X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=demo%2Fdali-table-view.cpp;h=81190fb6ff219354c0c9af53b4ed1e68e84ca688;hb=b4aed990f90ddd8f69a765effbb911b6c800c30f;hp=454a16d381eb9057f806cf3c7a0c102e5035de6e;hpb=6501ecf527a61ef1f2e9fe424ffc43069937cd83;p=platform%2Fcore%2Fuifw%2Fdali-demo.git diff --git a/demo/dali-table-view.cpp b/demo/dali-table-view.cpp index 454a16d..827b665 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) 2016 Samsung Electronics Co., Ltd. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. @@ -17,12 +17,20 @@ // CLASS HEADER #include "dali-table-view.h" -#include "examples/shared/view.h" // EXTERNAL INCLUDES #include #include -#include +#include +#include +#include +#include +#include +#include + +// INTERNAL INCLUDES +#include "shared/view.h" +#include "shared/utility.h" using namespace Dali; using namespace Dali::Toolkit; @@ -32,39 +40,38 @@ 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 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"); - -const char * const DEFAULT_TOOLBAR_TEXT( "TOUCH TO LAUNCH EXAMPLE" ); +const std::string LOGO_PATH( DEMO_IMAGE_DIR "Logo-for-demo.png" ); +const std::string TILE_BACKGROUND(DEMO_IMAGE_DIR "item-background.9.png"); +const std::string TILE_BACKGROUND_ALPHA( DEMO_IMAGE_DIR "demo-tile-texture.9.png" ); -const float BUTTON_PRESS_ANIMATION_TIME = 0.25f; ///< Time to perform button scale effect. +const float TILE_LABEL_PADDING = 8.0f; ///< Border between edge of tile and the example text +const float BUTTON_PRESS_ANIMATION_TIME = 0.35f; ///< Time to perform button scale effect. const float ROTATE_ANIMATION_TIME = 0.5f; ///< Time to perform rotate effect. const int MAX_PAGES = 256; ///< Maximum pages (arbitrary safety limit) const int EXAMPLES_PER_ROW = 3; const int ROWS_PER_PAGE = 3; const int EXAMPLES_PER_PAGE = EXAMPLES_PER_ROW * ROWS_PER_PAGE; -const float TOP_ROW_HEIGHT = 35.0f; -const float BOTTOM_ROW_HEIGHT = 35.0f; -const int BOTTOM_PADDING_HEIGHT = 40; -const int LOGO_BOTTOM_PADDING_HEIGHT = 30; -const Vector3 TABLE_RELATIVE_SIZE(0.9f, 1.0f, 0.8f ); ///< TableView's relative size to the entire stage. +const float LOGO_MARGIN_RATIO = 0.1f / 0.3f; +const float BOTTOM_PADDING_RATIO = 0.4f / 0.9f; +const Vector3 SCROLLVIEW_RELATIVE_SIZE(0.9f, 1.0f, 0.8f ); ///< ScrollView's relative size to its parent +const Vector3 TABLE_RELATIVE_SIZE(0.95f, 0.9f, 0.8f ); ///< TableView's relative size to the entire stage. The Y value means sum of the logo and table relative heights. const float STENCIL_RELATIVE_SIZE = 1.0f; const float EFFECT_SNAP_DURATION = 0.66f; ///< Scroll Snap Duration for Effects const float EFFECT_FLICK_DURATION = 0.5f; ///< Scroll Flick Duration for Effects const Vector3 ANGLE_CUBE_PAGE_ROTATE(Math::PI * 0.5f, Math::PI * 0.5f, 0.0f); +const Vector4 TILE_COLOR( 0.4f, 0.6f, 0.9f, 0.6f ); + +const Vector4 BUBBLE_COLOR[] = +{ + Vector4( 0.3255f, 0.3412f, 0.6353f, 0.32f ), + Vector4( 0.3647f, 0.7569f, 0.8157f, 0.32f ), + Vector4( 0.3804f, 0.7412f, 0.6510f, 0.32f ), + Vector4( 1.f, 1.f, 1.f, 0.13f ) +}; +const int NUMBER_OF_BUBBLE_COLOR( sizeof(BUBBLE_COLOR) / sizeof(BUBBLE_COLOR[0]) ); -const int NUM_BACKGROUND_IMAGES = 20; +const int NUM_BACKGROUND_IMAGES = 18; const float BACKGROUND_SWIPE_SCALE = 0.025f; const float BACKGROUND_SPREAD_SCALE = 1.5f; const float SCALE_MOD = 1000.0f * Math::PI * 2.0f; @@ -73,141 +80,118 @@ const float SCALE_SPEED_SIN = 0.1f; const unsigned int BACKGROUND_ANIMATION_DURATION = 15000; // 15 secs -const float BACKGROUND_Z = -1000.0f; -const float BACKGROUND_SIZE_SCALE = 2.0f; -const Vector4 BACKGROUND_COLOR( 1.0f, 1.0f, 1.0f, 1.0f ); +const Vector4 BACKGROUND_COLOR( 0.3569f, 0.5451f, 0.7294f, 1.0f ); +const float BUBBLE_MIN_Z = -1.0; +const float BUBBLE_MAX_Z = 0.0f; -const std::string DEFAULT_TEXT_STYLE_FONT_FAMILY("HelveticaNeue"); -const std::string DEFAULT_TEXT_STYLE_FONT_STYLE("Regular"); -const Dali::PointSize DEFAULT_TEXT_STYLE_POINT_SIZE( 8.0f ); -const Dali::TextStyle::Weight DEFAULT_TEXT_STYLE_WEIGHT(Dali::TextStyle::REGULAR); -const Dali::Vector4 DEFAULT_TEXT_STYLE_COLOR(0.7f, 0.7f, 0.7f, 1.0f); +// This shader takes a texture. +// An alpha discard is performed. +// The shader uses the tiles position within the scroll-view page and the scroll-views rotation position to create a parallax effect. +const char* FRAGMENT_SHADER_TEXTURED = DALI_COMPOSE_SHADER( + varying mediump vec2 vTexCoord; + varying mediump vec3 vIllumination; + uniform lowp vec4 uColor; + uniform sampler2D sTexture; + uniform mediump vec3 uCustomPosition; -const std::string TABLE_TEXT_STYLE_FONT_FAMILY("HelveticaNeue"); -const std::string TABLE_TEXT_STYLE_FONT_STYLE("Regular"); -const Dali::PointSize TABLE_TEXT_STYLE_POINT_SIZE( 8.0f ); -const Dali::TextStyle::Weight TABLE_TEXT_STYLE_WEIGHT(Dali::TextStyle::LIGHT); -const Dali::Vector4 TABLE_TEXT_STYLE_COLOR(0.0f, 0.0f, 0.0f, 1.0f); + void main() + { + if( texture2D( sTexture, vTexCoord ).a <= 0.0001 ) + { + discard; + } + mediump vec2 wrapTexCoord = vec2( ( vTexCoord.x / 4.0 ) + ( uCustomPosition.x / 4.0 ) + ( uCustomPosition.z / 2.0 ), vTexCoord.y / 4.0 ); + mediump vec4 color = texture2D( sTexture, wrapTexCoord ); + mediump float positionWeight = ( uCustomPosition.y + 0.3 ) * color.r * 2.0; -TextStyle GetTableTextStyle() -{ - TextStyle textStyle; - textStyle.SetFontName(TABLE_TEXT_STYLE_FONT_FAMILY); - textStyle.SetFontStyle(TABLE_TEXT_STYLE_FONT_STYLE); - textStyle.SetFontPointSize( Dali::PointSize(DemoHelper::ScalePointSize(TABLE_TEXT_STYLE_POINT_SIZE))); - textStyle.SetWeight(TABLE_TEXT_STYLE_WEIGHT); - textStyle.SetTextColor(TABLE_TEXT_STYLE_COLOR); - return textStyle; -} + gl_FragColor = vec4( positionWeight, positionWeight, positionWeight, 0.9 ) * uColor + vec4( uColor.xyz, 0.0 ); + } +); /** * Creates the background image */ -ImageActor CreateBackground( std::string imagePath ) +Control CreateBackground( std::string stylename ) { - Image image = Image::New( imagePath ); - ImageActor background = ImageActor::New( image ); - + Control background = Control::New(); + Stage::GetCurrent().Add( background ); + background.SetStyleName( stylename ); + background.SetName( "BACKGROUND" ); background.SetAnchorPoint( AnchorPoint::CENTER ); background.SetParentOrigin( ParentOrigin::CENTER ); - background.SetZ( -1.0f ); - + background.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); return background; } -// These values depend on the tile image -const float IMAGE_BORDER_LEFT = 11.0f; -const float IMAGE_BORDER_RIGHT = IMAGE_BORDER_LEFT; -const float IMAGE_BORDER_TOP = IMAGE_BORDER_LEFT; -const float IMAGE_BORDER_BOTTOM = IMAGE_BORDER_LEFT; - /** - * TableViewVisibilityConstraint + * Constraint to return a position for a bubble based on the scroll value and vertical wrapping */ -struct TableViewVisibilityConstraint -{ - bool operator()( const bool& current, - const PropertyInput& pagePositionProperty, - const PropertyInput& pageSizeProperty ) - { - // Only the tableview in the current page should be visible. - const Vector3& pagePosition = pagePositionProperty.GetVector3(); - const Vector3& pageSize = pageSizeProperty.GetVector3(); - return fabsf( pagePosition.x ) < pageSize.x; - } -}; - -/** - * Constraint to wrap an actor in y that is moving vertically - */ -Vector3 ShapeMovementConstraint( const Vector3& current, - const PropertyInput& shapeSizeProperty, - const PropertyInput& parentSizeProperty ) -{ - const Vector3& shapeSize = shapeSizeProperty.GetVector3(); - const Vector3& parentSize = parentSizeProperty.GetVector3(); - - Vector3 pos( current ); - if( pos.y + shapeSize.y * 0.5f < -parentSize.y * 0.5f ) - { - pos.y += parentSize.y + shapeSize.y; - } - - return pos; -} - -/** - * Constraint to return a position for the background based on the scroll value - */ -struct AnimScrollConstraint +struct AnimateBubbleConstraint { public: - - AnimScrollConstraint( const Vector3& initialPos, float scale ) - : mInitialPos( initialPos ), - mScale( scale ) + AnimateBubbleConstraint( const Vector3& initialPos, float scale ) + : mInitialX( initialPos.x ), + mScale( scale ) { - } - Vector3 operator()( const Vector3& current, const PropertyInput& scrollProperty ) + void operator()( Vector3& position, const PropertyInputContainer& inputs ) { - float scrollPos = scrollProperty.GetVector3().x; + const Vector3& parentSize = inputs[1]->GetVector3(); + const Vector3& childSize = inputs[2]->GetVector3(); + + // Wrap bubbles vertically. + float range = parentSize.y + childSize.y; + // This performs a float mod (we don't use fmod as we want the arithmetic modulus as opposed to the remainder). + position.y -= range * ( floor( position.y / range ) + 0.5f ); - return mInitialPos + Vector3( -scrollPos * mScale, 0.0f, 0.0f ); + // Bubbles X position moves parallax to horizontal + // panning by a scale factor unique to each bubble. + position.x = mInitialX + ( inputs[0]->GetVector2().x * mScale ); } private: - Vector3 mInitialPos; + float mInitialX; float mScale; }; /** - * Constraint to return a tracked world position added to the constant local position + * Constraint to precalculate values from the scroll-view + * and tile positions to pass to the tile shader. */ -struct TranslateLocalConstraint +struct TileShaderPositionConstraint { -public: - - TranslateLocalConstraint( const Vector3& localPos ) - : mLocalPos( localPos ) + TileShaderPositionConstraint( float pageWidth, float tileXOffset ) + : mPageWidth( pageWidth ), + mTileXOffset( tileXOffset ) { } - Vector3 operator()( const Vector3& current, const PropertyInput& pagePosProperty ) + void operator()( Vector3& position, const PropertyInputContainer& inputs ) { - Vector3 worldPos = pagePosProperty.GetVector3(); - - return ( worldPos + mLocalPos ); + // Set up position.x as the tiles X offset (0.0 -> 1.0). + position.x = mTileXOffset; + // Set up position.z as the linear scroll-view X offset (0.0 -> 1.0). + position.z = 1.0f * ( -fmod( inputs[0]->GetVector2().x, mPageWidth ) / mPageWidth ); + // Set up position.y as a rectified version of the scroll-views X offset. + // IE. instead of 0.0 -> 1.0, it moves between 0.0 -> 0.5 -> 0.0 within the same span. + if( position.z > 0.5f ) + { + position.y = 1.0f - position.z; + } + else + { + position.y = position.z; + } } private: - Vector3 mLocalPos; + float mPageWidth; + float mTileXOffset; }; - bool CompareByTitle( const Example& lhs, const Example& rhs ) { return lhs.title < rhs.title; @@ -216,11 +200,25 @@ bool CompareByTitle( const Example& lhs, const Example& rhs ) } // namespace DaliTableView::DaliTableView( Application& application ) - : mApplication( application ), - mScrolling( false ), - mBackgroundImagePath( DEFAULT_BACKGROUND_IMAGE_PATH ), - mSortAlphabetically( false ), - mBackgroundAnimsPlaying( false ) +: mApplication( application ), + mRootActor(), + mRotateAnimation(), + mPressedAnimation(), + mScrollView(), + mScrollViewEffect(), + mScrollRulerX(), + mScrollRulerY(), + mPressedActor(), + mAnimationTimer(), + mLogoTapDetector(), + mVersionPopup(), + mPages(), + mBackgroundAnimations(), + mExampleList(), + mTotalPages(), + mScrolling( false ), + mSortAlphabetically( false ), + mBackgroundAnimsPlaying( false ) { application.InitSignal().Connect( this, &DaliTableView::Initialize ); } @@ -232,12 +230,6 @@ 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 ) @@ -248,90 +240,63 @@ void DaliTableView::SortAlphabetically( bool sortAlphabetically ) void DaliTableView::Initialize( Application& application ) { Stage::GetCurrent().KeyEventSignal().Connect( this, &DaliTableView::OnKeyEvent ); - - Vector2 stageSize = Stage::GetCurrent().GetSize(); + const Vector2 stageSize = Stage::GetCurrent().GetSize(); // Background - mBackground = CreateBackground( mBackgroundImagePath ); - // set same size as parent actor - mBackground.SetSize( stageSize ); - Stage::GetCurrent().Add( mBackground ); - - // Render entire content as overlays, as is all on same 2D plane. - mRootActor = TableView::New( 4, 1 ); - mRootActor.SetAnchorPoint( AnchorPoint::CENTER ); - mRootActor.SetParentOrigin( ParentOrigin::CENTER ); - mRootActor.SetFixedHeight( 3, BOTTOM_PADDING_HEIGHT ); + mRootActor = CreateBackground( "LauncherBackground" ); Stage::GetCurrent().Add( mRootActor ); - // Toolbar at top - Dali::Toolkit::ToolBar toolbar; - Dali::Layer toolBarLayer = DemoHelper::CreateToolbar(toolbar, - DEFAULT_TOOLBAR_IMAGE_PATH, - DEFAULT_TOOLBAR_TEXT, - DemoHelper::DEFAULT_VIEW_STYLE, - DemoHelper::GetDefaultTextStyle()); - - mRootActor.AddChild( toolBarLayer, TableView::CellPosition( 0, 0 ) ); - mRootActor.SetFixedHeight( 0, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarHeight ); - // Add logo - mLogo = CreateLogo( LOGO_PATH ); - mRootActor.SetFixedHeight( 1, mLogo.GetImage().GetHeight() + LOGO_BOTTOM_PADDING_HEIGHT ); - - Alignment alignment = Alignment::New(); - alignment.Add(mLogo); - mRootActor.AddChild( alignment, TableView::CellPosition( 1, 0 ) ); - - // scrollview occupying the majority of the screen + ImageView logo = CreateLogo( LOGO_PATH ); + logo.SetName( "LOGO_IMAGE" ); + logo.SetAnchorPoint( AnchorPoint::TOP_CENTER ); + logo.SetParentOrigin( Vector3( 0.5f, 0.1f, 0.5f ) ); + logo.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS ); + + // Show version in a popup when log is tapped + mLogoTapDetector = TapGestureDetector::New(); + mLogoTapDetector.Attach( logo ); + mLogoTapDetector.DetectedSignal().Connect( this, &DaliTableView::OnLogoTapped ); + + // Scrollview occupying the majority of the screen mScrollView = ScrollView::New(); + mScrollView.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER ); + mScrollView.SetParentOrigin( Vector3( 0.5f, 1.0f - 0.05f, 0.5f ) ); + mScrollView.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::WIDTH ); + mScrollView.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::HEIGHT ); + mScrollView.SetSizeModeFactor( Vector3( 0.0f, 0.6f, 0.0f ) ); + + const float buttonsPageMargin = ( 1.0f - TABLE_RELATIVE_SIZE.x ) * 0.5f * stageSize.width; + mScrollView.SetPadding( Padding( buttonsPageMargin, buttonsPageMargin, 0.0f, 0.0f ) ); - mScrollView.SetAnchorPoint( AnchorPoint::CENTER ); - mScrollView.SetParentOrigin( ParentOrigin::CENTER ); - mScrollView.ApplyConstraint( Dali::Constraint::New( Dali::Actor::SIZE, Dali::ParentSource( Dali::Actor::SIZE ), Dali::RelativeToConstraint( TABLE_RELATIVE_SIZE ) ) ); mScrollView.SetAxisAutoLock( true ); mScrollView.ScrollCompletedSignal().Connect( this, &DaliTableView::OnScrollComplete ); mScrollView.ScrollStartedSignal().Connect( this, &DaliTableView::OnScrollStart ); - mScrollView.TouchedSignal().Connect( this, &DaliTableView::OnScrollTouched ); + mScrollView.TouchSignal().Connect( this, &DaliTableView::OnScrollTouched ); - mScrollViewLayer = Layer::New(); - mScrollViewLayer.SetAnchorPoint( AnchorPoint::CENTER ); - mScrollViewLayer.SetParentOrigin( ParentOrigin::CENTER ); - mScrollViewLayer.SetSize( stageSize ); - mScrollViewLayer.Add( mScrollView ); - mRootActor.AddChild( mScrollViewLayer, TableView::CellPosition( 2, 0 ) ); + mPageWidth = stageSize.width * TABLE_RELATIVE_SIZE.x * 0.5f; - // Setup the scenegraph - // 1) Add scroll view effect and setup constraints on pages - ApplyScrollViewEffect(); - - // 2) Add pages and tiles - Populate(); + // Populate background and bubbles - needs to be scrollViewLayer so scroll ends show + Actor bubbleContainer = Actor::New(); + bubbleContainer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); + bubbleContainer.SetAnchorPoint( AnchorPoint::CENTER ); + bubbleContainer.SetParentOrigin( ParentOrigin::CENTER ); + SetupBackground( bubbleContainer ); - // 3) Populate scrollview with background so constraints on background layers can work with scrollview - SetupBackground( mScrollView, stageSize ); + mRootActor.Add( logo ); + // We use depth index to bring the logo above the bubbles (as an alternative to creating actors). + logo.GetRendererAt( 0 ).SetProperty( Renderer::Property::DEPTH_INDEX, 30000 ); + mRootActor.Add( bubbleContainer ); + mRootActor.Add( mScrollView ); - // 4) Remove constraints for inner cube effect - for( TableViewListIter pageIter = mTableViewList.begin(); pageIter != mTableViewList.end(); ++pageIter ) - { - TableView page = *pageIter; + // Add scroll view effect and setup constraints on pages + ApplyScrollViewEffect(); - unsigned int numChildren = page.GetChildCount(); - Actor pageActor = page; - for( unsigned int i=0; i::iterator pageIter = mPages.begin(); pageIter != mPages.end(); ++pageIter ) + { + Actor page = *pageIter; + effect.ApplyToPage( page, pageCount++ ); + } +} + +void DaliTableView::OnButtonsPageRelayout( const Dali::Actor& actor ) +{ } void DaliTableView::Populate() { const Vector2 stageSize = Stage::GetCurrent().GetSize(); - const Size demoTileSize( 0.25f * stageSize.width, 0.25f * stageSize.height ); - mTotalPages = ( mExampleList.size() + EXAMPLES_PER_PAGE - 1 ) / EXAMPLES_PER_PAGE; // Populate ScrollView. @@ -372,50 +352,40 @@ void DaliTableView::Populate() unsigned int exampleCount = 0; ExampleListConstIter iter = mExampleList.begin(); + for( int t = 0; t < mTotalPages; t++ ) { - // Create Table. (contains up to 9 Examples) - TableView tableView = TableView::New( 4, 3 ); - // Add tableView to container. - mScrollView.Add( tableView ); - ApplyEffectToPage( tableView, TABLE_RELATIVE_SIZE ); - - tableView.SetAnchorPoint( AnchorPoint::CENTER ); - tableView.SetParentOrigin( ParentOrigin::CENTER ); - // 2 pixels of padding - tableView.SetCellPadding( Size( 2.0f, 2.0f ) ); - - Constraint constraint = Constraint::New( Actor::SCALE, - LocalSource( Actor::SIZE ), - ParentSource( Actor::SIZE ), - ScaleToFitConstraint() ); - tableView.ApplyConstraint(constraint); - - // Apply visibility constraint to table view - Constraint visibleConstraint = Constraint::New< bool >( Actor::VISIBLE, - LocalSource( Actor::POSITION ), - ParentSource( Actor::SIZE ), - TableViewVisibilityConstraint() ); - visibleConstraint.SetRemoveAction( Constraint::Discard ); - tableView.ApplyConstraint( visibleConstraint ); - - // add cells to table - for( int y = 0; y < ROWS_PER_PAGE; y++ ) + // Create Table + TableView page = TableView::New( ROWS_PER_PAGE, EXAMPLES_PER_ROW ); + page.SetAnchorPoint( AnchorPoint::CENTER ); + page.SetParentOrigin( ParentOrigin::CENTER ); + page.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); + mScrollView.Add( page ); + + // Calculate the number of images going across (columns) within a page, according to the screen resolution and dpi. + const float margin = 2.0f; + const float tileParentMultiplier = 1.0f / EXAMPLES_PER_ROW; + + for(int row = 0; row < ROWS_PER_PAGE; row++) { - for( int x = 0; x < EXAMPLES_PER_ROW; x++ ) + for(int column = 0; column < EXAMPLES_PER_ROW; column++) { const Example& example = ( *iter ); - Actor tile = CreateTile( example.name, example.title, demoTileSize, true ); - FocusManager focusManager = FocusManager::Get(); - focusManager.SetFocusOrder( tile, ++exampleCount ); - focusManager.SetAccessibilityAttribute( tile, Dali::Toolkit::FocusManager::ACCESSIBILITY_LABEL, + // Calculate the tiles relative position on the page (between 0 & 1 in each dimension). + Vector2 position( static_cast( 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, example.title ); - focusManager.SetAccessibilityAttribute( tile, Dali::Toolkit::FocusManager::ACCESSIBILITY_TRAIT, "Tile" ); - focusManager.SetAccessibilityAttribute( tile, Dali::Toolkit::FocusManager::ACCESSIBILITY_HINT, + accessibilityManager.SetAccessibilityAttribute( tile, Dali::Toolkit::AccessibilityManager::ACCESSIBILITY_TRAIT, "Tile" ); + accessibilityManager.SetAccessibilityAttribute( tile, Dali::Toolkit::AccessibilityManager::ACCESSIBILITY_HINT, "You can run this example" ); - tableView.AddChild( tile, TableView::CellPosition( y, x ) ); + tile.SetPadding( Padding( margin, margin, margin, margin ) ); + page.AddChild( tile, TableView::CellPosition( row, column ) ); + iter++; if( iter == mExampleList.end() ) @@ -423,31 +393,18 @@ void DaliTableView::Populate() break; } } + if( iter == mExampleList.end() ) { break; } } - // last row is thin. - tableView.SetFixedHeight( 3, BOTTOM_ROW_HEIGHT ); - - std::stringstream out; - out << ( t + 1 ) << " of " << mTotalPages; - Actor pageNumberText = CreateTile( "", out.str(), Size( 0.8f * stageSize.width, BOTTOM_ROW_HEIGHT ), false ); - - pageNumberText.ApplyConstraint( Constraint::New< Vector3 >( Actor::POSITION, Source( tableView, Actor::WORLD_POSITION), - TranslateLocalConstraint( Vector3( 0.0f, stageSize.y * 0.4f, 0.0f ) ) ) ); - pageNumberText.ApplyConstraint( Constraint::New< Quaternion >( Actor::ROTATION, Source( tableView, Actor::WORLD_ROTATION ), EqualToConstraint() ) ); - pageNumberText.ApplyConstraint( Constraint::New< Vector4 >( Actor::COLOR, Source( tableView, Actor::COLOR ), EqualToConstraint() ) ); - - //Stage::GetCurrent().Add( pageNumberText ); - // Set tableview position - Vector3 tableViewPos( stageSize.x * TABLE_RELATIVE_SIZE.x * t, 0.0f, 0.0f ); - tableView.SetPosition( tableViewPos ); + Vector3 pagePos( stageSize.width * TABLE_RELATIVE_SIZE.x * t, 0.0f, 0.0f ); + page.SetPosition( pagePos ); - mTableViewList.push_back( tableView ); + mPages.push_back( page ); if( iter == mExampleList.end() ) { @@ -457,19 +414,14 @@ void DaliTableView::Populate() } // Update Ruler info. - mScrollRulerX = new FixedRuler( stageSize.width * TABLE_RELATIVE_SIZE.x ); + mScrollRulerX = new FixedRuler( mPageWidth ); mScrollRulerY = new DefaultRuler(); - mScrollRulerX->SetDomain( RulerDomain( 0.0f, mTotalPages * stageSize.width * TABLE_RELATIVE_SIZE.x, true ) ); + mScrollRulerX->SetDomain( RulerDomain( 0.0f, (mTotalPages+1) * stageSize.width * TABLE_RELATIVE_SIZE.x * 0.5f, true ) ); mScrollRulerY->Disable(); mScrollView.SetRulerX( mScrollRulerX ); mScrollView.SetRulerY( mScrollRulerY ); } -void DaliTableView::OrientationChanged( Orientation orientation ) -{ - // TODO: Implement if orientation change required -} - void DaliTableView::Rotate( unsigned int degrees ) { // Resize the root actor @@ -488,98 +440,89 @@ void DaliTableView::Rotate( unsigned int degrees ) } mRotateAnimation = Animation::New( ROTATE_ANIMATION_TIME ); - mRotateAnimation.RotateTo( mRootActor, Degree( 360 - degrees ), Vector3::ZAXIS, AlphaFunctions::EaseOut ); - mRotateAnimation.Resize( mRootActor, targetSize, AlphaFunctions::EaseOut ); + mRotateAnimation.AnimateTo( Property( mRootActor, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree( 360 - degrees ) ), Vector3::ZAXIS ), AlphaFunction::EASE_OUT ); + mRotateAnimation.AnimateTo( Property( mRootActor, Actor::Property::SIZE ), targetSize, AlphaFunction::EASE_OUT ); mRotateAnimation.Play(); } -Actor DaliTableView::CreateTile( const std::string& name, const std::string& title, const Size& parentSize, bool addBackground ) +Actor DaliTableView::CreateTile( const std::string& name, const std::string& title, const Dali::Vector3& sizeMultiplier, Vector2& position ) { - Actor tile = Actor::New(); - tile.SetName( name ); - tile.SetAnchorPoint( AnchorPoint::CENTER ); - tile.SetParentOrigin( ParentOrigin::CENTER ); - - // make the tile 100% of parent - tile.ApplyConstraint( Constraint::New( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) ); - Actor content = Actor::New(); + content.SetName( name ); content.SetAnchorPoint( AnchorPoint::CENTER ); content.SetParentOrigin( ParentOrigin::CENTER ); - content.ApplyConstraint( Constraint::New( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) ); - tile.Add(content); - - // create background image - if( addBackground ) - { - Image bg = Image::New( TILE_BACKGROUND ); - ImageActor image = ImageActor::New( bg ); - image.SetAnchorPoint( AnchorPoint::CENTER ); - image.SetParentOrigin( ParentOrigin::CENTER ); - // make the image 100% of tile - image.ApplyConstraint( Constraint::New( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) ); - // move image back to get text appear in front - image.SetZ( -1 ); - image.SetStyle( ImageActor::STYLE_NINE_PATCH ); - image.SetNinePatchBorder( Vector4( IMAGE_BORDER_LEFT, IMAGE_BORDER_TOP, IMAGE_BORDER_RIGHT, IMAGE_BORDER_BOTTOM ) ); - - content.Add( image ); - - // Add stencil - ImageActor stencil = NewStencilImage(); - stencil.ApplyConstraint( Constraint::New( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) ); - image.Add( stencil ); - } - - TextView text = TextView::New( title ); - text.SetAnchorPoint( AnchorPoint::CENTER ); - text.SetParentOrigin( ParentOrigin::CENTER ); - text.SetWidthExceedPolicy( Toolkit::TextView::ShrinkToFit ); - text.SetMultilinePolicy( Toolkit::TextView::SplitByWord ); - text.SetLineJustification( Toolkit::TextView::Center ); - text.SetTextAlignment( Toolkit::Alignment::Type( Alignment::HorizontalCenter | Alignment::VerticalCenter ) ); - text.SetColor( Color::WHITE ); - text.SetZ( 1 ); - // make the text 90% of tile - text.SetSize( 0.9f * parentSize.width, 0.9f * parentSize.height ); - text.SetStyleToCurrentText( GetTableTextStyle() ); - text.SetSnapshotModeEnabled( false ); - content.Add( text ); + content.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS ); + content.SetSizeModeFactor( sizeMultiplier ); + + Toolkit::ImageView tileContent = ImageView::New(); + tileContent.SetParentOrigin( ParentOrigin::CENTER ); + tileContent.SetAnchorPoint( AnchorPoint::CENTER ); + tileContent.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); + + // Add the image via the property first. + tileContent.SetProperty( Toolkit::ImageView::Property::IMAGE, TILE_BACKGROUND_ALPHA ); + // Register a property with the ImageView. This allows us to inject the scroll-view position into the shader. + Property::Value value = Vector3( 0.0f, 0.0f, 0.0f ); + Property::Index propertyIndex = tileContent.RegisterProperty( "uCustomPosition", value ); + + // Add a shader to the image (details in shader source). + Property::Map map; + Property::Map customShader; + customShader[ Visual::Shader::Property::FRAGMENT_SHADER ] = FRAGMENT_SHADER_TEXTURED; + map[ Visual::Property::SHADER ] = customShader; + tileContent.SetProperty( Toolkit::ImageView::Property::IMAGE, map ); + tileContent.SetColor( TILE_COLOR ); + + // We create a constraint to perform a precalculation on the scroll-view X offset + // and pass it to the shader uniform, along with the tile's position. + Constraint shaderPosition = Constraint::New < Vector3 > ( tileContent, propertyIndex, TileShaderPositionConstraint( mPageWidth, position.x ) ); + shaderPosition.AddSource( Source( mScrollView, ScrollView::Property::SCROLL_POSITION ) ); + shaderPosition.SetRemoveAction( Constraint::Discard ); + shaderPosition.Apply(); + content.Add( tileContent ); + + // Create an ImageView for the 9-patch border around the tile. + ImageView image = ImageView::New( TILE_BACKGROUND ); + image.SetAnchorPoint( AnchorPoint::CENTER ); + image.SetParentOrigin( ParentOrigin::CENTER ); + image.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); + image.SetOpacity( 0.8f ); + tileContent.Add( image ); + + TextLabel label = TextLabel::New(); + label.SetAnchorPoint( AnchorPoint::CENTER ); + label.SetParentOrigin( ParentOrigin::CENTER ); + label.SetStyleName( "LauncherLabel" ); + label.SetProperty( TextLabel::Property::MULTI_LINE, true ); + label.SetProperty( TextLabel::Property::TEXT, title ); + label.SetProperty( TextLabel::Property::HORIZONTAL_ALIGNMENT, "CENTER" ); + label.SetProperty( TextLabel::Property::VERTICAL_ALIGNMENT, "CENTER" ); + label.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::HEIGHT ); + + // Pad around the label as its size is the same as the 9-patch border. It will overlap it without padding. + label.SetPadding( Padding( TILE_LABEL_PADDING, TILE_LABEL_PADDING, TILE_LABEL_PADDING, TILE_LABEL_PADDING ) ); + content.Add( label ); // Set the tile to be keyboard focusable - tile.SetKeyboardFocusable(true); + content.SetKeyboardFocusable(true); // connect to the touch events - tile.TouchedSignal().Connect( this, &DaliTableView::OnTilePressed ); - tile.HoveredSignal().Connect( this, &DaliTableView::OnTileHovered ); + content.TouchSignal().Connect( this, &DaliTableView::OnTilePressed ); + content.HoveredSignal().Connect( this, &DaliTableView::OnTileHovered ); - return tile; + return content; } -ImageActor DaliTableView::NewStencilImage() +bool DaliTableView::OnTilePressed( Actor actor, const TouchData& event ) { - Image alpha = Image::New( TILE_BACKGROUND_ALPHA ); - - ImageActor stencilActor = ImageActor::New( alpha ); - stencilActor.SetStyle( ImageActor::STYLE_NINE_PATCH ); - stencilActor.SetNinePatchBorder( Vector4( IMAGE_BORDER_LEFT, IMAGE_BORDER_TOP, IMAGE_BORDER_RIGHT, IMAGE_BORDER_BOTTOM ) ); - - stencilActor.SetParentOrigin( ParentOrigin::CENTER ); - stencilActor.SetAnchorPoint( AnchorPoint::CENTER ); - stencilActor.SetDrawMode( DrawMode::STENCIL ); - - Dali::ShaderEffect shaderEffect = AlphaDiscardEffect::New(); - stencilActor.SetShaderEffect( shaderEffect ); - - return stencilActor; + return DoTilePress( actor, event.GetState( 0 ) ); } -bool DaliTableView::OnTilePressed( Actor actor, const TouchEvent& event ) +bool DaliTableView::DoTilePress( Actor actor, PointState::Type pointState ) { bool consumed = false; - const TouchPoint& point = event.GetPoint( 0 ); - if( TouchPoint::Down == point.state ) + if( PointState::DOWN == pointState ) { mPressedActor = actor; consumed = true; @@ -587,21 +530,22 @@ 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 ); - - FocusManager focusManager = FocusManager::Get(); - - if( iter != mExampleMap.end() ) + // ignore Example button presses when scrolling or button animating. + if( ( !mScrolling ) && ( !mPressedAnimation ) ) { - // ignore Example button presses when scrolling or button animating. - if( ( !mScrolling ) && ( !mPressedAnimation ) ) + std::string name = actor.GetName(); + const ExampleListIter end = mExampleList.end(); + for( ExampleListIter iter = mExampleList.begin(); iter != end; ++iter ) { - // do nothing, until pressed animation finished. - consumed = true; + if( (*iter).name == name ) + { + // do nothing, until pressed animation finished. + consumed = true; + break; + } } } @@ -612,10 +556,14 @@ 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.ScaleTo( content, Vector3( 0.9f, 0.9f, 1.0f ), AlphaFunctions::EaseInOut, 0.0f, - BUTTON_PRESS_ANIMATION_TIME * 0.5f ); - mPressedAnimation.ScaleTo( content, Vector3::ONE, AlphaFunctions::EaseInOut, BUTTON_PRESS_ANIMATION_TIME * 0.5f, - BUTTON_PRESS_ANIMATION_TIME * 0.5f ); + mPressedAnimation.AnimateTo( Property( content, Actor::Property::SCALE ), Vector3( 0.7f, 0.7f, 1.0f ), AlphaFunction::EASE_IN_OUT, + TimePeriod( 0.0f, BUTTON_PRESS_ANIMATION_TIME * 0.5f ) ); + mPressedAnimation.AnimateTo( Property( content, Actor::Property::SCALE ), Vector3::ONE, AlphaFunction::EASE_IN_OUT, + TimePeriod( BUTTON_PRESS_ANIMATION_TIME * 0.5f, BUTTON_PRESS_ANIMATION_TIME * 0.5f ) ); + + // Rotate button on the Y axis when pressed. + mPressedAnimation.AnimateBy( Property( content, Actor::Property::ORIENTATION ), Quaternion( Degree( 0.0f ), Degree( 180.0f ), Degree( 0.0f ) ) ); + mPressedAnimation.Play(); mPressedAnimation.FinishedSignal().Connect( this, &DaliTableView::OnPressedAnimationFinished ); } @@ -629,58 +577,38 @@ 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 - FocusManager focusManager = FocusManager::Get(); - - // Enable the group mode and wrap mode - focusManager.SetGroupMode( true ); - focusManager.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(); } } -void DaliTableView::OnScrollStart( const Dali::Vector3& position ) +void DaliTableView::OnScrollStart( const Dali::Vector2& position ) { mScrolling = true; PlayAnimation(); } -void DaliTableView::OnScrollComplete( const Dali::Vector3& position ) +void DaliTableView::OnScrollComplete( const Dali::Vector2& position ) { mScrolling = false; // move focus to 1st item of new page - FocusManager focusManager = FocusManager::Get(); - focusManager.SetCurrentFocusActor(mTableViewList[mScrollView.GetCurrentPage()].GetChildAt(TableView::CellPosition(1, 0)) ); - + AccessibilityManager accessibilityManager = AccessibilityManager::Get(); + accessibilityManager.SetCurrentFocusActor(mPages[mScrollView.GetCurrentPage()].GetChildAt(0) ); } -bool DaliTableView::OnScrollTouched( Actor actor, const TouchEvent& event ) +bool DaliTableView::OnScrollTouched( Actor actor, const TouchData& event ) { - const TouchPoint& point = event.GetPoint( 0 ); - if( TouchPoint::Down == point.state ) + if( PointState::DOWN == event.GetState( 0 ) ) { mPressedActor = actor; } @@ -705,38 +633,29 @@ void DaliTableView::ApplyScrollViewEffect() void DaliTableView::SetupInnerPageCubeEffect() { - ScrollViewCustomEffect customEffect; - mScrollViewEffect = customEffect = ScrollViewCustomEffect::New(); - mScrollView.SetScrollSnapDuration( EFFECT_SNAP_DURATION ); - mScrollView.SetScrollFlickDuration( EFFECT_FLICK_DURATION ); - mScrollView.SetScrollSnapAlphaFunction( AlphaFunctions::EaseOutBack ); - mScrollView.SetScrollFlickAlphaFunction( AlphaFunctions::EaseOutBack ); - mScrollView.RemoveConstraintsFromChildren(); - - customEffect.SetPageSpacing( Vector2( 30.0f, 30.0f ) ); - customEffect.SetAngledOriginPageRotation( ANGLE_CUBE_PAGE_ROTATE ); - customEffect.SetSwingAngle( ANGLE_CUBE_PAGE_ROTATE.x, Vector3( 0, -1, 0 ) ); - customEffect.SetOpacityThreshold( 0.5f ); // Make fade out on edges -} + const Vector2 stageSize = Stage::GetCurrent().GetSize(); -void DaliTableView::ApplyEffectToPage( Actor page, const Vector3& tableRelativeSize ) -{ - page.RemoveConstraints(); + Dali::Path path = Dali::Path::New(); + Dali::Property::Array points; + points.Resize(3); + points[0] = Vector3( stageSize.x*0.5, 0.0f, stageSize.x*0.5f); + points[1] = Vector3( 0.0f, 0.0f, 0.0f ); + points[2] = Vector3( -stageSize.x*0.5f, 0.0f, stageSize.x*0.5f); + path.SetProperty( Path::Property::POINTS, points ); - Constraint constraint = Constraint::New( Actor::SCALE, - LocalSource( Actor::SIZE ), - ParentSource( Actor::SIZE ), - ScaleToFitConstraint() ); - page.ApplyConstraint(constraint); + Dali::Property::Array controlPoints; + controlPoints.Resize(4); + controlPoints[0] = Vector3( stageSize.x*0.5f, 0.0f, stageSize.x*0.3f ); + controlPoints[1] = Vector3( stageSize.x*0.3f, 0.0f, 0.0f ); + controlPoints[2] = Vector3(-stageSize.x*0.3f, 0.0f, 0.0f ); + controlPoints[3] = Vector3(-stageSize.x*0.5f, 0.0f, stageSize.x*0.3f ); + path.SetProperty( Path::Property::CONTROL_POINTS, controlPoints ); - ApplyCustomEffectToPage( page ); -} -void DaliTableView::ApplyCustomEffectToPage( Actor page ) -{ - ScrollViewCustomEffect customEffect = ScrollViewCustomEffect::DownCast( mScrollViewEffect ); - Vector2 vStageSize( Stage::GetCurrent().GetSize() ); - customEffect.ApplyToPage( page, Vector3( vStageSize.x, vStageSize.y, 1.0f ) ); + mScrollViewEffect = ScrollViewPagePathEffect::New(path, + Vector3(-1.0f,0.0f,0.0f), + Toolkit::ScrollView::Property::SCROLL_FINAL_X, + Vector3(stageSize.x*TABLE_RELATIVE_SIZE.x,stageSize.y*TABLE_RELATIVE_SIZE.y,0.0f),mTotalPages); } void DaliTableView::OnKeyEvent( const KeyEvent& event ) @@ -745,120 +664,95 @@ void DaliTableView::OnKeyEvent( const KeyEvent& event ) { if ( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) ) { - mApplication.Quit(); + // If there's a Popup, Hide it if it's contributing to the display in any way (EG. transitioning in or out). + // Otherwise quit. + if ( mVersionPopup && ( mVersionPopup.GetDisplayState() != Toolkit::Popup::HIDDEN ) ) + { + mVersionPopup.SetDisplayState( Popup::HIDDEN ); + } + else + { + mApplication.Quit(); + } } } } -Actor CreateBackgroundActor( const Vector2& size ) +void DaliTableView::SetupBackground( Actor bubbleContainer ) { - Actor layer = Actor::New(); - layer.SetAnchorPoint( AnchorPoint::CENTER ); - layer.SetParentOrigin( ParentOrigin::CENTER ); - layer.SetSize( size ); - return layer; + // Create distance field shapes. + BufferImage distanceFields[2]; + Size imageSize( 512, 512 ); + + CreateShapeImage( CIRCLE, imageSize, distanceFields[0] ); + CreateShapeImage( BUBBLE, imageSize, distanceFields[1] ); + + // Add bubbles to the bubbleContainer. + // Note: The bubbleContainer is parented externally to this function. + AddBackgroundActors( bubbleContainer, NUM_BACKGROUND_IMAGES, distanceFields ); } -void DaliTableView::SetupBackground( Actor addToLayer, const Vector2& size ) +void DaliTableView::InitialiseBackgroundActors( Actor actor ) { - // Create distance field shape - BitmapImage distanceField; - Size imageSize( 512, 512 ); - CreateShapeImage( CIRCLE, imageSize, distanceField ); + // Delete current animations + mBackgroundAnimations.clear(); - // Create layers - Actor backgroundAnimLayer0 = CreateBackgroundActor( size ); - Actor backgroundAnimLayer1 = CreateBackgroundActor( size ); - Actor backgroundAnimLayer2 = CreateBackgroundActor( size ); + // Create new animations + const Vector3 size = actor.GetTargetSize(); - // Add constraints - Constraint animConstraint0 = Constraint::New < Vector3 > ( Actor::POSITION, - Source( mScrollView, mScrollView.GetPropertyIndex( ScrollView::SCROLL_POSITION_PROPERTY_NAME ) ), - AnimScrollConstraint( backgroundAnimLayer0.GetCurrentPosition(), 0.75f ) ); - backgroundAnimLayer0.ApplyConstraint( animConstraint0 ); + for( unsigned int i = 0, childCount = actor.GetChildCount(); i < childCount; ++i ) + { + Actor child = actor.GetChildAt( i ); - Constraint animConstraint1 = Constraint::New < Vector3 > ( Actor::POSITION, - Source( mScrollView, mScrollView.GetPropertyIndex( ScrollView::SCROLL_POSITION_PROPERTY_NAME ) ), - AnimScrollConstraint( backgroundAnimLayer1.GetCurrentPosition(), 0.5f ) ); - backgroundAnimLayer1.ApplyConstraint( animConstraint1 ); + // Calculate a random position + Vector3 childPos( Random::Range( -size.x * 0.5f * BACKGROUND_SPREAD_SCALE, size.x * 0.85f * BACKGROUND_SPREAD_SCALE ), + Random::Range( -size.y, size.y ), + Random::Range( BUBBLE_MIN_Z, BUBBLE_MAX_Z ) ); - Constraint animConstraint2 = Constraint::New < Vector3 > ( Actor::POSITION, - Source( mScrollView, mScrollView.GetPropertyIndex( ScrollView::SCROLL_POSITION_PROPERTY_NAME ) ), - AnimScrollConstraint( backgroundAnimLayer2.GetCurrentPosition(), 0.25f ) ); - backgroundAnimLayer2.ApplyConstraint( animConstraint2 ); + child.SetPosition( childPos ); - // Background - ImageActor layer = Dali::Toolkit::CreateSolidColorActor( BACKGROUND_COLOR ); - layer.SetAnchorPoint( AnchorPoint::CENTER ); - layer.SetParentOrigin( ParentOrigin::CENTER ); - layer.SetSize( size * BACKGROUND_SIZE_SCALE ); - layer.SetZ( BACKGROUND_Z ); - layer.SetPositionInheritanceMode( DONT_INHERIT_POSITION ); - - addToLayer.Add( layer ); - - // Parent the layers - addToLayer.Add( backgroundAnimLayer0 ); - addToLayer.Add( backgroundAnimLayer1 ); - addToLayer.Add( backgroundAnimLayer2 ); - - // Add all the children - AddBackgroundActors( backgroundAnimLayer0, NUM_BACKGROUND_IMAGES / 3, distanceField, size ); - AddBackgroundActors( backgroundAnimLayer1, NUM_BACKGROUND_IMAGES / 3, distanceField, size ); - AddBackgroundActors( backgroundAnimLayer2, NUM_BACKGROUND_IMAGES / 3, distanceField, size ); + // Define bubble horizontal parallax and vertical wrapping + Constraint animConstraint = Constraint::New < Vector3 > ( child, Actor::Property::POSITION, AnimateBubbleConstraint( childPos, Random::Range( -0.85f, 0.25f ) ) ); + animConstraint.AddSource( Source( mScrollView, ScrollView::Property::SCROLL_POSITION ) ); + animConstraint.AddSource( Dali::ParentSource( Dali::Actor::Property::SIZE ) ); + animConstraint.AddSource( Dali::LocalSource( Dali::Actor::Property::SIZE ) ); + animConstraint.SetRemoveAction( Constraint::Discard ); + animConstraint.Apply(); + + // Kickoff animation + Animation animation = Animation::New( Random::Range( 30.0f, 160.0f ) ); + animation.AnimateBy( Property( child, Actor::Property::POSITION ), Vector3( 0.0f, -2000.0f, 0.0f ), AlphaFunction::LINEAR ); + animation.SetLooping( true ); + animation.Play(); + mBackgroundAnimations.push_back( animation ); + } } -void DaliTableView::AddBackgroundActors( Actor layer, int count, BitmapImage distanceField, const Dali::Vector2& size ) +void DaliTableView::AddBackgroundActors( Actor layer, int count, BufferImage* distanceField ) { for( int i = 0; i < count; ++i ) { float randSize = Random::Range( 10.0f, 400.0f ); - 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 ); - mBackgroundActors.push_back( dfActor ); + int distanceFieldType = static_cast( Random::Range( 0.0f, 1.0f ) + 0.5f ); + ImageView dfActor = ImageView::New( distanceField[ distanceFieldType ] ); dfActor.SetSize( Vector2( randSize, randSize ) ); dfActor.SetParentOrigin( ParentOrigin::CENTER ); - Toolkit::DistanceFieldEffect effect = Toolkit::DistanceFieldEffect::New(); - dfActor.SetShaderEffect( effect ); - dfActor.SetColor( randColour ); - effect.SetOutlineParams( Vector2( 0.55f, 0.00f ) ); - effect.SetSmoothingEdge( 0.5f ); - layer.Add( dfActor ); - - // Setup animation - Vector3 actorPos( - Random::Range( -size.x * 0.5f * BACKGROUND_SPREAD_SCALE, size.x * 0.5f * BACKGROUND_SPREAD_SCALE ), - Random::Range( -size.y * 0.5f - randSize, size.y * 0.5f + randSize ), - Random::Range(-1.0f, 0.0f) ); - dfActor.SetPosition( actorPos ); - - Constraint movementConstraint = Constraint::New < Vector3 > ( Actor::POSITION, - LocalSource( Actor::SIZE ), - ParentSource( Actor::SIZE ), - ShapeMovementConstraint ); - dfActor.ApplyConstraint( movementConstraint ); + Dali::Property::Map effect = Toolkit::CreateDistanceFieldEffect(); + dfActor.SetProperty( Toolkit::ImageView::Property::IMAGE, effect ); + dfActor.SetColor( BUBBLE_COLOR[ i%NUMBER_OF_BUBBLE_COLOR ] ); - // Kickoff animation - Animation animation = Animation::New( Random::Range( 40.0f, 200.0f ) ); - KeyFrames keyframes = KeyFrames::New(); - keyframes.Add( 0.0f, actorPos ); - Vector3 toPos( actorPos ); - toPos.y -= ( size.y + randSize ); - keyframes.Add( 1.0f, toPos ); - animation.AnimateBetween( Property( dfActor, Actor::POSITION ), keyframes ); - animation.SetLooping( true ); - animation.Play(); - mBackgroundAnimations.push_back( animation ); + layer.Add( dfActor ); } + + // Positioning will occur when the layer is relaid out + layer.OnRelayoutSignal().Connect( this, &DaliTableView::InitialiseBackgroundActors ); } -void DaliTableView::CreateShapeImage( ShapeType shapeType, const Size& size, BitmapImage& distanceFieldOut ) +void DaliTableView::CreateShapeImage( ShapeType shapeType, const Size& size, BufferImage& distanceFieldOut ) { // this bitmap will hold the alpha map for the distance field shader - distanceFieldOut = BitmapImage::New( size.width, size.height, Pixel::A8 ); + distanceFieldOut = BufferImage::New( size.width, size.height, Pixel::A8 ); // Generate bit pattern std::vector< unsigned char > imageDataA8; @@ -869,8 +763,8 @@ void DaliTableView::CreateShapeImage( ShapeType shapeType, const Size& size, Bit case CIRCLE: GenerateCircle( size, imageDataA8 ); break; - case SQUARE: - GenerateSquare( size, imageDataA8 ); + case BUBBLE: + GenerateCircle( size, imageDataA8, true ); break; default: break; @@ -884,18 +778,7 @@ void DaliTableView::CreateShapeImage( ShapeType shapeType, const Size& size, Bit } } -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 ) +void DaliTableView::GenerateCircle( const Size& size, std::vector< unsigned char >& distanceFieldOut, bool hollow ) { const float radius = size.width * 0.5f * size.width * 0.5f; Vector2 center( size.width / 2, size.height / 2 ); @@ -907,25 +790,22 @@ void DaliTableView::GenerateCircle( const Size& size, std::vector< unsigned char Vector2 pos( w, h ); Vector2 dist = pos - center; - if( dist.x * dist.x + dist.y * dist.y > radius ) - { - distanceFieldOut.push_back( 0x00 ); - } - else - { - distanceFieldOut.push_back( 0xFF ); - } + float distance = ( dist.x * dist.x ) + ( dist.y * dist.y ); + + // If hollow, check the distance against a min & max value, otherwise just use the max value. + unsigned char fillByte = ( hollow ? ( ( distance <= radius ) && ( distance > ( radius * 0.7f ) ) ) : ( distance <= radius ) ) ? 0xFF : 0x00; + + distanceFieldOut.push_back( fillByte ); } } } -ImageActor DaliTableView::CreateLogo( std::string imagePath ) +ImageView DaliTableView::CreateLogo( std::string imagePath ) { - Image image = Image::New( imagePath ); - ImageActor logo = ImageActor::New( image ); + ImageView logo = ImageView::New( imagePath ); logo.SetAnchorPoint( AnchorPoint::CENTER ); - logo.SetParentOrigin( ParentOrigin::BOTTOM_CENTER ); + logo.SetParentOrigin( ParentOrigin::CENTER ); return logo; } @@ -945,7 +825,7 @@ void DaliTableView::PauseAnimation() { Animation anim = *animIter; - anim.Pause(); + anim.Stop(); } mBackgroundAnimsPlaying = false; @@ -969,37 +849,37 @@ void DaliTableView::PlayAnimation() mAnimationTimer.SetInterval( BACKGROUND_ANIMATION_DURATION ); } -Dali::Actor DaliTableView::OnKeyboardPreFocusChange( Dali::Actor current, Dali::Actor proposed, Dali::Toolkit::Control::KeyboardFocusNavigationDirection direction ) +Dali::Actor DaliTableView::OnKeyboardPreFocusChange( Dali::Actor current, Dali::Actor proposed, Dali::Toolkit::Control::KeyboardFocus::Direction direction ) { Actor nextFocusActor = proposed; - if ( !current && !proposed ) + if( !current && !proposed ) { // Set the initial focus to the first tile in the current page should be focused. - nextFocusActor = mTableViewList[mScrollView.GetCurrentPage()].GetChildAt(TableView::CellPosition(0, 0)); + nextFocusActor = mPages[mScrollView.GetCurrentPage()].GetChildAt(0); } - else if( !proposed || (proposed && proposed == mScrollViewLayer) ) + else if( !proposed ) { // ScrollView is being focused but nothing in the current page can be focused further // in the given direction. We should work out which page to scroll to next. int currentPage = mScrollView.GetCurrentPage(); int newPage = currentPage; - if( direction == Dali::Toolkit::Control::Left ) + if( direction == Dali::Toolkit::Control::KeyboardFocus::LEFT ) { newPage--; } - else if( direction == Dali::Toolkit::Control::Right ) + else if( direction == Dali::Toolkit::Control::KeyboardFocus::RIGHT ) { newPage++; } - newPage = std::max(0, std::min(static_cast(mScrollRulerX->GetTotalPages() - 1), newPage)); + newPage = std::max(0, std::min(mTotalPages - 1, newPage)); if( newPage == currentPage ) { - if( direction == Dali::Toolkit::Control::Left ) + if( direction == Dali::Toolkit::Control::KeyboardFocus::LEFT ) { - newPage = mScrollRulerX->GetTotalPages() - 1; - } else if( direction == Dali::Toolkit::Control::Right ) + newPage = mTotalPages - 1; + } else if( direction == Dali::Toolkit::Control::KeyboardFocus::RIGHT ) { newPage = 0; } @@ -1008,7 +888,7 @@ Dali::Actor DaliTableView::OnKeyboardPreFocusChange( Dali::Actor current, Dali:: // Scroll to the page in the given direction mScrollView.ScrollTo(newPage); - if( direction == Dali::Toolkit::Control::Left ) + if( direction == Dali::Toolkit::Control::KeyboardFocus::LEFT ) { // Work out the cell position for the last tile int remainingExamples = mExampleList.size() - newPage * EXAMPLES_PER_PAGE; @@ -1016,12 +896,12 @@ Dali::Actor DaliTableView::OnKeyboardPreFocusChange( Dali::Actor current, Dali:: int colPos = remainingExamples >= EXAMPLES_PER_PAGE ? EXAMPLES_PER_ROW - 1 : ( remainingExamples % EXAMPLES_PER_PAGE - rowPos * EXAMPLES_PER_ROW - 1 ); // Move the focus to the last tile in the new page. - nextFocusActor = mTableViewList[newPage].GetChildAt(TableView::CellPosition(rowPos, colPos)); + nextFocusActor = mPages[newPage].GetChildAt(rowPos * EXAMPLES_PER_ROW + colPos); } else { // Move the focus to the first tile in the new page. - nextFocusActor = mTableViewList[newPage].GetChildAt(TableView::CellPosition(0, 0)); + nextFocusActor = mPages[newPage].GetChildAt(0); } } @@ -1035,9 +915,7 @@ 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 ); } } @@ -1047,4 +925,50 @@ bool DaliTableView::OnTileHovered( Actor actor, const HoverEvent& event ) return true; } +void DaliTableView::OnLogoTapped( Dali::Actor actor, const Dali::TapGesture& tap ) +{ + // Only show if currently fully hidden. If transitioning-out, the transition will not be interrupted. + if ( !mVersionPopup || ( mVersionPopup.GetDisplayState() == Toolkit::Popup::HIDDEN ) ) + { + if ( !mVersionPopup ) + { + std::ostringstream stream; + stream << "DALi Core: " << CORE_MAJOR_VERSION << "." << CORE_MINOR_VERSION << "." << CORE_MICRO_VERSION << std::endl << "(" << CORE_BUILD_DATE << ")\n"; + stream << "DALi Adaptor: " << ADAPTOR_MAJOR_VERSION << "." << ADAPTOR_MINOR_VERSION << "." << ADAPTOR_MICRO_VERSION << std::endl << "(" << ADAPTOR_BUILD_DATE << ")\n"; + stream << "DALi Toolkit: " << TOOLKIT_MAJOR_VERSION << "." << TOOLKIT_MINOR_VERSION << "." << TOOLKIT_MICRO_VERSION << std::endl << "(" << TOOLKIT_BUILD_DATE << ")\n"; + + mVersionPopup = Dali::Toolkit::Popup::New(); + + Toolkit::TextLabel titleActor = Toolkit::TextLabel::New( "Version information" ); + titleActor.SetName( "titleActor" ); + titleActor.SetProperty( Toolkit::TextLabel::Property::HORIZONTAL_ALIGNMENT, "CENTER" ); + + Toolkit::TextLabel contentActor = Toolkit::TextLabel::New( stream.str() ); + contentActor.SetName( "contentActor" ); + contentActor.SetProperty( Toolkit::TextLabel::Property::MULTI_LINE, true ); + contentActor.SetProperty( Toolkit::TextLabel::Property::HORIZONTAL_ALIGNMENT, "CENTER" ); + contentActor.SetPadding( Padding( 0.0f, 0.0f, 20.0f, 0.0f ) ); + mVersionPopup.SetTitle( titleActor ); + mVersionPopup.SetContent( contentActor ); + + mVersionPopup.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::WIDTH ); + mVersionPopup.SetSizeModeFactor( Vector3( 0.75f, 1.0f, 1.0f ) ); + mVersionPopup.SetResizePolicy( ResizePolicy::FIT_TO_CHILDREN, Dimension::HEIGHT ); + + mVersionPopup.OutsideTouchedSignal().Connect( this, &DaliTableView::HideVersionPopup ); + Stage::GetCurrent().Add( mVersionPopup ); + } + + mVersionPopup.SetDisplayState( Popup::SHOWN ); + } +} + +void DaliTableView::HideVersionPopup() +{ + // Only hide if currently fully shown. If transitioning-in, the transition will not be interrupted. + if ( mVersionPopup && ( mVersionPopup.GetDisplayState() == Toolkit::Popup::SHOWN ) ) + { + mVersionPopup.SetDisplayState( Popup::HIDDEN ); + } +}