2 * Copyright (c) 2014 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-toolkit/internal/controls/magnifier/magnifier-impl.h>
22 #include <dali/public-api/animation/constraints.h>
23 #include <dali/public-api/common/stage.h>
24 #include <dali/public-api/render-tasks/render-task-list.h>
25 #include <dali/public-api/images/resource-image.h>
29 namespace // unnamed namespace
32 const char* DEFAULT_FRAME_IMAGE_PATH = DALI_IMAGE_DIR "magnifier-image-frame.png";
34 const float IMAGE_BORDER_INDENT = 14.0f; ///< Indent of border in pixels.
37 * ImageBorderSizeConstraint
39 struct ImageBorderSizeConstraint
41 ImageBorderSizeConstraint()
42 : mSizeOffset(Vector3(IMAGE_BORDER_INDENT - 1, IMAGE_BORDER_INDENT - 1, 0.0f) * 2.0f)
46 Vector3 operator()(const Vector3& current,
47 const PropertyInput& referenceSizeProperty)
49 const Vector3& referenceSize = referenceSizeProperty.GetVector3();
51 return referenceSize + mSizeOffset;
54 Vector3 mSizeOffset; ///< The amount to offset the size from referenceSize
57 struct CameraActorPositionConstraint
59 CameraActorPositionConstraint(const Vector2& stageSize, float defaultCameraDistance = 0.0f)
60 : mStageSize(stageSize),
61 mDefaultCameraDistance(defaultCameraDistance)
65 Vector3 operator()(const Vector3& current,
66 const PropertyInput& sourcePositionProperty)
68 const Vector3& sourcePosition = sourcePositionProperty.GetVector3();
70 return Vector3( sourcePosition.x + mStageSize.x * 0.5f,
71 sourcePosition.y + mStageSize.y * 0.5f,
72 sourcePosition.z + mDefaultCameraDistance);
76 float mDefaultCameraDistance;
80 struct RenderTaskViewportPositionConstraint
82 RenderTaskViewportPositionConstraint(const Vector2& stageSize)
83 : mStageSize(stageSize)
87 Vector2 operator()(const Vector2& current,
88 const PropertyInput& positionProperty,
89 const PropertyInput& magnifierSizeProperty,
90 const PropertyInput& magnifierScaleProperty)
92 Vector2 position(positionProperty.GetVector3()); // World position?
94 //position -= mStageSize * 0.5f;
96 // should be updated when:
97 // Magnifier's world position/size/scale/parentorigin/anchorpoint changes.
98 // or Magnifier camera's world position changes.
99 Vector3 size = magnifierSizeProperty.GetVector3() * magnifierScaleProperty.GetVector3();
101 // Reposition, and resize viewport to reflect the world bounds of this Magnifier actor.
102 position.x += (mStageSize.width - size.width) * 0.5f;
103 position.y += (mStageSize.height - size.height) * 0.5f;
111 struct RenderTaskViewportSizeConstraint
113 RenderTaskViewportSizeConstraint()
117 Vector2 operator()(const Vector2& current,
118 const PropertyInput& magnifierSizeProperty,
119 const PropertyInput& magnifierScaleProperty)
121 return Vector2(magnifierSizeProperty.GetVector3() * magnifierScaleProperty.GetVector3());
136 ///////////////////////////////////////////////////////////////////////////////////////////////////
138 ///////////////////////////////////////////////////////////////////////////////////////////////////
140 Dali::Toolkit::Magnifier Magnifier::New()
142 // Create the implementation
143 MagnifierPtr magnifier(new Magnifier());
145 // Pass ownership to CustomActor via derived handle
146 Dali::Toolkit::Magnifier handle(*magnifier);
148 // Second-phase init of the implementation
149 // This can only be done after the CustomActor connection has been made...
150 magnifier->Initialize();
155 Magnifier::Magnifier()
156 : Control( REQUIRES_TOUCH_EVENTS ),
157 mPropertySourcePosition(Property::INVALID_INDEX),
158 mDefaultCameraDistance(1000.f),
159 mActorSize(Vector3::ZERO),
160 mMagnificationFactor(1.0f)
164 void Magnifier::SetSourceActor(Actor actor)
166 mTask.SetSourceActor( actor );
169 void Magnifier::SetSourcePosition(const Vector3& position)
171 Self().SetProperty(mPropertySourcePosition, position);
174 void Magnifier::Initialize()
177 mPropertySourcePosition = self.RegisterProperty( Toolkit::Magnifier::SOURCE_POSITION_PROPERTY_NAME, Vector3::ZERO );
178 Vector2 stageSize(Stage::GetCurrent().GetSize());
181 // sourceActor is a dummy delegate actor that takes the source property position,
182 // and generates a WORLD_POSITION, which is 1 frame behind the source property.
183 // This way the constraints for determining the camera position (source) and those
184 // for determining viewport position use the same 1 frame old values.
185 // A simple i) CameraPos = f(B), ii) B = f(A) set of constraints wont suffice as
186 // although CameraPos will use B, which is A's previous value. The constraint will
187 // not realise that B is still dirty as far as constraint (i) is concerned.
188 // Perhaps this is a bug in the way the constraint system factors into what is dirty
190 mSourceActor = Actor::New();
191 Stage().GetCurrent().Add(mSourceActor);
192 mSourceActor.SetParentOrigin(ParentOrigin::CENTER);
193 Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
194 Source( self, mPropertySourcePosition ),
195 EqualToConstraint() );
196 mSourceActor.ApplyConstraint(constraint);
198 // create the render task this will render content on top of everything
199 // based on camera source position.
200 InitializeRenderTask();
202 // set up some constraints to:
203 // i) reposition (dest) frame actor based on magnifier actor's world position (this is 1 frame delayed)
204 // ii) reposition and resize (dest) the render task's viewport based on magnifier actor's world position (1 frame delayed) & size.
205 // iii) reposition (source) camera actor based on magnifier source actor's world position (this is 1 frame delayed)
207 // Apply constraint to camera's position
208 // Position our camera at the same distance from its target as the default camera is.
209 // The camera position doesn't affect how we render, just what we render (due to near and far clip planes)
210 // NOTE: We can't interrogate the default camera's position as it is not known initially (takes 1 frame
211 // for value to update).
212 // But we can determine the initial position using the same formula:
213 // distance = stage.height * 0.5 / tan(FOV * 0.5)
215 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
216 RenderTask renderTask = taskList.GetTask(0u);
217 float fov = renderTask.GetCameraActor().GetFieldOfView();
218 mDefaultCameraDistance = (stageSize.height * 0.5f) / tanf(fov * 0.5f);
220 // Use a 1 frame delayed source position to determine the camera actor's position.
221 // This is necessary as the viewport is determined by the Magnifier's Actor's World position (which is computed
222 // at the end of the update cycle i.e. after constraints have been applied.)
223 //Property::Index propertySourcePositionDelayed = mCameraActor.RegisterProperty("delayed-source-position", Vector3::ZERO);
225 constraint = Constraint::New<Vector3>( Actor::POSITION,
226 Source( mSourceActor, Actor::WORLD_POSITION ),
227 CameraActorPositionConstraint(stageSize, mDefaultCameraDistance) );
228 mCameraActor.ApplyConstraint(constraint);
230 // Apply constraint to render-task viewport position
231 constraint = Constraint::New<Vector2>( RenderTask::VIEWPORT_POSITION,
232 Source( self, Actor::WORLD_POSITION ),//mPropertySourcePosition ),
233 Source( self, Actor::SIZE ),
234 Source( self, Actor::WORLD_SCALE),
235 RenderTaskViewportPositionConstraint(stageSize) );
236 mTask.ApplyConstraint(constraint);
238 // Apply constraint to render-task viewport position
239 constraint = Constraint::New<Vector2>( RenderTask::VIEWPORT_SIZE,
240 Source( self, Actor::SIZE ),
241 Source( self, Actor::WORLD_SCALE),
242 RenderTaskViewportSizeConstraint() );
243 mTask.ApplyConstraint(constraint);
246 Magnifier::~Magnifier()
251 void Magnifier::InitializeRenderTask()
253 Stage stage = Stage::GetCurrent();
255 RenderTaskList taskList = stage.GetRenderTaskList();
257 mTask = taskList.CreateTask();
258 mTask.SetInputEnabled(false);
259 mTask.SetClearColor(Vector4(0.5f, 0.5f, 0.5f, 1.0f));
260 mTask.SetClearEnabled(true);
262 mCameraActor = CameraActor::New();
263 mCameraActor.SetType(Camera::FREE_LOOK);
264 mCameraActor.SetRotation(Quaternion(M_PI, Vector3::YAXIS)); // Look at stage
266 stage.Add(mCameraActor);
267 mTask.SetCameraActor( mCameraActor );
269 SetFrameVisibility(true);
272 bool Magnifier::GetFrameVisibility() const
277 void Magnifier::SetFrameVisibility(bool visible)
279 if(visible && !mFrame)
283 Image image = ResourceImage::New( DEFAULT_FRAME_IMAGE_PATH );
284 mFrame = ImageActor::New( image );
285 mFrame.SetDrawMode(DrawMode::OVERLAY);
286 mFrame.SetStyle( ImageActor::STYLE_NINE_PATCH );
287 mFrame.SetPositionInheritanceMode(DONT_INHERIT_POSITION);
288 mFrame.SetInheritScale(true);
290 Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
291 ParentSource(Actor::WORLD_POSITION),
292 EqualToConstraint());
293 mFrame.ApplyConstraint( constraint );
295 mFrame.SetNinePatchBorder( Vector4::ONE * IMAGE_BORDER_INDENT );
298 Vector3 sizeOffset(IMAGE_BORDER_INDENT*2.f - 2.f, IMAGE_BORDER_INDENT*2.f - 2.f, 0.0f);
299 mFrame.SetSize(mActorSize + sizeOffset);
301 else if(!visible && mFrame)
303 UnparentAndReset(mFrame);
307 void Magnifier::OnControlSizeSet(const Vector3& targetSize)
311 Vector3 sizeOffset(IMAGE_BORDER_INDENT*2.f - 2.f, IMAGE_BORDER_INDENT*2.f - 2.f, 0.0f);
312 mFrame.SetSize(targetSize + sizeOffset);
315 // TODO: Once Camera/CameraActor properties function as proper animatable properties
316 // this code can disappear.
317 // whenever the size of the magnifier changes, the field of view needs to change
318 // to compensate for the new size of the viewport. this cannot be done within
319 // a constraint yet as Camera/CameraActor properties are not animatable/constrainable.
320 mActorSize = targetSize;
324 float Magnifier::GetMagnificationFactor() const
326 return mMagnificationFactor;
329 void Magnifier::SetMagnificationFactor(float value)
331 mMagnificationFactor = value;
335 void Magnifier::Update()
337 // TODO: Make Camera settings (fieldofview/aspectratio) as animatable constraints.
339 // should be updated when:
340 // Magnifier's world size/scale changes.
342 Vector3 worldSize = mActorSize * self.GetCurrentWorldScale();
344 // Adjust field of view to scale content
353 // |/ <--- fov/2 radians.
355 const float fov = atanf( 0.5f * worldSize.height / mDefaultCameraDistance / mMagnificationFactor) * 2.0f;
356 mCameraActor.SetFieldOfView( fov );
358 // Adjust aspect ratio to compensate for rectangular viewports.
359 mCameraActor.SetAspectRatio( worldSize.width / worldSize.height );
362 } // namespace Internal
364 } // namespace Toolkit