X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fpage-turn-view%2Fpage-turn-view-impl.cpp;h=d74574ce2e5b006a40ce1e2ded96ce583fa3be78;hb=HEAD;hp=ef4a396cbd5e344fc0385d3c8f1dd94a111ff4c2;hpb=b6ed3548dda72ec79dda14612880f1fc06bed2df;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/controls/page-turn-view/page-turn-view-impl.cpp b/dali-toolkit/internal/controls/page-turn-view/page-turn-view-impl.cpp index ef4a396..a5e9e95 100644 --- a/dali-toolkit/internal/controls/page-turn-view/page-turn-view-impl.cpp +++ b/dali-toolkit/internal/controls/page-turn-view/page-turn-view-impl.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2014 Samsung Electronics Co., Ltd. + * Copyright (c) 2021 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. @@ -19,35 +19,47 @@ #include // EXTERNAL INCLUDES +#include #include #include -#include -#include #include -#include +#include +#include // for strcmp // INTERNAL INCLUDES -#include +#include +#include +#include +#include +#include +#include +#include using namespace Dali; namespace //Unnamed namespace { -// To register type +// properties set on shader, these properties have the constant value in regardless of the page status +const char* const PROPERTY_SPINE_SHADOW("uSpineShadowParameter"); // uniform for both spine and turn effect -DALI_TYPE_REGISTRATION_BEGIN( Toolkit::PageTurnView, Toolkit::Control, NULL ) -DALI_TYPE_REGISTRATION_END() +// properties set on actor, the value of these properties varies depending on the page status +// properties used in turn effect +const char* const PROPERTY_TURN_DIRECTION("uIsTurningBack"); // uniform +const char* const PROPERTY_COMMON_PARAMETERS("uCommonParameters"); //uniform + +const char* const PROPERTY_PAN_DISPLACEMENT("panDisplacement"); // property used to constrain the uniforms +const char* const PROPERTY_PAN_CENTER("panCenter"); // property used to constrain the uniforms -// default grid density for page turn effect, 10 pixels by 10 pixels -const float DEFAULT_GRID_DENSITY(10.0f); +// default grid density for page turn effect, 20 pixels by 20 pixels +const float DEFAULT_GRID_DENSITY(20.0f); -// to bent the page, the minimal horizontal pan start position is pageSize.x * MINIMUM_START_POSITION_RATIO +// to bent the page, the minimal horizontal pan start position is viewPageSize.x * MINIMUM_START_POSITION_RATIO const float MINIMUM_START_POSITION_RATIO(0.6f); -// the maximum vertical displacement of pan gesture, if exceed, will reduce it: pageSize.y * MAXIMUM_VERTICAL_MOVEMENT_RATIO +// the maximum vertical displacement of pan gesture, if exceed, will reduce it: viewPageSize.y * MAXIMUM_VERTICAL_MOVEMENT_RATIO const float MAXIMUM_VERTICAL_MOVEMENT_RATIO(0.15f); -// when the x component of pan position reaches pageSize.x * PAGE_TURN_OVER_THRESHOLD_RATIO, page starts to turn over +// when the x component of pan position reaches viewPageSize.x * PAGE_TURN_OVER_THRESHOLD_RATIO, page starts to turn over const float PAGE_TURN_OVER_THRESHOLD_RATIO(0.5f); // duration of animation, shorter for faster speed @@ -59,7 +71,7 @@ const float PAGE_TURN_OVER_ANIMATION_DURATION(1.2f); const Vector2 DEFAULT_SPINE_SHADOW_PARAMETER(50.0f, 20.0f); // constants for shadow casting -const float POINT_LIGHT_HEIGHT_RATIO(2.f); +const float POINT_LIGHT_HEIGHT_RATIO(2.f); const Vector4 DEFAULT_SHADOW_COLOR = Vector4(0.2f, 0.2f, 0.2f, 0.5f); // constraints //////////////////////////////////////////////////////////////// @@ -72,30 +84,30 @@ const Vector4 DEFAULT_SHADOW_COLOR = Vector4(0.2f, 0.2f, 0.2f, 0.5f); struct OriginalCenterConstraint { OriginalCenterConstraint(const Vector2& originalCenter, const Vector2& offset) - : mOldCenter( originalCenter ) + : mOldCenter(originalCenter) { mNewCenter = originalCenter + offset; - mDistance = offset.Length() * 0.5f; - mDirection = offset / mDistance; + mDistance = offset.Length() * 0.5f; + mDirection = offset / mDistance; } - void operator()( Vector2& current, const PropertyInputContainer& inputs ) + void operator()(Vector2& current, const PropertyInputContainer& inputs) { float displacement = inputs[0]->GetFloat(); - if( displacement < mDistance ) + if(displacement < mDistance) { current = mOldCenter + mDirection * displacement; } else { - current = mNewCenter + Vector2(0.25f*(displacement-mDistance), 0.f); + current = mNewCenter + Vector2(0.25f * (displacement - mDistance), 0.f); } } Vector2 mOldCenter; Vector2 mNewCenter; - float mDistance; + float mDistance; Vector2 mDirection; }; @@ -107,34 +119,34 @@ struct OriginalCenterConstraint */ struct RotationConstraint { - RotationConstraint( float distance, float pageWidth, bool isTurnBack ) - : mDistance( distance*0.5f ) + RotationConstraint(float distance, float pageWidth, bool isTurnBack) + : mDistance(distance * 0.5f) { - mStep = 1.f / pageWidth; - mSign = isTurnBack ? -1.0f : 1.0f; - mConst = isTurnBack ? -1.0f : 0.f; - mRotation = isTurnBack ? Quaternion( Radian( -Math::PI ), Vector3::YAXIS ) : Quaternion( Radian(0.f), Vector3::YAXIS ); + mStep = 1.f / pageWidth; + mSign = isTurnBack ? -1.0f : 1.0f; + mConst = isTurnBack ? -1.0f : 0.f; + mRotation = isTurnBack ? Quaternion(Radian(-Math::PI), Vector3::YAXIS) : Quaternion(Radian(0.f), Vector3::YAXIS); } - void operator()( Quaternion& current, const PropertyInputContainer& inputs ) + void operator()(Quaternion& current, const PropertyInputContainer& inputs) { float displacement = inputs[0]->GetFloat(); - if( displacement < mDistance) + if(displacement < mDistance) { current = mRotation; } else { - float coef = std::max(-1.0f, mStep*(mDistance-displacement)); - float angle = Math::PI * ( mConst + mSign * coef ); - current = Quaternion( Radian( angle ), Vector3::YAXIS ); + float coef = std::max(-1.0f, mStep * (mDistance - displacement)); + float angle = Math::PI * (mConst + mSign * coef); + current = Quaternion(Radian(angle), Vector3::YAXIS); } } - float mDistance; - float mStep; - float mConst; - float mSign; + float mDistance; + float mStep; + float mConst; + float mSign; Quaternion mRotation; }; @@ -146,29 +158,29 @@ struct RotationConstraint */ struct CurrentCenterConstraint { - CurrentCenterConstraint( float pageWidth ) - : mPageWidth( pageWidth ) + CurrentCenterConstraint(float pageWidth) + : mPageWidth(pageWidth) { mThres = pageWidth * PAGE_TURN_OVER_THRESHOLD_RATIO * 0.5f; } - void operator()( Vector2& current, const PropertyInputContainer& inputs ) + void operator()(Vector2& current, const PropertyInputContainer& inputs) { const Vector2& centerPosition = inputs[0]->GetVector2(); - if( centerPosition.x > 0.f ) + if(centerPosition.x > 0.f) { - current.x = mThres+centerPosition.x * 0.5f; + current.x = mThres + centerPosition.x * 0.5f; current.y = centerPosition.y; } else { const Vector2& centerOrigin = inputs[1]->GetVector2(); - Vector2 direction = centerOrigin - Vector2(mThres, centerPosition.y); - float coef = 1.f+(centerPosition.x*2.f / mPageWidth); - // Todo: when coef <= 0, the page is flat, slow down the last moment of the page stretch by 10 times to avoid a small bounce + Vector2 direction = centerOrigin - Vector2(mThres, centerPosition.y); + float coef = 1.f + (centerPosition.x * 2.f / mPageWidth); + // when coef <= 0, the page is flat, slow down the last moment of the page stretch by 10 times to avoid a small bounce if(coef < 0.025f) { - coef = (coef+0.225f)/10.0f; + coef = (coef + 0.225f) / 10.0f; } current = centerOrigin - direction * coef; } @@ -180,112 +192,175 @@ struct CurrentCenterConstraint struct ShadowBlurStrengthConstraint { - ShadowBlurStrengthConstraint( float thres ) - : mThres( thres ) - {} + ShadowBlurStrengthConstraint(float thres) + : mThres(thres) + { + } - void operator()( float& blurStrength, const PropertyInputContainer& inputs ) + void operator()(float& blurStrength, const PropertyInputContainer& inputs) { float displacement = inputs[2]->GetFloat(); - if( EqualsZero(displacement)) + if(EqualsZero(displacement)) { const Vector2& cur = inputs[0]->GetVector2(); const Vector2& ori = inputs[1]->GetVector2(); - blurStrength = 5.f*(ori-cur).Length() / mThres; + blurStrength = 5.f * (ori - cur).Length() / mThres; } else { - blurStrength = 1.f - (displacement-2.f*mThres)/mThres; + blurStrength = 1.f - (displacement - 2.f * mThres) / mThres; } - blurStrength = blurStrength > 1.f ? 1.f : ( blurStrength < 0.f ? 0.f : blurStrength ); + blurStrength = blurStrength > 1.f ? 1.f : (blurStrength < 0.f ? 0.f : blurStrength); } float mThres; }; -bool IsActorHittableFunction( Actor actor, Dali::HitTestAlgorithm::TraverseType type ) +} //unnamed namespace + +namespace Dali +{ +namespace Toolkit +{ +namespace Internal +{ +namespace +{ +BaseHandle Create() +{ + // empty handle as we cannot create PageTurnView(but type registered for page turn signal) + return BaseHandle(); +} + +// Setup properties, signals and actions using the type-registry. +DALI_TYPE_REGISTRATION_BEGIN(Toolkit::PageTurnView, Toolkit::Control, Create); + +DALI_PROPERTY_REGISTRATION(Toolkit, PageTurnView, "viewPageSize", VECTOR2, VIEW_PAGE_SIZE) +DALI_PROPERTY_REGISTRATION(Toolkit, PageTurnView, "currentPageId", INTEGER, CURRENT_PAGE_ID) +DALI_PROPERTY_REGISTRATION(Toolkit, PageTurnView, "spineShadow", VECTOR2, SPINE_SHADOW) + +DALI_SIGNAL_REGISTRATION(Toolkit, PageTurnView, "pageTurnStarted", SIGNAL_PAGE_TURN_STARTED) +DALI_SIGNAL_REGISTRATION(Toolkit, PageTurnView, "pageTurnFinished", SIGNAL_PAGE_TURN_FINISHED) +DALI_SIGNAL_REGISTRATION(Toolkit, PageTurnView, "pagePanStarted", SIGNAL_PAGE_PAN_STARTED) +DALI_SIGNAL_REGISTRATION(Toolkit, PageTurnView, "pagePanFinished", SIGNAL_PAGE_PAN_FINISHED) + +DALI_TYPE_REGISTRATION_END() + +} // namespace + +// these several constants are also used in the derived classes +const char* const PageTurnView::PROPERTY_TEXTURE_WIDTH("uTextureWidth"); // uniform name +const char* const PageTurnView::PROPERTY_ORIGINAL_CENTER("originalCenter"); // property used to constrain the uniform +const char* const PageTurnView::PROPERTY_CURRENT_CENTER("currentCenter"); // property used to constrain the uniform +const int PageTurnView::MAXIMUM_TURNING_NUM = 4; +const int PageTurnView::NUMBER_OF_CACHED_PAGES_EACH_SIDE = MAXIMUM_TURNING_NUM + 1; +const int PageTurnView::NUMBER_OF_CACHED_PAGES = NUMBER_OF_CACHED_PAGES_EACH_SIDE * 2; +const float PageTurnView::STATIC_PAGE_INTERVAL_DISTANCE = 1.0f; + +PageTurnView::Page::Page() +: isTurnBack(false) { - bool hittable = false; + actor = Actor::New(); + actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT); + actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT); + actor.SetProperty(Actor::Property::VISIBLE, false); + + propertyPanDisplacement = actor.RegisterProperty(PROPERTY_PAN_DISPLACEMENT, 0.f); + propertyPanCenter = actor.RegisterProperty(PROPERTY_PAN_CENTER, Vector2::ZERO); + + propertyOriginalCenter = actor.RegisterProperty(PROPERTY_ORIGINAL_CENTER, Vector2::ZERO); + propertyCurrentCenter = actor.RegisterProperty(PROPERTY_CURRENT_CENTER, Vector2::ZERO); + Matrix zeroMatrix(true); + actor.RegisterProperty(PROPERTY_COMMON_PARAMETERS, zeroMatrix); + propertyTurnDirection = actor.RegisterProperty(PROPERTY_TURN_DIRECTION, -1.f); +} - switch (type) +void PageTurnView::Page::SetTexture(Texture texture) +{ + if(!textureSet) { - case Dali::HitTestAlgorithm::CHECK_ACTOR: - { - // Check whether the actor is visible and not fully transparent. - Property::Index propertyActorHittable = actor.GetPropertyIndex(Toolkit::PageFactory::ACTOR_HITTABLE); - if( actor.IsSensitive() - && actor.IsVisible() - && actor.GetCurrentWorldColor().a > 0.01f// not FULLY_TRANSPARENT - && ( propertyActorHittable != Property::INVALID_INDEX && - actor.GetProperty( propertyActorHittable ) ) ) - { - hittable = true; - } - break; - } - case Dali::HitTestAlgorithm::DESCEND_ACTOR_TREE: - { - if( actor.IsSensitive() && actor.IsVisible() ) // Actor is visible, if not visible then none of its children are visible. - { - hittable = true; - } - break; - } - default: + textureSet = TextureSet::New(); + } + textureSet.SetTexture(0u, texture); +} + +void PageTurnView::Page::UseEffect(Shader newShader) +{ + shader = newShader; + if(renderer) + { + renderer.SetShader(shader); + } +} + +void PageTurnView::Page::UseEffect(Shader newShader, Geometry geometry) +{ + UseEffect(newShader); + + if(!renderer) + { + renderer = Renderer::New(geometry, shader); + + if(!textureSet) { - break; + textureSet = TextureSet::New(); } + + renderer.SetTextures(textureSet); + renderer.SetProperty(Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::ON); + actor.AddRenderer(renderer); } +} - return hittable; +void PageTurnView::Page::ChangeTurnDirection() +{ + isTurnBack = !isTurnBack; + actor.SetProperty(propertyTurnDirection, isTurnBack ? 1.f : -1.f); } -} //unnamed namespace +void PageTurnView::Page::SetPanDisplacement(float value) +{ + actor.SetProperty(propertyPanDisplacement, value); +} -namespace Dali +void PageTurnView::Page::SetPanCenter(const Vector2& value) { + actor.SetProperty(propertyPanCenter, value); +} -namespace Toolkit +void PageTurnView::Page::SetOriginalCenter(const Vector2& value) { + actor.SetProperty(propertyOriginalCenter, value); +} -namespace Internal +void PageTurnView::Page::SetCurrentCenter(const Vector2& value) { + actor.SetProperty(propertyCurrentCenter, value); +} -// these several constants are also used in the derived classes -const int PageTurnView::MAXIMUM_TURNING_NUM = 4; -const int PageTurnView::NUMBER_OF_CACHED_PAGES_EACH_SIDE = MAXIMUM_TURNING_NUM + 1; -const int PageTurnView::NUMBER_OF_CACHED_PAGES = NUMBER_OF_CACHED_PAGES_EACH_SIDE*2; -const float PageTurnView::STATIC_PAGE_INTERVAL_DISTANCE = 1.0f; - -PageTurnView::PageTurnView( PageFactory& pageFactory, const Vector2& pageSize ) -: Control( ControlBehaviour( REQUIRES_TOUCH_EVENTS ) ), - mPageFactory( pageFactory ), - mPageSize( pageSize ), - mTotalPageCount( 0 ), - mIsEditMode( false ), - mNeedOffscreenRendering( false ), - mPanning( false ), - mSpineShadowParameter( DEFAULT_SPINE_SHADOW_PARAMETER ), - mCurrentPageIndex( 0 ), - mIndex( 0 ), - mPress( false ), - mPageUpdated( true ), - mDistanceUpCorner( 0.f ), - mDistanceBottomCorner( 0.f ), - mPanDisplacement( 0.f ), - mConstraints( false ), +PageTurnView::PageTurnView(PageFactory& pageFactory, const Vector2& viewPageSize) +: Control(ControlBehaviour(CONTROL_BEHAVIOUR_DEFAULT)), + mPageFactory(&pageFactory), + mPageSize(viewPageSize), + mSpineShadowParameter(DEFAULT_SPINE_SHADOW_PARAMETER), + mDistanceUpCorner(0.f), + mDistanceBottomCorner(0.f), + mPanDisplacement(0.f), + mTotalPageCount(0), + mCurrentPageIndex(0), + mTurningPageIndex(0), + mIndex(0), + mSlidingCount(0), + mAnimatingCount(0), + mConstraints(false), + mPress(false), + mPageUpdated(true), mPageTurnStartedSignal(), mPageTurnFinishedSignal(), mPagePanStartedSignal(), mPagePanFinishedSignal() { - mPageActors.resize( NUMBER_OF_CACHED_PAGES ); - mIsAnimating.resize( MAXIMUM_TURNING_NUM ); - mIsSliding.resize( MAXIMUM_TURNING_NUM ); - mTurnEffect.resize( MAXIMUM_TURNING_NUM ); - mPropertyPanDisplacement.resize( MAXIMUM_TURNING_NUM ); - mPropertyCurrentCenter.resize( MAXIMUM_TURNING_NUM ); } PageTurnView::~PageTurnView() @@ -294,182 +369,166 @@ PageTurnView::~PageTurnView() void PageTurnView::OnInitialize() { - // create the two book spine effect for static images, left and right side pages respectively - mSpineEffectFront = PageTurnBookSpineEffect::New(); - mSpineEffectFront.SetIsBackImageVisible( false ); - mSpineEffectFront.SetPageWidth( mPageSize.width ); - mSpineEffectFront.SetShadowWidth( 0.f ); - mSpineEffectFront.SetSpineShadowParameter( mSpineShadowParameter ); - - mSpineEffectBack = PageTurnBookSpineEffect::New(); - mSpineEffectBack.SetIsBackImageVisible( true ); - mSpineEffectBack.SetPageWidth( mPageSize.width ); - mSpineEffectBack.SetShadowWidth( 0.f ); - mSpineEffectBack.SetSpineShadowParameter( mSpineShadowParameter ); - - // create the page turn effect objects - for( int i = 0; i < MAXIMUM_TURNING_NUM; i++ ) + // create the book spine effect for static pages + Property::Map spineEffectMap = CreatePageTurnBookSpineEffect(); + mSpineEffectShader = CreateShader(spineEffectMap); + mSpineEffectShader.RegisterProperty(PROPERTY_SPINE_SHADOW, mSpineShadowParameter); + // create the turn effect for turning pages + Property::Map turnEffectMap = CreatePageTurnEffect(); + mTurnEffectShader = CreateShader(turnEffectMap); + mTurnEffectShader.RegisterProperty(PROPERTY_SPINE_SHADOW, mSpineShadowParameter); + + // create the grid geometry for pages + uint16_t width = static_cast(mPageSize.width / DEFAULT_GRID_DENSITY + 0.5f); + uint16_t height = static_cast(mPageSize.height / DEFAULT_GRID_DENSITY + 0.5f); + mGeometry = VisualFactoryCache::CreateGridGeometry(Uint16Pair(width, height)); + + mPages.reserve(NUMBER_OF_CACHED_PAGES); + for(int i = 0; i < NUMBER_OF_CACHED_PAGES; i++) { - mTurnEffect[i] = Toolkit::PageTurnEffect::New( false ); - mTurnEffect[i].SetProperty( ShaderEffect::Property::GRID_DENSITY, Property::Value( DEFAULT_GRID_DENSITY ) ); - mTurnEffect[i].SetPageSize( mPageSize ); - mTurnEffect[i].SetShadowWidth(0.f); - mTurnEffect[i].SetSpineShadowParameter( mSpineShadowParameter ); - mIsAnimating[i] = false; - mIsSliding[i] = false; - mPropertyPanDisplacement[i] = Self().RegisterProperty("PAN_DISPLACEMENT_PROPERTY_"+i, 0.0f); - mPropertyCurrentCenter[i] = Self().RegisterProperty("CURRENT_CENTER_PROPERTY_"+i, Vector2(0.0f,0.0f)); + mPages.push_back(Page()); + mPages[i].actor.SetProperty(Actor::Property::SIZE, mPageSize); + Self().Add(mPages[i].actor); } + // create the layer for turning pages mTurningPageLayer = Layer::New(); - mTurningPageLayer.SetAnchorPoint( AnchorPoint::CENTER_LEFT ); - // Set control size and the parent origin of turningPageLayer - OnPageTurnViewInitialize(); + mTurningPageLayer.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT); + mTurningPageLayer.SetProperty(Layer::Property::BEHAVIOR, Layer::LAYER_3D); + mTurningPageLayer.Raise(); - mRootOnScreen = Actor::New(); - mRootOnScreen.SetPositionInheritanceMode( USE_PARENT_POSITION ); - mRootOnScreen.SetSize( mControlSize ); - Self().Add( mRootOnScreen ); - mRootOnScreen.Add(mTurningPageLayer); + // Set control size and the parent origin of page layers + OnPageTurnViewInitialize(); - mTotalPageCount = static_cast( mPageFactory.GetNumberOfPages() ); - mNeedOffscreenRendering = mPageFactory.IsOffscreenRenderingNeeded(); - if( mNeedOffscreenRendering ) - { - SetupRenderTasks(); - } + Self().Add(mTurningPageLayer); + mTotalPageCount = static_cast(mPageFactory->GetNumberOfPages()); // add pages to the scene, and set depth for the stacked pages - for( int i = 0; i < NUMBER_OF_CACHED_PAGES_EACH_SIDE; i++ ) + for(int i = 0; i < NUMBER_OF_CACHED_PAGES_EACH_SIDE; i++) { - AddPage( i ); - if(mPageActors[i]) - { - mPageActors[i].SetZ( -static_cast( i )*STATIC_PAGE_INTERVAL_DISTANCE ); - } + AddPage(i); + mPages[i].actor.SetProperty(Actor::Property::POSITION_Z, -static_cast(i) * STATIC_PAGE_INTERVAL_DISTANCE); } + mPages[0].actor.SetProperty(Actor::Property::VISIBLE, true); // enable the pan gesture which is attached to the control - EnableGestureDetection(Gesture::Type(Gesture::Pan)); + EnableGestureDetection(GestureType::Value(GestureType::PAN)); - mPageFactory.PageRefreshSignal().Connect(this, &PageTurnView::RenderPage); + Self().SetProperty(DevelControl::Property::ACCESSIBILITY_ROLE, Dali::Accessibility::Role::PAGE_TAB_LIST); } -void PageTurnView::SetupRenderTasks() +Shader PageTurnView::CreateShader(const Property::Map& shaderMap) { - mPageSourceActor.resize( NUMBER_OF_CACHED_PAGES ); - mOffscreenTask.resize( NUMBER_OF_CACHED_PAGES ); - mRenderedPage.resize( NUMBER_OF_CACHED_PAGES ); - - mCameraActor = CameraActor::New(mControlSize); - mCameraActor.SetParentOrigin(ParentOrigin::CENTER); - mCameraActor.SetPositionInheritanceMode( DONT_INHERIT_POSITION ); - mCameraActor.SetInheritScale( false ); - Self().Add(mCameraActor); - - RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList(); - for(int i=0; iGet(shaderSource)) + { + std::string vertexShader; + Property::Value* vertexShaderValue = shaderSource.Find(Toolkit::Visual::Shader::Property::VERTEX_SHADER, CUSTOM_VERTEX_SHADER); + if(!vertexShaderValue || !vertexShaderValue->Get(vertexShader)) + { + DALI_LOG_ERROR("PageTurnView::CreateShader failed: vertex shader source is not available.\n"); + } + std::string fragmentShader; + Property::Value* fragmentShaderValue = shaderSource.Find(Toolkit::Visual::Shader::Property::FRAGMENT_SHADER, CUSTOM_FRAGMENT_SHADER); + if(!fragmentShaderValue || !fragmentShaderValue->Get(fragmentShader)) + { + DALI_LOG_ERROR("PageTurnView::CreateShader failed: fragment shader source is not available.\n"); + } + shader = Shader::New(vertexShader, fragmentShader); + } + else { - mPageSourceActor[i] = Actor::New(); - mPageSourceActor[i].SetParentOrigin(ParentOrigin::CENTER); - mPageSourceActor[i].SetColorMode( USE_OWN_COLOR ); - mPageSourceActor[i].SetPositionInheritanceMode( DONT_INHERIT_POSITION ); - mPageSourceActor[i].SetInheritScale( false ); - Self().Add( mPageSourceActor[i] ); - mPageSourceActor[i].SetSensitive( false ); - - mRenderedPage[i] = FrameBufferImage::New( mControlSize.width, mControlSize.height, Pixel::RGB8888, Image::UNUSED ); - mOffscreenTask[i] = taskList.CreateTask(); - mOffscreenTask[i].SetRefreshRate( RenderTask::REFRESH_ONCE ); - mOffscreenTask[i].SetCameraActor(mCameraActor); - mOffscreenTask[i].SetSourceActor( mPageSourceActor[i] ); - mOffscreenTask[i].SetExclusive(true); - mOffscreenTask[i].SetInputEnabled( false ); - mOffscreenTask[i].SetClearEnabled( true ); - mOffscreenTask[i].SetClearColor( Vector4(0.f,0.f,0.f,0.f) ); - mOffscreenTask[i].SetTargetFrameBuffer( mRenderedPage[i] ); - mOffscreenTask[i].SetScreenToFrameBufferMappingActor( Self() ); - } + DALI_LOG_ERROR("PageTurnView::CreateShader failed: shader source is not available.\n"); + } + + return shader; } void PageTurnView::SetupShadowView() { - mShadowView = Toolkit::ShadowView::New( 0.25f, 0.25f ); - Vector3 origin = mTurningPageLayer.GetCurrentParentOrigin(); - mShadowView.SetParentOrigin( origin ); - mShadowView.SetAnchorPoint( origin ); - mShadowView.SetPointLightFieldOfView( Math::PI / 2.0f); + mShadowView = Toolkit::ShadowView::New(0.25f, 0.25f); + Vector3 origin = mTurningPageLayer.GetCurrentProperty(Actor::Property::PARENT_ORIGIN); + mShadowView.SetProperty(Actor::Property::PARENT_ORIGIN, origin); + mShadowView.SetProperty(Actor::Property::ANCHOR_POINT, origin); + mShadowView.SetPointLightFieldOfView(Math::PI / 2.0f); mShadowView.SetShadowColor(DEFAULT_SHADOW_COLOR); - mShadowLayer = Layer::New(); - mShadowLayer.SetPositionInheritanceMode( USE_PARENT_POSITION ); - mRootOnScreen.Add(mShadowLayer); - mShadowLayer.Raise(); - - mShadowPlane = CreateSolidColorActor( Vector4 (0.0f, 0.0f, 0.0f, 0.0f) ); - mShadowPlane.SetPositionInheritanceMode( USE_PARENT_POSITION_PLUS_LOCAL_POSITION ); - mShadowPlane.SetSize( mControlSize ); - mShadowLayer.Add( mShadowPlane ); - mShadowView.SetShadowPlane( mShadowPlane ); + mShadowPlaneBackground = Actor::New(); + mShadowPlaneBackground.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER); + mShadowPlaneBackground.SetProperty(Actor::Property::SIZE, mControlSize); + Self().Add(mShadowPlaneBackground); + mShadowView.SetShadowPlaneBackground(mShadowPlaneBackground); mPointLight = Actor::New(); - mPointLight.SetAnchorPoint( origin ); - mPointLight.SetParentOrigin( origin ); - mPointLight.SetPosition( 0.f, 0.f, mPageSize.width*POINT_LIGHT_HEIGHT_RATIO ); - mRootOnScreen.Add( mPointLight ); - mShadowView.SetPointLight( mPointLight ); + mPointLight.SetProperty(Actor::Property::ANCHOR_POINT, origin); + mPointLight.SetProperty(Actor::Property::PARENT_ORIGIN, origin); + mPointLight.SetProperty(Actor::Property::POSITION, Vector3(0.f, 0.f, mPageSize.width * POINT_LIGHT_HEIGHT_RATIO)); + Self().Add(mPointLight); + mShadowView.SetPointLight(mPointLight); - mTurningPageLayer.Add( mShadowView ); + mTurningPageLayer.Add(mShadowView); mShadowView.Activate(); } -void PageTurnView::OnControlStageConnection() +void PageTurnView::OnSceneConnection(int depth) { SetupShadowView(); - mTurningPageLayer.RaiseToTop(); + + Control::OnSceneConnection(depth); } -void PageTurnView::OnControlStageDisconnection() +void PageTurnView::OnSceneDisconnection() { if(mShadowView) { - Self().Remove(mPointLight); - Self().Remove(mShadowLayer); - mTurningPageLayer.Remove( mShadowView ); + mShadowView.RemoveConstraints(); + mPointLight.Unparent(); + mShadowPlaneBackground.Unparent(); + mShadowView.Unparent(); } // make sure the status of the control is updated correctly when the pan gesture is interrupted - if(mPanning) + StopTurning(); + + Control::OnSceneDisconnection(); +} + +void PageTurnView::SetPageSize(const Vector2& viewPageSize) +{ + mPageSize = viewPageSize; + + if(mPointLight) { - mPanning = false; + mPointLight.SetProperty(Actor::Property::POSITION, Vector3(0.f, 0.f, mPageSize.width * POINT_LIGHT_HEIGHT_RATIO)); + } - mRootOnScreen.Add(mPanActor); - mIsAnimating[mIndex] = false; - mPanActor.RemoveConstraints(); - mTurnEffect[mIndex].RemoveConstraints(); - mPageUpdated = true; + for(size_t i = 0; i < mPages.size(); i++) + { + mPages[i].actor.SetProperty(Actor::Property::SIZE, mPageSize); + } + + OnPageTurnViewInitialize(); - SetSpineEffect( mPanActor, mIsTurnBack[mPanActor] ); + if(mShadowPlaneBackground) + { + mShadowPlaneBackground.SetProperty(Actor::Property::SIZE, mControlSize); } } -void PageTurnView::OnControlSizeSet( const Vector3& size ) +Vector2 PageTurnView::GetPageSize() { - // disable the SetSize of the control from the application - Self().SetSize( mControlSize ); + return mPageSize; } -void PageTurnView::SetSpineShadowParameter( const Vector2& spineShadowParameter ) +void PageTurnView::SetSpineShadowParameter(const Vector2& spineShadowParameter) { mSpineShadowParameter = spineShadowParameter; // set spine shadow parameter to all the shader effects - mSpineEffectFront.SetSpineShadowParameter( mSpineShadowParameter ); - mSpineEffectBack.SetSpineShadowParameter( mSpineShadowParameter ); - for( int i = 0; i < MAXIMUM_TURNING_NUM; i++ ) - { - mTurnEffect[i].SetSpineShadowParameter( mSpineShadowParameter ); - } + mSpineEffectShader.RegisterProperty(PROPERTY_SPINE_SHADOW, mSpineShadowParameter); + mTurnEffectShader.RegisterProperty(PROPERTY_SPINE_SHADOW, mSpineShadowParameter); } Vector2 PageTurnView::GetSpineShadowParameter() @@ -477,26 +536,31 @@ Vector2 PageTurnView::GetSpineShadowParameter() return mSpineShadowParameter; } -void PageTurnView::GoToPage( unsigned int pageId ) +void PageTurnView::GoToPage(unsigned int pageId) { - int pageIdx = static_cast(pageId); + int pageIdx = Clamp(static_cast(pageId), 0, mTotalPageCount - 1); + + if(mCurrentPageIndex == pageIdx) + { + return; + } + + // if any animation ongoing, stop it. + StopTurning(); + // record the new current page index mCurrentPageIndex = pageIdx; - // clear the old pages - for(int i = 0; i < NUMBER_OF_CACHED_PAGES; i++ ) + // add the current page and the pages right before and after it + for(int i = pageIdx - NUMBER_OF_CACHED_PAGES_EACH_SIDE; i < pageIdx + NUMBER_OF_CACHED_PAGES_EACH_SIDE; i++) { - if( mPageActors[i] ) - { - mPageActors[i].Unparent(); - mPageActors[i].Reset(); - } + AddPage(i); } - // add the current page and the pages right before and after it - for( int i = pageIdx - NUMBER_OF_CACHED_PAGES_EACH_SIDE; i < pageIdx + NUMBER_OF_CACHED_PAGES_EACH_SIDE; i++ ) + mPages[pageId % NUMBER_OF_CACHED_PAGES].actor.SetProperty(Actor::Property::VISIBLE, true); + if(pageId > 0) { - AddPage( i ); + mPages[(pageId - 1) % NUMBER_OF_CACHED_PAGES].actor.SetProperty(Actor::Property::VISIBLE, true); } // set ordered depth to the stacked pages OrganizePageDepth(); @@ -504,239 +568,84 @@ void PageTurnView::GoToPage( unsigned int pageId ) unsigned int PageTurnView::GetCurrentPage() { - DALI_ASSERT_ALWAYS( mCurrentPageIndex >= 0 ); - return static_cast< unsigned int >( mCurrentPageIndex ); -} - -Actor PageTurnView::EnterEditMode() -{ - if( mNeedOffscreenRendering ) - { - DALI_ASSERT_ALWAYS( mCurrentPageIndex >= 0 ); - - mIsEditMode = true; - - int index = mCurrentPageIndex % NUMBER_OF_CACHED_PAGES; - mOffscreenTask[index].SetInputEnabled( true ); - mPageSourceActor[index].SetSensitive( true ); - mOffscreenTask[index].SetRefreshRate( RenderTask::REFRESH_ALWAYS ); - - mRootOnScreen.SetSensitive(false); - - return mPageSourceActor[index].GetChildAt( 0 ); - } - else - { - return Actor(); - } + DALI_ASSERT_ALWAYS(mCurrentPageIndex >= 0); + return static_cast(mCurrentPageIndex); } -void PageTurnView::LeaveEditMode() +void PageTurnView::AddPage(int pageIndex) { - if( mNeedOffscreenRendering ) + if(pageIndex > -1 && pageIndex < mTotalPageCount) // whether the page is available from the page factory { - DALI_ASSERT_ALWAYS( mCurrentPageIndex >= 0 ); - - mIsEditMode = false; - - int index = mCurrentPageIndex % NUMBER_OF_CACHED_PAGES; - mOffscreenTask[index].SetInputEnabled( false ); - mPageSourceActor[index].SetSensitive( false ); - mOffscreenTask[index].SetRefreshRate( RenderTask::REFRESH_ONCE ); - - mRootOnScreen.SetSensitive(true); - } -} + int index = pageIndex % NUMBER_OF_CACHED_PAGES; -Actor PageTurnView::GetHitActor( Vector2& screenCoordinates, Vector2& actorCoordinates ) -{ - if( mNeedOffscreenRendering && mCurrentPageIndex < mTotalPageCount) - { - int index = mCurrentPageIndex % NUMBER_OF_CACHED_PAGES; + Texture newPage; + newPage = mPageFactory->NewPage(pageIndex); + DALI_ASSERT_ALWAYS(newPage && "must pass in valid texture"); - Dali::HitTestAlgorithm::Results results; - if( !mOffscreenTask[index].GetInputEnabled() ) - { - mOffscreenTask[index].SetInputEnabled( true ); - mPageSourceActor[index].SetSensitive( true ); - Dali::HitTestAlgorithm::HitTest( mOffscreenTask[index], screenCoordinates, results, IsActorHittableFunction ); - mOffscreenTask[index].SetInputEnabled( false ); - mPageSourceActor[index].SetSensitive( false ); - } - else + bool isLeftSide = (pageIndex < mCurrentPageIndex); + if(mPages[index].isTurnBack != isLeftSide) { - Dali::HitTestAlgorithm::HitTest( mOffscreenTask[index], screenCoordinates, results, IsActorHittableFunction ); + mPages[index].ChangeTurnDirection(); } - actorCoordinates = results.actorCoordinates; - return results.actor; - } - else - { - return Actor(); - } -} -void PageTurnView::AddPage( int pageIndex ) -{ - if(pageIndex > -1 && pageIndex < mTotalPageCount) // whether the page is available from the page factory - { - int index = pageIndex % NUMBER_OF_CACHED_PAGES; - ImageActor newPage; - if( mNeedOffscreenRendering ) - { - Actor source = mPageFactory.NewPage( pageIndex ); - if( mPageSourceActor[index].GetChildCount() > 0 ) - { - mPageSourceActor[index].Remove( mPageSourceActor[index].GetChildAt( 0 ) ); - } - mPageSourceActor[index].Add( source ); - mOffscreenTask[index].SetRefreshRate( RenderTask::REFRESH_ONCE ); - newPage = NewPageFromRenderBuffer( pageIndex ); - } - else - { - newPage= ImageActor::DownCast( mPageFactory.NewPage( pageIndex ) ); - DALI_ASSERT_ALWAYS( newPage ); - } - newPage.SetAnchorPoint( AnchorPoint::CENTER_LEFT ); - newPage.SetParentOrigin( ParentOrigin::CENTER_LEFT ); - newPage.SetSize( mPageSize ); - mRootOnScreen.Add( newPage ); - mPageActors[index] = newPage; - - bool isLeftSide = ( pageIndex < mCurrentPageIndex ); - mIsTurnBack[ newPage ] = isLeftSide; - if( isLeftSide ) - { - // new page is added to the left side, so need to rotate it 180 degrees - newPage.RotateBy( Degree(-180.0f ), Vector3::YAXIS ); - } - else - { - SetShaderEffect( newPage, mSpineEffectFront); - } + float degree = isLeftSide ? 180.f : 0.f; + mPages[index].actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Degree(degree), Vector3::YAXIS)); + mPages[index].actor.SetProperty(Actor::Property::VISIBLE, false); + mPages[index].UseEffect(mSpineEffectShader, mGeometry); + mPages[index].SetTexture(newPage); // For Portrait, nothing to do - // For Landscape, set spineEffectBack to the new effect if it is in the left side, and set properties to the back image actor if it exists - OnAddPage( newPage, isLeftSide ); - } -} - -void PageTurnView::RemovePage( int pageIndex ) -{ - if( pageIndex > -1 && pageIndex < mTotalPageCount) - { - int index = pageIndex % NUMBER_OF_CACHED_PAGES; - mPageActors[index].Unparent(); - mIsTurnBack.erase( mPageActors[index] ); - mPageActors[index].Reset(); - if( mNeedOffscreenRendering ) - { - mPageSourceActor[index].Remove( mPageSourceActor[index].GetChildAt( 0 ) ); - } + // For Landscape, set the parent origin to CENTER + OnAddPage(mPages[index].actor, isLeftSide); } } -void PageTurnView::RenderPage( int pageIndex ) +void PageTurnView::RemovePage(int pageIndex) { - if( pageIndex > std::max(-1, mCurrentPageIndex - NUMBER_OF_CACHED_PAGES_EACH_SIDE -1) - && pageIndex < std::min(mTotalPageCount, mCurrentPageIndex + NUMBER_OF_CACHED_PAGES_EACH_SIDE)) + if(pageIndex > -1 && pageIndex < mTotalPageCount) { int index = pageIndex % NUMBER_OF_CACHED_PAGES; - mOffscreenTask[index].SetRefreshRate( RenderTask::REFRESH_ONCE ); - } -} - -void PageTurnView::RefreshAll() -{ - mTotalPageCount = static_cast( mPageFactory.GetNumberOfPages() ); - if( mTotalPageCount > 0 ) - { - if(mCurrentPageIndex < mTotalPageCount) - { - GoToPage( mCurrentPageIndex ); - } - else - { - GoToPage( mCurrentPageIndex-- ); - } + mPages[index].actor.SetProperty(Actor::Property::VISIBLE, false); } } -void PageTurnView::RefreshCurrentPage() -{ - RenderPage( mCurrentPageIndex ); -} - -void PageTurnView::OnPan( const PanGesture& gesture ) +void PageTurnView::OnPan(const PanGesture& gesture) { - if( mIsEditMode ) - { - // when interrupted by the call of DisplayCurrentPageSourceActor(), - // make sure the panFinished is always called before stopping to responding the gesture - // so the status of the control is updated correctly - if(mPanning) - { - mPanning = false; - PanFinished( SetPanPosition( gesture.position ), gesture.GetSpeed() ); - } - - return; - } // the pan gesture is attached to control itself instead of each page - switch( gesture.state ) + switch(gesture.GetState()) { - case Gesture::Started: + case GestureState::STARTED: { - mPanning = true; - // to find out whether the undergoing turning page number already reaches the maximum allowed - // and get one idle index when it is animatable - bool animatable = false; - for( int i = 0; i < MAXIMUM_TURNING_NUM; i++ ) - { - if( !mIsAnimating[mIndex] ) - { - animatable = true; - break; - } - if( mIsSliding[mIndex] ) - { - animatable = false; - break; - } - mIndex++; - mIndex = mIndex % MAXIMUM_TURNING_NUM; - } - - if( mPageUpdated && animatable ) + // check whether the undergoing turning page number already reaches the maximum allowed + if(mPageUpdated && mAnimatingCount < MAXIMUM_TURNING_NUM && mSlidingCount < 1) { - SetPanActor( gesture.position ); // determine which page actor is panned - if(mPanActor && mPanActor.GetParent() != mRootOnScreen) // if the page is added to turning layer,it is undergoing an animation currently + const Vector2& position = gesture.GetPosition(); + SetPanActor(position); // determine which page actor is panned + if(mTurningPageIndex != -1 && mPages[mTurningPageIndex % NUMBER_OF_CACHED_PAGES].actor.GetParent() != Self()) // if the page is added to turning layer,it is undergoing an animation currently { - mPanActor.Reset(); + mTurningPageIndex = -1; } - PanStarted( SetPanPosition( gesture.position ) ); // pass in the pan position in the local page coordinate + PanStarted(SetPanPosition(position)); // pass in the pan position in the local page coordinate } else { - mPanActor.Reset(); + mTurningPageIndex = -1; } break; } - case Gesture::Continuing: + case GestureState::CONTINUING: { - PanContinuing( SetPanPosition( gesture.position ) ); // pass in the pan position in the local page coordinate + PanContinuing(SetPanPosition(gesture.GetPosition())); // pass in the pan position in the local page coordinate break; } - case Gesture::Finished: - case Gesture::Cancelled: + case GestureState::FINISHED: + case GestureState::CANCELLED: { - mPanning = false; - PanFinished( SetPanPosition( gesture.position ), gesture.GetSpeed() ); + PanFinished(SetPanPosition(gesture.GetPosition()), gesture.GetSpeed()); break; } - case Gesture::Clear: - case Gesture::Possible: + case GestureState::CLEAR: + case GestureState::POSSIBLE: default: { break; @@ -744,71 +653,74 @@ void PageTurnView::OnPan( const PanGesture& gesture ) } } -void PageTurnView::PanStarted( const Vector2& gesturePosition ) +void PageTurnView::PanStarted(const Vector2& gesturePosition) { mPressDownPosition = gesturePosition; - if( !mPanActor ) + if(mTurningPageIndex == -1) { return; } + mIndex = mTurningPageIndex % NUMBER_OF_CACHED_PAGES; + mOriginalCenter = gesturePosition; - mTurnEffect[mIndex].SetIsTurningBack( mIsTurnBack[ mPanActor] ); - mPress = false; - mPageUpdated = false; + mPress = false; + mPageUpdated = false; // Guard against destruction during signal emission - Toolkit::PageTurnView handle( GetOwner() ); - mPagePanStartedSignal.Emit( handle ); + Toolkit::PageTurnView handle(GetOwner()); + mPagePanStartedSignal.Emit(handle); } -void PageTurnView::PanContinuing( const Vector2& gesturePosition ) +void PageTurnView::PanContinuing(const Vector2& gesturePosition) { - if( !mPanActor ) + if(mTurningPageIndex == -1) { return; } // Guard against destruction during signal emission - Toolkit::PageTurnView handle( GetOwner() ); + Toolkit::PageTurnView handle(GetOwner()); if(!mPress) { // when the touch down position is near the spine // or when the panning goes outwards or some other position which would tear the paper in real situation // we change the start position into the current panning position and update the shader parameters - if( mOriginalCenter.x < mPageSize.width*MINIMUM_START_POSITION_RATIO - || gesturePosition.x > mOriginalCenter.x-1.0f - || ( ( gesturePosition.x/mOriginalCenter.x > gesturePosition.y/mOriginalCenter.y ) && - ( gesturePosition.x/mOriginalCenter.x > (gesturePosition.y-mPageSize.height )/(mOriginalCenter.y-mPageSize.height ) ) ) ) + if(mOriginalCenter.x < mPageSize.width * MINIMUM_START_POSITION_RATIO || gesturePosition.x > mOriginalCenter.x - 1.0f || ((gesturePosition.x / mOriginalCenter.x > gesturePosition.y / mOriginalCenter.y) && (gesturePosition.x / mOriginalCenter.x > (gesturePosition.y - mPageSize.height) / (mOriginalCenter.y - mPageSize.height)))) { mOriginalCenter = gesturePosition; } else { - mDistanceUpCorner = mOriginalCenter.Length(); - mDistanceBottomCorner = ( mOriginalCenter - Vector2( 0.0f, mPageSize.height ) ).Length(); - mShadowView.Add( mPanActor ); - SetShaderEffect( mPanActor, mTurnEffect[mIndex] ); - mTurnEffect[mIndex].SetOriginalCenter( mOriginalCenter ); + mDistanceUpCorner = mOriginalCenter.Length(); + mDistanceBottomCorner = (mOriginalCenter - Vector2(0.0f, mPageSize.height)).Length(); + mShadowView.Add(mPages[mIndex].actor); + mPages[mIndex].UseEffect(mTurnEffectShader); + mPages[mIndex].SetOriginalCenter(mOriginalCenter); mCurrentCenter = mOriginalCenter; - mTurnEffect[mIndex].SetCurrentCenter( mCurrentCenter ); + mPages[mIndex].SetCurrentCenter(mCurrentCenter); mPanDisplacement = 0.f; - mConstraints = true; - mPress = true; - mIsAnimating[mIndex] = true; + mConstraints = false; + mPress = true; + mAnimatingCount++; - mPageTurnStartedSignal.Emit( handle, static_cast(mCurrentPageIndex + ( ( mIsTurnBack[mPanActor] ) ? -1 : 0 ) ), !mIsTurnBack[mPanActor] ); + mPageTurnStartedSignal.Emit(handle, static_cast(mTurningPageIndex), !mPages[mIndex].isTurnBack); + int id = mTurningPageIndex + (mPages[mIndex].isTurnBack ? -1 : 1); + if(id >= 0 && id < mTotalPageCount) + { + mPages[id % NUMBER_OF_CACHED_PAGES].actor.SetProperty(Actor::Property::VISIBLE, true); + } mShadowView.RemoveConstraints(); Actor self = Self(); - self.SetProperty( mPropertyPanDisplacement[mIndex], 0.f ); + mPages[mIndex].SetPanDisplacement(0.f); - Constraint shadowBlurStrengthConstraint = Constraint::New( mShadowView, mShadowView.GetBlurStrengthPropertyIndex(), ShadowBlurStrengthConstraint( mPageSize.width*PAGE_TURN_OVER_THRESHOLD_RATIO ) ); - shadowBlurStrengthConstraint.AddSource( Source(mTurnEffect[mIndex], mTurnEffect[mIndex].GetPropertyIndex(mTurnEffect[mIndex].PageTurnEffect::GetCurrentCenterPropertyName())) ); - shadowBlurStrengthConstraint.AddSource( Source(mTurnEffect[mIndex], mTurnEffect[mIndex].GetPropertyIndex(mTurnEffect[mIndex].PageTurnEffect::GetOriginalCenterPropertyName())) ); - shadowBlurStrengthConstraint.AddSource( Source( self, mPropertyPanDisplacement[mIndex] ) ); + Constraint shadowBlurStrengthConstraint = Constraint::New(mShadowView, mShadowView.GetBlurStrengthPropertyIndex(), ShadowBlurStrengthConstraint(mPageSize.width * PAGE_TURN_OVER_THRESHOLD_RATIO)); + shadowBlurStrengthConstraint.AddSource(Source(mPages[mIndex].actor, mPages[mIndex].propertyCurrentCenter)); + shadowBlurStrengthConstraint.AddSource(Source(mPages[mIndex].actor, mPages[mIndex].propertyOriginalCenter)); + shadowBlurStrengthConstraint.AddSource(Source(mPages[mIndex].actor, mPages[mIndex].propertyPanDisplacement)); shadowBlurStrengthConstraint.Apply(); } } @@ -819,226 +731,255 @@ void PageTurnView::PanContinuing( const Vector2& gesturePosition ) // Test whether the new current center would tear the paper from the top pine in real situation // we do not forbid this totally, which would restrict the panning gesture too much // instead, set it to the nearest allowable position - float distanceUpCorner = currentCenter.Length(); - float distanceBottomCorner = ( currentCenter-Vector2( 0.0f, mPageSize.height ) ).Length(); - if( distanceUpCorner > mDistanceUpCorner ) + float distanceUpCorner = currentCenter.Length(); + float distanceBottomCorner = (currentCenter - Vector2(0.0f, mPageSize.height)).Length(); + if(distanceUpCorner > mDistanceUpCorner) { - currentCenter = currentCenter*mDistanceUpCorner/distanceUpCorner; + currentCenter = currentCenter * mDistanceUpCorner / distanceUpCorner; } // would tear the paper from the bottom spine in real situation - if( distanceBottomCorner > mDistanceBottomCorner ) + if(distanceBottomCorner > mDistanceBottomCorner) { - currentCenter = ( ( currentCenter - Vector2( 0.0f, mPageSize.height ) )*mDistanceBottomCorner/distanceBottomCorner + Vector2(0.0f,mPageSize.height ) ); + currentCenter = ((currentCenter - Vector2(0.0f, mPageSize.height)) * mDistanceBottomCorner / distanceBottomCorner + Vector2(0.0f, mPageSize.height)); } // If direction has a very high y component, reduce it. Vector2 curveDirection = currentCenter - mOriginalCenter; - if( fabs( curveDirection.y ) > fabs( curveDirection.x ) ) + if(fabs(curveDirection.y) > fabs(curveDirection.x)) { - currentCenter.y = mOriginalCenter.y + ( currentCenter.y - mOriginalCenter.y ) * fabs( curveDirection.x/curveDirection.y ); + currentCenter.y = mOriginalCenter.y + (currentCenter.y - mOriginalCenter.y) * fabs(curveDirection.x / curveDirection.y); } // If the vertical distance is high, reduce it float yShift = currentCenter.y - mOriginalCenter.y; - if( fabs( yShift ) > mPageSize.height * MAXIMUM_VERTICAL_MOVEMENT_RATIO ) + if(fabs(yShift) > mPageSize.height * MAXIMUM_VERTICAL_MOVEMENT_RATIO) { - currentCenter.y = mOriginalCenter.y + yShift*mPageSize.height*MAXIMUM_VERTICAL_MOVEMENT_RATIO/fabs(yShift ); + currentCenter.y = mOriginalCenter.y + yShift * mPageSize.height * MAXIMUM_VERTICAL_MOVEMENT_RATIO / fabs(yShift); } // use contraints to control the page shape and rotation when the pan position is near the spine - if( currentCenter.x <= mPageSize.width*PAGE_TURN_OVER_THRESHOLD_RATIO && mOriginalCenter.x > mPageSize.width*PAGE_TURN_OVER_THRESHOLD_RATIO ) + if(currentCenter.x <= mPageSize.width * PAGE_TURN_OVER_THRESHOLD_RATIO && mOriginalCenter.x > mPageSize.width * PAGE_TURN_OVER_THRESHOLD_RATIO) { // set the property values used by the constraints - mPanDisplacement = mPageSize.width*PAGE_TURN_OVER_THRESHOLD_RATIO - currentCenter.x; - Self().SetProperty( mPropertyPanDisplacement[mIndex], mPanDisplacement ); - Self().SetProperty( mPropertyCurrentCenter[mIndex], currentCenter ); + mPanDisplacement = mPageSize.width * PAGE_TURN_OVER_THRESHOLD_RATIO - currentCenter.x; + mPages[mIndex].SetPanDisplacement(mPanDisplacement); + mPages[mIndex].SetPanCenter(currentCenter); // set up the OriginalCenterConstraint and CurrentCebterConstraint to the PageTurnEdffect // also set up the RotationConstraint to the page actor - if( mConstraints ) + if(!mConstraints) { Vector2 corner; // the corner position need to be a little far away from the page edge to ensure the whole page is lift up - if( currentCenter.y >= mOriginalCenter.y ) + if(currentCenter.y >= mOriginalCenter.y) { - corner = Vector2( 1.1f*mPageSize.width, 0.f ); + corner = Vector2(1.1f * mPageSize.width, 0.f); } else { - corner = mPageSize*1.1f; + corner = mPageSize * 1.1f; } - Vector2 offset( currentCenter-mOriginalCenter ); - float k = - ( (mOriginalCenter.x-corner.x)*offset.x + (mOriginalCenter.y-corner.y)*offset.y ) - /( offset.x*offset.x + offset.y*offset.y ); + Vector2 offset(currentCenter - mOriginalCenter); + float k = -((mOriginalCenter.x - corner.x) * offset.x + (mOriginalCenter.y - corner.y) * offset.y) / (offset.x * offset.x + offset.y * offset.y); offset *= k; Actor self = Self(); - Property::Index shaderOriginalCenterPropertyIndex = mTurnEffect[mIndex].GetPropertyIndex(mTurnEffect[mIndex].PageTurnEffect::GetOriginalCenterPropertyName()); - Constraint originalCenterConstraint = Constraint::New( mTurnEffect[mIndex], shaderOriginalCenterPropertyIndex, OriginalCenterConstraint( mOriginalCenter, offset )); - originalCenterConstraint.AddSource( Source( self, mPropertyPanDisplacement[mIndex] ) ); + Constraint originalCenterConstraint = Constraint::New(mPages[mIndex].actor, mPages[mIndex].propertyOriginalCenter, OriginalCenterConstraint(mOriginalCenter, offset)); + originalCenterConstraint.AddSource(Source(mPages[mIndex].actor, mPages[mIndex].propertyPanDisplacement)); originalCenterConstraint.Apply(); - Property::Index shaderCurrentCenterPropertyIndex = mTurnEffect[mIndex].GetPropertyIndex(mTurnEffect[mIndex].PageTurnEffect::GetCurrentCenterPropertyName()); - Constraint currentCenterConstraint = Constraint::New( mTurnEffect[mIndex], shaderCurrentCenterPropertyIndex, CurrentCenterConstraint(mPageSize.width)); - currentCenterConstraint.AddSource( Source(self, mPropertyCurrentCenter[mIndex]) ); - currentCenterConstraint.AddSource( Source(mTurnEffect[mIndex], shaderOriginalCenterPropertyIndex) ); + Constraint currentCenterConstraint = Constraint::New(mPages[mIndex].actor, mPages[mIndex].propertyCurrentCenter, CurrentCenterConstraint(mPageSize.width)); + currentCenterConstraint.AddSource(Source(mPages[mIndex].actor, mPages[mIndex].propertyPanCenter)); + currentCenterConstraint.AddSource(Source(mPages[mIndex].actor, mPages[mIndex].propertyOriginalCenter)); currentCenterConstraint.Apply(); - GetImpl( mTurnEffect[mIndex] ).ApplyInternalConstraint(); + PageTurnApplyInternalConstraint(mPages[mIndex].actor, mPageSize.height); - float distance = offset.Length(); - Constraint rotationConstraint = Constraint::New( mPanActor, Actor::Property::ORIENTATION, RotationConstraint(distance, mPageSize.width, mIsTurnBack[mPanActor])); - rotationConstraint.AddSource( Source( self, mPropertyPanDisplacement[mIndex] ) ); + float distance = offset.Length(); + Constraint rotationConstraint = Constraint::New(mPages[mIndex].actor, Actor::Property::ORIENTATION, RotationConstraint(distance, mPageSize.width, mPages[mIndex].isTurnBack)); + rotationConstraint.AddSource(Source(mPages[mIndex].actor, mPages[mIndex].propertyPanDisplacement)); rotationConstraint.Apply(); - mConstraints = false; + mConstraints = true; } } else { - if(!mConstraints) // remove the constraint is the pan position move back to far away from the spine + if(mConstraints) // remove the constraint is the pan position move back to far away from the spine { - mPanActor.RemoveConstraints(); - mTurnEffect[mIndex].RemoveConstraints(); - mTurnEffect[mIndex].SetOriginalCenter( mOriginalCenter ); - mConstraints = true; + mPages[mIndex].actor.RemoveConstraints(); + mPages[mIndex].SetOriginalCenter(mOriginalCenter); + mConstraints = false; mPanDisplacement = 0.f; } - mTurnEffect[mIndex].SetCurrentCenter( currentCenter ); + mPages[mIndex].SetCurrentCenter(currentCenter); mCurrentCenter = currentCenter; - GetImpl( mTurnEffect[mIndex] ).ApplyInternalConstraint(); + PageTurnApplyInternalConstraint(mPages[mIndex].actor, mPageSize.height); } } } -void PageTurnView::PanFinished( const Vector2& gesturePosition, float gestureSpeed ) +void PageTurnView::PanFinished(const Vector2& gesturePosition, float gestureSpeed) { // Guard against destruction during signal emission - Toolkit::PageTurnView handle( GetOwner() ); + Toolkit::PageTurnView handle(GetOwner()); - if( !mPanActor ) + if(mTurningPageIndex == -1) { - if(!mIsAnimating[mIndex]) + if(mAnimatingCount < MAXIMUM_TURNING_NUM && mSlidingCount < 1) { - OnPossibleOutwardsFlick( gesturePosition, gestureSpeed ); + OnPossibleOutwardsFlick(gesturePosition, gestureSpeed); } + return; } - mPagePanFinishedSignal.Emit( handle ); + mPagePanFinishedSignal.Emit(handle); - ImageActor actor = mPanActor; if(mPress) { - if(!mConstraints) // if with constraints, the pan finished position is near spine, set up an animation to turn the page over + if(mConstraints) // if with constraints, the pan finished position is near spine, set up an animation to turn the page over { // update the pages here instead of in the TurnedOver callback function // as new page is allowed to respond to the pan gesture before other pages finishing animation - if(mIsTurnBack[actor]) + if(mPages[mIndex].isTurnBack) { mCurrentPageIndex--; - RemovePage( mCurrentPageIndex+NUMBER_OF_CACHED_PAGES_EACH_SIDE ); - AddPage( mCurrentPageIndex-NUMBER_OF_CACHED_PAGES_EACH_SIDE ); + RemovePage(mCurrentPageIndex + NUMBER_OF_CACHED_PAGES_EACH_SIDE); + AddPage(mCurrentPageIndex - NUMBER_OF_CACHED_PAGES_EACH_SIDE); } else { mCurrentPageIndex++; - RemovePage( mCurrentPageIndex-NUMBER_OF_CACHED_PAGES_EACH_SIDE-1 ); - AddPage( mCurrentPageIndex+NUMBER_OF_CACHED_PAGES_EACH_SIDE-1 ); + RemovePage(mCurrentPageIndex - NUMBER_OF_CACHED_PAGES_EACH_SIDE - 1); + AddPage(mCurrentPageIndex + NUMBER_OF_CACHED_PAGES_EACH_SIDE - 1); } OrganizePageDepth(); // set up an animation to turn the page over - Actor self = Self(); - float width = mPageSize.width*(1.f+PAGE_TURN_OVER_THRESHOLD_RATIO); - Animation animation = Animation::New( std::max(0.1f,PAGE_TURN_OVER_ANIMATION_DURATION * (1.0f - mPanDisplacement / width)) ); - animation.AnimateTo( Property(self, mPropertyPanDisplacement[mIndex]), - width,AlphaFunctions::EaseOutSine33); - animation.AnimateTo( Property(self, mPropertyCurrentCenter[mIndex]), - Vector2(-mPageSize.width, 0.5f*mPageSize.height), AlphaFunctions::EaseOutSine33); - mAnimationActorPair[animation] = actor; - mAnimationIndexPair[animation] = mIndex; + float width = mPageSize.width * (1.f + PAGE_TURN_OVER_THRESHOLD_RATIO); + Animation animation = Animation::New(std::max(0.1f, PAGE_TURN_OVER_ANIMATION_DURATION * (1.0f - mPanDisplacement / width))); + animation.AnimateTo(Property(mPages[mIndex].actor, mPages[mIndex].propertyPanDisplacement), + width, + AlphaFunction::EASE_OUT_SINE); + animation.AnimateTo(Property(mPages[mIndex].actor, mPages[mIndex].propertyPanCenter), + Vector2(-mPageSize.width * 1.1f, 0.5f * mPageSize.height), + AlphaFunction::EASE_OUT_SINE); + mAnimationPageIdPair[animation] = mTurningPageIndex; animation.Play(); - animation.FinishedSignal().Connect( this, &PageTurnView::TurnedOver ); + animation.FinishedSignal().Connect(this, &PageTurnView::TurnedOver); } else // the pan finished position is far away from the spine, set up an animation to slide the page back instead of turning over { - Animation animation= Animation::New( PAGE_SLIDE_BACK_ANIMATION_DURATION * (mOriginalCenter.x - mCurrentCenter.x) / mPageSize.width / PAGE_TURN_OVER_THRESHOLD_RATIO ); - animation.AnimateTo( Property( mTurnEffect[mIndex], mTurnEffect[mIndex].PageTurnEffect::GetCurrentCenterPropertyName() ), - mOriginalCenter, AlphaFunctions::Linear ); - mAnimationActorPair[animation] = actor; - mAnimationIndexPair[animation] = mIndex; + Animation animation = Animation::New(PAGE_SLIDE_BACK_ANIMATION_DURATION * (mOriginalCenter.x - mCurrentCenter.x) / mPageSize.width / PAGE_TURN_OVER_THRESHOLD_RATIO); + animation.AnimateTo(Property(mPages[mIndex].actor, mPages[mIndex].propertyCurrentCenter), + mOriginalCenter, + AlphaFunction::LINEAR); + mAnimationPageIdPair[animation] = mTurningPageIndex; animation.Play(); - mIsSliding[mIndex] = true; - animation.FinishedSignal().Connect( this, &PageTurnView::SliddenBack ); + mSlidingCount++; + animation.FinishedSignal().Connect(this, &PageTurnView::SliddenBack); - mPageTurnStartedSignal.Emit( handle, static_cast( mCurrentPageIndex + ( ( mIsTurnBack[mPanActor] ) ? -1 : 0 ) ), mIsTurnBack[mPanActor] ); + mPageTurnStartedSignal.Emit(handle, static_cast(mTurningPageIndex), mPages[mIndex].isTurnBack); } } else { // In portrait view, an outwards flick should turn the previous page back // In landscape view, nothing to do - OnPossibleOutwardsFlick( gesturePosition, gestureSpeed ); + OnPossibleOutwardsFlick(gesturePosition, gestureSpeed); } - mPageUpdated = true; } -void PageTurnView::TurnedOver( Animation& animation ) +void PageTurnView::TurnedOver(Animation& animation) { - ImageActor actor = mAnimationActorPair[animation]; - mIsTurnBack[actor] = !mIsTurnBack[actor]; - actor.RemoveConstraints(); - mRootOnScreen.Add(actor); - int index = mAnimationIndexPair[animation]; - mIsAnimating[index] = false; - mTurnEffect[index].RemoveConstraints(); - mAnimationIndexPair.erase( animation ); - mAnimationActorPair.erase( animation ); - - SetSpineEffect( actor, mIsTurnBack[actor] ); + int pageId = mAnimationPageIdPair[animation]; + int index = pageId % NUMBER_OF_CACHED_PAGES; + + mPages[index].ChangeTurnDirection(); + mPages[index].actor.RemoveConstraints(); + Self().Add(mPages[index].actor); + mAnimatingCount--; + mAnimationPageIdPair.erase(animation); + + float degree = mPages[index].isTurnBack ? 180.f : 0.f; + mPages[index].actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Degree(degree), Vector3::YAXIS)); + mPages[index].UseEffect(mSpineEffectShader); + + int id = pageId + (mPages[index].isTurnBack ? -1 : 1); + if(id >= 0 && id < mTotalPageCount) + { + mPages[id % NUMBER_OF_CACHED_PAGES].actor.SetProperty(Actor::Property::VISIBLE, false); + } + + OnTurnedOver(mPages[index].actor, mPages[index].isTurnBack); // Guard against destruction during signal emission - Toolkit::PageTurnView handle( GetOwner() ); - mPageTurnFinishedSignal.Emit( handle, static_cast( mCurrentPageIndex + ( ( mIsTurnBack[actor] ) ? -1 : 0 ) ), mIsTurnBack[actor] ); + Toolkit::PageTurnView handle(GetOwner()); + mPageTurnFinishedSignal.Emit(handle, static_cast(pageId), mPages[index].isTurnBack); } -void PageTurnView::SliddenBack( Animation& animation ) +void PageTurnView::SliddenBack(Animation& animation) { - ImageActor actor = mAnimationActorPair[animation]; - mRootOnScreen.Add(actor); - int index = mAnimationIndexPair[animation]; - mIsSliding[index] = false; - mIsAnimating[index] = false; - mAnimationIndexPair.erase( animation ); - mAnimationActorPair.erase( animation ); + int pageId = mAnimationPageIdPair[animation]; + int index = pageId % NUMBER_OF_CACHED_PAGES; + Self().Add(mPages[index].actor); + mSlidingCount--; + mAnimatingCount--; + mAnimationPageIdPair.erase(animation); - SetSpineEffect( actor, mIsTurnBack[actor] ); + mPages[index].UseEffect(mSpineEffectShader); + + int id = pageId + (mPages[index].isTurnBack ? -1 : 1); + if(id >= 0 && id < mTotalPageCount) + { + mPages[id % NUMBER_OF_CACHED_PAGES].actor.SetProperty(Actor::Property::VISIBLE, false); + } // Guard against destruction during signal emission - Toolkit::PageTurnView handle( GetOwner() ); - mPageTurnFinishedSignal.Emit( handle, static_cast( mCurrentPageIndex + ( ( mIsTurnBack[mPanActor] ) ? -1 : 0 ) ), mIsTurnBack[actor] ); + Toolkit::PageTurnView handle(GetOwner()); + mPageTurnFinishedSignal.Emit(handle, static_cast(pageId), mPages[index].isTurnBack); } void PageTurnView::OrganizePageDepth() { - for( int i=0; i( i )*STATIC_PAGE_INTERVAL_DISTANCE ); + mPages[(mCurrentPageIndex + i) % NUMBER_OF_CACHED_PAGES].actor.SetProperty(Actor::Property::POSITION_Z, -static_cast(i) * STATIC_PAGE_INTERVAL_DISTANCE); } - if( mCurrentPageIndex >= i + 1 ) + if(mCurrentPageIndex >= i + 1) { - mPageActors[( mCurrentPageIndex-i-1 )%NUMBER_OF_CACHED_PAGES].SetZ( -static_cast( i )*STATIC_PAGE_INTERVAL_DISTANCE ); + mPages[(mCurrentPageIndex - i - 1) % NUMBER_OF_CACHED_PAGES].actor.SetProperty(Actor::Property::POSITION_Z, -static_cast(i) * STATIC_PAGE_INTERVAL_DISTANCE); } } } -void PageTurnView::SetShaderEffect( ImageActor actor, ShaderEffect shaderEffect ) +void PageTurnView::StopTurning() { - SetShaderEffectRecursively( actor, shaderEffect ); + mAnimatingCount = 0; + mSlidingCount = 0; + + if(!mPageUpdated) + { + int index = mTurningPageIndex % NUMBER_OF_CACHED_PAGES; + Self().Add(mPages[index].actor); + mPages[index].actor.RemoveConstraints(); + mPages[index].UseEffect(mSpineEffectShader); + float degree = mTurningPageIndex == mCurrentPageIndex ? 0.f : 180.f; + mPages[index].actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Degree(degree), Vector3::YAXIS)); + mPageUpdated = true; + } + + if(!mAnimationPageIdPair.empty()) + { + for(std::map::iterator it = mAnimationPageIdPair.begin(); it != mAnimationPageIdPair.end(); ++it) + { + static_cast(it->first).SetCurrentProgress(1.f); + } + } } Toolkit::PageTurnView::PageTurnSignal& PageTurnView::PageTurnStartedSignal() @@ -1061,6 +1002,99 @@ Toolkit::PageTurnView::PagePanSignal& PageTurnView::PagePanFinishedSignal() return mPagePanFinishedSignal; } +bool PageTurnView::DoConnectSignal(BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor) +{ + Dali::BaseHandle handle(object); + + bool connected(true); + Toolkit::PageTurnView pageTurnView = Toolkit::PageTurnView::DownCast(handle); + + if(0 == strcmp(signalName.c_str(), SIGNAL_PAGE_TURN_STARTED)) + { + pageTurnView.PageTurnStartedSignal().Connect(tracker, functor); + } + else if(0 == strcmp(signalName.c_str(), SIGNAL_PAGE_TURN_FINISHED)) + { + pageTurnView.PageTurnFinishedSignal().Connect(tracker, functor); + } + else if(0 == strcmp(signalName.c_str(), SIGNAL_PAGE_PAN_STARTED)) + { + pageTurnView.PagePanStartedSignal().Connect(tracker, functor); + } + else if(0 == strcmp(signalName.c_str(), SIGNAL_PAGE_PAN_FINISHED)) + { + pageTurnView.PagePanFinishedSignal().Connect(tracker, functor); + } + else + { + // signalName does not match any signal + connected = false; + } + + return connected; +} + +void PageTurnView::SetProperty(BaseObject* object, Property::Index index, const Property::Value& value) +{ + Toolkit::PageTurnView pageTurnView = Toolkit::PageTurnView::DownCast(Dali::BaseHandle(object)); + + if(pageTurnView) + { + PageTurnView& pageTurnViewImpl(GetImplementation(pageTurnView)); + + switch(index) + { + case Toolkit::PageTurnView::Property::VIEW_PAGE_SIZE: + { + pageTurnViewImpl.SetPageSize(value.Get()); + break; + } + case Toolkit::PageTurnView::Property::CURRENT_PAGE_ID: + { + pageTurnViewImpl.GoToPage(value.Get()); + break; + } + case Toolkit::PageTurnView::Property::SPINE_SHADOW: + { + pageTurnViewImpl.SetSpineShadowParameter(value.Get()); + break; + } + } + } +} + +Property::Value PageTurnView::GetProperty(BaseObject* object, Property::Index index) +{ + Property::Value value; + + Toolkit::PageTurnView pageTurnView = Toolkit::PageTurnView::DownCast(Dali::BaseHandle(object)); + + if(pageTurnView) + { + PageTurnView& pageTurnViewImpl(GetImplementation(pageTurnView)); + + switch(index) + { + case Toolkit::PageTurnView::Property::VIEW_PAGE_SIZE: + { + value = pageTurnViewImpl.GetPageSize(); + break; + } + case Toolkit::PageTurnView::Property::CURRENT_PAGE_ID: + { + value = static_cast(pageTurnViewImpl.GetCurrentPage()); + break; + } + case Toolkit::PageTurnView::Property::SPINE_SHADOW: + { + value = pageTurnViewImpl.GetSpineShadowParameter(); + break; + } + } + } + return value; +} + } // namespace Internal } // namespace Toolkit