2 * Copyright (c) 2016 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include "dali-table-view.h"
25 #include <dali/devel-api/images/distance-field.h>
26 #include <dali-toolkit/devel-api/shader-effects/alpha-discard-effect.h>
27 #include <dali-toolkit/devel-api/shader-effects/distance-field-effect.h>
28 #include <dali-toolkit/dali-toolkit.h>
29 #include <dali-toolkit/devel-api/visual-factory/visual-factory.h>
32 #include "shared/view.h"
33 #include "shared/utility.h"
36 using namespace Dali::Toolkit;
38 ///////////////////////////////////////////////////////////////////////////////
43 const std::string LOGO_PATH( DEMO_IMAGE_DIR "Logo-for-demo.png" );
44 const std::string TILE_BACKGROUND(DEMO_IMAGE_DIR "item-background.9.png");
45 const std::string TILE_BACKGROUND_ALPHA( DEMO_IMAGE_DIR "demo-tile-texture.9.png" );
46 const std::string TILE_FOCUS( DEMO_IMAGE_DIR "tile-focus.9.png" );
48 // Keyboard focus effect constants.
49 const float KEYBOARD_FOCUS_ANIMATION_DURATION = 1.0f; ///< The total duration of the keyboard focus animation
50 const float KEYBOARD_FOCUS_START_SCALE = 1.05f; ///< The starting scale of the focus highlight
51 const float KEYBOARD_FOCUS_END_SCALE = 1.18f; ///< The end scale of the focus highlight
52 const float KEYBOARD_FOCUS_END_ALPHA = 0.7f; ///< The end alpha of the focus highlight
53 const float KEYBOARD_FOCUS_INITIAL_FADE_PERCENTAGE = 0.16f; ///< The duration of the initial fade (from translucent to the end-alpha) as a percentage of the overal animation duration.
54 const Vector3 startScale( KEYBOARD_FOCUS_START_SCALE, KEYBOARD_FOCUS_START_SCALE, KEYBOARD_FOCUS_START_SCALE ); ///< @see KEYBOARD_FOCUS_START_SCALE
55 const Vector3 endScale( KEYBOARD_FOCUS_END_SCALE, KEYBOARD_FOCUS_END_SCALE, KEYBOARD_FOCUS_END_SCALE ); ///< @see KEYBOARD_FOCUS_END_SCALE
56 const float initialFadeDuration = KEYBOARD_FOCUS_ANIMATION_DURATION * KEYBOARD_FOCUS_INITIAL_FADE_PERCENTAGE; ///< @see KEYBOARD_FOCUS_INITIAL_FADE_PERCENTAGE
58 const float TILE_LABEL_PADDING = 8.0f; ///< Border between edge of tile and the example text
59 const float BUTTON_PRESS_ANIMATION_TIME = 0.35f; ///< Time to perform button scale effect.
60 const float ROTATE_ANIMATION_TIME = 0.5f; ///< Time to perform rotate effect.
61 const int MAX_PAGES = 256; ///< Maximum pages (arbitrary safety limit)
62 const int EXAMPLES_PER_ROW = 3;
63 const int ROWS_PER_PAGE = 3;
64 const int EXAMPLES_PER_PAGE = EXAMPLES_PER_ROW * ROWS_PER_PAGE;
65 const float LOGO_MARGIN_RATIO = 0.1f / 0.3f;
66 const float BOTTOM_PADDING_RATIO = 0.4f / 0.9f;
67 const Vector3 SCROLLVIEW_RELATIVE_SIZE(0.9f, 1.0f, 0.8f ); ///< ScrollView's relative size to its parent
68 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.
69 const float STENCIL_RELATIVE_SIZE = 1.0f;
71 const float EFFECT_SNAP_DURATION = 0.66f; ///< Scroll Snap Duration for Effects
72 const float EFFECT_FLICK_DURATION = 0.5f; ///< Scroll Flick Duration for Effects
73 const Vector3 ANGLE_CUBE_PAGE_ROTATE(Math::PI * 0.5f, Math::PI * 0.5f, 0.0f);
74 const Vector4 TILE_COLOR( 0.4f, 0.6f, 0.9f, 0.6f );
76 const Vector4 BUBBLE_COLOR[] =
78 Vector4( 0.3255f, 0.3412f, 0.6353f, 0.32f ),
79 Vector4( 0.3647f, 0.7569f, 0.8157f, 0.32f ),
80 Vector4( 0.3804f, 0.7412f, 0.6510f, 0.32f ),
81 Vector4( 1.f, 1.f, 1.f, 0.13f )
83 const int NUMBER_OF_BUBBLE_COLOR( sizeof(BUBBLE_COLOR) / sizeof(BUBBLE_COLOR[0]) );
85 const int NUM_BACKGROUND_IMAGES = 18;
86 const float BACKGROUND_SWIPE_SCALE = 0.025f;
87 const float BACKGROUND_SPREAD_SCALE = 1.5f;
88 const float SCALE_MOD = 1000.0f * Math::PI * 2.0f;
89 const float SCALE_SPEED = 10.0f;
90 const float SCALE_SPEED_SIN = 0.1f;
92 const unsigned int BACKGROUND_ANIMATION_DURATION = 15000; // 15 secs
94 const Vector4 BACKGROUND_COLOR( 0.3569f, 0.5451f, 0.7294f, 1.0f );
96 const float BUBBLE_MIN_Z = -1.0;
97 const float BUBBLE_MAX_Z = 0.0f;
99 // This shader takes a texture.
100 // An alpha discard is performed.
101 // The shader uses the tiles position within the scroll-view page and the scroll-views rotation position to create a parallax effect.
102 const char* FRAGMENT_SHADER_TEXTURED = DALI_COMPOSE_SHADER(
103 varying mediump vec2 vTexCoord;
104 varying mediump vec3 vIllumination;
105 uniform lowp vec4 uColor;
106 uniform sampler2D sTexture;
107 uniform mediump vec3 uCustomPosition;
111 if( texture2D( sTexture, vTexCoord ).a <= 0.0001 )
116 mediump vec2 wrapTexCoord = vec2( ( vTexCoord.x / 4.0 ) + ( uCustomPosition.x / 4.0 ) + ( uCustomPosition.z / 2.0 ), vTexCoord.y / 4.0 );
117 mediump vec4 color = texture2D( sTexture, wrapTexCoord );
118 mediump float positionWeight = ( uCustomPosition.y + 0.3 ) * color.r * 2.0;
120 gl_FragColor = vec4( positionWeight, positionWeight, positionWeight, 0.9 ) * uColor + vec4( uColor.xyz, 0.0 );
125 * Creates the background image
127 Control CreateBackground( std::string stylename )
129 Control background = Control::New();
130 Stage::GetCurrent().Add( background );
131 background.SetStyleName( stylename );
132 background.SetName( "BACKGROUND" );
133 background.SetAnchorPoint( AnchorPoint::CENTER );
134 background.SetParentOrigin( ParentOrigin::CENTER );
135 background.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
140 * Constraint to return a position for a bubble based on the scroll value and vertical wrapping
142 struct AnimateBubbleConstraint
145 AnimateBubbleConstraint( const Vector3& initialPos, float scale )
146 : mInitialX( initialPos.x ),
151 void operator()( Vector3& position, const PropertyInputContainer& inputs )
153 const Vector3& parentSize = inputs[1]->GetVector3();
154 const Vector3& childSize = inputs[2]->GetVector3();
156 // Wrap bubbles vertically.
157 float range = parentSize.y + childSize.y;
158 // This performs a float mod (we don't use fmod as we want the arithmetic modulus as opposed to the remainder).
159 position.y -= range * ( floor( position.y / range ) + 0.5f );
161 // Bubbles X position moves parallax to horizontal
162 // panning by a scale factor unique to each bubble.
163 position.x = mInitialX + ( inputs[0]->GetVector2().x * mScale );
172 * Constraint to precalculate values from the scroll-view
173 * and tile positions to pass to the tile shader.
175 struct TileShaderPositionConstraint
177 TileShaderPositionConstraint( float pageWidth, float tileXOffset )
178 : mPageWidth( pageWidth ),
179 mTileXOffset( tileXOffset )
183 void operator()( Vector3& position, const PropertyInputContainer& inputs )
185 // Set up position.x as the tiles X offset (0.0 -> 1.0).
186 position.x = mTileXOffset;
187 // Set up position.z as the linear scroll-view X offset (0.0 -> 1.0).
188 position.z = 1.0f * ( -fmod( inputs[0]->GetVector2().x, mPageWidth ) / mPageWidth );
189 // Set up position.y as a rectified version of the scroll-views X offset.
190 // IE. instead of 0.0 -> 1.0, it moves between 0.0 -> 0.5 -> 0.0 within the same span.
191 if( position.z > 0.5f )
193 position.y = 1.0f - position.z;
197 position.y = position.z;
206 bool CompareByTitle( const Example& lhs, const Example& rhs )
208 return lhs.title < rhs.title;
213 DaliTableView::DaliTableView( Application& application )
214 : mApplication( application ),
227 mBackgroundAnimations(),
232 mSortAlphabetically( false ),
233 mBackgroundAnimsPlaying( false )
235 application.InitSignal().Connect( this, &DaliTableView::Initialize );
238 DaliTableView::~DaliTableView()
242 void DaliTableView::AddExample( Example example )
244 mExampleList.push_back( example );
247 void DaliTableView::SortAlphabetically( bool sortAlphabetically )
249 mSortAlphabetically = sortAlphabetically;
252 void DaliTableView::Initialize( Application& application )
254 Stage::GetCurrent().KeyEventSignal().Connect( this, &DaliTableView::OnKeyEvent );
255 const Vector2 stageSize = Stage::GetCurrent().GetSize();
258 mRootActor = CreateBackground( "LauncherBackground" );
259 Stage::GetCurrent().Add( mRootActor );
262 ImageView logo = CreateLogo( LOGO_PATH );
263 logo.SetName( "LOGO_IMAGE" );
264 logo.SetAnchorPoint( AnchorPoint::TOP_CENTER );
265 logo.SetParentOrigin( Vector3( 0.5f, 0.1f, 0.5f ) );
266 logo.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
267 // The logo should appear on top of everything.
268 logo.SetDrawMode( DrawMode::OVERLAY_2D );
269 mRootActor.Add( logo );
271 // Show version in a popup when log is tapped
272 mLogoTapDetector = TapGestureDetector::New();
273 mLogoTapDetector.Attach( logo );
274 mLogoTapDetector.DetectedSignal().Connect( this, &DaliTableView::OnLogoTapped );
276 // Scrollview occupying the majority of the screen
277 mScrollView = ScrollView::New();
278 mScrollView.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER );
279 mScrollView.SetParentOrigin( Vector3( 0.5f, 1.0f - 0.05f, 0.5f ) );
280 mScrollView.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::WIDTH );
281 mScrollView.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::HEIGHT );
282 mScrollView.SetSizeModeFactor( Vector3( 0.0f, 0.6f, 0.0f ) );
284 const float buttonsPageMargin = ( 1.0f - TABLE_RELATIVE_SIZE.x ) * 0.5f * stageSize.width;
285 mScrollView.SetPadding( Padding( buttonsPageMargin, buttonsPageMargin, 0.0f, 0.0f ) );
287 mScrollView.SetAxisAutoLock( true );
288 mScrollView.ScrollCompletedSignal().Connect( this, &DaliTableView::OnScrollComplete );
289 mScrollView.ScrollStartedSignal().Connect( this, &DaliTableView::OnScrollStart );
290 mScrollView.TouchSignal().Connect( this, &DaliTableView::OnScrollTouched );
292 mPageWidth = stageSize.width * TABLE_RELATIVE_SIZE.x * 0.5f;
294 // Populate background and bubbles - needs to be scrollViewLayer so scroll ends show
295 Actor bubbleContainer = Actor::New();
296 bubbleContainer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
297 bubbleContainer.SetAnchorPoint( AnchorPoint::CENTER );
298 bubbleContainer.SetParentOrigin( ParentOrigin::CENTER );
299 SetupBackground( bubbleContainer );
301 mRootActor.Add( bubbleContainer );
302 mRootActor.Add( mScrollView );
304 // Add scroll view effect and setup constraints on pages
305 ApplyScrollViewEffect();
307 // Add pages and tiles
310 // Remove constraints for inner cube effect
311 ApplyCubeEffectToPages();
313 Dali::Window winHandle = application.GetWindow();
314 winHandle.AddAvailableOrientation( Dali::Window::PORTRAIT );
315 winHandle.RemoveAvailableOrientation( Dali::Window::LANDSCAPE );
316 winHandle.AddAvailableOrientation( Dali::Window::PORTRAIT_INVERSE );
317 winHandle.RemoveAvailableOrientation( Dali::Window::LANDSCAPE_INVERSE );
319 // Set initial orientation
320 unsigned int degrees = 0;
323 winHandle.ShowIndicator( Dali::Window::INVISIBLE );
325 // Background animation
326 mAnimationTimer = Timer::New( BACKGROUND_ANIMATION_DURATION );
327 mAnimationTimer.TickSignal().Connect( this, &DaliTableView::PauseBackgroundAnimation );
328 mAnimationTimer.Start();
329 mBackgroundAnimsPlaying = true;
334 void DaliTableView::CreateFocusEffect()
336 // Hook the required signals to manage the focus.
337 KeyboardFocusManager::Get().PreFocusChangeSignal().Connect( this, &DaliTableView::OnKeyboardPreFocusChange );
338 KeyboardFocusManager::Get().FocusedActorEnterKeySignal().Connect( this, &DaliTableView::OnFocusedActorActivated );
339 AccessibilityManager::Get().FocusedActorActivatedSignal().Connect( this, &DaliTableView::OnFocusedActorActivated );
341 // Loop to create both actors for the focus highlight effect.
342 for( unsigned int i = 0; i < FOCUS_ANIMATION_ACTOR_NUMBER; ++i )
344 mFocusEffect[i].actor = ImageView::New( TILE_FOCUS );
345 mFocusEffect[i].actor.SetParentOrigin( ParentOrigin::CENTER );
346 mFocusEffect[i].actor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
347 mFocusEffect[i].actor.SetInheritScale( false );
348 mFocusEffect[i].actor.SetColorMode( USE_OWN_COLOR );
350 // Setup initial values pre-animation.
351 mFocusEffect[i].actor.SetScale( startScale );
352 mFocusEffect[i].actor.SetOpacity( 0.0f );
354 // Create and setup the animation to do the following:
355 // 1) Initial fade in over short period of time
356 // 2) Zoom in (larger) and fade out simultaneously over longer period of time.
357 mFocusEffect[i].animation = Animation::New( KEYBOARD_FOCUS_ANIMATION_DURATION );
359 mFocusEffect[i].animation.AnimateTo( Property( mFocusEffect[i].actor, Actor::Property::COLOR_ALPHA ), KEYBOARD_FOCUS_END_ALPHA, AlphaFunction::LINEAR, TimePeriod( 0.0f, initialFadeDuration ) );
360 mFocusEffect[i].animation.AnimateTo( Property( mFocusEffect[i].actor, Actor::Property::SCALE ), endScale, AlphaFunction::LINEAR, TimePeriod( initialFadeDuration, KEYBOARD_FOCUS_ANIMATION_DURATION - initialFadeDuration ) );
361 mFocusEffect[i].animation.AnimateTo( Property( mFocusEffect[i].actor, Actor::Property::COLOR_ALPHA ), 0.0f, AlphaFunction::LINEAR, TimePeriod( initialFadeDuration, KEYBOARD_FOCUS_ANIMATION_DURATION - initialFadeDuration ) );
363 mFocusEffect[i].animation.SetLooping( true );
366 // Parent the secondary effect from the primary.
367 mFocusEffect[0].actor.Add( mFocusEffect[1].actor );
369 // Play the animation on the 1st glow object.
370 mFocusEffect[0].animation.Play();
371 // Stagger the animation on the 2st glow object half way through.
372 mFocusEffect[1].animation.PlayFrom( KEYBOARD_FOCUS_ANIMATION_DURATION / 2.0f );
374 KeyboardFocusManager::Get().SetFocusIndicatorActor( mFocusEffect[0].actor );
377 void DaliTableView::ApplyCubeEffectToPages()
379 ScrollViewPagePathEffect effect = ScrollViewPagePathEffect::DownCast( mScrollViewEffect );
380 unsigned int pageCount(0);
381 for( std::vector< Actor >::iterator pageIter = mPages.begin(); pageIter != mPages.end(); ++pageIter )
383 Actor page = *pageIter;
384 effect.ApplyToPage( page, pageCount++ );
388 void DaliTableView::OnButtonsPageRelayout( const Dali::Actor& actor )
392 void DaliTableView::Populate()
394 const Vector2 stageSize = Stage::GetCurrent().GetSize();
396 mTotalPages = ( mExampleList.size() + EXAMPLES_PER_PAGE - 1 ) / EXAMPLES_PER_PAGE;
398 // Populate ScrollView.
399 if( mExampleList.size() > 0 )
401 if( mSortAlphabetically )
403 sort( mExampleList.begin(), mExampleList.end(), CompareByTitle );
406 unsigned int exampleCount = 0;
407 ExampleListConstIter iter = mExampleList.begin();
409 for( int t = 0; t < mTotalPages; t++ )
412 TableView page = TableView::New( ROWS_PER_PAGE, EXAMPLES_PER_ROW );
413 page.SetAnchorPoint( AnchorPoint::CENTER );
414 page.SetParentOrigin( ParentOrigin::CENTER );
415 page.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
416 mScrollView.Add( page );
418 // Calculate the number of images going across (columns) within a page, according to the screen resolution and dpi.
419 const float margin = 2.0f;
420 const float tileParentMultiplier = 1.0f / EXAMPLES_PER_ROW;
422 for(int row = 0; row < ROWS_PER_PAGE; row++)
424 for(int column = 0; column < EXAMPLES_PER_ROW; column++)
426 const Example& example = ( *iter );
428 // Calculate the tiles relative position on the page (between 0 & 1 in each dimension).
429 Vector2 position( static_cast<float>( column ) / ( EXAMPLES_PER_ROW - 1.0f ), static_cast<float>( row ) / ( EXAMPLES_PER_ROW - 1.0f ) );
430 Actor tile = CreateTile( example.name, example.title, Vector3( tileParentMultiplier, tileParentMultiplier, 1.0f ), position );
431 AccessibilityManager accessibilityManager = AccessibilityManager::Get();
432 accessibilityManager.SetFocusOrder( tile, ++exampleCount );
433 accessibilityManager.SetAccessibilityAttribute( tile, Dali::Toolkit::AccessibilityManager::ACCESSIBILITY_LABEL,
435 accessibilityManager.SetAccessibilityAttribute( tile, Dali::Toolkit::AccessibilityManager::ACCESSIBILITY_TRAIT, "Tile" );
436 accessibilityManager.SetAccessibilityAttribute( tile, Dali::Toolkit::AccessibilityManager::ACCESSIBILITY_HINT,
437 "You can run this example" );
439 tile.SetPadding( Padding( margin, margin, margin, margin ) );
440 page.AddChild( tile, TableView::CellPosition( row, column ) );
444 if( iter == mExampleList.end() )
450 if( iter == mExampleList.end() )
456 // Set tableview position
457 Vector3 pagePos( stageSize.width * TABLE_RELATIVE_SIZE.x * t, 0.0f, 0.0f );
458 page.SetPosition( pagePos );
460 mPages.push_back( page );
462 if( iter == mExampleList.end() )
469 // Update Ruler info.
470 mScrollRulerX = new FixedRuler( mPageWidth );
471 mScrollRulerY = new DefaultRuler();
472 mScrollRulerX->SetDomain( RulerDomain( 0.0f, (mTotalPages+1) * stageSize.width * TABLE_RELATIVE_SIZE.x * 0.5f, true ) );
473 mScrollRulerY->Disable();
474 mScrollView.SetRulerX( mScrollRulerX );
475 mScrollView.SetRulerY( mScrollRulerY );
478 void DaliTableView::Rotate( unsigned int degrees )
480 // Resize the root actor
481 Vector2 stageSize = Stage::GetCurrent().GetSize();
482 Vector3 targetSize( stageSize.x, stageSize.y, 1.0f );
484 if( degrees == 90 || degrees == 270 )
486 targetSize = Vector3( stageSize.y, stageSize.x, 1.0f );
489 if( mRotateAnimation )
491 mRotateAnimation.Stop();
492 mRotateAnimation.Clear();
495 mRotateAnimation = Animation::New( ROTATE_ANIMATION_TIME );
496 mRotateAnimation.AnimateTo( Property( mRootActor, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree( 360 - degrees ) ), Vector3::ZAXIS ), AlphaFunction::EASE_OUT );
497 mRotateAnimation.AnimateTo( Property( mRootActor, Actor::Property::SIZE ), targetSize, AlphaFunction::EASE_OUT );
498 mRotateAnimation.Play();
501 Actor DaliTableView::CreateTile( const std::string& name, const std::string& title, const Dali::Vector3& sizeMultiplier, Vector2& position )
503 Actor focusableTile = Actor::New();
504 focusableTile.SetParentOrigin( ParentOrigin::CENTER );
505 focusableTile.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
506 focusableTile.SetSizeModeFactor( sizeMultiplier );
507 focusableTile.SetName( name );
509 // Set the tile to be keyboard focusable
510 focusableTile.SetKeyboardFocusable( true );
512 Toolkit::ImageView tileContent = ImageView::New();
513 tileContent.SetParentOrigin( ParentOrigin::CENTER );
514 tileContent.SetAnchorPoint( AnchorPoint::CENTER );
515 tileContent.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
517 // Add the image via the property first.
518 tileContent.SetProperty( Toolkit::ImageView::Property::IMAGE, TILE_BACKGROUND_ALPHA );
519 // Register a property with the ImageView. This allows us to inject the scroll-view position into the shader.
520 Property::Value value = Vector3( 0.0f, 0.0f, 0.0f );
521 Property::Index propertyIndex = tileContent.RegisterProperty( "uCustomPosition", value );
523 // Add a shader to the image (details in shader source).
525 Property::Map customShader;
526 customShader[ Visual::Shader::Property::FRAGMENT_SHADER ] = FRAGMENT_SHADER_TEXTURED;
527 map[ Visual::Property::SHADER ] = customShader;
528 tileContent.SetProperty( Toolkit::ImageView::Property::IMAGE, map );
529 tileContent.SetColor( TILE_COLOR );
531 // We create a constraint to perform a precalculation on the scroll-view X offset
532 // and pass it to the shader uniform, along with the tile's position.
533 Constraint shaderPosition = Constraint::New < Vector3 > ( tileContent, propertyIndex, TileShaderPositionConstraint( mPageWidth, position.x ) );
534 shaderPosition.AddSource( Source( mScrollView, ScrollView::Property::SCROLL_POSITION ) );
535 shaderPosition.SetRemoveAction( Constraint::Discard );
536 shaderPosition.Apply();
537 focusableTile.Add( tileContent );
539 // Create an ImageView for the 9-patch border around the tile.
540 ImageView borderImage = ImageView::New( TILE_BACKGROUND );
541 borderImage.SetAnchorPoint( AnchorPoint::CENTER );
542 borderImage.SetParentOrigin( ParentOrigin::CENTER );
543 borderImage.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
544 borderImage.SetOpacity( 0.8f );
545 tileContent.Add( borderImage );
547 TextLabel label = TextLabel::New();
548 label.SetAnchorPoint( AnchorPoint::CENTER );
549 label.SetParentOrigin( ParentOrigin::CENTER );
550 label.SetStyleName( "LauncherLabel" );
551 label.SetProperty( TextLabel::Property::MULTI_LINE, true );
552 label.SetProperty( TextLabel::Property::TEXT, title );
553 label.SetProperty( TextLabel::Property::HORIZONTAL_ALIGNMENT, "CENTER" );
554 label.SetProperty( TextLabel::Property::VERTICAL_ALIGNMENT, "CENTER" );
555 label.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::HEIGHT );
557 // Pad around the label as its size is the same as the 9-patch border. It will overlap it without padding.
558 label.SetPadding( Padding( TILE_LABEL_PADDING, TILE_LABEL_PADDING, TILE_LABEL_PADDING, TILE_LABEL_PADDING ) );
559 focusableTile.Add( label );
561 // Connect to the touch events
562 focusableTile.TouchSignal().Connect( this, &DaliTableView::OnTilePressed );
563 focusableTile.HoveredSignal().Connect( this, &DaliTableView::OnTileHovered );
565 return focusableTile;
568 bool DaliTableView::OnTilePressed( Actor actor, const TouchData& event )
570 return DoTilePress( actor, event.GetState( 0 ) );
573 bool DaliTableView::DoTilePress( Actor actor, PointState::Type pointState )
575 bool consumed = false;
577 if( PointState::DOWN == pointState )
579 mPressedActor = actor;
583 // A button press is only valid if the Down & Up events
584 // both occurred within the button.
585 if( ( PointState::UP == pointState ) &&
586 ( mPressedActor == actor ) )
588 // ignore Example button presses when scrolling or button animating.
589 if( ( !mScrolling ) && ( !mPressedAnimation ) )
591 std::string name = actor.GetName();
592 const ExampleListIter end = mExampleList.end();
593 for( ExampleListIter iter = mExampleList.begin(); iter != end; ++iter )
595 if( (*iter).name == name )
597 // do nothing, until pressed animation finished.
606 mPressedAnimation = Animation::New( BUTTON_PRESS_ANIMATION_TIME );
607 mPressedAnimation.SetEndAction( Animation::Discard );
609 // scale the content actor within the Tile, as to not affect the placement within the Table.
610 Actor content = actor.GetChildAt(0);
611 mPressedAnimation.AnimateTo( Property( content, Actor::Property::SCALE ), Vector3( 0.7f, 0.7f, 1.0f ), AlphaFunction::EASE_IN_OUT,
612 TimePeriod( 0.0f, BUTTON_PRESS_ANIMATION_TIME * 0.5f ) );
613 mPressedAnimation.AnimateTo( Property( content, Actor::Property::SCALE ), Vector3::ONE, AlphaFunction::EASE_IN_OUT,
614 TimePeriod( BUTTON_PRESS_ANIMATION_TIME * 0.5f, BUTTON_PRESS_ANIMATION_TIME * 0.5f ) );
616 // Rotate button on the Y axis when pressed.
617 mPressedAnimation.AnimateBy( Property( content, Actor::Property::ORIENTATION ), Quaternion( Degree( 0.0f ), Degree( 180.0f ), Degree( 0.0f ) ) );
619 mPressedAnimation.Play();
620 mPressedAnimation.FinishedSignal().Connect( this, &DaliTableView::OnPressedAnimationFinished );
626 void DaliTableView::OnPressedAnimationFinished( Dali::Animation& source )
628 mPressedAnimation.Reset();
631 std::string name = mPressedActor.GetName();
633 std::stringstream stream;
634 stream << DEMO_EXAMPLE_BIN << name.c_str();
638 execlp( stream.str().c_str(), name.c_str(), NULL );
639 DALI_ASSERT_ALWAYS(false && "exec failed!");
641 mPressedActor.Reset();
645 void DaliTableView::OnScrollStart( const Dali::Vector2& position )
652 void DaliTableView::OnScrollComplete( const Dali::Vector2& position )
656 // move focus to 1st item of new page
657 AccessibilityManager accessibilityManager = AccessibilityManager::Get();
658 accessibilityManager.SetCurrentFocusActor(mPages[mScrollView.GetCurrentPage()].GetChildAt(0) );
661 bool DaliTableView::OnScrollTouched( Actor actor, const TouchData& event )
663 if( PointState::DOWN == event.GetState( 0 ) )
665 mPressedActor = actor;
671 void DaliTableView::ApplyScrollViewEffect()
673 // Remove old effect if exists.
675 if( mScrollViewEffect )
677 mScrollView.RemoveEffect( mScrollViewEffect );
680 // Just one effect for now
681 SetupInnerPageCubeEffect();
683 mScrollView.ApplyEffect( mScrollViewEffect );
686 void DaliTableView::SetupInnerPageCubeEffect()
688 const Vector2 stageSize = Stage::GetCurrent().GetSize();
690 Dali::Path path = Dali::Path::New();
691 Dali::Property::Array points;
693 points[0] = Vector3( stageSize.x*0.5, 0.0f, stageSize.x*0.5f);
694 points[1] = Vector3( 0.0f, 0.0f, 0.0f );
695 points[2] = Vector3( -stageSize.x*0.5f, 0.0f, stageSize.x*0.5f);
696 path.SetProperty( Path::Property::POINTS, points );
698 Dali::Property::Array controlPoints;
699 controlPoints.Resize(4);
700 controlPoints[0] = Vector3( stageSize.x*0.5f, 0.0f, stageSize.x*0.3f );
701 controlPoints[1] = Vector3( stageSize.x*0.3f, 0.0f, 0.0f );
702 controlPoints[2] = Vector3(-stageSize.x*0.3f, 0.0f, 0.0f );
703 controlPoints[3] = Vector3(-stageSize.x*0.5f, 0.0f, stageSize.x*0.3f );
704 path.SetProperty( Path::Property::CONTROL_POINTS, controlPoints );
707 mScrollViewEffect = ScrollViewPagePathEffect::New(path,
708 Vector3(-1.0f,0.0f,0.0f),
709 Toolkit::ScrollView::Property::SCROLL_FINAL_X,
710 Vector3(stageSize.x*TABLE_RELATIVE_SIZE.x,stageSize.y*TABLE_RELATIVE_SIZE.y,0.0f),mTotalPages);
713 void DaliTableView::OnKeyEvent( const KeyEvent& event )
715 if( event.state == KeyEvent::Down )
717 if ( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
719 // If there's a Popup, Hide it if it's contributing to the display in any way (EG. transitioning in or out).
721 if ( mVersionPopup && ( mVersionPopup.GetDisplayState() != Toolkit::Popup::HIDDEN ) )
723 mVersionPopup.SetDisplayState( Popup::HIDDEN );
733 void DaliTableView::SetupBackground( Actor bubbleContainer )
735 // Create distance field shapes.
736 BufferImage distanceFields[2];
737 Size imageSize( 512, 512 );
739 CreateShapeImage( CIRCLE, imageSize, distanceFields[0] );
740 CreateShapeImage( BUBBLE, imageSize, distanceFields[1] );
742 // Add bubbles to the bubbleContainer.
743 // Note: The bubbleContainer is parented externally to this function.
744 AddBackgroundActors( bubbleContainer, NUM_BACKGROUND_IMAGES, distanceFields );
747 void DaliTableView::InitialiseBackgroundActors( Actor actor )
749 // Delete current animations
750 mBackgroundAnimations.clear();
752 // Create new animations
753 const Vector3 size = actor.GetTargetSize();
755 for( unsigned int i = 0, childCount = actor.GetChildCount(); i < childCount; ++i )
757 Actor child = actor.GetChildAt( i );
759 // Calculate a random position
760 Vector3 childPos( Random::Range( -size.x * 0.5f * BACKGROUND_SPREAD_SCALE, size.x * 0.85f * BACKGROUND_SPREAD_SCALE ),
761 Random::Range( -size.y, size.y ),
762 Random::Range( BUBBLE_MIN_Z, BUBBLE_MAX_Z ) );
764 child.SetPosition( childPos );
766 // Define bubble horizontal parallax and vertical wrapping
767 Constraint animConstraint = Constraint::New < Vector3 > ( child, Actor::Property::POSITION, AnimateBubbleConstraint( childPos, Random::Range( -0.85f, 0.25f ) ) );
768 animConstraint.AddSource( Source( mScrollView, ScrollView::Property::SCROLL_POSITION ) );
769 animConstraint.AddSource( Dali::ParentSource( Dali::Actor::Property::SIZE ) );
770 animConstraint.AddSource( Dali::LocalSource( Dali::Actor::Property::SIZE ) );
771 animConstraint.SetRemoveAction( Constraint::Discard );
772 animConstraint.Apply();
775 Animation animation = Animation::New( Random::Range( 30.0f, 160.0f ) );
776 animation.AnimateBy( Property( child, Actor::Property::POSITION ), Vector3( 0.0f, -2000.0f, 0.0f ), AlphaFunction::LINEAR );
777 animation.SetLooping( true );
779 mBackgroundAnimations.push_back( animation );
783 void DaliTableView::AddBackgroundActors( Actor layer, int count, BufferImage* distanceField )
785 for( int i = 0; i < count; ++i )
787 float randSize = Random::Range( 10.0f, 400.0f );
788 int distanceFieldType = static_cast<int>( Random::Range( 0.0f, 1.0f ) + 0.5f );
789 ImageView dfActor = ImageView::New( distanceField[ distanceFieldType ] );
790 dfActor.SetSize( Vector2( randSize, randSize ) );
791 dfActor.SetParentOrigin( ParentOrigin::CENTER );
793 Dali::Property::Map effect = Toolkit::CreateDistanceFieldEffect();
794 dfActor.SetProperty( Toolkit::ImageView::Property::IMAGE, effect );
795 dfActor.SetColor( BUBBLE_COLOR[ i%NUMBER_OF_BUBBLE_COLOR ] );
797 layer.Add( dfActor );
800 // Positioning will occur when the layer is relaid out
801 layer.OnRelayoutSignal().Connect( this, &DaliTableView::InitialiseBackgroundActors );
804 void DaliTableView::CreateShapeImage( ShapeType shapeType, const Size& size, BufferImage& distanceFieldOut )
806 // this bitmap will hold the alpha map for the distance field shader
807 distanceFieldOut = BufferImage::New( size.width, size.height, Pixel::A8 );
809 // Generate bit pattern
810 std::vector< unsigned char > imageDataA8;
811 imageDataA8.reserve( size.width * size.height ); // A8
816 GenerateCircle( size, imageDataA8 );
819 GenerateCircle( size, imageDataA8, true );
825 PixelBuffer* buffer = distanceFieldOut.GetBuffer();
828 GenerateDistanceFieldMap( &imageDataA8[ 0 ], size, buffer, size, 8.0f, size );
829 distanceFieldOut.Update();
833 void DaliTableView::GenerateCircle( const Size& size, std::vector< unsigned char >& distanceFieldOut, bool hollow )
835 const float radius = size.width * 0.5f * size.width * 0.5f;
836 Vector2 center( size.width / 2, size.height / 2 );
838 for( int h = 0; h < size.height; ++h )
840 for( int w = 0; w < size.width; ++w )
843 Vector2 dist = pos - center;
845 float distance = ( dist.x * dist.x ) + ( dist.y * dist.y );
847 // If hollow, check the distance against a min & max value, otherwise just use the max value.
848 unsigned char fillByte = ( hollow ? ( ( distance <= radius ) && ( distance > ( radius * 0.7f ) ) ) : ( distance <= radius ) ) ? 0xFF : 0x00;
850 distanceFieldOut.push_back( fillByte );
855 ImageView DaliTableView::CreateLogo( std::string imagePath )
857 ImageView logo = ImageView::New( imagePath );
859 logo.SetAnchorPoint( AnchorPoint::CENTER );
860 logo.SetParentOrigin( ParentOrigin::CENTER );
865 bool DaliTableView::PauseBackgroundAnimation()
872 void DaliTableView::PauseAnimation()
874 if( mBackgroundAnimsPlaying )
876 for( AnimationListIter animIter = mBackgroundAnimations.begin(); animIter != mBackgroundAnimations.end(); ++animIter )
878 Animation anim = *animIter;
883 mBackgroundAnimsPlaying = false;
887 void DaliTableView::PlayAnimation()
889 if ( !mBackgroundAnimsPlaying )
891 for( AnimationListIter animIter = mBackgroundAnimations.begin(); animIter != mBackgroundAnimations.end(); ++animIter )
893 Animation anim = *animIter;
898 mBackgroundAnimsPlaying = true;
901 mAnimationTimer.SetInterval( BACKGROUND_ANIMATION_DURATION );
904 Dali::Actor DaliTableView::OnKeyboardPreFocusChange( Dali::Actor current, Dali::Actor proposed, Dali::Toolkit::Control::KeyboardFocus::Direction direction )
906 Actor nextFocusActor = proposed;
908 if( !current && !proposed )
910 // Set the initial focus to the first tile in the current page should be focused.
911 nextFocusActor = mPages[mScrollView.GetCurrentPage()].GetChildAt(0);
915 // ScrollView is being focused but nothing in the current page can be focused further
916 // in the given direction. We should work out which page to scroll to next.
917 int currentPage = mScrollView.GetCurrentPage();
918 int newPage = currentPage;
919 if( direction == Dali::Toolkit::Control::KeyboardFocus::LEFT )
923 else if( direction == Dali::Toolkit::Control::KeyboardFocus::RIGHT )
928 newPage = std::max(0, std::min(mTotalPages - 1, newPage));
929 if( newPage == currentPage )
931 if( direction == Dali::Toolkit::Control::KeyboardFocus::LEFT )
933 newPage = mTotalPages - 1;
934 } else if( direction == Dali::Toolkit::Control::KeyboardFocus::RIGHT )
940 // Scroll to the page in the given direction
941 mScrollView.ScrollTo(newPage);
943 if( direction == Dali::Toolkit::Control::KeyboardFocus::LEFT )
945 // Work out the cell position for the last tile
946 int remainingExamples = mExampleList.size() - newPage * EXAMPLES_PER_PAGE;
947 int rowPos = (remainingExamples >= EXAMPLES_PER_PAGE) ? ROWS_PER_PAGE - 1 : ( (remainingExamples % EXAMPLES_PER_PAGE + EXAMPLES_PER_ROW) / EXAMPLES_PER_ROW - 1 );
948 int colPos = remainingExamples >= EXAMPLES_PER_PAGE ? EXAMPLES_PER_ROW - 1 : ( remainingExamples % EXAMPLES_PER_PAGE - rowPos * EXAMPLES_PER_ROW - 1 );
950 // Move the focus to the last tile in the new page.
951 nextFocusActor = mPages[newPage].GetChildAt(rowPos * EXAMPLES_PER_ROW + colPos);
955 // Move the focus to the first tile in the new page.
956 nextFocusActor = mPages[newPage].GetChildAt(0);
960 return nextFocusActor;
963 void DaliTableView::OnFocusedActorActivated( Dali::Actor activatedActor )
967 mPressedActor = activatedActor;
969 // Activate the current focused actor;
970 DoTilePress( mPressedActor, PointState::UP );
974 bool DaliTableView::OnTileHovered( Actor actor, const HoverEvent& event )
976 KeyboardFocusManager::Get().SetCurrentFocusActor( actor );
980 void DaliTableView::OnLogoTapped( Dali::Actor actor, const Dali::TapGesture& tap )
982 // Only show if currently fully hidden. If transitioning-out, the transition will not be interrupted.
983 if ( !mVersionPopup || ( mVersionPopup.GetDisplayState() == Toolkit::Popup::HIDDEN ) )
985 if ( !mVersionPopup )
987 std::ostringstream stream;
988 stream << "DALi Core: " << CORE_MAJOR_VERSION << "." << CORE_MINOR_VERSION << "." << CORE_MICRO_VERSION << std::endl << "(" << CORE_BUILD_DATE << ")\n";
989 stream << "DALi Adaptor: " << ADAPTOR_MAJOR_VERSION << "." << ADAPTOR_MINOR_VERSION << "." << ADAPTOR_MICRO_VERSION << std::endl << "(" << ADAPTOR_BUILD_DATE << ")\n";
990 stream << "DALi Toolkit: " << TOOLKIT_MAJOR_VERSION << "." << TOOLKIT_MINOR_VERSION << "." << TOOLKIT_MICRO_VERSION << std::endl << "(" << TOOLKIT_BUILD_DATE << ")\n";
992 mVersionPopup = Dali::Toolkit::Popup::New();
994 Toolkit::TextLabel titleActor = Toolkit::TextLabel::New( "Version information" );
995 titleActor.SetName( "titleActor" );
996 titleActor.SetProperty( Toolkit::TextLabel::Property::HORIZONTAL_ALIGNMENT, "CENTER" );
998 Toolkit::TextLabel contentActor = Toolkit::TextLabel::New( stream.str() );
999 contentActor.SetName( "contentActor" );
1000 contentActor.SetProperty( Toolkit::TextLabel::Property::MULTI_LINE, true );
1001 contentActor.SetProperty( Toolkit::TextLabel::Property::HORIZONTAL_ALIGNMENT, "CENTER" );
1002 contentActor.SetPadding( Padding( 0.0f, 0.0f, 20.0f, 0.0f ) );
1004 mVersionPopup.SetTitle( titleActor );
1005 mVersionPopup.SetContent( contentActor );
1007 mVersionPopup.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::WIDTH );
1008 mVersionPopup.SetSizeModeFactor( Vector3( 0.75f, 1.0f, 1.0f ) );
1009 mVersionPopup.SetResizePolicy( ResizePolicy::FIT_TO_CHILDREN, Dimension::HEIGHT );
1011 mVersionPopup.OutsideTouchedSignal().Connect( this, &DaliTableView::HideVersionPopup );
1012 Stage::GetCurrent().Add( mVersionPopup );
1015 mVersionPopup.SetDisplayState( Popup::SHOWN );
1019 void DaliTableView::HideVersionPopup()
1021 // Only hide if currently fully shown. If transitioning-in, the transition will not be interrupted.
1022 if ( mVersionPopup && ( mVersionPopup.GetDisplayState() == Toolkit::Popup::SHOWN ) )
1024 mVersionPopup.SetDisplayState( Popup::HIDDEN );