namespace Internal
{
-const float CubeTransitionFoldEffect::mDisplacementRatio = 1.4142f; //sqrt(2)
-
-CubeTransitionFoldEffect::CubeTransitionFoldEffect( unsigned int numRows, unsigned int numColumns, Size viewAreaSize )
-: CubeTransitionEffect( numRows, numColumns, viewAreaSize)
+CubeTransitionFoldEffect::CubeTransitionFoldEffect( unsigned int numRows, unsigned int numColumns )
+: CubeTransitionEffect( numRows, numColumns )
{
}
-Toolkit::CubeTransitionFoldEffect CubeTransitionFoldEffect::New(unsigned int numRows, unsigned int numColumns, Size viewAreaSize)
+Toolkit::CubeTransitionFoldEffect CubeTransitionFoldEffect::New(unsigned int numRows, unsigned int numColumns )
{
// Create the implementation
- CubeTransitionFoldEffect* internalCubeTransEffect = new CubeTransitionFoldEffect( numRows, numColumns, viewAreaSize );
+ IntrusivePtr< CubeTransitionFoldEffect > internalCubeTransEffect = new CubeTransitionFoldEffect( numRows, numColumns );
// Pass ownership to CustomActor handle
- Toolkit::CubeTransitionFoldEffect cubeTransEffect( internalCubeTransEffect );
+ Toolkit::CubeTransitionFoldEffect cubeTransEffect( *internalCubeTransEffect );
//Initialization
internalCubeTransEffect->Initialize();
void CubeTransitionFoldEffect::OnInitialize()
{
- float offset = mTileSize.width*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)
+ idx = y*mColumns;
+ for( unsigned int x = y%2; x < mColumns; x=x+2)
{
- mTiles[0][idx+x].SetZ( offset );
- mTiles[1][idx+x].SetX( offset );
+ SetTargetLeft( idx + x );
}
- for( unsigned int x = (y+1)%2; x < mNumColumns; x=x+2)
+ for( unsigned int x = (y+1)%2; x < mColumns; x=x+2)
{
- mTiles[0][idx+x].SetZ( offset );
- mTiles[1][idx+x].SetX( -offset );
+ SetTargetRight( idx + x );
}
}
}
void CubeTransitionFoldEffect::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;
-
- for( unsigned int y = 0; y < mNumRows; y++ )
+ if( panDisplacement.x < 0 )
{
- for( unsigned int x = y%2; x < mNumColumns; x=x+2)
+ for( unsigned int y = 0; y < mRows; y++ )
{
- idx = y*mNumColumns + x;
- SetupAnimation( idx, -angle, translation0 );
+ idx = y*mColumns;
+ for( unsigned int x = y%2; x < mColumns; x=x+2)
+ {
+ SetTargetLeft( idx + x );
+ }
+ for( unsigned int x = (y+1)%2; x < mColumns; x=x+2)
+ {
+ SetTargetRight( idx + x );
+ }
}
- for( unsigned int x = (y+1)%2; x < mNumColumns; x=x+2)
+ }
+ else
+ {
+ angle = -angle;
+
+ for( unsigned int y = 0; y < mRows; y++ )
{
- idx = y*mNumColumns + x;
- SetupAnimation( idx, angle, translation1 );
+ idx = y*mColumns;
+ for( unsigned int x = y%2; x < mColumns; x=x+2)
+ {
+ SetTargetRight( idx + x );
+ }
+ for( unsigned int x = (y+1)%2; x < mColumns; x=x+2)
+ {
+ SetTargetLeft( idx + x );
+ }
}
}
- mAnimation.Play();
- mIsAnimating = true;
-}
-
-void CubeTransitionFoldEffect::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++ )
{
- idx = y*mNumColumns;
- for( unsigned int x = y%2; x < mNumColumns; x=x+2)
+ idx = y*mColumns;
+ for( unsigned int x = y%2; x < mColumns; x=x+2)
{
- mBoxes[idx+x].SetOrientation( Radian(angle), Vector3::YAXIS );
+ SetupAnimation( idx + x, x, angle );
}
- for( unsigned int x = (y+1)%2; x < mNumColumns; x=x+2)
+ for( unsigned int x = (y+1)%2; x < mColumns; x=x+2)
{
- mBoxes[idx+x].SetOrientation( Radian(-angle), Vector3::YAXIS );
+ SetupAnimation( idx + x, x, -angle );
}
}
+
+ mAnimation.Play();
+ mIsAnimating = true;
}
-void CubeTransitionFoldEffect::SetupAnimation(unsigned int actorIndex, float angle, Vector3 resetTranslation)
+void CubeTransitionFoldEffect::SetupAnimation( unsigned int actorIndex, unsigned int x, float angle )
{
- Actor currentCube = mBoxes[actorIndex];
- ImageActor sideTile = mTiles[mContainerIndex][actorIndex];
- ImageActor frontTile = mTiles[mContainerIndex^1][actorIndex];
- if ( mFirstTransition && (!mIsToNextImage) ) // for the first transition, it is going to previous image
- {
- sideTile.SetOrientation( Radian( angle), Vector3::YAXIS );
- }
- else if( !mChangeTurningDirection ) // reset rotation, translation and color
- {
- sideTile.TranslateBy( resetTranslation );
- sideTile.SetOrientation( Radian( angle), Vector3::YAXIS );
- }
- mAnimation.AnimateTo( Property( currentCube, Actor::Property::ORIENTATION ), Quaternion( Radian( -angle ), Vector3::YAXIS ), AlphaFunctions::Linear );
- Vector3 position(currentCube.GetCurrentPosition());
- mAnimation.AnimateTo( Property( currentCube, Actor::Property::POSITION ), Vector3( position.x*mDisplacementRatio, position.y, position.z ), AlphaFunctions::Bounce );
- mAnimation.AnimateTo( Property( frontTile, Actor::Property::COLOR ), HALF_BRIGHTNESS, AlphaFunctions::EaseOut );
- mAnimation.AnimateTo( Property( sideTile, Actor::Property::COLOR ), FULL_BRIGHTNESS, AlphaFunctions::EaseIn );
+ //rotate and translate the cube such that the edges remain in constant contact
+ //calculate the maximum distance the cube has to move when it the box has rotated 45 degrees
+ //ie distance from of centre of square to a vertex is given by:
+ // distance = width / sqrt(2)
+ //therefore the delta distance the cube should move is given by:
+ // delta_distance = ( width / 2 ) - distance
+ //re-arranging we get:
+ // delta_distance = ( width / 2 ) * ( sqrt(2) - 1 )
+ //accumulating over the length of the row we get:
+ // delta_distance_at_x = x * delta_distance;
+
+ float delta = (float)x * mTileSize.x * ( 1.4142f - 1.0f );
+
+ Vector3 position( mBoxes[ actorIndex ].GetCurrentPosition() );
+ mAnimation.AnimateTo( Property( mBoxes[ actorIndex ], Actor::Property::ORIENTATION ), Quaternion( Radian( angle ), Vector3::YAXIS ), AlphaFunction::LINEAR );
+ mAnimation.AnimateTo( Property( mBoxes[ actorIndex ], Actor::Property::POSITION_X ), position.x + delta, 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