X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=docs%2Fcontent%2Fprogramming-guide%2Fconstraints.h;h=7780cc264ff62171138ea7265d5546f1a7e4d68b;hb=acbf7e2c17c1578c7125fa07c7eaabe1fe214406;hp=9394b3ce837a7670b472a45d1ba6d9c9d0a698d3;hpb=4b8f76c76971660967341767c2cf2efe53ab9dc1;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/docs/content/programming-guide/constraints.h b/docs/content/programming-guide/constraints.h index 9394b3c..7780cc2 100644 --- a/docs/content/programming-guide/constraints.h +++ b/docs/content/programming-guide/constraints.h @@ -1,7 +1,7 @@ /*! \page constraints Constraints * -

Introduction

+

Introduction

Constraints are used to modify the property of an actor, based on other properties of the same actor; properties of the actor's parent; or properties of another actor altogether, when the modification needs to be at run-time. Custom functions or functors can be supplied, where the desired value of the property can be calculated. @@ -15,7 +15,7 @@ This means that Constraints override the values set by Animations. Not all properties can be used as a constraint input, please see Dali::Handle::IsPropertyAConstraintInput() for more details. -

When to use a Constraint

+

When to use a Constraint

Constraints are designed as a way of modifying properties that cannot be modified by any existing built in functionality; Like Animations, Size negotiation or Parent anchor, origin settings. As they provide the ability for the application developer to execute their own code within the update thread, DALi can no-longer guarantee the timeliness of this code, or how optimised it may be. @@ -60,13 +60,13 @@ Consider the following use cases as an example of when and when not to use a con For most general cases, the position and size requirements of a child or parent actor (from it's child or parent) can be calculated with Size Negotiation. -

Constraint Sources

+

Constraint Sources

These are properties of this (or another actor) that are used as inputs into the constraint. The constraint will take these values, optionally perform a calculation on them (if using a custom functor) and write the result to the specified property of the target actor. The source actor is specified as either the same actor, it's parent or another actor. -

Local Source

+

Local Source

A local source is based on the local properties (i.e. size, position, scale, orientation, color) of an actor. For example, the actor's orientation could be used as a constraint input source. @@ -75,7 +75,7 @@ For example, the actor's orientation could be used as a constraint input source. Dali::ConstraintSource source( Dali::LocalSource( Dali::Actor::Property::ORIENTATION ) ); @endcode -

Parent Source

+

Parent Source

A parent source is based on properties of the actor's parent. For example, a parent's position can be used as a constraint input source. @@ -84,7 +84,7 @@ For example, a parent's position can be used as a constraint input source. Dali::ConstraintSource source( Dali::ParentSource( Dali::Actor::Property::POSITION ) ); @endcode -

Source

+

Source

Finally, you can base your source on the properties of another handle altogether. For example, a sibling actor's color could be used as a constraint input source. @@ -93,7 +93,7 @@ For example, a sibling actor's color could be used as a constraint input source. Dali::ConstraintSource source( Dali::Source( anotherHandle, Dali::Actor::Property::COLOR ) ); @endcode -

The Constraint Function

+

The Constraint Function

The signature of the constraint function is: @@ -124,9 +124,9 @@ const Dali::Vector3& parentPosition( inputs[2]->GetVector3() ); const Dali::Vector3& parentSize( inputs[3]->GetVector3() ); @endcode -

Creating a Constraint

+

Creating a Constraint

-

Using C Functions

+

Using C Functions

If you do not have any data that is changed at runtime, then C functions should be used. For example, the color of an actor could be changed based on its position along the x-axis till a preset distance of 100, beyond which it is transparent. @@ -163,7 +163,7 @@ void MyConstraintFunction( Dali::Vector4& current, const Dali::PropertyInputCont Please have a look at Dali::Constraint::New() for more details. -

Using Functors

+

Using Functors

If you need to store some data in a struct/class, then a functor can be used. Reusing the last example, the color of an actor is changed based on its position along the x-axis, but the distance when it is transparent is different for each applied constraint. @@ -216,9 +216,9 @@ MyFunctor could then be used with another constraint with a different distance. Please have a look at Dali::Constraint::New(Handle, Property::Index, const T&) for more details. Instead of using the default functor, another method can be declared in the class or struct and used as the constraint function. -Please have a look at appropriate Dali::Constraint::New() method for more details. +Please have a look at the appropriate Dali::Constraint::New() method for more details. -

Removing Constraints

+

Removing Constraints

The actor's constraints can later be removed in several ways: @@ -228,5 +228,24 @@ actor.RemoveConstraints(); // Removes ALL constraints applied to an actor actor.RemoveConstraint( tag ); // All constraints with the tag are removed from the actor (tag can be set using SetTag) @endcode +\section constraints-equal-to Equal To Constraint + +The built in Dali::EqualToConstraint can be used if all that is required is setting a property equal to another property: +@code +Dali::Constraint constraint = Dali::Constraint::New< Vector3 >( actor, Dali::Actor::Property::POSITION, Dali::EqualToConstraint() ); +constraint.AddSource( Dali::Source( anotherActor, Dali::Actor::Property::POSITION ) ); +constraint.Apply(); +@endcode +Here actor's position is set to equal the position of anotherActor. + +\section constraints-relative-to Relative To Constraint + +The built in Dali::RelativeToConstraint and Dali::RelativeToConstraintFloat can be used if all that is required is setting a property relative to another property: +@code +Dali::Constraint constraint = Dali::Constraint::New< Vector3 >( actor, Dali::Actor::Property::POSITION, Dali::RelativeToConstraint( 2.0f ) ); +constraint.AddSource( Dali::Source( anotherActor, Dali::Actor::Property::POSITION ) ); +constraint.Apply(); +@endcode +Here actor's position is relative to the position of anotherActor, i.e., if anotherActor is at (10.0f, 20.0f, 30.0f), actor will be at (20.0f, 40.0f, 60.0f). * */