/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2015 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.
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 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 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 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 )
+};
+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;
/**
* Creates the background image
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;
+};
+
bool CompareByTitle( const Example& lhs, const Example& rhs )
{
return lhs.title < rhs.title;
mScrollRulerX(),
mScrollRulerY(),
mPressedActor(),
+ mAnimationTimer(),
mLogoTapDetector(),
mVersionPopup(),
mPages(),
+ mBackgroundAnimations(),
mExampleList(),
mTotalPages(),
mScrolling( false ),
- mSortAlphabetically( false )
+ mSortAlphabetically( false ),
+ mBackgroundAnimsPlaying( false )
{
application.InitSignal().Connect( this, &DaliTableView::Initialize );
}
mScrollViewLayer.SetParentOrigin( ParentOrigin::CENTER );
mScrollViewLayer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
+ // 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 );
+
+ // 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 );
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 );
void DaliTableView::OnButtonsPageRelayout( const Dali::Actor& actor )
{
+
}
void DaliTableView::Populate()
{
const Example& example = ( *iter );
- Actor tile = CreateTile( example.name, example.title, Vector3( tileParentMultiplier, tileParentMultiplier, 1.0f ), TILE_COLOR );
+ Actor tile = CreateTile( example.name, example.title, Vector3( tileParentMultiplier, tileParentMultiplier, 1.0f ), true );
AccessibilityManager accessibilityManager = AccessibilityManager::Get();
accessibilityManager.SetFocusOrder( tile, ++exampleCount );
accessibilityManager.SetAccessibilityAttribute( tile, Dali::Toolkit::AccessibilityManager::ACCESSIBILITY_LABEL,
mRotateAnimation.Play();
}
-Actor DaliTableView::CreateTile( const std::string& name, const std::string& title, const Dali::Vector3& sizeMultiplier, const Dali::Vector4& color )
+Actor DaliTableView::CreateTile( const std::string& name, const std::string& title, const Dali::Vector3& sizeMultiplier, bool addBackground )
{
Actor content = Actor::New();
content.SetName( name );
content.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
content.SetSizeModeFactor( sizeMultiplier );
- // 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 );
- 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 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 );
+ }
- // Create the tile label.
TextLabel label = TextLabel::New();
label.SetAnchorPoint( AnchorPoint::TOP_LEFT );
label.SetProperty( Control::Property::STYLE_NAME, "launcherlabel" );
return content;
}
+Toolkit::ImageView DaliTableView::NewStencilImage()
+{
+ 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;
+}
+
bool DaliTableView::OnTilePressed( Actor actor, const TouchData& event )
{
return DoTilePress( actor, event.GetState( 0 ) );
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 shape.
+ BufferImage distanceField;
+ Size imageSize( 512, 512 );
+ CreateShapeImage( CIRCLE, imageSize, distanceField );
+
+ // Add bubbles to the bubbleContainer.
+ // Note: The bubbleContainer is parented externally to this function.
+ AddBackgroundActors( bubbleContainer, NUM_BACKGROUND_IMAGES, distanceField );
+}
+
+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 * 0.5f * 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 );
+ ImageView dfActor = ImageView::New( distanceField );
+ 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 SQUARE:
+ GenerateSquare( size, imageDataA8 );
+ break;
+ default:
+ break;
+ }
+
+ PixelBuffer* buffer = distanceFieldOut.GetBuffer();
+ if( buffer )
+ {
+ GenerateDistanceFieldMap( &imageDataA8[ 0 ], size, buffer, size, 8.0f, size );
+ distanceFieldOut.Update();
+ }
+}
+
+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 )
+{
+ 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;
+
+ if( dist.x * dist.x + dist.y * dist.y > radius )
+ {
+ distanceFieldOut.push_back( 0x00 );
+ }
+ else
+ {
+ distanceFieldOut.push_back( 0xFF );
+ }
+ }
+ }
+}
+
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;
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 );
-#ifndef DALI_DEMO_H
-#define DALI_DEMO_H
+#ifndef __DALI_DEMO_H__
+#define __DALI_DEMO_H__
/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2015 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.
private: // Application callbacks & implementation
/**
+ * Shape enum for create function
+ */
+ enum ShapeType
+ {
+ CIRCLE,
+ SQUARE
+ };
+
+ /**
* Initialize application.
*
* @param[in] app Application instance
* @param[in] name The unique name for this Tile
* @param[in] title The text caption that appears on the Tile
* @param[in] parentSize Tile's parent size.
- * @param[in] color The color (including alpha) of the tiles contents.
+ * @param[in] addBackground Whether to add a background graphic to the tile or not
*
* @return The Actor for the created tile.
*/
- Dali::Actor CreateTile( const std::string& name, const std::string& title, const Dali::Vector3& sizeMultiplier, const Dali::Vector4& color );
+ Dali::Actor CreateTile( const std::string& name, const std::string& title, const Dali::Vector3& sizeMultiplier, bool addBackground );
+
+ /**
+ * Create a stencil image
+ *
+ * @return The stencil image
+ */
+ Dali::Toolkit::ImageView NewStencilImage();
// Signal handlers
void OnKeyEvent( const Dali::KeyEvent& event );
/**
+ * Create a depth field background
+ *
+ * @param[in] bubbleLayer Add the graphics to this layer
+ */
+ void SetupBackground( Dali::Actor bubbleLayer );
+
+ /**
+ * Create background actors for the given layer
+ *
+ * @param[in] layer The layer to add the actors to
+ * @param[in] count The number of actors to generate
+ * @param[in] distanceField The distance field bitmap to use
+ */
+ void AddBackgroundActors( Dali::Actor layer, int count, Dali::BufferImage distanceField );
+
+ /**
+ * Create a bitmap with the specified shape and also output a distance field
+ *
+ * @param[in] shapeType The shape to generate
+ * @param[in] size The size of the bitmap to create
+ * @param[out] distanceFieldOut The return depth field alpha map
+ */
+ void CreateShapeImage( ShapeType shapeType, const Dali::Size& size, Dali::BufferImage& distanceFieldOut );
+
+ /**
+ * Generate a square bit pattern and depth field
+ *
+ * @param[in] size The size of the bitmap to create
+ * @param[out] imageOut The return bitmap
+ * @param[out] distanceFieldOut The return depth field alpha map
+ */
+ void GenerateSquare( const Dali::Size& size, std::vector<unsigned char>& distanceFieldOut );
+
+ /**
+ * Generate a circle bit pattern and depth field
+ *
+ * @param[in] size The size of the bitmap to create
+ * @param[out] imageOut The return bitmap
+ * @param[out] distanceFieldOut The return depth field alpha map
+ */
+ void GenerateCircle( const Dali::Size& size, std::vector<unsigned char>& distanceFieldOut );
+
+ /**
* Creates the logo.
*
* @param[in] imagePath The path to the image file to load
Dali::Toolkit::ImageView CreateLogo( std::string imagePath );
/**
+ * Timer handler for ending background animation
+ *
+ * @return Return value for timer handler
+ */
+ bool PauseBackgroundAnimation();
+
+ /**
+ * Pause all animations
+ */
+ void PauseAnimation();
+
+ /**
+ * Resume all animations
+ */
+ void PlayAnimation();
+
+ /**
* Callback when the keyboard focus is going to be changed.
*
* @param[in] current The current focused actor
*/
void OnButtonsPageRelayout( const Dali::Actor& actor );
+ /**
+ * @brief Callback called to set up background actors
+ *
+ * @param[in] actor The actor raising the callback
+ */
+ void InitialiseBackgroundActors( Dali::Actor actor );
+
private:
Dali::Application& mApplication; ///< Application instance.
Dali::Toolkit::RulerPtr mScrollRulerX; ///< ScrollView X (horizontal) ruler
Dali::Toolkit::RulerPtr mScrollRulerY; ///< ScrollView Y (vertical) ruler
Dali::Actor mPressedActor; ///< The currently pressed actor.
+ Dali::Timer mAnimationTimer; ///< Timer used to turn off animation after a specific time period
Dali::TapGestureDetector mLogoTapDetector; ///< To detect taps on the logo
Dali::Toolkit::Popup mVersionPopup; ///< Displays DALi library version information
std::vector< Dali::Actor > mPages; ///< List of pages.
+ AnimationList mBackgroundAnimations; ///< List of background bubble animations
ExampleList mExampleList; ///< List of examples.
int mTotalPages; ///< Total pages within scrollview.
bool mScrolling:1; ///< Flag indicating whether view is currently being scrolled
bool mSortAlphabetically:1; ///< Sort examples alphabetically.
+ bool mBackgroundAnimsPlaying:1; ///< Are background animations playing
};
-#endif // DALI_DEMO_H
+#endif // __DALI_DEMO_H__