2 // Copyright (c) 2014 Samsung Electronics Co., Ltd.
4 // Licensed under the Flora License, Version 1.0 (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://floralicense.org/license/
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 "view-impl.h"
34 namespace // to register type
39 return Toolkit::View::New();
42 TypeRegistration typeRegistration( typeid(Toolkit::View), typeid(Toolkit::Control), Create );
44 SignalConnectorType signalConnector1( typeRegistration, Toolkit::View::SIGNAL_ORIENTATION_ANIMATION_START , &View::DoConnectSignal );
51 const float ROTATION_ANIMATION_DURATION = 0.5f;
55 Toolkit::View View::New( bool fullscreen )
57 // Create the implementation, temporarily owned by this handle on stack
58 IntrusivePtr< View > internalView = new View(fullscreen);
60 // Pass ownership to CustomActor handle
61 Toolkit::View view( *internalView );
63 // Second-phase init of the implementation
64 // This can only be done after the CustomActor connection has been made...
65 internalView->Initialize();
70 Layer View::GetContentLayer( unsigned int index ) const
72 // Returns the layer stored in the layer map.
75 LayerConstIt it = mContentLayers.find( index );
77 if( it != mContentLayers.end() )
85 unsigned int View::AddContentLayer( Layer layer )
88 DALI_ASSERT_ALWAYS( layer );
90 unsigned int index = mNextLayerIndex;
91 LayerIt it = FindLayer( layer );
93 if( it == mContentLayers.end() )
95 // Add layer to the custom actor.
99 mContentLayers[mNextLayerIndex] = layer;
101 // Increase the index.
108 void View::RemoveContentLayer( Layer layer )
110 // Check if layer was added in this view.
111 LayerIt it = FindLayer( layer );
112 if( it != mContentLayers.end() )
114 // Remove layer from custom actor.
115 Self().Remove( layer );
117 // Remove layer from layer map.
118 mContentLayers.erase( it );
122 Layer View::GetBackgroundLayer() const
124 return mBackgroundLayer;
127 void View::SetBackground( ImageActor backgroundImage )
129 // Create background layer if doesn't exist.
131 if( !mBackgroundLayer )
133 mBackgroundLayer = Layer::New();
135 mBackgroundLayer.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
136 mBackgroundLayer.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) );
138 // Add background layer to custom actor.
139 Self().Add( mBackgroundLayer );
141 // Drop the background layer
143 DALI_ASSERT_ALWAYS( mBackgroundLayer.OnStage() ); // We need to be on-stage to drop the layer
144 mBackgroundLayer.LowerToBottom();
148 // It removes the old background
149 if( 0 < mBackgroundLayer.GetChildCount() )
151 mBackgroundLayer.Remove( mBackgroundLayer.GetChildAt(0) );
155 backgroundImage.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
156 Constraint constraint = Constraint::New<Vector3>(
158 LocalSource( Actor::SIZE ),
159 ParentSource( Actor::SIZE ),
160 ScaleToFillXYKeepAspectRatioConstraint() );
161 backgroundImage.ApplyConstraint( constraint );
162 mBackgroundLayer.Add( backgroundImage );
165 void View::SetOrientationFunction( Degree portrait, Degree landscale, Degree portraitInverse, Degree landscapeInverse )
167 mOrientationFunction[View::PORTRAIT] = portrait;
168 mOrientationFunction[View::LANDSCAPE] = landscale;
169 mOrientationFunction[View::PORTRAIT_INVERSE] = portraitInverse;
170 mOrientationFunction[View::LANDSCAPE_INVERSE] = landscapeInverse;
173 void View::OrientationChanged( Dali::Orientation orientation )
175 // Nothing to do if orientation doesn't really change.
176 if ( orientation.GetDegrees() == mOrientation || !mAutoRotateEnabled )
181 mOrientation = orientation.GetDegrees();
183 // has parent so we expect it to be on stage
184 mRotateAnimation = Animation::New( ROTATION_ANIMATION_DURATION );
185 mRotateAnimation.RotateTo( Self(), Degree( -orientation.GetDegrees() ), Vector3::ZAXIS, AlphaFunctions::EaseOut );
190 const Vector2& stageSize( Stage::GetCurrent().GetSize() );
191 const Vector3& currentSize( Self().GetCurrentSize() );
193 float minSize = std::min( stageSize.width, stageSize.height );
194 float maxSize = std::max( stageSize.width, stageSize.height );
197 View::Orientation viewOrientation = DegreeToViewOrientation( Degree( orientation.GetDegrees() ) );
198 switch( viewOrientation )
200 case View::PORTRAIT: // Fallthrough
201 case View::PORTRAIT_INVERSE:
202 targetSize = Vector3( minSize, maxSize, currentSize.depth );
204 case View::LANDSCAPE: // Fallthrough
205 case View::LANDSCAPE_INVERSE:
206 targetSize = Vector3( maxSize, minSize, currentSize.depth );
209 DALI_ASSERT_ALWAYS( false );
212 // if we linearly resize from portrait to landscape halfway through the animation
213 // we get size which is square between the both. This would cause a square image to grow
214 // if it is fitted to be 100% of view size. Therefore we do a nonlinear size animation
215 // where we shrink faster
217 if( targetSize.width > currentSize.width )
219 // width grows, shrink height faster
220 Vector3 shrink( currentSize );shrink.height = targetSize.height;
221 mRotateAnimation.Resize( Self(), shrink, AlphaFunctions::EaseOut, 0.0f, ROTATION_ANIMATION_DURATION * 0.5f );
222 mRotateAnimation.Resize( Self(), targetSize, AlphaFunctions::EaseIn, 0.0f, ROTATION_ANIMATION_DURATION );
226 // height grows, shrink width faster
227 Vector3 shrink( currentSize );shrink.width = targetSize.width;
228 mRotateAnimation.Resize( Self(), shrink, AlphaFunctions::EaseOut, 0.0f, ROTATION_ANIMATION_DURATION * 0.5f );
229 mRotateAnimation.Resize( Self(), targetSize, AlphaFunctions::EaseIn, 0.0f, ROTATION_ANIMATION_DURATION );
233 mRotateAnimation.SetDestroyAction( Animation::Bake );
235 Toolkit::View handle( GetOwner() );
236 mOrientationAnimationStartedSignalV2.Emit( handle, mRotateAnimation, orientation );
238 mRotateAnimation.Play();
241 void View::SetAutoRotate( bool enabled )
243 mAutoRotateEnabled = enabled;
246 Toolkit::View::OrientationAnimationStartedSignalV2& View::OrientationAnimationStartedSignal()
248 return mOrientationAnimationStartedSignalV2;
251 bool View::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
253 Dali::BaseHandle handle( object );
255 bool connected( true );
256 Toolkit::View view = Toolkit::View::DownCast(handle);
258 if( Toolkit::View::SIGNAL_ORIENTATION_ANIMATION_START == signalName )
260 view.OrientationAnimationStartedSignal().Connect( tracker, functor );
264 // signalName does not match any signal
271 View::View(bool fullscreen)
272 : Control( false ), // doesn't require touch events
274 mFullScreen(fullscreen),
276 mNextLayerIndex( 0 ),
277 mOrientationFunction(),
278 mAutoRotateEnabled( true )
280 mOrientationFunction[View::PORTRAIT] = 0.f;
281 mOrientationFunction[View::LANDSCAPE] = 90.f;
282 mOrientationFunction[View::PORTRAIT_INVERSE] = 180.f;
283 mOrientationFunction[View::LANDSCAPE_INVERSE] = 270.f;
290 void View::OnInitialize()
292 Self().SetAnchorPoint( AnchorPoint::CENTER );
293 Self().SetParentOrigin( ParentOrigin::CENTER );
297 Self().SetSize( Stage::GetCurrent().GetSize() );
301 View::Orientation View::DegreeToViewOrientation( Degree degree )
303 View::Orientation orientation = PORTRAIT;
305 if( fabsf( mOrientationFunction[PORTRAIT] - degree ) <= GetRangedEpsilon( mOrientationFunction[PORTRAIT], degree ) )
307 orientation = PORTRAIT;
309 else if( fabsf( mOrientationFunction[LANDSCAPE] - degree ) <= GetRangedEpsilon( mOrientationFunction[LANDSCAPE], degree ) )
311 orientation = LANDSCAPE;
313 else if( fabsf( mOrientationFunction[PORTRAIT_INVERSE] - degree ) <= GetRangedEpsilon( mOrientationFunction[PORTRAIT_INVERSE], degree ) )
315 orientation = PORTRAIT_INVERSE;
317 else if( fabsf( mOrientationFunction[LANDSCAPE_INVERSE] - degree ) <= GetRangedEpsilon( mOrientationFunction[LANDSCAPE_INVERSE], degree ) )
319 orientation = LANDSCAPE_INVERSE;
325 View::LayerIt View::FindLayer( Layer layer )
327 for( LayerIt it = mContentLayers.begin(); it != mContentLayers.end(); ++it )
329 if(layer == it->second)
335 return mContentLayers.end();
338 } // namespace Internal
340 } // namespace Toolkit