[NUI] Sample app for Frame callback. (#1925)
authorbshsqa <32317749+bshsqa@users.noreply.github.com>
Wed, 19 Aug 2020 07:03:16 +0000 (16:03 +0900)
committerGitHub <noreply@github.com>
Wed, 19 Aug 2020 07:03:16 +0000 (16:03 +0900)
- Touch the screen then launcher icons are appeared
 - The icons can be moved by using finger gesture.
 - If a icon is moved by gesture, others follow it with small delay(0.03s)
 - the delayed animation is computed in the frame callback

Signed-off-by: seungho <seungho@seungho.tn.corp.samsungelectronics.net>
Co-authored-by: seungho <seungho@seungho.tn.corp.samsungelectronics.net>
18 files changed:
test/Tizen.NUI.Samples/Tizen.NUI.Samples/Samples/FrameCallbackTest.cs [new file with mode: 0644]
test/Tizen.NUI.Samples/Tizen.NUI.Samples/res/images/FrameCallbackTest/launcher_bg_01_nor.png [new file with mode: 0644]
test/Tizen.NUI.Samples/Tizen.NUI.Samples/res/images/FrameCallbackTest/launcher_bg_02_nor.png [new file with mode: 0644]
test/Tizen.NUI.Samples/Tizen.NUI.Samples/res/images/FrameCallbackTest/launcher_bg_03_nor.png [new file with mode: 0644]
test/Tizen.NUI.Samples/Tizen.NUI.Samples/res/images/FrameCallbackTest/launcher_bg_04_nor.png [new file with mode: 0644]
test/Tizen.NUI.Samples/Tizen.NUI.Samples/res/images/FrameCallbackTest/launcher_bg_05_nor.png [new file with mode: 0644]
test/Tizen.NUI.Samples/Tizen.NUI.Samples/res/images/FrameCallbackTest/launcher_bg_06_nor.png [new file with mode: 0644]
test/Tizen.NUI.Samples/Tizen.NUI.Samples/res/images/FrameCallbackTest/launcher_bg_apps_nor.png [new file with mode: 0644]
test/Tizen.NUI.Samples/Tizen.NUI.Samples/res/images/FrameCallbackTest/launcher_ic_apps_nor.png [new file with mode: 0644]
test/Tizen.NUI.Samples/Tizen.NUI.Samples/res/images/FrameCallbackTest/launcher_ic_culinary_nor.png [new file with mode: 0644]
test/Tizen.NUI.Samples/Tizen.NUI.Samples/res/images/FrameCallbackTest/launcher_ic_ent_nor.png [new file with mode: 0644]
test/Tizen.NUI.Samples/Tizen.NUI.Samples/res/images/FrameCallbackTest/launcher_ic_family_nor.png [new file with mode: 0644]
test/Tizen.NUI.Samples/Tizen.NUI.Samples/res/images/FrameCallbackTest/launcher_ic_homecare_nor.png [new file with mode: 0644]
test/Tizen.NUI.Samples/Tizen.NUI.Samples/res/images/FrameCallbackTest/launcher_ic_internet_nor.png [new file with mode: 0644]
test/Tizen.NUI.Samples/Tizen.NUI.Samples/res/images/FrameCallbackTest/launcher_ic_logo_amazon_nor.png [new file with mode: 0644]
test/Tizen.NUI.Samples/Tizen.NUI.Samples/res/images/FrameCallbackTest/launcher_ic_settings_nor.png [new file with mode: 0644]
test/Tizen.NUI.Samples/Tizen.NUI.Samples/res/images/FrameCallbackTest/launcher_ic_timer_nor.png [new file with mode: 0644]
test/Tizen.NUI.Samples/Tizen.NUI.Samples/res/images/FrameCallbackTest/launcher_ic_viewinside_nor.png [new file with mode: 0644]

diff --git a/test/Tizen.NUI.Samples/Tizen.NUI.Samples/Samples/FrameCallbackTest.cs b/test/Tizen.NUI.Samples/Tizen.NUI.Samples/Samples/FrameCallbackTest.cs
new file mode 100644 (file)
index 0000000..e113d26
--- /dev/null
@@ -0,0 +1,757 @@
+using System;
+using System.Threading.Tasks;
+using Tizen.NUI;
+using Tizen.NUI.BaseComponents;
+using System.Collections.Generic;
+using System.Linq;
+
+namespace Tizen.NUI.Samples
+{
+  enum TOUCH_ANIMATION_STATE
+  {
+    NO_ANIMATION = 0,
+    ON_ANIMATION,
+    ON_FINISH_ANIMATION,
+    END_ANIMATION = NO_ANIMATION
+  };
+
+  public class FrameCallbackTest : IExample
+  {
+
+    private static string resourcePath = Tizen.Applications.Application.Current.DirectoryInfo.Resource;
+    private static string[] BACKGROUND_IMAGE_PATH = {
+      resourcePath + "/images/FrameCallbackTest/launcher_bg_02_nor.png",
+      resourcePath + "/images/FrameCallbackTest/launcher_bg_03_nor.png",
+      resourcePath + "/images/FrameCallbackTest/launcher_bg_04_nor.png",
+      resourcePath + "/images/FrameCallbackTest/launcher_bg_05_nor.png",
+      resourcePath + "/images/FrameCallbackTest/launcher_bg_06_nor.png",
+      resourcePath + "/images/FrameCallbackTest/launcher_bg_apps_nor.png"
+    };
+
+    private static string[] APPS_IMAGE_PATH = {
+      resourcePath + "/images/FrameCallbackTest/launcher_ic_culinary_nor.png",
+      resourcePath + "/images/FrameCallbackTest/launcher_ic_family_nor.png",
+      resourcePath + "/images/FrameCallbackTest/launcher_ic_ent_nor.png",
+      resourcePath + "/images/FrameCallbackTest/launcher_ic_homecare_nor.png"
+    };
+
+    private static string[] APPS_ICON_NAME = {
+      "Culinary",
+      "Family",
+      "Entertainment",
+      "Homecare"
+    };
+
+    private static string[] CONTROL_IMAGE_PATH = {
+      resourcePath + "/images/FrameCallbackTest/launcher_ic_apps_nor.png",
+      resourcePath + "/images/FrameCallbackTest/launcher_ic_settings_nor.png",
+      resourcePath + "/images/FrameCallbackTest/launcher_ic_viewinside_nor.png",
+      resourcePath + "/images/FrameCallbackTest/launcher_ic_timer_nor.png",
+      resourcePath + "/images/FrameCallbackTest/launcher_ic_internet_nor.png"
+    };
+
+    private static string[] CONTROL_ICON_NAME = {
+      "Apps",
+      "Settings",
+      "ViewInside",
+      "Timer",
+      "Internet"
+    };
+
+    private const int FRAME_RATE = 60;
+    private const int OBJECT_DELAY = 30;
+    private const int OBJECT_SIZE = 150;
+    private const int INITIAL_POSITION = 46;
+    private const int DEFAULT_SPACE = 9;
+    private const int DEVIDE_BAR_SIZE = 4;
+
+    private TextLabel text;
+    public class FrameCallback : FrameCallbackInterface
+    {
+      private int mTimeInterval;
+
+      private uint mContainerId;
+      private List<uint> mViewId; ///< Container of Actor IDs.
+      private List<float> mViewPosition;
+
+      // Movement is position difference of Container from start position of this animation to current position.
+      // Time interval between each mMovement entry is 16 milliseconds(about 60 fps)
+      // For example.
+      // mMovement[i] + mContainerStartPosition is the position of container after i*16 milliseconds from this animation started.
+      private List<float> mMovement;
+
+      // mLatestMovement is actually current movement of container.
+      private float mLatestMovement;
+
+      // An icon of mTouchedViewIndex moves with container at the same time.
+      // Each icon of (mTouchedViewIndex -/+ i) moves as following container after i*OBJECT_DELAY milliseconds.
+      private int mTouchedViewIndex;
+
+      // If every icon between mLeftIndext and mRightIndex is stopped, this frame callback can be reset.
+      // Then mIsResetTouchedViewPossible becomes true.
+      private bool mIsResetTouchedViewPossible;
+      private int mLeftIndex;
+      private int mRightIndex;
+
+      // Total animation time from start to current.
+      private float mTotalAnimationTime;
+      // Total animation time from start to the time that last movement is added.
+      private float mPreviousTotalAnimationTime;
+
+      // Start position of container in this animation.
+      private float mContainerStartPosition;
+      // Position of container at the time that last movement is added.
+      private float mPreviousContainerPosition;
+
+      // This animation only need to save movement about (the number of view * OBJECT_DELAY) milliseconds.
+      // and this size is updated when new view is added.
+      // and, If the list of mMovement size become larger than this size, remove unnecessary entries.
+      private int mRequiredMovementSize;
+      private bool mNeedUpdateMovementSize;
+
+      // current velocity.
+      private float mVelocity;
+      // dirty flag.
+      private bool mDirty;
+
+      public FrameCallback()
+      {
+        mViewId = new List<uint>();
+        mMovement = new List<float>();
+        mRequiredMovementSize = 0;
+        mNeedUpdateMovementSize = false;
+        mIsResetTouchedViewPossible = false;
+      }
+
+      public void ResetAnimationData()
+      {
+        SetLatestMovement(0.0f);
+        mMovement.Clear();
+        mTotalAnimationTime = 0.0f;
+        mPreviousTotalAnimationTime = 0.0f;
+        mDirty = true;
+      }
+
+      public void SetTimeInterval(int timeInterval)
+      {
+        mNeedUpdateMovementSize = true;
+        mTimeInterval = timeInterval;
+      }
+
+      public void AddId(uint id)
+      {
+        mViewId.Add(id);
+        mNeedUpdateMovementSize = true;
+      }
+
+      public void SetContainerId(uint id)
+      {
+        mContainerId = id;
+      }
+
+      public void SetContainerStartPosition(float position)
+      {
+        mContainerStartPosition = position;
+      }
+
+      public void SetLatestMovement(float movement)
+      {
+        mLatestMovement = movement;
+      }
+
+      public void ResetViewPosition()
+      {
+        mViewPosition = Enumerable.Repeat(0.0f, mViewId.Count).ToList();
+      }
+
+      public void SetViewPosition(int index, float position)
+      {
+        mViewPosition[index] = position;
+      }
+
+      public void SetTouchedViewIndex(int controlIndex)
+      {
+        mTouchedViewIndex = controlIndex;
+      }
+
+      public void AddMovement(float movement)
+      {
+        mMovement.Add(movement);
+      }
+
+      public void SetLeftIndex(int leftIndex)
+      {
+        mLeftIndex = leftIndex;
+      }
+
+      public void SetRightIndex(int rightIndex)
+      {
+        mRightIndex = rightIndex;
+      }
+
+      public bool IsResetTouchedViewPossible()
+      {
+        return mIsResetTouchedViewPossible;
+      }
+      public void Dirty()
+      {
+        mDirty = true;
+      }
+
+      public bool IsDirty()
+      {
+        return mDirty;
+      }
+
+      public float GetVelocity()
+      {
+        return mVelocity;
+      }
+
+      private void ComputeNewPositions(int totalTime)
+      {
+        // save latestMovement to avoid interference between thread.
+        float latestMovement = mLatestMovement;
+        bool isResetTouchedViewPossible = true;
+        for (int i = 0; i < mViewId.Count; ++i)
+        {
+          if (i == mTouchedViewIndex)
+          {
+            continue;
+          }
+
+          // compute delay of view of i.
+          int totalDelay = Math.Abs(i - mTouchedViewIndex) * OBJECT_DELAY;
+          if (totalDelay > totalTime)
+          {
+            continue;
+          }
+
+          int actorTime = totalTime - totalDelay;
+          int movementIndex = actorTime / mTimeInterval;
+          float factor = (float)(actorTime - (movementIndex * mTimeInterval)) / (float)mTimeInterval;
+          float movement;
+          if (movementIndex >= mMovement.Count - 1)
+          {
+            // 1. delay is zero(every view moves with container at the same time)
+            // 2. after every icons are stopped and the finger is stopped to move, the movement is still not added more.
+            // than the view has latestMovement.
+            movement = latestMovement;
+          }
+          else if (movementIndex < 0)
+          {
+            // If this animation is just staarted and the view need to wait more.
+            // movement is 0.
+            movement = 0.0f;
+          }
+          else
+          {
+            // Get the movement of ith view by interpolating mMovement
+            movement = factor * mMovement[movementIndex + 1] + (1.0f - factor) * mMovement[movementIndex];
+          }
+
+          // Prevent to overlap of each views.
+          float currentSpace = Math.Abs((mViewPosition[i] + movement) - (mViewPosition[mTouchedViewIndex] + latestMovement));
+          float minimumSpace = (float)Math.Abs(mViewPosition[i] - mViewPosition[mTouchedViewIndex]);
+          if (currentSpace < minimumSpace)
+          {
+            movement = latestMovement;
+          }
+
+          // check views in screen are still moving or stopped.
+          float newPosition = mViewPosition[i] + movement - latestMovement;
+          if (i >= mLeftIndex && i <= mRightIndex)
+          {
+            Vector3 previousPosition = new Vector3();
+            GetPosition(mViewId[i], previousPosition);
+            if (Math.Abs(previousPosition.X - newPosition) >= 1.0f)
+            {
+              isResetTouchedViewPossible = false;
+            }
+          }
+          // update new position.
+          SetPosition(mViewId[i], new Vector3(newPosition, 0.0f, 0.0f));
+        }
+        mIsResetTouchedViewPossible = isResetTouchedViewPossible;
+      }
+
+      public override void OnUpdate(float elapsedSeconds)
+      {
+        // second -> millisecond
+        mTotalAnimationTime += elapsedSeconds * 1000.0f;
+
+        Vector3 currentPosition = new Vector3();
+        GetPosition(mContainerId, currentPosition);
+
+        // Add new Movement, if there is change in position.
+        // 1. if dirty(there is reserved event)
+        // 2. if container position is changed.
+        // 3. if every icons in screen is stopped
+        if (mDirty || currentPosition.X != mPreviousContainerPosition || mIsResetTouchedViewPossible)
+        {
+          mDirty = false;
+          if (mTotalAnimationTime >= mMovement.Count * mTimeInterval)
+          {
+            // If the passed time is larger than mTimeInterval, add new movements.
+            // If we need to add more than one, compute each movement by using interpolation.
+            while (mMovement.Count <= mTotalAnimationTime / mTimeInterval)
+            {
+              float factor = ((float)(mMovement.Count * mTimeInterval) - mPreviousTotalAnimationTime) / (mTotalAnimationTime - mPreviousTotalAnimationTime);
+              float movement = (float)(factor * currentPosition.X + (1.0f - factor) * mPreviousContainerPosition) - mContainerStartPosition;
+              AddMovement(movement);
+            }
+            // Compute velocity.
+            // We need to compute velocity here to get reasonable value.
+            mVelocity = (currentPosition.X - mPreviousContainerPosition) / (mTotalAnimationTime - mPreviousTotalAnimationTime);
+            mPreviousTotalAnimationTime = mTotalAnimationTime;
+            mPreviousContainerPosition = currentPosition.X;
+          }
+        }
+        float currentMovement = currentPosition.X - mContainerStartPosition;
+        SetLatestMovement(currentMovement);
+
+        // Compute positions of each icon
+        ComputeNewPositions((int)mTotalAnimationTime);
+
+        // compute mRequiredMovementSize
+        if (mRequiredMovementSize == 0 || mNeedUpdateMovementSize)
+        {
+          mNeedUpdateMovementSize = false;
+          mRequiredMovementSize = mViewId.Count * OBJECT_DELAY / mTimeInterval;
+        }
+
+        // Remove unnecessary movement for memory optimization.
+        if (mMovement.Count > mRequiredMovementSize * 2)
+        {
+          int movementNumberToRemove = mMovement.Count - mRequiredMovementSize;
+          mMovement.RemoveRange(0, movementNumberToRemove);
+          mTotalAnimationTime -= (float)(mTimeInterval * movementNumberToRemove);
+        }
+      }
+    }
+
+    private Window mWindow;
+
+    private FrameCallback mFrameCallback;        ///< An instance of our implementation of the FrameCallbackInterface.
+
+    // Views for launcher
+    private View mBaseView;
+    private View mControlView;
+    private View mLayoutView;
+
+    // Variables for animation
+    private float mPreviousTouchedPosition;
+    private int mTouchedViewIndex;
+    private TOUCH_ANIMATION_STATE mAnimationState;
+
+    private float mLeftDirectionLimit;
+    private float mRightDirectionLimit;
+
+
+    // Variables for Finish animation
+    // These variables are for deceleration curve.
+    // If we want to use another curve like bezier, uses different variables
+    private delegate float UserAlphaFunctionDelegate(float progress);
+    private UserAlphaFunctionDelegate customScrollAlphaFunction;
+    private float mAbsoluteVelocity = 0.0f;
+    private float mFinishAnimationDuration = 0.0f;
+    private float mFinishAnimationDelta = 0.0f;
+    private float mLogDeceleration = 0.0f;
+    private float mDecelerationRate = 0.99f;
+    private float mEasingThreshold = 0.1f;
+
+    private Animation mFinishAnimation;
+    private Timer mAnimationOffTimer;  // timer to end animation after the easing animation is finished
+
+    // Vies of contents
+    private View mContentsView;
+
+    public void Activate()
+    {
+      mFrameCallback = new FrameCallback();
+      Initialize();
+    }
+
+    public void Deactivate()
+    {
+    }
+
+    void Initialize()
+    {
+      // Set the stage background color and connect to the stage's key signal to allow Back and Escape to exit.
+      mWindow = Window.Instance;
+      mWindow.BackgroundColor = Color.White;
+
+      mRightDirectionLimit = INITIAL_POSITION;
+
+      // Contents
+
+      mContentsView = new View();
+      mContentsView.BackgroundColor = new Color(0.921568f, 0.9098039f, 0.890196f, 0.5f);
+      mContentsView.ParentOrigin = ParentOrigin.TopLeft;
+      mContentsView.PivotPoint = PivotPoint.TopLeft;
+      mContentsView.PositionUsesPivotPoint = true;
+      mContentsView.WidthResizePolicy = ResizePolicyType.FillToParent;
+      mContentsView.HeightResizePolicy = ResizePolicyType.FillToParent;
+      mWindow.GetDefaultLayer().Add(mContentsView);
+
+      // Launcher
+      mBaseView = new View();
+      mBaseView.ParentOrigin = ParentOrigin.BottomLeft;
+      mBaseView.PivotPoint = PivotPoint.BottomLeft;
+      mBaseView.PositionUsesPivotPoint = true;
+      mBaseView.Size = new Size(mWindow.Size.Width, 278);
+      mBaseView.Position = new Position(0, 0);
+      mWindow.GetDefaultLayer().Add(mBaseView);
+
+      View iconBackgroundView = new View();
+      iconBackgroundView.BackgroundColor = new Color(0.921568f, 0.9098039f, 0.890196f, 0.5f);
+      iconBackgroundView.ParentOrigin = ParentOrigin.BottomLeft;
+      iconBackgroundView.PivotPoint = PivotPoint.BottomLeft;
+      iconBackgroundView.PositionUsesPivotPoint = true;
+      iconBackgroundView.Size = new Size(mWindow.Size.Width, 278);
+      iconBackgroundView.Position = new Position(0, 0);
+      mBaseView.Add(iconBackgroundView);
+
+      mControlView = new View();
+      mControlView.ParentOrigin = ParentOrigin.CenterLeft;
+      mControlView.PivotPoint = PivotPoint.CenterLeft;
+      mControlView.PositionUsesPivotPoint = true;
+      mControlView.Position = new Position(mRightDirectionLimit, 0);
+      mBaseView.Add(mControlView);
+      mFrameCallback.SetContainerId(mControlView.ID);
+
+      mLayoutView = new View();
+      mLayoutView.ParentOrigin = ParentOrigin.CenterLeft;
+      mLayoutView.PivotPoint = PivotPoint.CenterLeft;
+      mLayoutView.PositionUsesPivotPoint = true;
+      mLayoutView.Layout = new LinearLayout()
+      {
+        LinearOrientation = LinearLayout.Orientation.Horizontal,
+        CellPadding = new Size2D(DEFAULT_SPACE, 0),
+      };
+      mLayoutView.Position = new Position(0, 0);
+      mControlView.Add(mLayoutView);
+
+      for (int i = 0; i < 4; ++i)
+      {
+        AddIcon(BACKGROUND_IMAGE_PATH[i], APPS_IMAGE_PATH[i], APPS_ICON_NAME[i], Color.White);
+      }
+
+      View divideBar = new View();
+      divideBar.BackgroundColor = new Color(0.0f, 0.0f, 0.0f, 0.1f);
+      divideBar.ParentOrigin = ParentOrigin.CenterLeft;
+      divideBar.PivotPoint = PivotPoint.CenterLeft;
+      divideBar.PositionUsesPivotPoint = true;
+      divideBar.Size = new Size(DEVIDE_BAR_SIZE, OBJECT_SIZE);
+      mLayoutView.Add(divideBar);
+      mFrameCallback.AddId(divideBar.ID);
+
+      int iconNumber = 8;
+      for (int i = 0; i < iconNumber; ++i)
+      {
+        AddIcon(BACKGROUND_IMAGE_PATH[5], CONTROL_IMAGE_PATH[i % 5], CONTROL_ICON_NAME[i % 5], new Color(0.0f, 0.0f, 0.0f, 0.5f));
+      }
+
+      mFrameCallback.ResetViewPosition();
+      mFrameCallback.SetTimeInterval(1000 / FRAME_RATE);
+
+      mAnimationState = TOUCH_ANIMATION_STATE.NO_ANIMATION;
+
+      mAnimationOffTimer = new Timer(16);
+      mAnimationOffTimer.Tick += OffAnimatable;
+
+      mBaseView.TouchEvent += OnTouch;
+
+      mFinishAnimation = new Animation();
+      mFinishAnimation.Finished += EasingAnimationFinishedCallback;
+      mLogDeceleration = (float)Math.Log(mDecelerationRate);
+    }
+
+    // Add icons
+
+    void AddIcon(string background, string icon, string text, Color textColor)
+    {
+      ImageView backgroundView = new ImageView();
+      backgroundView.ResourceUrl = background;
+      backgroundView.Size = new Size(OBJECT_SIZE, OBJECT_SIZE);
+      backgroundView.ParentOrigin = ParentOrigin.CenterLeft;
+      backgroundView.PivotPoint = PivotPoint.CenterLeft;
+      backgroundView.PositionUsesPivotPoint = true;
+      mLayoutView.Add(backgroundView);
+      mFrameCallback.AddId(backgroundView.ID);
+
+      ImageView iconView = new ImageView();
+      iconView.ResourceUrl = icon;
+      iconView.Position = new Position(0, -15);
+      iconView.ParentOrigin = ParentOrigin.Center;
+      iconView.PivotPoint = PivotPoint.Center;
+      iconView.PositionUsesPivotPoint = true;
+      backgroundView.Add(iconView);
+
+      TextLabel label = new TextLabel(text);
+      label.Position = new Position(0, 30);
+      label.HorizontalAlignment = HorizontalAlignment.Center;
+      label.TextColor = textColor;
+      label.FontFamily = "SamsungOneUI";
+      label.PointSize = 12;
+      label.ParentOrigin = ParentOrigin.Center;
+      label.PivotPoint = PivotPoint.Center;
+      label.PositionUsesPivotPoint = true;
+      backgroundView.Add(label);
+    }
+
+    // Set frame callback to start drag animation.
+    private void SetFrameCallback(float position)
+    {
+      // remove frame callback if it is already added.
+      mWindow.RemoveFrameCallback(mFrameCallback);
+
+      mFrameCallback.ResetAnimationData();
+      mFrameCallback.AddMovement(0.0f); // Add first movement.
+
+      // Set container start position and start positions of each icon(and vertical bar)
+      // And compute total container size.
+      float totalSize = 0.0f;
+      mFrameCallback.SetContainerStartPosition(mControlView.Position.X);
+      for (int i = 0; i < mLayoutView.ChildCount; ++i)
+      {
+        mFrameCallback.SetViewPosition(i, mLayoutView.Children[i].Position.X);
+        totalSize += (float)(mLayoutView.Children[i].Size.Width + DEFAULT_SPACE);
+      }
+      totalSize -= (float)DEFAULT_SPACE;
+
+      // Find touched icon
+      for (int i = (int)mLayoutView.ChildCount - 1; i >= 0; --i)
+      {
+        if (position >= mLayoutView.Children[i].Position.X + mControlView.Position.X)
+        {
+          mFrameCallback.SetTouchedViewIndex(i);
+          mTouchedViewIndex = i;
+          break;
+        }
+      }
+      if (position < mLayoutView.Children[0].Position.X + mControlView.Position.X)
+      {
+        mFrameCallback.SetTouchedViewIndex(0);
+        mTouchedViewIndex = 0;
+      }
+
+      mPreviousTouchedPosition = position;
+
+      // Add frame callback on window.
+      // OnUpdate callback of mFrameCallback will be called before every render frame.
+      mWindow.AddFrameCallback(mFrameCallback);
+
+      // compute limit position the container could go.
+      mLeftDirectionLimit = (float)mWindow.Size.Width - (totalSize + (float)(INITIAL_POSITION));
+
+      mWindow.RenderingBehavior = RenderingBehaviorType.Continuously; // make rendering be done for upto 60 fps even though there is no update in main thread.
+      mAnimationState = TOUCH_ANIMATION_STATE.ON_ANIMATION; // make rendering state on.
+    }
+
+    private bool OnTouch(object source, View.TouchEventArgs e)
+    {
+      Vector2 position = e.Touch.GetScreenPosition(0);
+
+      PointStateType state = e.Touch.GetState(0);
+      if (PointStateType.Down == state)
+      {
+        if (mAnimationState == TOUCH_ANIMATION_STATE.ON_FINISH_ANIMATION)
+        {
+          // re-birth current animation
+          // in case of touch during finish animation,
+          // quit easingAnimation and AnimationOffTimer because animation ownership is returned to the touch event again.
+          // AND, DO NOT RESET ALL PROPERTIES OF FRAMECALLBACK.
+          // because, for example, if touched icon index is changed, the movement is wrong and the animation can be not continous.
+          // This re-birthed animation is just for smooth moving during complex user interaction.
+          // during complex and fast interaction, this is not so noticeable.
+          // and reset of such properties will be done in the below Motion state
+          mFinishAnimation.Stop();
+          mAnimationOffTimer.Stop();
+
+          // Set Animation State to ON_ANIMATION again
+          mAnimationState = TOUCH_ANIMATION_STATE.ON_ANIMATION;
+          // Set previousTouchPosition
+          mPreviousTouchedPosition = position.X;
+        }
+        else
+        {
+          // in case of stable state
+          // just set new framecallback for this touched position.
+          SetFrameCallback(position.X);
+        }
+      }
+      else if (PointStateType.Motion == state)
+      {
+        // if framecallback can be reset, quit current frame callback and re-launch new frame callback.
+        // because, if current frame callback is re-birthed one, the animation is not totally re-created one.
+        // So, some properties like touched icon index can be wrong for the continuous animation.
+        // But, some case like that finger is stopped and restart to move, this could make weired feeling.
+        // We reset mFrameCallback as soon as possible we can. And the conditions are ...
+        // 1. icons in screen is stopped.
+        // 2. velocity of frame callback is 0.0 (this frame callback will not move again instantly)
+        // 3. frame callback is not dirty (there is no reserved action)
+        if (mFrameCallback.IsResetTouchedViewPossible() && mFrameCallback.GetVelocity() == 0.0f && !mFrameCallback.IsDirty())
+        {
+          SetFrameCallback(position.X);
+        }
+
+        // Set new controlView(container) position
+        // in here, we need to consider the container is not go outside of limits.
+        float containerPosition = mControlView.Position.X + (position.X - mPreviousTouchedPosition);
+        containerPosition = Math.Min(containerPosition, mRightDirectionLimit);
+        containerPosition = Math.Max(containerPosition, mLeftDirectionLimit);
+        float adjustedPosition = containerPosition - mControlView.Position.X + mPreviousTouchedPosition;
+        mPreviousTouchedPosition = adjustedPosition;
+        mControlView.Position.X = containerPosition;
+      }
+      else if ((PointStateType.Up == state || PointStateType.Leave == state || PointStateType.Interrupted == state) &&
+               mAnimationState == TOUCH_ANIMATION_STATE.ON_ANIMATION)
+      {
+        mAnimationState = TOUCH_ANIMATION_STATE.ON_FINISH_ANIMATION;
+
+        // To launch finish animation, we get latest velocty from frame callback
+        float velocity = mFrameCallback.GetVelocity();
+
+        /* TUNING */
+        // This is just for turning of finish animation.
+        // change the values if you want.
+        velocity = Math.Max(velocity, -3.5f);
+        velocity = Math.Min(velocity, 3.5f);
+        if (Math.Abs(velocity) < 0.0001f)
+        {
+          // If velocity is zero. just start animationOfftimer.
+          mAnimationOffTimer.Start();
+        }
+        else
+        {
+          // If velocity is not zero, make decelerating animation.
+          Decelerating(velocity);
+        }
+      }
+      // set currently visible icons for optimization
+      SetVisibleLimit();
+      // make frame callback dirty.
+      mFrameCallback.Dirty();
+      return true;
+    }
+
+    private void SetVisibleLimit()
+    {
+      int leftViewIndex = mTouchedViewIndex;
+      for (; leftViewIndex >= 0; --leftViewIndex)
+      {
+        float newPosition = mLayoutView.Children[leftViewIndex].Position.X + mControlView.Position.X;
+        if (newPosition + (float)mLayoutView.Children[leftViewIndex].Size.Width < 0.0f)
+        {
+          break;
+        }
+      }
+      leftViewIndex = Math.Max(leftViewIndex, 0);
+      int rightViewIndex = mTouchedViewIndex;
+      for (; rightViewIndex < mLayoutView.ChildCount; ++rightViewIndex)
+      {
+        float newPosition = mLayoutView.Children[rightViewIndex].Position.X + mControlView.Position.X;
+        if (newPosition > mWindow.Size.Width)
+        {
+          break;
+        }
+      }
+      rightViewIndex = Math.Min(rightViewIndex, (int)mLayoutView.ChildCount - 1);
+
+      mFrameCallback.SetLeftIndex(leftViewIndex);
+      mFrameCallback.SetRightIndex(rightViewIndex);
+    }
+
+    // set decelerating properties
+    // in this example, we used decelerate animation in "https://medium.com/@esskeetit/scrolling-mechanics-of-uiscrollview-142adee1142c"
+    // But, if this method is problematic or violate some patent of other company, change this other way.
+    // We didn't checked anything.
+    // Only thing we need to remember when we change this animation is to add "EasingAnimationFinishedCallback" for the new animation.
+    private void Decelerating(float velocity)
+    {
+      mAbsoluteVelocity = Math.Abs(velocity);
+      mFinishAnimationDelta = (mAbsoluteVelocity * mDecelerationRate) / (1 - mDecelerationRate);
+      float destination = (velocity > 0) ? mControlView.Position.X + mFinishAnimationDelta : mControlView.Position.X - mFinishAnimationDelta;
+
+      if (destination < mLeftDirectionLimit || destination > mRightDirectionLimit)
+      {
+        mFinishAnimationDelta = velocity > 0 ? (mRightDirectionLimit - mControlView.Position.X) : (mControlView.Position.X - mLeftDirectionLimit);
+        destination = velocity > 0 ? mRightDirectionLimit : mLeftDirectionLimit;
+        if (mFinishAnimationDelta == 0)
+        {
+          mFinishAnimationDuration = 0.0f;
+        }
+        else
+        {
+          mFinishAnimationDuration = (float)Math.Log((mFinishAnimationDelta * mLogDeceleration / mAbsoluteVelocity + 1), mDecelerationRate);
+        }
+      }
+      else
+      {
+        if (mFinishAnimationDelta == 0)
+        {
+          mFinishAnimationDuration = 0.0f;
+        }
+        else
+        {
+          mFinishAnimationDuration = (float)Math.Log(-mEasingThreshold * mLogDeceleration / mAbsoluteVelocity) / mLogDeceleration;
+        }
+      }
+
+      mFinishAnimation.Clear();
+      customScrollAlphaFunction = new UserAlphaFunctionDelegate(CustomScrollAlphaFunction);
+      mFinishAnimation.DefaultAlphaFunction = new AlphaFunction(customScrollAlphaFunction);
+      GC.KeepAlive(customScrollAlphaFunction);
+      mFinishAnimation.Duration = (int)mFinishAnimationDuration;
+      mFinishAnimation.AnimateTo(mControlView, "PositionX", destination);
+      mFinishAnimation.Play();
+    }
+
+    private float CustomScrollAlphaFunction(float progress)
+    {
+      if (mFinishAnimationDelta == 0)
+      {
+        return 1.0f;
+      }
+      else
+      {
+        float realDuration = progress * mFinishAnimationDuration;
+        float realDistance = mAbsoluteVelocity * ((float)Math.Pow(mDecelerationRate, realDuration) - 1) / mLogDeceleration;
+        float result = Math.Min(realDistance / Math.Abs(mFinishAnimationDelta), 1.0f);
+
+        return result;
+      }
+    }
+
+    private void EasingAnimationFinishedCallback(object sender, EventArgs e)
+    {
+      if (mAnimationState != TOUCH_ANIMATION_STATE.ON_FINISH_ANIMATION)
+      {
+        return;
+      }
+
+      // start Animation Off Timer
+      mFinishAnimation.Clear();
+      SetVisibleLimit();
+      mAnimationOffTimer.Start();
+    }
+
+    // Check each icons in screen is not moving.
+    // If it is, finish all animation and make animationstate End_animation(NO_ANIMATION)
+    private bool OffAnimatable(object target, Timer.TickEventArgs args)
+    {
+      if (mFrameCallback.IsResetTouchedViewPossible())
+      {
+        mWindow.RenderingBehavior = RenderingBehaviorType.IfRequired;
+        mWindow.RemoveFrameCallback(mFrameCallback);
+        mAnimationOffTimer.Stop();
+        mAnimationState = TOUCH_ANIMATION_STATE.END_ANIMATION;
+        return false;
+      }
+      SetVisibleLimit();
+      return true;
+    }
+  }
+}
\ No newline at end of file
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