{
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" );
// Keyboard focus effect constants.
const float KEYBOARD_FOCUS_ANIMATION_DURATION = 1.0f; ///< The total duration of the keyboard focus animation
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[] =
{
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;
- 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
// Loop to create both actors for the focus highlight effect.
for( unsigned int i = 0; i < FOCUS_ANIMATION_ACTOR_NUMBER; ++i )
{
- mFocusEffect[i].actor = ImageView::New( TILE_FOCUS );
+ mFocusEffect[i].actor = ImageView::New();
+ mFocusEffect[i].actor.SetStyleName( "FocusActor" );
mFocusEffect[i].actor.SetParentOrigin( ParentOrigin::CENTER );
mFocusEffect[i].actor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
mFocusEffect[i].actor.SetInheritScale( false );
Actor DaliTableView::CreateTile( const std::string& name, const std::string& title, const Dali::Vector3& sizeMultiplier, Vector2& position )
{
- Actor focusableTile = Actor::New();
+ Toolkit::ImageView focusableTile = ImageView::New();
+
+ focusableTile.SetStyleName( "DemoTile" );
focusableTile.SetParentOrigin( ParentOrigin::CENTER );
focusableTile.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
focusableTile.SetSizeModeFactor( sizeMultiplier );
// Set the tile to be keyboard focusable
focusableTile.SetKeyboardFocusable( true );
- Toolkit::ImageView tileContent = ImageView::New();
- tileContent.SetParentOrigin( ParentOrigin::CENTER );
- tileContent.SetAnchorPoint( AnchorPoint::CENTER );
- tileContent.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
-
- // Register a property with the ImageView. This allows us to inject the scroll-view position into the shader.
+ // 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 customShader;
- customShader[ Visual::Shader::Property::FRAGMENT_SHADER ] = FRAGMENT_SHADER_TEXTURED;
-
- // Set the Image URL and the custom shader
- Property::Map imageMap;
- imageMap.Add( ImageVisual::Property::URL, TILE_BACKGROUND_ALPHA );
- imageMap.Add( Visual::Property::SHADER, customShader );
- tileContent.SetProperty( Toolkit::ImageView::Property::IMAGE, imageMap );
-
- tileContent.SetColor( TILE_COLOR );
+ Property::Index propertyIndex = focusableTile.RegisterProperty( "uCustomPosition", value );
// 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 ) );
+ Constraint shaderPosition = Constraint::New < Vector3 > ( focusableTile, propertyIndex, TileShaderPositionConstraint( mPageWidth, position.x ) );
shaderPosition.AddSource( Source( mScrollView, ScrollView::Property::SCROLL_POSITION ) );
shaderPosition.SetRemoveAction( Constraint::Discard );
shaderPosition.Apply();
- focusableTile.Add( tileContent );
+ //focusableTile.Add( tileContent );
// Create an ImageView for the 9-patch border around the tile.
- ImageView borderImage = ImageView::New( TILE_BACKGROUND );
+ ImageView borderImage = ImageView::New();
+ borderImage.SetStyleName("DemoTileBorder");
borderImage.SetAnchorPoint( AnchorPoint::CENTER );
borderImage.SetParentOrigin( ParentOrigin::CENTER );
borderImage.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
borderImage.SetOpacity( 0.8f );
- tileContent.Add( borderImage );
+ focusableTile.Add( borderImage );
TextLabel label = TextLabel::New();
label.SetAnchorPoint( AnchorPoint::CENTER );
Dali::Property::Map effect = Toolkit::CreateDistanceFieldEffect();
Property::Map imageMap;
imageMap.Add( ImageVisual::Property::URL, SHAPE_IMAGE_TABLE[ shapeType ] );
- imageMap.Add( Visual::Property::SHADER, effect );
+ imageMap.Add( Toolkit::Visual::Property::SHADER, effect );
dfActor.SetProperty( Toolkit::ImageView::Property::IMAGE, imageMap );
dfActor.SetColor( BUBBLE_COLOR[ i%NUMBER_OF_BUBBLE_COLOR ] );