/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2015 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.
#include <dali-toolkit/public-api/controls/scrollable/item-view/item-layout.h>
// EXTERNAL INCLUDES
+#include <dali/public-api/animation/animation.h>
#include <dali/public-api/animation/constraint.h>
#include <dali/public-api/animation/time-period.h>
namespace
{
- // Functors which wrap constraint functions with stored item IDs
- struct WrappedQuaternionConstraint
+// Lerps between current and target using the progress
+template< typename Type >
+void Lerp( Type& current, const Type& target, float progress )
+{
+ current += ((target - current) * progress);
+}
+
+// Functors which wrap constraint functions with stored item IDs
+struct WrappedQuaternionConstraint
+{
+ WrappedQuaternionConstraint( Dali::Toolkit::ItemLayout::QuaternionFunction wrapMe, unsigned int itemId )
+ :mWrapMe(wrapMe),
+ mItemId(itemId)
{
- WrappedQuaternionConstraint(Dali::Toolkit::ItemLayout::QuaternionFunction wrapMe, unsigned int itemId)
- :mWrapMe(wrapMe),
- mItemId(itemId)
- {
- }
+ }
- Dali::Quaternion operator()(const Dali::Quaternion& current, const Dali::PropertyInput& layoutPosition, const Dali::PropertyInput& scrollSpeed, const Dali::PropertyInput& layoutSize)
- {
- float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
+ void operator()( Dali::Quaternion& current, const Dali::PropertyInputContainer& inputs )
+ {
+ float offsetLayoutPosition = inputs[0]->GetFloat() + static_cast<float>(mItemId);
+ float weight = inputs[3]->GetFloat();
- return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
- }
+ current = Dali::Quaternion::Slerp( current, mWrapMe( current, offsetLayoutPosition, inputs[1]->GetFloat(), inputs[2]->GetVector3() ), weight );
+ }
- Dali::Toolkit::ItemLayout::QuaternionFunction mWrapMe;
- unsigned int mItemId;
- };
+ Dali::Toolkit::ItemLayout::QuaternionFunction mWrapMe;
+ unsigned int mItemId;
+};
- struct WrappedVector3Constraint
+struct WrappedVector3Constraint
+{
+ WrappedVector3Constraint( Dali::Toolkit::ItemLayout::Vector3Function wrapMe, unsigned int itemId )
+ : mWrapMe(wrapMe),
+ mItemId(itemId)
{
- WrappedVector3Constraint(Dali::Toolkit::ItemLayout::Vector3Function wrapMe, unsigned int itemId)
- : mWrapMe(wrapMe),
- mItemId(itemId)
- {
- }
+ }
- Dali::Vector3 operator()(const Dali::Vector3& current, const Dali::PropertyInput& layoutPosition, const Dali::PropertyInput& scrollSpeed, const Dali::PropertyInput& layoutSize)
- {
- float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
+ void operator()( Dali::Vector3& current, const Dali::PropertyInputContainer& inputs )
+ {
+ float offsetLayoutPosition = inputs[0]->GetFloat() + static_cast<float>(mItemId);
+ float weight = inputs[3]->GetFloat();
- return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
- }
+ Lerp( current, mWrapMe( current, offsetLayoutPosition, inputs[1]->GetFloat(), inputs[2]->GetVector3() ), weight );
+ }
- Dali::Toolkit::ItemLayout::Vector3Function mWrapMe;
- unsigned int mItemId;
- };
+ Dali::Toolkit::ItemLayout::Vector3Function mWrapMe;
+ unsigned int mItemId;
+};
- struct WrappedVector4Constraint
+struct WrappedVector4Constraint
+{
+ WrappedVector4Constraint( Dali::Toolkit::ItemLayout::Vector4Function wrapMe, unsigned int itemId )
+ : mWrapMe(wrapMe),
+ mItemId(itemId)
{
- WrappedVector4Constraint(Dali::Toolkit::ItemLayout::Vector4Function wrapMe, unsigned int itemId)
- : mWrapMe(wrapMe),
- mItemId(itemId)
- {
- }
+ }
- Dali::Vector4 operator()(const Dali::Vector4& current, const Dali::PropertyInput& layoutPosition, const Dali::PropertyInput& scrollSpeed, const Dali::PropertyInput& layoutSize)
- {
- float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
+ void operator()( Dali::Vector4& current, const Dali::PropertyInputContainer& inputs )
+ {
+ float offsetLayoutPosition = inputs[0]->GetFloat() + static_cast<float>(mItemId);
+ float weight = inputs[3]->GetFloat();
- return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
- }
+ Lerp( current, mWrapMe( current, offsetLayoutPosition, inputs[1]->GetFloat(), inputs[2]->GetVector3() ), weight );
+ }
- Dali::Toolkit::ItemLayout::Vector4Function mWrapMe;
- unsigned int mItemId;
- };
+ Dali::Toolkit::ItemLayout::Vector4Function mWrapMe;
+ unsigned int mItemId;
+};
- struct WrappedBoolConstraint
+struct WrappedBoolConstraint
+{
+ WrappedBoolConstraint( Dali::Toolkit::ItemLayout::BoolFunction wrapMe, unsigned int itemId )
+ : mWrapMe(wrapMe),
+ mItemId(itemId)
{
- WrappedBoolConstraint(Dali::Toolkit::ItemLayout::BoolFunction wrapMe, unsigned int itemId)
- : mWrapMe(wrapMe),
- mItemId(itemId)
- {
- }
+ }
- bool operator()(const bool& current, const Dali::PropertyInput& layoutPosition, const Dali::PropertyInput& scrollSpeed, const Dali::PropertyInput& layoutSize)
- {
- float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
+ void operator()( bool& current, const Dali::PropertyInputContainer& inputs )
+ {
+ float weight = inputs[3]->GetFloat();
- return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
+ if ( weight >= 1.0f )
+ {
+ float offsetLayoutPosition = inputs[0]->GetFloat() + static_cast<float>(mItemId);
+ current = mWrapMe( current, offsetLayoutPosition, inputs[1]->GetFloat(), inputs[2]->GetVector3() );
}
+ }
- Dali::Toolkit::ItemLayout::BoolFunction mWrapMe;
- unsigned int mItemId;
- };
+ Dali::Toolkit::ItemLayout::BoolFunction mWrapMe;
+ unsigned int mItemId;
+};
} //Unnamed namespace
{
ItemLayout::ItemLayout()
-: mOrientation(ControlOrientation::Up),
- mAlphaFunction(Dali::Constraint::DEFAULT_ALPHA_FUNCTION)
+: mOrientation( ControlOrientation::Up ),
+ mAlphaFunction( AlphaFunctions::Linear ),
+ mWeightObject()
{
}
return currentLayoutPosition;
}
-void ItemLayout::GetXAxisScrollHint(Vector2& scrollHint) const
-{
- scrollHint = Vector2::ZERO;
- Radian scrollAngle(GetScrollDirection());
- Vector2 scrollDirection(sinf(scrollAngle), cosf(scrollAngle));
- switch(mOrientation)
- {
- case ControlOrientation::Up:
- {
- if(fabsf(scrollDirection.y) < Math::MACHINE_EPSILON_1)
- {
- // we probably want x scrolling
- if(scrollDirection.x > 0.0f)
- {
- // normal positive scrolling
- scrollHint = Vector2::XAXIS;
- }
- else
- {
- scrollHint = -Vector2::XAXIS;
- }
- }
- break;
- }
- case ControlOrientation::Down:
- {
- if(fabsf(scrollDirection.y) < Math::MACHINE_EPSILON_1)
- {
- // we probably want x scrolling
- if(scrollDirection.x > 0.0f)
- {
- // normal positive scrolling
- scrollHint = -Vector2::XAXIS;
- }
- else
- {
- scrollHint = Vector2::XAXIS;
- }
- }
- break;
- }
- case ControlOrientation::Left:
- {
- // we probably want x scrolling
- if(scrollDirection.x > 0.0f)
- {
- // normal positive scrolling
- scrollHint = Vector2::XAXIS;
- }
- else
- {
- scrollHint = -Vector2::XAXIS;
- }
- break;
- }
- case ControlOrientation::Right:
- {
- // we probably want x scrolling
- if(scrollDirection.x > 0.0f)
- {
- // normal positive scrolling
- scrollHint = -Vector2::XAXIS;
- }
- else
- {
- scrollHint = Vector2::XAXIS;
- }
- break;
- }
- }
-}
-
-void ItemLayout::GetYAxisScrollHint(Vector2& scrollHint) const
-{
- scrollHint = Vector2::ZERO;
- Radian scrollAngle(GetScrollDirection());
- Vector2 scrollDirection(sinf(scrollAngle), cosf(scrollAngle));
- switch(mOrientation)
- {
- case ControlOrientation::Up:
- {
- // we probably want x scrolling
- if(scrollDirection.y > 0.0f)
- {
- // normal positive scrolling
- scrollHint = Vector2::YAXIS;
- }
- else
- {
- scrollHint = -Vector2::YAXIS;
- }
- break;
- }
- case ControlOrientation::Down:
- {
- // we probably want x scrolling
- if(scrollDirection.y > 0.0f)
- {
- // normal positive scrolling
- scrollHint = -Vector2::YAXIS;
- }
- else
- {
- scrollHint = Vector2::YAXIS;
- }
- break;
- }
- case ControlOrientation::Left:
- {
- if(fabsf(scrollDirection.x) < Math::MACHINE_EPSILON_1)
- {
- // we probably want x scrolling
- if(scrollDirection.y > 0.0f)
- {
- // normal positive scrolling
- scrollHint = -Vector2::YAXIS;
- }
- else
- {
- scrollHint = Vector2::YAXIS;
- }
- }
- break;
- }
- case ControlOrientation::Right:
- {
- if(fabsf(scrollDirection.x) < Math::MACHINE_EPSILON_1)
- {
- // we probably want x scrolling
- if(scrollDirection.y > 0.0f)
- {
- // normal positive scrolling
- scrollHint = Vector2::YAXIS;
- }
- else
- {
- scrollHint = -Vector2::YAXIS;
- }
- }
- break;
- }
- }
-}
-
int ItemLayout::GetNextFocusItemID(int itemID, int maxItems, Dali::Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
{
switch( direction )
return GetScrollSpeedFactor();
}
-void ItemLayout::ApplyConstraints( Actor& actor, const int itemId, const float durationSeconds, Constrainable scrollPositionObject, const Actor& itemViewActor )
+void ItemLayout::ApplyConstraints( Actor& actor, const int itemId, const float durationSeconds, Handle scrollPositionObject, const Actor& itemViewActor )
{
// This just implements the default behaviour of constraint application.
// Custom layouts can override this function to apply their custom constraints.
Property::Index scrollSpeedProperty = itemView.GetPropertyIndex("item-view-scroll-speed");
Property::Index scrollPositionProperty = scrollPositionObject.GetPropertyIndex("scroll-position");
+ // We want to animate the layout in so use a weight object to do this
+ if ( !mWeightObject )
+ {
+ mWeightObject = WeightObject::New();
+ }
+
ItemLayout::Vector3Function positionConstraint;
if (GetPositionConstraint(itemId, positionConstraint))
{
WrappedVector3Constraint wrapped(positionConstraint, itemId);
- Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
- Source( scrollPositionObject, scrollPositionProperty ),
- ParentSource( scrollSpeedProperty ),
- ParentSource( Actor::SIZE ),
- wrapped );
- constraint.SetApplyTime(durationSeconds);
- constraint.SetAlphaFunction(mAlphaFunction);
- actor.ApplyConstraint(constraint);
+ Constraint constraint = Constraint::New<Vector3>( actor, Actor::Property::POSITION, wrapped );
+ constraint.AddSource( Source( scrollPositionObject, scrollPositionProperty ) );
+ constraint.AddSource( ParentSource( scrollSpeedProperty ) );
+ constraint.AddSource( ParentSource( Actor::Property::SIZE ) );
+ constraint.AddSource( Source( mWeightObject, WeightObject::WEIGHT ) );
+ constraint.Apply();
}
ItemLayout::QuaternionFunction rotationConstraint;
{
WrappedQuaternionConstraint wrapped(rotationConstraint, itemId);
- Constraint constraint = Constraint::New<Quaternion>( Actor::ROTATION,
- Source( scrollPositionObject, scrollPositionProperty ),
- ParentSource( scrollSpeedProperty ),
- ParentSource( Actor::SIZE ),
- wrapped );
- constraint.SetApplyTime(durationSeconds);
- constraint.SetAlphaFunction(mAlphaFunction);
-
- actor.ApplyConstraint(constraint);
+ Constraint constraint = Constraint::New<Quaternion>( actor, Actor::Property::ORIENTATION, wrapped );
+ constraint.AddSource( Source( scrollPositionObject, scrollPositionProperty ) );
+ constraint.AddSource( ParentSource( scrollSpeedProperty ) );
+ constraint.AddSource( ParentSource( Actor::Property::SIZE ) );
+ constraint.AddSource( Source( mWeightObject, WeightObject::WEIGHT ) );
+ constraint.Apply();
}
ItemLayout::Vector3Function scaleConstraint;
{
WrappedVector3Constraint wrapped(scaleConstraint, itemId);
- Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
- Source( scrollPositionObject, scrollPositionProperty ),
- ParentSource( scrollSpeedProperty ),
- ParentSource( Actor::SIZE ),
- wrapped );
- constraint.SetApplyTime(durationSeconds);
- constraint.SetAlphaFunction(mAlphaFunction);
-
- actor.ApplyConstraint(constraint);
+ Constraint constraint = Constraint::New<Vector3>( actor, Actor::Property::SCALE, wrapped );
+ constraint.AddSource( Source( scrollPositionObject, scrollPositionProperty ) );
+ constraint.AddSource( ParentSource( scrollSpeedProperty ) );
+ constraint.AddSource( ParentSource( Actor::Property::SIZE ) );
+ constraint.AddSource( Source( mWeightObject, WeightObject::WEIGHT ) );
+ constraint.Apply();
}
ItemLayout::Vector4Function colorConstraint;
{
WrappedVector4Constraint wrapped(colorConstraint, itemId);
- Constraint constraint = Constraint::New<Vector4>( Actor::COLOR,
- Source( scrollPositionObject, scrollPositionProperty ),
- ParentSource( scrollSpeedProperty ),
- ParentSource( Actor::SIZE ),
- wrapped );
-
- constraint.SetApplyTime(durationSeconds);
- constraint.SetAlphaFunction(mAlphaFunction);
+ Constraint constraint = Constraint::New<Vector4>( actor, Actor::Property::COLOR, wrapped );
+ constraint.AddSource( Source( scrollPositionObject, scrollPositionProperty ) );
+ constraint.AddSource( ParentSource( scrollSpeedProperty ) );
+ constraint.AddSource( ParentSource( Actor::Property::SIZE ) );
+ constraint.AddSource( Source( mWeightObject, WeightObject::WEIGHT ) );
constraint.SetRemoveAction(Dali::Constraint::Discard);
-
- actor.ApplyConstraint(constraint);
+ constraint.Apply();
}
ItemLayout::BoolFunction visibilityConstraint;
{
WrappedBoolConstraint wrapped(visibilityConstraint, itemId);
- Constraint constraint = Constraint::New<bool>( Actor::VISIBLE,
- Source( scrollPositionObject, scrollPositionProperty ),
- ParentSource( scrollSpeedProperty ),
- ParentSource( Actor::SIZE ),
- wrapped );
-
- constraint.SetApplyTime(durationSeconds);
- constraint.SetAlphaFunction(mAlphaFunction);
+ Constraint constraint = Constraint::New<bool>( actor, Actor::Property::VISIBLE, wrapped );
+ constraint.AddSource( Source( scrollPositionObject, scrollPositionProperty ) );
+ constraint.AddSource( ParentSource( scrollSpeedProperty ) );
+ constraint.AddSource( ParentSource( Actor::Property::SIZE ) );
+ constraint.AddSource( Source( mWeightObject, WeightObject::WEIGHT ) );
// Release visibility constraints the same time as the color constraint
constraint.SetRemoveAction(Dali::Constraint::Discard);
- actor.ApplyConstraint(constraint);
+ constraint.Apply();
}
+
+ KeyFrames keyFrames = KeyFrames::New();
+ keyFrames.Add( 0.0f, 0.0f );
+ keyFrames.Add( 1.0f, 1.0f );
+
+ Animation applyAnimation = Dali::Animation::New( durationSeconds );
+ applyAnimation.AnimateBetween( Property( mWeightObject, WeightObject::WEIGHT ), keyFrames, mAlphaFunction, durationSeconds );
+ applyAnimation.Play();
}
}