X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fpage-turn-view%2Fpage-turn-view-impl.cpp;h=d74574ce2e5b006a40ce1e2ded96ce583fa3be78;hp=7a00f877f30bc33ed5c61e0c01c6ecb5ecfefe36;hb=HEAD;hpb=6d96d7c0b6a74a5fe927dcaa2d9b1fae932af08d diff --git a/dali-toolkit/internal/controls/page-turn-view/page-turn-view-impl.cpp b/dali-toolkit/internal/controls/page-turn-view/page-turn-view-impl.cpp index 7a00f87..a5e9e95 100644 --- a/dali-toolkit/internal/controls/page-turn-view/page-turn-view-impl.cpp +++ b/dali-toolkit/internal/controls/page-turn-view/page-turn-view-impl.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2017 Samsung Electronics Co., Ltd. + * Copyright (c) 2021 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. @@ -19,34 +19,36 @@ #include // EXTERNAL INCLUDES -#include // for strcmp +#include #include #include -#include #include -#include +#include +#include // for strcmp // INTERNAL INCLUDES -#include -#include +#include +#include #include +#include #include #include +#include using namespace Dali; namespace //Unnamed namespace { // properties set on shader, these properties have the constant value in regardless of the page status -const char * const PROPERTY_SPINE_SHADOW ( "uSpineShadowParameter" ); // uniform for both spine and turn effect +const char* const PROPERTY_SPINE_SHADOW("uSpineShadowParameter"); // uniform for both spine and turn effect // properties set on actor, the value of these properties varies depending on the page status // properties used in turn effect -const char * const PROPERTY_TURN_DIRECTION( "uIsTurningBack" ); // uniform -const char * const PROPERTY_COMMON_PARAMETERS( "uCommonParameters" ); //uniform +const char* const PROPERTY_TURN_DIRECTION("uIsTurningBack"); // uniform +const char* const PROPERTY_COMMON_PARAMETERS("uCommonParameters"); //uniform -const char * const PROPERTY_PAN_DISPLACEMENT( "panDisplacement" );// property used to constrain the uniforms -const char * const PROPERTY_PAN_CENTER( "panCenter" );// property used to constrain the uniforms +const char* const PROPERTY_PAN_DISPLACEMENT("panDisplacement"); // property used to constrain the uniforms +const char* const PROPERTY_PAN_CENTER("panCenter"); // property used to constrain the uniforms // default grid density for page turn effect, 20 pixels by 20 pixels const float DEFAULT_GRID_DENSITY(20.0f); @@ -69,7 +71,7 @@ const float PAGE_TURN_OVER_ANIMATION_DURATION(1.2f); const Vector2 DEFAULT_SPINE_SHADOW_PARAMETER(50.0f, 20.0f); // constants for shadow casting -const float POINT_LIGHT_HEIGHT_RATIO(2.f); +const float POINT_LIGHT_HEIGHT_RATIO(2.f); const Vector4 DEFAULT_SHADOW_COLOR = Vector4(0.2f, 0.2f, 0.2f, 0.5f); // constraints //////////////////////////////////////////////////////////////// @@ -82,30 +84,30 @@ const Vector4 DEFAULT_SHADOW_COLOR = Vector4(0.2f, 0.2f, 0.2f, 0.5f); struct OriginalCenterConstraint { OriginalCenterConstraint(const Vector2& originalCenter, const Vector2& offset) - : mOldCenter( originalCenter ) + : mOldCenter(originalCenter) { mNewCenter = originalCenter + offset; - mDistance = offset.Length() * 0.5f; - mDirection = offset / mDistance; + mDistance = offset.Length() * 0.5f; + mDirection = offset / mDistance; } - void operator()( Vector2& current, const PropertyInputContainer& inputs ) + void operator()(Vector2& current, const PropertyInputContainer& inputs) { float displacement = inputs[0]->GetFloat(); - if( displacement < mDistance ) + if(displacement < mDistance) { current = mOldCenter + mDirection * displacement; } else { - current = mNewCenter + Vector2(0.25f*(displacement-mDistance), 0.f); + current = mNewCenter + Vector2(0.25f * (displacement - mDistance), 0.f); } } Vector2 mOldCenter; Vector2 mNewCenter; - float mDistance; + float mDistance; Vector2 mDirection; }; @@ -117,34 +119,34 @@ struct OriginalCenterConstraint */ struct RotationConstraint { - RotationConstraint( float distance, float pageWidth, bool isTurnBack ) - : mDistance( distance*0.5f ) + RotationConstraint(float distance, float pageWidth, bool isTurnBack) + : mDistance(distance * 0.5f) { - mStep = 1.f / pageWidth; - mSign = isTurnBack ? -1.0f : 1.0f; - mConst = isTurnBack ? -1.0f : 0.f; - mRotation = isTurnBack ? Quaternion( Radian( -Math::PI ), Vector3::YAXIS ) : Quaternion( Radian(0.f), Vector3::YAXIS ); + mStep = 1.f / pageWidth; + mSign = isTurnBack ? -1.0f : 1.0f; + mConst = isTurnBack ? -1.0f : 0.f; + mRotation = isTurnBack ? Quaternion(Radian(-Math::PI), Vector3::YAXIS) : Quaternion(Radian(0.f), Vector3::YAXIS); } - void operator()( Quaternion& current, const PropertyInputContainer& inputs ) + void operator()(Quaternion& current, const PropertyInputContainer& inputs) { float displacement = inputs[0]->GetFloat(); - if( displacement < mDistance) + if(displacement < mDistance) { current = mRotation; } else { - float coef = std::max(-1.0f, mStep*(mDistance-displacement)); - float angle = Math::PI * ( mConst + mSign * coef ); - current = Quaternion( Radian( angle ), Vector3::YAXIS ); + float coef = std::max(-1.0f, mStep * (mDistance - displacement)); + float angle = Math::PI * (mConst + mSign * coef); + current = Quaternion(Radian(angle), Vector3::YAXIS); } } - float mDistance; - float mStep; - float mConst; - float mSign; + float mDistance; + float mStep; + float mConst; + float mSign; Quaternion mRotation; }; @@ -156,29 +158,29 @@ struct RotationConstraint */ struct CurrentCenterConstraint { - CurrentCenterConstraint( float pageWidth ) - : mPageWidth( pageWidth ) + CurrentCenterConstraint(float pageWidth) + : mPageWidth(pageWidth) { mThres = pageWidth * PAGE_TURN_OVER_THRESHOLD_RATIO * 0.5f; } - void operator()( Vector2& current, const PropertyInputContainer& inputs ) + void operator()(Vector2& current, const PropertyInputContainer& inputs) { const Vector2& centerPosition = inputs[0]->GetVector2(); - if( centerPosition.x > 0.f ) + if(centerPosition.x > 0.f) { - current.x = mThres+centerPosition.x * 0.5f; + current.x = mThres + centerPosition.x * 0.5f; current.y = centerPosition.y; } else { const Vector2& centerOrigin = inputs[1]->GetVector2(); - Vector2 direction = centerOrigin - Vector2(mThres, centerPosition.y); - float coef = 1.f+(centerPosition.x*2.f / mPageWidth); + Vector2 direction = centerOrigin - Vector2(mThres, centerPosition.y); + float coef = 1.f + (centerPosition.x * 2.f / mPageWidth); // when coef <= 0, the page is flat, slow down the last moment of the page stretch by 10 times to avoid a small bounce if(coef < 0.025f) { - coef = (coef+0.225f)/10.0f; + coef = (coef + 0.225f) / 10.0f; } current = centerOrigin - direction * coef; } @@ -190,25 +192,26 @@ struct CurrentCenterConstraint struct ShadowBlurStrengthConstraint { - ShadowBlurStrengthConstraint( float thres ) - : mThres( thres ) - {} + ShadowBlurStrengthConstraint(float thres) + : mThres(thres) + { + } - void operator()( float& blurStrength, const PropertyInputContainer& inputs ) + void operator()(float& blurStrength, const PropertyInputContainer& inputs) { float displacement = inputs[2]->GetFloat(); - if( EqualsZero(displacement)) + if(EqualsZero(displacement)) { const Vector2& cur = inputs[0]->GetVector2(); const Vector2& ori = inputs[1]->GetVector2(); - blurStrength = 5.f*(ori-cur).Length() / mThres; + blurStrength = 5.f * (ori - cur).Length() / mThres; } else { - blurStrength = 1.f - (displacement-2.f*mThres)/mThres; + blurStrength = 1.f - (displacement - 2.f * mThres) / mThres; } - blurStrength = blurStrength > 1.f ? 1.f : ( blurStrength < 0.f ? 0.f : blurStrength ); + blurStrength = blurStrength > 1.f ? 1.f : (blurStrength < 0.f ? 0.f : blurStrength); } float mThres; @@ -218,16 +221,12 @@ struct ShadowBlurStrengthConstraint namespace Dali { - namespace Toolkit { - namespace Internal { - namespace { - BaseHandle Create() { // empty handle as we cannot create PageTurnView(but type registered for page turn signal) @@ -235,128 +234,128 @@ BaseHandle Create() } // Setup properties, signals and actions using the type-registry. -DALI_TYPE_REGISTRATION_BEGIN( Toolkit::PageTurnView, Toolkit::Control, Create ); +DALI_TYPE_REGISTRATION_BEGIN(Toolkit::PageTurnView, Toolkit::Control, Create); -DALI_PROPERTY_REGISTRATION( Toolkit, PageTurnView, "viewPageSize", VECTOR2, VIEW_PAGE_SIZE ) -DALI_PROPERTY_REGISTRATION( Toolkit, PageTurnView, "currentPageId", INTEGER, CURRENT_PAGE_ID ) -DALI_PROPERTY_REGISTRATION( Toolkit, PageTurnView, "spineShadow", VECTOR2, SPINE_SHADOW ) +DALI_PROPERTY_REGISTRATION(Toolkit, PageTurnView, "viewPageSize", VECTOR2, VIEW_PAGE_SIZE) +DALI_PROPERTY_REGISTRATION(Toolkit, PageTurnView, "currentPageId", INTEGER, CURRENT_PAGE_ID) +DALI_PROPERTY_REGISTRATION(Toolkit, PageTurnView, "spineShadow", VECTOR2, SPINE_SHADOW) -DALI_SIGNAL_REGISTRATION( Toolkit, PageTurnView, "pageTurnStarted", SIGNAL_PAGE_TURN_STARTED ) -DALI_SIGNAL_REGISTRATION( Toolkit, PageTurnView, "pageTurnFinished", SIGNAL_PAGE_TURN_FINISHED ) -DALI_SIGNAL_REGISTRATION( Toolkit, PageTurnView, "pagePanStarted", SIGNAL_PAGE_PAN_STARTED ) -DALI_SIGNAL_REGISTRATION( Toolkit, PageTurnView, "pagePanFinished", SIGNAL_PAGE_PAN_FINISHED ) +DALI_SIGNAL_REGISTRATION(Toolkit, PageTurnView, "pageTurnStarted", SIGNAL_PAGE_TURN_STARTED) +DALI_SIGNAL_REGISTRATION(Toolkit, PageTurnView, "pageTurnFinished", SIGNAL_PAGE_TURN_FINISHED) +DALI_SIGNAL_REGISTRATION(Toolkit, PageTurnView, "pagePanStarted", SIGNAL_PAGE_PAN_STARTED) +DALI_SIGNAL_REGISTRATION(Toolkit, PageTurnView, "pagePanFinished", SIGNAL_PAGE_PAN_FINISHED) DALI_TYPE_REGISTRATION_END() -} +} // namespace // these several constants are also used in the derived classes -const char * const PageTurnView::PROPERTY_TEXTURE_WIDTH( "uTextureWidth" ); // uniform name -const char * const PageTurnView::PROPERTY_ORIGINAL_CENTER( "originalCenter" ); // property used to constrain the uniform -const char * const PageTurnView::PROPERTY_CURRENT_CENTER( "currentCenter" );// property used to constrain the uniform -const int PageTurnView::MAXIMUM_TURNING_NUM = 4; -const int PageTurnView::NUMBER_OF_CACHED_PAGES_EACH_SIDE = MAXIMUM_TURNING_NUM + 1; -const int PageTurnView::NUMBER_OF_CACHED_PAGES = NUMBER_OF_CACHED_PAGES_EACH_SIDE*2; -const float PageTurnView::STATIC_PAGE_INTERVAL_DISTANCE = 1.0f; +const char* const PageTurnView::PROPERTY_TEXTURE_WIDTH("uTextureWidth"); // uniform name +const char* const PageTurnView::PROPERTY_ORIGINAL_CENTER("originalCenter"); // property used to constrain the uniform +const char* const PageTurnView::PROPERTY_CURRENT_CENTER("currentCenter"); // property used to constrain the uniform +const int PageTurnView::MAXIMUM_TURNING_NUM = 4; +const int PageTurnView::NUMBER_OF_CACHED_PAGES_EACH_SIDE = MAXIMUM_TURNING_NUM + 1; +const int PageTurnView::NUMBER_OF_CACHED_PAGES = NUMBER_OF_CACHED_PAGES_EACH_SIDE * 2; +const float PageTurnView::STATIC_PAGE_INTERVAL_DISTANCE = 1.0f; PageTurnView::Page::Page() -: isTurnBack( false ) +: isTurnBack(false) { actor = Actor::New(); - actor.SetAnchorPoint( AnchorPoint::CENTER_LEFT ); - actor.SetParentOrigin( ParentOrigin::CENTER_LEFT ); - actor.SetVisible( false ); + actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT); + actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT); + actor.SetProperty(Actor::Property::VISIBLE, false); - propertyPanDisplacement = actor.RegisterProperty( PROPERTY_PAN_DISPLACEMENT, 0.f ); - propertyPanCenter = actor.RegisterProperty(PROPERTY_PAN_CENTER, Vector2::ZERO); + propertyPanDisplacement = actor.RegisterProperty(PROPERTY_PAN_DISPLACEMENT, 0.f); + propertyPanCenter = actor.RegisterProperty(PROPERTY_PAN_CENTER, Vector2::ZERO); propertyOriginalCenter = actor.RegisterProperty(PROPERTY_ORIGINAL_CENTER, Vector2::ZERO); - propertyCurrentCenter = actor.RegisterProperty(PROPERTY_CURRENT_CENTER, Vector2::ZERO); + propertyCurrentCenter = actor.RegisterProperty(PROPERTY_CURRENT_CENTER, Vector2::ZERO); Matrix zeroMatrix(true); actor.RegisterProperty(PROPERTY_COMMON_PARAMETERS, zeroMatrix); propertyTurnDirection = actor.RegisterProperty(PROPERTY_TURN_DIRECTION, -1.f); } -void PageTurnView::Page::SetTexture( Texture texture ) +void PageTurnView::Page::SetTexture(Texture texture) { - if( !textureSet ) + if(!textureSet) { textureSet = TextureSet::New(); } - textureSet.SetTexture( 0u, texture ); + textureSet.SetTexture(0u, texture); } void PageTurnView::Page::UseEffect(Shader newShader) { shader = newShader; - if( renderer ) + if(renderer) { - renderer.SetShader( shader ); + renderer.SetShader(shader); } } void PageTurnView::Page::UseEffect(Shader newShader, Geometry geometry) { - UseEffect( newShader ); + UseEffect(newShader); - if( !renderer ) + if(!renderer) { - renderer = Renderer::New( geometry, shader ); + renderer = Renderer::New(geometry, shader); - if( !textureSet ) + if(!textureSet) { textureSet = TextureSet::New(); } - renderer.SetTextures( textureSet ); - renderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::ON ); - actor.AddRenderer( renderer ); + renderer.SetTextures(textureSet); + renderer.SetProperty(Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::ON); + actor.AddRenderer(renderer); } } void PageTurnView::Page::ChangeTurnDirection() { isTurnBack = !isTurnBack; - actor.SetProperty( propertyTurnDirection, isTurnBack ? 1.f : -1.f ); + actor.SetProperty(propertyTurnDirection, isTurnBack ? 1.f : -1.f); } void PageTurnView::Page::SetPanDisplacement(float value) { - actor.SetProperty( propertyPanDisplacement, value ); + actor.SetProperty(propertyPanDisplacement, value); } -void PageTurnView::Page::SetPanCenter( const Vector2& value ) +void PageTurnView::Page::SetPanCenter(const Vector2& value) { - actor.SetProperty( propertyPanCenter, value ); + actor.SetProperty(propertyPanCenter, value); } -void PageTurnView::Page::SetOriginalCenter( const Vector2& value ) +void PageTurnView::Page::SetOriginalCenter(const Vector2& value) { - actor.SetProperty( propertyOriginalCenter, value ); + actor.SetProperty(propertyOriginalCenter, value); } -void PageTurnView::Page::SetCurrentCenter( const Vector2& value ) +void PageTurnView::Page::SetCurrentCenter(const Vector2& value) { - actor.SetProperty( propertyCurrentCenter, value ); + actor.SetProperty(propertyCurrentCenter, value); } -PageTurnView::PageTurnView( PageFactory& pageFactory, const Vector2& viewPageSize ) -: Control( ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) ), - mPageFactory( &pageFactory ), - mPageSize( viewPageSize ), - mSpineShadowParameter( DEFAULT_SPINE_SHADOW_PARAMETER ), - mDistanceUpCorner( 0.f ), - mDistanceBottomCorner( 0.f ), - mPanDisplacement( 0.f ), - mTotalPageCount( 0 ), - mCurrentPageIndex( 0 ), - mTurningPageIndex( 0 ), - mIndex( 0 ), - mSlidingCount( 0 ), - mAnimatingCount( 0 ), - mConstraints( false ), - mPress( false ), - mPageUpdated( true ), +PageTurnView::PageTurnView(PageFactory& pageFactory, const Vector2& viewPageSize) +: Control(ControlBehaviour(CONTROL_BEHAVIOUR_DEFAULT)), + mPageFactory(&pageFactory), + mPageSize(viewPageSize), + mSpineShadowParameter(DEFAULT_SPINE_SHADOW_PARAMETER), + mDistanceUpCorner(0.f), + mDistanceBottomCorner(0.f), + mPanDisplacement(0.f), + mTotalPageCount(0), + mCurrentPageIndex(0), + mTurningPageIndex(0), + mIndex(0), + mSlidingCount(0), + mAnimatingCount(0), + mConstraints(false), + mPress(false), + mPageUpdated(true), mPageTurnStartedSignal(), mPageTurnFinishedSignal(), mPagePanStartedSignal(), @@ -370,32 +369,32 @@ PageTurnView::~PageTurnView() void PageTurnView::OnInitialize() { - // create the book spine effect for static pages + // create the book spine effect for static pages Property::Map spineEffectMap = CreatePageTurnBookSpineEffect(); - mSpineEffectShader = CreateShader( spineEffectMap ); - mSpineEffectShader.RegisterProperty(PROPERTY_SPINE_SHADOW, mSpineShadowParameter ); + mSpineEffectShader = CreateShader(spineEffectMap); + mSpineEffectShader.RegisterProperty(PROPERTY_SPINE_SHADOW, mSpineShadowParameter); // create the turn effect for turning pages Property::Map turnEffectMap = CreatePageTurnEffect(); - mTurnEffectShader = CreateShader( turnEffectMap ); - mTurnEffectShader.RegisterProperty(PROPERTY_SPINE_SHADOW, mSpineShadowParameter ); + mTurnEffectShader = CreateShader(turnEffectMap); + mTurnEffectShader.RegisterProperty(PROPERTY_SPINE_SHADOW, mSpineShadowParameter); // create the grid geometry for pages - uint16_t width = static_cast(mPageSize.width / DEFAULT_GRID_DENSITY + 0.5f); + uint16_t width = static_cast(mPageSize.width / DEFAULT_GRID_DENSITY + 0.5f); uint16_t height = static_cast(mPageSize.height / DEFAULT_GRID_DENSITY + 0.5f); - mGeometry = VisualFactoryCache::CreateGridGeometry( Uint16Pair( width, height ) ); + mGeometry = VisualFactoryCache::CreateGridGeometry(Uint16Pair(width, height)); - mPages.reserve( NUMBER_OF_CACHED_PAGES ); - for( int i = 0; i < NUMBER_OF_CACHED_PAGES; i++ ) + mPages.reserve(NUMBER_OF_CACHED_PAGES); + for(int i = 0; i < NUMBER_OF_CACHED_PAGES; i++) { - mPages.push_back( Page() ); - mPages[i].actor.SetSize( mPageSize ); - Self().Add( mPages[i].actor ); + mPages.push_back(Page()); + mPages[i].actor.SetProperty(Actor::Property::SIZE, mPageSize); + Self().Add(mPages[i].actor); } // create the layer for turning pages mTurningPageLayer = Layer::New(); - mTurningPageLayer.SetAnchorPoint( AnchorPoint::CENTER_LEFT ); - mTurningPageLayer.SetBehavior(Layer::LAYER_3D); + mTurningPageLayer.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT); + mTurningPageLayer.SetProperty(Layer::Property::BEHAVIOR, Layer::LAYER_3D); mTurningPageLayer.Raise(); // Set control size and the parent origin of page layers @@ -403,39 +402,41 @@ void PageTurnView::OnInitialize() Self().Add(mTurningPageLayer); - mTotalPageCount = static_cast( mPageFactory->GetNumberOfPages() ); + mTotalPageCount = static_cast(mPageFactory->GetNumberOfPages()); // add pages to the scene, and set depth for the stacked pages - for( int i = 0; i < NUMBER_OF_CACHED_PAGES_EACH_SIDE; i++ ) + for(int i = 0; i < NUMBER_OF_CACHED_PAGES_EACH_SIDE; i++) { - AddPage( i ); - mPages[i].actor.SetZ( -static_cast( i )*STATIC_PAGE_INTERVAL_DISTANCE ); + AddPage(i); + mPages[i].actor.SetProperty(Actor::Property::POSITION_Z, -static_cast(i) * STATIC_PAGE_INTERVAL_DISTANCE); } - mPages[0].actor.SetVisible(true); + mPages[0].actor.SetProperty(Actor::Property::VISIBLE, true); // enable the pan gesture which is attached to the control - EnableGestureDetection(Gesture::Type(Gesture::Pan)); + EnableGestureDetection(GestureType::Value(GestureType::PAN)); + + Self().SetProperty(DevelControl::Property::ACCESSIBILITY_ROLE, Dali::Accessibility::Role::PAGE_TAB_LIST); } -Shader PageTurnView::CreateShader( const Property::Map& shaderMap ) +Shader PageTurnView::CreateShader(const Property::Map& shaderMap) { - Shader shader; - Property::Value* shaderValue = shaderMap.Find( Toolkit::Visual::Property::SHADER, CUSTOM_SHADER ); - Property::Map shaderSource; - if( shaderValue && shaderValue->Get( shaderSource ) ) + Shader shader; + Property::Value* shaderValue = shaderMap.Find(Toolkit::Visual::Property::SHADER, CUSTOM_SHADER); + Property::Map shaderSource; + if(shaderValue && shaderValue->Get(shaderSource)) { - std::string vertexShader; - Property::Value* vertexShaderValue = shaderSource.Find( Toolkit::Visual::Shader::Property::VERTEX_SHADER, CUSTOM_VERTEX_SHADER ); - if( !vertexShaderValue || !vertexShaderValue->Get( vertexShader ) ) + std::string vertexShader; + Property::Value* vertexShaderValue = shaderSource.Find(Toolkit::Visual::Shader::Property::VERTEX_SHADER, CUSTOM_VERTEX_SHADER); + if(!vertexShaderValue || !vertexShaderValue->Get(vertexShader)) { DALI_LOG_ERROR("PageTurnView::CreateShader failed: vertex shader source is not available.\n"); } - std::string fragmentShader; - Property::Value* fragmentShaderValue = shaderSource.Find( Toolkit::Visual::Shader::Property::FRAGMENT_SHADER, CUSTOM_FRAGMENT_SHADER ); - if( !fragmentShaderValue || !fragmentShaderValue->Get( fragmentShader ) ) + std::string fragmentShader; + Property::Value* fragmentShaderValue = shaderSource.Find(Toolkit::Visual::Shader::Property::FRAGMENT_SHADER, CUSTOM_FRAGMENT_SHADER); + if(!fragmentShaderValue || !fragmentShaderValue->Get(fragmentShader)) { DALI_LOG_ERROR("PageTurnView::CreateShader failed: fragment shader source is not available.\n"); } - shader = Shader::New( vertexShader, fragmentShader ); + shader = Shader::New(vertexShader, fragmentShader); } else { @@ -447,38 +448,38 @@ Shader PageTurnView::CreateShader( const Property::Map& shaderMap ) void PageTurnView::SetupShadowView() { - mShadowView = Toolkit::ShadowView::New( 0.25f, 0.25f ); - Vector3 origin = mTurningPageLayer.GetCurrentParentOrigin(); - mShadowView.SetParentOrigin( origin ); - mShadowView.SetAnchorPoint( origin ); - mShadowView.SetPointLightFieldOfView( Math::PI / 2.0f); + mShadowView = Toolkit::ShadowView::New(0.25f, 0.25f); + Vector3 origin = mTurningPageLayer.GetCurrentProperty(Actor::Property::PARENT_ORIGIN); + mShadowView.SetProperty(Actor::Property::PARENT_ORIGIN, origin); + mShadowView.SetProperty(Actor::Property::ANCHOR_POINT, origin); + mShadowView.SetPointLightFieldOfView(Math::PI / 2.0f); mShadowView.SetShadowColor(DEFAULT_SHADOW_COLOR); mShadowPlaneBackground = Actor::New(); - mShadowPlaneBackground.SetParentOrigin( ParentOrigin::CENTER ); - mShadowPlaneBackground.SetSize( mControlSize ); - Self().Add( mShadowPlaneBackground ); - mShadowView.SetShadowPlaneBackground( mShadowPlaneBackground ); + mShadowPlaneBackground.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER); + mShadowPlaneBackground.SetProperty(Actor::Property::SIZE, mControlSize); + Self().Add(mShadowPlaneBackground); + mShadowView.SetShadowPlaneBackground(mShadowPlaneBackground); mPointLight = Actor::New(); - mPointLight.SetAnchorPoint( origin ); - mPointLight.SetParentOrigin( origin ); - mPointLight.SetPosition( 0.f, 0.f, mPageSize.width*POINT_LIGHT_HEIGHT_RATIO ); - Self().Add( mPointLight ); - mShadowView.SetPointLight( mPointLight ); + mPointLight.SetProperty(Actor::Property::ANCHOR_POINT, origin); + mPointLight.SetProperty(Actor::Property::PARENT_ORIGIN, origin); + mPointLight.SetProperty(Actor::Property::POSITION, Vector3(0.f, 0.f, mPageSize.width * POINT_LIGHT_HEIGHT_RATIO)); + Self().Add(mPointLight); + mShadowView.SetPointLight(mPointLight); - mTurningPageLayer.Add( mShadowView ); + mTurningPageLayer.Add(mShadowView); mShadowView.Activate(); } -void PageTurnView::OnStageConnection( int depth ) +void PageTurnView::OnSceneConnection(int depth) { SetupShadowView(); - Control::OnStageConnection( depth ); + Control::OnSceneConnection(depth); } -void PageTurnView::OnStageDisconnection() +void PageTurnView::OnSceneDisconnection() { if(mShadowView) { @@ -491,28 +492,28 @@ void PageTurnView::OnStageDisconnection() // make sure the status of the control is updated correctly when the pan gesture is interrupted StopTurning(); - Control::OnStageDisconnection(); + Control::OnSceneDisconnection(); } -void PageTurnView::SetPageSize( const Vector2& viewPageSize ) +void PageTurnView::SetPageSize(const Vector2& viewPageSize) { mPageSize = viewPageSize; - if( mPointLight ) + if(mPointLight) { - mPointLight.SetPosition( 0.f, 0.f, mPageSize.width*POINT_LIGHT_HEIGHT_RATIO ); + mPointLight.SetProperty(Actor::Property::POSITION, Vector3(0.f, 0.f, mPageSize.width * POINT_LIGHT_HEIGHT_RATIO)); } - for( size_t i=0; i(pageId), 0, mTotalPageCount-1); + int pageIdx = Clamp(static_cast(pageId), 0, mTotalPageCount - 1); - if( mCurrentPageIndex == pageIdx ) + if(mCurrentPageIndex == pageIdx) { return; } @@ -550,17 +551,16 @@ void PageTurnView::GoToPage( unsigned int pageId ) // record the new current page index mCurrentPageIndex = pageIdx; - // add the current page and the pages right before and after it - for( int i = pageIdx - NUMBER_OF_CACHED_PAGES_EACH_SIDE; i < pageIdx + NUMBER_OF_CACHED_PAGES_EACH_SIDE; i++ ) + for(int i = pageIdx - NUMBER_OF_CACHED_PAGES_EACH_SIDE; i < pageIdx + NUMBER_OF_CACHED_PAGES_EACH_SIDE; i++) { - AddPage( i ); + AddPage(i); } - mPages[pageId%NUMBER_OF_CACHED_PAGES].actor.SetVisible(true); - if( pageId > 0 ) + mPages[pageId % NUMBER_OF_CACHED_PAGES].actor.SetProperty(Actor::Property::VISIBLE, true); + if(pageId > 0) { - mPages[(pageId-1)%NUMBER_OF_CACHED_PAGES].actor.SetVisible(true); + mPages[(pageId - 1) % NUMBER_OF_CACHED_PAGES].actor.SetProperty(Actor::Property::VISIBLE, true); } // set ordered depth to the stacked pages OrganizePageDepth(); @@ -568,63 +568,64 @@ void PageTurnView::GoToPage( unsigned int pageId ) unsigned int PageTurnView::GetCurrentPage() { - DALI_ASSERT_ALWAYS( mCurrentPageIndex >= 0 ); - return static_cast< unsigned int >( mCurrentPageIndex ); + DALI_ASSERT_ALWAYS(mCurrentPageIndex >= 0); + return static_cast(mCurrentPageIndex); } -void PageTurnView::AddPage( int pageIndex ) +void PageTurnView::AddPage(int pageIndex) { - if(pageIndex > -1 && pageIndex < mTotalPageCount) // whether the page is available from the page factory + if(pageIndex > -1 && pageIndex < mTotalPageCount) // whether the page is available from the page factory { int index = pageIndex % NUMBER_OF_CACHED_PAGES; Texture newPage; - newPage = mPageFactory->NewPage( pageIndex ); - DALI_ASSERT_ALWAYS( newPage && "must pass in valid texture" ); + newPage = mPageFactory->NewPage(pageIndex); + DALI_ASSERT_ALWAYS(newPage && "must pass in valid texture"); - bool isLeftSide = ( pageIndex < mCurrentPageIndex ); - if( mPages[index].isTurnBack != isLeftSide ) + bool isLeftSide = (pageIndex < mCurrentPageIndex); + if(mPages[index].isTurnBack != isLeftSide) { mPages[index].ChangeTurnDirection(); } - float degree = isLeftSide ? 180.f :0.f; - mPages[index].actor.SetOrientation( Degree( degree ), Vector3::YAXIS ); - mPages[index].actor.SetVisible( false ); - mPages[index].UseEffect( mSpineEffectShader, mGeometry ); - mPages[index].SetTexture( newPage ); + float degree = isLeftSide ? 180.f : 0.f; + mPages[index].actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Degree(degree), Vector3::YAXIS)); + mPages[index].actor.SetProperty(Actor::Property::VISIBLE, false); + mPages[index].UseEffect(mSpineEffectShader, mGeometry); + mPages[index].SetTexture(newPage); // For Portrait, nothing to do // For Landscape, set the parent origin to CENTER - OnAddPage( mPages[index].actor, isLeftSide ); + OnAddPage(mPages[index].actor, isLeftSide); } } -void PageTurnView::RemovePage( int pageIndex ) +void PageTurnView::RemovePage(int pageIndex) { - if( pageIndex > -1 && pageIndex < mTotalPageCount) + if(pageIndex > -1 && pageIndex < mTotalPageCount) { int index = pageIndex % NUMBER_OF_CACHED_PAGES; - mPages[index].actor.SetVisible(false); + mPages[index].actor.SetProperty(Actor::Property::VISIBLE, false); } } -void PageTurnView::OnPan( const PanGesture& gesture ) +void PageTurnView::OnPan(const PanGesture& gesture) { // the pan gesture is attached to control itself instead of each page - switch( gesture.state ) + switch(gesture.GetState()) { - case Gesture::Started: + case GestureState::STARTED: { // check whether the undergoing turning page number already reaches the maximum allowed - if( mPageUpdated && mAnimatingCount< MAXIMUM_TURNING_NUM && mSlidingCount < 1 ) + if(mPageUpdated && mAnimatingCount < MAXIMUM_TURNING_NUM && mSlidingCount < 1) { - SetPanActor( gesture.position ); // determine which page actor is panned - if( mTurningPageIndex != -1 && mPages[mTurningPageIndex % NUMBER_OF_CACHED_PAGES].actor.GetParent() != Self()) // if the page is added to turning layer,it is undergoing an animation currently + const Vector2& position = gesture.GetPosition(); + SetPanActor(position); // determine which page actor is panned + if(mTurningPageIndex != -1 && mPages[mTurningPageIndex % NUMBER_OF_CACHED_PAGES].actor.GetParent() != Self()) // if the page is added to turning layer,it is undergoing an animation currently { mTurningPageIndex = -1; } - PanStarted( SetPanPosition( gesture.position ) ); // pass in the pan position in the local page coordinate + PanStarted(SetPanPosition(position)); // pass in the pan position in the local page coordinate } else { @@ -632,19 +633,19 @@ void PageTurnView::OnPan( const PanGesture& gesture ) } break; } - case Gesture::Continuing: + case GestureState::CONTINUING: { - PanContinuing( SetPanPosition( gesture.position ) ); // pass in the pan position in the local page coordinate + PanContinuing(SetPanPosition(gesture.GetPosition())); // pass in the pan position in the local page coordinate break; } - case Gesture::Finished: - case Gesture::Cancelled: + case GestureState::FINISHED: + case GestureState::CANCELLED: { - PanFinished( SetPanPosition( gesture.position ), gesture.GetSpeed() ); + PanFinished(SetPanPosition(gesture.GetPosition()), gesture.GetSpeed()); break; } - case Gesture::Clear: - case Gesture::Possible: + case GestureState::CLEAR: + case GestureState::POSSIBLE: default: { break; @@ -652,11 +653,11 @@ void PageTurnView::OnPan( const PanGesture& gesture ) } } -void PageTurnView::PanStarted( const Vector2& gesturePosition ) +void PageTurnView::PanStarted(const Vector2& gesturePosition) { mPressDownPosition = gesturePosition; - if( mTurningPageIndex == -1 ) + if(mTurningPageIndex == -1) { return; } @@ -664,65 +665,62 @@ void PageTurnView::PanStarted( const Vector2& gesturePosition ) mIndex = mTurningPageIndex % NUMBER_OF_CACHED_PAGES; mOriginalCenter = gesturePosition; - mPress = false; - mPageUpdated = false; + mPress = false; + mPageUpdated = false; // Guard against destruction during signal emission - Toolkit::PageTurnView handle( GetOwner() ); - mPagePanStartedSignal.Emit( handle ); + Toolkit::PageTurnView handle(GetOwner()); + mPagePanStartedSignal.Emit(handle); } -void PageTurnView::PanContinuing( const Vector2& gesturePosition ) +void PageTurnView::PanContinuing(const Vector2& gesturePosition) { - if( mTurningPageIndex == -1 ) + if(mTurningPageIndex == -1) { return; } // Guard against destruction during signal emission - Toolkit::PageTurnView handle( GetOwner() ); + Toolkit::PageTurnView handle(GetOwner()); if(!mPress) { // when the touch down position is near the spine // or when the panning goes outwards or some other position which would tear the paper in real situation // we change the start position into the current panning position and update the shader parameters - if( mOriginalCenter.x < mPageSize.width*MINIMUM_START_POSITION_RATIO - || gesturePosition.x > mOriginalCenter.x-1.0f - || ( ( gesturePosition.x/mOriginalCenter.x > gesturePosition.y/mOriginalCenter.y ) && - ( gesturePosition.x/mOriginalCenter.x > (gesturePosition.y-mPageSize.height )/(mOriginalCenter.y-mPageSize.height ) ) ) ) + if(mOriginalCenter.x < mPageSize.width * MINIMUM_START_POSITION_RATIO || gesturePosition.x > mOriginalCenter.x - 1.0f || ((gesturePosition.x / mOriginalCenter.x > gesturePosition.y / mOriginalCenter.y) && (gesturePosition.x / mOriginalCenter.x > (gesturePosition.y - mPageSize.height) / (mOriginalCenter.y - mPageSize.height)))) { mOriginalCenter = gesturePosition; } else { - mDistanceUpCorner = mOriginalCenter.Length(); - mDistanceBottomCorner = ( mOriginalCenter - Vector2( 0.0f, mPageSize.height ) ).Length(); - mShadowView.Add( mPages[mIndex].actor ); - mPages[mIndex].UseEffect( mTurnEffectShader ); - mPages[mIndex].SetOriginalCenter( mOriginalCenter ); + mDistanceUpCorner = mOriginalCenter.Length(); + mDistanceBottomCorner = (mOriginalCenter - Vector2(0.0f, mPageSize.height)).Length(); + mShadowView.Add(mPages[mIndex].actor); + mPages[mIndex].UseEffect(mTurnEffectShader); + mPages[mIndex].SetOriginalCenter(mOriginalCenter); mCurrentCenter = mOriginalCenter; - mPages[mIndex].SetCurrentCenter( mCurrentCenter ); + mPages[mIndex].SetCurrentCenter(mCurrentCenter); mPanDisplacement = 0.f; - mConstraints = false; - mPress = true; + mConstraints = false; + mPress = true; mAnimatingCount++; - mPageTurnStartedSignal.Emit( handle, static_cast(mTurningPageIndex), !mPages[mIndex].isTurnBack ); + mPageTurnStartedSignal.Emit(handle, static_cast(mTurningPageIndex), !mPages[mIndex].isTurnBack); int id = mTurningPageIndex + (mPages[mIndex].isTurnBack ? -1 : 1); - if( id >=0 && id < mTotalPageCount ) + if(id >= 0 && id < mTotalPageCount) { - mPages[id%NUMBER_OF_CACHED_PAGES].actor.SetVisible(true); + mPages[id % NUMBER_OF_CACHED_PAGES].actor.SetProperty(Actor::Property::VISIBLE, true); } mShadowView.RemoveConstraints(); Actor self = Self(); - mPages[mIndex].SetPanDisplacement( 0.f ); + mPages[mIndex].SetPanDisplacement(0.f); - Constraint shadowBlurStrengthConstraint = Constraint::New( mShadowView, mShadowView.GetBlurStrengthPropertyIndex(), ShadowBlurStrengthConstraint( mPageSize.width*PAGE_TURN_OVER_THRESHOLD_RATIO ) ); - shadowBlurStrengthConstraint.AddSource( Source(mPages[mIndex].actor, mPages[mIndex].propertyCurrentCenter) ); - shadowBlurStrengthConstraint.AddSource( Source(mPages[mIndex].actor, mPages[mIndex].propertyOriginalCenter) ); - shadowBlurStrengthConstraint.AddSource( Source(mPages[mIndex].actor, mPages[mIndex].propertyPanDisplacement) ); + Constraint shadowBlurStrengthConstraint = Constraint::New(mShadowView, mShadowView.GetBlurStrengthPropertyIndex(), ShadowBlurStrengthConstraint(mPageSize.width * PAGE_TURN_OVER_THRESHOLD_RATIO)); + shadowBlurStrengthConstraint.AddSource(Source(mPages[mIndex].actor, mPages[mIndex].propertyCurrentCenter)); + shadowBlurStrengthConstraint.AddSource(Source(mPages[mIndex].actor, mPages[mIndex].propertyOriginalCenter)); + shadowBlurStrengthConstraint.AddSource(Source(mPages[mIndex].actor, mPages[mIndex].propertyPanDisplacement)); shadowBlurStrengthConstraint.Apply(); } } @@ -733,73 +731,72 @@ void PageTurnView::PanContinuing( const Vector2& gesturePosition ) // Test whether the new current center would tear the paper from the top pine in real situation // we do not forbid this totally, which would restrict the panning gesture too much // instead, set it to the nearest allowable position - float distanceUpCorner = currentCenter.Length(); - float distanceBottomCorner = ( currentCenter-Vector2( 0.0f, mPageSize.height ) ).Length(); - if( distanceUpCorner > mDistanceUpCorner ) + float distanceUpCorner = currentCenter.Length(); + float distanceBottomCorner = (currentCenter - Vector2(0.0f, mPageSize.height)).Length(); + if(distanceUpCorner > mDistanceUpCorner) { - currentCenter = currentCenter*mDistanceUpCorner/distanceUpCorner; + currentCenter = currentCenter * mDistanceUpCorner / distanceUpCorner; } // would tear the paper from the bottom spine in real situation - if( distanceBottomCorner > mDistanceBottomCorner ) + if(distanceBottomCorner > mDistanceBottomCorner) { - currentCenter = ( ( currentCenter - Vector2( 0.0f, mPageSize.height ) )*mDistanceBottomCorner/distanceBottomCorner + Vector2(0.0f,mPageSize.height ) ); + currentCenter = ((currentCenter - Vector2(0.0f, mPageSize.height)) * mDistanceBottomCorner / distanceBottomCorner + Vector2(0.0f, mPageSize.height)); } // If direction has a very high y component, reduce it. Vector2 curveDirection = currentCenter - mOriginalCenter; - if( fabs( curveDirection.y ) > fabs( curveDirection.x ) ) + if(fabs(curveDirection.y) > fabs(curveDirection.x)) { - currentCenter.y = mOriginalCenter.y + ( currentCenter.y - mOriginalCenter.y ) * fabs( curveDirection.x/curveDirection.y ); + currentCenter.y = mOriginalCenter.y + (currentCenter.y - mOriginalCenter.y) * fabs(curveDirection.x / curveDirection.y); } // If the vertical distance is high, reduce it float yShift = currentCenter.y - mOriginalCenter.y; - if( fabs( yShift ) > mPageSize.height * MAXIMUM_VERTICAL_MOVEMENT_RATIO ) + if(fabs(yShift) > mPageSize.height * MAXIMUM_VERTICAL_MOVEMENT_RATIO) { - currentCenter.y = mOriginalCenter.y + yShift*mPageSize.height*MAXIMUM_VERTICAL_MOVEMENT_RATIO/fabs(yShift ); + currentCenter.y = mOriginalCenter.y + yShift * mPageSize.height * MAXIMUM_VERTICAL_MOVEMENT_RATIO / fabs(yShift); } // use contraints to control the page shape and rotation when the pan position is near the spine - if( currentCenter.x <= mPageSize.width*PAGE_TURN_OVER_THRESHOLD_RATIO && mOriginalCenter.x > mPageSize.width*PAGE_TURN_OVER_THRESHOLD_RATIO ) + if(currentCenter.x <= mPageSize.width * PAGE_TURN_OVER_THRESHOLD_RATIO && mOriginalCenter.x > mPageSize.width * PAGE_TURN_OVER_THRESHOLD_RATIO) { // set the property values used by the constraints - mPanDisplacement = mPageSize.width*PAGE_TURN_OVER_THRESHOLD_RATIO - currentCenter.x; - mPages[mIndex].SetPanDisplacement( mPanDisplacement ); - mPages[mIndex].SetPanCenter( currentCenter ); + mPanDisplacement = mPageSize.width * PAGE_TURN_OVER_THRESHOLD_RATIO - currentCenter.x; + mPages[mIndex].SetPanDisplacement(mPanDisplacement); + mPages[mIndex].SetPanCenter(currentCenter); // set up the OriginalCenterConstraint and CurrentCebterConstraint to the PageTurnEdffect // also set up the RotationConstraint to the page actor - if( !mConstraints ) + if(!mConstraints) { Vector2 corner; // the corner position need to be a little far away from the page edge to ensure the whole page is lift up - if( currentCenter.y >= mOriginalCenter.y ) + if(currentCenter.y >= mOriginalCenter.y) { - corner = Vector2( 1.1f*mPageSize.width, 0.f ); + corner = Vector2(1.1f * mPageSize.width, 0.f); } else { - corner = mPageSize*1.1f; + corner = mPageSize * 1.1f; } - Vector2 offset( currentCenter-mOriginalCenter ); - float k = - ( (mOriginalCenter.x-corner.x)*offset.x + (mOriginalCenter.y-corner.y)*offset.y ) - /( offset.x*offset.x + offset.y*offset.y ); + Vector2 offset(currentCenter - mOriginalCenter); + float k = -((mOriginalCenter.x - corner.x) * offset.x + (mOriginalCenter.y - corner.y) * offset.y) / (offset.x * offset.x + offset.y * offset.y); offset *= k; Actor self = Self(); - Constraint originalCenterConstraint = Constraint::New( mPages[mIndex].actor, mPages[mIndex].propertyOriginalCenter, OriginalCenterConstraint( mOriginalCenter, offset )); - originalCenterConstraint.AddSource( Source( mPages[mIndex].actor, mPages[mIndex].propertyPanDisplacement ) ); + Constraint originalCenterConstraint = Constraint::New(mPages[mIndex].actor, mPages[mIndex].propertyOriginalCenter, OriginalCenterConstraint(mOriginalCenter, offset)); + originalCenterConstraint.AddSource(Source(mPages[mIndex].actor, mPages[mIndex].propertyPanDisplacement)); originalCenterConstraint.Apply(); - Constraint currentCenterConstraint = Constraint::New( mPages[mIndex].actor, mPages[mIndex].propertyCurrentCenter, CurrentCenterConstraint(mPageSize.width)); - currentCenterConstraint.AddSource( Source( mPages[mIndex].actor, mPages[mIndex].propertyPanCenter ) ); - currentCenterConstraint.AddSource( Source( mPages[mIndex].actor, mPages[mIndex].propertyOriginalCenter ) ); + Constraint currentCenterConstraint = Constraint::New(mPages[mIndex].actor, mPages[mIndex].propertyCurrentCenter, CurrentCenterConstraint(mPageSize.width)); + currentCenterConstraint.AddSource(Source(mPages[mIndex].actor, mPages[mIndex].propertyPanCenter)); + currentCenterConstraint.AddSource(Source(mPages[mIndex].actor, mPages[mIndex].propertyOriginalCenter)); currentCenterConstraint.Apply(); - PageTurnApplyInternalConstraint( mPages[mIndex].actor, mPageSize.height ); + PageTurnApplyInternalConstraint(mPages[mIndex].actor, mPageSize.height); - float distance = offset.Length(); - Constraint rotationConstraint = Constraint::New( mPages[mIndex].actor, Actor::Property::ORIENTATION, RotationConstraint(distance, mPageSize.width, mPages[mIndex].isTurnBack)); - rotationConstraint.AddSource( Source( mPages[mIndex].actor, mPages[mIndex].propertyPanDisplacement ) ); + float distance = offset.Length(); + Constraint rotationConstraint = Constraint::New(mPages[mIndex].actor, Actor::Property::ORIENTATION, RotationConstraint(distance, mPageSize.width, mPages[mIndex].isTurnBack)); + rotationConstraint.AddSource(Source(mPages[mIndex].actor, mPages[mIndex].propertyPanDisplacement)); rotationConstraint.Apply(); mConstraints = true; @@ -810,34 +807,34 @@ void PageTurnView::PanContinuing( const Vector2& gesturePosition ) if(mConstraints) // remove the constraint is the pan position move back to far away from the spine { mPages[mIndex].actor.RemoveConstraints(); - mPages[mIndex].SetOriginalCenter(mOriginalCenter ); - mConstraints = false; + mPages[mIndex].SetOriginalCenter(mOriginalCenter); + mConstraints = false; mPanDisplacement = 0.f; } - mPages[mIndex].SetCurrentCenter( currentCenter ); + mPages[mIndex].SetCurrentCenter(currentCenter); mCurrentCenter = currentCenter; - PageTurnApplyInternalConstraint(mPages[mIndex].actor, mPageSize.height ); + PageTurnApplyInternalConstraint(mPages[mIndex].actor, mPageSize.height); } } } -void PageTurnView::PanFinished( const Vector2& gesturePosition, float gestureSpeed ) +void PageTurnView::PanFinished(const Vector2& gesturePosition, float gestureSpeed) { // Guard against destruction during signal emission - Toolkit::PageTurnView handle( GetOwner() ); + Toolkit::PageTurnView handle(GetOwner()); - if( mTurningPageIndex == -1 ) + if(mTurningPageIndex == -1) { - if( mAnimatingCount< MAXIMUM_TURNING_NUM && mSlidingCount < 1) + if(mAnimatingCount < MAXIMUM_TURNING_NUM && mSlidingCount < 1) { - OnPossibleOutwardsFlick( gesturePosition, gestureSpeed ); + OnPossibleOutwardsFlick(gesturePosition, gestureSpeed); } return; } - mPagePanFinishedSignal.Emit( handle ); + mPagePanFinishedSignal.Emit(handle); if(mPress) { @@ -848,111 +845,114 @@ void PageTurnView::PanFinished( const Vector2& gesturePosition, float gestureSpe if(mPages[mIndex].isTurnBack) { mCurrentPageIndex--; - RemovePage( mCurrentPageIndex+NUMBER_OF_CACHED_PAGES_EACH_SIDE ); - AddPage( mCurrentPageIndex-NUMBER_OF_CACHED_PAGES_EACH_SIDE ); + RemovePage(mCurrentPageIndex + NUMBER_OF_CACHED_PAGES_EACH_SIDE); + AddPage(mCurrentPageIndex - NUMBER_OF_CACHED_PAGES_EACH_SIDE); } else { mCurrentPageIndex++; - RemovePage( mCurrentPageIndex-NUMBER_OF_CACHED_PAGES_EACH_SIDE-1 ); - AddPage( mCurrentPageIndex+NUMBER_OF_CACHED_PAGES_EACH_SIDE-1 ); + RemovePage(mCurrentPageIndex - NUMBER_OF_CACHED_PAGES_EACH_SIDE - 1); + AddPage(mCurrentPageIndex + NUMBER_OF_CACHED_PAGES_EACH_SIDE - 1); } OrganizePageDepth(); // set up an animation to turn the page over - float width = mPageSize.width*(1.f+PAGE_TURN_OVER_THRESHOLD_RATIO); - Animation animation = Animation::New( std::max(0.1f,PAGE_TURN_OVER_ANIMATION_DURATION * (1.0f - mPanDisplacement / width)) ); - animation.AnimateTo( Property(mPages[mIndex].actor, mPages[mIndex].propertyPanDisplacement), - width,AlphaFunction::EASE_OUT_SINE); - animation.AnimateTo( Property(mPages[mIndex].actor, mPages[mIndex].propertyPanCenter), - Vector2(-mPageSize.width*1.1f, 0.5f*mPageSize.height), AlphaFunction::EASE_OUT_SINE); + float width = mPageSize.width * (1.f + PAGE_TURN_OVER_THRESHOLD_RATIO); + Animation animation = Animation::New(std::max(0.1f, PAGE_TURN_OVER_ANIMATION_DURATION * (1.0f - mPanDisplacement / width))); + animation.AnimateTo(Property(mPages[mIndex].actor, mPages[mIndex].propertyPanDisplacement), + width, + AlphaFunction::EASE_OUT_SINE); + animation.AnimateTo(Property(mPages[mIndex].actor, mPages[mIndex].propertyPanCenter), + Vector2(-mPageSize.width * 1.1f, 0.5f * mPageSize.height), + AlphaFunction::EASE_OUT_SINE); mAnimationPageIdPair[animation] = mTurningPageIndex; animation.Play(); - animation.FinishedSignal().Connect( this, &PageTurnView::TurnedOver ); + animation.FinishedSignal().Connect(this, &PageTurnView::TurnedOver); } else // the pan finished position is far away from the spine, set up an animation to slide the page back instead of turning over { - Animation animation= Animation::New( PAGE_SLIDE_BACK_ANIMATION_DURATION * (mOriginalCenter.x - mCurrentCenter.x) / mPageSize.width / PAGE_TURN_OVER_THRESHOLD_RATIO ); - animation.AnimateTo( Property( mPages[mIndex].actor, mPages[mIndex].propertyCurrentCenter ), - mOriginalCenter, AlphaFunction::LINEAR ); + Animation animation = Animation::New(PAGE_SLIDE_BACK_ANIMATION_DURATION * (mOriginalCenter.x - mCurrentCenter.x) / mPageSize.width / PAGE_TURN_OVER_THRESHOLD_RATIO); + animation.AnimateTo(Property(mPages[mIndex].actor, mPages[mIndex].propertyCurrentCenter), + mOriginalCenter, + AlphaFunction::LINEAR); mAnimationPageIdPair[animation] = mTurningPageIndex; animation.Play(); mSlidingCount++; - animation.FinishedSignal().Connect( this, &PageTurnView::SliddenBack ); + animation.FinishedSignal().Connect(this, &PageTurnView::SliddenBack); - mPageTurnStartedSignal.Emit( handle, static_cast(mTurningPageIndex), mPages[mIndex].isTurnBack ); + mPageTurnStartedSignal.Emit(handle, static_cast(mTurningPageIndex), mPages[mIndex].isTurnBack); } } else { // In portrait view, an outwards flick should turn the previous page back // In landscape view, nothing to do - OnPossibleOutwardsFlick( gesturePosition, gestureSpeed ); + OnPossibleOutwardsFlick(gesturePosition, gestureSpeed); } mPageUpdated = true; } -void PageTurnView::TurnedOver( Animation& animation ) +void PageTurnView::TurnedOver(Animation& animation) { int pageId = mAnimationPageIdPair[animation]; - int index = pageId%NUMBER_OF_CACHED_PAGES; + int index = pageId % NUMBER_OF_CACHED_PAGES; mPages[index].ChangeTurnDirection(); mPages[index].actor.RemoveConstraints(); Self().Add(mPages[index].actor); mAnimatingCount--; - mAnimationPageIdPair.erase( animation ); + mAnimationPageIdPair.erase(animation); float degree = mPages[index].isTurnBack ? 180.f : 0.f; - mPages[index].actor.SetOrientation( Degree(degree), Vector3::YAXIS ); - mPages[index].UseEffect( mSpineEffectShader ); + mPages[index].actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Degree(degree), Vector3::YAXIS)); + mPages[index].UseEffect(mSpineEffectShader); int id = pageId + (mPages[index].isTurnBack ? -1 : 1); - if( id >=0 && id < mTotalPageCount ) + if(id >= 0 && id < mTotalPageCount) { - mPages[id%NUMBER_OF_CACHED_PAGES].actor.SetVisible(false); + mPages[id % NUMBER_OF_CACHED_PAGES].actor.SetProperty(Actor::Property::VISIBLE, false); } - OnTurnedOver( mPages[index].actor, mPages[index].isTurnBack ); + OnTurnedOver(mPages[index].actor, mPages[index].isTurnBack); // Guard against destruction during signal emission - Toolkit::PageTurnView handle( GetOwner() ); - mPageTurnFinishedSignal.Emit( handle, static_cast(pageId), mPages[index].isTurnBack ); + Toolkit::PageTurnView handle(GetOwner()); + mPageTurnFinishedSignal.Emit(handle, static_cast(pageId), mPages[index].isTurnBack); } -void PageTurnView::SliddenBack( Animation& animation ) +void PageTurnView::SliddenBack(Animation& animation) { int pageId = mAnimationPageIdPair[animation]; - int index = pageId%NUMBER_OF_CACHED_PAGES; + int index = pageId % NUMBER_OF_CACHED_PAGES; Self().Add(mPages[index].actor); mSlidingCount--; mAnimatingCount--; - mAnimationPageIdPair.erase( animation ); + mAnimationPageIdPair.erase(animation); - mPages[index].UseEffect( mSpineEffectShader ); + mPages[index].UseEffect(mSpineEffectShader); int id = pageId + (mPages[index].isTurnBack ? -1 : 1); - if( id >=0 && id < mTotalPageCount ) + if(id >= 0 && id < mTotalPageCount) { - mPages[id%NUMBER_OF_CACHED_PAGES].actor.SetVisible(false); + mPages[id % NUMBER_OF_CACHED_PAGES].actor.SetProperty(Actor::Property::VISIBLE, false); } // Guard against destruction during signal emission - Toolkit::PageTurnView handle( GetOwner() ); - mPageTurnFinishedSignal.Emit( handle, static_cast(pageId), mPages[index].isTurnBack ); + Toolkit::PageTurnView handle(GetOwner()); + mPageTurnFinishedSignal.Emit(handle, static_cast(pageId), mPages[index].isTurnBack); } void PageTurnView::OrganizePageDepth() { - for( int i=0; i( i )*STATIC_PAGE_INTERVAL_DISTANCE ); + mPages[(mCurrentPageIndex + i) % NUMBER_OF_CACHED_PAGES].actor.SetProperty(Actor::Property::POSITION_Z, -static_cast(i) * STATIC_PAGE_INTERVAL_DISTANCE); } - if( mCurrentPageIndex >= i + 1 ) + if(mCurrentPageIndex >= i + 1) { - mPages[( mCurrentPageIndex-i-1 )%NUMBER_OF_CACHED_PAGES].actor.SetZ( -static_cast( i )*STATIC_PAGE_INTERVAL_DISTANCE ); + mPages[(mCurrentPageIndex - i - 1) % NUMBER_OF_CACHED_PAGES].actor.SetProperty(Actor::Property::POSITION_Z, -static_cast(i) * STATIC_PAGE_INTERVAL_DISTANCE); } } } @@ -960,24 +960,24 @@ void PageTurnView::OrganizePageDepth() void PageTurnView::StopTurning() { mAnimatingCount = 0; - mSlidingCount = 0; + mSlidingCount = 0; - if( !mPageUpdated ) + if(!mPageUpdated) { int index = mTurningPageIndex % NUMBER_OF_CACHED_PAGES; - Self().Add( mPages[ index ].actor ); - mPages[ index ].actor.RemoveConstraints(); - mPages[ index ].UseEffect( mSpineEffectShader ); - float degree = mTurningPageIndex==mCurrentPageIndex ? 0.f :180.f; - mPages[index].actor.SetOrientation( Degree(degree), Vector3::YAXIS ); + Self().Add(mPages[index].actor); + mPages[index].actor.RemoveConstraints(); + mPages[index].UseEffect(mSpineEffectShader); + float degree = mTurningPageIndex == mCurrentPageIndex ? 0.f : 180.f; + mPages[index].actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Degree(degree), Vector3::YAXIS)); mPageUpdated = true; } - if( !mAnimationPageIdPair.empty() ) + if(!mAnimationPageIdPair.empty()) { - for (std::map::iterator it=mAnimationPageIdPair.begin(); it!=mAnimationPageIdPair.end(); ++it) + for(std::map::iterator it = mAnimationPageIdPair.begin(); it != mAnimationPageIdPair.end(); ++it) { - static_cast(it->first).SetCurrentProgress( 1.f ); + static_cast(it->first).SetCurrentProgress(1.f); } } } @@ -1002,28 +1002,28 @@ Toolkit::PageTurnView::PagePanSignal& PageTurnView::PagePanFinishedSignal() return mPagePanFinishedSignal; } -bool PageTurnView::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor ) +bool PageTurnView::DoConnectSignal(BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor) { - Dali::BaseHandle handle( object ); + Dali::BaseHandle handle(object); - bool connected( true ); - Toolkit::PageTurnView pageTurnView = Toolkit::PageTurnView::DownCast( handle ); + bool connected(true); + Toolkit::PageTurnView pageTurnView = Toolkit::PageTurnView::DownCast(handle); - if( 0 == strcmp( signalName.c_str(), SIGNAL_PAGE_TURN_STARTED ) ) + if(0 == strcmp(signalName.c_str(), SIGNAL_PAGE_TURN_STARTED)) { - pageTurnView.PageTurnStartedSignal().Connect( tracker, functor ); + pageTurnView.PageTurnStartedSignal().Connect(tracker, functor); } - else if( 0 == strcmp( signalName.c_str(), SIGNAL_PAGE_TURN_FINISHED ) ) + else if(0 == strcmp(signalName.c_str(), SIGNAL_PAGE_TURN_FINISHED)) { - pageTurnView.PageTurnFinishedSignal().Connect( tracker, functor ); + pageTurnView.PageTurnFinishedSignal().Connect(tracker, functor); } - else if( 0 == strcmp( signalName.c_str(), SIGNAL_PAGE_PAN_STARTED ) ) + else if(0 == strcmp(signalName.c_str(), SIGNAL_PAGE_PAN_STARTED)) { - pageTurnView.PagePanStartedSignal().Connect( tracker, functor ); + pageTurnView.PagePanStartedSignal().Connect(tracker, functor); } - else if( 0 == strcmp( signalName.c_str(), SIGNAL_PAGE_PAN_FINISHED ) ) + else if(0 == strcmp(signalName.c_str(), SIGNAL_PAGE_PAN_FINISHED)) { - pageTurnView.PagePanFinishedSignal().Connect( tracker, functor ); + pageTurnView.PagePanFinishedSignal().Connect(tracker, functor); } else { @@ -1034,46 +1034,46 @@ bool PageTurnView::DoConnectSignal( BaseObject* object, ConnectionTrackerInterfa return connected; } -void PageTurnView::SetProperty( BaseObject* object, Property::Index index, const Property::Value& value ) +void PageTurnView::SetProperty(BaseObject* object, Property::Index index, const Property::Value& value) { - Toolkit::PageTurnView pageTurnView = Toolkit::PageTurnView::DownCast( Dali::BaseHandle( object ) ); + Toolkit::PageTurnView pageTurnView = Toolkit::PageTurnView::DownCast(Dali::BaseHandle(object)); - if( pageTurnView ) + if(pageTurnView) { - PageTurnView& pageTurnViewImpl( GetImplementation( pageTurnView ) ); + PageTurnView& pageTurnViewImpl(GetImplementation(pageTurnView)); - switch( index ) + switch(index) { case Toolkit::PageTurnView::Property::VIEW_PAGE_SIZE: { - pageTurnViewImpl.SetPageSize( value.Get() ); + pageTurnViewImpl.SetPageSize(value.Get()); break; } case Toolkit::PageTurnView::Property::CURRENT_PAGE_ID: { - pageTurnViewImpl.GoToPage( value.Get() ); + pageTurnViewImpl.GoToPage(value.Get()); break; } case Toolkit::PageTurnView::Property::SPINE_SHADOW: { - pageTurnViewImpl.SetSpineShadowParameter( value.Get() ); + pageTurnViewImpl.SetSpineShadowParameter(value.Get()); break; } } } } -Property::Value PageTurnView::GetProperty( BaseObject* object, Property::Index index ) +Property::Value PageTurnView::GetProperty(BaseObject* object, Property::Index index) { Property::Value value; - Toolkit::PageTurnView pageTurnView = Toolkit::PageTurnView::DownCast( Dali::BaseHandle( object ) ); + Toolkit::PageTurnView pageTurnView = Toolkit::PageTurnView::DownCast(Dali::BaseHandle(object)); - if( pageTurnView ) + if(pageTurnView) { - PageTurnView& pageTurnViewImpl( GetImplementation( pageTurnView ) ); + PageTurnView& pageTurnViewImpl(GetImplementation(pageTurnView)); - switch( index ) + switch(index) { case Toolkit::PageTurnView::Property::VIEW_PAGE_SIZE: { @@ -1082,7 +1082,7 @@ Property::Value PageTurnView::GetProperty( BaseObject* object, Property::Index i } case Toolkit::PageTurnView::Property::CURRENT_PAGE_ID: { - value = static_cast( pageTurnViewImpl.GetCurrentPage() ); + value = static_cast(pageTurnViewImpl.GetCurrentPage()); break; } case Toolkit::PageTurnView::Property::SPINE_SHADOW: