From: Tom Robinson Date: Mon, 12 Sep 2016 18:47:34 +0000 (+0100) Subject: [3.0] Added bubble effect back in dali-demo (+visual changes) X-Git-Tag: accepted/tizen/3.0/common/20161114.110133~3 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=b4aed990f90ddd8f69a765effbb911b6c800c30f;p=platform%2Fcore%2Fuifw%2Fdali-demo.git [3.0] Added bubble effect back in dali-demo (+visual changes) Change-Id: I1a32d8ce89ea465f4eefee9ce117d0c46b621f79 --- diff --git a/demo/dali-table-view.cpp b/demo/dali-table-view.cpp index 6d23833..827b665 100644 --- a/demo/dali-table-view.cpp +++ b/demo/dali-table-view.cpp @@ -25,9 +25,12 @@ #include #include #include +#include +#include // INTERNAL INCLUDES #include "shared/view.h" +#include "shared/utility.h" using namespace Dali; using namespace Dali::Toolkit; @@ -38,14 +41,11 @@ namespace { 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; @@ -53,8 +53,62 @@ const int ROWS_PER_PAGE = 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 @@ -63,15 +117,81 @@ Control CreateBackground( std::string stylename ) { Control background = Control::New(); Stage::GetCurrent().Add( background ); - background.SetProperty( Control::Property::STYLE_NAME,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; @@ -81,23 +201,24 @@ bool CompareByTitle( const Example& lhs, const Example& rhs ) 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 ); } @@ -119,60 +240,32 @@ void DaliTableView::SortAlphabetically( bool sortAlphabetically ) 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 ) ); @@ -181,23 +274,20 @@ void DaliTableView::Initialize( Application& application ) 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(); @@ -220,6 +310,12 @@ void DaliTableView::Initialize( Application& application ) 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 ); @@ -276,7 +372,9 @@ void DaliTableView::Populate() { 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( column ) / ( EXAMPLES_PER_ROW - 1.0f ), static_cast( 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, @@ -286,7 +384,6 @@ void DaliTableView::Populate() "You can run this example" ); tile.SetPadding( Padding( margin, margin, margin, margin ) ); - page.AddChild( tile, TableView::CellPosition( row, column ) ); iter++; @@ -317,7 +414,7 @@ void DaliTableView::Populate() } // 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(); @@ -348,7 +445,7 @@ void DaliTableView::Rotate( unsigned int degrees ) 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 ); @@ -357,33 +454,53 @@ Actor DaliTableView::CreateTile( const std::string& name, const std::string& tit 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.SetProperty( Control::Property::STYLE_NAME, "launcherlabel" ); + 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 @@ -439,10 +556,14 @@ bool DaliTableView::DoTilePress( Actor actor, PointState::Type pointState ) // 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 ); } @@ -472,6 +593,8 @@ void DaliTableView::OnPressedAnimationFinished( Dali::Animation& source ) void DaliTableView::OnScrollStart( const Dali::Vector2& position ) { mScrolling = true; + + PlayAnimation(); } void DaliTableView::OnScrollComplete( const Dali::Vector2& position ) @@ -555,6 +678,128 @@ void DaliTableView::OnKeyEvent( const KeyEvent& event ) } } +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( 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 ); @@ -565,16 +810,55 @@ ImageView DaliTableView::CreateLogo( std::string 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. @@ -658,13 +942,11 @@ void DaliTableView::OnLogoTapped( Dali::Actor actor, const Dali::TapGesture& tap 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 ); diff --git a/demo/dali-table-view.h b/demo/dali-table-view.h index c712a5b..f7785d5 100644 --- a/demo/dali-table-view.h +++ b/demo/dali-table-view.h @@ -1,8 +1,8 @@ -#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. @@ -98,6 +98,15 @@ public: private: // Application callbacks & implementation /** + * Shape enum for create function + */ + enum ShapeType + { + CIRCLE, + BUBBLE + }; + + /** * Initialize application. * * @param[in] app Application instance @@ -126,16 +135,16 @@ private: // Application callbacks & implementation void Rotate( unsigned int degrees ); /** - * Creates a tile for the main menu and toolbar. + * Creates a tile for the main menu. * * @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] position The tiles relative position within a page * * @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, Dali::Vector2& position ); // Signal handlers @@ -241,6 +250,50 @@ private: // Application callbacks & implementation 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 A array (pointer) to 2 distance field types 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& 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 + * @param[in] hollow Optional - Set to true for a thick circle outline without fill + */ + void GenerateCircle( const Dali::Size& size, std::vector& distanceFieldOut, bool hollow = false ); + + /** * Creates the logo. * * @param[in] imagePath The path to the image file to load @@ -250,6 +303,23 @@ private: // Application callbacks & implementation 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 @@ -286,30 +356,39 @@ private: // Application callbacks & implementation */ 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::Layer mBackgroundLayer; ///< Background resides on a separate layer. - Dali::Toolkit::TableView mRootActor; ///< All content (excluding background is anchored to this Actor) + Dali::Toolkit::Control mRootActor; ///< All content (excluding background is anchored to this Actor) Dali::Animation mRotateAnimation; ///< Animation to rotate and resize mRootActor. Dali::Animation mPressedAnimation; ///< Button press scaling animation. - Dali::Layer mScrollViewLayer; ///< ScrollView resides on a separate layer. Dali::Toolkit::ScrollView mScrollView; ///< ScrollView container (for all Examples) Dali::Toolkit::ScrollViewEffect mScrollViewEffect; ///< Effect to be applied to the scroll view 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. + float mPageWidth; ///< The width of a page within the scroll-view, used to calculate the domain 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__ diff --git a/resources/images/demo-tile-texture.9.png b/resources/images/demo-tile-texture.9.png new file mode 100644 index 0000000..e7a6a4d Binary files /dev/null and b/resources/images/demo-tile-texture.9.png differ diff --git a/resources/images/item-background-alpha.9.png b/resources/images/item-background-alpha.9.png deleted file mode 100644 index 64579dd..0000000 Binary files a/resources/images/item-background-alpha.9.png and /dev/null differ diff --git a/resources/images/item-background.9.png b/resources/images/item-background.9.png index c5ec393..93664ca 100644 Binary files a/resources/images/item-background.9.png and b/resources/images/item-background.9.png differ