#include <dali/devel-api/images/distance-field.h>
#include <dali-toolkit/devel-api/shader-effects/alpha-discard-effect.h>
#include <dali-toolkit/devel-api/shader-effects/distance-field-effect.h>
-#include <dali-toolkit/dali-toolkit.h>
-#include <dali-toolkit/devel-api/visual-factory/visual-factory.h>
// INTERNAL INCLUDES
#include "shared/view.h"
-#include "shared/utility.h"
using namespace Dali;
using namespace Dali::Toolkit;
{
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 "demo-tile-texture.9.png" );
+const std::string TILE_BACKGROUND_ALPHA(DEMO_IMAGE_DIR "item-background-alpha.9.png");
-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 char * const DEFAULT_TOOLBAR_TEXT( "TOUCH TO LAUNCH EXAMPLE" );
+
+const Vector4 TILE_COLOR( 0.5f, 0.6f, 0.8f, 0.23f ); ///< Color (including alpha) of tile contents.
+const float BUTTON_PRESS_ANIMATION_TIME = 0.25f; ///< 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 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, 0.32f ),
- 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 = 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;
-const float SCALE_SPEED = 10.0f;
-const float SCALE_SPEED_SIN = 0.1f;
-
-const unsigned int BACKGROUND_ANIMATION_DURATION = 15000; // 15 secs
-
-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
{
Control background = Control::New();
Stage::GetCurrent().Add( background );
- background.SetStyleName( stylename );
+ background.SetProperty( Control::Property::STYLE_NAME,stylename);
background.SetName( "BACKGROUND" );
background.SetAnchorPoint( AnchorPoint::CENTER );
background.SetParentOrigin( ParentOrigin::CENTER );
background.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
+
return background;
}
-/**
- * Constraint to return a position for a bubble based on the scroll value and vertical wrapping
- */
-struct AnimateBubbleConstraint
-{
-public:
- AnimateBubbleConstraint( const Vector3& initialPos, float scale )
- : mInitialX( initialPos.x ),
- mScale( scale )
- {
- }
-
- void operator()( Vector3& position, const PropertyInputContainer& inputs )
- {
- 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 );
-
- // 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:
- float mInitialX;
- 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;
DaliTableView::DaliTableView( Application& application )
: mApplication( application ),
+ mBackgroundLayer(),
mRootActor(),
mRotateAnimation(),
mPressedAnimation(),
+ mScrollViewLayer(),
mScrollView(),
mScrollViewEffect(),
mScrollRulerX(),
mScrollRulerY(),
mPressedActor(),
- mAnimationTimer(),
mLogoTapDetector(),
mVersionPopup(),
mPages(),
- mBackgroundAnimations(),
mExampleList(),
mTotalPages(),
mScrolling( false ),
- mSortAlphabetically( false ),
- mBackgroundAnimsPlaying( false )
+ mSortAlphabetically( false )
{
application.InitSignal().Connect( this, &DaliTableView::Initialize );
}
void DaliTableView::Initialize( Application& application )
{
Stage::GetCurrent().KeyEventSignal().Connect( this, &DaliTableView::OnKeyEvent );
+
const Vector2 stageSize = Stage::GetCurrent().GetSize();
// Background
- mRootActor = CreateBackground( "LauncherBackground" );
+ 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 );
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 );
- // Scrollview occupying the majority of the screen
+ 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
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.ScrollStartedSignal().Connect( this, &DaliTableView::OnScrollStart );
mScrollView.TouchSignal().Connect( this, &DaliTableView::OnScrollTouched );
- mPageWidth = stageSize.width * TABLE_RELATIVE_SIZE.x * 0.5f;
+ mScrollViewLayer = Layer::New();
- // 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 );
+ // 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 );
- 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 );
+ 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 );
// Add scroll view effect and setup constraints on pages
ApplyScrollViewEffect();
winHandle.ShowIndicator( Dali::Window::INVISIBLE );
- // Background animation
- mAnimationTimer = Timer::New( BACKGROUND_ANIMATION_DURATION );
- mAnimationTimer.TickSignal().Connect( this, &DaliTableView::PauseBackgroundAnimation );
- mAnimationTimer.Start();
- mBackgroundAnimsPlaying = true;
-
KeyboardFocusManager::Get().PreFocusChangeSignal().Connect( this, &DaliTableView::OnKeyboardPreFocusChange );
KeyboardFocusManager::Get().FocusedActorEnterKeySignal().Connect( this, &DaliTableView::OnFocusedActorActivated );
AccessibilityManager::Get().FocusedActorActivatedSignal().Connect( this, &DaliTableView::OnFocusedActorActivated );
{
const Example& example = ( *iter );
- // Calculate the tiles relative position on the page (between 0 & 1 in each dimension).
- Vector2 position( static_cast<float>( column ) / ( EXAMPLES_PER_ROW - 1.0f ), static_cast<float>( row ) / ( EXAMPLES_PER_ROW - 1.0f ) );
- Actor tile = CreateTile( example.name, example.title, Vector3( tileParentMultiplier, tileParentMultiplier, 1.0f ), position );
+ Actor tile = CreateTile( example.name, example.title, Vector3( tileParentMultiplier, tileParentMultiplier, 1.0f ), TILE_COLOR );
AccessibilityManager accessibilityManager = AccessibilityManager::Get();
accessibilityManager.SetFocusOrder( tile, ++exampleCount );
accessibilityManager.SetAccessibilityAttribute( tile, Dali::Toolkit::AccessibilityManager::ACCESSIBILITY_LABEL,
"You can run this example" );
tile.SetPadding( Padding( margin, margin, margin, margin ) );
+
page.AddChild( tile, TableView::CellPosition( row, column ) );
iter++;
}
// Update Ruler info.
- mScrollRulerX = new FixedRuler( mPageWidth );
+ mScrollRulerX = new FixedRuler( stageSize.width * TABLE_RELATIVE_SIZE.x * 0.5f );
mScrollRulerY = new DefaultRuler();
mScrollRulerX->SetDomain( RulerDomain( 0.0f, (mTotalPages+1) * stageSize.width * TABLE_RELATIVE_SIZE.x * 0.5f, true ) );
mScrollRulerY->Disable();
mRotateAnimation.Play();
}
-Actor DaliTableView::CreateTile( const std::string& name, const std::string& title, const Dali::Vector3& sizeMultiplier, Vector2& position )
+Actor DaliTableView::CreateTile( const std::string& name, const std::string& title, const Dali::Vector3& sizeMultiplier, const Dali::Vector4& color )
{
Actor content = Actor::New();
content.SetName( name );
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.
+ // Create background image.
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 );
- image.SetOpacity( 0.8f );
- tileContent.Add( image );
-
+ content.Add( image );
+
+ // Create the tile background.
+ Actor tileBackground = ImageView::New( TILE_BACKGROUND_ALPHA );
+ tileBackground.SetParentOrigin( ParentOrigin::CENTER );
+ tileBackground.SetAnchorPoint( AnchorPoint::CENTER );
+ tileBackground.SetProperty( Actor::Property::COLOR, color );
+ Property::Map shaderEffect = CreateAlphaDiscardEffect();
+ tileBackground.SetProperty( Toolkit::ImageView::Property::IMAGE, shaderEffect );
+ tileBackground.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
+ image.Add( tileBackground );
+
+ // Create the tile label.
TextLabel label = TextLabel::New();
- label.SetAnchorPoint( AnchorPoint::CENTER );
- label.SetParentOrigin( ParentOrigin::CENTER );
- label.SetStyleName( "LauncherLabel" );
+ label.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ label.SetProperty( Control::Property::STYLE_NAME, "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
// 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( 0.7f, 0.7f, 1.0f ), AlphaFunction::EASE_IN_OUT,
+ mPressedAnimation.AnimateTo( Property( content, Actor::Property::SCALE ), Vector3( 0.9f, 0.9f, 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 );
}
void DaliTableView::OnScrollStart( const Dali::Vector2& position )
{
mScrolling = true;
-
- PlayAnimation();
}
void DaliTableView::OnScrollComplete( const Dali::Vector2& position )
}
}
-void DaliTableView::SetupBackground( Actor bubbleContainer )
-{
- // 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::InitialiseBackgroundActors( Actor actor )
-{
- // Delete current animations
- mBackgroundAnimations.clear();
-
- // Create new animations
- const Vector3 size = actor.GetTargetSize();
-
- for( unsigned int i = 0, childCount = actor.GetChildCount(); i < childCount; ++i )
- {
- Actor child = actor.GetChildAt( i );
-
- // 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 ) );
-
- child.SetPosition( childPos );
-
- // 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, BufferImage* distanceField )
-{
- for( int i = 0; i < count; ++i )
- {
- float randSize = Random::Range( 10.0f, 400.0f );
- int distanceFieldType = static_cast<int>( 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 );
- }
-
- // Positioning will occur when the layer is relaid out
- layer.OnRelayoutSignal().Connect( this, &DaliTableView::InitialiseBackgroundActors );
-}
-
-void DaliTableView::CreateShapeImage( ShapeType shapeType, const Size& size, BufferImage& distanceFieldOut )
-{
- // this bitmap will hold the alpha map for the distance field shader
- distanceFieldOut = BufferImage::New( size.width, size.height, Pixel::A8 );
-
- // Generate bit pattern
- std::vector< unsigned char > imageDataA8;
- imageDataA8.reserve( size.width * size.height ); // A8
-
- switch( shapeType )
- {
- case CIRCLE:
- GenerateCircle( size, imageDataA8 );
- break;
- case BUBBLE:
- GenerateCircle( size, imageDataA8, true );
- break;
- default:
- break;
- }
-
- PixelBuffer* buffer = distanceFieldOut.GetBuffer();
- if( buffer )
- {
- GenerateDistanceFieldMap( &imageDataA8[ 0 ], size, buffer, size, 8.0f, size );
- distanceFieldOut.Update();
- }
-}
-
-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 );
-
- for( int h = 0; h < size.height; ++h )
- {
- for( int w = 0; w < size.width; ++w )
- {
- Vector2 pos( w, h );
- Vector2 dist = pos - center;
-
- 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 )
{
ImageView logo = ImageView::New( imagePath );
return logo;
}
-bool DaliTableView::PauseBackgroundAnimation()
-{
- PauseAnimation();
-
- return false;
-}
-
-void DaliTableView::PauseAnimation()
-{
- if( mBackgroundAnimsPlaying )
- {
- for( AnimationListIter animIter = mBackgroundAnimations.begin(); animIter != mBackgroundAnimations.end(); ++animIter )
- {
- Animation anim = *animIter;
-
- anim.Stop();
- }
-
- mBackgroundAnimsPlaying = false;
- }
-}
-
-void DaliTableView::PlayAnimation()
-{
- if ( !mBackgroundAnimsPlaying )
- {
- for( AnimationListIter animIter = mBackgroundAnimations.begin(); animIter != mBackgroundAnimations.end(); ++animIter )
- {
- Animation anim = *animIter;
-
- anim.Play();
- }
-
- mBackgroundAnimsPlaying = true;
- }
-
- mAnimationTimer.SetInterval( BACKGROUND_ANIMATION_DURATION );
-}
-
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 = mPages[mScrollView.GetCurrentPage()].GetChildAt(0);
}
- else if( !proposed )
+ else if( !proposed || (proposed && proposed == mScrollViewLayer) )
{
// 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.
Toolkit::TextLabel titleActor = Toolkit::TextLabel::New( "Version information" );
titleActor.SetName( "titleActor" );
titleActor.SetProperty( Toolkit::TextLabel::Property::HORIZONTAL_ALIGNMENT, "CENTER" );
+ titleActor.SetProperty( Toolkit::TextLabel::Property::TEXT_COLOR, Color::WHITE );
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.SetProperty( Toolkit::TextLabel::Property::TEXT_COLOR, Color::WHITE );
contentActor.SetPadding( Padding( 0.0f, 0.0f, 20.0f, 0.0f ) );
mVersionPopup.SetTitle( titleActor );