-//
-// Copyright (c) 2014 Samsung Electronics Co., Ltd.
-//
-// Licensed under the Flora License, Version 1.0 (the License);
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-// http://floralicense.org/license/
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an AS IS BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
+/*
+ * Copyright (c) 2014 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
#include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-overshoot-indicator-impl.h>
#include <dali-toolkit/internal/controls/scrollable/scrollable-impl.h>
#include <dali-toolkit/public-api/controls/scrollable/scroll-view/scroll-view.h>
+#include <dali-toolkit/public-api/controls/default-controls/solid-color-actor.h>
using namespace Dali;
namespace Internal
{
-const char* OVERSHOOT_OVERLAY_IMAGE_PATH = DALI_IMAGE_DIR "scroll_overshoot.png";
-const char* OVERSHOOT_OVERLAY_RIPPLE_IMAGE_PATH = DALI_IMAGE_DIR "overshoot_ripple.png";
const float DEFAULT_MAX_OVERSHOOT_HEIGHT = 36.0f; // 36 pixels
const Rect<int> OVERSHOOT_RIPPLE_IMAGE_1_PIXEL_AREA( 0, 0, 720, 58 );
const float DEFAULT_OVERSHOOT_ANIMATION_DURATION = 0.35f; // time in seconds
}
-ScrollOvershootEffectGradient::ScrollOvershootEffectGradient(bool vertical) :
- ScrollOvershootEffect(vertical),
- mMaxOvershootImageSize(DEFAULT_MAX_OVERSHOOT_HEIGHT)
-{
- Image overshootImage = Image::New( OVERSHOOT_OVERLAY_IMAGE_PATH );
- mOvershootImage = ImageActor::New( overshootImage );
- mOvershootImage.SetParentOrigin(ParentOrigin::TOP_LEFT);
- mOvershootImage.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- mOvershootImage.SetDrawMode(DrawMode::OVERLAY);
-}
-
-void ScrollOvershootEffectGradient::Apply(Scrollable& scrollable)
-{
- Actor scrollableActor = scrollable.Self();
- int overshootXPropertyIndex = scrollableActor.GetPropertyIndex(Toolkit::ScrollView::SCROLL_OVERSHOOT_X_PROPERTY_NAME);
- int overshootYPropertyIndex = scrollableActor.GetPropertyIndex(Toolkit::ScrollView::SCROLL_OVERSHOOT_Y_PROPERTY_NAME);
-
- Constraint constraint = Constraint::New<Vector3>( Actor::SIZE,
- Source( scrollableActor, overshootXPropertyIndex ),
- Source( scrollableActor, overshootYPropertyIndex ),
- Source( scrollableActor, Actor::SIZE ),
- boost::bind( &ScrollOvershootEffectGradient::SizeConstraint, this, _1, _2, _3, _4) );
- mSizeConstraint = mOvershootImage.ApplyConstraint(constraint);
-
- constraint = Constraint::New<Quaternion>( Actor::ROTATION,
- Source( scrollableActor, overshootXPropertyIndex ),
- Source( scrollableActor, overshootYPropertyIndex ),
- boost::bind( &ScrollOvershootEffectGradient::RotationConstraint, this, _1, _2, _3) );
- mRotationConstraint = mOvershootImage.ApplyConstraint(constraint);
-
- constraint = Constraint::New<Vector3>( Actor::POSITION,
- Source( scrollableActor, Actor::SIZE ),
- Source( scrollableActor, overshootXPropertyIndex ),
- Source( scrollableActor, overshootYPropertyIndex ),
- boost::bind( &ScrollOvershootEffectGradient::PositionConstraint, this, _1, _2, _3, _4) );
- mPositionConstraint = mOvershootImage.ApplyConstraint(constraint);
-
- constraint = Constraint::New<bool>( Actor::VISIBLE,
- Source( scrollableActor, IsVertical() ? scrollableActor.GetPropertyIndex(Scrollable::SCROLLABLE_CAN_SCROLL_VERTICAL) : scrollableActor.GetPropertyIndex(Scrollable::SCROLLABLE_CAN_SCROLL_HORIZONTAL)),
- boost::bind( &ScrollOvershootEffectGradient::VisibilityConstraint, this, _1, _2) );
- mVisibilityConstraint = mOvershootImage.ApplyConstraint(constraint);
- scrollable.AddOverlay(mOvershootImage);
- SetPropertyNotifications(scrollableActor);
-}
-
-void ScrollOvershootEffectGradient::Remove(Scrollable& scrollable)
-{
- if(mOvershootImage)
- {
- if(mSizeConstraint)
- {
- mOvershootImage.RemoveConstraint(mSizeConstraint);
- mSizeConstraint = NULL;
- }
- if(mRotationConstraint)
- {
- mOvershootImage.RemoveConstraint(mRotationConstraint);
- mRotationConstraint = NULL;
- }
- if(mPositionConstraint)
- {
- mOvershootImage.RemoveConstraint(mPositionConstraint);
- mPositionConstraint = NULL;
- }
- if(mVisibilityConstraint)
- {
- mOvershootImage.RemoveConstraint(mVisibilityConstraint);
- mVisibilityConstraint = NULL;
- }
- scrollable.RemoveOverlay(mOvershootImage);
- }
-}
-
-Vector3 ScrollOvershootEffectGradient::SizeConstraint(const Vector3& current,
- const PropertyInput& overshootPropertyX, const PropertyInput& overshootPropertyY,
- const PropertyInput& parentSizeProperty)
-{
- float overshootx = overshootPropertyX.GetFloat();
- float overshooty = overshootPropertyY.GetFloat();
- const Vector3 parentSize = parentSizeProperty.GetVector3();
-
- float overlayWidth = IsVertical() ? parentSize.x : parentSize.y;
- float overlayHeight = mMaxOvershootImageSize * fabsf(IsVertical() ? overshooty : overshootx);
-
- return Vector3(overlayWidth, overlayHeight, current.z);
-}
-
-Quaternion ScrollOvershootEffectGradient::RotationConstraint(const Quaternion& current,
- const PropertyInput& overshootPropertyX, const PropertyInput& overshootPropertyY)
-{
- float overshootx = overshootPropertyX.GetFloat();
- float overshooty = overshootPropertyY.GetFloat();
-
- Quaternion rotation;
-
- if(IsVertical())
- {
- if(overshooty < -Math::MACHINE_EPSILON_0)
- {
- rotation = Quaternion(Math::PI, Vector3::ZAXIS);
- }
- else if(overshooty > Math::MACHINE_EPSILON_0)
- {
- rotation = Quaternion(0.0f, Vector3::ZAXIS);
- }
- }
- else
- {
- if(overshootx < -Math::MACHINE_EPSILON_0)
- {
- rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
- }
- else if(overshootx > Math::MACHINE_EPSILON_0)
- {
- rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
- }
- }
-
- return rotation;
-}
-
-Vector3 ScrollOvershootEffectGradient::PositionConstraint(const Vector3& current,
- const PropertyInput& parentSizeProperty,
- const PropertyInput& overshootPropertyX, const PropertyInput& overshootPropertyY)
-{
- float overshootx = overshootPropertyX.GetFloat();
- float overshooty = overshootPropertyY.GetFloat();
- const Vector3 parentSize = parentSizeProperty.GetVector3();
-
- Vector3 relativeOffset = Vector3::ZERO;
-
- if(IsVertical())
- {
- if(overshooty > Math::MACHINE_EPSILON_0)
- {
- relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
- }
- else if (overshooty < -Math::MACHINE_EPSILON_0)
- {
- relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
- }
- }
- else
- {
- if(overshootx > Math::MACHINE_EPSILON_0)
- {
- relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
- }
- else if (overshootx < -Math::MACHINE_EPSILON_0)
- {
- relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
- }
- }
-
- return relativeOffset * parentSize;
-}
-
-bool ScrollOvershootEffectGradient::VisibilityConstraint(const bool& current,
- const PropertyInput& canScrollProperty)
-{
- return canScrollProperty.GetBoolean();
-}
-
-ScrollOvershootEffectGradientPtr ScrollOvershootEffectGradient::New(bool vertical)
-{
- return new ScrollOvershootEffectGradient(vertical);
-}
-
-namespace
-{
-
-const std::string OVERSHOOT_PROPERTY_NAME( "uOvershoot" );
-const std::string OVERSHOOT_IMAGE_COUNT_PROPERTY_NAME( "uOvershootImageCount" );
-
-} // namespace
-
-OvershootRippleEffect::OvershootRippleEffect()
-{
-}
-
-//Call the Parent copy constructor to add reference to the implementation for this object
-OvershootRippleEffect::OvershootRippleEffect(ShaderEffect handle)
-:ShaderEffect(handle)
-{
-}
-
-OvershootRippleEffect::~OvershootRippleEffect()
-{
-}
-
-OvershootRippleEffect OvershootRippleEffect::New()
-{
- std::string vertextShader(
- "precision mediump float; \n"
- "uniform float uOvershoot; \n"
- "uniform float uOvershootImageCount; \n"
- "void main() \n"
- "{ \n"
- " gl_Position = uProjection * uModelView * vec4(aPosition, 1.0); \n"
- " vTexCoord = aTexCoord; \n"
- " vTexCoord.y += (1.0 / uOvershootImageCount) * min(floor((abs(uOvershoot) * (uOvershootImageCount - 1.0)) + 0.5), (uOvershootImageCount - 1.0)); \n"
- "} \n" );
-
- std::string fragmentShader(
- "void main() \n"
- "{ \n"
- " gl_FragColor = texture2D(sTexture, vTexCoord); \n"
- "} \n" );
-
- // Create the implementation, temporarily owned on stack,
- Dali::ShaderEffect shaderEffectCustom = Dali::ShaderEffect::New(
- vertextShader,
- fragmentShader);
-
- /* Pass ownership to OvershootRippleEffect through overloaded constructor, So that it now has access to the
- Dali::ShaderEffect implementation */
- OvershootRippleEffect handle( shaderEffectCustom );
- handle.SetUniform(OVERSHOOT_PROPERTY_NAME, 0.0f);
- handle.SetUniform(OVERSHOOT_IMAGE_COUNT_PROPERTY_NAME, 10.0f);
- return handle;
-}
-
-void OvershootRippleEffect::SetOvershoot( float overshoot )
-{
- SetUniform( OVERSHOOT_PROPERTY_NAME, overshoot );
-}
-
-void OvershootRippleEffect::SetOvershootImageCount( float imageCount )
-{
- SetUniform( OVERSHOOT_IMAGE_COUNT_PROPERTY_NAME, imageCount );
-}
-
-const std::string& OvershootRippleEffect::GetOvershootPropertyName() const
-{
- return OVERSHOOT_PROPERTY_NAME;
-}
-
-const std::string& OvershootRippleEffect::GetOvershootImageCountPropertyName() const
-{
- return OVERSHOOT_IMAGE_COUNT_PROPERTY_NAME;
-}
-
ScrollOvershootEffectRipple::ScrollOvershootEffectRipple(bool vertical) :
ScrollOvershootEffect(vertical),
mMaxOvershootImageSize(DEFAULT_MAX_OVERSHOOT_HEIGHT)
{
- mRippleEffect = OvershootRippleEffect::New();
- Image overshootImage = Image::New( OVERSHOOT_OVERLAY_RIPPLE_IMAGE_PATH );
- mOvershootImage = ImageActor::New( overshootImage );
+ mRippleEffect = BouncingEffect::New(Scrollable::DEFAULT_OVERSHOOT_COLOUR);
+ mOvershootImage = CreateSolidColorActor(Vector4::ONE);
mOvershootImage.SetParentOrigin(ParentOrigin::TOP_LEFT);
mOvershootImage.SetAnchorPoint(AnchorPoint::TOP_LEFT);
mOvershootImage.SetDrawMode(DrawMode::OVERLAY);
mOvershootImage.SetShaderEffect(mRippleEffect);
- mOvershootImage.SetPixelArea(OVERSHOOT_RIPPLE_IMAGE_1_PIXEL_AREA);
mOvershootImage.SetVisible(false);
mAnimatingOvershootOn = false;
mAnimateOvershootOff = false;
mAnimatingOvershootOn = false;
mAnimateOvershootOff = false;
mOvershootImage.SetVisible(false);
- mRippleEffect.SetUniform(mRippleEffect.GetOvershootPropertyName(), 0.0f);
+ mRippleEffect.SetProgressRate(0.0f);
if(mScrollOvershootAnimation)
{
mScrollOvershootAnimation.Clear();
void ScrollOvershootEffectRipple::UpdateConstraints(Actor& scrollable)
{
- int overshootPropertyIndex = mRippleEffect.GetPropertyIndex(mRippleEffect.GetOvershootPropertyName());
+ int overshootPropertyIndex = mRippleEffect.GetPropertyIndex(mRippleEffect.GetProgressRatePropertyName());
Constraint constraint;
if(!mSizeConstraint)
{
// make sure we animate back if needed
mAnimateOvershootOff = (!animatingOn && mAnimatingOvershootOn);
- int overShootProperty = mRippleEffect.GetPropertyIndex(mRippleEffect.GetOvershootPropertyName());
+ int overShootProperty = mRippleEffect.GetPropertyIndex(mRippleEffect.GetProgressRatePropertyName());
float currentOvershoot = mRippleEffect.GetProperty<float>(overShootProperty);
if(((currentOvershoot < 0.0f && overshootAmount > 0.0f)
|| (currentOvershoot > 0.0f && overshootAmount < 0.0f)))