X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=demo%2Fdali-table-view.cpp;h=799304e77d6dcb1ecf661bb09d37d4c5a1346bf7;hb=bf1f42d60babe2ab002e6a9126020965b7abbeb1;hp=990a787776a3da14f6cc1be12f3e4c341b1fdd8c;hpb=102fd0ff958eca808fbf0c0c3195b20e9baf7282;p=platform%2Fcore%2Fuifw%2Fdali-demo.git diff --git a/demo/dali-table-view.cpp b/demo/dali-table-view.cpp index 990a787..799304e 100644 --- a/demo/dali-table-view.cpp +++ b/demo/dali-table-view.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2014 Samsung Electronics Co., Ltd. + * Copyright (c) 2017 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. @@ -25,9 +25,12 @@ #include #include #include +#include +#include // INTERNAL INCLUDES #include "shared/view.h" +#include "shared/utility.h" using namespace Dali; using namespace Dali::Toolkit; @@ -37,22 +40,23 @@ using namespace Dali::Toolkit; namespace { -const std::string BUTTON_BACKWARD( "Backward" ); -const std::string BUTTON_FORWARD( "Forward" ); -const std::string BUTTON_QUIT( "Quit" ); -const std::string BUTTON_OK( "Ok" ); -const std::string BUTTON_CANCEL( "Cancel" ); +const std::string LOGO_PATH( DEMO_IMAGE_DIR "Logo-for-demo.png" ); +const std::string TILE_BACKGROUND(DEMO_IMAGE_DIR "item-background.9.png"); +const std::string TILE_BACKGROUND_ALPHA( DEMO_IMAGE_DIR "demo-tile-texture.9.png" ); +const std::string TILE_FOCUS( DEMO_IMAGE_DIR "tile-focus.9.png" ); -const std::string DEFAULT_BACKGROUND_IMAGE_PATH( DALI_IMAGE_DIR "background-gradient.jpg" ); -const std::string LOGO_PATH( DALI_IMAGE_DIR "dali-logo.png" ); -const std::string DEFAULT_TOOLBAR_IMAGE_PATH( DALI_IMAGE_DIR "top-bar.png" ); -const std::string BUTTON_BACKGROUND(DALI_IMAGE_DIR "button-background.png"); -const std::string TILE_BACKGROUND(DALI_IMAGE_DIR "item-background.png"); -const std::string TILE_BACKGROUND_ALPHA(DALI_IMAGE_DIR "item-background-alpha.png"); +// Keyboard focus effect constants. +const float KEYBOARD_FOCUS_ANIMATION_DURATION = 1.0f; ///< The total duration of the keyboard focus animation +const float KEYBOARD_FOCUS_START_SCALE = 1.05f; ///< The starting scale of the focus highlight +const float KEYBOARD_FOCUS_END_SCALE = 1.18f; ///< The end scale of the focus highlight +const float KEYBOARD_FOCUS_END_ALPHA = 0.7f; ///< The end alpha of the focus highlight +const float KEYBOARD_FOCUS_INITIAL_FADE_PERCENTAGE = 0.16f; ///< The duration of the initial fade (from translucent to the end-alpha) as a percentage of the overal animation duration. +const Vector3 startScale( KEYBOARD_FOCUS_START_SCALE, KEYBOARD_FOCUS_START_SCALE, KEYBOARD_FOCUS_START_SCALE ); ///< @see KEYBOARD_FOCUS_START_SCALE +const Vector3 endScale( KEYBOARD_FOCUS_END_SCALE, KEYBOARD_FOCUS_END_SCALE, KEYBOARD_FOCUS_END_SCALE ); ///< @see KEYBOARD_FOCUS_END_SCALE +const float initialFadeDuration = KEYBOARD_FOCUS_ANIMATION_DURATION * KEYBOARD_FOCUS_INITIAL_FADE_PERCENTAGE; ///< @see KEYBOARD_FOCUS_INITIAL_FADE_PERCENTAGE -const char * const DEFAULT_TOOLBAR_TEXT( "TOUCH TO LAUNCH EXAMPLE" ); - -const float BUTTON_PRESS_ANIMATION_TIME = 0.25f; ///< Time to perform button scale effect. +const float TILE_LABEL_PADDING = 8.0f; ///< Border between edge of tile and the example text +const float BUTTON_PRESS_ANIMATION_TIME = 0.35f; ///< Time to perform button scale effect. const float ROTATE_ANIMATION_TIME = 0.5f; ///< Time to perform rotate effect. const int MAX_PAGES = 256; ///< Maximum pages (arbitrary safety limit) const int EXAMPLES_PER_ROW = 3; @@ -60,15 +64,30 @@ const int ROWS_PER_PAGE = 3; const int EXAMPLES_PER_PAGE = EXAMPLES_PER_ROW * ROWS_PER_PAGE; const float LOGO_MARGIN_RATIO = 0.1f / 0.3f; const float BOTTOM_PADDING_RATIO = 0.4f / 0.9f; -const Vector3 SCROLLVIEW_RELATIVE_SIZE(0.9f, 1.0f, 0.8f ); ///< ScrollView's relative size to its parent +const Vector3 SCROLLVIEW_RELATIVE_SIZE(0.9f, 1.0f, 0.8f ); ///< ScrollView's relative size to its parent const Vector3 TABLE_RELATIVE_SIZE(0.95f, 0.9f, 0.8f ); ///< TableView's relative size to the entire stage. The Y value means sum of the logo and table relative heights. const float STENCIL_RELATIVE_SIZE = 1.0f; const float EFFECT_SNAP_DURATION = 0.66f; ///< Scroll Snap Duration for Effects const float EFFECT_FLICK_DURATION = 0.5f; ///< Scroll Flick Duration for Effects const Vector3 ANGLE_CUBE_PAGE_ROTATE(Math::PI * 0.5f, Math::PI * 0.5f, 0.0f); +const Vector4 TILE_COLOR( 0.4f, 0.6f, 0.9f, 0.6f ); +const Vector4 BUBBLE_COLOR[] = +{ + Vector4( 0.3255f, 0.3412f, 0.6353f, 0.32f ), + Vector4( 0.3647f, 0.7569f, 0.8157f, 0.32f ), + Vector4( 0.3804f, 0.7412f, 0.6510f, 0.32f ), + Vector4( 1.f, 1.f, 1.f, 0.13f ) +}; +const int NUMBER_OF_BUBBLE_COLOR( sizeof(BUBBLE_COLOR) / sizeof(BUBBLE_COLOR[0]) ); +const char * const SHAPE_IMAGE_TABLE[] = +{ + DEMO_IMAGE_DIR "shape-circle.png", + DEMO_IMAGE_DIR "shape-bubble.png" +}; +const int NUMBER_OF_SHAPE_IMAGES( sizeof( SHAPE_IMAGE_TABLE ) / sizeof( SHAPE_IMAGE_TABLE[0] ) ); const int NUM_BACKGROUND_IMAGES = 18; const float BACKGROUND_SWIPE_SCALE = 0.025f; @@ -79,34 +98,51 @@ const float SCALE_SPEED_SIN = 0.1f; const unsigned int BACKGROUND_ANIMATION_DURATION = 15000; // 15 secs -const float BACKGROUND_Z = -1.0f; -const Vector4 BACKGROUND_COLOR( 1.0f, 1.0f, 1.0f, 1.0f ); +const Vector4 BACKGROUND_COLOR( 0.3569f, 0.5451f, 0.7294f, 1.0f ); const float BUBBLE_MIN_Z = -1.0; const float BUBBLE_MAX_Z = 0.0f; +// This shader takes a texture. +// An alpha discard is performed. +// The shader uses the tiles position within the scroll-view page and the scroll-views rotation position to create a parallax effect. +const char* FRAGMENT_SHADER_TEXTURED = DALI_COMPOSE_SHADER( + varying mediump vec2 vTexCoord; + varying mediump vec3 vIllumination; + uniform lowp vec4 uColor; + uniform sampler2D sTexture; + uniform mediump vec3 uCustomPosition; + + void main() + { + if( texture2D( sTexture, vTexCoord ).a <= 0.0001 ) + { + discard; + } + + mediump vec2 wrapTexCoord = vec2( ( vTexCoord.x / 4.0 ) + ( uCustomPosition.x / 4.0 ) + ( uCustomPosition.z / 2.0 ), vTexCoord.y / 4.0 ); + mediump vec4 color = texture2D( sTexture, wrapTexCoord ); + mediump float positionWeight = ( uCustomPosition.y + 0.3 ) * color.r * 2.0; + + gl_FragColor = vec4( positionWeight, positionWeight, positionWeight, 0.9 ) * uColor + vec4( uColor.xyz, 0.0 ); + } +); + /** * Creates the background image */ -ImageView CreateBackground( std::string imagePath ) +Control CreateBackground( std::string stylename ) { - Image image = ResourceImage::New( imagePath ); - ImageView background = ImageView::New( image ); + Control background = Control::New(); + Stage::GetCurrent().Add( background ); + background.SetStyleName( stylename ); background.SetName( "BACKGROUND" ); background.SetAnchorPoint( AnchorPoint::CENTER ); background.SetParentOrigin( ParentOrigin::CENTER ); - background.SetZ( -1.0f ); background.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); - return background; } -// These values depend on the tile image -const float IMAGE_BORDER_LEFT = 11.0f; -const float IMAGE_BORDER_RIGHT = IMAGE_BORDER_LEFT; -const float IMAGE_BORDER_TOP = IMAGE_BORDER_LEFT; -const float IMAGE_BORDER_BOTTOM = IMAGE_BORDER_LEFT; - /** * Constraint to return a position for a bubble based on the scroll value and vertical wrapping */ @@ -114,8 +150,8 @@ struct AnimateBubbleConstraint { public: AnimateBubbleConstraint( const Vector3& initialPos, float scale ) - : mInitialX( initialPos.x ), - mScale( scale ) + : mInitialX( initialPos.x ), + mScale( scale ) { } @@ -124,11 +160,10 @@ public: const Vector3& parentSize = inputs[1]->GetVector3(); const Vector3& childSize = inputs[2]->GetVector3(); - // Wrap bubbles verically. - if( position.y + childSize.y * 0.5f < -parentSize.y * 0.5f ) - { - position.y = parentSize.y * 0.5f + childSize.y * 0.5f; - } + // Wrap bubbles vertically. + float range = parentSize.y + childSize.y; + // This performs a float mod (we don't use fmod as we want the arithmetic modulus as opposed to the remainder). + position.y -= range * ( floor( position.y / range ) + 0.5f ); // Bubbles X position moves parallax to horizontal // panning by a scale factor unique to each bubble. @@ -138,7 +173,41 @@ public: private: float mInitialX; float mScale; - float mShapeSize; +}; + +/** + * Constraint to precalculate values from the scroll-view + * and tile positions to pass to the tile shader. + */ +struct TileShaderPositionConstraint +{ + TileShaderPositionConstraint( float pageWidth, float tileXOffset ) + : mPageWidth( pageWidth ), + mTileXOffset( tileXOffset ) + { + } + + void operator()( Vector3& position, const PropertyInputContainer& inputs ) + { + // Set up position.x as the tiles X offset (0.0 -> 1.0). + position.x = mTileXOffset; + // Set up position.z as the linear scroll-view X offset (0.0 -> 1.0). + position.z = 1.0f * ( -fmod( inputs[0]->GetVector2().x, mPageWidth ) / mPageWidth ); + // Set up position.y as a rectified version of the scroll-views X offset. + // IE. instead of 0.0 -> 1.0, it moves between 0.0 -> 0.5 -> 0.0 within the same span. + if( position.z > 0.5f ) + { + position.y = 1.0f - position.z; + } + else + { + position.y = position.z; + } + } + +private: + float mPageWidth; + float mTileXOffset; }; bool CompareByTitle( const Example& lhs, const Example& rhs ) @@ -150,28 +219,21 @@ bool CompareByTitle( const Example& lhs, const Example& rhs ) DaliTableView::DaliTableView( Application& application ) : mApplication( application ), - mBackgroundLayer(), mRootActor(), mRotateAnimation(), mPressedAnimation(), - mScrollViewLayer(), mScrollView(), mScrollViewEffect(), mScrollRulerX(), mScrollRulerY(), - mButtons(), mPressedActor(), mAnimationTimer(), mLogoTapDetector(), mVersionPopup(), - mButtonsPageRelativeSize(), mPages(), - mTableViewImages(), - mBackgroundActors(), mBackgroundAnimations(), mExampleList(), - mExampleMap(), - mBackgroundImagePath( DEFAULT_BACKGROUND_IMAGE_PATH ), + mPageWidth( 0.0f ), mTotalPages(), mScrolling( false ), mSortAlphabetically( false ), @@ -187,12 +249,6 @@ DaliTableView::~DaliTableView() 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 ) @@ -203,105 +259,54 @@ void DaliTableView::SortAlphabetically( bool sortAlphabetically ) void DaliTableView::Initialize( Application& application ) { Stage::GetCurrent().KeyEventSignal().Connect( this, &DaliTableView::OnKeyEvent ); - const Vector2 stageSize = Stage::GetCurrent().GetSize(); // Background - ImageView background = CreateBackground( mBackgroundImagePath ); - Stage::GetCurrent().Add( background ); - - // Render entire content as overlays, as is all on same 2D plane. - mRootActor = TableView::New( 4, 1 ); - mRootActor.SetAnchorPoint( AnchorPoint::CENTER ); - mRootActor.SetParentOrigin( ParentOrigin::CENTER ); - mRootActor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); + mRootActor = CreateBackground( "LauncherBackground" ); Stage::GetCurrent().Add( mRootActor ); - // Toolbar at top - Dali::Toolkit::ToolBar toolbar; - Dali::Layer toolBarLayer = DemoHelper::CreateToolbar(toolbar, - DEFAULT_TOOLBAR_IMAGE_PATH, - DEFAULT_TOOLBAR_TEXT, - DemoHelper::DEFAULT_VIEW_STYLE); - - mRootActor.AddChild( toolBarLayer, TableView::CellPosition( 0, 0 ) ); - mRootActor.SetFitHeight( 0 ); - // Add logo ImageView logo = CreateLogo( LOGO_PATH ); logo.SetName( "LOGO_IMAGE" ); + logo.SetAnchorPoint( AnchorPoint::TOP_CENTER ); + logo.SetParentOrigin( Vector3( 0.5f, 0.1f, 0.5f ) ); logo.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS ); - const float paddingHeight = ( ( 1.f-TABLE_RELATIVE_SIZE.y ) * stageSize.y ); - const float logoMargin = paddingHeight * LOGO_MARGIN_RATIO; + // The logo should appear on top of everything. + logo.SetDrawMode( DrawMode::OVERLAY_2D ); + mRootActor.Add( logo ); // Show version in a popup when log is tapped mLogoTapDetector = TapGestureDetector::New(); mLogoTapDetector.Attach( logo ); mLogoTapDetector.DetectedSignal().Connect( this, &DaliTableView::OnLogoTapped ); - const float bottomMargin = paddingHeight * BOTTOM_PADDING_RATIO; - - Alignment alignment = Alignment::New(); - alignment.SetName( "LOGO_ALIGNMENT" ); - alignment.Add( logo ); - alignment.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::WIDTH ); - alignment.SetResizePolicy( ResizePolicy::FIT_TO_CHILDREN, Dimension::HEIGHT ); - Actor alignmentActor = alignment; - alignmentActor.SetPadding( Padding( 0.0f, 0.0f, logoMargin, logoMargin )); - mRootActor.AddChild( alignment, TableView::CellPosition( 1, 0 ) ); - mRootActor.SetFitHeight( 1 ); - - // scrollview occupying the majority of the screen + // Scrollview occupying the majority of the screen mScrollView = ScrollView::New(); + mScrollView.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER ); + mScrollView.SetParentOrigin( Vector3( 0.5f, 1.0f - 0.05f, 0.5f ) ); + mScrollView.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::WIDTH ); + mScrollView.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::HEIGHT ); + mScrollView.SetSizeModeFactor( Vector3( 0.0f, 0.6f, 0.0f ) ); - mScrollView.SetAnchorPoint( AnchorPoint::CENTER ); - mScrollView.SetParentOrigin( ParentOrigin::CENTER ); - mScrollView.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); const float buttonsPageMargin = ( 1.0f - TABLE_RELATIVE_SIZE.x ) * 0.5f * stageSize.width; mScrollView.SetPadding( Padding( buttonsPageMargin, buttonsPageMargin, 0.0f, 0.0f ) ); mScrollView.SetAxisAutoLock( true ); mScrollView.ScrollCompletedSignal().Connect( this, &DaliTableView::OnScrollComplete ); mScrollView.ScrollStartedSignal().Connect( this, &DaliTableView::OnScrollStart ); - mScrollView.TouchedSignal().Connect( this, &DaliTableView::OnScrollTouched ); - - mScrollViewLayer = Layer::New(); - - // Disable the depth test for performance - mScrollViewLayer.SetDepthTestDisabled( true ); - mScrollViewLayer.SetAnchorPoint( AnchorPoint::CENTER ); - mScrollViewLayer.SetParentOrigin( ParentOrigin::CENTER ); - mScrollViewLayer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); - - // Create solid background colour. - ImageActor backgroundColourActor = Dali::Toolkit::CreateSolidColorActor( BACKGROUND_COLOR ); - backgroundColourActor.SetAnchorPoint( AnchorPoint::CENTER ); - backgroundColourActor.SetParentOrigin( ParentOrigin::CENTER ); - backgroundColourActor.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS ); - backgroundColourActor.SetSizeModeFactor( Vector3( 1.0f, 1.5f, 1.0f ) ); + mScrollView.TouchSignal().Connect( this, &DaliTableView::OnScrollTouched ); - // Force the filled background right to the back - backgroundColourActor.SetSortModifier( DemoHelper::BACKGROUND_DEPTH_INDEX ); - mScrollViewLayer.Add( backgroundColourActor ); + mPageWidth = stageSize.width * TABLE_RELATIVE_SIZE.x * 0.5f; // Populate background and bubbles - needs to be scrollViewLayer so scroll ends show Actor bubbleContainer = Actor::New(); bubbleContainer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); bubbleContainer.SetAnchorPoint( AnchorPoint::CENTER ); bubbleContainer.SetParentOrigin( ParentOrigin::CENTER ); - mScrollViewLayer.Add( bubbleContainer ); - SetupBackground( bubbleContainer ); - Alignment buttonsAlignment = Alignment::New(); - buttonsAlignment.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); - buttonsAlignment.Add( mScrollViewLayer ); - - mScrollViewLayer.Add( mScrollView ); - - mRootActor.AddChild( buttonsAlignment, TableView::CellPosition( 2, 0 ) ); - - mRootActor.SetFixedHeight( 3, bottomMargin ); + mRootActor.Add( bubbleContainer ); + mRootActor.Add( mScrollView ); // Add scroll view effect and setup constraints on pages ApplyScrollViewEffect(); @@ -322,8 +327,6 @@ void DaliTableView::Initialize( Application& application ) unsigned int degrees = 0; Rotate( degrees ); - //orientation.ChangedSignal().Connect( this, &DaliTableView::OrientationChanged ); - winHandle.ShowIndicator( Dali::Window::INVISIBLE ); // Background animation @@ -332,9 +335,50 @@ void DaliTableView::Initialize( Application& application ) mAnimationTimer.Start(); mBackgroundAnimsPlaying = true; + CreateFocusEffect(); +} + +void DaliTableView::CreateFocusEffect() +{ + // Hook the required signals to manage the focus. KeyboardFocusManager::Get().PreFocusChangeSignal().Connect( this, &DaliTableView::OnKeyboardPreFocusChange ); KeyboardFocusManager::Get().FocusedActorEnterKeySignal().Connect( this, &DaliTableView::OnFocusedActorActivated ); AccessibilityManager::Get().FocusedActorActivatedSignal().Connect( this, &DaliTableView::OnFocusedActorActivated ); + + // 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.SetParentOrigin( ParentOrigin::CENTER ); + mFocusEffect[i].actor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); + mFocusEffect[i].actor.SetInheritScale( false ); + mFocusEffect[i].actor.SetColorMode( USE_OWN_COLOR ); + + // Setup initial values pre-animation. + mFocusEffect[i].actor.SetScale( startScale ); + mFocusEffect[i].actor.SetOpacity( 0.0f ); + + // Create and setup the animation to do the following: + // 1) Initial fade in over short period of time + // 2) Zoom in (larger) and fade out simultaneously over longer period of time. + mFocusEffect[i].animation = Animation::New( KEYBOARD_FOCUS_ANIMATION_DURATION ); + + mFocusEffect[i].animation.AnimateTo( Property( mFocusEffect[i].actor, Actor::Property::COLOR_ALPHA ), KEYBOARD_FOCUS_END_ALPHA, AlphaFunction::LINEAR, TimePeriod( 0.0f, initialFadeDuration ) ); + mFocusEffect[i].animation.AnimateTo( Property( mFocusEffect[i].actor, Actor::Property::SCALE ), endScale, AlphaFunction::LINEAR, TimePeriod( initialFadeDuration, KEYBOARD_FOCUS_ANIMATION_DURATION - initialFadeDuration ) ); + mFocusEffect[i].animation.AnimateTo( Property( mFocusEffect[i].actor, Actor::Property::COLOR_ALPHA ), 0.0f, AlphaFunction::LINEAR, TimePeriod( initialFadeDuration, KEYBOARD_FOCUS_ANIMATION_DURATION - initialFadeDuration ) ); + + mFocusEffect[i].animation.SetLooping( true ); + } + + // Parent the secondary effect from the primary. + mFocusEffect[0].actor.Add( mFocusEffect[1].actor ); + + // Play the animation on the 1st glow object. + mFocusEffect[0].animation.Play(); + // Stagger the animation on the 2st glow object half way through. + mFocusEffect[1].animation.PlayFrom( KEYBOARD_FOCUS_ANIMATION_DURATION / 2.0f ); + + KeyboardFocusManager::Get().SetFocusIndicatorActor( mFocusEffect[0].actor ); } void DaliTableView::ApplyCubeEffectToPages() @@ -350,7 +394,6 @@ void DaliTableView::ApplyCubeEffectToPages() void DaliTableView::OnButtonsPageRelayout( const Dali::Actor& actor ) { - } void DaliTableView::Populate() @@ -372,8 +415,8 @@ void DaliTableView::Populate() for( int t = 0; t < mTotalPages; t++ ) { - // Create Table. (contains up to 9 Examples) - TableView page = TableView::New( 3, 3 ); + // Create Table + TableView page = TableView::New( ROWS_PER_PAGE, EXAMPLES_PER_ROW ); page.SetAnchorPoint( AnchorPoint::CENTER ); page.SetParentOrigin( ParentOrigin::CENTER ); page.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); @@ -389,7 +432,9 @@ void DaliTableView::Populate() { const Example& example = ( *iter ); - Actor tile = CreateTile( example.name, example.title, Vector3( tileParentMultiplier, tileParentMultiplier, 1.0f ), true ); + // Calculate the tiles relative position on the page (between 0 & 1 in each dimension). + Vector2 position( static_cast( column ) / ( EXAMPLES_PER_ROW - 1.0f ), static_cast( 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, @@ -399,7 +444,6 @@ void DaliTableView::Populate() "You can run this example" ); tile.SetPadding( Padding( margin, margin, margin, margin ) ); - page.AddChild( tile, TableView::CellPosition( row, column ) ); iter++; @@ -430,7 +474,7 @@ void DaliTableView::Populate() } // Update Ruler info. - mScrollRulerX = new FixedRuler( stageSize.width * TABLE_RELATIVE_SIZE.x * 0.5f ); + mScrollRulerX = new FixedRuler( mPageWidth ); mScrollRulerY = new DefaultRuler(); mScrollRulerX->SetDomain( RulerDomain( 0.0f, (mTotalPages+1) * stageSize.width * TABLE_RELATIVE_SIZE.x * 0.5f, true ) ); mScrollRulerY->Disable(); @@ -438,11 +482,6 @@ void DaliTableView::Populate() mScrollView.SetRulerY( mScrollRulerY ); } -void DaliTableView::OrientationChanged( Orientation orientation ) -{ - // TODO: Implement if orientation change required -} - void DaliTableView::Rotate( unsigned int degrees ) { // Resize the root actor @@ -466,81 +505,83 @@ void DaliTableView::Rotate( unsigned int degrees ) mRotateAnimation.Play(); } -Actor DaliTableView::CreateTile( const std::string& name, const std::string& title, const Dali::Vector3& sizeMultiplier, bool addBackground ) +Actor DaliTableView::CreateTile( const std::string& name, const std::string& title, const Dali::Vector3& sizeMultiplier, Vector2& position ) { - Actor content = Actor::New(); - content.SetName( name ); - content.SetAnchorPoint( AnchorPoint::CENTER ); - content.SetParentOrigin( ParentOrigin::CENTER ); - content.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS ); - content.SetSizeModeFactor( sizeMultiplier ); - - // create background image - if( addBackground ) - { - Image bg = ResourceImage::New( TILE_BACKGROUND ); - ImageActor image = ImageActor::New( bg ); - image.SetAnchorPoint( AnchorPoint::CENTER ); - image.SetParentOrigin( ParentOrigin::CENTER ); - // make the image 100% of tile - image.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); - - // move image back to get text appear in front - image.SetZ( -1 ); - image.SetStyle( ImageActor::STYLE_NINE_PATCH ); - image.SetNinePatchBorder( Vector4( IMAGE_BORDER_LEFT, IMAGE_BORDER_TOP, IMAGE_BORDER_RIGHT, IMAGE_BORDER_BOTTOM ) ); - content.Add( image ); - - // Add stencil - ImageActor stencil = NewStencilImage(); - stencil.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); - image.Add( stencil ); - } + Actor focusableTile = Actor::New(); + focusableTile.SetParentOrigin( ParentOrigin::CENTER ); + focusableTile.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS ); + focusableTile.SetSizeModeFactor( sizeMultiplier ); + focusableTile.SetName( name ); + + // 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 ); + + // 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(); + focusableTile.Add( tileContent ); + + // Create an ImageView for the 9-patch border around the tile. + ImageView borderImage = ImageView::New( TILE_BACKGROUND ); + borderImage.SetAnchorPoint( AnchorPoint::CENTER ); + borderImage.SetParentOrigin( ParentOrigin::CENTER ); + borderImage.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); + borderImage.SetOpacity( 0.8f ); + tileContent.Add( borderImage ); TextLabel label = TextLabel::New(); - label.SetAnchorPoint( AnchorPoint::TOP_LEFT ); - label.SetProperty( Control::Property::STYLE_NAME, "launcherlabel" ); + label.SetAnchorPoint( AnchorPoint::CENTER ); + label.SetParentOrigin( ParentOrigin::CENTER ); + label.SetStyleName( "LauncherLabel" ); label.SetProperty( TextLabel::Property::MULTI_LINE, true ); label.SetProperty( TextLabel::Property::TEXT, title ); label.SetProperty( TextLabel::Property::HORIZONTAL_ALIGNMENT, "CENTER" ); label.SetProperty( TextLabel::Property::VERTICAL_ALIGNMENT, "CENTER" ); label.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::HEIGHT ); - content.Add( label ); - // Set the tile to be keyboard focusable - content.SetKeyboardFocusable(true); + // 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 ) ); + focusableTile.Add( label ); - // connect to the touch events - content.TouchedSignal().Connect( this, &DaliTableView::OnTilePressed ); - content.HoveredSignal().Connect( this, &DaliTableView::OnTileHovered ); + // Connect to the touch events + focusableTile.TouchSignal().Connect( this, &DaliTableView::OnTilePressed ); + focusableTile.HoveredSignal().Connect( this, &DaliTableView::OnTileHovered ); - return content; + return focusableTile; } -ImageActor DaliTableView::NewStencilImage() +bool DaliTableView::OnTilePressed( Actor actor, const TouchData& event ) { - Image alpha = ResourceImage::New( TILE_BACKGROUND_ALPHA ); - - ImageActor stencilActor = ImageActor::New( alpha ); - stencilActor.SetStyle( ImageActor::STYLE_NINE_PATCH ); - stencilActor.SetNinePatchBorder( Vector4( IMAGE_BORDER_LEFT, IMAGE_BORDER_TOP, IMAGE_BORDER_RIGHT, IMAGE_BORDER_BOTTOM ) ); - - stencilActor.SetParentOrigin( ParentOrigin::CENTER ); - stencilActor.SetAnchorPoint( AnchorPoint::CENTER ); - stencilActor.SetDrawMode( DrawMode::STENCIL ); - - Dali::ShaderEffect shaderEffect = CreateAlphaDiscardEffect(); - stencilActor.SetShaderEffect( shaderEffect ); - - return stencilActor; + return DoTilePress( actor, event.GetState( 0 ) ); } -bool DaliTableView::OnTilePressed( Actor actor, const TouchEvent& event ) +bool DaliTableView::DoTilePress( Actor actor, PointState::Type pointState ) { bool consumed = false; - const TouchPoint& point = event.GetPoint( 0 ); - if( TouchPoint::Down == point.state ) + if( PointState::DOWN == pointState ) { mPressedActor = actor; consumed = true; @@ -548,21 +589,22 @@ bool DaliTableView::OnTilePressed( Actor actor, const TouchEvent& event ) // A button press is only valid if the Down & Up events // both occurred within the button. - if( ( TouchPoint::Up == point.state ) && + if( ( PointState::UP == pointState ) && ( mPressedActor == actor ) ) { - std::string name = actor.GetName(); - ExampleMapConstIter iter = mExampleMap.find( name ); - - AccessibilityManager accessibilityManager = AccessibilityManager::Get(); - - if( iter != mExampleMap.end() ) + // ignore Example button presses when scrolling or button animating. + if( ( !mScrolling ) && ( !mPressedAnimation ) ) { - // ignore Example button presses when scrolling or button animating. - if( ( !mScrolling ) && ( !mPressedAnimation ) ) + std::string name = actor.GetName(); + const ExampleListIter end = mExampleList.end(); + for( ExampleListIter iter = mExampleList.begin(); iter != end; ++iter ) { - // do nothing, until pressed animation finished. - consumed = true; + if( (*iter).name == name ) + { + // do nothing, until pressed animation finished. + consumed = true; + break; + } } } @@ -573,10 +615,14 @@ bool DaliTableView::OnTilePressed( Actor actor, const TouchEvent& event ) // scale the content actor within the Tile, as to not affect the placement within the Table. Actor content = actor.GetChildAt(0); - mPressedAnimation.AnimateTo( Property( content, Actor::Property::SCALE ), Vector3( 0.9f, 0.9f, 1.0f ), AlphaFunction::EASE_IN_OUT, + mPressedAnimation.AnimateTo( Property( content, Actor::Property::SCALE ), Vector3( 0.7f, 0.7f, 1.0f ), AlphaFunction::EASE_IN_OUT, TimePeriod( 0.0f, BUTTON_PRESS_ANIMATION_TIME * 0.5f ) ); mPressedAnimation.AnimateTo( Property( content, Actor::Property::SCALE ), Vector3::ONE, AlphaFunction::EASE_IN_OUT, TimePeriod( BUTTON_PRESS_ANIMATION_TIME * 0.5f, BUTTON_PRESS_ANIMATION_TIME * 0.5f ) ); + + // Rotate button on the Y axis when pressed. + mPressedAnimation.AnimateBy( Property( content, Actor::Property::ORIENTATION ), Quaternion( Degree( 0.0f ), Degree( 180.0f ), Degree( 0.0f ) ) ); + mPressedAnimation.Play(); mPressedAnimation.FinishedSignal().Connect( this, &DaliTableView::OnPressedAnimationFinished ); } @@ -590,32 +636,14 @@ void DaliTableView::OnPressedAnimationFinished( Dali::Animation& source ) 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 - AccessibilityManager accessibilityManager = AccessibilityManager::Get(); - - // Enable the group mode and wrap mode - accessibilityManager.SetGroupMode( true ); - accessibilityManager.SetWrapMode( true ); - } - } - else - { - const Example& example( iter->second ); - - std::stringstream stream; - stream << DALI_EXAMPLE_BIN << example.name.c_str(); - pid_t pid = fork(); - if( pid == 0) - { - execlp( stream.str().c_str(), example.name.c_str(), NULL ); - DALI_ASSERT_ALWAYS(false && "exec failed!"); - } + execlp( stream.str().c_str(), name.c_str(), NULL ); + DALI_ASSERT_ALWAYS(false && "exec failed!"); } mPressedActor.Reset(); } @@ -637,10 +665,9 @@ void DaliTableView::OnScrollComplete( const Dali::Vector2& position ) 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; } @@ -712,14 +739,9 @@ void DaliTableView::OnKeyEvent( const KeyEvent& event ) void DaliTableView::SetupBackground( Actor bubbleContainer ) { - // Create distance field shape. - BufferImage distanceField; - Size imageSize( 512, 512 ); - CreateShapeImage( CIRCLE, imageSize, distanceField ); - // Add bubbles to the bubbleContainer. // Note: The bubbleContainer is parented externally to this function. - AddBackgroundActors( bubbleContainer, NUM_BACKGROUND_IMAGES, distanceField ); + AddBackgroundActors( bubbleContainer, NUM_BACKGROUND_IMAGES ); } void DaliTableView::InitialiseBackgroundActors( Actor actor ) @@ -735,7 +757,7 @@ void DaliTableView::InitialiseBackgroundActors( Actor actor ) Actor child = actor.GetChildAt( i ); // Calculate a random position - Vector3 childPos( Random::Range( -size.x * 0.5f * BACKGROUND_SPREAD_SCALE, size.x * 0.5f * BACKGROUND_SPREAD_SCALE ), + Vector3 childPos( Random::Range( -size.x * 0.5f * BACKGROUND_SPREAD_SCALE, size.x * 0.85f * BACKGROUND_SPREAD_SCALE ), Random::Range( -size.y, size.y ), Random::Range( BUBBLE_MIN_Z, BUBBLE_MAX_Z ) ); @@ -746,37 +768,32 @@ void DaliTableView::InitialiseBackgroundActors( Actor actor ) animConstraint.AddSource( Source( mScrollView, ScrollView::Property::SCROLL_POSITION ) ); animConstraint.AddSource( Dali::ParentSource( Dali::Actor::Property::SIZE ) ); animConstraint.AddSource( Dali::LocalSource( Dali::Actor::Property::SIZE ) ); + animConstraint.SetRemoveAction( Constraint::Discard ); animConstraint.Apply(); // Kickoff animation - Animation animation = Animation::New( Random::Range( 40.0f, 80.0f ) ); - animation.AnimateBy( Property( child, Actor::Property::POSITION ), Vector3( 0.0f, -1.0f, 0.0f ), AlphaFunction::LINEAR ); + Animation animation = Animation::New( Random::Range( 30.0f, 160.0f ) ); + animation.AnimateBy( Property( child, Actor::Property::POSITION ), Vector3( 0.0f, -2000.0f, 0.0f ), AlphaFunction::LINEAR ); animation.SetLooping( true ); animation.Play(); mBackgroundAnimations.push_back( animation ); } } -void DaliTableView::AddBackgroundActors( Actor layer, int count, BufferImage distanceField ) +void DaliTableView::AddBackgroundActors( Actor layer, int count ) { for( int i = 0; i < count; ++i ) { float randSize = Random::Range( 10.0f, 400.0f ); - float hue = Random::Range( 0.3f, 1.0f ); - Vector4 randColour( hue, hue * 0.5, 0.0f, Random::Range( 0.3f, 0.6f )); - - ImageActor dfActor = ImageActor::New( distanceField ); + int shapeType = static_cast( Random::Range( 0.0f, NUMBER_OF_SHAPE_IMAGES - 1 ) + 0.5f ); + ImageView dfActor = ImageView::New( SHAPE_IMAGE_TABLE[ shapeType ] ); dfActor.SetSize( Vector2( randSize, randSize ) ); dfActor.SetParentOrigin( ParentOrigin::CENTER ); - // Force the bubbles just in front of the solid background - dfActor.SetSortModifier( DemoHelper::BACKGROUND_DEPTH_INDEX + 1 ); + Dali::Property::Map effect = Toolkit::CreateDistanceFieldEffect(); + dfActor.SetProperty( Toolkit::ImageView::Property::IMAGE, effect ); + dfActor.SetColor( BUBBLE_COLOR[ i%NUMBER_OF_BUBBLE_COLOR ] ); - ShaderEffect effect = Toolkit::CreateDistanceFieldEffect(); - dfActor.SetShaderEffect( effect ); - dfActor.SetColor( randColour ); - effect.SetUniform("uOutlineParams", Vector2( 0.55f, 0.00f ) ); - effect.SetUniform("uSmoothing", 0.5f ); layer.Add( dfActor ); } @@ -784,74 +801,9 @@ void DaliTableView::AddBackgroundActors( Actor layer, int count, BufferImage dis layer.OnRelayoutSignal().Connect( this, &DaliTableView::InitialiseBackgroundActors ); } -void DaliTableView::CreateShapeImage( ShapeType shapeType, const Size& size, BufferImage& distanceFieldOut ) -{ - // this bitmap will hold the alpha map for the distance field shader - distanceFieldOut = BufferImage::New( size.width, size.height, Pixel::A8 ); - - // Generate bit pattern - std::vector< unsigned char > imageDataA8; - imageDataA8.reserve( size.width * size.height ); // A8 - - switch( shapeType ) - { - case CIRCLE: - GenerateCircle( size, imageDataA8 ); - break; - case SQUARE: - GenerateSquare( size, imageDataA8 ); - break; - default: - break; - } - - PixelBuffer* buffer = distanceFieldOut.GetBuffer(); - if( buffer ) - { - GenerateDistanceFieldMap( &imageDataA8[ 0 ], size, buffer, 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 ) - { - for( int w = 0; w < size.width; ++w ) - { - distanceFieldOut.push_back( 0xFF ); - } - } -} - -void DaliTableView::GenerateCircle( const Size& size, std::vector< unsigned char >& distanceFieldOut ) -{ - const float radius = size.width * 0.5f * size.width * 0.5f; - Vector2 center( size.width / 2, size.height / 2 ); - - for( int h = 0; h < size.height; ++h ) - { - for( int w = 0; w < size.width; ++w ) - { - 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 ); - } - } - } -} - ImageView DaliTableView::CreateLogo( std::string imagePath ) { - Image image = ResourceImage::New( imagePath ); - ImageView logo = ImageView::New( image ); + ImageView logo = ImageView::New( imagePath ); logo.SetAnchorPoint( AnchorPoint::CENTER ); logo.SetParentOrigin( ParentOrigin::CENTER ); @@ -902,12 +854,12 @@ Dali::Actor DaliTableView::OnKeyboardPreFocusChange( Dali::Actor current, Dali:: { Actor nextFocusActor = proposed; - if ( !current && !proposed ) + if( !current && !proposed ) { // Set the initial focus to the first tile in the current page should be focused. nextFocusActor = mPages[mScrollView.GetCurrentPage()].GetChildAt(0); } - else if( !proposed || (proposed && proposed == mScrollViewLayer) ) + else if( !proposed ) { // ScrollView is being focused but nothing in the current page can be focused further // in the given direction. We should work out which page to scroll to next. @@ -964,9 +916,7 @@ void DaliTableView::OnFocusedActorActivated( Dali::Actor activatedActor ) 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 ); } } @@ -991,11 +941,11 @@ void DaliTableView::OnLogoTapped( Dali::Actor actor, const Dali::TapGesture& tap mVersionPopup = Dali::Toolkit::Popup::New(); Toolkit::TextLabel titleActor = Toolkit::TextLabel::New( "Version information" ); - titleActor.SetName( "title-actor" ); + titleActor.SetName( "titleActor" ); titleActor.SetProperty( Toolkit::TextLabel::Property::HORIZONTAL_ALIGNMENT, "CENTER" ); Toolkit::TextLabel contentActor = Toolkit::TextLabel::New( stream.str() ); - contentActor.SetName( "content-actor" ); + 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 ) );