X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=demo%2Fdali-table-view.cpp;h=827b665fdd1fea6151ee2b2f6ee2cee8d9f2b3b2;hb=b4aed990f90ddd8f69a765effbb911b6c800c30f;hp=51689a2d2a0404ed4a48ab525df4c253a58f0d72;hpb=46e6a0e92784c860b2b5425e34941c6574dd8062;p=platform%2Fcore%2Fuifw%2Fdali-demo.git diff --git a/demo/dali-table-view.cpp b/demo/dali-table-view.cpp index 51689a2..827b665 100644 --- a/demo/dali-table-view.cpp +++ b/demo/dali-table-view.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2015 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. @@ -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; @@ -38,13 +41,11 @@ namespace { const std::string LOGO_PATH( DEMO_IMAGE_DIR "Logo-for-demo.png" ); -const std::string DEFAULT_TOOLBAR_IMAGE_PATH( DEMO_IMAGE_DIR "top-bar.png" ); const std::string TILE_BACKGROUND(DEMO_IMAGE_DIR "item-background.9.png"); -const std::string TILE_BACKGROUND_ALPHA(DEMO_IMAGE_DIR "item-background-alpha.9.png"); +const std::string TILE_BACKGROUND_ALPHA( DEMO_IMAGE_DIR "demo-tile-texture.9.png" ); -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; @@ -52,20 +53,21 @@ 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, 0.38f ), - Vector4( 0.3647f, 0.7569f, 0.8157f, 0.38f ), - Vector4( 0.3804f, 0.7412f, 0.6510f, 0.38f ), - Vector4( 1.f, 1.f, 1.f, 0.2f ) + 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]) ); @@ -83,6 +85,31 @@ 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 */ @@ -90,12 +117,11 @@ Control CreateBackground( std::string stylename ) { Control background = Control::New(); Stage::GetCurrent().Add( background ); - background.SetProperty( Control::Property::STYLE_NAME,stylename); + background.SetStyleName( stylename ); background.SetName( "BACKGROUND" ); background.SetAnchorPoint( AnchorPoint::CENTER ); background.SetParentOrigin( ParentOrigin::CENTER ); background.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); - return background; } @@ -116,11 +142,10 @@ 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. @@ -132,6 +157,41 @@ private: float mScale; }; +/** + * 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 ) { return lhs.title < rhs.title; @@ -141,11 +201,9 @@ bool CompareByTitle( const Example& lhs, const Example& rhs ) DaliTableView::DaliTableView( Application& application ) : mApplication( application ), - mBackgroundLayer(), mRootActor(), mRotateAnimation(), mPressedAnimation(), - mScrollViewLayer(), mScrollView(), mScrollViewEffect(), mScrollRulerX(), @@ -182,104 +240,54 @@ void DaliTableView::SortAlphabetically( bool sortAlphabetically ) void DaliTableView::Initialize( Application& application ) { Stage::GetCurrent().KeyEventSignal().Connect( this, &DaliTableView::OnKeyEvent ); - const Vector2 stageSize = Stage::GetCurrent().GetSize(); // Background - Control background = CreateBackground( "launcherbackground" ); - Stage::GetCurrent().Add( background ); - - // Add root actor - 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; // 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 ); + mScrollView.TouchSignal().Connect( this, &DaliTableView::OnScrollTouched ); - // Create solid background colour. - Control backgroundColourActor = Control::New(); - backgroundColourActor.SetBackgroundColor( 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 ) ); - - 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 ); - backgroundColourActor.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( 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 ); // Add scroll view effect and setup constraints on pages ApplyScrollViewEffect(); @@ -300,8 +308,6 @@ void DaliTableView::Initialize( Application& application ) unsigned int degrees = 0; Rotate( degrees ); - //orientation.ChangedSignal().Connect( this, &DaliTableView::OrientationChanged ); - winHandle.ShowIndicator( Dali::Window::INVISIBLE ); // Background animation @@ -328,7 +334,6 @@ void DaliTableView::ApplyCubeEffectToPages() void DaliTableView::OnButtonsPageRelayout( const Dali::Actor& actor ) { - } void DaliTableView::Populate() @@ -367,7 +372,9 @@ 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, @@ -377,7 +384,6 @@ void DaliTableView::Populate() "You can run this example" ); tile.SetPadding( Padding( margin, margin, margin, margin ) ); - page.AddChild( tile, TableView::CellPosition( row, column ) ); iter++; @@ -408,7 +414,7 @@ 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(); @@ -416,11 +422,6 @@ 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 @@ -444,7 +445,7 @@ 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 ); @@ -453,63 +454,75 @@ Actor DaliTableView::CreateTile( const std::string& name, const std::string& tit content.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS ); content.SetSizeModeFactor( sizeMultiplier ); - // create background image - if( addBackground ) - { - ImageView image = ImageView::New( TILE_BACKGROUND ); - image.SetAnchorPoint( AnchorPoint::CENTER ); - image.SetParentOrigin( ParentOrigin::CENTER ); - // make the image 100% of tile - image.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); - - content.Add( image ); - - // Add stencil - Toolkit::ImageView stencil = NewStencilImage(); - stencil.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); - image.Add( stencil ); - } + 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::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 ); + + // 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 content.SetKeyboardFocusable(true); // connect to the touch events - content.TouchedSignal().Connect( this, &DaliTableView::OnTilePressed ); + content.TouchSignal().Connect( this, &DaliTableView::OnTilePressed ); content.HoveredSignal().Connect( this, &DaliTableView::OnTileHovered ); return content; } -Toolkit::ImageView DaliTableView::NewStencilImage() +bool DaliTableView::OnTilePressed( Actor actor, const TouchData& event ) { - Toolkit::ImageView stencil = ImageView::New( TILE_BACKGROUND_ALPHA ); - - stencil.SetParentOrigin( ParentOrigin::CENTER ); - stencil.SetAnchorPoint( AnchorPoint::CENTER ); - stencil.SetDrawMode( DrawMode::STENCIL ); - - Property::Map shaderEffect = CreateAlphaDiscardEffect(); - stencil.SetProperty( Toolkit::ImageView::Property::IMAGE, shaderEffect ); - - return stencil; + 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; @@ -517,7 +530,7 @@ 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 ) ) { // ignore Example button presses when scrolling or button animating. @@ -543,10 +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.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 ); } @@ -589,10 +606,9 @@ 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; } @@ -664,14 +680,16 @@ void DaliTableView::OnKeyEvent( const KeyEvent& event ) void DaliTableView::SetupBackground( Actor bubbleContainer ) { - // Create distance field shape. - BufferImage distanceField; + // Create distance field shapes. + BufferImage distanceFields[2]; Size imageSize( 512, 512 ); - CreateShapeImage( CIRCLE, imageSize, distanceField ); + + 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, distanceField ); + AddBackgroundActors( bubbleContainer, NUM_BACKGROUND_IMAGES, distanceFields ); } void DaliTableView::InitialiseBackgroundActors( Actor actor ) @@ -687,7 +705,7 @@ 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 ) ); @@ -698,29 +716,32 @@ 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, BufferImage* distanceField ) { for( int i = 0; i < count; ++i ) { float randSize = Random::Range( 10.0f, 400.0f ); - ImageView dfActor = ImageView::New( distanceField ); + 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 ); Dali::Property::Map effect = Toolkit::CreateDistanceFieldEffect(); dfActor.SetProperty( Toolkit::ImageView::Property::IMAGE, effect ); dfActor.SetColor( BUBBLE_COLOR[ i%NUMBER_OF_BUBBLE_COLOR ] ); + layer.Add( dfActor ); } @@ -742,8 +763,8 @@ void DaliTableView::CreateShapeImage( ShapeType shapeType, const Size& size, Buf case CIRCLE: GenerateCircle( size, imageDataA8 ); break; - case SQUARE: - GenerateSquare( size, imageDataA8 ); + case BUBBLE: + GenerateCircle( size, imageDataA8, true ); break; default: break; @@ -757,18 +778,7 @@ void DaliTableView::CreateShapeImage( ShapeType shapeType, const Size& size, Buf } } -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 ); @@ -780,22 +790,19 @@ 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 ); } } } 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 ); @@ -846,12 +853,12 @@ 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. @@ -908,9 +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 ); } }