Simple implementation of ImageView.
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / controls / image-view / image-view-impl.cpp
index 52b2536..7cfdb07 100644 (file)
-//
 // 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.
-//
 
-#include <dali-toolkit/internal/controls/image-view/image-view-impl.h>
-#include <dali-toolkit/public-api/shader-effects/distance-field-effect.h>
+// CLASS HEADER
+#include "image-view-impl.h"
 
-using namespace Dali;
+// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/controls/image-view/image-view.h>
 
-namespace
+// EXTERNAL INCLUDES
+#include <dali/public-api/images/resource-image.h>
+#include <dali/public-api/object/type-registry.h>
+#include <dali/devel-api/object/type-registry-helper.h>
+#include <dali/devel-api/scripting/scripting.h>
+
+namespace Dali
 {
-//Type registration
-BaseHandle Create()
+
+namespace Toolkit
 {
-  return Toolkit::ImageView::New();
-}
-TypeRegistration mType( typeid(Toolkit::ImageView), typeid(Toolkit::Control), Create );
 
-  /**
-   * CameraDetailConstraint, generates detail value
-   * based on camera's position and ImageView's position.
-   */
-  struct CameraDetailConstraint
-  {
-    CameraDetailConstraint(float detailFactor)
-      : mDetailFactor(detailFactor)
-    {
+namespace Internal
+{
 
-    }
+namespace
+{
 
-    float operator()(const float&    current,
-                     const PropertyInput& propertyTargetPosition,
-                     const PropertyInput& propertySourcePosition)
-    {
-      const Vector3& targetPosition = propertyTargetPosition.GetVector3();
-      const Vector3& sourcePosition = propertySourcePosition.GetVector3();
-      const float distance = (targetPosition - sourcePosition).Length();
-      const float detail = mDetailFactor / distance;
+#define MAKE_SHADER(A)#A
 
-      return detail;
-    }
+const char* VERTEX_SHADER = MAKE_SHADER(
+  attribute mediump vec2 aPosition;
+  attribute highp vec2 aTexCoord;
+  varying mediump vec2 vTexCoord;
+  uniform mediump mat4 uMvpMatrix;
+  uniform mediump vec3 uSize;
 
-    const float mDetailFactor;
-  };
+  void main()
+  {
+    mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);
+    // TODO scale by the actor size when we are using RendererFactor generated renderers with a shared unit sized mesh: vertexPosition.xyz *= uSize;
+    vertexPosition = uMvpMatrix * vertexPosition;
 
-} // unnamed namespace
+    vTexCoord = aTexCoord;
+    gl_Position = vertexPosition;
+  }
+);
 
-namespace Dali
-{
+const char* FRAGMENT_SHADER = MAKE_SHADER(
+  varying mediump vec2 vTexCoord;
+  uniform sampler2D sTexture;
+  uniform lowp vec4 uColor;
 
-namespace Toolkit
-{
+  void main()
+  {
+    gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;
+  }
+);
 
-namespace Internal
+//TODO: remove when RendererFactory is implemented, so if there are multiple images that render as quads we only end up with one instance of geometry
+Geometry CreateGeometry( int width, int height )
 {
+  // Create vertices
+  const float halfWidth = width * .5f;
+  const float halfHeight = height * .5f;
+  struct TexturedQuadVertex { Vector2 position; Vector2 textureCoordinates; };
+    TexturedQuadVertex texturedQuadVertexData[4] = { { Vector2(-halfWidth, -halfHeight), Vector2(0.f, 0.f) },
+                                                     { Vector2( halfWidth, -halfHeight), Vector2(1.f, 0.f) },
+                                                     { Vector2(-halfWidth, halfHeight), Vector2(0.f, 1.f) },
+                                                     { Vector2( halfWidth, halfHeight), Vector2(1.f, 1.f) } };
+
+  Property::Map texturedQuadVertexFormat;
+  texturedQuadVertexFormat["aPosition"] = Property::VECTOR2;
+  texturedQuadVertexFormat["aTexCoord"] = Property::VECTOR2;
+  PropertyBuffer texturedQuadVertices = PropertyBuffer::New( texturedQuadVertexFormat, 4 );
+  texturedQuadVertices.SetData(texturedQuadVertexData);
+
+  // Create indices
+  unsigned int indexData[6] = { 0, 3, 1, 0, 2, 3 };
+  Property::Map indexFormat;
+  indexFormat["indices"] = Property::INTEGER;
+  PropertyBuffer indices = PropertyBuffer::New( indexFormat, 6 );
+  indices.SetData(indexData);
+
+  // Create the geometry object
+  Geometry texturedQuadGeometry = Geometry::New();
+  texturedQuadGeometry.AddVertexBuffer( texturedQuadVertices );
+  texturedQuadGeometry.SetIndexBuffer( indices );
+
+  return texturedQuadGeometry;
+}
 
-///////////////////////////////////////////////////////////////////////////////////////////////////
-// ImageView
-///////////////////////////////////////////////////////////////////////////////////////////////////
-
-Dali::Toolkit::ImageView ImageView::New()
+BaseHandle Create()
 {
-  // Create the implementation
-  ImageViewPtr imageView(new ImageView());
+  return Toolkit::ImageView::New();
+}
 
-  // Pass ownership to CustomActor via derived handle
-  Dali::Toolkit::ImageView handle(*imageView);
+// Setup properties, signals and actions using the type-registry.
+DALI_TYPE_REGISTRATION_BEGIN( Toolkit::ImageView, Toolkit::Control, Create );
+DALI_PROPERTY_REGISTRATION( Toolkit, ImageView, "resource-url", STRING, RESOURCE_URL )
+DALI_TYPE_REGISTRATION_END()
 
-  // Second-phase init of the implementation
-  // This can only be done after the CustomActor connection has been made...
-  imageView->Initialize();
+} // anonymous namespace
 
-  return handle;
-}
+using namespace Dali;
 
 ImageView::ImageView()
-: ControlImpl(true)
+: Control( ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) )
 {
 }
 
-void ImageView::Initialize()
+ImageView::~ImageView()
 {
-  Actor self = Self();
-  // Register property that represents the level of detail.
-  mPropertyDetail = self.RegisterProperty(Toolkit::ImageView::DETAIL_PROPERTY_NAME, 0.0f);
-
-  // Create an empty image actor, filling the entire size of this ImageView.
-  Image emptyImage;
-  mImageActor = ImageActor::New( emptyImage );
-  self.Add( mImageActor );
-  mImageActor.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) );
-  mImageActor.SetParentOrigin( ParentOrigin::CENTER );
 }
 
-ImageView::~ImageView()
+Toolkit::ImageView ImageView::New()
 {
+  ImageView* impl = new ImageView();
+
+  Dali::Toolkit::ImageView handle = Dali::Toolkit::ImageView( *impl );
 
+  // Second-phase init of the implementation
+  // This can only be done after the CustomActor connection has been made...
+  impl->Initialize();
+
+  return handle;
 }
 
-void ImageView::SetImage(const std::string& filename, ImageType type, float min, float max)
+/////////////////////////////////////////////////////////////
+
+void ImageView::SetImage( Image image )
 {
-  switch(type)
+  mImage = image;
+
+  ResourceImage resourceImage = ResourceImage::DownCast( mImage );
+  if( resourceImage )
   {
-    case Toolkit::ImageView::BitmapType:
+    mImageUrl = resourceImage.GetUrl();
+  }
+  else
+  {
+    mImageUrl.clear();
+  }
+
+  if( mImage )
+  {
+    if( Self().OnStage() )
     {
-      SetImageBitmap(filename, min, max);
-      break;
+      AttachImage();
     }
-    case Toolkit::ImageView::DistanceFieldType:
+    RelayoutRequest();
+  }
+  else
+  {
+    if( mRenderer )
     {
-      SetImageDistanceField(filename);
-      break;
+      Self().RemoveRenderer( mRenderer );
     }
+    mSampler.Reset();
+    mMaterial.Reset();
+    mMesh.Reset();
+    mRenderer.Reset();
   }
 }
 
-void ImageView::SetImageBitmap(const std::string& filename, float min, float max)
+Image ImageView::GetImage() const
 {
-  int minLevel = ceilf(logf(min) / logf(2.0f));
-  int maxLevel = ceilf(logf(max) / logf(2.0f));
+  return mImage;
+}
 
-  ImageAttributes attributes;
-  const Vector3 size = Self().GetCurrentSize();
+Vector3 ImageView::GetNaturalSize()
+{
+  // if no image then use Control's natural size
+  Vector3 size;
 
-  if(minLevel==maxLevel)
-  { // Single image detail level, no need for any notifications.
-    const float detail = powf(2.0f, maxLevel);
-    attributes.SetSize( size.x * detail, size.y * detail );
-    Image image = Image::New( filename, attributes);
-    mImageActor.SetImage( image );
+  if( mImage )
+  {
+    size.x = mImage.GetWidth();
+    size.y = mImage.GetHeight();
+    size.z = std::min(size.x, size.y);
   }
   else
-  { // Multi image detail level...
-    for( int level = minLevel; level <= maxLevel; level++)
-    {
-      const float minDetail = powf(2.0f, level - 1);
-      const float maxDetail = powf(2.0f, level);
-      ImageRequest req(filename, size.x * maxDetail, size.y * maxDetail );
-
-      if(level==minLevel)
-      {
-        AddImage(req, LessThanCondition(maxDetail) );
-      }
-      else if(level==maxLevel)
-      {
-        AddImage(req, GreaterThanCondition(minDetail) );
-      }
-      else
-      {
-        AddImage(req, InsideCondition(minDetail, maxDetail) );
-      }
-    }
+  {
+    size = Control::GetNaturalSize();
   }
+  return size;
 }
 
-void ImageView::SetImageDistanceField(const std::string& filename)
+float ImageView::GetHeightForWidth( float width )
 {
-  ImageAttributes attributes = Dali::ImageAttributes::NewDistanceField(1.0f, 1);
-  const Vector3 size = Self().GetCurrentSize();
-
-  attributes.SetSize( size.x, size.y );
-  Image image = Image::NewDistanceField(filename, attributes);
-  mImageActor.SetImage( image );
-
-  DistanceFieldEffect effect = DistanceFieldEffect::New();
-  Self().SetShaderEffect( effect );
+  if( mImage )
+  {
+    return GetHeightForWidthBase( width );
+  }
+  else
+  {
+    return Control::GetHeightForWidth( width );
+  }
 }
 
-void ImageView::SetImage(Image image)
+float ImageView::GetWidthForHeight( float height )
 {
-  mImageActor.SetImage( image );
+  if( mImage )
+  {
+    return GetWidthForHeightBase( height );
+  }
+  else
+  {
+    return Control::GetWidthForHeight( height );
+  }
 }
 
-void ImageView::AddImage(ImageRequest& req, PropertyCondition condition)
+///////////////////////////////////////////////////////////
+//
+// Private methods
+//
+
+void ImageView::AttachImage()
 {
-  Actor self = Self();
+  if( !mRenderer )
+  {
+    Shader shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
+    mMaterial = Material::New( shader );
 
-  PropertyNotification notification = self.AddPropertyNotification( mPropertyDetail, condition );
+    mSampler = Sampler::New( mImage, "sTexture" );
+    mMaterial.AddSampler( mSampler );
 
-  notification.NotifySignal().Connect( this, &ImageView::OnDetailChange );
+    Vector3 size = Self().GetCurrentSize();
+    mMesh = CreateGeometry( size.width, size.height );
+    mRenderer = Renderer::New( mMesh, mMaterial );
+    Self().AddRenderer( mRenderer );
+  }
+  else
+  {
+    mSampler.SetImage( mImage );
+  }
+}
+
+void ImageView::OnRelayout( const Vector2& size, RelayoutContainer& container )
+{
+  Control::OnRelayout( size, container );
 
-  mNotifications[notification] = req;
+  if( mRenderer )
+  {
+    mMesh = CreateGeometry( size.width, size.height );
+    mRenderer.SetGeometry( mMesh );
+  }
 }
 
-void ImageView::SetDetail(float detail)
+void ImageView::OnStageConnection( int depth )
 {
-  Self().SetProperty( mPropertyDetail, detail );
+  if( mImage )
+  {
+    AttachImage();
+  }
 }
 
-void ImageView::SetCameraActor(CameraActor camera, float detailFactor)
+///////////////////////////////////////////////////////////
+//
+// Properties
+//
+
+void ImageView::SetProperty( BaseObject* object, Property::Index index, const Property::Value& value )
 {
-  Constraint constraint = Constraint::New<float>( mPropertyDetail,
-                                                  LocalSource( Actor::WORLD_POSITION ),
-                                                  Source( camera, Actor::WORLD_POSITION ),
-                                                  CameraDetailConstraint(detailFactor));
-  Self().RemoveConstraints();
-  Self().ApplyConstraint(constraint);
+  Toolkit::ImageView imageView = Toolkit::ImageView::DownCast( Dali::BaseHandle( object ) );
+
+  if ( imageView )
+  {
+    switch ( index )
+    {
+      case Toolkit::ImageView::Property::RESOURCE_URL:
+      {
+        std::string imageUrl;
+        if( value.Get( imageUrl ) )
+        {
+          ImageView& impl = GetImpl( imageView );
+          impl.mImageUrl = imageUrl;
+
+          Image image = ResourceImage::New( imageUrl );
+          impl.SetImage( image );
+        }
+        break;
+      }
+    }
+  }
 }
 
-void ImageView::OnDetailChange( PropertyNotification& notification )
+Property::Value ImageView::GetProperty( BaseObject* object, Property::Index propertyIndex )
 {
-  ImageRequest& req = mNotifications[notification];
-  Image image = Image::New( req.mFilename, req.mAttributes );
-  mImageActor.SetImage( image );
+  Property::Value value;
+
+  Toolkit::ImageView imageview = Toolkit::ImageView::DownCast( Dali::BaseHandle( object ) );
+
+  if ( imageview )
+  {
+    switch ( propertyIndex )
+    {
+      case Toolkit::ImageView::Property::RESOURCE_URL:
+      {
+        value = GetImpl( imageview ).mImageUrl;
+        break;
+      }
+    }
+  }
+
+  return value;
 }
 
 } // namespace Internal
-
 } // namespace Toolkit
-
 } // namespace Dali