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/actors/image-actor.h>
23 #include <dali/public-api/animation/constraints.h>
24 #include <dali/public-api/common/stage.h>
25 #include <dali/public-api/render-tasks/render-task-list.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());
180 Layer dummyLayer = Layer::New();
181 Stage().GetCurrent().Add(dummyLayer);
182 dummyLayer.SetParentOrigin(ParentOrigin::CENTER);
185 // sourceActor is a dummy delegate actor that takes the source property position,
186 // and generates a WORLD_POSITION, which is 1 frame behind the source property.
187 // This way the constraints for determining the camera position (source) and those
188 // for determining viewport position use the same 1 frame old values.
189 // A simple i) CameraPos = f(B), ii) B = f(A) set of constraints wont suffice as
190 // although CameraPos will use B, which is A's previous value. The constraint will
191 // not realise that B is still dirty as far as constraint (i) is concerned.
192 // Perhaps this is a bug in the way the constraint system factors into what is dirty
194 mSourceActor = Actor::New();
195 dummyLayer.Add(mSourceActor);
196 mSourceActor.SetParentOrigin(ParentOrigin::CENTER);
197 Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
198 Source( self, mPropertySourcePosition ),
199 EqualToConstraint() );
200 mSourceActor.ApplyConstraint(constraint);
202 // create the render task this will render content on top of everything
203 // based on camera source position.
204 InitializeRenderTask();
206 // set up some constraints to:
207 // i) reposition (dest) frame actor based on magnifier actor's world position (this is 1 frame delayed)
208 // ii) reposition and resize (dest) the render task's viewport based on magnifier actor's world position (1 frame delayed) & size.
209 // iii) reposition (source) camera actor based on magnifier source actor's world position (this is 1 frame delayed)
211 // Apply constraint to camera's position
212 // Position our camera at the same distance from its target as the default camera is.
213 // The camera position doesn't affect how we render, just what we render (due to near and far clip planes)
214 // NOTE: We can't interrogate the default camera's position as it is not known initially (takes 1 frame
215 // for value to update).
216 // But we can determine the initial position using the same formula:
217 // distance = stage.height * 0.5 / tan(FOV * 0.5)
219 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
220 RenderTask renderTask = taskList.GetTask(0u);
221 float fov = renderTask.GetCameraActor().GetFieldOfView();
222 mDefaultCameraDistance = (stageSize.height * 0.5f) / tanf(fov * 0.5f);
224 // Use a 1 frame delayed source position to determine the camera actor's position.
225 // This is necessary as the viewport is determined by the Magnifier's Actor's World position (which is computed
226 // at the end of the update cycle i.e. after constraints have been applied.)
227 //Property::Index propertySourcePositionDelayed = mCameraActor.RegisterProperty("delayed-source-position", Vector3::ZERO);
229 constraint = Constraint::New<Vector3>( Actor::POSITION,
230 Source( mSourceActor, Actor::WORLD_POSITION ),
231 CameraActorPositionConstraint(stageSize, mDefaultCameraDistance) );
232 mCameraActor.ApplyConstraint(constraint);
234 // Apply constraint to render-task viewport position
235 constraint = Constraint::New<Vector2>( RenderTask::VIEWPORT_POSITION,
236 Source( self, Actor::WORLD_POSITION ),//mPropertySourcePosition ),
237 Source( self, Actor::SIZE ),
238 Source( self, Actor::WORLD_SCALE),
239 RenderTaskViewportPositionConstraint(stageSize) );
240 mTask.ApplyConstraint(constraint);
242 // Apply constraint to render-task viewport position
243 constraint = Constraint::New<Vector2>( RenderTask::VIEWPORT_SIZE,
244 Source( self, Actor::SIZE ),
245 Source( self, Actor::WORLD_SCALE),
246 RenderTaskViewportSizeConstraint() );
247 mTask.ApplyConstraint(constraint);
250 Magnifier::~Magnifier()
255 void Magnifier::InitializeRenderTask()
257 Stage stage = Stage::GetCurrent();
259 RenderTaskList taskList = stage.GetRenderTaskList();
261 mTask = taskList.CreateTask();
262 mTask.SetInputEnabled(false);
263 mTask.SetClearColor(Vector4(0.5f, 0.5f, 0.5f, 1.0f));
264 mTask.SetClearEnabled(true);
266 mCameraActor = CameraActor::New();
267 mCameraActor.SetType(Camera::FREE_LOOK);
268 mCameraActor.SetRotation(Quaternion(M_PI, Vector3::YAXIS)); // Look at stage
270 stage.Add(mCameraActor);
271 mTask.SetCameraActor( mCameraActor );
273 SetFrameVisibility(true);
276 bool Magnifier::GetFrameVisibility() const
281 void Magnifier::SetFrameVisibility(bool visible)
283 if(visible && !mFrameLayer)
287 Layer mFrameLayer = Layer::New();
288 mFrameLayer.SetParentOrigin( ParentOrigin::CENTER );
289 Stage::GetCurrent().Add(mFrameLayer);
291 Image image = Image::New( DEFAULT_FRAME_IMAGE_PATH );
292 ImageActor frame = ImageActor::New( image );
293 frame.SetDrawMode(DrawMode::OVERLAY);
294 frame.SetStyle( ImageActor::STYLE_NINE_PATCH );
296 frame.SetNinePatchBorder( Vector4::ONE * IMAGE_BORDER_INDENT );
297 mFrameLayer.Add(frame);
299 // Apply position constraint to the frame
300 Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
301 Source( self, Actor::WORLD_POSITION ),
302 EqualToConstraint() );
303 frame.ApplyConstraint(constraint);
305 // Apply scale constraint to the frame
306 constraint = Constraint::New<Vector3>( Actor::SCALE,
307 Source( self, Actor::SCALE ),
308 EqualToConstraint() );
309 frame.ApplyConstraint(constraint);
311 Source(self, Actor::SCALE),
313 // Apply size constraint to the the frame
314 constraint = Constraint::New<Vector3>(Actor::SIZE,
315 Source(self, Actor::SIZE),
316 ImageBorderSizeConstraint());
317 frame.ApplyConstraint(constraint);
319 else if(!visible && mFrameLayer)
321 Stage::GetCurrent().Remove(mFrameLayer);
326 void Magnifier::OnControlSizeSet(const Vector3& targetSize)
328 // TODO: Once Camera/CameraActor properties function as proper animatable properties
329 // this code can disappear.
330 // whenever the size of the magnifier changes, the field of view needs to change
331 // to compensate for the new size of the viewport. this cannot be done within
332 // a constraint yet as Camera/CameraActor properties are not animatable/constrainable.
333 mActorSize = targetSize;
337 float Magnifier::GetMagnificationFactor() const
339 return mMagnificationFactor;
342 void Magnifier::SetMagnificationFactor(float value)
344 mMagnificationFactor = value;
348 void Magnifier::Update()
350 // TODO: Make Camera settings (fieldofview/aspectratio) as animatable constraints.
352 // should be updated when:
353 // Magnifier's world size/scale changes.
355 Vector3 worldSize = mActorSize * self.GetCurrentWorldScale();
357 // Adjust field of view to scale content
366 // |/ <--- fov/2 radians.
368 const float fov = atanf( 0.5f * worldSize.height / mDefaultCameraDistance / mMagnificationFactor) * 2.0f;
369 mCameraActor.SetFieldOfView( fov );
371 // Adjust aspect ratio to compensate for rectangular viewports.
372 mCameraActor.SetAspectRatio( worldSize.width / worldSize.height );
375 } // namespace Internal
377 } // namespace Toolkit