#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 "item-background-alpha.9.png");
+const std::string TILE_BACKGROUND_ALPHA( DEMO_IMAGE_DIR "demo-tile-texture.9.png" );
-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 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 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.SetStyleName( 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 )
+ mSortAlphabetically( false ),
+ mBackgroundAnimsPlaying( 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
- 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 );
+ mRootActor = CreateBackground( "LauncherBackground" );
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 );
- 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
+ // 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 );
- mScrollViewLayer = Layer::New();
+ mPageWidth = stageSize.width * TABLE_RELATIVE_SIZE.x * 0.5f;
- // 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 );
+ // 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 );
- 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 );
+ 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 );
// 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 );
- Actor tile = CreateTile( example.name, example.title, Vector3( tileParentMultiplier, tileParentMultiplier, 1.0f ), TILE_COLOR );
+ // 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 );
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( stageSize.width * TABLE_RELATIVE_SIZE.x * 0.5f );
+ mScrollRulerX = new FixedRuler( mPageWidth );
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, const Dali::Vector4& color )
+Actor DaliTableView::CreateTile( const std::string& name, const std::string& title, const Dali::Vector3& sizeMultiplier, Vector2& position )
{
Actor content = Actor::New();
content.SetName( name );
content.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
content.SetSizeModeFactor( sizeMultiplier );
- // Create background image.
+ 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.
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 the tile label.
+ image.SetOpacity( 0.8f );
+ tileContent.Add( image );
+
TextLabel label = TextLabel::New();
- label.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ label.SetAnchorPoint( AnchorPoint::CENTER );
+ label.SetParentOrigin( ParentOrigin::CENTER );
label.SetStyleName( "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( 0.9f, 0.9f, 1.0f ), AlphaFunction::EASE_IN_OUT,
+ mPressedAnimation.AnimateTo( Property( content, Actor::Property::SCALE ), Vector3( 0.7f, 0.7f, 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 || (proposed && proposed == mScrollViewLayer) )
+ else if( !proposed )
{
// 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 );