
+ mAnimation.Clear();
+ mAnimation.Reset();
+ mIsAnimating = false;
- mFullImageCreator.SetEffectImage(image);
- mFullImageCreator.SetRegionSize(mViewAreaSize, imageSize);
+ Self().Remove( mBoxRoot );
- mOffScreenTask.SetTargetFrameBuffer(mOffScreenBuffer[mBufferIndex]);
- mOffScreenTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
+ for( size_t i = 0; i < mBoxes.size(); ++i )
+ {
+ mBoxes[ i ].SetProperty( Actor::Property::ORIENTATION, Quaternion( Radian( 0.0f ), Vector3::XAXIS ) );
+ }
- ImageActor::PixelArea pixelArea( 0, 0, mViewAreaSize.x / mNumColumns, mViewAreaSize.y / mNumRows);
+ for( ActorArray::iterator it = mCurrentTiles.begin(); it != mCurrentTiles.end(); ++it )
+ {
+ it->SetParentOrigin( Vector3( 0.5f, 0.5f, 1.0f) );
+ it->SetProperty( Actor::Property::ORIENTATION, Quaternion( Radian( 0.0f ), Vector3::XAXIS ) );
+ it->SetProperty( Actor::Property::COLOR, FULL_BRIGHTNESS );
+ }
+ if( mCurrentRenderer )
+ {
+ for( ActorArray::iterator it = mCurrentTiles.begin(); it != mCurrentTiles.end(); ++it )
+ {
+ it->RemoveRenderer( mCurrentRenderer );
+ }
+ Self().AddRenderer( mCurrentRenderer );
+ }
- for( unsigned int y = 0; y < mNumRows; y++ )
+ for( ActorArray::iterator it = mTargetTiles.begin(); it != mTargetTiles.end(); ++it )
+ {
+ it->SetProperty( Actor::Property::COLOR, HALF_BRIGHTNESS );
+ }
+ if( mTargetRenderer )
{
- pixelArea.y = y * pixelArea.height;
- for( unsigned int x = 0; x < mNumColumns; x++)
+ for( ActorArray::iterator it = mTargetTiles.begin(); it != mTargetTiles.end(); ++it )
{
- pixelArea.x = x * pixelArea.width;
- unsigned int idx = y*mNumColumns + x;
- mTiles[mContainerIndex][idx].SetImage( mOffScreenBuffer[mBufferIndex]);
- mTiles[mContainerIndex][idx].SetPixelArea( pixelArea );
+ it->RemoveRenderer( mTargetRenderer );
}
}
}
-
void CubeTransitionEffect::OnTransitionFinished(Animation& source)
{
- mRoot.SetVisible(false);
- mCurrentImage.SetVisible(true);
- mIsAnimating = false;
- mFirstTransition = false;
+
+ std::swap( mCurrentTiles, mTargetTiles );
+ std::swap( mCurrentRenderer, mTargetRenderer );
+ std::swap( mCurrentTexture, mTargetTexture );
+
+ ResetToInitialState();
//Emit signal
- Toolkit::CubeTransitionEffect handle( this );
- mTransitionCompletedSignal.Emit( handle, mCurrentImage );
+ Toolkit::CubeTransitionEffect handle( GetOwner() );
+ mTransitionCompletedSignal.Emit( handle, mCurrentTexture );
}
Toolkit::CubeTransitionEffect::TransitionCompletedSignalType& CubeTransitionEffect::TransitionCompletedSignal()