-/*
- * 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.
- *
- */
-
-// CLASS HEADER
-#include "page-turn-effect-impl.h"
-
-// EXTERNAL HEADERS
-#include <sstream>
-#include <dali/public-api/animation/constraint.h>
-#include <dali/public-api/common/stage.h>
-
-namespace Dali
-{
-
-namespace Toolkit
-{
-
-namespace Internal
-{
-
-namespace
-{
-#define MAKE_STRING(A)#A
-
-const std::string CURRENT_CENTER_PROPERTY_NAME("uCurrentCenter");
-const std::string ORIGINAL_CENTER_PROPERTY_NAME("uOriginalCenter");
-const std::string PAGE_SIZE_PROPERTY_NAME("uPageSize");
-const std::string IS_TURNING_BACK_PROPERTY_NAME("uIsTurningBack");
-const std::string SHADOW_WIDTH_PROPERTY_NAME("uShadowWidth");
-const std::string SPINE_SHADOW_PARAMETER_PROPERTY_NAME("uSpineShadowParameter");
-
-// fake shadow is used to enhance the effect, with its default maximum width to be pageSize * 0.15
-const float DEFAULT_SHADOW_WIDTH(0.15f);
-
-// the major&minor radius (in pixels) to form an ellipse shape
-// the top-left quarter of this ellipse is used to calculate spine normal for simulating shadow
-const Vector2 DEFAULT_SPINE_SHADOW_PARAMETER(50.0f, 20.0f);
-
-// when the vanishing point is very far away(pageHeight*THRESHOLD), make it infinitely, in this case, the page bent horizontally
-const float THRESHOLD(20.0);
-
-void CommonParametersConstraint( Matrix& current, const PropertyInputContainer& inputs )
-{
- const Vector2& originalCenter = inputs[0]->GetVector2();
- Vector2 currentCenter = inputs[1]->GetVector2();
- const Vector2& pageSize = inputs[2]->GetVector2();
-
- // calculate the curve direction and the vanishing point
- // here, the vanishing point is the intersection of spine with the line passing through original center and vertical to curve direction
- Vector2 curveDirection( currentCenter - originalCenter );
- curveDirection.Normalize();
- if( fabs(curveDirection.y) < 0.01f) // eliminate the possibility of division by zero in the next step
- {
- curveDirection.y = 0.01f;
- }
- float vanishingPointY = originalCenter.y + curveDirection.x * originalCenter.x / curveDirection.y;
-
- float curveEndY, cosTheta ,sinTheta ,translateX, translateY;
- // when the vanishing point is very far away, make it infinitely, in this case, the page bent horizontally
- if( fabs(vanishingPointY-pageSize.y*0.5f) >= pageSize.y*THRESHOLD )
- {
- curveDirection = Vector2(-1.f,0.f);
- currentCenter.y = originalCenter.y;
-
- curveEndY = originalCenter.y;
- cosTheta = 1.f;
- sinTheta = 0.f;
- translateX = currentCenter.x - originalCenter.x;
- translateY = vanishingPointY;
- }
- else
- {
- curveEndY = currentCenter.y - curveDirection.y * (currentCenter.x/curveDirection.x) ;
- Vector2 v1( currentCenter.x, currentCenter.y - vanishingPointY );
- v1.Normalize();
- Vector2 v2( originalCenter.x, originalCenter.y - vanishingPointY );
- v2.Normalize();
- cosTheta = v1.x*v2.x + v1.y*v2.y;
- sinTheta = ( vanishingPointY > pageSize.y*0.5f ) ? sqrt(1.0-cosTheta*cosTheta) : -sqrt(1.0-cosTheta*cosTheta);
- translateX = currentCenter.x - cosTheta*originalCenter.x - sinTheta*( originalCenter.y-vanishingPointY );
- translateY = currentCenter.y + sinTheta*originalCenter.x - cosTheta*( originalCenter.y-vanishingPointY );
- }
-
- float originalLength = fabs(originalCenter.x/curveDirection.x);
- float currentLength = fabs(currentCenter.x/curveDirection.x);
- float curveHeight = 0.45f*sqrt(originalLength*originalLength - currentLength*currentLength);
-
- float* parameterArray = current.AsFloat();
- parameterArray[0] = cosTheta;
- parameterArray[1] = -sinTheta;
- parameterArray[2] = originalCenter.x;
- parameterArray[3] = originalCenter.y;
- parameterArray[4] = sinTheta;
- parameterArray[5] = cosTheta;
- parameterArray[6] = currentCenter.x;
- parameterArray[7] = currentCenter.y;
- parameterArray[8] = translateX;
- parameterArray[9] = translateY;
- parameterArray[10] = vanishingPointY;
- parameterArray[11] = curveEndY;
- parameterArray[12] = curveDirection.x;
- parameterArray[13] = curveDirection.y;
- parameterArray[14] = curveHeight;
- parameterArray[15] = currentLength;
-}
-
-}//namespace
-
-PageTurnEffect::PageTurnEffect()
-: mOriginalCenterPropertyIndex(Property::INVALID_INDEX),
- mCurrentCenterPropertyIndex(Property::INVALID_INDEX)
-{
-}
-
-PageTurnEffect::~PageTurnEffect()
-{
-}
-
-Toolkit::PageTurnEffect PageTurnEffect::CreateShaderEffect( bool enableBlending )
-{
- std::string vertexShader = MAKE_STRING(
- /*
- * The common parameters for all the vertices, calculate in CPU then pass into the shader as uniforms
- *
- * first part of the page, (outside the the line passing through original center and vertical to curve direction)
- * no Z change, only 2D rotation and translation
- * ([0][0],[0][1],[1][0],[1][1]) mat2 rotateMatrix
- * ([2][0],[2][1]) vec2 translationVector
- *
- * ([0][2],[0][3]) vec2 originalCenter: Typically the press down position of the Pan Gesture
- * ([1][2],[1][3]) vec2 currentCenter: Typically the current position of the Pan Gesture
- * ([3][0],[3][1]) vec2 curveDirection: The normalized vector pointing from original center to current center
- * ([2][2]) float vanishingPointY: The Y coordinate of the intersection of the spine
- * and the line which goes through the original center and is vertical to the curveDirection
- * ([2][3]) float curveEndY: The Y coordinate of intersection of the spine and the line through both original and current center
- * ([3][2]) float curveHeight: The height of the interpolated hermite curve.
- * ([3][3]) float currentLength: The length from the current center to the curveEnd.
- */
- precision mediump float;\n
- uniform mat4 uCommonParameters;\n
- \n
- uniform vec2 uPageSize;\n
- uniform float uIsTurningBack;\n
- uniform float uShadowWidth;\n
- varying vec3 vNormal;\n
- varying vec4 vPosition;\n
- varying float vEdgeShadow;\n
- \n
- void main()\n
- {\n
- vec4 position = vec4( aPosition.xy, 0.0, 1.0);\n
- vec2 currentCenter = vec2( uCommonParameters[1][2], uCommonParameters[1][3]);\n
- vec2 originalCenter = vec2( uCommonParameters[0][2], uCommonParameters[0][3]);\n
- vec3 normal = vec3(0.0,0.0,1.0);\n
- \n
- if(currentCenter.x < originalCenter.x)\n
- {\n
- // change the coordinate origin from the center of the page to its top-left
- position.xy += uPageSize * 0.5;\n
- vec2 curveDirection = vec2( uCommonParameters[3]);\n
- vec3 vanishingPoint = vec3(0.0, uCommonParameters[2][2], 0.0);\n
- // first part of the page, (outside the the line passing through original center and vertical to curve direction)
- //no Z change, only 2D rotation and translation
- if( dot(curveDirection, position.xy - originalCenter) < 0.0 )
- {\n
- position.y -= vanishingPoint.y;\n
- position.xy = mat2(uCommonParameters)*position.xy + vec2( uCommonParameters[2]);\n
- }\n
- // second part of the page, bent as a ruled surface
- else\n
- {\n
- // calculate on the flat plane, between
- // the first line passing through current vertex and vanishing point
- // the second line passing through original center and current center
- vec2 curveEnd = vec2( 0.0, uCommonParameters[2][3] );\n
- vec2 curFlatDirection = vec2(0.0,1.0);\n
- float lengthFromCurve = position.y - originalCenter.y;\n
- float lengthOnCurve = position.x;\n
- if(currentCenter.y != originalCenter.y)\n
- {\n
- curFlatDirection = normalize(position.xy - vanishingPoint.xy);\n
- lengthFromCurve = (curveEnd.x*curveDirection.y-curveEnd.y*curveDirection.x-position.x*curveDirection.y+position.y*curveDirection.x)
- / (curFlatDirection.x*curveDirection.y-curFlatDirection.y*curveDirection.x);\n
- lengthOnCurve = length(position.xy+lengthFromCurve*curFlatDirection-curveEnd);\n
- }\n
- \n
- // define the control points of hermite curve, composed with two segments
- // calulation is carried out on the 2D plane which is passing through both current and original center and vertical to the image plane
- float currentLength = uCommonParameters[3][3];\n
- float originalLength = abs(originalCenter.x/curveDirection.x);\n
- float height = uCommonParameters[3][2];\n
- float percentage = currentLength/originalLength;\n
- //vec2 SegmentOneControlPoint0 = vec2(0.0, 0.0);
- vec2 SegmentOneControlPoint1 = vec2((0.65*percentage - 0.15)*originalLength, (0.8 + 0.2 * percentage)*height); \n
- vec2 SegmentTwoControlPoint0 = SegmentOneControlPoint1;\n
- vec2 SegmentTwoControlPoint1 = vec2(currentLength, 0.0); \n
- vec2 SegmentOneTangentVector0 = SegmentOneControlPoint1;\n
- vec2 SegmentOneTangentVector1 = vec2(0.5*originalLength,0.0);\n
- vec2 SegmentTwoTangentVector0 = SegmentOneTangentVector1;\n
- vec2 SegmentTwoTangentVector1 = SegmentOneTangentVector1;\n
- \n
- // calulate the corresponding curve point position and its tangent vector
- // it is a linear mapping onto nonlinear curves, might cause some unwanted deformation
- // but as there are no analytical method to calculate the curve length on arbitrary segment
- // no efficient way to solve this nonlinear mapping, Numerical approximation would cost too much computation in shader
- vec2 curvePoint2D;\n
- vec2 tangent;\n
- float t0 = lengthOnCurve / originalLength;\n
- if(t0<=0.5)\n
- {\n
- float t = 2.0*t0;\n
- float t_2 = t*t;\n
- float t_3 = t*t_2;\n
- curvePoint2D = (-2.0*t_3+3.0*t_2)*SegmentOneControlPoint1
- + (t_3-2.0*t_2+t)*SegmentOneTangentVector0 + (t_3-t_2)*SegmentOneTangentVector1;\n
- tangent = (-6.0*t_2+6.0*t)*SegmentOneControlPoint1
- + (3.0*t_2-4.0*t+1.0)*SegmentOneTangentVector0 + (3.0*t_2-2.0*t)*SegmentOneTangentVector1;\n
- }\n
- else\n
- {\n
- float t = 2.0*t0-1.0;\n
- float t_2 = t*t;\n
- float t_3 = t*t_2;\n
- curvePoint2D = (2.0*t_3-3.0*t_2+1.0)*SegmentTwoControlPoint0 + (-2.0*t_3+3.0*t_2)*SegmentTwoControlPoint1
- + (t_3-2.0*t_2+t)*SegmentTwoTangentVector0 + (t_3-t_2)*SegmentTwoTangentVector1;\n
- tangent = (6.0*t_2-6.0*t)*SegmentTwoControlPoint0 + (-6.0*t_2+6.0*t)*SegmentTwoControlPoint1
- + (3.0*t_2-4.0*t+1.0)*SegmentTwoTangentVector0 + (3.0*t_2-2.0*t)*SegmentTwoTangentVector1;\n
- // a trick to eliminate some optical illusion caused by the gradient matter of normal in per-fragment shading
- // which is caused by linear interpolation of normal vs. nonlinear lighting
- // will notice some artifact in the areas with dramatically normal changes, so compress the normal differences here
- tangent.y *= min(1.0, length(position.xyz - vanishingPoint) / uPageSize.y ); \n
- }\n
- vec3 curvePoint = vec3(curveEnd - curvePoint2D.x*curveDirection,max(0.0,curvePoint2D.y));\n
- vec3 tangentVector = vec3(-tangent.x*curveDirection,tangent.y);\n
- \n
- // locate the new vertex position on the line passing through both vanishing point and the calculated curve point position
- vec3 curLiftDirection = vec3(0.0,-1.0,0.0);\n
- if(currentCenter.y != originalCenter.y)\n
- {\n
- curLiftDirection = normalize(curvePoint - vanishingPoint);\n
- tangentVector *= (curveDirection.y > 0.0) ? -1.0 : 1.0;\n
- // an heuristic adjustment here, to compensate the linear parameter mapping onto the nonlinear curve
- float Y0 = position.y - curveDirection.y * (position.x/curveDirection.x); \n
- float proportion;
- float refLength;\n
- if(abs(Y0-vanishingPoint.y) > abs(curveEnd.y-vanishingPoint.y)) \n
- {\n
- proportion = abs(curveEnd.y - Y0) / (abs(curveEnd.y-Y0)+abs(curveEnd.y - vanishingPoint.y)); \n
- refLength = proportion*length(originalCenter-vanishingPoint.xy) / (proportion-1.0); \n
- }\n
- else\n
- {\n
- proportion = abs(curveEnd.y - Y0) / abs(curveEnd.y - vanishingPoint.y);\n
- refLength = proportion*length(originalCenter-vanishingPoint.xy); \n
- }\n
- float Y1 = currentCenter.y - (normalize(currentCenter-vanishingPoint.xy)).y * refLength; \n
- position.y = mix(Y0, Y1, t0); \n
- }\n
- position.xz = curvePoint.xz - lengthFromCurve*curLiftDirection.xz;\n
- // calculate the normal vector, will be used for lighting
- normal = cross(curLiftDirection, normalize(tangentVector));\n
- // the signature of Z is decided by the page turning direction:
- // from left to right(negative); from right to left (positive)
- position.z *= -uIsTurningBack;\n
- normal.xy *= -uIsTurningBack;\n
- }\n
- // change the coordinate origin from the top-left of the page to its center
- position.xy -= uPageSize * 0.5; \n
- }\n
- position.z += aPosition.z;\n
- gl_Position = uMvpMatrix * position;\n
- // varying parameters for fragment shader
- vTexCoord = aTexCoord;
- vNormal = uNormalMatrix*normal;\n
- vPosition = uModelView * position;\n
- );
-
- std::string vertexShaderWithFakedShadow = MAKE_STRING(
- // display shadow, the fake shadow value is calculated according to the height and the distance from page edge
- vTexCoord.x = (aTexCoord.x-sTextureRect.s) /( 1.0 - uShadowWidth ) + sTextureRect.s;\n
- vTexCoord.y = ( aTexCoord.y-sTextureRect.t-0.5*uShadowWidth*(sTextureRect.q-sTextureRect.t) )/( 1.0 - uShadowWidth ) + sTextureRect.t;\n
- float heightCoef = (1.0 + position.z*uIsTurningBack*3.0 / uPageSize.x) * 0.6;
- vEdgeShadow = clamp(0.9 - heightCoef, 0.0, 0.9 ); \n
- if( vTexCoord.y >= sTextureRect.q || vTexCoord.y <= sTextureRect.t || vTexCoord.x >= sTextureRect.p )\n
- {\n
- float inversedShadowWidth = (1.0-uShadowWidth) / uShadowWidth ;\n
- float alpha1 = (vTexCoord.x-sTextureRect.p) * inversedShadowWidth / (sTextureRect.p - sTextureRect.s);\n
- inversedShadowWidth = 2.0 * inversedShadowWidth / (sTextureRect.q - sTextureRect.t); \n
- float alpha2 = (vTexCoord.y-sTextureRect.q) * inversedShadowWidth;\n
- float alpha3 = (sTextureRect.t-vTexCoord.y) * inversedShadowWidth;\n
- float alpha;\n
- if(alpha1 > 0.0 && alpha2 > 0.0) alpha = sqrt(alpha2*alpha2+alpha1*alpha1)/sqrt(1.0 + max(alpha1,alpha2)*max(alpha1,alpha2));\n //bottom-right corner
- else if(alpha1 > 0.0 && alpha3 > 0.0) alpha = sqrt(alpha3*alpha3+alpha1*alpha1)/sqrt(1.0+max(alpha1,alpha3)*max(alpha1,alpha3));\n //top-right corner
- else alpha = max(alpha1,max(alpha2,alpha3)); \n
- alpha = 0.9 - alpha*0.9;\n
- vEdgeShadow = clamp(alpha - heightCoef, 0.0, 0.9 ); \n
- }\n
- );
-
- std::string vertexShaderEnd("}");
-
- std::string fragmentShaderPartOne = MAKE_STRING(
- precision mediump float;\n
- uniform vec2 uPageSize;\n
- uniform vec2 uSpineShadowParameter;\n
- varying vec3 vNormal;\n
- varying vec4 vPosition;\n
- varying float vEdgeShadow;\n
- \n
- void main()\n
- {\n
- // need to re-normalize the interpolated normal
- vec3 normal = normalize(vNormal);\n
- vec4 texel;\n
- float spineShadowCoef = 1.0; \n
- );
-
- std::string fragmentShaderWithFakedShadow = MAKE_STRING(
- if( vTexCoord.y > sTextureRect.q || vTexCoord.y < sTextureRect.t || vTexCoord.x > sTextureRect.p )\n
- texel = vec4(0.0,0.0,0.0,vEdgeShadow);
- else \n
- );
-
- std::string fragmentShaderPartTwo = MAKE_STRING(
- { \n
- // display page content
- // display back image of the page, flip the texture
- if( dot(vPosition.xyz, normal) > 0.0 ) texel = texture2D( sTexture, vec2( sTextureRect.p+sTextureRect.s-vTexCoord.x, vTexCoord.y ) );\n
- // display front image of the page
- else texel = texture2D( sTexture, vTexCoord );\n
- // display book spine, a stripe of shadowed texture
- float pixelPos = (vTexCoord.x-sTextureRect.s)*uPageSize.x; \n
- if(pixelPos < uSpineShadowParameter.x) \n
- {\n
- float x = pixelPos - uSpineShadowParameter.x;\n
- float y = sqrt( uSpineShadowParameter.x*uSpineShadowParameter.x - x*x);\n
- spineShadowCoef = normalize( vec2( uSpineShadowParameter.y*x/uSpineShadowParameter.x, y ) ).y;\n
- }\n
- }\n
- // calculate the lighting
- // set the ambient color as vec3(0.4);
- float lightColor = abs( normal.z ) * 0.6 + 0.4;\n
- gl_FragColor = vec4( ( spineShadowCoef* lightColor)* texel.rgb , texel.a ) * uColor;\n
- }
- );
-
- // Create the implementation, temporarily owned on stack,
- Dali::ShaderEffect shaderEffectCustom;
- std::ostringstream vertexShaderStringStream;
- std::ostringstream fragmentShaderStringStream;
- if( enableBlending )
- {
- vertexShaderStringStream<< vertexShader << vertexShaderWithFakedShadow << vertexShaderEnd;
- fragmentShaderStringStream<< fragmentShaderPartOne << fragmentShaderWithFakedShadow << fragmentShaderPartTwo;
- shaderEffectCustom = Dali::ShaderEffect::New( vertexShaderStringStream.str(), fragmentShaderStringStream.str(), GeometryType( GEOMETRY_TYPE_IMAGE ),
- ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_DEPTH_BUFFER | ShaderEffect::HINT_BLENDING) );
- }
- else
- {
- vertexShaderStringStream<< vertexShader << vertexShaderEnd;
- fragmentShaderStringStream<< fragmentShaderPartOne << fragmentShaderPartTwo;
- shaderEffectCustom = Dali::ShaderEffect::New( vertexShaderStringStream.str(), fragmentShaderStringStream.str(), GeometryType( GEOMETRY_TYPE_IMAGE ),
- ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_DEPTH_BUFFER ) );
- }
-
- PageTurnEffect* shaderImpl = new PageTurnEffect();
- Dali::Toolkit::PageTurnEffect handle = Toolkit::PageTurnEffect( shaderEffectCustom, shaderImpl );
-
- shaderImpl->Initialize( handle );
-
- Vector2 defaultPageSize = Dali::Stage::GetCurrent().GetSize();
- Matrix zeroMatrix(true);
- handle.SetUniform( "uCommonParameters", zeroMatrix );
- handle.SetUniform( PAGE_SIZE_PROPERTY_NAME, defaultPageSize/(1.f-DEFAULT_SHADOW_WIDTH) );
- handle.SetUniform( SHADOW_WIDTH_PROPERTY_NAME, DEFAULT_SHADOW_WIDTH );
- handle.SetUniform( SPINE_SHADOW_PARAMETER_PROPERTY_NAME, DEFAULT_SPINE_SHADOW_PARAMETER );
-
- shaderImpl->mOriginalCenterPropertyIndex = handle.RegisterProperty( ORIGINAL_CENTER_PROPERTY_NAME, Vector2( defaultPageSize[0], defaultPageSize[1]*0.5f ) );
- shaderImpl->mCurrentCenterPropertyIndex = handle.RegisterProperty( CURRENT_CENTER_PROPERTY_NAME, Vector2( defaultPageSize[0], defaultPageSize[1]*0.5f ) );
-
- shaderImpl->ApplyInternalConstraint();
-
- // setting isTurningBack to -1.0f here means turning page forward
- handle.SetUniform( IS_TURNING_BACK_PROPERTY_NAME, -1.0f );
-
- return handle;
-}
-
-void PageTurnEffect::SetPageSize(const Vector2& pageSize)
-{
- mShaderEffect.SetUniform(PAGE_SIZE_PROPERTY_NAME, pageSize);
-}
-
-void PageTurnEffect::SetOriginalCenter(const Vector2& originalCenter)
-{
- mShaderEffect.SetProperty( mOriginalCenterPropertyIndex, originalCenter );
-}
-
-void PageTurnEffect::SetCurrentCenter(const Vector2& currentCenter)
-{
- mShaderEffect.SetProperty( mCurrentCenterPropertyIndex, currentCenter );
-}
-
-void PageTurnEffect::SetIsTurningBack(bool isTurningBack)
-{
- float direction = isTurningBack ? 1.0f : -1.0f;
- mShaderEffect.SetUniform(IS_TURNING_BACK_PROPERTY_NAME, direction);
-}
-
-void PageTurnEffect::SetShadowWidth(float shadowWidth)
-{
- mShaderEffect.SetUniform( SHADOW_WIDTH_PROPERTY_NAME, shadowWidth );
-}
-
-void PageTurnEffect::SetSpineShadowParameter(const Vector2& spineShadowParameter)
-{
- mShaderEffect.SetUniform( SPINE_SHADOW_PARAMETER_PROPERTY_NAME, spineShadowParameter);
-}
-
-void PageTurnEffect::ApplyInternalConstraint()
-{
- Constraint constraint = Constraint::New<Matrix>( mShaderEffect, mShaderEffect.GetPropertyIndex( "uCommonParameters" ), CommonParametersConstraint );
- constraint.AddSource( LocalSource( mOriginalCenterPropertyIndex ) );
- constraint.AddSource( LocalSource( mCurrentCenterPropertyIndex ) );
- constraint.AddSource( LocalSource( mShaderEffect.GetPropertyIndex( PAGE_SIZE_PROPERTY_NAME ) ) );
- constraint.Apply();
-}
-
-const std::string& PageTurnEffect::GetPageSizePropertyName() const
-{
- return PAGE_SIZE_PROPERTY_NAME;
-}
-
-const std::string& PageTurnEffect::GetOriginalCenterPropertyName() const
-{
- return ORIGINAL_CENTER_PROPERTY_NAME;
-}
-
-const std::string& PageTurnEffect::GetCurrentCenterPropertyName() const
-{
- return CURRENT_CENTER_PROPERTY_NAME;
-}
-
-void PageTurnEffect::Initialize( Dali::ShaderEffect shaderEffect )
-{
- // Save a reference to the shader handle
- mShaderEffect = shaderEffect;
-}
-
-} // namespace Internal
-
-} // namespace Toolkit
-
-} // namespace Dali