--- /dev/null
+/*
+ * 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+
+#include <dali/dali.h>
+#include <dali-toolkit/dali-toolkit.h>
+#include "shared/view.h"
+
+#include <sstream>
+
+using namespace Dali;
+using namespace Dali::Toolkit;
+
+namespace
+{
+
+const Vector4 GRID_BACKGROUND_COLOR(0.85f, 0.85f, 0.85f, 1.0f);
+const Vector4 CONTROL_POINT1_COLOR(Color::MAGENTA);
+const Vector4 CONTROL_POINT2_COLOR(0.0, 0.9, 0.9, 1.0);
+const Vector3 CONTROL_POINT1_ORIGIN(-100, 200, 0);
+const Vector3 CONTROL_POINT2_ORIGIN( 100, -200, 0);
+const char* const CIRCLE1_IMAGE( DEMO_IMAGE_DIR "circle1.png" );
+const char* const CIRCLE2_IMAGE( DEMO_IMAGE_DIR "circle2.png" );
+const char* const ANIMATION_BACKGROUND( DEMO_IMAGE_DIR "slider-skin.9.png" );
+const char* APPLICATION_TITLE("Bezier curve animation");
+const float ANIM_LEFT_FACTOR(0.2f);
+const float ANIM_RIGHT_FACTOR(0.8f);
+
+
+const char* CURVE_VERTEX_SHADER = DALI_COMPOSE_SHADER
+ (
+ attribute mediump vec2 aPosition;
+ uniform mediump mat4 uMvpMatrix;
+ uniform vec3 uSize;
+ void main()
+ {
+ gl_Position = uMvpMatrix * vec4(aPosition*uSize.xy, 0.0, 1.0);
+ }
+ );
+
+const char* CURVE_FRAGMENT_SHADER = DALI_COMPOSE_SHADER
+ (
+ uniform lowp vec4 uColor;
+ void main()
+ {
+ gl_FragColor = vec4(0.0,0.0,0.0,1.0);
+ }
+ );
+
+
+inline float Clamp(float v, float min, float max)
+{
+ if(v<min) return min;
+ if(v>max) return max;
+ return v;
+}
+
+struct HandlePositionConstraint
+{
+ HandlePositionConstraint( float minRelX, float maxRelX, float minRelY, float maxRelY )
+ : minRelX(minRelX), maxRelX(maxRelX), minRelY(minRelY), maxRelY(maxRelY)
+ {
+ }
+
+ void operator()( Vector3& current, const PropertyInputContainer& inputs )
+ {
+ Vector3 size( inputs[0]->GetVector3() );
+ current.x = Clamp(current.x, minRelX*size.x, maxRelX*size.x );
+ current.y = Clamp(current.y, minRelY*size.y, maxRelY*size.y );
+ }
+
+ float minRelX;
+ float maxRelX;
+ float minRelY;
+ float maxRelY;
+};
+
+void AnimatingPositionConstraint( Vector3& current, const PropertyInputContainer& inputs )
+{
+ float positionFactor( inputs[0]->GetFloat() ); // -1 - 2
+ Vector3 size( inputs[1]->GetVector3() );
+
+ current.x = size.x * (positionFactor-0.5f); // size * (-1.5 - 1.5)
+}
+
+} //unnamed namespace
+
+
+
+class BezierCurveExample : public ConnectionTracker
+{
+public:
+
+ BezierCurveExample( Application& application )
+ : mApplication( application ),
+ mDuration(2.0f),
+ mGoingRight(true)
+ {
+ // Connect to the Application's Init signal
+ mApplication.InitSignal().Connect( this, &BezierCurveExample::Create );
+ }
+
+ ~BezierCurveExample()
+ {
+ // Nothing to do here;
+ }
+
+ // The Init signal is received once (only) during the Application lifetime
+ void Create( Application& application )
+ {
+ // Hide the indicator bar
+ application.GetWindow().ShowIndicator( Dali::Window::INVISIBLE );
+
+ Stage stage = Stage::GetCurrent();
+ stage.KeyEventSignal().Connect( this, &BezierCurveExample::OnKeyEvent );
+
+ CreateBackground(stage);
+
+ mControlPointScale = 0.5f;
+ mControlPointZoomScale = mControlPointScale * 2.0f;
+
+ mContentLayer = Layer::New();
+ mContentLayer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
+ mContentLayer.TouchSignal().Connect(this, &BezierCurveExample::OnTouchLayer);
+ mContentLayer.SetParentOrigin( ParentOrigin::CENTER );
+ stage.Add( mContentLayer );
+
+ // 6 rows: title, grid, coords, play, anim1, anim2
+ TableView contentLayout = TableView::New(5, 1);
+ contentLayout.SetName("contentLayout");
+ contentLayout.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
+ contentLayout.SetCellPadding( Size( 30, 30 ) );
+ contentLayout.SetParentOrigin(ParentOrigin::TOP_CENTER);
+ contentLayout.SetAnchorPoint(AnchorPoint::TOP_CENTER);
+ mContentLayer.Add( contentLayout );
+
+ // Create a TextLabel for the application title.
+ Toolkit::TextLabel label = Toolkit::TextLabel::New( APPLICATION_TITLE );
+ label.SetProperty( Toolkit::TextLabel::Property::HORIZONTAL_ALIGNMENT, "CENTER" );
+ label.SetProperty( Toolkit::TextLabel::Property::VERTICAL_ALIGNMENT, "CENTER" );
+ label.SetProperty( Toolkit::TextLabel::Property::TEXT_COLOR, Color::BLACK );
+ contentLayout.Add( label );
+ contentLayout.SetFitHeight(0);
+
+ mGrid = Control::New();
+
+ mGrid.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::WIDTH );
+ mGrid.SetResizePolicy( ResizePolicy::DIMENSION_DEPENDENCY, Dimension::HEIGHT );
+
+ mGrid.SetParentOrigin(ParentOrigin::CENTER);
+ mGrid.SetAnchorPoint(AnchorPoint::CENTER);
+ mGrid.SetBackgroundColor(GRID_BACKGROUND_COLOR);
+
+ contentLayout.Add( mGrid );
+ contentLayout.SetCellAlignment(1, HorizontalAlignment::CENTER, VerticalAlignment::CENTER );
+ CreateCubic(mGrid);
+ CreateControlPoints( mGrid ); // Control points constrained to double height of grid
+
+ mCoefficientLabel = TextLabel::New();
+ mCoefficientLabel.SetProperty( TextLabel::Property::ENABLE_MARKUP, true );
+ mCoefficientLabel.SetProperty( Toolkit::TextLabel::Property::HORIZONTAL_ALIGNMENT, "CENTER" );
+ mCoefficientLabel.SetProperty( Toolkit::TextLabel::Property::VERTICAL_ALIGNMENT, "CENTER" );
+ mCoefficientLabel.SetParentOrigin(ParentOrigin::CENTER);
+
+ contentLayout.Add( mCoefficientLabel );
+ SetLabel( Vector2(0,0), Vector2(1,1));
+ contentLayout.SetCellAlignment(2, HorizontalAlignment::CENTER, VerticalAlignment::CENTER );
+ contentLayout.SetFitHeight(2);
+
+ // Setup Play button and 2 icons to show off current anim and linear anim
+
+ PushButton play = PushButton::New();
+ play.SetName("Play");
+ play.SetParentOrigin(ParentOrigin::CENTER);
+ play.SetLabelText("Play");
+ play.ClickedSignal().Connect( this, &BezierCurveExample::OnPlayClicked );
+
+ contentLayout.Add( play );
+ contentLayout.SetCellAlignment(3, HorizontalAlignment::CENTER, VerticalAlignment::CENTER );
+ contentLayout.SetFitHeight(3);
+
+ auto animContainer = Control::New();
+ animContainer.SetName("AnimationContainer");
+ animContainer.SetParentOrigin( ParentOrigin::CENTER );
+ animContainer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
+
+ auto animRail = Control::New();
+ animRail.SetProperty( Control::Property::BACKGROUND, Property::Map()
+ .Add( Visual::Property::TYPE, Visual::IMAGE )
+ .Add( ImageVisual::Property::URL, ANIMATION_BACKGROUND ) );
+ animRail.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
+ animRail.SetSizeModeFactor( Vector3( 0.666f, 0.2f, 1.0f ) );
+ animRail.SetParentOrigin( ParentOrigin::CENTER );
+ animContainer.Add( animRail );
+
+ contentLayout.Add( animContainer );
+ contentLayout.SetFixedHeight(4, 150 );
+
+ mAnimIcon1 = ImageView::New( CIRCLE1_IMAGE );
+ mAnimIcon1.SetParentOrigin( ParentOrigin::CENTER );
+ mAnimIcon1.SetAnchorPoint( AnchorPoint::CENTER );
+
+ // Would like some means of setting and animating position as a percentage of
+ // parent size without using constraints, but this will have to suffice for the moment.
+ mPositionFactorIndex = mAnimIcon1.RegisterProperty( "positionFactor", ANIM_LEFT_FACTOR); // range: 0-1 (+/- 1)
+ Constraint constraint = Constraint::New<Vector3>( mAnimIcon1, Actor::Property::POSITION, AnimatingPositionConstraint );
+ constraint.AddSource( Source( mAnimIcon1, mPositionFactorIndex ) );
+ constraint.AddSource( Source( animContainer, Actor::Property::SIZE ) );
+ constraint.Apply();
+
+ animContainer.Add( mAnimIcon1 );
+
+ // First UpdateCurve needs to run after size negotiation and after images have loaded
+ mGrid.OnRelayoutSignal().Connect( this, &BezierCurveExample::InitialUpdateCurve );
+
+ auto controlPoint1 = Control::DownCast( mControlPoint1 );
+ if( controlPoint1 )
+ {
+ controlPoint1.ResourceReadySignal().Connect( this, &BezierCurveExample::ControlPointReady );
+ }
+
+ auto controlPoint2 = Control::DownCast( mControlPoint2 );
+ if( controlPoint2 )
+ {
+ controlPoint2.ResourceReadySignal().Connect( this, &BezierCurveExample::ControlPointReady );
+ }
+ }
+
+ void ControlPointReady( Control control )
+ {
+ UpdateCurve();
+ }
+
+ void InitialUpdateCurve(Actor actor)
+ {
+ UpdateCurve();
+ }
+
+ void CreateBackground( Stage stage )
+ {
+ Toolkit::Control background = Dali::Toolkit::Control::New();
+ background.SetAnchorPoint( Dali::AnchorPoint::CENTER );
+ background.SetParentOrigin( Dali::ParentOrigin::CENTER );
+ background.SetResizePolicy( Dali::ResizePolicy::FILL_TO_PARENT, Dali::Dimension::ALL_DIMENSIONS );
+
+ Property::Map map;
+ map.Insert( Visual::Property::TYPE, Visual::COLOR );
+ map.Insert( ColorVisual::Property::MIX_COLOR, Vector4( 253/255.0f, 245/255.0f, 230/255.0f, 1.0f ) );
+ background.SetProperty( Dali::Toolkit::Control::Property::BACKGROUND, map );
+ stage.Add( background );
+ }
+
+ void CreateCubic(Actor parent)
+ {
+ // Create a mesh to draw the cubic as a single line
+ mCurve = Actor::New();
+ mCurve.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
+ mCurve.SetParentOrigin( ParentOrigin::CENTER );
+
+ Shader shader = Shader::New( CURVE_VERTEX_SHADER, CURVE_FRAGMENT_SHADER );
+
+ Property::Map curveVertexFormat;
+ curveVertexFormat["aPosition"] = Property::VECTOR2;
+ mCurveVertices = PropertyBuffer::New( curveVertexFormat );
+ Vector2 vertexData[2] = { Vector2(-0.5f, 0.5f), Vector2( 0.5f, -0.5f ) };
+ mCurveVertices.SetData( vertexData, 2 );
+
+ Geometry geometry = Geometry::New();
+ geometry.AddVertexBuffer( mCurveVertices );
+ geometry.SetType( Geometry::LINE_STRIP );
+
+ Renderer renderer = Renderer::New( geometry, shader );
+ mCurve.AddRenderer( renderer );
+ parent.Add(mCurve);
+ }
+
+ Actor CreateControlPoint( Actor parent, const char* url, Vector3 position)
+ {
+ Actor actor = ImageView::New( url );
+ actor.SetScale( mControlPointScale);
+ actor.SetParentOrigin( ParentOrigin::CENTER );
+ // Curve and line drawing works off current value (i.e. last update frame's value). Need to animate to ensure
+ // initial position is baked to both frames before initially drawing the curve.
+ auto positionAnimation = Animation::New( 0.01f );
+ positionAnimation.AnimateTo( Property( actor, Actor::Property::POSITION ), position, AlphaFunction::EASE_IN_OUT );
+ positionAnimation.Play();
+ positionAnimation.FinishedSignal().Connect( this, &BezierCurveExample::OnAnimationFinished );
+
+ // Set up constraints for drag/drop
+ Constraint constraint = Constraint::New<Vector3>( actor, Actor::Property::POSITION, HandlePositionConstraint( -0.5, 0.5, -1, 1));
+ constraint.AddSource( Source( parent, Actor::Property::SIZE ) );
+ constraint.Apply();
+
+ actor.TouchSignal().Connect(this, &BezierCurveExample::OnTouchControlPoint);
+ return actor;
+ }
+
+ Actor CreateControlLine( PropertyBuffer vertexBuffer )
+ {
+ Actor line = Actor::New();
+ line.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
+ line.SetParentOrigin( ParentOrigin::CENTER );
+
+ Shader shader = Shader::New( CURVE_VERTEX_SHADER, CURVE_FRAGMENT_SHADER );
+ Geometry geometry = Geometry::New();
+ geometry.AddVertexBuffer( vertexBuffer );
+ geometry.SetType( Geometry::LINE_STRIP );
+
+ Renderer renderer = Renderer::New( geometry, shader );
+ line.AddRenderer( renderer );
+ return line;
+ }
+
+ void CreateControlPoints( Actor parent )
+ {
+ mControlPoint1 = CreateControlPoint( parent,
+ CIRCLE1_IMAGE,
+ CONTROL_POINT1_ORIGIN );
+ mControlPoint1Id = mControlPoint1.GetId();
+
+ mControlPoint2 = CreateControlPoint( parent,
+ CIRCLE2_IMAGE,
+ CONTROL_POINT2_ORIGIN );
+ mControlPoint2Id = mControlPoint2.GetId();
+
+ Property::Map lineVertexFormat;
+ lineVertexFormat["aPosition"] = Property::VECTOR2;
+ mLine1Vertices = PropertyBuffer::New( lineVertexFormat );
+ mLine2Vertices = PropertyBuffer::New( lineVertexFormat );
+
+ mControlLine1 = CreateControlLine( mLine1Vertices );
+ mControlLine2 = CreateControlLine( mLine2Vertices );
+
+ parent.Add( mControlLine1 );
+ parent.Add( mControlLine2 );
+ parent.Add( mControlPoint1 );
+ parent.Add( mControlPoint2 );
+ }
+
+ void SetLabel( Vector2 pos1, Vector2 pos2 )
+ {
+ std::ostringstream oss;
+ oss.setf(std::ios::fixed, std::ios::floatfield);
+ oss.precision(2);
+ oss << "( <color value='#971586'>" << pos1.x << ", " << pos1.y << ", </color>";
+ oss << "<color value='#e7640d'>" << pos2.x << ", " << pos2.y << "</color>";
+ oss << "<color value='black'> )</color>";
+
+ mCoefficientLabel.SetProperty( TextLabel::Property::TEXT, oss.str() );
+ }
+
+ Vector2 AlignToGrid( Vector3 actorPos, Vector3 gridSize )
+ {
+ actorPos /= gridSize; // => -0.5 - 0.5
+ actorPos.x = Clamp( actorPos.x, -0.5f, 0.5f );
+ return Vector2( actorPos.x + 0.5f, 0.5f - actorPos.y );
+ }
+
+ void GetControlPoints(Vector2& pt1, Vector2& pt2)
+ {
+ Vector3 gridSize = mGrid.GetProperty<Vector3>( Actor::Property::SIZE ); // Get target value
+
+ pt1 = AlignToGrid( mControlPoint1.GetCurrentPosition(), gridSize );
+ pt2 = AlignToGrid( mControlPoint2.GetCurrentPosition(), gridSize );
+ }
+
+ /**
+ * @param[in] actor The actor to get the position from
+ * @param[out] point The point in the grid in the range -0.5 -> 0.5 in x and y, with y up.
+ * @param[out] position The actor position, floored to the nearest pixel
+ */
+ void GetPoint( Actor actor, Vector2& point, Vector2& position)
+ {
+ auto gridSize = mGrid.GetProperty<Vector3>( Actor::Property::SIZE ); // Get target value
+ auto currentPosition = actor.GetCurrentPosition(); // Get constrained current value
+
+ position = Vector2( std::floor( currentPosition.x ), std::floor( currentPosition.y ) );
+
+ point.x = Clamp( position.x / gridSize.x, -0.5f, 0.5f ) + 0.5f;
+ point.y = 0.5f - position.y / gridSize.y;
+ }
+
+ void UpdateCurve()
+ {
+ Vector2 point1, point2;
+ Vector2 position1, position2;
+ const int NUMBER_OF_SEGMENTS(40);
+
+ GetPoint( mControlPoint1, point1, position1 );
+ GetPoint( mControlPoint2, point2, position2 );
+
+ if( position1 != mLastControlPointPosition1 ||
+ position2 != mLastControlPointPosition2 )
+ {
+ mLastControlPointPosition1 = position1;
+ mLastControlPointPosition2 = position2;
+
+ SetLabel( point1, point2 );
+
+ Path path = Path::New();
+ path.AddPoint(Vector3::ZERO);
+ path.AddPoint(Vector3(1.0f, 1.0f, 1.0f));
+ path.AddControlPoint( Vector3( point1.x, point1.y, 0 ) );
+ path.AddControlPoint( Vector3( point2.x, point2.y, 0 ) );
+
+ Dali::Vector<float> verts;
+
+ verts.Resize(2*(NUMBER_OF_SEGMENTS+1)); // 1 more point than segment
+ for( int i=0; i<=NUMBER_OF_SEGMENTS; ++i)
+ {
+ Vector3 position, tangent;
+ path.Sample( i/float(NUMBER_OF_SEGMENTS), position, tangent );
+ verts[i*2] = position.x-0.5;
+ verts[i*2+1] = 0.5-position.y;
+ }
+ mCurveVertices.SetData(&verts[0], NUMBER_OF_SEGMENTS+1);
+
+ Vector4 line1( -0.5f, 0.5f, point1.x-0.5f, 0.5f-point1.y );
+ mLine1Vertices.SetData( line1.AsFloat(), 2 );
+
+ Vector4 line2( 0.5f, -0.5f, point2.x-0.5f, 0.5f-point2.y );
+ mLine2Vertices.SetData( line2.AsFloat(), 2 );
+ }
+ }
+
+ bool OnTouchControlPoint( Actor controlPoint, const TouchData& event )
+ {
+ if( event.GetPointCount() > 0 )
+ {
+ if( event.GetState( 0 ) == PointState::DOWN )
+ {
+ Vector2 screenPoint = event.GetScreenPosition( 0 );
+ mRelativeDragPoint = screenPoint;
+ mRelativeDragPoint -= Vector2(controlPoint.GetCurrentPosition());
+ mDragActor = controlPoint;
+ mDragAnimation = Animation::New(0.25f);
+ mDragAnimation.AnimateTo( Property(mDragActor, Actor::Property::SCALE), Vector3( mControlPointZoomScale, mControlPointZoomScale, 1.0f), AlphaFunction::EASE_OUT);
+ mDragAnimation.Play();
+ }
+ }
+ return false; // Don't mark this as consumed - let the layer get the touch
+ }
+
+ bool OnTouchLayer( Actor actor, const TouchData& event )
+ {
+ if( event.GetPointCount() > 0 )
+ {
+ if( mDragActor )
+ {
+ Vector3 position( event.GetScreenPosition( 0 ) );
+
+ mDragActor.SetPosition( position - Vector3( mRelativeDragPoint ) );
+
+ if( event.GetState( 0 ) == PointState::UP ) // Stop dragging
+ {
+ mDragAnimation = Animation::New(0.25f);
+ mDragAnimation.AnimateTo( Property( mDragActor, Actor::Property::SCALE ), Vector3( mControlPointScale, mControlPointScale, 1.0f), AlphaFunction::EASE_IN);
+ mDragAnimation.FinishedSignal().Connect( this, &BezierCurveExample::OnAnimationFinished );
+ mDragAnimation.Play();
+ mDragActor.Reset();
+ }
+ }
+ UpdateCurve();
+ }
+ return false;
+ }
+
+ void OnAnimationFinished( Animation& animation )
+ {
+ UpdateCurve();
+ }
+
+ bool OnPlayClicked( Button button )
+ {
+ if( ! mBezierAnimation )
+ {
+ mBezierAnimation = Animation::New( mDuration );
+ }
+ mBezierAnimation.Stop();
+ mBezierAnimation.Clear();
+
+ float positionFactor = ANIM_LEFT_FACTOR;
+ if( mGoingRight )
+ {
+ positionFactor = ANIM_RIGHT_FACTOR;
+ mGoingRight = false;
+ }
+ else
+ {
+ mGoingRight = true;
+ }
+
+ Vector2 pt1, pt2;
+ GetControlPoints(pt1, pt2);
+
+ mBezierAnimation.AnimateTo( Property(mAnimIcon1, mPositionFactorIndex), positionFactor, AlphaFunction( pt1, pt2 ) );
+ mBezierAnimation.Play();
+ return true;
+ }
+
+ /**
+ * Main key event handler
+ */
+ void OnKeyEvent(const KeyEvent& event)
+ {
+
+ if( event.state == KeyEvent::Down && (IsKey( event, DALI_KEY_ESCAPE) || IsKey( event, DALI_KEY_BACK )) )
+ {
+ mApplication.Quit();
+ }
+ }
+
+private:
+ Application& mApplication;
+ Actor mControlPoint1;
+ Actor mControlPoint2;
+ Actor mControlLine1;
+ Actor mControlLine2;
+ ImageView mAnimIcon1;
+ ImageView mAnimIcon2;
+ Actor mDragActor;
+ Actor mCurve;
+ TextLabel mCoefficientLabel;
+ Layer mContentLayer;
+ Control mGrid;
+ Timer mTimer;
+ Animation mDragAnimation;
+ Animation mBezierAnimation;
+ PropertyBuffer mCurveVertices;
+ PropertyBuffer mLine1Vertices;
+ PropertyBuffer mLine2Vertices;
+ Vector2 mRelativeDragPoint;
+ Vector2 mLastControlPointPosition1;
+ Vector2 mLastControlPointPosition2;
+ Property::Index mPositionFactorIndex;
+ float mDuration;
+ unsigned int mControlPoint1Id;
+ unsigned int mControlPoint2Id;
+ float mControlPointScale;
+ float mControlPointZoomScale;
+ bool mGoingRight;
+};
+
+
+int main( int argc, char **argv )
+{
+ Application application = Application::New( &argc, &argv );
+
+ BezierCurveExample test( application );
+ application.MainLoop();
+ return 0;
+}