/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 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/devel-api/images/distance-field.h>
#include <dali-toolkit/devel-api/shader-effects/alpha-discard-effect.h>
#include <dali-toolkit/devel-api/shader-effects/distance-field-effect.h>
+#include <dali-toolkit/dali-toolkit.h>
+#include <dali-toolkit/devel-api/visual-factory/visual-factory.h>
// INTERNAL INCLUDES
#include "shared/view.h"
+#include "shared/utility.h"
using namespace Dali;
using namespace Dali::Toolkit;
namespace
{
-const std::string BUTTON_BACKWARD( "Backward" );
-const std::string BUTTON_FORWARD( "Forward" );
-const std::string BUTTON_QUIT( "Quit" );
-const std::string BUTTON_OK( "Ok" );
-const std::string BUTTON_CANCEL( "Cancel" );
+const std::string LOGO_PATH( DEMO_IMAGE_DIR "Logo-for-demo.png" );
+const std::string TILE_BACKGROUND(DEMO_IMAGE_DIR "item-background.9.png");
+const std::string TILE_BACKGROUND_ALPHA( DEMO_IMAGE_DIR "demo-tile-texture.9.png" );
+const std::string TILE_FOCUS( DEMO_IMAGE_DIR "tile-focus.9.png" );
-const std::string DEFAULT_BACKGROUND_IMAGE_PATH( DALI_IMAGE_DIR "background-gradient.jpg" );
-const std::string LOGO_PATH( DALI_IMAGE_DIR "dali-logo.png" );
-const std::string DEFAULT_TOOLBAR_IMAGE_PATH( DALI_IMAGE_DIR "top-bar.png" );
-const std::string BUTTON_BACKGROUND(DALI_IMAGE_DIR "button-background.png");
-const std::string TILE_BACKGROUND(DALI_IMAGE_DIR "item-background.png");
-const std::string TILE_BACKGROUND_ALPHA(DALI_IMAGE_DIR "item-background-alpha.png");
+// Keyboard focus constants.
+const float KEYBOARD_FOCUS_ANIMATION_DURATION = 1.0f; ///< The total duration of the keyboard focus animation
+const float KEYBOARD_FOCUS_START_SCALE = 1.05f; ///< The starting scale of the focus highlight
+const float KEYBOARD_FOCUS_END_SCALE = 1.18f; ///< The end scale of the focus highlight
+const float KEYBOARD_FOCUS_END_ALPHA = 0.7f; ///< The end alpha of the focus highlight
+const float KEYBOARD_FOCUS_INITIAL_FADE_PERCENTAGE = 0.16f; ///< The duration of the initial fade (from translucent to the end-alpha) as a percentage of the overal animation duration.
-const char * const DEFAULT_TOOLBAR_TEXT( "TOUCH TO LAUNCH EXAMPLE" );
-
-const float BUTTON_PRESS_ANIMATION_TIME = 0.25f; ///< Time to perform button scale effect.
+const float TILE_LABEL_PADDING = 8.0f; ///< Border between edge of tile and the example text
+const float BUTTON_PRESS_ANIMATION_TIME = 0.35f; ///< Time to perform button scale effect.
const float ROTATE_ANIMATION_TIME = 0.5f; ///< Time to perform rotate effect.
const int MAX_PAGES = 256; ///< Maximum pages (arbitrary safety limit)
const int EXAMPLES_PER_ROW = 3;
const int EXAMPLES_PER_PAGE = EXAMPLES_PER_ROW * ROWS_PER_PAGE;
const float LOGO_MARGIN_RATIO = 0.1f / 0.3f;
const float BOTTOM_PADDING_RATIO = 0.4f / 0.9f;
-const Vector3 SCROLLVIEW_RELATIVE_SIZE(0.9f, 1.0f, 0.8f ); ///< ScrollView's relative size to its parent
+const Vector3 SCROLLVIEW_RELATIVE_SIZE(0.9f, 1.0f, 0.8f ); ///< ScrollView's relative size to its parent
const Vector3 TABLE_RELATIVE_SIZE(0.95f, 0.9f, 0.8f ); ///< TableView's relative size to the entire stage. The Y value means sum of the logo and table relative heights.
const float STENCIL_RELATIVE_SIZE = 1.0f;
const float EFFECT_SNAP_DURATION = 0.66f; ///< Scroll Snap Duration for Effects
const float EFFECT_FLICK_DURATION = 0.5f; ///< Scroll Flick Duration for Effects
const Vector3 ANGLE_CUBE_PAGE_ROTATE(Math::PI * 0.5f, Math::PI * 0.5f, 0.0f);
+const Vector4 TILE_COLOR( 0.4f, 0.6f, 0.9f, 0.6f );
-
+const Vector4 BUBBLE_COLOR[] =
+{
+ Vector4( 0.3255f, 0.3412f, 0.6353f, 0.32f ),
+ Vector4( 0.3647f, 0.7569f, 0.8157f, 0.32f ),
+ Vector4( 0.3804f, 0.7412f, 0.6510f, 0.32f ),
+ Vector4( 1.f, 1.f, 1.f, 0.13f )
+};
+const int NUMBER_OF_BUBBLE_COLOR( sizeof(BUBBLE_COLOR) / sizeof(BUBBLE_COLOR[0]) );
const int NUM_BACKGROUND_IMAGES = 18;
const float BACKGROUND_SWIPE_SCALE = 0.025f;
const unsigned int BACKGROUND_ANIMATION_DURATION = 15000; // 15 secs
-const float BACKGROUND_Z = -1.0f;
-const Vector4 BACKGROUND_COLOR( 1.0f, 1.0f, 1.0f, 1.0f );
+const Vector4 BACKGROUND_COLOR( 0.3569f, 0.5451f, 0.7294f, 1.0f );
const float BUBBLE_MIN_Z = -1.0;
const float BUBBLE_MAX_Z = 0.0f;
+// This shader takes a texture.
+// An alpha discard is performed.
+// The shader uses the tiles position within the scroll-view page and the scroll-views rotation position to create a parallax effect.
+const char* FRAGMENT_SHADER_TEXTURED = DALI_COMPOSE_SHADER(
+ varying mediump vec2 vTexCoord;
+ varying mediump vec3 vIllumination;
+ uniform lowp vec4 uColor;
+ uniform sampler2D sTexture;
+ uniform mediump vec3 uCustomPosition;
+
+ void main()
+ {
+ if( texture2D( sTexture, vTexCoord ).a <= 0.0001 )
+ {
+ discard;
+ }
+
+ mediump vec2 wrapTexCoord = vec2( ( vTexCoord.x / 4.0 ) + ( uCustomPosition.x / 4.0 ) + ( uCustomPosition.z / 2.0 ), vTexCoord.y / 4.0 );
+ mediump vec4 color = texture2D( sTexture, wrapTexCoord );
+ mediump float positionWeight = ( uCustomPosition.y + 0.3 ) * color.r * 2.0;
+
+ gl_FragColor = vec4( positionWeight, positionWeight, positionWeight, 0.9 ) * uColor + vec4( uColor.xyz, 0.0 );
+ }
+);
+
/**
* Creates the background image
*/
-ImageActor CreateBackground( std::string imagePath )
+Control CreateBackground( std::string stylename )
{
- Image image = ResourceImage::New( imagePath );
- ImageActor background = ImageActor::New( image );
+ Control background = Control::New();
+ Stage::GetCurrent().Add( background );
+ background.SetStyleName( stylename );
background.SetName( "BACKGROUND" );
background.SetAnchorPoint( AnchorPoint::CENTER );
background.SetParentOrigin( ParentOrigin::CENTER );
- background.SetZ( -1.0f );
background.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
-
return background;
}
-// These values depend on the tile image
-const float IMAGE_BORDER_LEFT = 11.0f;
-const float IMAGE_BORDER_RIGHT = IMAGE_BORDER_LEFT;
-const float IMAGE_BORDER_TOP = IMAGE_BORDER_LEFT;
-const float IMAGE_BORDER_BOTTOM = IMAGE_BORDER_LEFT;
-
/**
* Constraint to return a position for a bubble based on the scroll value and vertical wrapping
*/
{
public:
AnimateBubbleConstraint( const Vector3& initialPos, float scale )
- : mInitialX( initialPos.x ),
- mScale( scale )
+ : mInitialX( initialPos.x ),
+ mScale( scale )
{
}
const Vector3& parentSize = inputs[1]->GetVector3();
const Vector3& childSize = inputs[2]->GetVector3();
- // Wrap bubbles verically.
- if( position.y + childSize.y * 0.5f < -parentSize.y * 0.5f )
- {
- position.y = parentSize.y * 0.5f + childSize.y * 0.5f;
- }
+ // Wrap bubbles vertically.
+ float range = parentSize.y + childSize.y;
+ // This performs a float mod (we don't use fmod as we want the arithmetic modulus as opposed to the remainder).
+ position.y -= range * ( floor( position.y / range ) + 0.5f );
// Bubbles X position moves parallax to horizontal
// panning by a scale factor unique to each bubble.
private:
float mInitialX;
float mScale;
- float mShapeSize;
+};
+
+/**
+ * Constraint to precalculate values from the scroll-view
+ * and tile positions to pass to the tile shader.
+ */
+struct TileShaderPositionConstraint
+{
+ TileShaderPositionConstraint( float pageWidth, float tileXOffset )
+ : mPageWidth( pageWidth ),
+ mTileXOffset( tileXOffset )
+ {
+ }
+
+ void operator()( Vector3& position, const PropertyInputContainer& inputs )
+ {
+ // Set up position.x as the tiles X offset (0.0 -> 1.0).
+ position.x = mTileXOffset;
+ // Set up position.z as the linear scroll-view X offset (0.0 -> 1.0).
+ position.z = 1.0f * ( -fmod( inputs[0]->GetVector2().x, mPageWidth ) / mPageWidth );
+ // Set up position.y as a rectified version of the scroll-views X offset.
+ // IE. instead of 0.0 -> 1.0, it moves between 0.0 -> 0.5 -> 0.0 within the same span.
+ if( position.z > 0.5f )
+ {
+ position.y = 1.0f - position.z;
+ }
+ else
+ {
+ position.y = position.z;
+ }
+ }
+
+private:
+ float mPageWidth;
+ float mTileXOffset;
};
bool CompareByTitle( const Example& lhs, const Example& rhs )
DaliTableView::DaliTableView( Application& application )
: mApplication( application ),
- mBackgroundLayer(),
mRootActor(),
mRotateAnimation(),
- mBackground(),
mPressedAnimation(),
- mScrollViewLayer(),
mScrollView(),
mScrollViewEffect(),
mScrollRulerX(),
mScrollRulerY(),
- mButtons(),
mPressedActor(),
mAnimationTimer(),
mLogoTapDetector(),
mVersionPopup(),
- mButtonsPageRelativeSize(),
mPages(),
- mTableViewImages(),
- mBackgroundActors(),
mBackgroundAnimations(),
mExampleList(),
- mExampleMap(),
- mBackgroundImagePath( DEFAULT_BACKGROUND_IMAGE_PATH ),
mTotalPages(),
mScrolling( false ),
mSortAlphabetically( false ),
- mBackgroundAnimsPlaying( false ),
- mVersionPopupShown( false )
+ mBackgroundAnimsPlaying( false )
{
application.InitSignal().Connect( this, &DaliTableView::Initialize );
}
void DaliTableView::AddExample( Example example )
{
mExampleList.push_back( example );
- mExampleMap[ example.name ] = example;
-}
-
-void DaliTableView::SetBackgroundPath( std::string imagePath )
-{
- mBackgroundImagePath = imagePath;
}
void DaliTableView::SortAlphabetically( bool sortAlphabetically )
void DaliTableView::Initialize( Application& application )
{
Stage::GetCurrent().KeyEventSignal().Connect( this, &DaliTableView::OnKeyEvent );
-
const Vector2 stageSize = Stage::GetCurrent().GetSize();
// Background
- Actor background = CreateBackground( mBackgroundImagePath );
- Stage::GetCurrent().Add( background );
-
- // Render entire content as overlays, as is all on same 2D plane.
- mRootActor = TableView::New( 4, 1 );
- mRootActor.SetAnchorPoint( AnchorPoint::CENTER );
- mRootActor.SetParentOrigin( ParentOrigin::CENTER );
- mRootActor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
+ mRootActor = CreateBackground( "LauncherBackground" );
Stage::GetCurrent().Add( mRootActor );
- // Toolbar at top
- Dali::Toolkit::ToolBar toolbar;
- Dali::Layer toolBarLayer = DemoHelper::CreateToolbar(toolbar,
- DEFAULT_TOOLBAR_IMAGE_PATH,
- DEFAULT_TOOLBAR_TEXT,
- DemoHelper::DEFAULT_VIEW_STYLE);
-
- mRootActor.AddChild( toolBarLayer, TableView::CellPosition( 0, 0 ) );
- mRootActor.SetFitHeight( 0 );
-
// Add logo
- Dali::ImageActor logo = CreateLogo( LOGO_PATH );
+ ImageView logo = CreateLogo( LOGO_PATH );
logo.SetName( "LOGO_IMAGE" );
+ logo.SetAnchorPoint( AnchorPoint::TOP_CENTER );
+ logo.SetParentOrigin( Vector3( 0.5f, 0.1f, 0.5f ) );
logo.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
- const float paddingHeight = ( ( 1.f-TABLE_RELATIVE_SIZE.y ) * stageSize.y );
- const float logoMargin = paddingHeight * LOGO_MARGIN_RATIO;
+ // The logo should appear on top of everything.
+ logo.SetDrawMode( DrawMode::OVERLAY_2D );
// Show version in a popup when log is tapped
mLogoTapDetector = TapGestureDetector::New();
mLogoTapDetector.Attach( logo );
mLogoTapDetector.DetectedSignal().Connect( this, &DaliTableView::OnLogoTapped );
- const float bottomMargin = paddingHeight * BOTTOM_PADDING_RATIO;
-
- Alignment alignment = Alignment::New();
- alignment.SetName( "LOGO_ALIGNMENT" );
- alignment.Add( logo );
- alignment.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::WIDTH );
- alignment.SetResizePolicy( ResizePolicy::FIT_TO_CHILDREN, Dimension::HEIGHT );
- Actor alignmentActor = alignment;
- alignmentActor.SetPadding( Padding( 0.0f, 0.0f, logoMargin, logoMargin ));
- mRootActor.AddChild( alignment, TableView::CellPosition( 1, 0 ) );
- mRootActor.SetFitHeight( 1 );
-
- // scrollview occupying the majority of the screen
+ // Scrollview occupying the majority of the screen
mScrollView = ScrollView::New();
+ mScrollView.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER );
+ mScrollView.SetParentOrigin( Vector3( 0.5f, 1.0f - 0.05f, 0.5f ) );
+ mScrollView.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::WIDTH );
+ mScrollView.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::HEIGHT );
+ mScrollView.SetSizeModeFactor( Vector3( 0.0f, 0.6f, 0.0f ) );
- mScrollView.SetAnchorPoint( AnchorPoint::CENTER );
- mScrollView.SetParentOrigin( ParentOrigin::CENTER );
- mScrollView.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
const float buttonsPageMargin = ( 1.0f - TABLE_RELATIVE_SIZE.x ) * 0.5f * stageSize.width;
mScrollView.SetPadding( Padding( buttonsPageMargin, buttonsPageMargin, 0.0f, 0.0f ) );
mScrollView.SetAxisAutoLock( true );
mScrollView.ScrollCompletedSignal().Connect( this, &DaliTableView::OnScrollComplete );
mScrollView.ScrollStartedSignal().Connect( this, &DaliTableView::OnScrollStart );
- mScrollView.TouchedSignal().Connect( this, &DaliTableView::OnScrollTouched );
-
- mScrollViewLayer = Layer::New();
-
- // Disable the depth test for performance
- mScrollViewLayer.SetDepthTestDisabled( true );
- mScrollViewLayer.SetAnchorPoint( AnchorPoint::CENTER );
- mScrollViewLayer.SetParentOrigin( ParentOrigin::CENTER );
- mScrollViewLayer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
-
- // Create solid background colour.
- ImageActor backgroundColourActor = Dali::Toolkit::CreateSolidColorActor( BACKGROUND_COLOR );
- backgroundColourActor.SetAnchorPoint( AnchorPoint::CENTER );
- backgroundColourActor.SetParentOrigin( ParentOrigin::CENTER );
- backgroundColourActor.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
- backgroundColourActor.SetSizeModeFactor( Vector3( 1.0f, 1.5f, 1.0f ) );
+ mScrollView.TouchSignal().Connect( this, &DaliTableView::OnScrollTouched );
- // Force the filled background right to the back
- backgroundColourActor.SetSortModifier( DemoHelper::BACKGROUND_DEPTH_INDEX );
- mScrollViewLayer.Add( backgroundColourActor );
+ mPageWidth = stageSize.width * TABLE_RELATIVE_SIZE.x * 0.5f;
// Populate background and bubbles - needs to be scrollViewLayer so scroll ends show
Actor bubbleContainer = Actor::New();
bubbleContainer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
bubbleContainer.SetAnchorPoint( AnchorPoint::CENTER );
bubbleContainer.SetParentOrigin( ParentOrigin::CENTER );
- mScrollViewLayer.Add( bubbleContainer );
-
SetupBackground( bubbleContainer );
- Alignment buttonsAlignment = Alignment::New();
- buttonsAlignment.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
- buttonsAlignment.Add( mScrollViewLayer );
-
- mScrollViewLayer.Add( mScrollView );
-
- mRootActor.AddChild( buttonsAlignment, TableView::CellPosition( 2, 0 ) );
-
- mRootActor.SetFixedHeight( 3, bottomMargin );
+ mRootActor.Add( logo );
+ mRootActor.Add( bubbleContainer );
+ mRootActor.Add( mScrollView );
// Add scroll view effect and setup constraints on pages
ApplyScrollViewEffect();
unsigned int degrees = 0;
Rotate( degrees );
- //orientation.ChangedSignal().Connect( this, &DaliTableView::OrientationChanged );
-
winHandle.ShowIndicator( Dali::Window::INVISIBLE );
// Background animation
KeyboardFocusManager::Get().PreFocusChangeSignal().Connect( this, &DaliTableView::OnKeyboardPreFocusChange );
KeyboardFocusManager::Get().FocusedActorEnterKeySignal().Connect( this, &DaliTableView::OnFocusedActorActivated );
AccessibilityManager::Get().FocusedActorActivatedSignal().Connect( this, &DaliTableView::OnFocusedActorActivated );
+
+ mFocusContainer = ImageView::New( TILE_FOCUS );
+ mFocusContainer.SetParentOrigin( ParentOrigin::CENTER );
+ mFocusContainer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
+ mFocusContainer.SetInheritScale( false );
+ mFocusContainer.SetColorMode( USE_OWN_COLOR );
+ mFocusContainer.SetName( "focusActor" );
+ mFocusContainer.OnStageSignal().Connect( this, &DaliTableView::OnStageConnect );
+
+ mFocusInner = ImageView::New( TILE_FOCUS );
+ mFocusInner.SetParentOrigin( ParentOrigin::CENTER );
+ mFocusInner.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
+ mFocusInner.SetInheritScale( false );
+ mFocusInner.SetColorMode( USE_OWN_COLOR );
+ mFocusInner.SetName( "focusActor" );
+ mFocusInner.OnStageSignal().Connect( this, &DaliTableView::OnStageConnect );
+ mFocusContainer.Add( mFocusInner );
+
+ // Setup the keyboard focus highlight.
+ Vector3 startScale( KEYBOARD_FOCUS_START_SCALE, KEYBOARD_FOCUS_START_SCALE, KEYBOARD_FOCUS_START_SCALE );
+ Vector3 endScale( KEYBOARD_FOCUS_END_SCALE, KEYBOARD_FOCUS_END_SCALE, KEYBOARD_FOCUS_END_SCALE );
+ mFocusAnimation = Animation::New( KEYBOARD_FOCUS_ANIMATION_DURATION );
+ mFocusAnimationInner = Animation::New( KEYBOARD_FOCUS_ANIMATION_DURATION );
+
+ mFocusContainer.SetScale( startScale );
+ mFocusInner.SetScale( startScale );
+ mFocusContainer.SetOpacity( 0.0f );
+ mFocusInner.SetOpacity( 0.0f );
+ const float initialFadeDuration = KEYBOARD_FOCUS_ANIMATION_DURATION * KEYBOARD_FOCUS_INITIAL_FADE_PERCENTAGE;
+
+ mFocusAnimation.AnimateTo( Property( mFocusContainer, Actor::Property::COLOR_ALPHA ), KEYBOARD_FOCUS_END_ALPHA, AlphaFunction::LINEAR, TimePeriod( 0.0f, initialFadeDuration ) );
+ mFocusAnimation.AnimateTo( Property( mFocusContainer, Actor::Property::SCALE ), endScale, AlphaFunction::LINEAR, TimePeriod( initialFadeDuration, KEYBOARD_FOCUS_ANIMATION_DURATION - initialFadeDuration ) );
+ mFocusAnimation.AnimateTo( Property( mFocusContainer, Actor::Property::COLOR_ALPHA ), 0.0f, AlphaFunction::LINEAR, TimePeriod( initialFadeDuration, KEYBOARD_FOCUS_ANIMATION_DURATION - initialFadeDuration ) );
+
+ mFocusAnimationInner.AnimateTo( Property( mFocusInner, Actor::Property::COLOR_ALPHA ), KEYBOARD_FOCUS_END_ALPHA, AlphaFunction::LINEAR, TimePeriod( 0.0f, initialFadeDuration ) );
+ mFocusAnimationInner.AnimateTo( Property( mFocusInner, Actor::Property::SCALE ), endScale, AlphaFunction::LINEAR, TimePeriod( initialFadeDuration, KEYBOARD_FOCUS_ANIMATION_DURATION - initialFadeDuration ) );
+ mFocusAnimationInner.AnimateTo( Property( mFocusInner, Actor::Property::COLOR_ALPHA ), 0.0f, AlphaFunction::LINEAR, TimePeriod( initialFadeDuration, KEYBOARD_FOCUS_ANIMATION_DURATION - initialFadeDuration ) );
+
+ // Play the animation on the 1st glow object.
+ mFocusAnimation.SetLooping( true );
+ mFocusAnimation.Play();
+ // Stagger the animation on the 2st glow object half way through.
+ mFocusAnimationInner.SetLooping( true );
+ mFocusAnimationInner.PlayFrom( KEYBOARD_FOCUS_ANIMATION_DURATION / 2.0f );
+
+ KeyboardFocusManager::Get().SetFocusIndicatorActor( mFocusContainer );
+}
+
+void DaliTableView::OnStageConnect( Dali::Actor actor )
+{
+ // If this is one of the keyboard focus actors, place it behind the object it is focusing.
+ if( actor.GetName() == "focusActor" )
+ {
+ actor.GetRendererAt( 0 ).SetProperty( Dali::Renderer::Property::DEPTH_INDEX, -40000 );
+ }
}
void DaliTableView::ApplyCubeEffectToPages()
void DaliTableView::OnButtonsPageRelayout( const Dali::Actor& actor )
{
-
}
void DaliTableView::Populate()
for( int t = 0; t < mTotalPages; t++ )
{
- // Create Table. (contains up to 9 Examples)
- TableView page = TableView::New( 3, 3 );
+ // Create Table
+ TableView page = TableView::New( ROWS_PER_PAGE, EXAMPLES_PER_ROW );
page.SetAnchorPoint( AnchorPoint::CENTER );
page.SetParentOrigin( ParentOrigin::CENTER );
page.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
{
const Example& example = ( *iter );
- Actor tile = CreateTile( example.name, example.title, Vector3( tileParentMultiplier, tileParentMultiplier, 1.0f ), true );
+ // Calculate the tiles relative position on the page (between 0 & 1 in each dimension).
+ Vector2 position( static_cast<float>( column ) / ( EXAMPLES_PER_ROW - 1.0f ), static_cast<float>( row ) / ( EXAMPLES_PER_ROW - 1.0f ) );
+ Actor tile = CreateTile( example.name, example.title, Vector3( tileParentMultiplier, tileParentMultiplier, 1.0f ), position );
AccessibilityManager accessibilityManager = AccessibilityManager::Get();
accessibilityManager.SetFocusOrder( tile, ++exampleCount );
accessibilityManager.SetAccessibilityAttribute( tile, Dali::Toolkit::AccessibilityManager::ACCESSIBILITY_LABEL,
"You can run this example" );
tile.SetPadding( Padding( margin, margin, margin, margin ) );
-
page.AddChild( tile, TableView::CellPosition( row, column ) );
iter++;
}
// Update Ruler info.
- mScrollRulerX = new FixedRuler( stageSize.width * TABLE_RELATIVE_SIZE.x * 0.5f );
+ mScrollRulerX = new FixedRuler( mPageWidth );
mScrollRulerY = new DefaultRuler();
mScrollRulerX->SetDomain( RulerDomain( 0.0f, (mTotalPages+1) * stageSize.width * TABLE_RELATIVE_SIZE.x * 0.5f, true ) );
mScrollRulerY->Disable();
mScrollView.SetRulerY( mScrollRulerY );
}
-void DaliTableView::OrientationChanged( Orientation orientation )
-{
- // TODO: Implement if orientation change required
-}
-
void DaliTableView::Rotate( unsigned int degrees )
{
// Resize the root actor
mRotateAnimation.Play();
}
-Actor DaliTableView::CreateTile( const std::string& name, const std::string& title, const Dali::Vector3& sizeMultiplier, bool addBackground )
+Actor DaliTableView::CreateTile( const std::string& name, const std::string& title, const Dali::Vector3& sizeMultiplier, Vector2& position )
{
Actor content = Actor::New();
content.SetName( name );
content.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
content.SetSizeModeFactor( sizeMultiplier );
- // create background image
- if( addBackground )
- {
- Image bg = ResourceImage::New( TILE_BACKGROUND );
- ImageActor image = ImageActor::New( bg );
- image.SetAnchorPoint( AnchorPoint::CENTER );
- image.SetParentOrigin( ParentOrigin::CENTER );
- // make the image 100% of tile
- image.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
-
- // move image back to get text appear in front
- image.SetZ( -1 );
- image.SetStyle( ImageActor::STYLE_NINE_PATCH );
- image.SetNinePatchBorder( Vector4( IMAGE_BORDER_LEFT, IMAGE_BORDER_TOP, IMAGE_BORDER_RIGHT, IMAGE_BORDER_BOTTOM ) );
- content.Add( image );
-
- // Add stencil
- ImageActor stencil = NewStencilImage();
- stencil.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
- image.Add( stencil );
- }
+ Toolkit::ImageView tileContent = ImageView::New();
+ tileContent.SetParentOrigin( ParentOrigin::CENTER );
+ tileContent.SetAnchorPoint( AnchorPoint::CENTER );
+ tileContent.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
+
+ // Add the image via the property first.
+ tileContent.SetProperty( Toolkit::ImageView::Property::IMAGE, TILE_BACKGROUND_ALPHA );
+ // Register a property with the ImageView. This allows us to inject the scroll-view position into the shader.
+ Property::Value value = Vector3( 0.0f, 0.0f, 0.0f );
+ Property::Index propertyIndex = tileContent.RegisterProperty( "uCustomPosition", value );
+
+ // Add a shader to the image (details in shader source).
+ Property::Map map;
+ Property::Map customShader;
+ customShader[ Visual::Shader::Property::FRAGMENT_SHADER ] = FRAGMENT_SHADER_TEXTURED;
+ map[ Visual::Property::SHADER ] = customShader;
+ tileContent.SetProperty( Toolkit::ImageView::Property::IMAGE, map );
+ tileContent.SetColor( TILE_COLOR );
+
+ // We create a constraint to perform a precalculation on the scroll-view X offset
+ // and pass it to the shader uniform, along with the tile's position.
+ Constraint shaderPosition = Constraint::New < Vector3 > ( tileContent, propertyIndex, TileShaderPositionConstraint( mPageWidth, position.x ) );
+ shaderPosition.AddSource( Source( mScrollView, ScrollView::Property::SCROLL_POSITION ) );
+ shaderPosition.SetRemoveAction( Constraint::Discard );
+ shaderPosition.Apply();
+ content.Add( tileContent );
+
+ // Create an ImageView for the 9-patch border around the tile.
+ ImageView borderImage = ImageView::New( TILE_BACKGROUND );
+ borderImage.SetAnchorPoint( AnchorPoint::CENTER );
+ borderImage.SetParentOrigin( ParentOrigin::CENTER );
+ borderImage.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
+ borderImage.SetOpacity( 0.8f );
+ tileContent.Add( borderImage );
TextLabel label = TextLabel::New();
- label.SetAnchorPoint( AnchorPoint::TOP_LEFT );
- label.SetProperty( Control::Property::STYLE_NAME, "launcherlabel" );
+ label.SetAnchorPoint( AnchorPoint::CENTER );
+ label.SetParentOrigin( ParentOrigin::CENTER );
+ label.SetStyleName( "LauncherLabel" );
label.SetProperty( TextLabel::Property::MULTI_LINE, true );
label.SetProperty( TextLabel::Property::TEXT, title );
label.SetProperty( TextLabel::Property::HORIZONTAL_ALIGNMENT, "CENTER" );
label.SetProperty( TextLabel::Property::VERTICAL_ALIGNMENT, "CENTER" );
label.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::HEIGHT );
+
+ // Pad around the label as its size is the same as the 9-patch border. It will overlap it without padding.
+ label.SetPadding( Padding( TILE_LABEL_PADDING, TILE_LABEL_PADDING, TILE_LABEL_PADDING, TILE_LABEL_PADDING ) );
content.Add( label );
// Set the tile to be keyboard focusable
- content.SetKeyboardFocusable(true);
+ content.SetKeyboardFocusable( true );
// connect to the touch events
- content.TouchedSignal().Connect( this, &DaliTableView::OnTilePressed );
+ content.TouchSignal().Connect( this, &DaliTableView::OnTilePressed );
content.HoveredSignal().Connect( this, &DaliTableView::OnTileHovered );
return content;
}
-ImageActor DaliTableView::NewStencilImage()
+bool DaliTableView::OnTilePressed( Actor actor, const TouchData& event )
{
- Image alpha = ResourceImage::New( TILE_BACKGROUND_ALPHA );
-
- ImageActor stencilActor = ImageActor::New( alpha );
- stencilActor.SetStyle( ImageActor::STYLE_NINE_PATCH );
- stencilActor.SetNinePatchBorder( Vector4( IMAGE_BORDER_LEFT, IMAGE_BORDER_TOP, IMAGE_BORDER_RIGHT, IMAGE_BORDER_BOTTOM ) );
-
- stencilActor.SetParentOrigin( ParentOrigin::CENTER );
- stencilActor.SetAnchorPoint( AnchorPoint::CENTER );
- stencilActor.SetDrawMode( DrawMode::STENCIL );
-
- Dali::ShaderEffect shaderEffect = CreateAlphaDiscardEffect();
- stencilActor.SetShaderEffect( shaderEffect );
-
- return stencilActor;
+ return DoTilePress( actor, event.GetState( 0 ) );
}
-bool DaliTableView::OnTilePressed( Actor actor, const TouchEvent& event )
+bool DaliTableView::DoTilePress( Actor actor, PointState::Type pointState )
{
bool consumed = false;
- const TouchPoint& point = event.GetPoint( 0 );
- if( TouchPoint::Down == point.state )
+ if( PointState::DOWN == pointState )
{
mPressedActor = actor;
consumed = true;
// A button press is only valid if the Down & Up events
// both occurred within the button.
- if( ( TouchPoint::Up == point.state ) &&
+ if( ( PointState::UP == pointState ) &&
( mPressedActor == actor ) )
{
- std::string name = actor.GetName();
- ExampleMapConstIter iter = mExampleMap.find( name );
-
- AccessibilityManager accessibilityManager = AccessibilityManager::Get();
-
- if( iter != mExampleMap.end() )
+ // ignore Example button presses when scrolling or button animating.
+ if( ( !mScrolling ) && ( !mPressedAnimation ) )
{
- // ignore Example button presses when scrolling or button animating.
- if( ( !mScrolling ) && ( !mPressedAnimation ) )
+ std::string name = actor.GetName();
+ const ExampleListIter end = mExampleList.end();
+ for( ExampleListIter iter = mExampleList.begin(); iter != end; ++iter )
{
- // do nothing, until pressed animation finished.
- consumed = true;
+ if( (*iter).name == name )
+ {
+ // do nothing, until pressed animation finished.
+ consumed = true;
+ break;
+ }
}
}
// scale the content actor within the Tile, as to not affect the placement within the Table.
Actor content = actor.GetChildAt(0);
- mPressedAnimation.AnimateTo( Property( content, Actor::Property::SCALE ), Vector3( 0.9f, 0.9f, 1.0f ), AlphaFunction::EASE_IN_OUT,
+ mPressedAnimation.AnimateTo( Property( content, Actor::Property::SCALE ), Vector3( 0.7f, 0.7f, 1.0f ), AlphaFunction::EASE_IN_OUT,
TimePeriod( 0.0f, BUTTON_PRESS_ANIMATION_TIME * 0.5f ) );
mPressedAnimation.AnimateTo( Property( content, Actor::Property::SCALE ), Vector3::ONE, AlphaFunction::EASE_IN_OUT,
TimePeriod( BUTTON_PRESS_ANIMATION_TIME * 0.5f, BUTTON_PRESS_ANIMATION_TIME * 0.5f ) );
+
+ // Rotate button on the Y axis when pressed.
+ mPressedAnimation.AnimateBy( Property( content, Actor::Property::ORIENTATION ), Quaternion( Degree( 0.0f ), Degree( 180.0f ), Degree( 0.0f ) ) );
+
mPressedAnimation.Play();
mPressedAnimation.FinishedSignal().Connect( this, &DaliTableView::OnPressedAnimationFinished );
}
if( mPressedActor )
{
std::string name = mPressedActor.GetName();
- ExampleMapConstIter iter = mExampleMap.find( name );
-
- if( iter == mExampleMap.end() )
- {
- if( name == BUTTON_QUIT )
- {
- // Move focus to the OK button
- AccessibilityManager accessibilityManager = AccessibilityManager::Get();
- // Enable the group mode and wrap mode
- accessibilityManager.SetGroupMode( true );
- accessibilityManager.SetWrapMode( true );
- }
- }
- else
+ std::stringstream stream;
+ stream << DEMO_EXAMPLE_BIN << name.c_str();
+ pid_t pid = fork();
+ if( pid == 0)
{
- const Example& example( iter->second );
-
- std::stringstream stream;
- stream << DALI_EXAMPLE_BIN << example.name.c_str();
- pid_t pid = fork();
- if( pid == 0)
- {
- execlp( stream.str().c_str(), example.name.c_str(), NULL );
- DALI_ASSERT_ALWAYS(false && "exec failed!");
- }
+ execlp( stream.str().c_str(), name.c_str(), NULL );
+ DALI_ASSERT_ALWAYS(false && "exec failed!");
}
mPressedActor.Reset();
}
accessibilityManager.SetCurrentFocusActor(mPages[mScrollView.GetCurrentPage()].GetChildAt(0) );
}
-bool DaliTableView::OnScrollTouched( Actor actor, const TouchEvent& event )
+bool DaliTableView::OnScrollTouched( Actor actor, const TouchData& event )
{
- const TouchPoint& point = event.GetPoint( 0 );
- if( TouchPoint::Down == point.state )
+ if( PointState::DOWN == event.GetState( 0 ) )
{
mPressedActor = actor;
}
{
if ( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
{
- if ( mVersionPopup && mVersionPopupShown )
+ // If there's a Popup, Hide it if it's contributing to the display in any way (EG. transitioning in or out).
+ // Otherwise quit.
+ if ( mVersionPopup && ( mVersionPopup.GetDisplayState() != Toolkit::Popup::HIDDEN ) )
{
- HideVersionPopup();
+ mVersionPopup.SetDisplayState( Popup::HIDDEN );
}
else
{
void DaliTableView::SetupBackground( Actor bubbleContainer )
{
- // Create distance field shape.
- BufferImage distanceField;
+ // Create distance field shapes.
+ BufferImage distanceFields[2];
Size imageSize( 512, 512 );
- CreateShapeImage( CIRCLE, imageSize, distanceField );
+
+ CreateShapeImage( CIRCLE, imageSize, distanceFields[0] );
+ CreateShapeImage( BUBBLE, imageSize, distanceFields[1] );
// Add bubbles to the bubbleContainer.
// Note: The bubbleContainer is parented externally to this function.
- AddBackgroundActors( bubbleContainer, NUM_BACKGROUND_IMAGES, distanceField );
+ AddBackgroundActors( bubbleContainer, NUM_BACKGROUND_IMAGES, distanceFields );
}
void DaliTableView::InitialiseBackgroundActors( Actor actor )
Actor child = actor.GetChildAt( i );
// Calculate a random position
- Vector3 childPos( Random::Range( -size.x * 0.5f * BACKGROUND_SPREAD_SCALE, size.x * 0.5f * BACKGROUND_SPREAD_SCALE ),
+ Vector3 childPos( Random::Range( -size.x * 0.5f * BACKGROUND_SPREAD_SCALE, size.x * 0.85f * BACKGROUND_SPREAD_SCALE ),
Random::Range( -size.y, size.y ),
Random::Range( BUBBLE_MIN_Z, BUBBLE_MAX_Z ) );
animConstraint.AddSource( Source( mScrollView, ScrollView::Property::SCROLL_POSITION ) );
animConstraint.AddSource( Dali::ParentSource( Dali::Actor::Property::SIZE ) );
animConstraint.AddSource( Dali::LocalSource( Dali::Actor::Property::SIZE ) );
+ animConstraint.SetRemoveAction( Constraint::Discard );
animConstraint.Apply();
// Kickoff animation
- Animation animation = Animation::New( Random::Range( 40.0f, 80.0f ) );
- animation.AnimateBy( Property( child, Actor::Property::POSITION ), Vector3( 0.0f, -1.0f, 0.0f ), AlphaFunction::LINEAR );
+ Animation animation = Animation::New( Random::Range( 30.0f, 160.0f ) );
+ animation.AnimateBy( Property( child, Actor::Property::POSITION ), Vector3( 0.0f, -2000.0f, 0.0f ), AlphaFunction::LINEAR );
animation.SetLooping( true );
animation.Play();
mBackgroundAnimations.push_back( animation );
}
}
-void DaliTableView::AddBackgroundActors( Actor layer, int count, BufferImage distanceField )
+void DaliTableView::AddBackgroundActors( Actor layer, int count, BufferImage* distanceField )
{
for( int i = 0; i < count; ++i )
{
float randSize = Random::Range( 10.0f, 400.0f );
- float hue = Random::Range( 0.3f, 1.0f );
- Vector4 randColour( hue, hue * 0.5, 0.0f, Random::Range( 0.3f, 0.6f ));
-
- ImageActor dfActor = ImageActor::New( distanceField );
+ int distanceFieldType = static_cast<int>( Random::Range( 0.0f, 1.0f ) + 0.5f );
+ ImageView dfActor = ImageView::New( distanceField[ distanceFieldType ] );
dfActor.SetSize( Vector2( randSize, randSize ) );
dfActor.SetParentOrigin( ParentOrigin::CENTER );
- // Force the bubbles just in front of the solid background
- dfActor.SetSortModifier( DemoHelper::BACKGROUND_DEPTH_INDEX + 1 );
+ Dali::Property::Map effect = Toolkit::CreateDistanceFieldEffect();
+ dfActor.SetProperty( Toolkit::ImageView::Property::IMAGE, effect );
+ dfActor.SetColor( BUBBLE_COLOR[ i%NUMBER_OF_BUBBLE_COLOR ] );
- ShaderEffect effect = Toolkit::CreateDistanceFieldEffect();
- dfActor.SetShaderEffect( effect );
- dfActor.SetColor( randColour );
- effect.SetUniform("uOutlineParams", Vector2( 0.55f, 0.00f ) );
- effect.SetUniform("uSmoothing", 0.5f );
layer.Add( dfActor );
}
case CIRCLE:
GenerateCircle( size, imageDataA8 );
break;
- case SQUARE:
- GenerateSquare( size, imageDataA8 );
+ case BUBBLE:
+ GenerateCircle( size, imageDataA8, true );
break;
default:
break;
}
}
-void DaliTableView::GenerateSquare( const Size& size, std::vector< unsigned char >& distanceFieldOut )
-{
- for( int h = 0; h < size.height; ++h )
- {
- for( int w = 0; w < size.width; ++w )
- {
- distanceFieldOut.push_back( 0xFF );
- }
- }
-}
-
-void DaliTableView::GenerateCircle( const Size& size, std::vector< unsigned char >& distanceFieldOut )
+void DaliTableView::GenerateCircle( const Size& size, std::vector< unsigned char >& distanceFieldOut, bool hollow )
{
const float radius = size.width * 0.5f * size.width * 0.5f;
Vector2 center( size.width / 2, size.height / 2 );
Vector2 pos( w, h );
Vector2 dist = pos - center;
- if( dist.x * dist.x + dist.y * dist.y > radius )
- {
- distanceFieldOut.push_back( 0x00 );
- }
- else
- {
- distanceFieldOut.push_back( 0xFF );
- }
+ float distance = ( dist.x * dist.x ) + ( dist.y * dist.y );
+
+ // If hollow, check the distance against a min & max value, otherwise just use the max value.
+ unsigned char fillByte = ( hollow ? ( ( distance <= radius ) && ( distance > ( radius * 0.7f ) ) ) : ( distance <= radius ) ) ? 0xFF : 0x00;
+
+ distanceFieldOut.push_back( fillByte );
}
}
}
-ImageActor DaliTableView::CreateLogo( std::string imagePath )
+ImageView DaliTableView::CreateLogo( std::string imagePath )
{
- Image image = ResourceImage::New( imagePath );
- ImageActor logo = ImageActor::New( image );
+ ImageView logo = ImageView::New( imagePath );
logo.SetAnchorPoint( AnchorPoint::CENTER );
logo.SetParentOrigin( ParentOrigin::CENTER );
{
Actor nextFocusActor = proposed;
- if ( !current && !proposed )
+ if( !current && !proposed )
{
// Set the initial focus to the first tile in the current page should be focused.
nextFocusActor = mPages[mScrollView.GetCurrentPage()].GetChildAt(0);
}
- else if( !proposed || (proposed && proposed == mScrollViewLayer) )
+ else if( !proposed )
{
// ScrollView is being focused but nothing in the current page can be focused further
// in the given direction. We should work out which page to scroll to next.
mPressedActor = activatedActor;
// Activate the current focused actor;
- TouchEvent touchEventUp;
- touchEventUp.points.push_back( TouchPoint ( 0, TouchPoint::Up, 0.0f, 0.0f ) );
- OnTilePressed(mPressedActor, touchEventUp);
+ DoTilePress( mPressedActor, PointState::UP );
}
}
void DaliTableView::OnLogoTapped( Dali::Actor actor, const Dali::TapGesture& tap )
{
- if ( !mVersionPopupShown )
+ // Only show if currently fully hidden. If transitioning-out, the transition will not be interrupted.
+ if ( !mVersionPopup || ( mVersionPopup.GetDisplayState() == Toolkit::Popup::HIDDEN ) )
{
if ( !mVersionPopup )
{
std::ostringstream stream;
- stream << "DALi Core: " << CORE_MAJOR_VERSION << "." << CORE_MINOR_VERSION << "." << CORE_MICRO_VERSION << std::endl << "(" << CORE_BUILD_DATE << ")" << std::endl << std::endl;
- stream << "DALi Adaptor: " << ADAPTOR_MAJOR_VERSION << "." << ADAPTOR_MINOR_VERSION << "." << ADAPTOR_MICRO_VERSION << std::endl << "(" << ADAPTOR_BUILD_DATE << ")" << std::endl << std::endl;
- stream << "DALi Toolkit: " << TOOLKIT_MAJOR_VERSION << "." << TOOLKIT_MINOR_VERSION << "." << TOOLKIT_MICRO_VERSION << std::endl << "(" << TOOLKIT_BUILD_DATE << ")";
+ stream << "DALi Core: " << CORE_MAJOR_VERSION << "." << CORE_MINOR_VERSION << "." << CORE_MICRO_VERSION << std::endl << "(" << CORE_BUILD_DATE << ")\n";
+ stream << "DALi Adaptor: " << ADAPTOR_MAJOR_VERSION << "." << ADAPTOR_MINOR_VERSION << "." << ADAPTOR_MICRO_VERSION << std::endl << "(" << ADAPTOR_BUILD_DATE << ")\n";
+ stream << "DALi Toolkit: " << TOOLKIT_MAJOR_VERSION << "." << TOOLKIT_MINOR_VERSION << "." << TOOLKIT_MICRO_VERSION << std::endl << "(" << TOOLKIT_BUILD_DATE << ")\n";
mVersionPopup = Dali::Toolkit::Popup::New();
- mVersionPopup.SetParentOrigin( ParentOrigin::CENTER );
- mVersionPopup.SetAnchorPoint( AnchorPoint::CENTER );
+
+ Toolkit::TextLabel titleActor = Toolkit::TextLabel::New( "Version information" );
+ titleActor.SetName( "titleActor" );
+ titleActor.SetProperty( Toolkit::TextLabel::Property::HORIZONTAL_ALIGNMENT, "CENTER" );
+
+ Toolkit::TextLabel contentActor = Toolkit::TextLabel::New( stream.str() );
+ contentActor.SetName( "contentActor" );
+ contentActor.SetProperty( Toolkit::TextLabel::Property::MULTI_LINE, true );
+ contentActor.SetProperty( Toolkit::TextLabel::Property::HORIZONTAL_ALIGNMENT, "CENTER" );
+ contentActor.SetPadding( Padding( 0.0f, 0.0f, 20.0f, 0.0f ) );
+
+ mVersionPopup.SetTitle( titleActor );
+ mVersionPopup.SetContent( contentActor );
+
mVersionPopup.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::WIDTH );
mVersionPopup.SetSizeModeFactor( Vector3( 0.75f, 1.0f, 1.0f ) );
mVersionPopup.SetResizePolicy( ResizePolicy::FIT_TO_CHILDREN, Dimension::HEIGHT );
- mVersionPopup.SetTitle( stream.str() );
- mVersionPopup.HideTail();
+
mVersionPopup.OutsideTouchedSignal().Connect( this, &DaliTableView::HideVersionPopup );
- mVersionPopup.HiddenSignal().Connect( this, &DaliTableView::PopupHidden );
+ Stage::GetCurrent().Add( mVersionPopup );
}
- mVersionPopup.Show();
- mVersionPopupShown = true;
+ mVersionPopup.SetDisplayState( Popup::SHOWN );
}
}
void DaliTableView::HideVersionPopup()
{
- if ( mVersionPopup )
- {
- mVersionPopup.Hide();
- }
-}
-
-void DaliTableView::PopupHidden()
-{
- if ( mVersionPopup )
+ // Only hide if currently fully shown. If transitioning-in, the transition will not be interrupted.
+ if ( mVersionPopup && ( mVersionPopup.GetDisplayState() == Toolkit::Popup::SHOWN ) )
{
- mVersionPopupShown = false;
+ mVersionPopup.SetDisplayState( Popup::HIDDEN );
}
}