X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fimage-view%2Fimage-view-impl.cpp;h=b6b97a4cff4ed0aad872c4189d363789160fa2f6;hb=d05487bf1632c755573d964be80a14f5c3dd3c6a;hp=52b253613abe37961828638c2039cfb2bd33926d;hpb=e2eda444afbe82e9591fe198eef339227f90a616;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/controls/image-view/image-view-impl.cpp b/dali-toolkit/internal/controls/image-view/image-view-impl.cpp index 52b2536..b6b97a4 100644 --- a/dali-toolkit/internal/controls/image-view/image-view-impl.cpp +++ b/dali-toolkit/internal/controls/image-view/image-view-impl.cpp @@ -1,223 +1,310 @@ -// // 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. -// -#include -#include +// CLASS HEADER +#include "image-view-impl.h" -using namespace Dali; +// INTERNAL INCLUDES +#include -namespace +// EXTERNAL INCLUDES +#include +#include +#include +#include + +namespace Dali { -//Type registration -BaseHandle Create() + +namespace Toolkit { - return Toolkit::ImageView::New(); -} -TypeRegistration mType( typeid(Toolkit::ImageView), typeid(Toolkit::Control), Create ); - /** - * CameraDetailConstraint, generates detail value - * based on camera's position and ImageView's position. - */ - struct CameraDetailConstraint - { - CameraDetailConstraint(float detailFactor) - : mDetailFactor(detailFactor) - { +namespace Internal +{ - } +namespace +{ - float operator()(const float& current, - const PropertyInput& propertyTargetPosition, - const PropertyInput& propertySourcePosition) - { - const Vector3& targetPosition = propertyTargetPosition.GetVector3(); - const Vector3& sourcePosition = propertySourcePosition.GetVector3(); - const float distance = (targetPosition - sourcePosition).Length(); - const float detail = mDetailFactor / distance; +#define MAKE_SHADER(A)#A - return detail; - } +const char* VERTEX_SHADER = MAKE_SHADER( + attribute mediump vec2 aPosition; + attribute highp vec2 aTexCoord; + varying mediump vec2 vTexCoord; + uniform mediump mat4 uMvpMatrix; + uniform mediump vec3 uSize; - const float mDetailFactor; - }; + void main() + { + mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0); + vertexPosition.xyz *= uSize; + vertexPosition = uMvpMatrix * vertexPosition; -} // unnamed namespace + vTexCoord = aTexCoord; + gl_Position = vertexPosition; + } +); -namespace Dali -{ +const char* FRAGMENT_SHADER = MAKE_SHADER( + varying mediump vec2 vTexCoord; + uniform sampler2D sTexture; + uniform lowp vec4 uColor; -namespace Toolkit -{ + void main() + { + gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor; + } +); -namespace Internal +//TODO: remove when RendererFactory is implemented, so if there are multiple images that render as quads we only end up with one instance of geometry +Geometry CreateGeometry( int width, int height ) { + // Create vertices + const float halfWidth = 0.5f; + const float halfHeight = 0.5f; + struct TexturedQuadVertex { Vector2 position; Vector2 textureCoordinates; }; + TexturedQuadVertex texturedQuadVertexData[4] = { { Vector2(-halfWidth, -halfHeight), Vector2(0.f, 0.f) }, + { Vector2( halfWidth, -halfHeight), Vector2(1.f, 0.f) }, + { Vector2(-halfWidth, halfHeight), Vector2(0.f, 1.f) }, + { Vector2( halfWidth, halfHeight), Vector2(1.f, 1.f) } }; + + Property::Map texturedQuadVertexFormat; + texturedQuadVertexFormat["aPosition"] = Property::VECTOR2; + texturedQuadVertexFormat["aTexCoord"] = Property::VECTOR2; + PropertyBuffer texturedQuadVertices = PropertyBuffer::New( texturedQuadVertexFormat, 4 ); + texturedQuadVertices.SetData(texturedQuadVertexData); + + // Create indices + //TODO: replace with triangle strip when Geometry supports it + unsigned int indexData[6] = { 0, 3, 1, 0, 2, 3 }; + Property::Map indexFormat; + indexFormat["indices"] = Property::INTEGER; + PropertyBuffer indices = PropertyBuffer::New( indexFormat, 6 ); + indices.SetData(indexData); + + // Create the geometry object + Geometry texturedQuadGeometry = Geometry::New(); + texturedQuadGeometry.AddVertexBuffer( texturedQuadVertices ); + texturedQuadGeometry.SetIndexBuffer( indices ); + + return texturedQuadGeometry; +} -/////////////////////////////////////////////////////////////////////////////////////////////////// -// ImageView -/////////////////////////////////////////////////////////////////////////////////////////////////// - -Dali::Toolkit::ImageView ImageView::New() +BaseHandle Create() { - // Create the implementation - ImageViewPtr imageView(new ImageView()); + return Toolkit::ImageView::New(); +} - // Pass ownership to CustomActor via derived handle - Dali::Toolkit::ImageView handle(*imageView); +// Setup properties, signals and actions using the type-registry. +DALI_TYPE_REGISTRATION_BEGIN( Toolkit::ImageView, Toolkit::Control, Create ); +DALI_PROPERTY_REGISTRATION( Toolkit, ImageView, "resource-url", STRING, RESOURCE_URL ) +DALI_TYPE_REGISTRATION_END() - // Second-phase init of the implementation - // This can only be done after the CustomActor connection has been made... - imageView->Initialize(); +} // anonymous namespace - return handle; -} +using namespace Dali; ImageView::ImageView() -: ControlImpl(true) +: Control( ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) ) { } -void ImageView::Initialize() +ImageView::~ImageView() { - Actor self = Self(); - // Register property that represents the level of detail. - mPropertyDetail = self.RegisterProperty(Toolkit::ImageView::DETAIL_PROPERTY_NAME, 0.0f); - - // Create an empty image actor, filling the entire size of this ImageView. - Image emptyImage; - mImageActor = ImageActor::New( emptyImage ); - self.Add( mImageActor ); - mImageActor.ApplyConstraint( Constraint::New( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) ); - mImageActor.SetParentOrigin( ParentOrigin::CENTER ); } -ImageView::~ImageView() +Toolkit::ImageView ImageView::New() { + ImageView* impl = new ImageView(); + + Dali::Toolkit::ImageView handle = Dali::Toolkit::ImageView( *impl ); + // Second-phase init of the implementation + // This can only be done after the CustomActor connection has been made... + impl->Initialize(); + + return handle; } -void ImageView::SetImage(const std::string& filename, ImageType type, float min, float max) +///////////////////////////////////////////////////////////// + +void ImageView::SetImage( Image image ) { - switch(type) + mImage = image; + + ResourceImage resourceImage = ResourceImage::DownCast( mImage ); + if( resourceImage ) { - case Toolkit::ImageView::BitmapType: + mImageUrl = resourceImage.GetUrl(); + } + else + { + mImageUrl.clear(); + } + + if( mImage ) + { + if( Self().OnStage() ) { - SetImageBitmap(filename, min, max); - break; + AttachImage(); } - case Toolkit::ImageView::DistanceFieldType: + RelayoutRequest(); + } + else + { + if( mRenderer ) { - SetImageDistanceField(filename); - break; + Self().RemoveRenderer( mRenderer ); } + mSampler.Reset(); + mMaterial.Reset(); + mMesh.Reset(); + mRenderer.Reset(); } } -void ImageView::SetImageBitmap(const std::string& filename, float min, float max) +Image ImageView::GetImage() const { - int minLevel = ceilf(logf(min) / logf(2.0f)); - int maxLevel = ceilf(logf(max) / logf(2.0f)); + return mImage; +} - ImageAttributes attributes; - const Vector3 size = Self().GetCurrentSize(); +Vector3 ImageView::GetNaturalSize() +{ + // if no image then use Control's natural size + Vector3 size; - if(minLevel==maxLevel) - { // Single image detail level, no need for any notifications. - const float detail = powf(2.0f, maxLevel); - attributes.SetSize( size.x * detail, size.y * detail ); - Image image = Image::New( filename, attributes); - mImageActor.SetImage( image ); + if( mImage ) + { + size.x = mImage.GetWidth(); + size.y = mImage.GetHeight(); + size.z = std::min(size.x, size.y); } else - { // Multi image detail level... - for( int level = minLevel; level <= maxLevel; level++) - { - const float minDetail = powf(2.0f, level - 1); - const float maxDetail = powf(2.0f, level); - ImageRequest req(filename, size.x * maxDetail, size.y * maxDetail ); - - if(level==minLevel) - { - AddImage(req, LessThanCondition(maxDetail) ); - } - else if(level==maxLevel) - { - AddImage(req, GreaterThanCondition(minDetail) ); - } - else - { - AddImage(req, InsideCondition(minDetail, maxDetail) ); - } - } + { + size = Control::GetNaturalSize(); } + return size; } -void ImageView::SetImageDistanceField(const std::string& filename) +float ImageView::GetHeightForWidth( float width ) { - ImageAttributes attributes = Dali::ImageAttributes::NewDistanceField(1.0f, 1); - const Vector3 size = Self().GetCurrentSize(); - - attributes.SetSize( size.x, size.y ); - Image image = Image::NewDistanceField(filename, attributes); - mImageActor.SetImage( image ); - - DistanceFieldEffect effect = DistanceFieldEffect::New(); - Self().SetShaderEffect( effect ); + if( mImage ) + { + return GetHeightForWidthBase( width ); + } + else + { + return Control::GetHeightForWidth( width ); + } } -void ImageView::SetImage(Image image) +float ImageView::GetWidthForHeight( float height ) { - mImageActor.SetImage( image ); + if( mImage ) + { + return GetWidthForHeightBase( height ); + } + else + { + return Control::GetWidthForHeight( height ); + } } -void ImageView::AddImage(ImageRequest& req, PropertyCondition condition) +/////////////////////////////////////////////////////////// +// +// Private methods +// + +void ImageView::AttachImage() { - Actor self = Self(); + if( !mRenderer ) + { + Shader shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ); + mMaterial = Material::New( shader ); - PropertyNotification notification = self.AddPropertyNotification( mPropertyDetail, condition ); + mSampler = Sampler::New( mImage, "sTexture" ); + mMaterial.AddSampler( mSampler ); - notification.NotifySignal().Connect( this, &ImageView::OnDetailChange ); + Vector3 size = Self().GetCurrentSize(); + mMesh = CreateGeometry( size.width, size.height ); + mRenderer = Renderer::New( mMesh, mMaterial ); + Self().AddRenderer( mRenderer ); + } + else + { + mSampler.SetImage( mImage ); + } +} + +void ImageView::OnRelayout( const Vector2& size, RelayoutContainer& container ) +{ + Control::OnRelayout( size, container ); - mNotifications[notification] = req; + if( mRenderer ) + { + mMesh = CreateGeometry( size.width, size.height ); + mRenderer.SetGeometry( mMesh ); + } } -void ImageView::SetDetail(float detail) +void ImageView::OnStageConnection( int depth ) { - Self().SetProperty( mPropertyDetail, detail ); + if( mImage ) + { + AttachImage(); + } } -void ImageView::SetCameraActor(CameraActor camera, float detailFactor) +/////////////////////////////////////////////////////////// +// +// Properties +// + +void ImageView::SetProperty( BaseObject* object, Property::Index index, const Property::Value& value ) { - Constraint constraint = Constraint::New( mPropertyDetail, - LocalSource( Actor::WORLD_POSITION ), - Source( camera, Actor::WORLD_POSITION ), - CameraDetailConstraint(detailFactor)); - Self().RemoveConstraints(); - Self().ApplyConstraint(constraint); + Toolkit::ImageView imageView = Toolkit::ImageView::DownCast( Dali::BaseHandle( object ) ); + + if ( imageView ) + { + switch ( index ) + { + case Toolkit::ImageView::Property::RESOURCE_URL: + { + std::string imageUrl; + if( value.Get( imageUrl ) ) + { + ImageView& impl = GetImpl( imageView ); + impl.mImageUrl = imageUrl; + + Image image = ResourceImage::New( imageUrl ); + impl.SetImage( image ); + } + break; + } + } + } } -void ImageView::OnDetailChange( PropertyNotification& notification ) +Property::Value ImageView::GetProperty( BaseObject* object, Property::Index propertyIndex ) { - ImageRequest& req = mNotifications[notification]; - Image image = Image::New( req.mFilename, req.mAttributes ); - mImageActor.SetImage( image ); + Property::Value value; + + Toolkit::ImageView imageview = Toolkit::ImageView::DownCast( Dali::BaseHandle( object ) ); + + if ( imageview ) + { + switch ( propertyIndex ) + { + case Toolkit::ImageView::Property::RESOURCE_URL: + { + value = GetImpl( imageview ).mImageUrl; + break; + } + } + } + + return value; } } // namespace Internal - } // namespace Toolkit - } // namespace Dali