-//
-// Copyright (c) 2014 Samsung Electronics Co., Ltd.
-//
-// Licensed under the Flora License, Version 1.0 (the License);
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-// http://floralicense.org/license/
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an AS IS BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
+/*
+ * 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
// CLASS HEADER
#include "dali-table-view.h"
// EXTERNAL INCLUDES
#include <algorithm>
#include <sstream>
-#include <aul.h>
+#include <unistd.h>
+#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;
-using namespace std;
///////////////////////////////////////////////////////////////////////////////
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 DEFAULT_BACKGROUND_IMAGE_PATH( DALI_IMAGE_DIR "background-default.png" );
-const std::string LOGO_PATH( DALI_IMAGE_DIR "dali-logo-small.png" );
-const std::string DEFAULT_TOOLBAR_IMAGE_PATH( DALI_IMAGE_DIR "top-bar-demo.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");
+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 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 ROWS_PER_PAGE = 3;
const int EXAMPLES_PER_PAGE = EXAMPLES_PER_ROW * ROWS_PER_PAGE;
-const float TOP_ROW_HEIGHT = 35.0f;
-const float BOTTOM_ROW_HEIGHT = 35.0f;
-const int BOTTOM_PADDING_HEIGHT = 40;
-const int LOGO_BOTTOM_PADDING_HEIGHT = 30;
-const Vector3 TABLE_RELATIVE_SIZE(0.9f, 1.0f, 0.8f ); ///< TableView's relative size to the entire stage.
+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 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 = 20;
+const int NUM_BACKGROUND_IMAGES = 18;
const float BACKGROUND_SWIPE_SCALE = 0.025f;
const float BACKGROUND_SPREAD_SCALE = 1.5f;
const float SCALE_MOD = 1000.0f * Math::PI * 2.0f;
const unsigned int BACKGROUND_ANIMATION_DURATION = 15000; // 15 secs
-const float BACKGROUND_Z = -1000.0f;
-const float BACKGROUND_SIZE_SCALE = 2.0f;
-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;
-const std::string DEFAULT_TEXT_STYLE_FONT_FAMILY("HelveticaNeue");
-const std::string DEFAULT_TEXT_STYLE_FONT_STYLE("Regular");
-const Dali::PointSize DEFAULT_TEXT_STYLE_POINT_SIZE( 8.0f );
-const Dali::TextStyle::Weight DEFAULT_TEXT_STYLE_WEIGHT(Dali::TextStyle::LIGHT);
-const Dali::Vector4 DEFAULT_TEXT_STYLE_COLOR(0.0f, 0.75f, 1.0f, 1.0f);
+// 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;
-const std::string TABLE_TEXT_STYLE_FONT_FAMILY("HelveticaNeue");
-const std::string TABLE_TEXT_STYLE_FONT_STYLE("Regular");
-const Dali::PointSize TABLE_TEXT_STYLE_POINT_SIZE( 8.0f );
-const Dali::TextStyle::Weight TABLE_TEXT_STYLE_WEIGHT(Dali::TextStyle::LIGHT);
-const Dali::Vector4 TABLE_TEXT_STYLE_COLOR(0.0f, 0.0f, 0.0f, 1.0f);
+ void main()
+ {
+ if( texture2D( sTexture, vTexCoord ).a <= 0.0001 )
+ {
+ discard;
+ }
-TextStyle GetDefaultTextStyle()
-{
- TextStyle textStyle;
- textStyle.SetFontName(DEFAULT_TEXT_STYLE_FONT_FAMILY);
- textStyle.SetFontStyle(DEFAULT_TEXT_STYLE_FONT_STYLE);
- textStyle.SetFontPointSize(DEFAULT_TEXT_STYLE_POINT_SIZE);
- textStyle.SetWeight(DEFAULT_TEXT_STYLE_WEIGHT);
- textStyle.SetTextColor(DEFAULT_TEXT_STYLE_COLOR);
- return textStyle;
-}
+ 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;
-TextStyle GetTableTextStyle()
-{
- TextStyle textStyle;
- textStyle.SetFontName(TABLE_TEXT_STYLE_FONT_FAMILY);
- textStyle.SetFontStyle(TABLE_TEXT_STYLE_FONT_STYLE);
- textStyle.SetFontPointSize(TABLE_TEXT_STYLE_POINT_SIZE);
- textStyle.SetWeight(TABLE_TEXT_STYLE_WEIGHT);
- textStyle.SetTextColor(TABLE_TEXT_STYLE_COLOR);
- return textStyle;
-}
+ 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 = Image::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;
-
-/**
- * TableViewVisibilityConstraint
- */
-struct TableViewVisibilityConstraint
-{
- bool operator()( const bool& current,
- const PropertyInput& pagePositionProperty,
- const PropertyInput& pageSizeProperty )
- {
- // Only the tableview in the current page should be visible.
- const Vector3& pagePosition = pagePositionProperty.GetVector3();
- const Vector3& pageSize = pageSizeProperty.GetVector3();
- return fabsf( pagePosition.x ) < pageSize.x;
- }
-};
-
-/**
- * Constraint to wrap an actor in y that is moving vertically
- */
-Vector3 ShapeMovementConstraint( const Vector3& current,
- const PropertyInput& shapeSizeProperty,
- const PropertyInput& parentSizeProperty )
-{
- const Vector3& shapeSize = shapeSizeProperty.GetVector3();
- const Vector3& parentSize = parentSizeProperty.GetVector3();
-
- Vector3 pos( current );
- if( pos.y + shapeSize.y * 0.5f < -parentSize.y * 0.5f )
- {
- pos.y += parentSize.y + shapeSize.y;
- }
-
- return pos;
-}
-
/**
- * Constraint to return a bool value based on the alpha channel value
+ * Constraint to return a position for a bubble based on the scroll value and vertical wrapping
*/
-bool AlphaVisibleConstraint( bool current, const PropertyInput& alphaProperty )
-{
- Vector4 colour = alphaProperty.GetVector4();
- return ( colour.a > Math::MACHINE_EPSILON_10000 );
-}
-
-/**
- * Constraint to return a position for the background based on the scroll value
- */
-struct AnimScrollConstraint
+struct AnimateBubbleConstraint
{
public:
-
- AnimScrollConstraint( const Vector3& initialPos, float scale )
- : mInitialPos( initialPos ),
- mScale( scale )
+ AnimateBubbleConstraint( const Vector3& initialPos, float scale )
+ : mInitialX( initialPos.x ),
+ mScale( scale )
{
-
}
- Vector3 operator()( const Vector3& current, const PropertyInput& scrollProperty )
+ void operator()( Vector3& position, const PropertyInputContainer& inputs )
{
- float scrollPos = scrollProperty.GetFloat();
+ const Vector3& parentSize = inputs[1]->GetVector3();
+ const Vector3& childSize = inputs[2]->GetVector3();
+
+ // 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 );
- return mInitialPos + Vector3( -scrollPos * mScale, 0.0f, 0.0f );
+ // Bubbles X position moves parallax to horizontal
+ // panning by a scale factor unique to each bubble.
+ position.x = mInitialX + ( inputs[0]->GetVector2().x * mScale );
}
private:
- Vector3 mInitialPos;
+ float mInitialX;
float mScale;
};
/**
- * Constraint to return a tracked world position added to the constant local position
+ * Constraint to precalculate values from the scroll-view
+ * and tile positions to pass to the tile shader.
*/
-struct TranslateLocalConstraint
+struct TileShaderPositionConstraint
{
-public:
-
- TranslateLocalConstraint( const Vector3& localPos )
- : mLocalPos( localPos )
+ TileShaderPositionConstraint( float pageWidth, float tileXOffset )
+ : mPageWidth( pageWidth ),
+ mTileXOffset( tileXOffset )
{
}
- Vector3 operator()( const Vector3& current, const PropertyInput& pagePosProperty )
+ void operator()( Vector3& position, const PropertyInputContainer& inputs )
{
- Vector3 worldPos = pagePosProperty.GetVector3();
-
- return ( worldPos + mLocalPos );
+ // 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:
- Vector3 mLocalPos;
+ float mPageWidth;
+ float mTileXOffset;
};
-
bool CompareByTitle( const Example& lhs, const Example& rhs )
{
return lhs.title < rhs.title;
} // namespace
DaliTableView::DaliTableView( Application& application )
- : mApplication( application ),
- mScrolling( false ),
- mBackgroundImagePath( DEFAULT_BACKGROUND_IMAGE_PATH ),
- mSortAlphabetically( false ),
- mBackgroundAnimsPlaying( false )
+: mApplication( application ),
+ mRootActor(),
+ mRotateAnimation(),
+ mPressedAnimation(),
+ mScrollView(),
+ mScrollViewEffect(),
+ mScrollRulerX(),
+ mScrollRulerY(),
+ mPressedActor(),
+ mAnimationTimer(),
+ mLogoTapDetector(),
+ mVersionPopup(),
+ mPages(),
+ mBackgroundAnimations(),
+ mExampleList(),
+ mTotalPages(),
+ mScrolling( false ),
+ mSortAlphabetically( 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 );
-
- Vector2 stageSize = Stage::GetCurrent().GetSize();
+ const Vector2 stageSize = Stage::GetCurrent().GetSize();
// Background
- mBackground = CreateBackground( mBackgroundImagePath );
- // set same size as parent actor
- mBackground.SetSize( stageSize );
- Stage::GetCurrent().Add( mBackground );
-
- // 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.SetFixedHeight( 3, BOTTOM_PADDING_HEIGHT );
+ mRootActor = CreateBackground( "LauncherBackground" );
Stage::GetCurrent().Add( mRootActor );
- // Toolbar at top
- CreateToolbar( mRootActor, std::string(), DEFAULT_TOOLBAR_IMAGE_PATH );
-
// Add logo
- mLogo = CreateLogo( LOGO_PATH );
- Alignment alignment = Alignment::New();
- alignment.Add(mLogo);
- mRootActor.AddChild( alignment, TableView::CellPosition( 1, 0 ) );
-
- // scrollview occupying the majority of the screen
+ 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 );
+
+ // Show version in a popup when log is tapped
+ mLogoTapDetector = TapGestureDetector::New();
+ mLogoTapDetector.Attach( logo );
+ mLogoTapDetector.DetectedSignal().Connect( this, &DaliTableView::OnLogoTapped );
+
+ // 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 ) );
+
+ const float buttonsPageMargin = ( 1.0f - TABLE_RELATIVE_SIZE.x ) * 0.5f * stageSize.width;
+ mScrollView.SetPadding( Padding( buttonsPageMargin, buttonsPageMargin, 0.0f, 0.0f ) );
- mScrollView.SetAnchorPoint( AnchorPoint::CENTER );
- mScrollView.SetParentOrigin( ParentOrigin::CENTER );
- mScrollView.ApplyConstraint( Dali::Constraint::New<Dali::Vector3>( Dali::Actor::SIZE, Dali::ParentSource( Dali::Actor::SIZE ), Dali::RelativeToConstraint( TABLE_RELATIVE_SIZE ) ) );
mScrollView.SetAxisAutoLock( true );
mScrollView.ScrollCompletedSignal().Connect( this, &DaliTableView::OnScrollComplete );
mScrollView.ScrollStartedSignal().Connect( this, &DaliTableView::OnScrollStart );
- mScrollView.TouchedSignal().Connect( this, &DaliTableView::OnScrollTouched );
-
- mScrollViewLayer = Layer::New();
- mScrollViewLayer.SetAnchorPoint( AnchorPoint::CENTER );
- mScrollViewLayer.SetParentOrigin( ParentOrigin::CENTER );
- mScrollViewLayer.SetSize( stageSize );
- mScrollViewLayer.Add( mScrollView );
- mRootActor.AddChild( mScrollViewLayer, TableView::CellPosition( 2, 0 ) );
+ mScrollView.TouchSignal().Connect( this, &DaliTableView::OnScrollTouched );
- // Setup the scenegraph
- // 1) Add scroll view effect and setup constraints on pages
- ApplyScrollViewEffect();
+ mPageWidth = stageSize.width * TABLE_RELATIVE_SIZE.x * 0.5f;
- // 2) Add pages and tiles
- Populate();
+ // 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 );
+ SetupBackground( bubbleContainer );
- // 3) Populate scrollview with background so constraints on background layers can work with scrollview
- SetupBackground( mScrollView, stageSize );
+ mRootActor.Add( logo );
+ // We use depth index to bring the logo above the bubbles (as an alternative to creating actors).
+ logo.GetRendererAt( 0 ).SetProperty( Renderer::Property::DEPTH_INDEX, 30000 );
+ mRootActor.Add( bubbleContainer );
+ mRootActor.Add( mScrollView );
- // 4) Remove constraints for inner cube effect
- for( TableViewListIter pageIter = mTableViewList.begin(); pageIter != mTableViewList.end(); ++pageIter )
- {
- TableView page = *pageIter;
+ // Add scroll view effect and setup constraints on pages
+ ApplyScrollViewEffect();
- unsigned int numChildren = page.GetChildCount();
- Actor pageActor = page;
- for( unsigned int i=0; i<numChildren; ++i)
- {
- // Remove old effect's manual constraints.
- Actor child = pageActor.GetChildAt(i);
- if( child )
- {
- child.RemoveConstraints();
- }
- }
- }
+ // Add pages and tiles
+ Populate();
- // Set initial orientation
- unsigned int degrees = application.GetOrientation().GetDegrees();
- Rotate( degrees );
+ // Remove constraints for inner cube effect
+ ApplyCubeEffectToPages();
Dali::Window winHandle = application.GetWindow();
winHandle.AddAvailableOrientation( Dali::Window::PORTRAIT );
winHandle.AddAvailableOrientation( Dali::Window::PORTRAIT_INVERSE );
winHandle.RemoveAvailableOrientation( Dali::Window::LANDSCAPE_INVERSE );
- Dali::Orientation orientation = winHandle.GetOrientation();
- orientation.ChangedSignal().Connect( this, &DaliTableView::OrientationChanged );
+ // Set initial orientation
+ unsigned int degrees = 0;
+ Rotate( degrees );
- winHandle.ShowIndicator( false );
+ winHandle.ShowIndicator( Dali::Window::INVISIBLE );
- //
+ // Background animation
mAnimationTimer = Timer::New( BACKGROUND_ANIMATION_DURATION );
mAnimationTimer.TickSignal().Connect( this, &DaliTableView::PauseBackgroundAnimation );
mAnimationTimer.Start();
mBackgroundAnimsPlaying = true;
KeyboardFocusManager::Get().PreFocusChangeSignal().Connect( this, &DaliTableView::OnKeyboardPreFocusChange );
- KeyboardFocusManager::Get().FocusedActorActivatedSignal().Connect( this, &DaliTableView::OnFocusedActorActivated );
+ KeyboardFocusManager::Get().FocusedActorEnterKeySignal().Connect( this, &DaliTableView::OnFocusedActorActivated );
+ AccessibilityManager::Get().FocusedActorActivatedSignal().Connect( this, &DaliTableView::OnFocusedActorActivated );
}
-void DaliTableView::CreateToolbar( TableView root, const std::string& title, const std::string& toolbarImagePath,
- const ViewStyle& style )
+void DaliTableView::ApplyCubeEffectToPages()
{
- // Create default ToolBar
- Dali::Stage stage = Dali::Stage::GetCurrent();
- Dali::Vector2 dpi = stage.GetDpi();
-
- // Create toolbar layer.
- Dali::Layer toolBarLayer = Dali::Layer::New();
- toolBarLayer.SetAnchorPoint( Dali::AnchorPoint::TOP_CENTER );
- toolBarLayer.SetParentOrigin( Dali::ParentOrigin::TOP_CENTER );
- toolBarLayer.ApplyConstraint( Dali::Constraint::New<Dali::Vector3>( Dali::Actor::SIZE, Dali::ParentSource( Dali::Actor::SIZE ), Dali::SourceWidthFixedHeight( style.mToolBarHeight * dpi.y / style.mDpi ) ) );
- float toolBarLayerHeight = style.mToolBarHeight * dpi.y / style.mDpi;
- toolBarLayer.SetSize( 0.0f, toolBarLayerHeight );
-
- // Add tool bar layer to the view.
- root.AddChild( toolBarLayer, TableView::CellPosition( 0, 0 ) );
- root.SetFixedHeight( 0, toolBarLayerHeight );
-
- // Raise tool bar layer to the top.
- toolBarLayer.RaiseToTop();
-
- // Tool bar
- Dali::Image image = Dali::Image::New( toolbarImagePath );
- Dali::ImageActor toolBarBackground = Dali::ImageActor::New( image );
- Dali::Toolkit::ToolBar toolBar = Dali::Toolkit::ToolBar::New();
- toolBar.SetBackground( toolBarBackground );
- toolBar.SetParentOrigin( Dali::ParentOrigin::TOP_CENTER );
- toolBar.SetAnchorPoint( Dali::AnchorPoint::TOP_CENTER );
- toolBar.ApplyConstraint( Dali::Constraint::New<Dali::Vector3>( Dali::Actor::SIZE, Dali::ParentSource( Dali::Actor::SIZE ), Dali::EqualToConstraint() ) );
- toolBar.SetSize( 0.0f, style.mToolBarHeight * dpi.y / style.mDpi );
- toolBarBackground.SetZ( -1.0f );
-
- // Add the tool bar to the too bar layer.
- toolBarLayer.Add( toolBar );
-
- Dali::Font font = Dali::Font::New();
-
- // Tool bar text.
- if( !title.empty() )
+ ScrollViewPagePathEffect effect = ScrollViewPagePathEffect::DownCast( mScrollViewEffect );
+ unsigned int pageCount(0);
+ for( std::vector< Actor >::iterator pageIter = mPages.begin(); pageIter != mPages.end(); ++pageIter )
{
- Dali::Toolkit::TextView titleActor = Dali::Toolkit::TextView::New();
- titleActor.SetName( "ToolbarTitle" );
- titleActor.SetText( title );
- titleActor.SetSize( font.MeasureText( title ) );
- titleActor.SetStyleToCurrentText( GetDefaultTextStyle() );
- titleActor.SetZ( 1.0f );
-
- // Add title to the tool bar.
- const float padding( style.mToolBarPadding * dpi.x / style.mDpi );
- toolBar.AddControl( titleActor, style.mToolBarTitlePercentage, Dali::Toolkit::Alignment::HorizontalCenter,
- Dali::Toolkit::Alignment::Padding( padding, padding, padding, padding ) );
+ Actor page = *pageIter;
+ effect.ApplyToPage( page, pageCount++ );
}
}
+void DaliTableView::OnButtonsPageRelayout( const Dali::Actor& actor )
+{
+}
+
void DaliTableView::Populate()
{
const Vector2 stageSize = Stage::GetCurrent().GetSize();
- const Size demoTileSize( 0.25f * stageSize.width, 0.25f * stageSize.height );
-
mTotalPages = ( mExampleList.size() + EXAMPLES_PER_PAGE - 1 ) / EXAMPLES_PER_PAGE;
// Populate ScrollView.
unsigned int exampleCount = 0;
ExampleListConstIter iter = mExampleList.begin();
+
for( int t = 0; t < mTotalPages; t++ )
{
- // Create Table. (contains up to 9 Examples)
- TableView tableView = TableView::New( 4, 3 );
- // Add tableView to container.
- mScrollView.Add( tableView );
- ApplyEffectToPage( tableView, TABLE_RELATIVE_SIZE );
-
- tableView.SetAnchorPoint( AnchorPoint::CENTER );
- tableView.SetParentOrigin( ParentOrigin::CENTER );
- // 2 pixels of padding
- tableView.SetCellPadding( Size( 2.0f, 2.0f ) );
-
- Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
- LocalSource( Actor::SIZE ),
- ParentSource( Actor::SIZE ),
- ScaleToFitConstraint() );
- tableView.ApplyConstraint(constraint);
-
- // Apply visibility constraint to table view
- Constraint visibleConstraint = Constraint::New< bool >( Actor::VISIBLE,
- LocalSource( Actor::POSITION ),
- ParentSource( Actor::SIZE ),
- TableViewVisibilityConstraint() );
- visibleConstraint.SetRemoveAction( Constraint::Discard );
- tableView.ApplyConstraint( visibleConstraint );
-
- // add cells to table
- for( int y = 0; y < ROWS_PER_PAGE; y++ )
+ // 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 );
+ mScrollView.Add( page );
+
+ // Calculate the number of images going across (columns) within a page, according to the screen resolution and dpi.
+ const float margin = 2.0f;
+ const float tileParentMultiplier = 1.0f / EXAMPLES_PER_ROW;
+
+ for(int row = 0; row < ROWS_PER_PAGE; row++)
{
- for( int x = 0; x < EXAMPLES_PER_ROW; x++ )
+ for(int column = 0; column < EXAMPLES_PER_ROW; column++)
{
const Example& example = ( *iter );
- Actor tile = CreateTile( example.name, example.title, demoTileSize, true );
- FocusManager focusManager = FocusManager::Get();
- focusManager.SetFocusOrder( tile, ++exampleCount );
- focusManager.SetAccessibilityAttribute( tile, Dali::Toolkit::FocusManager::ACCESSIBILITY_LABEL,
+ // 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,
example.title );
- focusManager.SetAccessibilityAttribute( tile, Dali::Toolkit::FocusManager::ACCESSIBILITY_TRAIT, "Tile" );
- focusManager.SetAccessibilityAttribute( tile, Dali::Toolkit::FocusManager::ACCESSIBILITY_HINT,
+ accessibilityManager.SetAccessibilityAttribute( tile, Dali::Toolkit::AccessibilityManager::ACCESSIBILITY_TRAIT, "Tile" );
+ accessibilityManager.SetAccessibilityAttribute( tile, Dali::Toolkit::AccessibilityManager::ACCESSIBILITY_HINT,
"You can run this example" );
- tableView.AddChild( tile, TableView::CellPosition( y, x ) );
+ tile.SetPadding( Padding( margin, margin, margin, margin ) );
+ page.AddChild( tile, TableView::CellPosition( row, column ) );
+
iter++;
if( iter == mExampleList.end() )
break;
}
}
+
if( iter == mExampleList.end() )
{
break;
}
}
- // last row is thin.
- tableView.SetFixedHeight( 3, BOTTOM_ROW_HEIGHT );
-
- std::stringstream out;
- out << ( t + 1 ) << " of " << mTotalPages;
- Actor pageNumberText = CreateTile( "", out.str(), Size( 0.8f * stageSize.width, BOTTOM_ROW_HEIGHT ), false );
-
- pageNumberText.ApplyConstraint( Constraint::New< Vector3 >( Actor::POSITION, Source( tableView, Actor::WORLD_POSITION),
- TranslateLocalConstraint( Vector3( 0.0f, stageSize.y * 0.4f, 0.0f ) ) ) );
- pageNumberText.ApplyConstraint( Constraint::New< Quaternion >( Actor::ROTATION, Source( tableView, Actor::WORLD_ROTATION ), EqualToConstraint() ) );
- pageNumberText.ApplyConstraint( Constraint::New< Vector4 >( Actor::COLOR, Source( tableView, Actor::COLOR ), EqualToConstraint() ) );
-
- Stage::GetCurrent().Add( pageNumberText );
-
// Set tableview position
- Vector3 tableViewPos( stageSize.x * TABLE_RELATIVE_SIZE.x * t, 0.0f, 0.0f );
- tableView.SetPosition( tableViewPos );
+ Vector3 pagePos( stageSize.width * TABLE_RELATIVE_SIZE.x * t, 0.0f, 0.0f );
+ page.SetPosition( pagePos );
- mTableViewList.push_back( tableView );
+ mPages.push_back( page );
if( iter == mExampleList.end() )
{
}
// Update Ruler info.
- mScrollRulerX = new FixedRuler( stageSize.width * TABLE_RELATIVE_SIZE.x );
+ mScrollRulerX = new FixedRuler( mPageWidth );
mScrollRulerY = new DefaultRuler();
- mScrollRulerX->SetDomain( RulerDomain( 0.0f, mTotalPages * stageSize.width * TABLE_RELATIVE_SIZE.x, true ) );
+ mScrollRulerX->SetDomain( RulerDomain( 0.0f, (mTotalPages+1) * stageSize.width * TABLE_RELATIVE_SIZE.x * 0.5f, true ) );
mScrollRulerY->Disable();
mScrollView.SetRulerX( mScrollRulerX );
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 = Animation::New( ROTATE_ANIMATION_TIME );
- mRotateAnimation.RotateTo( mRootActor, Degree( 360 - degrees ), Vector3::ZAXIS, AlphaFunctions::EaseOut );
- mRotateAnimation.Resize( mRootActor, targetSize, AlphaFunctions::EaseOut );
+ mRotateAnimation.AnimateTo( Property( mRootActor, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree( 360 - degrees ) ), Vector3::ZAXIS ), AlphaFunction::EASE_OUT );
+ mRotateAnimation.AnimateTo( Property( mRootActor, Actor::Property::SIZE ), targetSize, AlphaFunction::EASE_OUT );
mRotateAnimation.Play();
}
-Actor DaliTableView::CreateTile( const string& name, const string& title, const Size& parentSize, bool addBackground )
+Actor DaliTableView::CreateTile( const std::string& name, const std::string& title, const Dali::Vector3& sizeMultiplier, Vector2& position )
{
- Actor tile = Actor::New();
- tile.SetName( name );
- tile.SetAnchorPoint( AnchorPoint::CENTER );
- tile.SetParentOrigin( ParentOrigin::CENTER );
-
- // make the tile 100% of parent
- tile.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) );
-
Actor content = Actor::New();
+ content.SetName( name );
content.SetAnchorPoint( AnchorPoint::CENTER );
content.SetParentOrigin( ParentOrigin::CENTER );
- content.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) );
- tile.Add(content);
-
- // create background image
- if( addBackground )
- {
- Image bg = Image::New( TILE_BACKGROUND );
- ImageActor image = ImageActor::New( bg );
- image.SetAnchorPoint( AnchorPoint::CENTER );
- image.SetParentOrigin( ParentOrigin::CENTER );
- // make the image 100% of tile
- image.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) );
- // 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.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) );
- image.Add( stencil );
- }
-
- TextView text = TextView::New( title );
- text.SetAnchorPoint( AnchorPoint::CENTER );
- text.SetParentOrigin( ParentOrigin::CENTER );
- text.SetWidthExceedPolicy( Toolkit::TextView::ShrinkToFit );
- text.SetMultilinePolicy( Toolkit::TextView::SplitByWord );
- text.SetLineJustification( Toolkit::TextView::Center );
- text.SetTextAlignment( Toolkit::Alignment::Type( Alignment::HorizontalCenter | Alignment::VerticalCenter ) );
- text.SetColor( Color::WHITE );
- text.SetZ( 1 );
- // make the text 90% of tile
- text.SetSize( 0.9f * parentSize.width, 0.9f * parentSize.height );
- text.SetStyleToCurrentText( GetTableTextStyle() );
- text.SetSnapshotModeEnabled( false );
- content.Add( text );
+ content.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
+ content.SetSizeModeFactor( sizeMultiplier );
+
+ 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 image = ImageView::New( TILE_BACKGROUND );
+ image.SetAnchorPoint( AnchorPoint::CENTER );
+ image.SetParentOrigin( ParentOrigin::CENTER );
+ image.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
+ image.SetOpacity( 0.8f );
+ tileContent.Add( image );
+
+ TextLabel label = TextLabel::New();
+ 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
- tile.SetKeyboardFocusable(true);
+ content.SetKeyboardFocusable(true);
// connect to the touch events
- tile.TouchedSignal().Connect( this, &DaliTableView::OnTilePressed );
+ content.TouchSignal().Connect( this, &DaliTableView::OnTilePressed );
+ content.HoveredSignal().Connect( this, &DaliTableView::OnTileHovered );
- return tile;
+ return content;
}
-ImageActor DaliTableView::NewStencilImage()
+bool DaliTableView::OnTilePressed( Actor actor, const TouchData& event )
{
- Image alpha = Image::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 = AlphaDiscardEffect::New();
- 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 );
-
- FocusManager focusManager = FocusManager::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;
+ }
}
}
if( consumed )
{
mPressedAnimation = Animation::New( BUTTON_PRESS_ANIMATION_TIME );
- mPressedAnimation.SetDestroyAction( Animation::Discard );
+ mPressedAnimation.SetEndAction( Animation::Discard );
// scale the content actor within the Tile, as to not affect the placement within the Table.
Actor content = actor.GetChildAt(0);
- mPressedAnimation.ScaleTo( content, Vector3( 0.9f, 0.9f, 1.0f ), AlphaFunctions::EaseInOut, 0.0f,
- BUTTON_PRESS_ANIMATION_TIME * 0.5f );
- mPressedAnimation.ScaleTo( content, Vector3::ONE, AlphaFunctions::EaseInOut, BUTTON_PRESS_ANIMATION_TIME * 0.5f,
- BUTTON_PRESS_ANIMATION_TIME * 0.5f );
+ 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() )
+ std::stringstream stream;
+ stream << DEMO_EXAMPLE_BIN << name.c_str();
+ pid_t pid = fork();
+ if( pid == 0)
{
- if( name == BUTTON_QUIT )
- {
- // Move focus to the OK button
- FocusManager focusManager = FocusManager::Get();
-
- // Enable the group mode and wrap mode
- focusManager.SetGroupMode( true );
- focusManager.SetWrapMode( true );
- }
- }
- else
- {
- const Example& example( iter->second );
- aul_open_app( example.name.c_str() );
+ execlp( stream.str().c_str(), name.c_str(), NULL );
+ DALI_ASSERT_ALWAYS(false && "exec failed!");
}
mPressedActor.Reset();
}
}
-void DaliTableView::OnScrollStart( const Dali::Vector3& position )
+void DaliTableView::OnScrollStart( const Dali::Vector2& position )
{
mScrolling = true;
PlayAnimation();
}
-void DaliTableView::OnScrollComplete( const Dali::Vector3& position )
+void DaliTableView::OnScrollComplete( const Dali::Vector2& position )
{
mScrolling = false;
// move focus to 1st item of new page
- FocusManager focusManager = FocusManager::Get();
- focusManager.SetCurrentFocusActor(mTableViewList[mScrollView.GetCurrentPage()].GetChildAt(TableView::CellPosition(1, 0)) );
-
+ AccessibilityManager accessibilityManager = AccessibilityManager::Get();
+ 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;
}
void DaliTableView::SetupInnerPageCubeEffect()
{
- ScrollViewCustomEffect customEffect;
- mScrollViewEffect = customEffect = ScrollViewCustomEffect::New();
- mScrollView.SetScrollSnapDuration( EFFECT_SNAP_DURATION );
- mScrollView.SetScrollFlickDuration( EFFECT_FLICK_DURATION );
- mScrollView.SetScrollSnapAlphaFunction( AlphaFunctions::EaseOutBack );
- mScrollView.SetScrollFlickAlphaFunction( AlphaFunctions::EaseOutBack );
- mScrollView.RemoveConstraintsFromChildren();
-
- customEffect.SetPageSpacing( Vector2( 30.0f, 30.0f ) );
- customEffect.SetAngledOriginPageRotation( ANGLE_CUBE_PAGE_ROTATE );
- customEffect.SetSwingAngle( ANGLE_CUBE_PAGE_ROTATE.x, Vector3( 0, -1, 0 ) );
- customEffect.SetOpacityThreshold( 0.5f ); // Make fade out on edges
-}
+ const Vector2 stageSize = Stage::GetCurrent().GetSize();
-void DaliTableView::ApplyEffectToPage( Actor page, const Vector3& tableRelativeSize )
-{
- page.RemoveConstraints();
+ Dali::Path path = Dali::Path::New();
+ Dali::Property::Array points;
+ points.Resize(3);
+ points[0] = Vector3( stageSize.x*0.5, 0.0f, stageSize.x*0.5f);
+ points[1] = Vector3( 0.0f, 0.0f, 0.0f );
+ points[2] = Vector3( -stageSize.x*0.5f, 0.0f, stageSize.x*0.5f);
+ path.SetProperty( Path::Property::POINTS, points );
- Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
- LocalSource( Actor::SIZE ),
- ParentSource( Actor::SIZE ),
- ScaleToFitConstraint() );
- page.ApplyConstraint(constraint);
+ Dali::Property::Array controlPoints;
+ controlPoints.Resize(4);
+ controlPoints[0] = Vector3( stageSize.x*0.5f, 0.0f, stageSize.x*0.3f );
+ controlPoints[1] = Vector3( stageSize.x*0.3f, 0.0f, 0.0f );
+ controlPoints[2] = Vector3(-stageSize.x*0.3f, 0.0f, 0.0f );
+ controlPoints[3] = Vector3(-stageSize.x*0.5f, 0.0f, stageSize.x*0.3f );
+ path.SetProperty( Path::Property::CONTROL_POINTS, controlPoints );
- ApplyCustomEffectToPage( page );
-}
-void DaliTableView::ApplyCustomEffectToPage( Actor page )
-{
- ScrollViewCustomEffect customEffect = ScrollViewCustomEffect::DownCast( mScrollViewEffect );
- Vector2 vStageSize( Stage::GetCurrent().GetSize() );
- customEffect.ApplyToPage( page, Vector3( vStageSize.x, vStageSize.y, 1.0f ) );
+ mScrollViewEffect = ScrollViewPagePathEffect::New(path,
+ Vector3(-1.0f,0.0f,0.0f),
+ Toolkit::ScrollView::Property::SCROLL_FINAL_X,
+ Vector3(stageSize.x*TABLE_RELATIVE_SIZE.x,stageSize.y*TABLE_RELATIVE_SIZE.y,0.0f),mTotalPages);
}
void DaliTableView::OnKeyEvent( const KeyEvent& event )
{
if ( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
{
- mApplication.Quit();
+ // 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 ) )
+ {
+ mVersionPopup.SetDisplayState( Popup::HIDDEN );
+ }
+ else
+ {
+ mApplication.Quit();
+ }
}
}
}
-Actor CreateBackgroundActor( const Vector2& size )
+void DaliTableView::SetupBackground( Actor bubbleContainer )
{
- Actor layer = Actor::New();
- layer.SetAnchorPoint( AnchorPoint::CENTER );
- layer.SetParentOrigin( ParentOrigin::CENTER );
- layer.SetSize( size );
- return layer;
+ // Create distance field shapes.
+ BufferImage distanceFields[2];
+ Size imageSize( 512, 512 );
+
+ 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, distanceFields );
}
-void DaliTableView::SetupBackground( Actor addToLayer, const Vector2& size )
+void DaliTableView::InitialiseBackgroundActors( Actor actor )
{
- // Create distance field shape
- BitmapImage distanceField;
- Size imageSize( 512, 512 );
- CreateShapeImage( CIRCLE, imageSize, distanceField );
+ // Delete current animations
+ mBackgroundAnimations.clear();
- // Create layers
- Actor backgroundAnimLayer0 = CreateBackgroundActor( size );
- Actor backgroundAnimLayer1 = CreateBackgroundActor( size );
- Actor backgroundAnimLayer2 = CreateBackgroundActor( size );
+ // Create new animations
+ const Vector3 size = actor.GetTargetSize();
- // Add constraints
- Constraint animConstraint0 = Constraint::New < Vector3 > ( Actor::POSITION,
- Source( mScrollView, mScrollView.GetPropertyIndex( ScrollView::SCROLL_X_PROPERTY_NAME ) ),
- AnimScrollConstraint( backgroundAnimLayer0.GetCurrentPosition(), 0.75f ) );
- backgroundAnimLayer0.ApplyConstraint( animConstraint0 );
+ for( unsigned int i = 0, childCount = actor.GetChildCount(); i < childCount; ++i )
+ {
+ Actor child = actor.GetChildAt( i );
- Constraint animConstraint1 = Constraint::New < Vector3 > ( Actor::POSITION,
- Source( mScrollView, mScrollView.GetPropertyIndex( ScrollView::SCROLL_X_PROPERTY_NAME ) ),
- AnimScrollConstraint( backgroundAnimLayer1.GetCurrentPosition(), 0.5f ) );
- backgroundAnimLayer1.ApplyConstraint( animConstraint1 );
+ // Calculate a random position
+ 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 ) );
- Constraint animConstraint2 = Constraint::New < Vector3 > ( Actor::POSITION,
- Source( mScrollView, mScrollView.GetPropertyIndex( ScrollView::SCROLL_X_PROPERTY_NAME ) ),
- AnimScrollConstraint( backgroundAnimLayer2.GetCurrentPosition(), 0.25f ) );
- backgroundAnimLayer2.ApplyConstraint( animConstraint2 );
+ child.SetPosition( childPos );
- // Background
- ImageActor layer = Dali::Toolkit::CreateSolidColorActor( BACKGROUND_COLOR );
- layer.SetAnchorPoint( AnchorPoint::CENTER );
- layer.SetParentOrigin( ParentOrigin::CENTER );
- layer.SetSize( size * BACKGROUND_SIZE_SCALE );
- layer.SetZ( BACKGROUND_Z );
- layer.SetPositionInheritanceMode( DONT_INHERIT_POSITION );
-
- addToLayer.Add( layer );
-
- // Parent the layers
- addToLayer.Add( backgroundAnimLayer0 );
- addToLayer.Add( backgroundAnimLayer1 );
- addToLayer.Add( backgroundAnimLayer2 );
-
- // Add all the children
- AddBackgroundActors( backgroundAnimLayer0, NUM_BACKGROUND_IMAGES / 3, distanceField, size );
- AddBackgroundActors( backgroundAnimLayer1, NUM_BACKGROUND_IMAGES / 3, distanceField, size );
- AddBackgroundActors( backgroundAnimLayer2, NUM_BACKGROUND_IMAGES / 3, distanceField, size );
+ // Define bubble horizontal parallax and vertical wrapping
+ Constraint animConstraint = Constraint::New < Vector3 > ( child, Actor::Property::POSITION, AnimateBubbleConstraint( childPos, Random::Range( -0.85f, 0.25f ) ) );
+ 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( 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, BitmapImage distanceField, const Dali::Vector2& size )
+void DaliTableView::AddBackgroundActors( Actor layer, int count, BufferImage* distanceField )
{
for( int i = 0; i < count; ++i )
{
float randSize = Random::Range( 10.0f, 400.0f );
- Vector4 randColour( 0.0f, Random::Range( 0.0f, 0.75f ), 1.0f, Random::Range( 0.3f, 0.6f ));
-
- ImageActor dfActor = ImageActor::New( distanceField );
- mBackgroundActors.push_back( dfActor );
+ 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 );
- Toolkit::DistanceFieldEffect effect = Toolkit::DistanceFieldEffect::New();
- dfActor.SetShaderEffect( effect );
- dfActor.SetColor( randColour );
- effect.SetOutlineParams( Vector2( 0.55f, 0.00f ) );
- effect.SetSmoothingEdge( 0.5f );
- layer.Add( dfActor );
-
- // Setup animation
- Vector3 actorPos(
- Random::Range( -size.x * 0.5f * BACKGROUND_SPREAD_SCALE, size.x * 0.5f * BACKGROUND_SPREAD_SCALE ),
- Random::Range( -size.y * 0.5f - randSize, size.y * 0.5f + randSize ),
- Random::Range(-1.0f, 0.0f) );
- dfActor.SetPosition( actorPos );
- dfActor.SetSortModifier(size.x * 0.7f);
-
- Constraint movementConstraint = Constraint::New < Vector3 > ( Actor::POSITION,
- LocalSource( Actor::SIZE ),
- ParentSource( Actor::SIZE ),
- ShapeMovementConstraint );
- dfActor.ApplyConstraint( movementConstraint );
+ Dali::Property::Map effect = Toolkit::CreateDistanceFieldEffect();
+ dfActor.SetProperty( Toolkit::ImageView::Property::IMAGE, effect );
+ dfActor.SetColor( BUBBLE_COLOR[ i%NUMBER_OF_BUBBLE_COLOR ] );
- // Kickoff animation
- Animation animation = Animation::New( Random::Range( 40.0f, 200.0f ) );
- KeyFrames keyframes = KeyFrames::New();
- keyframes.Add( 0.0f, actorPos );
- Vector3 toPos( actorPos );
- toPos.y -= ( size.y + randSize );
- keyframes.Add( 1.0f, toPos );
- animation.AnimateBetween( Property( dfActor, Actor::POSITION ), keyframes );
- animation.SetLooping( true );
- animation.Play();
- mBackgroundAnimations.push_back( animation );
+ layer.Add( dfActor );
}
+
+ // Positioning will occur when the layer is relaid out
+ layer.OnRelayoutSignal().Connect( this, &DaliTableView::InitialiseBackgroundActors );
}
-void DaliTableView::CreateShapeImage( ShapeType shapeType, const Size& size, BitmapImage& distanceFieldOut )
+void DaliTableView::CreateShapeImage( ShapeType shapeType, const Size& size, BufferImage& distanceFieldOut )
{
// this bitmap will hold the alpha map for the distance field shader
- distanceFieldOut = BitmapImage::New( size.width, size.height, Pixel::A8 );
+ distanceFieldOut = BufferImage::New( size.width, size.height, Pixel::A8 );
// Generate bit pattern
std::vector< unsigned char > imageDataA8;
case CIRCLE:
GenerateCircle( size, imageDataA8 );
break;
- case SQUARE:
- GenerateSquare( size, imageDataA8 );
+ case BUBBLE:
+ GenerateCircle( size, imageDataA8, true );
break;
default:
break;
}
- GenerateDistanceFieldMap( &imageDataA8[ 0 ], size, distanceFieldOut.GetBuffer(), size, 8.0f, size );
- distanceFieldOut.Update();
-}
-
-void DaliTableView::GenerateSquare( const Size& size, std::vector< unsigned char >& distanceFieldOut )
-{
- for( int h = 0; h < size.height; ++h )
+ PixelBuffer* buffer = distanceFieldOut.GetBuffer();
+ if( buffer )
{
- for( int w = 0; w < size.width; ++w )
- {
- distanceFieldOut.push_back( 0xFF );
- }
+ GenerateDistanceFieldMap( &imageDataA8[ 0 ], size, buffer, size, 8.0f, size );
+ distanceFieldOut.Update();
}
}
-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 = Image::New( imagePath );
- image.LoadingFinishedSignal().Connect( this, &DaliTableView::OnLogoLoaded );
-
- ImageActor logo = ImageActor::New( image );
+ ImageView logo = ImageView::New( imagePath );
logo.SetAnchorPoint( AnchorPoint::CENTER );
- logo.SetParentOrigin( ParentOrigin::BOTTOM_CENTER );
+ logo.SetParentOrigin( ParentOrigin::CENTER );
return logo;
}
-void DaliTableView::OnLogoLoaded( Dali::Image image )
-{
- mRootActor.SetFixedHeight( 1, image.GetHeight() + LOGO_BOTTOM_PADDING_HEIGHT );
-}
-
bool DaliTableView::PauseBackgroundAnimation()
{
PauseAnimation();
{
Animation anim = *animIter;
- anim.Pause();
+ anim.Stop();
}
mBackgroundAnimsPlaying = false;
mAnimationTimer.SetInterval( BACKGROUND_ANIMATION_DURATION );
}
-Dali::Actor DaliTableView::OnKeyboardPreFocusChange( Dali::Actor current, Dali::Actor proposed, Dali::Toolkit::Control::KeyboardFocusNavigationDirection direction )
+Dali::Actor DaliTableView::OnKeyboardPreFocusChange( Dali::Actor current, Dali::Actor proposed, Dali::Toolkit::Control::KeyboardFocus::Direction direction )
{
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 = mTableViewList[mScrollView.GetCurrentPage()].GetChildAt(TableView::CellPosition(0, 0));
+ 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.
int currentPage = mScrollView.GetCurrentPage();
int newPage = currentPage;
- if( direction == Dali::Toolkit::Control::Left )
+ if( direction == Dali::Toolkit::Control::KeyboardFocus::LEFT )
{
newPage--;
}
- else if( direction == Dali::Toolkit::Control::Right )
+ else if( direction == Dali::Toolkit::Control::KeyboardFocus::RIGHT )
{
newPage++;
}
- newPage = std::max(0, std::min(static_cast<int>(mScrollRulerX->GetTotalPages() - 1), newPage));
+ newPage = std::max(0, std::min(mTotalPages - 1, newPage));
if( newPage == currentPage )
{
- if( direction == Dali::Toolkit::Control::Left )
+ if( direction == Dali::Toolkit::Control::KeyboardFocus::LEFT )
{
- newPage = mScrollRulerX->GetTotalPages() - 1;
- } else if( direction == Dali::Toolkit::Control::Right )
+ newPage = mTotalPages - 1;
+ } else if( direction == Dali::Toolkit::Control::KeyboardFocus::RIGHT )
{
newPage = 0;
}
// Scroll to the page in the given direction
mScrollView.ScrollTo(newPage);
- if( direction == Dali::Toolkit::Control::Left )
+ if( direction == Dali::Toolkit::Control::KeyboardFocus::LEFT )
{
// Work out the cell position for the last tile
int remainingExamples = mExampleList.size() - newPage * EXAMPLES_PER_PAGE;
int colPos = remainingExamples >= EXAMPLES_PER_PAGE ? EXAMPLES_PER_ROW - 1 : ( remainingExamples % EXAMPLES_PER_PAGE - rowPos * EXAMPLES_PER_ROW - 1 );
// Move the focus to the last tile in the new page.
- nextFocusActor = mTableViewList[newPage].GetChildAt(TableView::CellPosition(rowPos, colPos));
+ nextFocusActor = mPages[newPage].GetChildAt(rowPos * EXAMPLES_PER_ROW + colPos);
}
else
{
// Move the focus to the first tile in the new page.
- nextFocusActor = mTableViewList[newPage].GetChildAt(TableView::CellPosition(0, 0));
+ nextFocusActor = mPages[newPage].GetChildAt(0);
}
}
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 );
+ }
+}
+
+bool DaliTableView::OnTileHovered( Actor actor, const HoverEvent& event )
+{
+ KeyboardFocusManager::Get().SetCurrentFocusActor( actor );
+ return true;
+}
+
+void DaliTableView::OnLogoTapped( Dali::Actor actor, const Dali::TapGesture& tap )
+{
+ // 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 << ")\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();
+
+ 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.OutsideTouchedSignal().Connect( this, &DaliTableView::HideVersionPopup );
+ Stage::GetCurrent().Add( mVersionPopup );
+ }
+
+ mVersionPopup.SetDisplayState( Popup::SHOWN );
+ }
+}
+
+void DaliTableView::HideVersionPopup()
+{
+ // Only hide if currently fully shown. If transitioning-in, the transition will not be interrupted.
+ if ( mVersionPopup && ( mVersionPopup.GetDisplayState() == Toolkit::Popup::SHOWN ) )
+ {
+ mVersionPopup.SetDisplayState( Popup::HIDDEN );
}
}