END_TEST;
}
+
+static void Wait(ToolkitTestApplication& application)
+{
+ application.SendNotification();
+ application.Render(16);
+}
+
+int UtcDaliAccessibilityScrollToChildScrollView(void)
+{
+ ToolkitTestApplication application;
+ Dali::Accessibility::TestEnableSC( true );
+
+ ScrollView scrollView = ScrollView::New();
+ application.GetScene().Add( scrollView );
+
+ PushButton actorA = PushButton::New();
+ const Dali::Vector3 positionA = Vector3(100.0f, 400.0f, 0.0f);
+ actorA.SetProperty( Dali::Actor::Property::POSITION, positionA );
+ scrollView.Add(actorA);
+
+ PushButton actorB = PushButton::New();
+ const Dali::Vector3 positionB = Vector3(500.0f, 200.0f, 0.0f);
+ actorB.SetProperty( Dali::Actor::Property::POSITION, positionB );
+ scrollView.Add(actorB);
+
+ Wait(application);
+
+ auto* accessibleParent = dynamic_cast<DevelControl::AccessibleImpl*>(Dali::Accessibility::Accessible::Get(scrollView));
+ DALI_TEST_CHECK(accessibleParent);
+ auto* accessibleA = dynamic_cast<DevelControl::AccessibleImpl*>(Dali::Accessibility::Accessible::Get(actorA));
+ DALI_TEST_CHECK(accessibleA);
+ auto* accessibleB = dynamic_cast<DevelControl::AccessibleImpl*>(Dali::Accessibility::Accessible::Get(actorB));
+ DALI_TEST_CHECK(accessibleB);
+
+ accessibleA->GrabHighlight(); // == scrollView.ScrollTo(actorA)
+ Wait(application);
+ accessibleB->GrabHighlight(); // == scrollView.ScrollTo(actorB)
+ Wait(application);
+
+ Dali::Accessibility::TestEnableSC( false );
+ END_TEST;
+}
+
+namespace {
+ class TestItemFactory : public ItemFactory
+ {
+ public:
+ TestItemFactory()
+ {
+ }
+
+ unsigned int GetNumberOfItems() override
+ {
+ return 2;
+ }
+
+ Dali::Actor NewItem(unsigned int itemId) override
+ {
+ return TextLabel::New(std::to_string(itemId));
+ }
+ };
+}
+
+int UtcDaliAccessibilityScrollToChildItemView(void)
+{
+ ToolkitTestApplication application;
+ Dali::Accessibility::TestEnableSC( true );
+
+ TestItemFactory factory;
+ ItemView view = ItemView::New(factory);
+ Dali::Vector3 vec(480.0f, 800.0f, 0.0f);
+ ItemLayoutPtr layout = DefaultItemLayout::New( DefaultItemLayout::DEPTH );
+
+ view.AddLayout(*layout);
+ view.SetProperty( Actor::Property::SIZE, vec );
+
+ application.GetScene().Add(view);
+ layout->SetOrientation(ControlOrientation::Down);
+ view.ActivateLayout(0, vec, 0.0f);
+
+ Wait(application);
+
+ auto* accessibleParent = dynamic_cast<DevelControl::AccessibleImpl*>(Dali::Accessibility::Accessible::Get(view));
+ DALI_TEST_CHECK(accessibleParent);
+ auto* accessibleA = dynamic_cast<DevelControl::AccessibleImpl*>(Dali::Accessibility::Accessible::Get(view.GetItem(0)));
+ DALI_TEST_CHECK(accessibleA);
+ auto* accessibleB = dynamic_cast<DevelControl::AccessibleImpl*>(Dali::Accessibility::Accessible::Get(view.GetItem(1)));
+ DALI_TEST_CHECK(accessibleB);
+
+ accessibleA->GrabHighlight(); // == view.ScrollToItem(view.GetItemId(actorA))
+ Wait(application);
+ accessibleB->GrabHighlight(); // == view.ScrollToItem(view.GetItemId(actorB))
+ Wait(application);
+
+ Dali::Accessibility::TestEnableSC( false );
+ END_TEST;
+}
+
+int UtcDaliAccessibilityScrollToChildNonScrollable(void)
+{
+ ToolkitTestApplication application;
+ Dali::Accessibility::TestEnableSC( true );
+
+ TextLabel label = TextLabel::New("123");
+
+ auto* accessible = dynamic_cast<DevelControl::AccessibleImpl*>(Dali::Accessibility::Accessible::Get(label));
+ DALI_TEST_CHECK(accessible);
+
+ DALI_TEST_EQUALS(accessible->IsScrollable(), false, TEST_LOCATION);
+ DALI_TEST_EQUALS(accessible->ScrollToChild({}), false, TEST_LOCATION);
+
+ Dali::Accessibility::TestEnableSC( false );
+ END_TEST;
+}
\ No newline at end of file
utc-Dali-TextureManager.cpp
utc-Dali-ToolBar.cpp
utc-Dali-Tooltip.cpp
+ utc-Dali-Transition.cpp
utc-Dali-TransitionData.cpp
utc-Dali-Button.cpp
utc-Dali-CameraView.cpp
.Add( ImageVisual::Property::WRAP_MODE_U, WrapMode::REPEAT )
.Add( ImageVisual::Property::WRAP_MODE_V, WrapMode::DEFAULT )
.Add( DevelVisual::Property::CORNER_RADIUS, 22.2f )
- .Add( DevelVisual::Property::CORNER_RADIUS_POLICY, Visual::Transform::Policy::ABSOLUTE ));
+ .Add( DevelVisual::Property::CORNER_RADIUS_POLICY, Visual::Transform::Policy::ABSOLUTE )
+ .Add( DevelVisual::Property::BORDERLINE_WIDTH, 33.3f )
+ .Add( DevelVisual::Property::BORDERLINE_COLOR, Color::RED )
+ .Add( DevelVisual::Property::BORDERLINE_OFFSET, 0.3f ));
Property::Map resultMap;
animatedImageVisual.CreatePropertyMap( resultMap );
DALI_TEST_CHECK( value );
DALI_TEST_CHECK( value->Get<int>() == Visual::Transform::Policy::ABSOLUTE );
+ value = resultMap.Find( DevelVisual::Property::BORDERLINE_WIDTH, Property::FLOAT );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_EQUALS( value->Get<float>(), 33.3f, TEST_LOCATION );
+
+ value = resultMap.Find( DevelVisual::Property::BORDERLINE_COLOR, Property::VECTOR4 );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_EQUALS( value->Get<Vector4>(), Color::RED, TEST_LOCATION );
+
+ value = resultMap.Find( DevelVisual::Property::BORDERLINE_OFFSET, Property::FLOAT );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_EQUALS( value->Get<float>(), 0.3f, TEST_LOCATION );
+
// request AnimatedImageVisual with an URL
Visual::Base animatedImageVisual2 = factory.CreateVisual( TEST_GIF_FILE_NAME, ImageDimensions() );
resultMap.Clear();
.Add( "wrapModeU", WrapMode::REPEAT )
.Add( "wrapModeV", WrapMode::DEFAULT )
.Add( "cornerRadius", Vector4(50.0f, 25.0f, 12.5f, 33.0f) )
- .Add( "cornerRadiusPolicy", Visual::Transform::Policy::RELATIVE ));
+ .Add( "cornerRadiusPolicy", Visual::Transform::Policy::RELATIVE )
+ .Add( "borderlineWidth", 20.0f )
+ .Add( "borderlineColor", Vector4() )
+ .Add( "borderlineOffset", -1.0f));
Property::Map resultMap;
animatedImageVisual.CreatePropertyMap( resultMap );
DALI_TEST_CHECK( value );
DALI_TEST_CHECK( value->Get<int>() == Visual::Transform::Policy::RELATIVE );
+ value = resultMap.Find( Toolkit::DevelVisual::Property::BORDERLINE_WIDTH, "borderlineWidth" );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_EQUALS( value->Get<float>(), 20.0f, TEST_LOCATION );
+
+ value = resultMap.Find( Toolkit::DevelVisual::Property::BORDERLINE_COLOR, "borderlineColor" );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_EQUALS( value->Get<Vector4>(), Vector4::ZERO, TEST_LOCATION );
+
+ value = resultMap.Find( Toolkit::DevelVisual::Property::BORDERLINE_OFFSET, "borderlineOffset" );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_EQUALS( value->Get<float>(), -1.0f, TEST_LOCATION );
+
END_TEST;
}
DALI_TEST_CHECK( value );
DALI_TEST_CHECK( value->Get<int>() == Visual::Transform::Policy::ABSOLUTE );
+ value = resultMap.Find( Toolkit::DevelVisual::Property::BORDERLINE_WIDTH, "borderlineWidth" );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_EQUALS( value->Get<float>(), 0.0f, TEST_LOCATION );
+
+ value = resultMap.Find( Toolkit::DevelVisual::Property::BORDERLINE_COLOR, "borderlineColor" );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_EQUALS( value->Get<Vector4>(), Color::BLACK, TEST_LOCATION );
+
+ value = resultMap.Find( Toolkit::DevelVisual::Property::BORDERLINE_OFFSET, "borderlineOffset" );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_EQUALS( value->Get<float>(), 0.0f, TEST_LOCATION );
+
END_TEST;
}
.Add( ImageVisual::Property::URL, TEST_GIF_FILE_NAME )
.Add( ImageVisual::Property::BATCH_SIZE, 1 )
.Add( ImageVisual::Property::CACHE_SIZE, 1 )
- .Add( ImageVisual::Property::SYNCHRONOUS_LOADING, false ));
+ .Add( ImageVisual::Property::SYNCHRONOUS_LOADING, false )
+ .Add( DevelVisual::Property::BORDERLINE_WIDTH, 0.4f ));
Property::Map resultMap;
animatedImageVisual.CreatePropertyMap( resultMap );
DALI_TEST_CHECK( value );
DALI_TEST_EQUALS( value->Get<int>(), 4, TEST_LOCATION );
+ value = resultMap.Find( Toolkit::DevelVisual::Property::BORDERLINE_WIDTH, "borderlineWidth" );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_EQUALS( value->Get<float>(), 0.4f, TEST_LOCATION );
+
+ value = resultMap.Find( Toolkit::DevelVisual::Property::BORDERLINE_COLOR, "borderlineColor" );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_EQUALS( value->Get<Vector4>(), Vector4(0.0f, 0.0f, 0.0f, 1.0f), TEST_LOCATION );
+
+ value = resultMap.Find( Toolkit::DevelVisual::Property::BORDERLINE_OFFSET, "borderlineOffset" );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_EQUALS( value->Get<float>(), 0.0f, TEST_LOCATION );
+
END_TEST;
}
.Add( ImageVisual::Property::URL, TEST_VECTOR_IMAGE_FILE_NAME )
.Add( DevelImageVisual::Property::LOOP_COUNT, 3 )
.Add( DevelImageVisual::Property::PLAY_RANGE, playRange )
- .Add( DevelVisual::Property::CORNER_RADIUS, 50.0f );
+ .Add( DevelVisual::Property::CORNER_RADIUS, 50.0f )
+ .Add( DevelVisual::Property::BORDERLINE_WIDTH, 20.0f );
Visual::Base visual = VisualFactory::Get().CreateVisual( propertyMap );
DALI_TEST_CHECK( visual );
int startFrame = 1, endFrame = 3;
float cornerRadius = 22.0f;
+ float borderlineWidth = 2.0f;
+ Vector4 borderlineColor = Vector4(1.0f, 1.0f, 1.0f, 1.0f);
+ float borderlineOffset = 0.1f;
Property::Array playRange;
playRange.PushBack( startFrame );
playRange.PushBack( endFrame );
.Add( "stopBehavior", DevelImageVisual::StopBehavior::FIRST_FRAME )
.Add( "loopingMode", DevelImageVisual::LoopingMode::AUTO_REVERSE )
.Add( "redrawInScalingDown", false )
- .Add( "cornerRadius", cornerRadius );
+ .Add( "cornerRadius", cornerRadius )
+ .Add( "borderlineWidth", borderlineWidth )
+ .Add( "borderlineColor", borderlineColor )
+ .Add( "borderlineOffset", borderlineOffset );
Visual::Base visual = VisualFactory::Get().CreateVisual( propertyMap );
DALI_TEST_CHECK( visual );
DALI_TEST_CHECK( value );
DALI_TEST_CHECK( value->Get< int >() == Visual::Transform::Policy::ABSOLUTE );
+ value = resultMap.Find( DevelVisual::Property::BORDERLINE_WIDTH, Property::FLOAT );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_EQUALS( value->Get< float >(), borderlineWidth, TEST_LOCATION );
+
+ value = resultMap.Find( DevelVisual::Property::BORDERLINE_COLOR, Property::VECTOR4 );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_EQUALS( value->Get< Vector4 >(), borderlineColor, TEST_LOCATION );
+
+ value = resultMap.Find( DevelVisual::Property::BORDERLINE_OFFSET, Property::FLOAT );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_EQUALS( value->Get< float >(), borderlineOffset, TEST_LOCATION );
+
actor.Unparent( );
DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
int startFrame = 1, endFrame = 3;
Vector4 cornerRadius(50.0f, 22.0f, 0.0f, 3.0f);
+ float borderlineWidth = 2.3f;
+ Vector4 borderlineColor = Vector4(0.3f, 0.3f, 1.0f, 1.0f);
+ float borderlineOffset = 0.3f;
Property::Array playRange;
playRange.PushBack( startFrame );
playRange.PushBack( endFrame );
.Add( DevelImageVisual::Property::LOOP_COUNT, 3 )
.Add( DevelImageVisual::Property::PLAY_RANGE, playRange )
.Add( DevelVisual::Property::CORNER_RADIUS, cornerRadius )
- .Add( DevelVisual::Property::CORNER_RADIUS_POLICY, Visual::Transform::Policy::RELATIVE);
+ .Add( DevelVisual::Property::CORNER_RADIUS_POLICY, Visual::Transform::Policy::RELATIVE)
+ .Add( DevelVisual::Property::BORDERLINE_WIDTH, borderlineWidth )
+ .Add( DevelVisual::Property::BORDERLINE_COLOR, borderlineColor )
+ .Add( DevelVisual::Property::BORDERLINE_OFFSET, borderlineOffset );
// request AnimatedVectorImageVisual with a property map
VisualFactory factory = VisualFactory::Get();
DALI_TEST_CHECK( value );
DALI_TEST_CHECK( value->Get< int >() == Visual::Transform::Policy::RELATIVE );
+ value = resultMap.Find( DevelVisual::Property::BORDERLINE_WIDTH, "borderlineWidth" );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_EQUALS( value->Get< float >(), borderlineWidth, TEST_LOCATION );
+
+ value = resultMap.Find( DevelVisual::Property::BORDERLINE_COLOR, Property::VECTOR4 );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_EQUALS( value->Get< Vector4 >(), borderlineColor, TEST_LOCATION );
+
+ value = resultMap.Find( DevelVisual::Property::BORDERLINE_OFFSET, Property::FLOAT );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_EQUALS( value->Get< float >(), borderlineOffset, TEST_LOCATION );
+
// request AnimatedVectorImageVisual with an URL
Visual::Base visual2 = factory.CreateVisual( TEST_VECTOR_IMAGE_FILE_NAME, ImageDimensions() );
}
END_TEST;
-}
\ No newline at end of file
+}
END_TEST;
}
+int utcDaliTextEditorGetHeightForWidthChangeLineCountWhenTextChanged(void)
+{
+ ToolkitTestApplication application;
+
+ tet_infoline(" utcDaliTextEditorGetHeightForWidthChangeLineCountWhenTextChanged ");
+
+ int lineCountBefore =0 ;
+ int lineCountAfter =0 ;
+
+ // Create a text editor
+ TextEditor textEditor = TextEditor::New();
+ //Set very large font-size using point-size
+ textEditor.SetProperty( TextEditor::Property::POINT_SIZE, 10) ;
+ //Specify font-family
+ textEditor.SetProperty( TextEditor::Property::FONT_FAMILY, "DejaVu Sans");
+ //Specify size
+ textEditor.SetProperty( Actor::Property::SIZE, Vector2( 200.f, 100.f ) );
+ //Set text longer than width of textEditor
+ textEditor.SetProperty( TextEditor::Property::TEXT, "Short text");
+ //Set line wrap mode Character
+ textEditor.SetProperty(TextEditor::Property::LINE_WRAP_MODE, "CHARACTER");
+
+ application.GetScene().Add( textEditor );
+
+ application.SendNotification();
+ application.Render();
+
+
+ lineCountBefore = textEditor.GetProperty<int>( TextEditor::Property::LINE_COUNT );
+
+ textEditor.SetProperty( TextEditor::Property::TEXT, "This is very loooooooooooooooooooooooooooooooooooong text for test");
+ lineCountAfter = textEditor.GetProperty<int>( TextEditor::Property::LINE_COUNT );
+
+ // When the text changed, the Line-count should be updated according to new text.
+ // Because the GetHeightForWidth is called in Controller::GetLineCount(float width)
+ DALI_TEST_EQUALS( lineCountBefore ,1, TEST_LOCATION );
+ DALI_TEST_GREATER( lineCountAfter,1, TEST_LOCATION );
+
+
+ END_TEST;
+}
+
+
int utcDaliTextEditorGetNaturalSizeDoesNotChangeLineCountScrollingCase(void)
{
ToolkitTestApplication application;
END_TEST;
}
+
+
+int utcDaliTextLabelGetHeightForWidthChangeLineCountWhenTextChanged(void)
+{
+ ToolkitTestApplication application;
+
+ tet_infoline(" utcDaliTextLabelGetHeightForWidthChangeLineCountWhenTextChanged ");
+
+ int lineCountBefore =0 ;
+ int lineCountAfter =0 ;
+
+ // Create a text editor
+ TextLabel textLabel = TextLabel::New();
+ //Set very large font-size using point-size
+ textLabel.SetProperty( TextLabel::Property::POINT_SIZE, 10) ;
+ //Specify font-family
+ textLabel.SetProperty( TextLabel::Property::FONT_FAMILY, "DejaVu Sans");
+ //Specify size
+ textLabel.SetProperty( Actor::Property::SIZE, Vector2( 200.f, 100.f ) );
+ //Set text longer than width of textLabel
+ textLabel.SetProperty( TextLabel::Property::TEXT, "Short text");
+ //Set line wrap mode Character
+ textLabel.SetProperty(TextLabel::Property::LINE_WRAP_MODE, "CHARACTER");
+ textLabel.SetProperty(TextLabel::Property::MULTI_LINE, true);
+
+ application.GetScene().Add( textLabel );
+
+ application.SendNotification();
+ application.Render();
+
+
+ lineCountBefore = textLabel.GetProperty<int>( TextLabel::Property::LINE_COUNT );
+
+ textLabel.SetProperty( TextLabel::Property::TEXT, "This is very loooooooooooooooooooooooooooooooooooong text for test");
+ lineCountAfter = textLabel.GetProperty<int>( TextLabel::Property::LINE_COUNT );
+
+ // When the text changed, the Line-count should be updated according to new text.
+ // Because the GetHeightForWidth is called in Controller::GetLineCount(float width)
+ DALI_TEST_EQUALS( lineCountBefore ,1, TEST_LOCATION );
+ DALI_TEST_GREATER( lineCountAfter,1, TEST_LOCATION );
+
+
+ END_TEST;
+}
\ No newline at end of file
--- /dev/null
+/*
+ * 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.
+ * 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 <iostream>
+#include <stdlib.h>
+#include <dali-toolkit-test-suite-utils.h>
+#include <dali-toolkit/dali-toolkit.h>
+#include <dali/devel-api/actors/actor-devel.h>
+#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
+#include <dali-toolkit/public-api/transition/transition-set.h>
+#include <dali-toolkit/public-api/transition/transition-base.h>
+#include <dali-toolkit/public-api/transition/transition.h>
+
+using namespace Dali;
+using namespace Dali::Toolkit;
+namespace
+{
+
+const char* TEST_IMAGE_FILE_NAME = TEST_RESOURCE_DIR "/gallery-small-1.jpg";
+
+}
+
+// Functor to test whether a Finish signal is emitted
+struct TransitionFinishCheck
+{
+ TransitionFinishCheck(bool& signalReceived)
+ : mSignalReceived(signalReceived)
+ {
+ }
+
+ void operator()(TransitionSet& transitionSet)
+ {
+ mSignalReceived = true;
+ }
+
+ void Reset()
+ {
+ mSignalReceived = false;
+ }
+
+ void CheckSignalReceived()
+ {
+ if(!mSignalReceived)
+ {
+ tet_printf("Expected Finish signal was not received\n");
+ tet_result(TET_FAIL);
+ }
+ else
+ {
+ tet_result(TET_PASS);
+ }
+ }
+
+ void CheckSignalNotReceived()
+ {
+ if(mSignalReceived)
+ {
+ tet_printf("Unexpected Finish signal was received\n");
+ tet_result(TET_FAIL);
+ }
+ else
+ {
+ tet_result(TET_PASS);
+ }
+ }
+
+ bool& mSignalReceived; // owned by individual tests
+};
+
+int UtcDaliTransitionSetGetProperty01(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline(" UtcDaliTransitionSetGetProperty01");
+
+ Control control1 = Control::New();
+ control1.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
+ control1.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ control1.SetProperty(Actor::Property::POSITION, Vector3(100, 200, 0));
+ Property::Map controlProperty1;
+ controlProperty1.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR);
+ controlProperty1.Insert(Toolkit::ColorVisual::Property::MIX_COLOR, Vector4(1.0f, 0.0f, 0.0f, 1.0f));
+ controlProperty1.Insert(Toolkit::DevelVisual::Property::CORNER_RADIUS, 50.f);
+ control1.SetProperty(Toolkit::Control::Property::BACKGROUND, controlProperty1);
+
+ Control control2 = Control::New();
+ control2.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
+ control2.SetProperty(Actor::Property::ANCHOR_POINT, ParentOrigin::TOP_LEFT);
+ control2.SetProperty(Actor::Property::POSITION, Vector3(50, 50, 0));
+ Property::Map controlProperty2;
+ controlProperty2.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR);
+ controlProperty2.Insert(Toolkit::ColorVisual::Property::MIX_COLOR, Vector4(1.0f, 1.0f, 0.0f, 0.5f));
+ controlProperty2.Insert(Toolkit::DevelVisual::Property::CORNER_RADIUS, 30.f);
+ control2.SetProperty(Toolkit::Control::Property::BACKGROUND, controlProperty2);
+
+ application.GetScene().Add(control1);
+ application.GetScene().Add(control2);
+
+ application.SendNotification();
+ application.Render(20);
+
+ Transition transition = Transition::New(control1, control2, TimePeriod(-0.1f, -0.1f));
+ TimePeriod timePeriod = transition.GetTimePeriod();
+ DALI_TEST_EQUALS(0.0f, timePeriod.durationSeconds, TEST_LOCATION);
+ DALI_TEST_EQUALS(0.0f, timePeriod.delaySeconds, TEST_LOCATION);
+
+ transition.SetTimePeriod(TimePeriod(0.5f, 1.0f));
+ timePeriod = transition.GetTimePeriod();
+ DALI_TEST_EQUALS(1.0f, timePeriod.durationSeconds, TEST_LOCATION);
+ DALI_TEST_EQUALS(0.5f, timePeriod.delaySeconds, TEST_LOCATION);
+
+ DALI_TEST_EQUALS(Dali::AlphaFunction::DEFAULT, transition.GetAlphaFunction().GetBuiltinFunction(), TEST_LOCATION);
+ transition.SetAlphaFunction(Dali::AlphaFunction::EASE_IN_OUT);
+ DALI_TEST_EQUALS(Dali::AlphaFunction::EASE_IN_OUT, transition.GetAlphaFunction().GetBuiltinFunction(), TEST_LOCATION);
+
+ TransitionSet transitionSet = TransitionSet::New();
+ transitionSet.AddTransition(transition);
+
+ DALI_TEST_EQUALS(1, transitionSet.GetTransitionCount(), TEST_LOCATION);
+ DALI_TEST_EQUALS(transition, transitionSet.GetTransitionAt(0), TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliTransitionSetGetProperty02(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline(" UtcDaliTransitionSetGetProperty02");
+
+ Control control1 = Control::New();
+ control1.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
+ control1.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ control1.SetProperty(Actor::Property::POSITION, Vector3(100, 200, 0));
+ Property::Map controlProperty1;
+ controlProperty1.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR);
+ controlProperty1.Insert(Toolkit::ColorVisual::Property::MIX_COLOR, Vector4(1.0f, 0.0f, 0.0f, 1.0f));
+ controlProperty1.Insert(Toolkit::DevelVisual::Property::CORNER_RADIUS, Vector4(50.0f, 30.0f, 40.0f, 20.0f));
+ control1.SetProperty(Toolkit::Control::Property::BACKGROUND, controlProperty1);
+
+ Control control2 = Control::New();
+ control2.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
+ control2.SetProperty(Actor::Property::ANCHOR_POINT, ParentOrigin::TOP_LEFT);
+ control2.SetProperty(Actor::Property::POSITION, Vector3(50, 50, 0));
+ Property::Map controlProperty2;
+ controlProperty2.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR);
+ controlProperty2.Insert(Toolkit::ColorVisual::Property::MIX_COLOR, Vector4(1.0f, 1.0f, 0.0f, 0.5f));
+ controlProperty2.Insert(Toolkit::DevelVisual::Property::CORNER_RADIUS, Vector4(32.f, 54.0f, 24.0f, 42.0f));
+ control2.SetProperty(Toolkit::Control::Property::BACKGROUND, controlProperty2);
+
+ application.GetScene().Add(control1);
+ application.GetScene().Add(control2);
+
+ application.SendNotification();
+ application.Render(20);
+
+ Transition transition = Transition::New(control1, control2, TimePeriod(-0.1f));
+ TimePeriod timePeriod = transition.GetTimePeriod();
+ DALI_TEST_EQUALS(0.0f, timePeriod.durationSeconds, TEST_LOCATION);
+ DALI_TEST_EQUALS(0.0f, timePeriod.delaySeconds, TEST_LOCATION);
+
+ transition.SetTimePeriod(TimePeriod(0.5f, 1.0f));
+ timePeriod = transition.GetTimePeriod();
+ DALI_TEST_EQUALS(1.0f, timePeriod.durationSeconds, TEST_LOCATION);
+ DALI_TEST_EQUALS(0.5f, timePeriod.delaySeconds, TEST_LOCATION);
+
+ DALI_TEST_EQUALS(Dali::AlphaFunction::DEFAULT, transition.GetAlphaFunction().GetBuiltinFunction(), TEST_LOCATION);
+ transition.SetAlphaFunction(Dali::AlphaFunction::EASE_IN_OUT);
+ DALI_TEST_EQUALS(Dali::AlphaFunction::EASE_IN_OUT, transition.GetAlphaFunction().GetBuiltinFunction(), TEST_LOCATION);
+
+ TransitionSet transitionSet = TransitionSet::New();
+ transitionSet.AddTransition(transition);
+
+ DALI_TEST_EQUALS(1, transitionSet.GetTransitionCount(), TEST_LOCATION);
+ DALI_TEST_EQUALS(transition, transitionSet.GetTransitionAt(0), TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliTransitionBetweenControlPair(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline(" UtcDaliTransitionBetweenControlPair");
+
+ Vector3 destinationPosition(50, 50, 0);
+ Vector3 destinationSize(120, 120, 0);
+ Vector3 destinationScale(2, 1, 0);
+ Vector4 destinationColor(1.0f, 0.5f, 1.0f, 0.8f);
+ float destinationOpacity(0.8f);
+ float destinationRadius(50.f);
+ Vector4 destinationRadiusV4 = Vector4(destinationRadius, destinationRadius, destinationRadius, destinationRadius);
+
+ Control control1 = Control::New();
+ control1.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
+ control1.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ control1.SetProperty(Actor::Property::POSITION, Vector3(100, 200, 0));
+ control1.SetProperty(Actor::Property::SIZE, Vector3(150, 150, 0));
+ control1.SetProperty(Actor::Property::SCALE, Vector3(1, 2, 0));
+ control1.SetProperty(Actor::Property::COLOR, Vector4(1.0f, 1.0f, 1.0f, 0.5f));
+ control1.SetProperty(Actor::Property::OPACITY, 0.5f);
+ Property::Map controlProperty1;
+ controlProperty1.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR);
+ controlProperty1.Insert(Toolkit::ColorVisual::Property::MIX_COLOR, Vector4(1.0f, 0.0f, 0.0f, 1.0f));
+ controlProperty1.Insert(Toolkit::DevelVisual::Property::CORNER_RADIUS, 30.f);
+ control1.SetProperty(Toolkit::Control::Property::BACKGROUND, controlProperty1);
+
+ Control control2 = Control::New();
+ control2.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
+ control2.SetProperty(Actor::Property::ANCHOR_POINT, ParentOrigin::TOP_LEFT);
+ control2.SetProperty(Actor::Property::POSITION, destinationPosition);
+ control2.SetProperty(Actor::Property::SIZE, destinationSize);
+ control2.SetProperty(Actor::Property::SCALE, destinationScale);
+ control2.SetProperty(Actor::Property::COLOR, destinationColor);
+ control2.SetProperty(Actor::Property::OPACITY, destinationOpacity);
+ Property::Map controlProperty2;
+ controlProperty2.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR);
+ controlProperty2.Insert(Toolkit::ColorVisual::Property::MIX_COLOR, Vector4(1.0f, 1.0f, 0.0f, 0.5f));
+ controlProperty2.Insert(Toolkit::DevelVisual::Property::CORNER_RADIUS, destinationRadius);
+ control2.SetProperty(Toolkit::Control::Property::BACKGROUND, controlProperty2);
+
+ DALI_TEST_EQUALS(destinationPosition, control2.GetProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
+ Property::Map backgroundMap = control2.GetProperty<Property::Map>(Toolkit::Control::Property::BACKGROUND);
+ Vector4 cornerRadius = backgroundMap.Find(Toolkit::DevelVisual::Property::CORNER_RADIUS)->Get<Vector4>();
+ DALI_TEST_EQUALS(destinationRadiusV4, cornerRadius, TEST_LOCATION);
+
+ application.GetScene().Add(control1);
+ application.GetScene().Add(control2);
+
+ application.SendNotification();
+ application.Render(20);
+
+ Transition transition = Transition::New(control1, control2, TimePeriod(0.5f));
+ TransitionSet transitionSet = TransitionSet::New();
+ transitionSet.AddTransition(transition);
+ transitionSet.Play();
+
+ bool signalReceived(false);
+ TransitionFinishCheck finishCheck(signalReceived);
+ transitionSet.FinishedSignal().Connect(&application, finishCheck);
+
+ application.SendNotification();
+ application.Render(50);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+ DALI_TEST_NOT_EQUALS(destinationPosition, control2.GetCurrentProperty<Vector3>(Actor::Property::POSITION), 0.00001f, TEST_LOCATION);
+ DALI_TEST_EQUALS(1, control2.GetRendererCount(), TEST_LOCATION);
+ Dali::Renderer renderer = control2.GetRendererAt(0);
+ Property::Index index = renderer.GetPropertyIndex(DevelVisual::Property::CORNER_RADIUS);
+ cornerRadius = renderer.GetCurrentProperty<Vector4>(index);
+ DALI_TEST_NOT_EQUALS(destinationRadiusV4, cornerRadius, 0.00001f, TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render(700);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+
+ application.SendNotification();
+ application.Render(20);
+
+ DALI_TEST_EQUALS(destinationPosition, control2.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
+ DALI_TEST_EQUALS(destinationSize, control2.GetCurrentProperty<Vector3>(Actor::Property::SIZE), TEST_LOCATION);
+ DALI_TEST_EQUALS(destinationScale, control2.GetCurrentProperty<Vector3>(Actor::Property::SCALE), TEST_LOCATION);
+ DALI_TEST_EQUALS(destinationColor, control2.GetCurrentProperty<Vector4>(Actor::Property::COLOR), TEST_LOCATION);
+ DALI_TEST_EQUALS(destinationOpacity, control2.GetCurrentProperty<float>(Actor::Property::OPACITY), TEST_LOCATION);
+ DALI_TEST_EQUALS(1, control2.GetRendererCount(), TEST_LOCATION);
+ renderer = control2.GetRendererAt(0);
+ index = renderer.GetPropertyIndex(DevelVisual::Property::CORNER_RADIUS);
+ cornerRadius = renderer.GetCurrentProperty<Vector4>(index);
+ DALI_TEST_EQUALS(destinationRadiusV4, cornerRadius, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliTransitionBetweenControlPairWithoutEmptySourceBackground(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline(" UtcDaliTransitionBetweenControlPair");
+
+ Vector4 destinationRadius(50.f, 30.f, 40.f, 0.f);
+
+ Control control1 = Control::New();
+ control1.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
+ control1.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ control1.SetProperty(Actor::Property::POSITION, Vector3(100, 200, 0));
+
+ Control control2 = Control::New();
+ control2.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
+ control2.SetProperty(Actor::Property::ANCHOR_POINT, ParentOrigin::TOP_LEFT);
+ control2.SetProperty(Actor::Property::POSITION, Vector3(50, 50, 0));
+ Property::Map controlProperty2;
+ controlProperty2.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR);
+ controlProperty2.Insert(Toolkit::ColorVisual::Property::MIX_COLOR, Vector4(1.0f, 1.0f, 0.0f, 0.5f));
+ controlProperty2.Insert(Toolkit::DevelVisual::Property::CORNER_RADIUS, destinationRadius);
+ control2.SetProperty(Toolkit::Control::Property::BACKGROUND, controlProperty2);
+
+ Property::Map backgroundMap = control2.GetProperty<Property::Map>(Toolkit::Control::Property::BACKGROUND);
+ Vector4 cornerRadius = backgroundMap.Find(Toolkit::DevelVisual::Property::CORNER_RADIUS)->Get<Vector4>();
+ DALI_TEST_EQUALS(destinationRadius, cornerRadius, TEST_LOCATION);
+
+ application.GetScene().Add(control1);
+ application.GetScene().Add(control2);
+
+ application.SendNotification();
+ application.Render(20);
+
+ Transition transition = Transition::New(control1, control2, TimePeriod(0.5f));
+ TransitionSet transitionSet = TransitionSet::New();
+ transitionSet.AddTransition(transition);
+ transitionSet.Play();
+
+ bool signalReceived(false);
+ TransitionFinishCheck finishCheck(signalReceived);
+ transitionSet.FinishedSignal().Connect(&application, finishCheck);
+
+ application.SendNotification();
+ application.Render(50);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+ backgroundMap = control2.GetProperty<Property::Map>(Toolkit::Control::Property::BACKGROUND);
+ cornerRadius = backgroundMap.Find(Toolkit::DevelVisual::Property::CORNER_RADIUS)->Get<Vector4>();
+ DALI_TEST_EQUALS(destinationRadius, cornerRadius, TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render(700);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+
+ application.SendNotification();
+ application.Render(20);
+
+ backgroundMap = control2.GetProperty<Property::Map>(Toolkit::Control::Property::BACKGROUND);
+ cornerRadius = backgroundMap.Find(Toolkit::DevelVisual::Property::CORNER_RADIUS)->Get<Vector4>();
+ DALI_TEST_EQUALS(destinationRadius, cornerRadius, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliTransitionBetweenImageViewPair(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline(" UtcDaliTransitionBetweenControlPair");
+
+ Vector3 destinationPosition(50, 50, 0);
+
+ ImageView control1 = ImageView::New();
+ control1.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
+ control1.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ control1.SetProperty(Actor::Property::POSITION, Vector3(100, 200, 0));
+ control1.SetProperty(Actor::Property::SIZE, Vector3(150, 150, 0));
+ Property::Map controlProperty1;
+ controlProperty1.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::IMAGE);
+ controlProperty1.Insert(Toolkit::ImageVisual::Property::URL, TEST_IMAGE_FILE_NAME);
+ controlProperty1.Insert(Toolkit::Visual::Property::MIX_COLOR, Vector4(1.0f, 1.0f, 0.5f, 0.5f));
+ controlProperty1.Insert(Toolkit::DevelVisual::Property::CORNER_RADIUS, 50.f);
+ control1.SetProperty(Toolkit::ImageView::Property::IMAGE, controlProperty1);
+
+ ImageView control2 = ImageView::New();
+ control2.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
+ control2.SetProperty(Actor::Property::ANCHOR_POINT, ParentOrigin::TOP_LEFT);
+ control2.SetProperty(Actor::Property::POSITION, destinationPosition);
+ control2.SetProperty(Actor::Property::SIZE, Vector3(120, 120, 0));
+ Property::Map controlProperty2;
+ controlProperty2.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::IMAGE);
+ controlProperty2.Insert(Toolkit::ImageVisual::Property::URL, TEST_IMAGE_FILE_NAME);
+ controlProperty2.Insert(Toolkit::Visual::Property::MIX_COLOR, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
+ controlProperty2.Insert(Toolkit::DevelVisual::Property::CORNER_RADIUS, 30.f);
+ control2.SetProperty(Toolkit::ImageView::Property::IMAGE, controlProperty2);
+
+ DALI_TEST_EQUALS(destinationPosition, control2.GetProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
+
+ application.GetScene().Add(control1);
+ application.GetScene().Add(control2);
+
+ application.SendNotification();
+ application.Render(20);
+
+ Vector3 startWorldPosition = control1.GetProperty<Vector3>(Actor::Property::WORLD_POSITION);
+ Vector3 finishWorldPosition = control2.GetProperty<Vector3>(Actor::Property::WORLD_POSITION);
+
+ Transition transition = Transition::New(control1, control2, TimePeriod(0.5f));
+ TransitionSet transitionSet = TransitionSet::New();
+ transitionSet.AddTransition(transition);
+ transitionSet.Play();
+
+ bool signalReceived(false);
+ TransitionFinishCheck finishCheck(signalReceived);
+ transitionSet.FinishedSignal().Connect(&application, finishCheck);
+
+ application.SendNotification();
+ application.Render(400);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+ // control2 moved about 80%
+ Vector3 currentPosition = control2.GetCurrentProperty<Vector3>(Actor::Property::POSITION);
+ Vector3 expectedPosition_0_7 = startWorldPosition + (finishWorldPosition - startWorldPosition) * 0.7;
+ Vector3 expectedPosition_0_9 = startWorldPosition + (finishWorldPosition - startWorldPosition) * 0.9;
+ DALI_TEST_CHECK(currentPosition.x <= expectedPosition_0_7.x && currentPosition.x >= expectedPosition_0_9.x);
+ DALI_TEST_CHECK(currentPosition.y <= expectedPosition_0_7.y && currentPosition.y >= expectedPosition_0_9.y);
+
+ application.SendNotification();
+ application.Render(200);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+
+ DALI_TEST_NOT_EQUALS(destinationPosition, control2.GetCurrentProperty<Vector3>(Actor::Property::POSITION), 0.00001f, TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render(20);
+
+ DALI_TEST_EQUALS(destinationPosition, control2.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliTransitionBetweenImageViewPairWithDelay(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline(" UtcDaliTransitionBetweenControlPair");
+
+ Vector3 destinationPosition(50, 50, 0);
+
+ ImageView control1 = ImageView::New();
+ control1.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
+ control1.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ control1.SetProperty(Actor::Property::POSITION, Vector3(100, 200, 0));
+ control1.SetProperty(Actor::Property::SIZE, Vector3(150, 150, 0));
+ Property::Map controlProperty1;
+ controlProperty1.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::IMAGE);
+ controlProperty1.Insert(Toolkit::ImageVisual::Property::URL, TEST_IMAGE_FILE_NAME);
+ controlProperty1.Insert(Toolkit::Visual::Property::MIX_COLOR, Vector4(1.0f, 1.0f, 0.5f, 0.5f));
+ controlProperty1.Insert(Toolkit::DevelVisual::Property::CORNER_RADIUS, 50.f);
+ control1.SetProperty(Toolkit::ImageView::Property::IMAGE, controlProperty1);
+
+ ImageView control2 = ImageView::New();
+ control2.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
+ control2.SetProperty(Actor::Property::ANCHOR_POINT, ParentOrigin::TOP_LEFT);
+ control2.SetProperty(Actor::Property::POSITION, destinationPosition);
+ control2.SetProperty(Actor::Property::SIZE, Vector3(120, 120, 0));
+ Property::Map controlProperty2;
+ controlProperty2.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::IMAGE);
+ controlProperty2.Insert(Toolkit::ImageVisual::Property::URL, TEST_IMAGE_FILE_NAME);
+ controlProperty2.Insert(Toolkit::Visual::Property::MIX_COLOR, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
+ controlProperty2.Insert(Toolkit::DevelVisual::Property::CORNER_RADIUS, 30.f);
+ control2.SetProperty(Toolkit::ImageView::Property::IMAGE, controlProperty2);
+
+ DALI_TEST_EQUALS(destinationPosition, control2.GetProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
+
+ application.GetScene().Add(control1);
+ application.GetScene().Add(control2);
+
+ application.SendNotification();
+ application.Render(20);
+
+ Vector3 startWorldPosition = control1.GetProperty<Vector3>(Actor::Property::WORLD_POSITION);
+ Vector3 finishWorldPosition = control2.GetProperty<Vector3>(Actor::Property::WORLD_POSITION);
+
+ Transition transition = Transition::New(control1, control2, TimePeriod(0.5f, 0.5f));
+ TransitionSet transitionSet = TransitionSet::New();
+ transitionSet.AddTransition(transition);
+ transitionSet.Play();
+
+ bool signalReceived(false);
+ TransitionFinishCheck finishCheck(signalReceived);
+ transitionSet.FinishedSignal().Connect(&application, finishCheck);
+
+ application.SendNotification();
+ application.Render(400);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+ DALI_TEST_EQUALS(startWorldPosition, control2.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
+
+
+ application.SendNotification();
+ application.Render(400);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+ // control2 moved about 60% (800ms)
+ Vector3 currentPosition = control2.GetCurrentProperty<Vector3>(Actor::Property::POSITION);
+ Vector3 expectedPosition_0_5 = startWorldPosition + (finishWorldPosition - startWorldPosition) * 0.5;
+ Vector3 expectedPosition_0_7 = startWorldPosition + (finishWorldPosition - startWorldPosition) * 0.7;
+ DALI_TEST_CHECK(currentPosition.x <= expectedPosition_0_5.x && currentPosition.x >= expectedPosition_0_7.x);
+ DALI_TEST_CHECK(currentPosition.y <= expectedPosition_0_5.y && currentPosition.y >= expectedPosition_0_7.y);
+
+ application.SendNotification();
+ application.Render(400);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+
+ DALI_TEST_NOT_EQUALS(destinationPosition, control2.GetCurrentProperty<Vector3>(Actor::Property::POSITION), 0.00001f, TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render(20);
+
+ DALI_TEST_EQUALS(destinationPosition, control2.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliTransitionBetweenControlPairWithTree(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline(" UtcDaliTransitionBetweenControlPairWithTree");
+
+ Vector3 destinationPosition(50, 50, 0);
+ Vector3 destinationWorldPosition(-130, -290, 0);
+
+ Control control1 = Control::New();
+ control1.SetProperty(Actor::Property::POSITION, Vector3(100, 200, 0));
+ control1.SetProperty(Actor::Property::SIZE, Vector3(150, 150, 0));
+ Property::Map controlProperty1;
+ controlProperty1.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR);
+ controlProperty1.Insert(Toolkit::ColorVisual::Property::MIX_COLOR, Vector4(1.0f, 0.0f, 0.0f, 1.0f));
+ control1.SetProperty(Toolkit::Control::Property::BACKGROUND, controlProperty1);
+
+ Control control2 = Control::New();
+ control2.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
+ control2.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ control2.SetProperty(Actor::Property::POSITION, destinationPosition);
+ control2.SetProperty(Actor::Property::SIZE, Vector3(120, 120, 0));
+ Property::Map controlProperty2;
+ controlProperty2.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR);
+ controlProperty2.Insert(Toolkit::ColorVisual::Property::MIX_COLOR, Vector4(1.0f, 0.0f, 0.0f, 1.0f));
+ control2.SetProperty(Toolkit::Control::Property::BACKGROUND, controlProperty2);
+
+ Control control3 = Control::New();
+ control3.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ control3.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ control3.SetProperty(Actor::Property::POSITION, Vector3(50, 50, 0));
+ control3.SetProperty(Actor::Property::SIZE, Vector3(120, 120, 0));
+ Property::Map controlProperty3;
+ controlProperty3.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR);
+ controlProperty3.Insert(Toolkit::ColorVisual::Property::MIX_COLOR, Vector4(1.0f, 0.0f, 0.0f, 1.0f));
+ control3.SetProperty(Toolkit::Control::Property::BACKGROUND, controlProperty3);
+
+ application.GetScene().Add(control1);
+ application.GetScene().Add(control2);
+ control2.Add(control3);
+
+ application.SendNotification();
+ application.Render(20);
+
+ Transition transition = Transition::New(control1, control2, TimePeriod(0.5f));
+ TransitionSet transitionSet = TransitionSet::New();
+ transitionSet.AddTransition(transition);
+ transitionSet.Play();
+
+ bool signalReceived(false);
+ TransitionFinishCheck finishCheck(signalReceived);
+ transitionSet.FinishedSignal().Connect(&application, finishCheck);
+
+ application.SendNotification();
+ application.Render(600);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+
+ application.SendNotification();
+ application.Render(20);
+
+ DALI_TEST_EQUALS(destinationPosition, control2.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
+ DALI_TEST_EQUALS(destinationWorldPosition, control2.GetProperty<Vector3>(Actor::Property::WORLD_POSITION), TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliTransitionBetweenControlPairWithTreeWithChild(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline(" UtcDaliTransitionBetweenControlPairWithTreeWithChild");
+
+ Vector3 destinationWorldPosition(-80, -240, 0);
+
+ Control control1 = Control::New();
+ control1.SetProperty(Actor::Property::POSITION, Vector3(100, 200, 0));
+ control1.SetProperty(Actor::Property::SIZE, Vector3(150, 150, 0));
+ Property::Map controlProperty1;
+ controlProperty1.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR);
+ controlProperty1.Insert(Toolkit::ColorVisual::Property::MIX_COLOR, Vector4(1.0f, 0.0f, 0.0f, 1.0f));
+ control1.SetProperty(Toolkit::Control::Property::BACKGROUND, controlProperty1);
+
+ Control control2 = Control::New();
+ control2.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
+ control2.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ control2.SetProperty(Actor::Property::POSITION, Vector3(50, 50, 0));
+ control2.SetProperty(Actor::Property::SIZE, Vector3(120, 120, 0));
+ Property::Map controlProperty2;
+ controlProperty2.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR);
+ controlProperty2.Insert(Toolkit::ColorVisual::Property::MIX_COLOR, Vector4(1.0f, 0.0f, 0.0f, 1.0f));
+ control2.SetProperty(Toolkit::Control::Property::BACKGROUND, controlProperty2);
+
+ Control control3 = Control::New();
+ control3.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ control3.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ control3.SetProperty(Actor::Property::POSITION, Vector3(50, 50, 0));
+ control3.SetProperty(Actor::Property::SIZE, Vector3(120, 120, 0));
+ Property::Map controlProperty3;
+ controlProperty3.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR);
+ controlProperty3.Insert(Toolkit::ColorVisual::Property::MIX_COLOR, Vector4(1.0f, 0.0f, 0.0f, 1.0f));
+ control3.SetProperty(Toolkit::Control::Property::BACKGROUND, controlProperty3);
+
+ application.GetScene().Add(control1);
+ application.GetScene().Add(control2);
+ control2.Add(control3);
+
+ application.SendNotification();
+ application.Render(20);
+
+ Transition transition = Transition::New(control1, control2, TimePeriod(0.5f));
+ transition.TransitionWithChild(true);
+ TransitionSet transitionSet = TransitionSet::New();
+ transitionSet.AddTransition(transition);
+ transitionSet.Play();
+
+ bool signalReceived(false);
+ TransitionFinishCheck finishCheck(signalReceived);
+ transitionSet.FinishedSignal().Connect(&application, finishCheck);
+
+ application.SendNotification();
+ application.Render(600);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+
+ application.SendNotification();
+ application.Render(20);
+
+ DALI_TEST_EQUALS(destinationWorldPosition, control3.GetProperty<Vector3>(Actor::Property::WORLD_POSITION), TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliTransitionBetweenControlPairWithTreeWithoutPositionInheritance(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline(" UtcDaliTransitionBetweenControlPairWithTreeWithoutPositionInheritance");
+
+ Vector3 sourcePosition(50, 50, 0);
+ Vector3 destinationPosition(100, 100, 0);
+
+ Control control1 = Control::New();
+ control1.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ control1.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ control1.SetProperty(Actor::Property::POSITION, sourcePosition);
+ control1.SetProperty(Actor::Property::SIZE, Vector3(150, 150, 0));
+ Property::Map controlProperty1;
+ controlProperty1.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR);
+ controlProperty1.Insert(Toolkit::ColorVisual::Property::MIX_COLOR, Vector4(1.0f, 0.0f, 0.0f, 1.0f));
+ control1.SetProperty(Toolkit::Control::Property::BACKGROUND, controlProperty1);
+
+ Control control2 = Control::New();
+ control2.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ control2.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ control2.SetProperty(Actor::Property::POSITION, Vector3(150, 150, 0));
+ control2.SetProperty(Actor::Property::SIZE, Vector3(120, 120, 0));
+ Property::Map controlProperty2;
+ controlProperty2.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR);
+ controlProperty2.Insert(Toolkit::ColorVisual::Property::MIX_COLOR, Vector4(1.0f, 0.0f, 0.0f, 1.0f));
+ control2.SetProperty(Toolkit::Control::Property::BACKGROUND, controlProperty2);
+
+ Control control3 = Control::New();
+ control3.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ control3.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ control3.SetProperty(Actor::Property::POSITION, destinationPosition);
+ control3.SetProperty(Actor::Property::SIZE, Vector3(120, 120, 0));
+ Property::Map controlProperty3;
+ controlProperty3.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR);
+ controlProperty3.Insert(Toolkit::ColorVisual::Property::MIX_COLOR, Vector4(1.0f, 0.0f, 0.0f, 1.0f));
+ control3.SetProperty(Toolkit::Control::Property::BACKGROUND, controlProperty3);
+
+ application.GetScene().Add(control1);
+ application.GetScene().Add(control2);
+ control2.Add(control3);
+
+ application.SendNotification();
+ application.Render(20);
+
+ Transition transition;
+ TransitionSet transitionSet;
+ bool signalReceived(false);
+ TransitionFinishCheck finishCheck(signalReceived);
+
+ // not inherit Position.
+ control3.SetProperty(Actor::Property::INHERIT_POSITION, false);
+ control3.SetProperty(Actor::Property::INHERIT_ORIENTATION, true);
+ control3.SetProperty(Actor::Property::INHERIT_SCALE, true);
+
+ transition = Transition::New(control1, control3, TimePeriod(0.5f));
+ transitionSet = TransitionSet::New();
+ transitionSet.AddTransition(transition);
+ transitionSet.Play();
+ transitionSet.FinishedSignal().Connect(&application, finishCheck);
+
+ application.SendNotification();
+ application.Render(300);
+
+ Vector3 currentPosition = control3.GetProperty<Vector3>(Actor::Property::WORLD_POSITION);
+ DALI_TEST_CHECK(currentPosition.x <= destinationPosition.x && currentPosition.x >= sourcePosition.x);
+ DALI_TEST_CHECK(currentPosition.y <= destinationPosition.y && currentPosition.y >= sourcePosition.y);
+ DALI_TEST_CHECK(currentPosition.z <= destinationPosition.z && currentPosition.z >= sourcePosition.z);
+
+ application.SendNotification();
+ application.Render(300);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+
+ application.SendNotification();
+ application.Render(20);
+
+ DALI_TEST_EQUALS(destinationPosition, control3.GetProperty<Vector3>(Actor::Property::WORLD_POSITION), TEST_LOCATION);
+ END_TEST;
+}
+
+int UtcDaliTransitionBetweenControlPairWithTreeWithoutOrientationInheritance(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline(" UtcDaliTransitionBetweenControlPairWithTreeWithoutOrientationInheritance");
+
+ Radian sourceAngle(1.0f);
+ Radian destinationAngle(2.0f);
+ Quaternion sourceOrientation(sourceAngle, Vector3::XAXIS);
+ Quaternion destinationOrientation(destinationAngle, Vector3::XAXIS);
+
+ Control control1 = Control::New();
+ control1.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ control1.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ control1.SetProperty(Actor::Property::ORIENTATION, sourceOrientation);
+ control1.SetProperty(Actor::Property::SIZE, Vector3(150, 150, 0));
+ Property::Map controlProperty1;
+ controlProperty1.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR);
+ controlProperty1.Insert(Toolkit::ColorVisual::Property::MIX_COLOR, Vector4(1.0f, 0.0f, 0.0f, 1.0f));
+ control1.SetProperty(Toolkit::Control::Property::BACKGROUND, controlProperty1);
+
+ Control control2 = Control::New();
+ control2.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ control2.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ control2.SetProperty(Actor::Property::ORIENTATION, Quaternion(Radian(2.0f), Vector3::XAXIS));
+ control2.SetProperty(Actor::Property::SIZE, Vector3(120, 120, 0));
+ Property::Map controlProperty2;
+ controlProperty2.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR);
+ controlProperty2.Insert(Toolkit::ColorVisual::Property::MIX_COLOR, Vector4(1.0f, 0.0f, 0.0f, 1.0f));
+ control2.SetProperty(Toolkit::Control::Property::BACKGROUND, controlProperty2);
+
+ Control control3 = Control::New();
+ control3.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ control3.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ control3.SetProperty(Actor::Property::ORIENTATION, destinationOrientation);
+ control3.SetProperty(Actor::Property::SIZE, Vector3(120, 120, 0));
+ Property::Map controlProperty3;
+ controlProperty3.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR);
+ controlProperty3.Insert(Toolkit::ColorVisual::Property::MIX_COLOR, Vector4(1.0f, 0.0f, 0.0f, 1.0f));
+ control3.SetProperty(Toolkit::Control::Property::BACKGROUND, controlProperty3);
+
+ // not inherit Orientation.
+ control3.SetProperty(Actor::Property::INHERIT_POSITION, true);
+ control3.SetProperty(Actor::Property::INHERIT_ORIENTATION, false);
+ control3.SetProperty(Actor::Property::INHERIT_SCALE, true);
+
+ Vector3 currentAxis;
+ Radian currentRadian;
+
+ application.GetScene().Add(control1);
+ application.GetScene().Add(control2);
+ control2.Add(control3);
+
+ application.SendNotification();
+ application.Render(20);
+
+ Quaternion currentOrientation = control3.GetProperty<Quaternion>(Actor::Property::WORLD_ORIENTATION);
+ DALI_TEST_EQUALS(currentOrientation, destinationOrientation, 0.0001f, TEST_LOCATION);
+
+ Transition transition;
+ TransitionSet transitionSet;
+ bool signalReceived(false);
+ TransitionFinishCheck finishCheck(signalReceived);
+
+ transition = Transition::New(control1, control3, TimePeriod(0.5f));
+ transitionSet = TransitionSet::New();
+ transitionSet.AddTransition(transition);
+ transitionSet.Play();
+ transitionSet.FinishedSignal().Connect(&application, finishCheck);
+
+ application.SendNotification();
+ application.Render(300);
+
+ currentOrientation = control3.GetProperty<Quaternion>(Actor::Property::WORLD_ORIENTATION);
+ DALI_TEST_NOT_EQUALS(currentOrientation, destinationOrientation, 0.0001f, TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render(300);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+
+ application.SendNotification();
+ application.Render(20);
+
+ currentOrientation = control3.GetProperty<Quaternion>(Actor::Property::WORLD_ORIENTATION);
+ DALI_TEST_EQUALS(currentOrientation, destinationOrientation, 0.0001f, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliTransitionBetweenControlPairWithTreeWithoutScaleInheritance(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline(" UtcDaliTransitionBetweenControlPairWithTreeWithoutOrientationInheritance");
+
+ Vector3 sourceScale(1, 1, 1);
+ Vector3 destinationScale(2, 2, 1);
+
+ Control control1 = Control::New();
+ control1.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ control1.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ control1.SetProperty(Actor::Property::SCALE, sourceScale);
+ control1.SetProperty(Actor::Property::SIZE, Vector3(150, 150, 0));
+ Property::Map controlProperty1;
+ controlProperty1.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR);
+ controlProperty1.Insert(Toolkit::ColorVisual::Property::MIX_COLOR, Vector4(1.0f, 0.0f, 0.0f, 1.0f));
+ control1.SetProperty(Toolkit::Control::Property::BACKGROUND, controlProperty1);
+
+ Control control2 = Control::New();
+ control2.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ control2.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ control2.SetProperty(Actor::Property::SCALE, Vector3(3, 3, 1));
+ control2.SetProperty(Actor::Property::SIZE, Vector3(120, 120, 0));
+ Property::Map controlProperty2;
+ controlProperty2.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR);
+ controlProperty2.Insert(Toolkit::ColorVisual::Property::MIX_COLOR, Vector4(1.0f, 0.0f, 0.0f, 1.0f));
+ control2.SetProperty(Toolkit::Control::Property::BACKGROUND, controlProperty2);
+
+ Control control3 = Control::New();
+ control3.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ control3.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ control3.SetProperty(Actor::Property::SCALE, destinationScale);
+ control3.SetProperty(Actor::Property::SIZE, Vector3(120, 120, 0));
+ Property::Map controlProperty3;
+ controlProperty3.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR);
+ controlProperty3.Insert(Toolkit::ColorVisual::Property::MIX_COLOR, Vector4(1.0f, 0.0f, 0.0f, 1.0f));
+ control3.SetProperty(Toolkit::Control::Property::BACKGROUND, controlProperty3);
+
+ // not inherit Orientation.
+ control3.SetProperty(Actor::Property::INHERIT_POSITION, true);
+ control3.SetProperty(Actor::Property::INHERIT_ORIENTATION, true);
+ control3.SetProperty(Actor::Property::INHERIT_SCALE, false);
+
+ application.GetScene().Add(control1);
+ application.GetScene().Add(control2);
+ control2.Add(control3);
+
+ application.SendNotification();
+ application.Render(20);
+
+ Vector3 currentScale = control3.GetProperty<Vector3>(Actor::Property::WORLD_SCALE);
+ DALI_TEST_EQUALS(currentScale, destinationScale, 0.0001f, TEST_LOCATION);
+
+ Transition transition;
+ TransitionSet transitionSet;
+ bool signalReceived(false);
+ TransitionFinishCheck finishCheck(signalReceived);
+
+ transition = Transition::New(control1, control3, TimePeriod(0.5f));
+ transitionSet = TransitionSet::New();
+ transitionSet.AddTransition(transition);
+ transitionSet.Play();
+ transitionSet.FinishedSignal().Connect(&application, finishCheck);
+
+ application.SendNotification();
+ application.Render(300);
+
+ currentScale = control3.GetProperty<Vector3>(Actor::Property::WORLD_SCALE);
+ DALI_TEST_CHECK(currentScale.x <= destinationScale.x && currentScale.x >= sourceScale.x);
+ DALI_TEST_CHECK(currentScale.y <= destinationScale.y && currentScale.y >= sourceScale.y);
+ DALI_TEST_CHECK(currentScale.z <= destinationScale.z && currentScale.z >= sourceScale.z);
+
+ application.SendNotification();
+ application.Render(300);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+
+ application.SendNotification();
+ application.Render(20);
+
+ currentScale = control3.GetProperty<Vector3>(Actor::Property::WORLD_SCALE);
+ DALI_TEST_EQUALS(currentScale, destinationScale, 0.0001f, TEST_LOCATION);
+
+ END_TEST;
+}
propertyMap.Insert(Visual::Property::MIX_COLOR, Color::BLUE);
propertyMap.Insert( DevelVisual::Property::CORNER_RADIUS, 10.0f );
propertyMap.Insert( DevelVisual::Property::CORNER_RADIUS_POLICY, Toolkit::Visual::Transform::Policy::RELATIVE );
+ propertyMap.Insert( DevelVisual::Property::BORDERLINE_WIDTH, 20.0f );
+ propertyMap.Insert( DevelVisual::Property::BORDERLINE_COLOR, Color::RED );
+ propertyMap.Insert( DevelVisual::Property::BORDERLINE_OFFSET, -1.0f );
propertyMap.Insert( DevelColorVisual::Property::BLUR_RADIUS, 20.0f );
Visual::Base colorVisual = factory.CreateVisual( propertyMap );
DALI_TEST_CHECK( cornerRadiusPolicyValue );
DALI_TEST_CHECK( cornerRadiusPolicyValue->Get< int >() == Toolkit::Visual::Transform::Policy::RELATIVE );
+ Property::Value* borderlineWidthValue = resultMap.Find( DevelVisual::Property::BORDERLINE_WIDTH, Property::FLOAT );
+ DALI_TEST_CHECK( borderlineWidthValue );
+ DALI_TEST_CHECK( borderlineWidthValue->Get< float >() == 20.0f );
+
+ Property::Value* borderlineColorValue = resultMap.Find( DevelVisual::Property::BORDERLINE_COLOR, Property::VECTOR4 );
+ DALI_TEST_CHECK( borderlineColorValue );
+ DALI_TEST_CHECK( borderlineColorValue->Get< Vector4 >() == Color::RED );
+
+ Property::Value* borderlineOffsetValue = resultMap.Find( DevelVisual::Property::BORDERLINE_OFFSET, Property::FLOAT );
+ DALI_TEST_CHECK( borderlineOffsetValue );
+ DALI_TEST_CHECK( borderlineOffsetValue->Get< float >() == -1.0f );
+
Property::Value* blurRadiusValue = resultMap.Find( DevelColorVisual::Property::BLUR_RADIUS, Property::FLOAT );
DALI_TEST_CHECK( blurRadiusValue );
DALI_TEST_CHECK( blurRadiusValue->Get< float >() == 20.0f );
DALI_TEST_CHECK( colorValue );
DALI_TEST_CHECK( colorValue->Get<Vector4>() == Color::CYAN );
- colorValue = resultMap.Find( BorderVisual::Property::SIZE, Property::FLOAT );
+ sizeValue = resultMap.Find( BorderVisual::Property::SIZE, Property::FLOAT );
+ DALI_TEST_CHECK( sizeValue );
+ DALI_TEST_CHECK( sizeValue->Get<float>() == 10.f );
+
+ // Get default value of borderline values here
+
+ sizeValue = resultMap.Find( DevelVisual::Property::BORDERLINE_WIDTH, Property::FLOAT );
+ DALI_TEST_CHECK( sizeValue );
+ DALI_TEST_CHECK( sizeValue->Get<float>() == 0.0f );
+
+ colorValue = resultMap.Find( DevelVisual::Property::BORDERLINE_COLOR, Property::VECTOR4 );
DALI_TEST_CHECK( colorValue );
- DALI_TEST_CHECK( colorValue->Get<float>() == 10.f );
+ DALI_TEST_CHECK( colorValue->Get<Vector4>() == Color::BLACK );
+ sizeValue = resultMap.Find( DevelVisual::Property::BORDERLINE_OFFSET, Property::FLOAT );
+ DALI_TEST_CHECK( sizeValue );
+ DALI_TEST_CHECK( sizeValue->Get<float>() == 0.0f );
END_TEST;
}
stopColors.PushBack( Color::GREEN );
propertyMap.Insert(GradientVisual::Property::STOP_COLOR, stopColors);
+ float borderlineWidth = 4.0f;
+ Vector4 cornerRadius(7.0f, 10.0f, 13.0f, 16.0f);
+ propertyMap.Insert(DevelVisual::Property::BORDERLINE_WIDTH, borderlineWidth);
+ propertyMap.Insert(DevelVisual::Property::CORNER_RADIUS, cornerRadius);
+
Visual::Base gradientVisual = factory.CreateVisual(propertyMap);
Property::Map resultMap;
DALI_TEST_CHECK( value );
DALI_TEST_EQUALS( value->Get<Vector2>(), end , Math::MACHINE_EPSILON_100, TEST_LOCATION );
+ value = resultMap.Find( DevelVisual::Property::BORDERLINE_WIDTH, Property::FLOAT );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_EQUALS( value->Get<float>(), borderlineWidth , Math::MACHINE_EPSILON_100, TEST_LOCATION );
+
+ value = resultMap.Find( DevelVisual::Property::CORNER_RADIUS, Property::VECTOR4 );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_EQUALS( value->Get<Vector4>(), cornerRadius , Math::MACHINE_EPSILON_100, TEST_LOCATION );
+
value = resultMap.Find( GradientVisual::Property::STOP_OFFSET, Property::ARRAY );
DALI_TEST_CHECK( value );
Property::Array* offsetArray = value->GetArray();
stopColors.PushBack( Color::GREEN );
propertyMap.Insert(GradientVisual::Property::STOP_COLOR, stopColors);
+ float borderlineWidth = 8.0f;
+ Vector4 cornerRadius(1.0f, 2.0f, 4.0f, 8.0f);
+ propertyMap.Insert(DevelVisual::Property::BORDERLINE_WIDTH, borderlineWidth);
+ propertyMap.Insert(DevelVisual::Property::CORNER_RADIUS, cornerRadius);
+
Visual::Base gradientVisual = factory.CreateVisual(propertyMap);
DALI_TEST_CHECK( gradientVisual );
DALI_TEST_CHECK( value );
DALI_TEST_EQUALS( value->Get<float>(), radius , Math::MACHINE_EPSILON_100, TEST_LOCATION );
+ value = resultMap.Find( DevelVisual::Property::BORDERLINE_WIDTH, Property::FLOAT );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_EQUALS( value->Get<float>(), borderlineWidth , Math::MACHINE_EPSILON_100, TEST_LOCATION );
+
+ value = resultMap.Find( DevelVisual::Property::CORNER_RADIUS, Property::VECTOR4 );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_EQUALS( value->Get<Vector4>(), cornerRadius , Math::MACHINE_EPSILON_100, TEST_LOCATION );
+
value = resultMap.Find( GradientVisual::Property::STOP_OFFSET, Property::ARRAY );
DALI_TEST_CHECK( value );
Property::Array* offsetArray = value->GetArray();
END_TEST;
}
+int UtcDaliVisualBorderline(void)
+{
+#ifdef OLD_GRAPHICS_TEST
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliVisualBorderline" );
+
+ static std::vector<UniformData> customUniforms =
+ {
+ UniformData("cornerRadius", Property::Type::VECTOR4),
+ UniformData("cornerRadiusPolicy", Property::Type::FLOAT),
+ UniformData("borderlineWidth", Property::Type::FLOAT),
+ UniformData("borderlineColor", Property::Type::VECTOR4),
+ UniformData("borderlineOffset", Property::Type::FLOAT),
+ };
+
+ TestGraphicsController& graphics = application.GetGraphicsController();
+ graphics.AddCustomUniforms(customUniforms);
+
+ // image visual
+ {
+ VisualFactory factory = VisualFactory::Get();
+ Property::Map properties;
+ float cornerRadius = 5.0f;
+ float borderlineWidth = 30.0f;
+ Vector4 borderlineColor(1.0f, 0.0f, 0.0f, 1.0f);
+ float borderlineOffset = 1.0f;
+
+ properties[Visual::Property::TYPE] = Visual::IMAGE;
+ properties[ImageVisual::Property::URL] = TEST_IMAGE_FILE_NAME;
+ properties[DevelVisual::Property::CORNER_RADIUS] = cornerRadius;
+ properties[DevelVisual::Property::BORDERLINE_WIDTH] = borderlineWidth;
+ properties[DevelVisual::Property::BORDERLINE_COLOR] = borderlineColor;
+ properties[DevelVisual::Property::BORDERLINE_OFFSET] = borderlineOffset;
+
+ Visual::Base visual = factory.CreateVisual( properties );
+
+ // trigger creation through setting on stage
+ DummyControl dummy = DummyControl::New( true );
+ Impl::DummyControl& dummyImpl = static_cast< Impl::DummyControl& >( dummy.GetImplementation() );
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, visual );
+
+ dummy.SetProperty( Actor::Property::SIZE, Vector2( 200.f, 200.f ) );
+ dummy.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ application.GetScene().Add( dummy );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue< Vector4 >( "cornerRadius", Vector4(cornerRadius, cornerRadius, cornerRadius, cornerRadius) ), true, TEST_LOCATION );
+ // Default corner radius policy is absolute.
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue< float >( "cornerRadiusPolicy", Toolkit::Visual::Transform::Policy::ABSOLUTE ), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue< float >( "borderlineWidth", borderlineWidth ), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue< Vector4 >( "borderlineColor", borderlineColor ), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue< float >( "borderlineOffset", borderlineOffset ), true, TEST_LOCATION );
+ }
+
+ // color visual 1
+ {
+ VisualFactory factory = VisualFactory::Get();
+ Property::Map properties;
+ Vector4 cornerRadius(23.0f, 2.0f, 3.0f, 2.3f);
+ float borderlineWidth = 30.0f;
+ Vector4 borderlineColor(0.5f, 0.4f, 0.3f, 0.2f);
+ float borderlineOffset = -0.4f;
+
+ properties[Visual::Property::TYPE] = Visual::COLOR;
+ properties[ColorVisual::Property::MIX_COLOR] = Color::BLUE;
+ properties["cornerRadius"] = cornerRadius;
+ properties["borderlineWidth"] = borderlineWidth;
+ properties["borderlineColor"] = borderlineColor;
+ properties["borderlineOffset"] = borderlineOffset;
+
+ Visual::Base visual = factory.CreateVisual( properties );
+
+ // trigger creation through setting on stage
+ DummyControl dummy = DummyControl::New( true );
+ Impl::DummyControl& dummyImpl = static_cast< Impl::DummyControl& >( dummy.GetImplementation() );
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, visual );
+
+ dummy.SetProperty( Actor::Property::SIZE, Vector2( 200.f, 200.f ) );
+ dummy.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ application.GetScene().Add( dummy );
+
+ application.SendNotification();
+ application.Render();
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue< Vector4 >( "cornerRadius", cornerRadius ), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue< float >( "borderlineWidth", borderlineWidth ), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue< Vector4 >( "borderlineColor", borderlineColor ), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue< float >( "borderlineOffset", borderlineOffset ), true, TEST_LOCATION );
+ }
+
+ // color visual 2, default color, default offset
+ {
+ VisualFactory factory = VisualFactory::Get();
+ Property::Map properties;
+ float borderlineWidth = 30.0f;
+
+ properties[Visual::Property::TYPE] = Visual::COLOR;
+ properties[ColorVisual::Property::MIX_COLOR] = Color::BLUE;
+ properties[DevelVisual::Property::BORDERLINE_WIDTH] = borderlineWidth;
+
+ Visual::Base visual = factory.CreateVisual( properties );
+
+ // trigger creation through setting on stage
+ DummyControl dummy = DummyControl::New( true );
+ Impl::DummyControl& dummyImpl = static_cast< Impl::DummyControl& >( dummy.GetImplementation() );
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, visual );
+
+ dummy.SetProperty( Actor::Property::SIZE, Vector2( 200.f, 200.f ) );
+ dummy.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ application.GetScene().Add( dummy );
+
+ application.SendNotification();
+ application.Render();
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue< float >( "borderlineWidth", borderlineWidth ), true, TEST_LOCATION );
+ // Default borderline color is BLACK.
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue< Vector4 >( "borderlineColor", Color::BLACK ), true, TEST_LOCATION );
+ // Default borderline offset is 0.0f.
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue< float >( "borderlineOffset", 0.0f ), true, TEST_LOCATION );
+ }
+
+ // color visual 3, offset not [-1.0 ~ 1.0], but uniform value is same anyway
+ {
+ VisualFactory factory = VisualFactory::Get();
+ Property::Map properties;
+ float borderlineWidth = 30.0f;
+ Vector4 borderlineColor(0.5f, 0.4f, 0.3f, 0.2f);
+ float borderlineOffset = 37.4f;
+
+ properties[Visual::Property::TYPE] = Visual::COLOR;
+ properties[ColorVisual::Property::MIX_COLOR] = Color::BLUE;
+ properties["borderlineWidth"] = borderlineWidth;
+ properties["borderlineColor"] = borderlineColor;
+ properties["borderlineOffset"] = borderlineOffset;
+
+ Visual::Base visual = factory.CreateVisual( properties );
+
+ // trigger creation through setting on stage
+ DummyControl dummy = DummyControl::New( true );
+ Impl::DummyControl& dummyImpl = static_cast< Impl::DummyControl& >( dummy.GetImplementation() );
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, visual );
+
+ dummy.SetProperty( Actor::Property::SIZE, Vector2( 200.f, 200.f ) );
+ dummy.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ application.GetScene().Add( dummy );
+
+ application.SendNotification();
+ application.Render();
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue< float >( "borderlineWidth", borderlineWidth ), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue< Vector4 >( "borderlineColor", borderlineColor ), true, TEST_LOCATION );
+ // NOTE : borderlineOffset will clamp in fragment shader. not visual itself
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue< float >( "borderlineOffset", borderlineOffset ), true, TEST_LOCATION );
+ }
+
+ // gradient visual
+ {
+ VisualFactory factory = VisualFactory::Get();
+ Property::Map properties;
+ float borderlineWidth = 30.0f;
+ float cornerRadius = 70.0f;
+
+ properties[Visual::Property::TYPE] = Visual::GRADIENT;
+ properties[ColorVisual::Property::MIX_COLOR] = Color::BLUE;
+ properties[DevelVisual::Property::CORNER_RADIUS] = cornerRadius;
+ properties[DevelVisual::Property::BORDERLINE_WIDTH] = borderlineWidth;
+ properties[GradientVisual::Property::START_POSITION] = Vector2( 0.5f, 0.5f );
+ properties[GradientVisual::Property::END_POSITION] = Vector2( -0.5f, -0.5f );
+ properties[GradientVisual::Property::UNITS] = GradientVisual::Units::USER_SPACE;
+
+ Property::Array stopOffsets;
+ stopOffsets.PushBack( 0.0f );
+ stopOffsets.PushBack( 0.6f );
+ stopOffsets.PushBack( 1.0f );
+ properties[GradientVisual::Property::STOP_OFFSET] = stopOffsets;
+
+ Property::Array stopColors;
+ stopColors.PushBack( Color::RED );
+ stopColors.PushBack( Color::YELLOW );
+ stopColors.PushBack( Color::GREEN );
+ properties[GradientVisual::Property::STOP_COLOR] = stopColors;
+
+ Visual::Base visual = factory.CreateVisual( properties );
+
+ // trigger creation through setting on stage
+ DummyControl dummy = DummyControl::New( true );
+ Impl::DummyControl& dummyImpl = static_cast< Impl::DummyControl& >( dummy.GetImplementation() );
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, visual );
+
+ dummy.SetProperty( Actor::Property::SIZE, Vector2( 200.f, 200.f ) );
+ dummy.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ application.GetScene().Add( dummy );
+
+ application.SendNotification();
+ application.Render();
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue< Vector4 >( "cornerRadius", Vector4(cornerRadius, cornerRadius, cornerRadius, cornerRadius) ), true, TEST_LOCATION );
+ // Default corner radius policy is absolute.
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue< float >( "cornerRadiusPolicy", Toolkit::Visual::Transform::Policy::ABSOLUTE ), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue< float >( "borderlineWidth", borderlineWidth ), true, TEST_LOCATION );
+ // Default borderline color is BLACK.
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue< Vector4 >( "borderlineColor", Color::BLACK ), true, TEST_LOCATION );
+ // Default borderline offset is 0.0f.
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue< float >( "borderlineOffset", 0.0f ), true, TEST_LOCATION );
+ }
+
+ // animated image visual
+ {
+ VisualFactory factory = VisualFactory::Get();
+ Property::Map properties;
+ float borderlineWidth = 24.0f;
+ float borderlineOffset = -1.0f;
+
+ properties[Visual::Property::TYPE] = Visual::ANIMATED_IMAGE;
+ properties[ImageVisual::Property::URL] = TEST_GIF_FILE_NAME;
+ properties[DevelVisual::Property::BORDERLINE_WIDTH] = borderlineWidth + 10.0f; // Dummy Input
+ properties[DevelVisual::Property::BORDERLINE_WIDTH] = borderlineWidth;
+ properties["borderlineOffset"] = borderlineOffset;
+
+ Visual::Base visual = factory.CreateVisual( properties );
+
+ // trigger creation through setting on stage
+ DummyControl dummy = DummyControl::New( true );
+ Impl::DummyControl& dummyImpl = static_cast< Impl::DummyControl& >( dummy.GetImplementation() );
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, visual );
+
+ dummy.SetProperty( Actor::Property::SIZE, Vector2( 200.f, 200.f ) );
+ dummy.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ application.GetScene().Add( dummy );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue< float >( "borderlineWidth", borderlineWidth ), true, TEST_LOCATION );
+ // Default borderline color is BLACK.
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue< Vector4 >( "borderlineColor", Color::BLACK ), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue< float >( "borderlineOffset", borderlineOffset ), true, TEST_LOCATION );
+ }
+
+ // vector image visual
+ {
+ VisualFactory factory = VisualFactory::Get();
+ Property::Map properties;
+ Vector4 cornerRadius(54.0f, 43.0f, 32.0f, 21.0f);
+ float borderlineWidth = 27.0f;
+ Vector4 borderlineColor(0.5f, 0.5f, 0.5f, 0.0f);
+
+ properties[Visual::Property::TYPE] = Visual::SVG;
+ properties[ImageVisual::Property::URL] = TEST_SVG_FILE_NAME;
+ properties[DevelVisual::Property::CORNER_RADIUS] = cornerRadius;
+ properties[DevelVisual::Property::BORDERLINE_WIDTH] = borderlineWidth;
+ properties[DevelVisual::Property::BORDERLINE_COLOR] = borderlineColor;
+
+ Visual::Base visual = factory.CreateVisual( properties );
+
+ // trigger creation through setting on stage
+ DummyControl dummy = DummyControl::New( true );
+ Impl::DummyControl& dummyImpl = static_cast< Impl::DummyControl& >( dummy.GetImplementation() );
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, visual );
+
+ dummy.SetProperty( Actor::Property::SIZE, Vector2( 200.f, 200.f ) );
+ dummy.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ application.GetScene().Add( dummy );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue< Vector4 >( "cornerRadius", cornerRadius ), true, TEST_LOCATION );
+ // Default corner radius policy is absolute.
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue< float >( "cornerRadiusPolicy", Toolkit::Visual::Transform::Policy::ABSOLUTE ), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue< float >( "borderlineWidth", borderlineWidth ), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue< Vector4 >( "borderlineColor", borderlineColor ), true, TEST_LOCATION );
+ // Default borderline offset is 0.0.
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue< float >( "borderlineOffset", 0.0f ), true, TEST_LOCATION );
+ }
+
+ // animated vector image visual
+ {
+ VisualFactory factory = VisualFactory::Get();
+ Property::Map properties;
+ Vector4 cornerRadius(1.3f, 0.0f, 0.4f, 0.2f);
+ float borderlineWidth = 13.0f;
+ Vector4 borderlineColor(0.3f, 0.3f, 0.3f, 1.0f);
+ float borderlineOffset = 13.0f;
+
+ properties[Visual::Property::TYPE] = DevelVisual::ANIMATED_VECTOR_IMAGE;
+ properties[ImageVisual::Property::URL] = TEST_VECTOR_IMAGE_FILE_NAME;
+ properties["cornerRadius"] = cornerRadius;
+ properties[DevelVisual::Property::CORNER_RADIUS_POLICY] = Toolkit::Visual::Transform::Policy::RELATIVE;
+ properties[DevelVisual::Property::BORDERLINE_WIDTH] = borderlineWidth;
+ properties["borderlineColor"] = borderlineColor;
+ properties[DevelVisual::Property::BORDERLINE_OFFSET] = borderlineOffset;
+
+ Visual::Base visual = factory.CreateVisual( properties );
+
+ // trigger creation through setting on stage
+ DummyControl dummy = DummyControl::New( true );
+ Impl::DummyControl& dummyImpl = static_cast< Impl::DummyControl& >( dummy.GetImplementation() );
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, visual );
+
+ dummy.SetProperty( Actor::Property::SIZE, Vector2( 200.f, 200.f ) );
+ dummy.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ application.GetScene().Add( dummy );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue< Vector4 >( "cornerRadius", cornerRadius ), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue< float >( "cornerRadiusPolicy", Toolkit::Visual::Transform::Policy::RELATIVE ), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue< float >( "borderlineWidth", borderlineWidth ), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue< Vector4 >( "borderlineColor", borderlineColor ), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue< float >( "borderlineOffset", borderlineOffset ), true, TEST_LOCATION );
+ }
+#else
+ tet_result(TET_PASS);
+#endif
+
+ END_TEST;
+}
+
+
int UtcDaliColorVisualBlurRadius(void)
{
ToolkitTestApplication application;
UniformData("size", Property::Type::VECTOR2),
UniformData("cornerRadius", Property::Type::VECTOR4),
UniformData("blurRadius", Property::Type::FLOAT),
+ UniformData("borderlineWidth", Property::Type::FLOAT),
+ UniformData("borderlineColor", Property::Type::VECTOR4),
+ UniformData("borderlineOffset", Property::Type::FLOAT),
};
TestGraphicsController& graphics = application.GetGraphicsController();
propertyMap.Insert(DevelVisual::Property::CORNER_RADIUS, Vector4(10.0f, 0.0f, 2.0f, 4.0f));
propertyMap.Insert(DevelVisual::Property::CORNER_RADIUS_POLICY, Toolkit::Visual::Transform::Policy::RELATIVE);
propertyMap.Insert(DevelColorVisual::Property::BLUR_RADIUS, 20.0f);
+ propertyMap.Insert(DevelVisual::Property::BORDERLINE_WIDTH, 20.0f);
+ propertyMap.Insert(DevelVisual::Property::BORDERLINE_COLOR, Color::RED);
+ propertyMap.Insert(DevelVisual::Property::BORDERLINE_OFFSET, 1.0f);
Visual::Base colorVisual = factory.CreateVisual(propertyMap);
DummyControl dummyControl = DummyControl::New(true);
float targetOpacity = 0.5f;
Vector4 targetCornerRadius(0.0f, 0.0f, 0.0f, 0.0f);
float targetBlurRadius = 10.0f;
+ float targetBorderlineWidth = 25.0f;
+ Vector4 targetBorderlineColor(1.0f, 1.0f, 1.0f, 1.0f);
+ float targetBorderlineOffset = -1.0f;
Animation animation = Animation::New(1.0f);
animation.AnimateTo(DevelControl::GetVisualProperty(dummyControl, DummyControl::Property::TEST_VISUAL, Visual::Property::MIX_COLOR), targetColor);
animation.AnimateTo(DevelControl::GetVisualProperty(dummyControl, DummyControl::Property::TEST_VISUAL, Visual::Transform::Property::SIZE), targetSize);
animation.AnimateTo(DevelControl::GetVisualProperty(dummyControl, DummyControl::Property::TEST_VISUAL, DevelVisual::Property::CORNER_RADIUS), targetCornerRadius);
animation.AnimateTo(DevelControl::GetVisualProperty(dummyControl, DummyControl::Property::TEST_VISUAL, DevelColorVisual::Property::BLUR_RADIUS), targetBlurRadius);
+ animation.AnimateTo(DevelControl::GetVisualProperty(dummyControl, DummyControl::Property::TEST_VISUAL, DevelVisual::Property::BORDERLINE_WIDTH), targetBorderlineWidth);
+ animation.AnimateTo(DevelControl::GetVisualProperty(dummyControl, DummyControl::Property::TEST_VISUAL, DevelVisual::Property::BORDERLINE_COLOR), targetBorderlineColor);
+ animation.AnimateTo(DevelControl::GetVisualProperty(dummyControl, DummyControl::Property::TEST_VISUAL, DevelVisual::Property::BORDERLINE_OFFSET), targetBorderlineOffset);
animation.Play();
application.SendNotification();
DALI_TEST_CHECK(blurRadiusValue);
DALI_TEST_EQUALS(blurRadiusValue->Get< float >(), targetBlurRadius, TEST_LOCATION);
+ Property::Value* borderlineWidthValue = resultMap.Find(DevelVisual::Property::BORDERLINE_WIDTH, Property::FLOAT);
+ DALI_TEST_CHECK(borderlineWidthValue);
+ DALI_TEST_EQUALS(borderlineWidthValue->Get< float >(), targetBorderlineWidth, TEST_LOCATION);
+
+ Property::Value* borderlineColorValue = resultMap.Find(DevelVisual::Property::BORDERLINE_COLOR, Property::VECTOR4);
+ DALI_TEST_CHECK(borderlineColorValue);
+ DALI_TEST_EQUALS(borderlineColorValue->Get< Vector4 >(), targetBorderlineColor, TEST_LOCATION);
+
+ Property::Value* borderlineOffsetValue = resultMap.Find(DevelVisual::Property::BORDERLINE_OFFSET, Property::FLOAT);
+ DALI_TEST_CHECK(borderlineOffsetValue);
+ DALI_TEST_EQUALS(borderlineOffsetValue->Get< float >(), targetBorderlineOffset, TEST_LOCATION);
+
// Test uniform values
DALI_TEST_EQUALS(application.GetGlAbstraction().CheckUniformValue<Vector3>("mixColor", targetColor), true, TEST_LOCATION);
DALI_TEST_EQUALS(application.GetGlAbstraction().CheckUniformValue<Vector2>("offset", targetOffset), true, TEST_LOCATION);
DALI_TEST_EQUALS(application.GetGlAbstraction().CheckUniformValue<Vector2>("size", targetSize), true, TEST_LOCATION);
DALI_TEST_EQUALS(application.GetGlAbstraction().CheckUniformValue<Vector4>("cornerRadius", targetCornerRadius), true, TEST_LOCATION);
DALI_TEST_EQUALS(application.GetGlAbstraction().CheckUniformValue<float>("blurRadius", targetBlurRadius), true, TEST_LOCATION);
+ DALI_TEST_EQUALS(application.GetGlAbstraction().CheckUniformValue<float>("borderlineWidth", targetBorderlineWidth), true, TEST_LOCATION);
+ DALI_TEST_EQUALS(application.GetGlAbstraction().CheckUniformValue<Vector4>("borderlineColor", targetBorderlineColor), true, TEST_LOCATION);
+ DALI_TEST_EQUALS(application.GetGlAbstraction().CheckUniformValue<float>("borderlineOffset", targetBorderlineOffset), true, TEST_LOCATION);
// Test not-supported property
Property property1 = DevelControl::GetVisualProperty(dummyControl, DummyControl::Property::TEST_VISUAL, Visual::Property::PREMULTIPLIED_ALPHA);
UniformData("offset", Property::Type::VECTOR2),
UniformData("size", Property::Type::VECTOR2),
UniformData("cornerRadius", Property::Type::VECTOR4),
+ UniformData("borderlineWidth", Property::Type::FLOAT),
+ UniformData("borderlineCOlor", Property::Type::VECTOR4),
+ UniformData("borderlineOffset", Property::Type::FLOAT),
UniformData("blurRadius", Property::Type::FLOAT),
};
Vector2 targetSize(1.1f, 1.1f);
float targetOpacity = 0.5f;
Vector4 targetCornerRadius(20.0f, 0.0f, 20.0f, 0.0f);
+ float targetBorderlineWidth = 77.7f;
+ Vector4 targetBorderlineColor(0.4f, 0.2f, 0.3f, 0.9f);
+ float targetBorderlineOffset = 1.0f;
float targetBlurRadius = 10.0f;
// Should work when the properties are not set before
animation.AnimateTo(DevelControl::GetVisualProperty(dummyControl, DummyControl::Property::TEST_VISUAL, "offset"), targetOffset);
animation.AnimateTo(DevelControl::GetVisualProperty(dummyControl, DummyControl::Property::TEST_VISUAL, "size"), targetSize);
animation.AnimateTo(DevelControl::GetVisualProperty(dummyControl, DummyControl::Property::TEST_VISUAL, "cornerRadius"), targetCornerRadius);
+ animation.AnimateTo(DevelControl::GetVisualProperty(dummyControl, DummyControl::Property::TEST_VISUAL, "borderlineWidth"), targetBorderlineWidth);
+ animation.AnimateTo(DevelControl::GetVisualProperty(dummyControl, DummyControl::Property::TEST_VISUAL, "borderlineColor"), targetBorderlineColor);
+ animation.AnimateTo(DevelControl::GetVisualProperty(dummyControl, DummyControl::Property::TEST_VISUAL, "borderlineOffset"), targetBorderlineOffset);
animation.AnimateTo(DevelControl::GetVisualProperty(dummyControl, DummyControl::Property::TEST_VISUAL, "blurRadius"), targetBlurRadius);
animation.Play();
DALI_TEST_CHECK(cornerRadiusValue);
DALI_TEST_EQUALS(cornerRadiusValue->Get< Vector4 >(), targetCornerRadius, TEST_LOCATION);
+ Property::Value* borderlineWidthValue = resultMap.Find(DevelVisual::Property::BORDERLINE_WIDTH, Property::FLOAT);
+ DALI_TEST_CHECK(borderlineWidthValue);
+ DALI_TEST_EQUALS(borderlineWidthValue->Get< float >(), targetBorderlineWidth, TEST_LOCATION);
+
+ Property::Value* borderlineColorValue = resultMap.Find(DevelVisual::Property::BORDERLINE_COLOR, Property::VECTOR4);
+ DALI_TEST_CHECK(borderlineColorValue);
+ DALI_TEST_EQUALS(borderlineColorValue->Get< Vector4 >(), targetBorderlineColor, TEST_LOCATION);
+
+ Property::Value* borderlineOffsetValue = resultMap.Find(DevelVisual::Property::BORDERLINE_OFFSET, Property::FLOAT);
+ DALI_TEST_CHECK(borderlineOffsetValue);
+ DALI_TEST_EQUALS(borderlineOffsetValue->Get< float >(), targetBorderlineOffset, TEST_LOCATION);
+
Property::Value* blurRadiusValue = resultMap.Find(DevelColorVisual::Property::BLUR_RADIUS, Property::FLOAT);
DALI_TEST_CHECK(blurRadiusValue);
DALI_TEST_EQUALS(blurRadiusValue->Get< float >(), targetBlurRadius, TEST_LOCATION);
{
#ifdef OLD_GRAPHICS_TEST
ToolkitTestApplication application;
- tet_infoline( "UtcDaliVisualGetVisualProperty01: Test animatable property, ImageVisual" );
+ tet_infoline( "UtcDaliVisualGetVisualProperty03: Test animatable property, ImageVisual" );
static std::vector<UniformData> customUniforms =
{
UniformData("cornerRadius", Property::Type::VECTOR4),
+ UniformData("borderlineWidth", Property::Type::FLOAT),
+ UniformData("borderlineColor", Property::Type::VECTOR4),
+ UniformData("borderlineOffset", Property::Type::FLOAT),
};
TestGraphicsController& graphics = application.GetGraphicsController();
Property::Map propertyMap;
propertyMap.Insert(Visual::Property::TYPE, Visual::IMAGE);
propertyMap.Insert(ImageVisual::Property::URL, TEST_IMAGE_FILE_NAME);
+ //We must set some value because application cannot notify shader changed
+ propertyMap.Insert(DevelVisual::Property::CORNER_RADIUS, 1.0f);
+ propertyMap.Insert(DevelVisual::Property::BORDERLINE_WIDTH, 1.0f);
+
Visual::Base imageVisual = factory.CreateVisual(propertyMap);
DummyControl dummyControl = DummyControl::New(true);
float targetOpacity = 0.5f;
Vector4 targetCornerRadius(20.0f, 20.0f, 0.0f, 0.0f);
+ float targetBorderlineWidth = 10.0f;
+ Vector4 targetBorderlineColor(1.0f, 0.0f, 1.0f, 0.5f);
+ float targetBorderlineOffset = -1.5f;
Animation animation = Animation::New(1.0f);
animation.AnimateTo(DevelControl::GetVisualProperty(dummyControl, DummyControl::Property::TEST_VISUAL, Visual::Property::OPACITY), targetOpacity);
animation.AnimateTo(DevelControl::GetVisualProperty(dummyControl, DummyControl::Property::TEST_VISUAL, DevelVisual::Property::CORNER_RADIUS), targetCornerRadius);
+ animation.AnimateTo(DevelControl::GetVisualProperty(dummyControl, DummyControl::Property::TEST_VISUAL, DevelVisual::Property::BORDERLINE_WIDTH), targetBorderlineWidth);
+ animation.AnimateTo(DevelControl::GetVisualProperty(dummyControl, DummyControl::Property::TEST_VISUAL, DevelVisual::Property::BORDERLINE_COLOR), targetBorderlineColor);
+ animation.AnimateTo(DevelControl::GetVisualProperty(dummyControl, DummyControl::Property::TEST_VISUAL, DevelVisual::Property::BORDERLINE_OFFSET), targetBorderlineOffset);
animation.Play();
application.SendNotification();
DALI_TEST_CHECK(cornerRadiusValue);
DALI_TEST_EQUALS(cornerRadiusValue->Get< Vector4 >(), targetCornerRadius, TEST_LOCATION);
+ Property::Value* borderlineWidthValue = resultMap.Find(DevelVisual::Property::BORDERLINE_WIDTH, Property::FLOAT);
+ DALI_TEST_CHECK(borderlineWidthValue);
+ DALI_TEST_EQUALS(borderlineWidthValue->Get< float >(), targetBorderlineWidth, TEST_LOCATION);
+
+ Property::Value* borderlineColorValue = resultMap.Find(DevelVisual::Property::BORDERLINE_COLOR, Property::VECTOR4);
+ DALI_TEST_CHECK(borderlineColorValue);
+ DALI_TEST_EQUALS(borderlineColorValue->Get< Vector4 >(), targetBorderlineColor, TEST_LOCATION);
+
+ Property::Value* borderlineOffsetValue = resultMap.Find(DevelVisual::Property::BORDERLINE_OFFSET, Property::FLOAT);
+ DALI_TEST_CHECK(borderlineOffsetValue);
+ DALI_TEST_EQUALS(borderlineOffsetValue->Get< float >(), targetBorderlineOffset, TEST_LOCATION);
+
// Test uniform value
DALI_TEST_EQUALS(application.GetGlAbstraction().CheckUniformValue<Vector4>("cornerRadius", targetCornerRadius), true, TEST_LOCATION);
+ DALI_TEST_EQUALS(application.GetGlAbstraction().CheckUniformValue<float>("borderlineWidth", targetBorderlineWidth), true, TEST_LOCATION);
+ DALI_TEST_EQUALS(application.GetGlAbstraction().CheckUniformValue<Vector4>("borderlineColor", targetBorderlineColor), true, TEST_LOCATION);
+ DALI_TEST_EQUALS(application.GetGlAbstraction().CheckUniformValue<float>("borderlineOffset", targetBorderlineOffset), true, TEST_LOCATION);
#else
tet_result(TET_PASS);
#endif
return actor;
}
+void AccessibleImpl::ScrollToSelf()
+{
+ auto* child = this;
+ auto* parent = dynamic_cast<Toolkit::DevelControl::AccessibleImpl*>(child->GetParent());
+
+ while (parent)
+ {
+ if (parent->IsScrollable())
+ {
+ parent->ScrollToChild(child->Self());
+ }
+
+ child = parent;
+ parent = dynamic_cast<Toolkit::DevelControl::AccessibleImpl*>(parent->GetParent());
+ }
+}
+
bool AccessibleImpl::GrabHighlight()
{
Dali::Actor self = Self();
// Remember the highlight actor, so that when the default is changed with
// SetHighlightActor(), the currently displayed highlight can still be cleared.
currentHighlightActor = highlight;
- EnsureSelfVisible();
+ ScrollToSelf();
self.Add(highlight);
SetCurrentlyHighlightedActor(self);
EmitHighlighted(true);
return ret;
}
-void AccessibleImpl::EnsureChildVisible(Actor child)
-{
-}
-
-void AccessibleImpl::EnsureSelfVisible()
+bool AccessibleImpl::ScrollToChild(Actor child)
{
- auto parent = dynamic_cast<AccessibleImpl*>(GetParent());
- if(parent)
- {
- parent->EnsureChildVisible(Self());
- }
+ return false;
}
Dali::Property::Index AccessibleImpl::GetNamePropertyIndex()
return handle;
}
+ void ScrollToSelf();
+
public:
AccessibleImpl(Dali::Actor self, Dali::Accessibility::Role role, bool modal = false);
/**
* @brief Makes sure that a given child of this container (e.g. ItemView) is visible
+ * @return false if scrolling is not supported or child is already visible
*/
- virtual void EnsureChildVisible(Actor child);
-
- /**
- * @brief Makes sure this actor is visible (when moving the highlight frame to an
- * actor that is scrolled out of the viewport)
- */
- virtual void EnsureSelfVisible();
+ virtual bool ScrollToChild(Actor child);
/**
* @brief Returns the index of the property that represents this actor's name
return controlDataImpl.GetVisualProperty(index, visualPropertyKey);
}
+void CreateTransitions(Control control, Dali::Animation& animation, Dali::Toolkit::Control source, AlphaFunction alphaFunction, TimePeriod timePeriod)
+{
+ if(animation)
+ {
+ // make visual transition of control visual.
+ Internal::Control& internalControl = Toolkit::Internal::GetImplementation(control);
+ Internal::Control::Impl& controlDataImpl = Internal::Control::Impl::Get(internalControl);
+ controlDataImpl.MakeVisualTransition(animation, source, Toolkit::Control::Property::BACKGROUND, alphaFunction, timePeriod);
+ controlDataImpl.MakeVisualTransition(animation, source, Toolkit::DevelControl::Property::SHADOW, alphaFunction, timePeriod);
+ internalControl.OnCreateTransitions(animation, source, alphaFunction, timePeriod);
+ }
+}
+
static Toolkit::Internal::Control::Impl* GetControlImplementationIfAny(Dali::Actor actor)
{
Dali::Toolkit::Control c = Toolkit::Control::DownCast(actor);
// EXTERNAL INCLUDES
#include <dali/devel-api/adaptor-framework/accessibility-impl.h>
#include <dali/devel-api/adaptor-framework/input-method-context.h>
+#include <dali/public-api/animation/alpha-function.h>
+#include <dali/public-api/animation/time-period.h>
// INTERNAL INCLUDES
#include <dali-toolkit/devel-api/controls/accessible-impl.h>
DALI_TOOLKIT_API Dali::Property GetVisualProperty(Control control, Dali::Property::Index index, Dali::Property::Key visualPropertyKey);
/**
+ * @brief Retrieve visual/renderer property animation between this Control and source control.
+ * Input animation must be created before this method called.
+ * And the animations between this method created are added the input animation.
+ * This method generates visual/renderer property animation but not creates Actor property animation.
+ *
+ * @param[in] control The control
+ * @param[in] animation generated animation
+ * @param[in] source source control of the animation.
+ * @param[in] alphaFunction AlphaFunction of the animation
+ * @param[in] timePeriod TimePeriod of the animation
+ */
+DALI_TOOLKIT_API void CreateTransitions(Control control, Dali::Animation& animation, Dali::Toolkit::Control source, AlphaFunction alphaFunction, TimePeriod timePeriod);
+
+/**
* @brief The signal is emmited as a succession of "activate" signal send by accessibility client.
* @return The signal to connect to
*/
CENTER, ///< Items are positioned at the center of the container
FLEX_END, ///< Items are positioned at the end of the container
SPACE_BETWEEN, ///< Items are positioned with equal space between the items
- SPACE_AROUND ///< Items are positioned with equal space before, between, and after the items
+ SPACE_AROUND, ///< Items are positioned with equal space before, and after the items
+ SPACE_EVENLY ///< Items are positioned with equal space before, between, and after the items
};
/**
* If it it RELATIVE, the corner radius value is relative to the smaller of the visual width and visual height.
*/
CORNER_RADIUS_POLICY = OPACITY + 3,
+
+ /**
+ * @brief The width for the borderline of the visual
+ * @details Name "borderlineWidth", type Property::FLOAT, animatable
+ * @note Optional. Default value is 0.0f.
+ */
+ BORDERLINE_WIDTH = OPACITY + 4,
+
+ /**
+ * @brief The color for the borderline of the visual
+ * @details Name "borderlineColor", type Property::VECTOR4, animatable
+ * @note Default value is Color::BLACK
+ */
+ BORDERLINE_COLOR = OPACITY + 5,
+
+ /**
+ * @brief The offset from the visual borderline (recommend [-1.0f to 1.0f]).
+ * @details Name "borderlineOffset", type Property::FLOAT, animatable
+ * @note Default value is 0.0f.
+ * @note This value will be clipped by [-1.0f to 1.0f].
+ */
+ BORDERLINE_OFFSET = OPACITY + 6,
};
} // namespace Property
return Dali::Property(handle, Property::INVALID_INDEX);
}
+void Control::Impl::MakeVisualTransition(Dali::Animation& animation, Dali::Toolkit::Control source, Dali::Property::Index visualIndex, AlphaFunction alphaFunction, TimePeriod timePeriod)
+{
+ Dali::Toolkit::Control sourceHandle = Dali::Toolkit::Control::DownCast(source);
+ Property::Map sourceMap = sourceHandle.GetProperty<Property::Map>(visualIndex);
+ Dali::Toolkit::Control destinationHandle = Dali::Toolkit::Control::DownCast(mControlImpl.Self());
+ Property::Map destinationMap = destinationHandle.GetProperty<Property::Map>(visualIndex);
+
+ Vector4 mixColor(1.0f, 1.0f, 1.0f, 1.0f);
+ Vector4 cornerRadius(0.0f, 0.0f, 0.0f, 0.0f);
+
+ if(!destinationMap.Empty())
+ {
+ mixColor = destinationMap.Find(Dali::Toolkit::Visual::Property::MIX_COLOR)->Get<Vector4>();
+ cornerRadius = destinationMap.Find(Toolkit::DevelVisual::Property::CORNER_RADIUS)->Get<Vector4>();
+
+ if(sourceMap.Empty())
+ {
+ sourceMap.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR);
+ sourceMap.Insert(Dali::Toolkit::Visual::Property::MIX_COLOR, Color::TRANSPARENT);
+ sourceMap.Insert(Toolkit::DevelVisual::Property::CORNER_RADIUS, cornerRadius);
+ }
+
+ Vector4 sourceMixColor = sourceMap.Find(Dali::Toolkit::Visual::Property::MIX_COLOR)->Get<Vector4>();
+ Vector4 sourceCornerRadius = sourceMap.Find(Toolkit::DevelVisual::Property::CORNER_RADIUS)->Get<Vector4>();
+
+ std::vector<Dali::Property> properties;
+ std::vector<std::pair<Property::Value, Property::Value>> values;
+
+ if(Vector3(sourceMixColor) != Vector3(mixColor))
+ {
+ properties.push_back(GetVisualProperty(visualIndex, Dali::Toolkit::Visual::Property::MIX_COLOR));
+ values.push_back(std::make_pair(Vector3(sourceMixColor), Vector3(mixColor)));
+ }
+
+ if(std::abs(sourceMixColor.a - mixColor.a) > Math::MACHINE_EPSILON_1)
+ {
+ properties.push_back(GetVisualProperty(visualIndex, Dali::Toolkit::Visual::Property::OPACITY));
+ values.push_back(std::make_pair(sourceMixColor.a, mixColor.a));
+ }
+
+ if(sourceCornerRadius != cornerRadius)
+ {
+ properties.push_back(GetVisualProperty(visualIndex, Dali::Toolkit::DevelVisual::Property::CORNER_RADIUS));
+ values.push_back(std::make_pair(sourceCornerRadius, cornerRadius));
+ }
+
+ for(uint32_t i = 0; i < properties.size(); ++i)
+ {
+ if(timePeriod.delaySeconds > 0.0f)
+ {
+ Dali::KeyFrames initialKeyframes = Dali::KeyFrames::New();
+ initialKeyframes.Add(0.0f, values[i].first);
+ initialKeyframes.Add(1.0f, values[i].first);
+ animation.AnimateBetween(properties[i], initialKeyframes, TimePeriod(timePeriod.delaySeconds));
+ }
+ Dali::KeyFrames keyframes = Dali::KeyFrames::New();
+ keyframes.Add(0.0f, values[i].first);
+ keyframes.Add(1.0f, values[i].second);
+ animation.AnimateBetween(properties[i], keyframes, alphaFunction, timePeriod);
+ }
+ }
+}
+
void Control::Impl::EmitResourceReadySignal()
{
if(!mIsEmittingResourceReadySignal)
*/
Dali::Property GetVisualProperty(Dali::Property::Index index, Dali::Property::Key visualPropertyKey);
+ /**
+ * @brief Make visual transition from source control to this control about specific Property::Index
+ * If both of source and this control have Property::Index property, than create animation between them.
+ *
+ * @param[in] animation Return animation from source to this control.
+ * @param[in] source Source control to be used property animation.
+ * @param[in] visualIndex Property::Index to make animation.
+ * @param[in] alphaFunction alpha function of the animation.
+ * @param[in] timePeriod time period of the animation.
+ */
+ void MakeVisualTransition(Dali::Animation& animation, Dali::Toolkit::Control source, Dali::Property::Index visualIndex, AlphaFunction alphaFunction, TimePeriod timePeriod);
+
private:
/**
* Used as an alternative to boolean so that it is obvious whether a visual is enabled/disabled.
{"center", Toolkit::FlexContainer::JUSTIFY_CENTER},
{"flexEnd", Toolkit::FlexContainer::JUSTIFY_FLEX_END},
{"spaceBetween", Toolkit::FlexContainer::JUSTIFY_SPACE_BETWEEN},
- {"spaceAround", Toolkit::FlexContainer::JUSTIFY_SPACE_AROUND}};
+ {"spaceAround", Toolkit::FlexContainer::JUSTIFY_SPACE_AROUND},
+ {"spaceEvenly", Toolkit::FlexContainer::JUSTIFY_SPACE_EVENLY}};
const unsigned int JUSTIFY_CONTENT_STRING_TABLE_COUNT = sizeof(JUSTIFY_CONTENT_STRING_TABLE) / sizeof(JUSTIFY_CONTENT_STRING_TABLE[0]);
const Scripting::StringEnum ALIGN_ITEMS_STRING_TABLE[] =
}
}
+void ImageView::OnCreateTransitions(Dali::Animation& animation, Dali::Toolkit::Control source, AlphaFunction alphaFunction, TimePeriod timePeriod)
+{
+ Dali::Toolkit::ImageView destinationHandle = Toolkit::ImageView(GetOwner());
+ Toolkit::Visual::Base destinationVisual = DevelControl::GetVisual(GetImplementation(destinationHandle), Toolkit::ImageView::Property::IMAGE);
+ Property::Map destinationMap;
+
+ if(!destinationVisual)
+ {
+ return;
+ }
+
+ destinationVisual.CreatePropertyMap(destinationMap);
+
+ Vector4 sourceMixColor(0.0f, 0.0f, 0.0f, 0.0f);
+ Vector4 sourceCornerRadius(0.0f, 0.0f, 0.0f, 0.0f);
+ Vector4 destinationMixColor = destinationMap.Find(Dali::Toolkit::Visual::Property::MIX_COLOR)->Get<Vector4>();
+ Vector4 destinationCornerRadius = destinationMap.Find(Toolkit::DevelVisual::Property::CORNER_RADIUS)->Get<Vector4>();
+
+ Dali::Toolkit::ImageView sourceHandle = Dali::Toolkit::ImageView::DownCast(source);
+ Toolkit::Visual::Base sourceVisual;
+ Property::Map sourceMap;
+
+ if(sourceHandle)
+ {
+ sourceVisual = DevelControl::GetVisual(GetImplementation(sourceHandle), Toolkit::ImageView::Property::IMAGE);
+ }
+
+ if(sourceVisual)
+ {
+ sourceVisual.CreatePropertyMap(sourceMap);
+ sourceMixColor = sourceMap.Find(Dali::Toolkit::Visual::Property::MIX_COLOR)->Get<Vector4>();
+ sourceCornerRadius = sourceMap.Find(Toolkit::DevelVisual::Property::CORNER_RADIUS)->Get<Vector4>();
+ }
+
+ std::vector<Dali::Property> properties;
+ std::vector<std::pair<Property::Value, Property::Value>> values;
+
+ if(Vector3(sourceMixColor) != Vector3(destinationMixColor))
+ {
+ properties.push_back(DevelControl::GetVisualProperty(destinationHandle, Toolkit::ImageView::Property::IMAGE, Toolkit::Visual::Property::MIX_COLOR));
+ values.push_back(std::make_pair(Vector3(sourceMixColor), Vector3(destinationMixColor)));
+ }
+ if(std::abs(sourceMixColor.a - destinationMixColor.a) > Math::MACHINE_EPSILON_1)
+ {
+ properties.push_back(DevelControl::GetVisualProperty(destinationHandle, Toolkit::ImageView::Property::IMAGE, Toolkit::Visual::Property::OPACITY));
+ values.push_back(std::make_pair(sourceMixColor.a, destinationMixColor.a));
+ }
+ if(sourceCornerRadius != destinationCornerRadius)
+ {
+ properties.push_back(DevelControl::GetVisualProperty(destinationHandle, Toolkit::ImageView::Property::IMAGE, Toolkit::DevelVisual::Property::CORNER_RADIUS));
+ values.push_back(std::make_pair(sourceCornerRadius, destinationCornerRadius));
+ }
+
+ for(uint32_t i = 0; i < properties.size(); ++i)
+ {
+ if(timePeriod.delaySeconds > 0.0f)
+ {
+ Dali::KeyFrames initialKeyframes = Dali::KeyFrames::New();
+ initialKeyframes.Add(0.0f, values[i].first);
+ initialKeyframes.Add(1.0f, values[i].first);
+ animation.AnimateBetween(properties[i], initialKeyframes, TimePeriod(timePeriod.delaySeconds));
+ }
+ Dali::KeyFrames keyframes = Dali::KeyFrames::New();
+ keyframes.Add(0.0f, values[i].first);
+ keyframes.Add(1.0f, values[i].second);
+ animation.AnimateBetween(properties[i], keyframes, alphaFunction, timePeriod);
+ }
+}
+
void ImageView::OnResourceReady(Toolkit::Control control)
{
// Visual ready so update visual attached to this ImageView, following call to RelayoutRequest will use this visual.
*/
void OnRelayout(const Vector2& size, RelayoutContainer& container) override;
+ /**
+ * @copydoc Toolkit::Control::OnCreateTransitions()
+ */
+ virtual void OnCreateTransitions(Dali::Animation& animation, Dali::Toolkit::Control source, AlphaFunction alphaFunction, TimePeriod timePeriod) override;
+
private:
/**
* @brief Callback for ResourceReadySignal
}
}
-void ItemView::AccessibleImpl::EnsureChildVisible(Actor child)
+bool ItemView::AccessibleImpl::ScrollToChild(Actor child)
{
- EnsureSelfVisible();
auto itemView = Dali::Toolkit::ItemView::DownCast(Self());
Toolkit::GetImpl(itemView).OnKeyboardFocusChangeCommitted(child);
+ return true;
}
Animation ItemView::DoAnchoring()
{
using Scrollable::AccessibleImpl::AccessibleImpl;
- void EnsureChildVisible(Actor child) override;
+ bool ScrollToChild(Actor child) override;
};
/**
return mSnapStartedSignal;
}
-void ScrollView::AccessibleImpl::EnsureChildVisible(Actor child)
+bool ScrollView::AccessibleImpl::ScrollToChild(Actor child)
{
auto scrollView = Dali::Toolkit::ScrollView::DownCast(Self());
- scrollView.ScrollTo(child);
+ if (Toolkit::GetImpl(scrollView).FindClosestActor() == child)
+ {
+ return false;
+ }
+
+ // FIXME: ScrollTo does not work (snaps back to original position)
+ scrollView.ScrollTo(child, scrollView.GetScrollFlickDuration());
+ return true;
}
void ScrollView::FindAndUnbindActor(Actor child)
{
using Scrollable::AccessibleImpl::AccessibleImpl;
- void EnsureChildVisible(Actor child) override;
+ bool ScrollToChild(Actor child) override;
};
/**
mWebViewArea(0, 0, mWebViewSize.width, mWebViewSize.height),
mVideoHoleEnabled(true),
mMouseEventsEnabled(true),
- mKeyEventsEnabled(true)
+ mKeyEventsEnabled(true),
+ mScreenshotCapturedCallback(nullptr)
{
mWebEngine = Dali::WebEngine::New();
mWebViewArea(0, 0, mWebViewSize.width, mWebViewSize.height),
mVideoHoleEnabled(true),
mMouseEventsEnabled(true),
- mKeyEventsEnabled(true)
+ mKeyEventsEnabled(true),
+ mScreenshotCapturedCallback(nullptr)
{
mWebEngine = Dali::WebEngine::New();
${toolkit_src_dir}/text/rendering/text-backend-impl.cpp
${toolkit_src_dir}/text/rendering/text-typesetter.cpp
${toolkit_src_dir}/text/rendering/view-model.cpp
+ ${toolkit_src_dir}/transition/transition-base-impl.cpp
+ ${toolkit_src_dir}/transition/transition-impl.cpp
+ ${toolkit_src_dir}/transition/transition-lifecycle-controller.cpp
+ ${toolkit_src_dir}/transition/transition-set-impl.cpp
${toolkit_src_dir}/transition-effects/cube-transition-effect-impl.cpp
${toolkit_src_dir}/transition-effects/cube-transition-cross-effect-impl.cpp
${toolkit_src_dir}/transition-effects/cube-transition-fold-effect-impl.cpp
+++ /dev/null
-INPUT mediump vec2 vPosition;
-INPUT mediump vec2 vRectSize;
-INPUT mediump vec2 vOptRectSize;
-INPUT mediump vec4 vCornerRadius;
-
-uniform lowp vec4 uColor;
-uniform lowp vec3 mixColor;
-uniform mediump float blurRadius;
-
-void main()
-{
- OUT_COLOR = vec4(mixColor, 1.0) * uColor;
- if(abs(vPosition.x) < vOptRectSize.x && abs(vPosition.y) < vOptRectSize.y)
- {
- return;
- }
-
- mediump float radius =
- mix(
- mix(vCornerRadius.x, vCornerRadius.y, sign(vPosition.x) * 0.5 + 0.5),
- mix(vCornerRadius.w, vCornerRadius.z, sign(vPosition.x) * 0.5 + 0.5),
- sign(vPosition.y) * 0.5 + 0.5
- );
-
- mediump vec2 v = abs(vPosition) - vRectSize + radius;
- mediump float cy = radius + blurRadius;
- mediump float cr = radius + blurRadius;
-
- cy = min(cy, min(vRectSize.x, vRectSize.y) - radius);
- v = vec2(min(v.x, v.y), max(v.x, v.y));
- v = v + cy;
-
- mediump float blur = 1.0;
- mediump float potential = 0.0;
- mediump float alias = min(radius, 1.0);
- mediump float potentialMin = cy + radius - blurRadius - alias;
- mediump float potentialMax = cy + radius + blurRadius + alias;
-
- // move center of circles for reduce defact
- mediump float cyDiff = min(cy, 0.2 * blurRadius);
- cy -= cyDiff;
- cr += cyDiff;
-
- mediump float diffFromBaseline = cy * v.y - (cy + cr) * v.x;
-
- if(diffFromBaseline > 0.0)
- {
- // out of calculation bound.
- potential = v.y;
-
- // for anti-alias when blurRaidus = 0.0
- mediump float heuristicBaselineScale = max(1.0 , cr * (cr + cy));
- mediump float potentialDiff = min(alias, diffFromBaseline / heuristicBaselineScale);
- potentialMin += potentialDiff;
- potentialMax -= potentialDiff;
- }
- else
- {
- // get some circle centered (x, x) and radius (r = cr / cy * x)
- // s.t. point v is on that circle
- // highest point of that circle is (x, x + r) and potential is x + r
-
- // solve (v.x - x)^2 + (v.y - x)^2 = (cr / cy * x)^2
-
- mediump float A = (cr * cr - 2.0 * cy * cy);
- mediump float B = cy * (v.x + v.y);
- mediump float V = dot(v,v);
- mediump float D = B * B + A * V;
- potential = V * (cr + cy) / (sqrt(D) + B);
- }
-
- blur = 1.0 - smoothstep(potentialMin, potentialMax, potential);
- OUT_COLOR.a *= blur;
-}
+++ /dev/null
-INPUT mediump vec2 aPosition;
-OUTPUT mediump vec2 vPosition;
-OUTPUT mediump vec2 vRectSize;
-OUTPUT mediump vec2 vOptRectSize;
-OUTPUT mediump vec4 vCornerRadius;
-
-uniform highp mat4 uMvpMatrix;
-uniform highp vec3 uSize;
-
-//Visual size and offset
-uniform mediump vec2 offset;
-uniform highp vec2 size;
-uniform mediump vec2 extraSize;
-uniform mediump vec4 offsetSizeMode;
-uniform mediump vec2 origin;
-uniform mediump vec2 anchorPoint;
-uniform mediump float blurRadius;
-uniform mediump vec4 cornerRadius;
-uniform mediump float cornerRadiusPolicy;
-
-vec4 ComputeVertexPosition()
-{
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;
- vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);
- mediump float minSize = min( visualSize.x, visualSize.y );
- vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy );
- vCornerRadius = min( vCornerRadius, minSize * 0.5 );
- vRectSize = visualSize / 2.0;
- // optimize fragment shader
- mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w));
- vOptRectSize = vRectSize - 0.2929 * maxRadius - 1.0 - blurRadius;
-
- vPosition = aPosition * (visualSize + 2.0 * blurRadius);
- return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );
-}
-
-void main()
-{
- gl_Position = uMvpMatrix * ComputeVertexPosition();
-}
+++ /dev/null
-INPUT mediump vec2 vPosition;
-INPUT mediump vec2 vRectSize;
-INPUT mediump vec2 vOptRectSize;
-INPUT mediump vec4 vCornerRadius;
-
-uniform lowp vec4 uColor;
-uniform lowp vec3 mixColor;
-
-void main()
-{
- OUT_COLOR = vec4(mixColor, 1.0) * uColor;
- if(abs(vPosition.x) < vOptRectSize.x && abs(vPosition.y) < vOptRectSize.y)
- {
- return;
- }
- mediump float radius =
- mix(
- mix(vCornerRadius.x, vCornerRadius.y, sign(vPosition.x) * 0.5 + 0.5),
- mix(vCornerRadius.w, vCornerRadius.z, sign(vPosition.x) * 0.5 + 0.5),
- sign(vPosition.y) * 0.5 + 0.5
- );
-
- mediump vec2 diff = abs(vPosition) - vRectSize + radius;
- mediump float dist = length(max(diff, vec2(0.0))) - radius;
- if(dist > 1.0)
- {
- OUT_COLOR.a = 0.0;
- }
- else if(dist > -1.0)
- {
- if(min(diff.x, diff.y) < 0.0)
- {
- dist += min(diff.x, diff.y) / max(radius, 1.0);
- }
- OUT_COLOR.a *= 1.0 - smoothstep(-1.0, 1.0, dist);
- }
-}
+++ /dev/null
-INPUT mediump vec2 aPosition;
-OUTPUT mediump vec2 vPosition;
-OUTPUT mediump vec2 vRectSize;
-OUTPUT mediump vec2 vOptRectSize;
-OUTPUT mediump vec4 vCornerRadius;
-
-uniform highp mat4 uMvpMatrix;
-uniform highp vec3 uSize;
-
-//Visual size and offset
-uniform mediump vec2 offset;
-uniform highp vec2 size;
-uniform mediump vec2 extraSize;
-uniform mediump vec4 offsetSizeMode;
-uniform mediump vec2 origin;
-uniform mediump vec2 anchorPoint;
-uniform mediump vec4 cornerRadius;
-uniform mediump float cornerRadiusPolicy;
-
-vec4 ComputeVertexPosition()
-{
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;
- vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);
- mediump float minSize = min( visualSize.x, visualSize.y );
- vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);
- vCornerRadius = min( vCornerRadius, minSize * 0.5 );
- vRectSize = visualSize / 2.0;
- // optimize fragment shader
- mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w));
- vOptRectSize = vRectSize - 0.2929 * maxRadius - 1.0;
- vPosition = aPosition* visualSize;
- return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );
-}
-
-void main()
-{
- gl_Position = uMvpMatrix * ComputeVertexPosition();
-}
+#ifndef IS_REQUIRED_ROUNDED_CORNER
+#define IS_REQUIRED_ROUNDED_CORNER 0
+#endif
+#ifndef IS_REQUIRED_BORDERLINE
+#define IS_REQUIRED_BORDERLINE 0
+#endif
+#ifndef IS_REQUIRED_BLUR
+#define IS_REQUIRED_BLUR 0
+#endif
+
+#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE || IS_REQUIRED_BLUR
+INPUT mediump vec2 vPosition;
+INPUT mediump vec2 vRectSize;
+INPUT mediump vec2 vOptRectSize;
+#if IS_REQUIRED_ROUNDED_CORNER
+INPUT mediump vec4 vCornerRadius;
+#endif
+#endif
+
uniform lowp vec4 uColor;
uniform lowp vec3 mixColor;
+#if !IS_REQUIRED_BLUR && IS_REQUIRED_BORDERLINE
+uniform mediump float borderlineWidth;
+uniform mediump float borderlineOffset;
+uniform lowp vec4 borderlineColor;
+#endif
+#if IS_REQUIRED_BLUR
+uniform mediump float blurRadius;
+#endif
+
+
+#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE || IS_REQUIRED_BLUR
+// Global values both rounded corner and borderline use
+
+// radius of rounded corner on this quadrant
+mediump float gRadius = 0.0;
+
+// fragment coordinate. NOTE : vec2(0.0, 0.0) is vRectSize, the corner of visual
+mediump vec2 gFragmentPosition = vec2(0.0, 0.0);
+// center coordinate of rounded corner circle. vec2(gCenterPosition, gCenterPosition).
+mediump float gCenterPosition = 0.0;
+// relative coordinate of gFragmentPosition from gCenterPosition.
+mediump vec2 gDiff = vec2(0.0, 0.0);
+// potential value what our algorithm use.
+mediump float gPotential = 0.0;
+
+// threshold of potential
+mediump float gPotentialRange = 0.0;
+mediump float gMaxOutlinePotential = 0.0;
+mediump float gMinOutlinePotential = 0.0;
+mediump float gMaxInlinePotential = 0.0;
+mediump float gMinInlinePotential = 0.0;
+
+void calculateCornerRadius()
+{
+#if IS_REQUIRED_ROUNDED_CORNER
+ gRadius =
+ mix(
+ mix(vCornerRadius.x, vCornerRadius.y, sign(vPosition.x) * 0.5 + 0.5),
+ mix(vCornerRadius.w, vCornerRadius.z, sign(vPosition.x) * 0.5 + 0.5),
+ sign(vPosition.y) * 0.5 + 0.5
+ );
+#endif
+}
+
+void calculatePosition()
+{
+ gFragmentPosition = abs(vPosition) - vRectSize;
+ gCenterPosition = -gRadius;
+#if !IS_REQUIRED_BLUR && IS_REQUIRED_BORDERLINE
+ gCenterPosition += borderlineWidth * (clamp(borderlineOffset, -1.0, 1.0) + 1.0) * 0.5;
+#endif
+ gDiff = gFragmentPosition - gCenterPosition;
+}
+
+void calculatePotential()
+{
+ gPotential = length(max(gDiff, 0.0)) + min(0.0, max(gDiff.x, gDiff.y));
+}
+
+void setupMinMaxPotential()
+{
+ gPotentialRange = 1.0;
+
+ gMaxOutlinePotential = gRadius + gPotentialRange;
+ gMinOutlinePotential = gRadius - gPotentialRange;
+
+#if !IS_REQUIRED_BLUR && IS_REQUIRED_BORDERLINE
+ gMaxInlinePotential = gMaxOutlinePotential - borderlineWidth;
+ gMinInlinePotential = gMinOutlinePotential - borderlineWidth;
+#else
+ gMaxInlinePotential = gMaxOutlinePotential;
+ gMinInlinePotential = gMinOutlinePotential;
+#endif
+
+ // reduce defect near edge of rounded corner.
+ gMaxOutlinePotential += clamp(-min(gDiff.x, gDiff.y)/ max(1.0, gRadius) , 0.0, 1.0);
+ gMinOutlinePotential += clamp(-min(gDiff.x, gDiff.y)/ max(1.0, gRadius) , 0.0, 1.0);
+}
+
+void PreprocessPotential()
+{
+ calculateCornerRadius();
+ calculatePosition();
+ calculatePotential();
+
+ setupMinMaxPotential();
+}
+#endif
+
+#if !IS_REQUIRED_BLUR && IS_REQUIRED_BORDERLINE
+lowp vec4 convertBorderlineColor(lowp vec4 textureColor)
+{
+ mediump float potential = gPotential;
+
+ // default opacity of borderline is 0.0
+ mediump float borderlineOpacity = 0.0;
+
+ // calculate borderline opacity by potential
+ if(potential > gMinInlinePotential)
+ {
+ // potential is inside borderline range.
+ borderlineOpacity = smoothstep(gMinInlinePotential, gMaxInlinePotential, potential);
+ }
+
+ //calculate inside of borderline when outilneColor.a < 1.0
+ if(borderlineColor.a < 1.0)
+ {
+ mediump float tCornerRadius = -gCenterPosition;
+ mediump float MaxTexturelinePotential = tCornerRadius + gPotentialRange;
+ mediump float MinTexturelinePotential = tCornerRadius - gPotentialRange;
+ if(potential > MaxTexturelinePotential)
+ {
+ // potential is out of texture range. use borderline color instead of texture
+ textureColor = vec4(borderlineColor.xyz, 0.0);
+ }
+ else if(potential > MinTexturelinePotential)
+ {
+ // potential is in texture range
+ textureColor = mix(textureColor, vec4(borderlineColor.xyz, 0.0), smoothstep(MinTexturelinePotential, MaxTexturelinePotential, potential));
+ }
+ borderlineOpacity *= borderlineColor.a;
+ }
+ return mix(textureColor, vec4(borderlineColor.xyz, 1.0), borderlineOpacity);
+}
+#endif
+
+#if !IS_REQUIRED_BLUR && IS_REQUIRED_ROUNDED_CORNER
+mediump float calculateCornerOpacity()
+{
+ mediump float potential = gPotential;
+
+ // default opacity is 1.0
+ mediump float opacity = 1.0;
+
+ // calculate borderline opacity by potential
+ if(potential > gMaxOutlinePotential)
+ {
+ // potential is out of borderline range
+ opacity = 0.0;
+ }
+ else if(potential > gMinOutlinePotential)
+ {
+ opacity = 1.0 - smoothstep(gMinOutlinePotential, gMaxOutlinePotential, potential);
+ }
+ return opacity;
+}
+#endif
+
+#if IS_REQUIRED_BLUR
+mediump float calculateBlurOpacity()
+{
+// Don't use borderline!
+ mediump vec2 v = gDiff;
+ mediump float cy = gRadius + blurRadius;
+ mediump float cr = gRadius + blurRadius;
+
+#if IS_REQUIRED_ROUNDED_CORNER
+ // This routine make perfect circle. If corner radius is not exist, we don't consider prefect circle.
+ cy = min(cy, min(vRectSize.x, vRectSize.y) - gRadius);
+#endif
+ v = vec2(min(v.x, v.y), max(v.x, v.y));
+ v = v + cy;
+
+ mediump float potential = 0.0;
+ mediump float alias = min(gRadius, 1.0);
+ mediump float potentialMin = cy + gRadius - blurRadius - alias;
+ mediump float potentialMax = cy + gRadius + blurRadius + alias;
+
+ // move center of circles for reduce defact
+ mediump float cyDiff = min(cy, 0.2 * blurRadius);
+ cy -= cyDiff;
+ cr += cyDiff;
+
+ mediump float diffFromBaseline = cy * v.y - (cy + cr) * v.x;
+
+ if(diffFromBaseline > 0.0)
+ {
+ // out of calculation bound.
+ potential = v.y;
+
+ // for anti-alias when blurRaidus = 0.0
+ mediump float heuristicBaselineScale = max(1.0 , cr * (cr + cy));
+ mediump float potentialDiff = min(alias, diffFromBaseline / heuristicBaselineScale);
+ potentialMin += potentialDiff;
+ potentialMax -= potentialDiff;
+ }
+ else
+ {
+ // get some circle centered (x, x) and radius (r = cr / cy * x)
+ // s.t. point v is on that circle
+ // highest point of that circle is (x, x + r) and potential is x + r
+
+ // solve (v.x - x)^2 + (v.y - x)^2 = (cr / cy * x)^2
+#if IS_REQUIRED_ROUNDED_CORNER
+ // NOTE : lowspec HW cannot calculate here. need to reduce numeric error
+ mediump float A = (cr * cr - 2.0 * cy * cy);
+ mediump float B = cy * (v.x + v.y);
+ mediump float V = dot(v,v);
+ mediump float D = B * B + A * V;
+ potential = V * (cr + cy) / (sqrt(D) + B);
+#else
+ // We can simplify this value cause cy = 0.8 * blurRadius, cr = 1.2 * blurRadius
+ // potential = 5.0*(sqrt(4.0*(v.x+v.y)^2 + dot(v,v)) - 2.0*(v.x+v.y));
+ // = 10.0*(v.x+v.y) * (sqrt(1.0 + (length(v) / (2.0*(v.x+v.y)))^2) - 1.0);
+ // = 10.0*(v.x+v.y) * (sqrt(1.25 - x + x^2) - 1.0);
+ // ~= 10.0*(v.x+v.y) * (0.11803399 - 0.44721360x + 0.35777088x^2 - 0.14310x^3 + O(x^4)) (Taylor series)
+ // ~= -1.0557281 * (v.x + v.y) + 2.236068 * length(v) - ~~~ (here, x <= 0.5 * (1.0 - sqrt(0.5)) < 0.1464467)
+ // Note : This simplify need cause we should use it on lowspec HW.
+ mediump float x = 0.5 * (1.0 - length(v) / (v.x + v.y));
+ potential = -1.0557281 * (v.x + v.y) + 2.236068 * length(v) + 10.0 * (v.x + v.y) * (0.35777088 - 0.14310 * x) * x * x;
+#endif
+ }
+
+ return 1.0 - smoothstep(potentialMin, potentialMax, potential);
+}
+#endif
void main()
{
- OUT_COLOR = vec4(mixColor, 1.0) * uColor;
-}
\ No newline at end of file
+ lowp vec4 targetColor = vec4(mixColor, 1.0) * uColor;
+
+#if IS_REQUIRED_BLUR || IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
+ // skip most potential calculate for performance
+ if(abs(vPosition.x) < vOptRectSize.x && abs(vPosition.y) < vOptRectSize.y)
+ {
+ OUT_COLOR = targetColor;
+ return;
+ }
+ PreprocessPotential();
+#endif
+
+#if !IS_REQUIRED_BLUR && IS_REQUIRED_BORDERLINE
+ targetColor = convertBorderlineColor(targetColor);
+#endif
+ OUT_COLOR = targetColor;
+
+#if IS_REQUIRED_BLUR
+ mediump float opacity = calculateBlurOpacity();
+ OUT_COLOR.a *= opacity;
+#elif IS_REQUIRED_ROUNDED_CORNER
+ mediump float opacity = calculateCornerOpacity();
+ OUT_COLOR.a *= opacity;
+#endif
+}
+#ifndef IS_REQUIRED_ROUNDED_CORNER
+#define IS_REQUIRED_ROUNDED_CORNER 0
+#endif
+#ifndef IS_REQUIRED_BORDERLINE
+#define IS_REQUIRED_BORDERLINE 0
+#endif
+#ifndef IS_REQUIRED_BLUR
+#define IS_REQUIRED_BLUR 0
+#endif
+
INPUT mediump vec2 aPosition;
+#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE || IS_REQUIRED_BLUR
+OUTPUT mediump vec2 vPosition;
+OUTPUT mediump vec2 vRectSize;
+OUTPUT mediump vec2 vOptRectSize;
+#if IS_REQUIRED_ROUNDED_CORNER
+OUTPUT mediump vec4 vCornerRadius;
+#endif
+#endif
uniform highp mat4 uMvpMatrix;
uniform highp vec3 uSize;
uniform mediump vec4 offsetSizeMode;
uniform mediump vec2 origin;
uniform mediump vec2 anchorPoint;
+#if !IS_REQUIRED_BLUR && IS_REQUIRED_BORDERLINE
+uniform mediump float borderlineWidth;
+uniform mediump float borderlineOffset;
+#endif
+#if IS_REQUIRED_BLUR
+uniform mediump float blurRadius;
+#endif
+#if IS_REQUIRED_ROUNDED_CORNER
+uniform mediump vec4 cornerRadius;
+uniform mediump float cornerRadiusPolicy;
+#endif
uniform mediump vec2 extraSize;
vec4 ComputeVertexPosition()
{
vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;
- vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);
- return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );
+ vec2 visualOffset = mix(offset, offset/uSize.xy, offsetSizeMode.xy);
+
+#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE || IS_REQUIRED_BLUR
+ vRectSize = visualSize * 0.5;
+ vOptRectSize = vRectSize;
+#endif
+
+#if IS_REQUIRED_ROUNDED_CORNER
+#if !IS_REQUIRED_BLUR && IS_REQUIRED_BORDERLINE
+ mediump float minSize = min(visualSize.x, visualSize.y) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth;
+#else
+ mediump float minSize = min(visualSize.x, visualSize.y);
+#endif
+ vCornerRadius = mix(cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);
+ vCornerRadius = min(vCornerRadius, minSize * 0.5);
+ // Optimize fragment shader. 0.2929 ~= 1.0 - sqrt(0.5)
+ mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w));
+ vOptRectSize -= 0.2929 * maxRadius + 1.0;
+#endif
+
+#if IS_REQUIRED_BLUR
+ vPosition = aPosition * (visualSize + 2.0 * blurRadius);
+ vOptRectSize -= blurRadius + 1.0;
+#elif IS_REQUIRED_BORDERLINE
+ vPosition = aPosition * (visualSize + (1.0 + clamp(borderlineOffset, -1.0, 1.0))* borderlineWidth);
+ vOptRectSize -= (1.0 - clamp(borderlineOffset, -1.0, 1.0)) * 0.5 * borderlineWidth + 1.0;
+#elif IS_REQUIRED_ROUNDED_CORNER
+ vPosition = aPosition * visualSize;
+#else
+ mediump vec2 vPosition = aPosition * visualSize;
+#endif
+ return vec4(vPosition + anchorPoint * visualSize + (visualOffset + origin) * uSize.xy, 0.0, 1.0);
}
void main()
{
gl_Position = uMvpMatrix * ComputeVertexPosition();
-}
\ No newline at end of file
+}
+++ /dev/null
-attribute mediump vec2 aPosition;
-uniform highp mat4 uMvpMatrix;
-uniform highp vec3 uSize;
-uniform mediump mat3 uAlignmentMatrix;
-varying mediump vec2 vTexCoord;
-varying mediump vec2 vPosition;
-varying mediump vec2 vRectSize;
-varying mediump vec2 vOptRectSize;
-varying mediump vec4 vCornerRadius;
-
-//Visual size and offset
-uniform mediump vec2 offset;
-uniform highp vec2 size;
-uniform mediump vec4 offsetSizeMode;
-uniform mediump vec2 origin;
-uniform mediump vec2 anchorPoint;
-uniform mediump vec4 cornerRadius;
-uniform mediump float cornerRadiusPolicy;
-
-vec4 ComputeVertexPosition()
-{
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw);
- vec2 visualOffset = mix(offset, offset/uSize.xy, offsetSizeMode.xy);
- mediump float minSize = min(visualSize.x, visualSize.y);
- vCornerRadius = mix(cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);
- vCornerRadius = min(vCornerRadius, minSize * 0.5);
- vRectSize = visualSize * 0.5;
- // Optimize fragment shader
- mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w));
- vOptRectSize = vRectSize - 0.2929 * maxRadius - 1.0;
- vPosition = aPosition * visualSize;
- return vec4((aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0);
-}
-
-void main()
-{
- mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);
- vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;
-
- gl_Position = uMvpMatrix * ComputeVertexPosition();
-}
+++ /dev/null
-attribute mediump vec2 aPosition;
-uniform highp mat4 uMvpMatrix;
-uniform highp vec3 uSize;
-uniform mediump mat3 uAlignmentMatrix;
-varying mediump vec2 vTexCoord;
-
-//Visual size and offset
-uniform mediump vec2 offset;
-uniform highp vec2 size;
-uniform mediump vec4 offsetSizeMode;
-uniform mediump vec2 origin;
-uniform mediump vec2 anchorPoint;
-
-vec4 ComputeVertexPosition()
-{
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );
- vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);
- return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );
-}
-
-void main()
-{
- mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);
- vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;
-
- gl_Position = uMvpMatrix * ComputeVertexPosition();
-}
\ No newline at end of file
+++ /dev/null
-uniform sampler2D sTexture; // sampler1D?
-uniform lowp vec4 uColor;
-uniform lowp vec3 mixColor;
-varying mediump vec2 vTexCoord;
-varying mediump vec2 vPosition;
-varying mediump vec2 vRectSize;
-varying mediump vec2 vOptRectSize;
-varying mediump vec4 vCornerRadius;
-
-void main()
-{
- gl_FragColor = texture2D( sTexture, vec2( vTexCoord.y, 0.5 ) ) * vec4(mixColor, 1.0) * uColor;
- if(abs(vPosition.x) < vOptRectSize.x && abs(vPosition.y) < vOptRectSize.y)
- {
- return;
- }
- mediump float radius =
- mix(
- mix(vCornerRadius.x, vCornerRadius.y, sign(vPosition.x) * 0.5 + 0.5),
- mix(vCornerRadius.w, vCornerRadius.z, sign(vPosition.x) * 0.5 + 0.5),
- sign(vPosition.y) * 0.5 + 0.5
- );
-
- mediump vec2 diff = abs(vPosition) - vRectSize + radius;
- mediump float dist = length(max(diff, vec2(0.0))) - radius;
- if(dist > 1.0)
- {
- gl_FragColor = vec4(0.0);
- }
- else if(dist > -1.0)
- {
- if(min(diff.x, diff.y) < 0.0)
- {
- dist += min(diff.x, diff.y) / max(radius, 1.0);
- }
- gl_FragColor *= 1.0 - smoothstep(-1.0, 1.0, dist);
- }
-}
+++ /dev/null
-uniform sampler2D sTexture; // sampler1D?
-uniform lowp vec4 uColor;
-uniform lowp vec3 mixColor;
-varying mediump vec2 vTexCoord;
-
-void main()
-{
- gl_FragColor = texture2D( sTexture, vec2( vTexCoord.y, 0.5 ) ) * vec4(mixColor, 1.0) * uColor;
-}
+++ /dev/null
-uniform sampler2D sTexture; // sampler1D?
-uniform lowp vec4 uColor;
-uniform lowp vec3 mixColor;
-varying mediump vec2 vTexCoord;
-varying mediump vec2 vPosition;
-varying mediump vec2 vRectSize;
-varying mediump vec2 vOptRectSize;
-varying mediump vec4 vCornerRadius;
-
-void main()
-{
- gl_FragColor = texture2D( sTexture, vec2( length(vTexCoord), 0.5 ) ) * vec4(mixColor, 1.0) * uColor;
- if(abs(vPosition.x) < vOptRectSize.x && abs(vPosition.y) < vOptRectSize.y)
- {
- return;
- }
- mediump float radius =
- mix(
- mix(vCornerRadius.x, vCornerRadius.y, sign(vPosition.x) * 0.5 + 0.5),
- mix(vCornerRadius.w, vCornerRadius.z, sign(vPosition.x) * 0.5 + 0.5),
- sign(vPosition.y) * 0.5 + 0.5
- );
-
- mediump vec2 diff = abs(vPosition) - vRectSize + radius;
- mediump float dist = length(max(diff, vec2(0.0))) - radius;
- if(dist > 1.0)
- {
- gl_FragColor = vec4(0.0);
- }
- else if(dist > -1.0)
- {
- if(min(diff.x, diff.y) < 0.0)
- {
- dist += min(diff.x, diff.y) / max(radius, 1.0);
- }
- gl_FragColor *= 1.0 - smoothstep(-1.0, 1.0, dist);
- }
-}
+++ /dev/null
-uniform sampler2D sTexture; // sampler1D?
-uniform lowp vec4 uColor;
-uniform lowp vec3 mixColor;
-varying mediump vec2 vTexCoord;
-
-void main()
-{
- gl_FragColor = texture2D( sTexture, vec2( length(vTexCoord), 0.5 ) ) * vec4(mixColor, 1.0) * uColor;
-}
--- /dev/null
+#ifndef IS_REQUIRED_ROUNDED_CORNER
+#define IS_REQUIRED_ROUNDED_CORNER 0
+#endif
+#ifndef IS_REQUIRED_BORDERLINE
+#define IS_REQUIRED_BORDERLINE 0
+#endif
+#ifndef RADIAL
+#define RADIAL 0
+#endif
+
+INPUT mediump vec2 vTexCoord;
+#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
+INPUT mediump vec2 vPosition;
+INPUT mediump vec2 vRectSize;
+INPUT mediump vec2 vOptRectSize;
+#if IS_REQUIRED_ROUNDED_CORNER
+INPUT mediump vec4 vCornerRadius;
+#endif
+#endif
+
+uniform sampler2D sTexture; // sampler1D?
+uniform lowp vec4 uColor;
+uniform lowp vec3 mixColor;
+#if IS_REQUIRED_BORDERLINE
+uniform mediump float borderlineWidth;
+uniform mediump float borderlineOffset;
+uniform lowp vec4 borderlineColor;
+#endif
+
+#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
+// Global values both rounded corner and borderline use
+
+// radius of rounded corner on this quadrant
+mediump float gRadius = 0.0;
+
+// fragment coordinate. NOTE : vec2(0.0, 0.0) is vRectSize, the corner of visual
+mediump vec2 gFragmentPosition = vec2(0.0, 0.0);
+// center coordinate of rounded corner circle. vec2(gCenterPosition, gCenterPosition).
+mediump float gCenterPosition = 0.0;
+// relative coordinate of gFragmentPosition from gCenterPosition.
+mediump vec2 gDiff = vec2(0.0, 0.0);
+// potential value what our algorithm use.
+mediump float gPotential = 0.0;
+
+// threshold of potential
+mediump float gPotentialRange = 0.0;
+mediump float gMaxOutlinePotential = 0.0;
+mediump float gMinOutlinePotential = 0.0;
+mediump float gMaxInlinePotential = 0.0;
+mediump float gMinInlinePotential = 0.0;
+
+void calculateCornerRadius()
+{
+#if IS_REQUIRED_ROUNDED_CORNER
+ gRadius =
+ mix(
+ mix(vCornerRadius.x, vCornerRadius.y, sign(vPosition.x) * 0.5 + 0.5),
+ mix(vCornerRadius.w, vCornerRadius.z, sign(vPosition.x) * 0.5 + 0.5),
+ sign(vPosition.y) * 0.5 + 0.5
+ );
+#endif
+}
+
+void calculatePosition()
+{
+ gFragmentPosition = abs(vPosition) - vRectSize;
+ gCenterPosition = -gRadius;
+#if IS_REQUIRED_BORDERLINE
+ gCenterPosition += borderlineWidth * (clamp(borderlineOffset, -1.0, 1.0) + 1.0) * 0.5;
+#endif
+ gDiff = gFragmentPosition - gCenterPosition;
+}
+
+void calculatePotential()
+{
+ gPotential = length(max(gDiff, 0.0)) + min(0.0, max(gDiff.x, gDiff.y));
+}
+
+void setupMinMaxPotential()
+{
+ gPotentialRange = 1.0;
+
+ gMaxOutlinePotential = gRadius + gPotentialRange;
+ gMinOutlinePotential = gRadius - gPotentialRange;
+
+#if IS_REQUIRED_BORDERLINE
+ gMaxInlinePotential = gMaxOutlinePotential - borderlineWidth;
+ gMinInlinePotential = gMinOutlinePotential - borderlineWidth;
+#else
+ gMaxInlinePotential = gMaxOutlinePotential;
+ gMinInlinePotential = gMinOutlinePotential;
+#endif
+
+ // reduce defect near edge of rounded corner.
+ gMaxOutlinePotential += clamp(-min(gDiff.x, gDiff.y)/ max(1.0, gRadius) , 0.0, 1.0);
+ gMinOutlinePotential += clamp(-min(gDiff.x, gDiff.y)/ max(1.0, gRadius) , 0.0, 1.0);
+}
+
+void PreprocessPotential()
+{
+ calculateCornerRadius();
+ calculatePosition();
+ calculatePotential();
+
+ setupMinMaxPotential();
+}
+#endif
+
+
+#if IS_REQUIRED_BORDERLINE
+lowp vec4 convertBorderlineColor(lowp vec4 textureColor)
+{
+ mediump float potential = gPotential;
+
+ // default opacity of borderline is 0.0
+ mediump float borderlineOpacity = 0.0;
+
+ // calculate borderline opacity by potential
+ if(potential > gMinInlinePotential)
+ {
+ // potential is inside borderline range.
+ borderlineOpacity = smoothstep(gMinInlinePotential, gMaxInlinePotential, potential);
+ }
+
+ //calculate inside of borderline when outilneColor.a < 1.0
+ if(borderlineColor.a < 1.0)
+ {
+ mediump float tCornerRadius = -gCenterPosition;
+ mediump float MaxTexturelinePotential = tCornerRadius + gPotentialRange;
+ mediump float MinTexturelinePotential = tCornerRadius - gPotentialRange;
+ if(potential > MaxTexturelinePotential)
+ {
+ // potential is out of texture range. use borderline color instead of texture
+ textureColor = vec4(borderlineColor.xyz, 0.0);
+ }
+ else if(potential > MinTexturelinePotential)
+ {
+ // potential is in texture range
+ textureColor = mix(textureColor, vec4(borderlineColor.xyz, 0.0), smoothstep(MinTexturelinePotential, MaxTexturelinePotential, potential));
+ }
+ borderlineOpacity *= borderlineColor.a;
+ }
+ return mix(textureColor, vec4(borderlineColor.xyz, 1.0), borderlineOpacity);
+}
+#endif
+
+#if IS_REQUIRED_ROUNDED_CORNER
+mediump float calculateCornerOpacity()
+{
+ mediump float potential = gPotential;
+
+ // default opacity is 1.0
+ mediump float opacity = 1.0;
+
+ // calculate borderline opacity by potential
+ if(potential > gMaxOutlinePotential)
+ {
+ // potential is out of borderline range
+ opacity = 0.0;
+ }
+ else if(potential > gMinOutlinePotential)
+ {
+ opacity = 1.0 - smoothstep(gMinOutlinePotential, gMaxOutlinePotential, potential);
+ }
+ return opacity;
+}
+#endif
+
+void main()
+{
+#if RADIAL
+ lowp vec4 textureColor = TEXTURE(sTexture, vec2(length(vTexCoord), 0.5)) * vec4(mixColor, 1.0) * uColor;
+#else
+ lowp vec4 textureColor = TEXTURE(sTexture, vec2(vTexCoord.y, 0.5)) * vec4(mixColor, 1.0) * uColor;
+#endif
+
+#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
+ // skip most potential calculate for performance
+ if(abs(vPosition.x) < vOptRectSize.x && abs(vPosition.y) < vOptRectSize.y)
+ {
+ OUT_COLOR = textureColor;
+ return;
+ }
+ PreprocessPotential();
+#endif
+
+#if IS_REQUIRED_BORDERLINE
+ textureColor = convertBorderlineColor(textureColor);
+#endif
+ OUT_COLOR = textureColor;
+
+#if IS_REQUIRED_ROUNDED_CORNER
+ mediump float opacity = calculateCornerOpacity();
+ OUT_COLOR *= opacity;
+#endif
+}
--- /dev/null
+#ifndef IS_REQUIRED_ROUNDED_CORNER
+#define IS_REQUIRED_ROUNDED_CORNER 0
+#endif
+#ifndef IS_REQUIRED_BORDERLINE
+#define IS_REQUIRED_BORDERLINE 0
+#endif
+#ifndef USER_SPACE
+#define USER_SPACE 0
+#endif
+
+INPUT mediump vec2 aPosition;
+OUTPUT mediump vec2 vTexCoord;
+#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
+OUTPUT mediump vec2 vPosition;
+OUTPUT mediump vec2 vRectSize;
+OUTPUT mediump vec2 vOptRectSize;
+#if IS_REQUIRED_ROUNDED_CORNER
+OUTPUT mediump vec4 vCornerRadius;
+#endif
+#endif
+
+uniform highp mat4 uMvpMatrix;
+uniform highp vec3 uSize;
+uniform mediump mat3 uAlignmentMatrix;
+
+//Visual size and offset
+uniform mediump vec2 offset;
+uniform highp vec2 size;
+uniform mediump vec4 offsetSizeMode;
+uniform mediump vec2 origin;
+uniform mediump vec2 anchorPoint;
+#if IS_REQUIRED_BORDERLINE
+uniform mediump float borderlineWidth;
+uniform mediump float borderlineOffset;
+#endif
+#if IS_REQUIRED_ROUNDED_CORNER
+uniform mediump vec4 cornerRadius;
+uniform mediump float cornerRadiusPolicy;
+#endif
+
+vec4 ComputeVertexPosition()
+{
+ vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );
+ vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);
+
+#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
+ vRectSize = visualSize * 0.5;
+ vOptRectSize = vRectSize;
+#endif
+
+#if IS_REQUIRED_ROUNDED_CORNER
+#if IS_REQUIRED_BORDERLINE
+ mediump float minSize = min(visualSize.x, visualSize.y) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth;
+#else
+ mediump float minSize = min(visualSize.x, visualSize.y);
+#endif
+ vCornerRadius = mix(cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);
+ vCornerRadius = min(vCornerRadius, minSize * 0.5);
+ // Optimize fragment shader. 0.2929 ~= 1.0 - sqrt(0.5)
+ mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w));
+ vOptRectSize -= 0.2929 * maxRadius + 1.0;
+#endif
+
+#if IS_REQUIRED_BORDERLINE
+ vPosition = aPosition * (visualSize + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth);
+ vOptRectSize -= (1.0 - clamp(borderlineOffset, -1.0, 1.0)) * 0.5 * borderlineWidth + 1.0;
+#elif IS_REQUIRED_ROUNDED_CORNER
+ vPosition = aPosition * visualSize;
+#else
+ mediump vec2 vPosition = aPosition * visualSize;
+#endif
+
+ return vec4(vPosition + anchorPoint * visualSize + (visualOffset + origin) * uSize.xy, 0.0, 1.0);
+}
+
+void main()
+{
+ mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);
+ gl_Position = uMvpMatrix * ComputeVertexPosition();
+#if USER_SPACE
+ vertexPosition.xyz *= uSize;
+#endif
+ vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;
+}
+++ /dev/null
-attribute mediump vec2 aPosition;
-uniform highp mat4 uMvpMatrix;
-uniform highp vec3 uSize;
-uniform mediump mat3 uAlignmentMatrix;
-varying mediump vec2 vTexCoord;
-varying mediump vec2 vPosition;
-varying mediump vec2 vRectSize;
-varying mediump vec2 vOptRectSize;
-varying mediump vec4 vCornerRadius;
-
-//Visual size and offset
-uniform mediump vec2 offset;
-uniform highp vec2 size;
-uniform mediump vec4 offsetSizeMode;
-uniform mediump vec2 origin;
-uniform mediump vec2 anchorPoint;
-uniform mediump vec4 cornerRadius;
-uniform mediump float cornerRadiusPolicy;
-
-vec4 ComputeVertexPosition()
-{
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw);
- vec2 visualOffset = mix(offset, offset/uSize.xy, offsetSizeMode.xy);
- mediump float minSize = min(visualSize.x, visualSize.y);
- vCornerRadius = mix(cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);
- vCornerRadius = min(vCornerRadius, minSize * 0.5);
- vRectSize = visualSize * 0.5;
- // Optimze fragment shader
- mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w));
- vOptRectSize = vRectSize - 0.2929 * maxRadius - 1.0;
- vCornerRadius = max(vCornerRadius, 1.0);
- vPosition = aPosition * visualSize;
- return vec4((aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0);
-}
-
-void main()
-{
- mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);
- vertexPosition.xyz *= uSize;
- gl_Position = uMvpMatrix * ComputeVertexPosition();
-
- vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;
-}
+++ /dev/null
-attribute mediump vec2 aPosition;
-uniform highp mat4 uMvpMatrix;
-uniform highp vec3 uSize;
-uniform mediump mat3 uAlignmentMatrix;
-varying mediump vec2 vTexCoord;
-
-//Visual size and offset
-uniform mediump vec2 offset;
-uniform highp vec2 size;
-uniform mediump vec4 offsetSizeMode;
-uniform mediump vec2 origin;
-uniform mediump vec2 anchorPoint;
-
-vec4 ComputeVertexPosition()
-{
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );
- vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);
- return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );
-}
-
-void main()
-{
- mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);
- vertexPosition.xyz *= uSize;
- gl_Position = uMvpMatrix * ComputeVertexPosition();
-
- vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;
-}
+++ /dev/null
-INPUT mediump vec2 vTexCoord;
-
-uniform sampler2D sTexture;
-uniform mediump vec4 uAtlasRect;
-uniform lowp vec4 uColor;
-uniform lowp vec3 mixColor;
-uniform lowp float preMultipliedAlpha;
-
-void main()
-{
- mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );
- OUT_COLOR = TEXTURE( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );
-}
\ No newline at end of file
+++ /dev/null
-INPUT mediump vec2 vTexCoord;
-
-uniform sampler2D sTexture;
-uniform mediump vec4 uAtlasRect;
-
-// WrapMode -- 0: CLAMP; 1: REPEAT; 2: REFLECT;
-uniform lowp vec2 wrapMode;
-
-uniform lowp vec4 uColor;
-uniform lowp vec3 mixColor;
-uniform lowp float preMultipliedAlpha;
-mediump float wrapCoordinate( mediump vec2 range, mediump float coordinate, lowp float wrap )
-
-{
- mediump float coord;
- if( wrap > 1.5 )\n // REFLECT
- coord = 1.0-abs(fract(coordinate*0.5)*2.0 - 1.0);
- else \n// warp == 0 or 1
- coord = mix(coordinate, fract( coordinate ), wrap);
- return clamp( mix(range.x, range.y, coord), range.x, range.y );
-}
-
-void main()
-{
- mediump vec2 texCoord = vec2( wrapCoordinate( uAtlasRect.xz, vTexCoord.x, wrapMode.x ),
- wrapCoordinate( uAtlasRect.yw, vTexCoord.y, wrapMode.y ) );
- OUT_COLOR = TEXTURE( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );
-}
\ No newline at end of file
+++ /dev/null
-INPUT mediump vec2 vTexCoord;
-
-uniform sampler2D sTexture;
-uniform lowp vec4 uColor;
-uniform lowp vec3 mixColor;
-uniform lowp float preMultipliedAlpha;
-
-void main()
-{
- OUT_COLOR = TEXTURE( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );
-}
+++ /dev/null
-INPUT mediump vec2 vTexCoord;
-INPUT mediump vec2 vPosition;
-INPUT mediump vec2 vRectSize;
-INPUT mediump vec2 vOptRectSize;
-INPUT mediump vec4 vCornerRadius;
-
-uniform sampler2D sTexture;
-uniform lowp vec4 uColor;
-uniform lowp vec3 mixColor;
-uniform lowp float preMultipliedAlpha;
-
-void main()
-{
- if(abs(vPosition.x) < vOptRectSize.x && abs(vPosition.y) < vOptRectSize.y)
- {
- OUT_COLOR = TEXTURE(sTexture, vTexCoord) * uColor * vec4(mixColor, 1.0);
- return;
- }
- mediump float radius =
- mix(
- mix(vCornerRadius.x, vCornerRadius.y, sign(vPosition.x) * 0.5 + 0.5),
- mix(vCornerRadius.w, vCornerRadius.z, sign(vPosition.x) * 0.5 + 0.5),
- sign(vPosition.y) * 0.5 + 0.5
- );
-
- mediump vec2 diff = abs(vPosition) - vRectSize + radius;
- mediump float dist = length(max(diff, vec2(0.0))) - radius;
- mediump float opacity = 1.0;
- if(dist > 1.0)
- {
- opacity = 0.0;
- }
- else if(dist > -1.0)
- {
- if(min(diff.x, diff.y) < 0.0)
- {
- dist += min(diff.x, diff.y) / max(radius, 1.0);
- }
- opacity = 1.0 - smoothstep(-1.0, 1.0, dist);
- }
-
- OUT_COLOR = TEXTURE(sTexture, vTexCoord) * uColor * vec4(mixColor, 1.0);
- OUT_COLOR.a *= opacity;
- OUT_COLOR.rgb *= mix(1.0, opacity, preMultipliedAlpha);
-}
+++ /dev/null
-INPUT mediump vec2 aPosition;
-OUTPUT mediump vec2 vTexCoord;
-OUTPUT mediump vec2 vPosition;
-OUTPUT mediump vec2 vRectSize;
-OUTPUT mediump vec2 vOptRectSize;
-OUTPUT mediump vec4 vCornerRadius;
-
-uniform highp mat4 uMvpMatrix;
-uniform highp vec3 uSize;
-uniform mediump vec4 pixelArea;
-
-//Visual size and offset
-uniform mediump vec2 offset;
-uniform highp vec2 size;
-uniform mediump vec4 offsetSizeMode;
-uniform mediump vec2 origin;
-uniform mediump vec2 anchorPoint;
-uniform mediump vec4 cornerRadius;
-uniform mediump float cornerRadiusPolicy;
-uniform mediump vec2 extraSize;
-
-vec4 ComputeVertexPosition()
-{
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw) + extraSize;
- vec2 visualOffset = mix(offset, offset/uSize.xy, offsetSizeMode.xy);
- mediump float minSize = min(visualSize.x, visualSize.y);
- vCornerRadius = mix(cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);
- vCornerRadius = min(vCornerRadius, minSize * 0.5);
- vRectSize = visualSize * 0.5;
- // Optimize fragment shader
- mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w));
- vOptRectSize = vRectSize - 0.2929 * maxRadius - 1.0;
- vPosition = aPosition* visualSize;
- return vec4(vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0);
-}
-
-void main()
-{
- gl_Position = uMvpMatrix * ComputeVertexPosition();
- vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5));
-}
--- /dev/null
+#ifndef IS_REQUIRED_ROUNDED_CORNER
+#define IS_REQUIRED_ROUNDED_CORNER 0
+#endif
+#ifndef IS_REQUIRED_BORDERLINE
+#define IS_REQUIRED_BORDERLINE 0
+#endif
+#ifndef ATLAS_DEFAULT_WARP
+#define ATLAS_DEFAULT_WARP 0
+#endif
+#ifndef ATLAS_CUSTOM_WARP
+#define ATLAS_CUSTOM_WARP 0
+#endif
+
+INPUT mediump vec2 vTexCoord;
+#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
+INPUT mediump vec2 vPosition;
+INPUT mediump vec2 vRectSize;
+INPUT mediump vec2 vOptRectSize;
+#if IS_REQUIRED_ROUNDED_CORNER
+INPUT mediump vec4 vCornerRadius;
+#endif
+#endif
+
+uniform sampler2D sTexture;
+#if ATLAS_DEFAULT_WARP
+uniform mediump vec4 uAtlasRect;
+#elif ATLAS_CUSTOM_WARP
+// WrapMode -- 0: CLAMP; 1: REPEAT; 2: REFLECT;
+uniform lowp vec2 wrapMode;
+#endif
+
+uniform lowp vec4 uColor;
+uniform lowp vec3 mixColor;
+uniform lowp float preMultipliedAlpha;
+#if IS_REQUIRED_BORDERLINE
+uniform mediump float borderlineWidth;
+uniform mediump float borderlineOffset;
+uniform lowp vec4 borderlineColor;
+#endif
+
+#if ATLAS_CUSTOM_WARP
+mediump float wrapCoordinate( mediump vec2 range, mediump float coordinate, lowp float wrap )
+{
+ mediump float coord;
+ if( wrap > 1.5 ) /* REFLECT */
+ coord = 1.0 - abs(fract(coordinate*0.5)*2.0 - 1.0);
+ else /* warp is 0 or 1 */
+ coord = mix(coordinate, fract(coordinate), wrap);
+ return clamp(mix(range.x, range.y, coord), range.x, range.y);
+}
+#endif
+
+#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
+// Global values both rounded corner and borderline use
+
+// radius of rounded corner on this quadrant
+mediump float gRadius = 0.0;
+
+// fragment coordinate. NOTE : vec2(0.0, 0.0) is vRectSize, the corner of visual
+mediump vec2 gFragmentPosition = vec2(0.0, 0.0);
+// center coordinate of rounded corner circle. vec2(gCenterPosition, gCenterPosition).
+mediump float gCenterPosition = 0.0;
+// relative coordinate of gFragmentPosition from gCenterPosition.
+mediump vec2 gDiff = vec2(0.0, 0.0);
+// potential value what our algorithm use.
+mediump float gPotential = 0.0;
+
+// threshold of potential
+mediump float gPotentialRange = 0.0;
+mediump float gMaxOutlinePotential = 0.0;
+mediump float gMinOutlinePotential = 0.0;
+mediump float gMaxInlinePotential = 0.0;
+mediump float gMinInlinePotential = 0.0;
+
+void calculateCornerRadius()
+{
+#if IS_REQUIRED_ROUNDED_CORNER
+ gRadius =
+ mix(
+ mix(vCornerRadius.x, vCornerRadius.y, sign(vPosition.x) * 0.5 + 0.5),
+ mix(vCornerRadius.w, vCornerRadius.z, sign(vPosition.x) * 0.5 + 0.5),
+ sign(vPosition.y) * 0.5 + 0.5
+ );
+#endif
+}
+
+void calculatePosition()
+{
+ gFragmentPosition = abs(vPosition) - vRectSize;
+ gCenterPosition = -gRadius;
+#if IS_REQUIRED_BORDERLINE
+ gCenterPosition += borderlineWidth * (clamp(borderlineOffset, -1.0, 1.0) + 1.0) * 0.5;
+#endif
+ gDiff = gFragmentPosition - gCenterPosition;
+}
+
+void calculatePotential()
+{
+ gPotential = length(max(gDiff, 0.0)) + min(0.0, max(gDiff.x, gDiff.y));
+}
+
+void setupMinMaxPotential()
+{
+ gPotentialRange = 1.0;
+
+ gMaxOutlinePotential = gRadius + gPotentialRange;
+ gMinOutlinePotential = gRadius - gPotentialRange;
+
+#if IS_REQUIRED_BORDERLINE
+ gMaxInlinePotential = gMaxOutlinePotential - borderlineWidth;
+ gMinInlinePotential = gMinOutlinePotential - borderlineWidth;
+#else
+ gMaxInlinePotential = gMaxOutlinePotential;
+ gMinInlinePotential = gMinOutlinePotential;
+#endif
+
+ // reduce defect near edge of rounded corner.
+ gMaxOutlinePotential += clamp(-min(gDiff.x, gDiff.y)/ max(1.0, gRadius) , 0.0, 1.0);
+ gMinOutlinePotential += clamp(-min(gDiff.x, gDiff.y)/ max(1.0, gRadius) , 0.0, 1.0);
+}
+
+void PreprocessPotential()
+{
+ calculateCornerRadius();
+ calculatePosition();
+ calculatePotential();
+
+ setupMinMaxPotential();
+}
+#endif
+
+#if IS_REQUIRED_BORDERLINE
+lowp vec4 convertBorderlineColor(lowp vec4 textureColor)
+{
+ mediump float potential = gPotential;
+
+ // default opacity of borderline is 0.0
+ mediump float borderlineOpacity = 0.0;
+
+ // calculate borderline opacity by potential
+ if(potential > gMinInlinePotential)
+ {
+ // potential is inside borderline range.
+ borderlineOpacity = smoothstep(gMinInlinePotential, gMaxInlinePotential, potential);
+ }
+
+ //calculate inside of borderline when outilneColor.a < 1.0
+ if(borderlineColor.a < 1.0)
+ {
+ mediump float tCornerRadius = -gCenterPosition;
+ mediump float MaxTexturelinePotential = tCornerRadius + gPotentialRange;
+ mediump float MinTexturelinePotential = tCornerRadius - gPotentialRange;
+ if(potential > MaxTexturelinePotential)
+ {
+ // potential is out of texture range. use borderline color instead of texture
+ textureColor = vec4(borderlineColor.xyz, 0.0);
+ }
+ else if(potential > MinTexturelinePotential)
+ {
+ // potential is in texture range
+ textureColor = mix(textureColor, vec4(borderlineColor.xyz, 0.0), smoothstep(MinTexturelinePotential, MaxTexturelinePotential, potential));
+ }
+ borderlineOpacity *= borderlineColor.a;
+ }
+ return mix(textureColor, vec4(borderlineColor.xyz, 1.0), borderlineOpacity);
+}
+#endif
+
+#if IS_REQUIRED_ROUNDED_CORNER
+mediump float calculateCornerOpacity()
+{
+ mediump float potential = gPotential;
+
+ // default opacity is 1.0
+ mediump float opacity = 1.0;
+
+ // calculate borderline opacity by potential
+ if(potential > gMaxOutlinePotential)
+ {
+ // potential is out of borderline range
+ opacity = 0.0;
+ }
+ else if(potential > gMinOutlinePotential)
+ {
+ opacity = 1.0 - smoothstep(gMinOutlinePotential, gMaxOutlinePotential, potential);
+ }
+ return opacity;
+}
+#endif
+
+void main()
+{
+#if ATLAS_DEFAULT_WARP
+ mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );
+#elif ATLAS_CUSTOM_WARP
+ mediump vec2 texCoord = vec2( wrapCoordinate( uAtlasRect.xz, vTexCoord.x, wrapMode.x ),
+ wrapCoordinate( uAtlasRect.yw, vTexCoord.y, wrapMode.y ) );
+#else
+ mediump vec2 texCoord = vTexCoord;
+#endif
+
+ lowp vec4 textureColor = TEXTURE( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );
+
+#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
+ // skip most potential calculate for performance
+ if(abs(vPosition.x) < vOptRectSize.x && abs(vPosition.y) < vOptRectSize.y)
+ {
+ OUT_COLOR = textureColor;
+ return;
+ }
+ PreprocessPotential();
+#endif
+
+#if IS_REQUIRED_BORDERLINE
+ textureColor = convertBorderlineColor(textureColor);
+#endif
+ OUT_COLOR = textureColor;
+
+#if IS_REQUIRED_ROUNDED_CORNER
+ mediump float opacity = calculateCornerOpacity();
+ OUT_COLOR.a *= opacity;
+ OUT_COLOR.rgb *= mix(1.0, opacity, preMultipliedAlpha);
+#endif
+}
+#ifndef IS_REQUIRED_ROUNDED_CORNER
+#define IS_REQUIRED_ROUNDED_CORNER 0
+#endif
+#ifndef IS_REQUIRED_BORDERLINE
+#define IS_REQUIRED_BORDERLINE 0
+#endif
+
INPUT mediump vec2 aPosition;
OUTPUT mediump vec2 vTexCoord;
+#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
+OUTPUT mediump vec2 vPosition;
+OUTPUT mediump vec2 vRectSize;
+OUTPUT mediump vec2 vOptRectSize;
+#if IS_REQUIRED_ROUNDED_CORNER
+OUTPUT mediump vec4 vCornerRadius;
+#endif
+#endif
uniform highp mat4 uMvpMatrix;
uniform highp vec3 uSize;
uniform mediump vec4 offsetSizeMode;
uniform mediump vec2 origin;
uniform mediump vec2 anchorPoint;
+#if IS_REQUIRED_BORDERLINE
+uniform mediump float borderlineWidth;
+uniform mediump float borderlineOffset;
+#endif
+#if IS_REQUIRED_ROUNDED_CORNER
+uniform mediump vec4 cornerRadius;
+uniform mediump float cornerRadiusPolicy;
+#endif
uniform mediump vec2 extraSize;
vec4 ComputeVertexPosition()
{
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;
- vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);
- return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );
+ vec2 visualSize = mix(uSize.xy * size, size, offsetSizeMode.zw) + extraSize;
+ vec2 visualOffset = mix(offset, offset/uSize.xy, offsetSizeMode.xy);
+
+#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
+ vRectSize = visualSize * 0.5;
+ vOptRectSize = vRectSize;
+#endif
+
+#if IS_REQUIRED_ROUNDED_CORNER
+#if IS_REQUIRED_BORDERLINE
+ mediump float minSize = min(visualSize.x, visualSize.y) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth;
+#else
+ mediump float minSize = min(visualSize.x, visualSize.y);
+#endif
+ vCornerRadius = mix(cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);
+ vCornerRadius = min(vCornerRadius, minSize * 0.5);
+ // Optimize fragment shader. 0.2929 ~= 1.0 - sqrt(0.5)
+ mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w));
+ vOptRectSize -= 0.2929 * maxRadius + 1.0;
+#endif
+
+#if IS_REQUIRED_BORDERLINE
+ vPosition = aPosition * (visualSize + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth);
+ vOptRectSize -= (1.0 - clamp(borderlineOffset, -1.0, 1.0)) * 0.5 * borderlineWidth + 1.0;
+#elif IS_REQUIRED_ROUNDED_CORNER
+ vPosition = aPosition * visualSize;
+#else
+ mediump vec2 vPosition = aPosition * visualSize;
+#endif
+
+ vTexCoord = pixelArea.xy + pixelArea.zw * (vPosition.xy / max(vec2(1.0), visualSize) + vec2(0.5));
+ return vec4(vPosition + anchorPoint * visualSize + (visualOffset + origin) * uSize.xy, 0.0, 1.0);
}
void main()
{
gl_Position = uMvpMatrix * ComputeVertexPosition();
- vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );
-}
\ No newline at end of file
+}
// The implementation of Get LineCount property depends on calling GetHeightForWidth then read mLines.Count() from visualModel direct.
// If the LineCount property is requested before rendering and layouting then the value will be zero, which is incorrect.
// So we will not restore the previously backed-up mLines and mGlyphPositions from visualModel in such case.
- bool restoreLinesAndGlyphPositions = visualModel->mControlSize.width>0 && visualModel->mControlSize.height>0;
+ // Another case to skip restore is when the requested width equals the Control's width which means the caller need to update the old values.
+ // For example, when the text is changed.
+ bool restoreLinesAndGlyphPositions = (visualModel->mControlSize.width>0 && visualModel->mControlSize.height>0)
+ && (visualModel->mControlSize.width != width);
layoutSize = CalculateLayoutSizeOnRequiredControllerSize(controller, sizeRequestedWidthAndMaxHeight, requestedOperationsMask, restoreLinesAndGlyphPositions);
--- /dev/null
+/*
+ * 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.
+ * 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 <dali-toolkit/internal/transition/transition-base-impl.h>
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/controls/control-impl.h>
+
+// EXTERNAL INCLUDES
+#include <dali/devel-api/actors/actor-devel.h>
+#include <dali/integration-api/debug.h>
+#include <dali/public-api/animation/key-frames.h>
+#include <dali/public-api/common/dali-common.h>
+#include <dali/public-api/object/type-registry.h>
+
+namespace Dali
+{
+namespace Toolkit
+{
+namespace Internal
+{
+namespace
+{
+const Dali::AlphaFunction DEFAULT_ALPHA_FUNCTION(Dali::AlphaFunction::DEFAULT);
+
+Property::Map GetOriginalProperties(Dali::Toolkit::Control control)
+{
+ Property::Map propertyMap;
+ propertyMap.Insert(Dali::Actor::Property::ANCHOR_POINT, control[Dali::Actor::Property::ANCHOR_POINT]);
+ propertyMap.Insert(Dali::Actor::Property::PARENT_ORIGIN, control[Dali::Actor::Property::PARENT_ORIGIN]);
+ propertyMap.Insert(Dali::Actor::Property::POSITION_USES_ANCHOR_POINT, control[Dali::Actor::Property::POSITION_USES_ANCHOR_POINT]);
+ propertyMap.Insert(Dali::Actor::Property::INHERIT_POSITION, control[Dali::Actor::Property::INHERIT_POSITION]);
+ propertyMap.Insert(Dali::Actor::Property::INHERIT_ORIENTATION, control[Dali::Actor::Property::INHERIT_ORIENTATION]);
+ propertyMap.Insert(Dali::Actor::Property::INHERIT_SCALE, control[Dali::Actor::Property::INHERIT_SCALE]);
+ propertyMap.Insert(Dali::Actor::Property::COLOR_MODE, control[Dali::Actor::Property::COLOR_MODE]);
+ propertyMap.Insert(Dali::Actor::Property::HEIGHT_RESIZE_POLICY, control[Dali::Actor::Property::HEIGHT_RESIZE_POLICY]);
+ propertyMap.Insert(Dali::Actor::Property::WIDTH_RESIZE_POLICY, control[Dali::Actor::Property::WIDTH_RESIZE_POLICY]);
+ propertyMap.Insert(Dali::Actor::Property::POSITION, control[Dali::Actor::Property::POSITION]);
+ propertyMap.Insert(Dali::Actor::Property::ORIENTATION, control[Dali::Actor::Property::ORIENTATION]);
+ propertyMap.Insert(Dali::Actor::Property::SCALE, control[Dali::Actor::Property::SCALE]);
+ propertyMap.Insert(Dali::Actor::Property::COLOR, control[Dali::Actor::Property::COLOR]);
+
+ return propertyMap;
+}
+
+/**
+ * @brief Computes and center position by using transform properties.
+ * @param[in] anchorPoint anchorPoint of an actor.
+ * @param[in] positionUsesAnchorPoint positionUsesAnchorPoint of an actor.
+ * @param[in] size size of an actor.
+ * @param[in] scale scale of an actor.
+ * @param[in] orientation orientation of an actor.
+ */
+Vector3 CalculateCenterPosition(
+ const Vector3& anchorPoint,
+ const bool positionUsesAnchorPoint,
+ const Vector3& size,
+ const Vector3& scale,
+ const Quaternion& orientation)
+{
+ Vector3 centerPosition;
+ const Vector3 half(0.5f, 0.5f, 0.5f);
+ const Vector3 topLeft(0.0f, 0.0f, 0.5f);
+ // Calculate the center-point by applying the scale and rotation on the anchor point.
+ centerPosition = (half - anchorPoint) * size * scale;
+ centerPosition *= orientation;
+
+ // If the position is ignoring the anchor-point, then remove the anchor-point shift from the position.
+ if(!positionUsesAnchorPoint)
+ {
+ centerPosition -= (topLeft - anchorPoint) * size;
+ }
+ return centerPosition;
+}
+
+} // anonymous namespace
+
+TransitionBasePtr TransitionBase::New()
+{
+ TransitionBasePtr transition = new TransitionBase();
+
+ // Second-phase construction
+ transition->Initialize();
+
+ return transition;
+}
+
+TransitionBase::TransitionBase()
+: mAlphaFunction(DEFAULT_ALPHA_FUNCTION),
+ mTimePeriod(TimePeriod(0.0f)),
+ mTransitionWithChild(false),
+ mMoveTargetChildren(false)
+{
+}
+
+void TransitionBase::Initialize()
+{
+ RegisterObject();
+}
+
+void TransitionBase::SetTimePeriod(const Dali::TimePeriod& timePeriod)
+{
+ if(timePeriod.durationSeconds < 0.0f)
+ {
+ DALI_LOG_WARNING("Duration should be greater than 0.0f.\n");
+ }
+ else
+ {
+ mTimePeriod.durationSeconds = timePeriod.durationSeconds;
+ }
+
+ if(timePeriod.delaySeconds < 0.0f)
+ {
+ DALI_LOG_WARNING("Delay should be greater than 0.0f.\n");
+ return;
+ }
+ else
+ {
+ mTimePeriod.delaySeconds = timePeriod.delaySeconds;
+ }
+}
+
+Dali::TimePeriod TransitionBase::GetTimePeriod() const
+{
+ return mTimePeriod;
+}
+
+void TransitionBase::TransitionWithChild(bool transitionWithChild)
+{
+ mTransitionWithChild = transitionWithChild;
+}
+
+void TransitionBase::PreProcess(Dali::Animation animation)
+{
+ mAnimation = animation;
+ // Retrieve original property map of mTarget to backup and to reset after transition is finished.
+ mOriginalPropertyMap = GetOriginalProperties(mTarget);
+ mMoveTargetChildren = false;
+ if(!mTransitionWithChild && mTarget.GetChildCount() > 0)
+ {
+ mMoveTargetChildren = true;
+ CopyTarget();
+ }
+ GetImplementation(mTarget).SetTransparent(false);
+}
+
+void TransitionBase::Play()
+{
+ if(!mTarget[Dali::Actor::Property::CONNECTED_TO_SCENE])
+ {
+ DALI_LOG_ERROR("The target is not added on the window\n");
+ return;
+ }
+
+ OnPlay();
+
+ SetAnimation();
+}
+
+void TransitionBase::SetAnimation()
+{
+ if(!mAnimation)
+ {
+ DALI_LOG_ERROR("animation is not initialized\n");
+ return;
+ }
+
+ for(uint32_t i = 0; i < mStartPropertyMap.Count(); ++i)
+ {
+ Property::Value* initialValuePointer = mInitialPropertyMap.Find(mStartPropertyMap.GetKeyAt(i).indexKey);
+ Property::Value* finishValue = mFinishPropertyMap.Find(mStartPropertyMap.GetKeyAt(i).indexKey);
+ if(finishValue)
+ {
+ Property::Value initialValue = mStartPropertyMap.GetValue(i);
+ if(initialValuePointer)
+ {
+ initialValue = *initialValuePointer;
+ }
+ AnimateBetween(mTarget, mStartPropertyMap.GetKeyAt(i).indexKey, initialValue, mStartPropertyMap.GetValue(i), *finishValue);
+ }
+ }
+}
+
+void TransitionBase::AnimateBetween(Dali::Toolkit::Control target, Property::Index index, Property::Value initialValue, Property::Value sourceValue, Property::Value destinationValue)
+{
+ if(mAnimation)
+ {
+ if(mTimePeriod.delaySeconds>0.0f)
+ {
+ Dali::KeyFrames initialKeyframes = Dali::KeyFrames::New();
+ initialKeyframes.Add(0.0f, initialValue);
+ initialKeyframes.Add(1.0f, initialValue);
+ mAnimation.AnimateBetween(Property(target, index), initialKeyframes, TimePeriod(mTimePeriod.delaySeconds));
+ }
+ Dali::KeyFrames keyframes = Dali::KeyFrames::New();
+ keyframes.Add(0.0f, sourceValue);
+ keyframes.Add(1.0f, destinationValue);
+ mAnimation.AnimateBetween(Property(target, index), keyframes, mAlphaFunction, mTimePeriod);
+ }
+}
+
+void TransitionBase::CopyTarget()
+{
+ mCopiedActor = Dali::Actor::New();
+ mTarget.GetParent().Add(mCopiedActor);
+ mCopiedActor[Dali::DevelActor::Property::SIBLING_ORDER] = static_cast<int32_t>(mTarget[Dali::DevelActor::Property::SIBLING_ORDER]) + 1;
+ for(uint32_t i = 0; i < mTarget.GetChildCount(); ++i)
+ {
+ Dali::Actor child = mTarget.GetChildAt(i);
+ Dali::DevelActor::SwitchParent(child, mCopiedActor);
+ }
+
+ // Copy Size property to mCopiedActor because Size is not included mOriginalPropertyMap.
+ mCopiedActor[Dali::Actor::Property::SIZE] = mTarget.GetProperty<Vector3>(Dali::Actor::Property::SIZE);
+ mCopiedActor.SetProperties(mOriginalPropertyMap);
+}
+
+void TransitionBase::TransitionFinished()
+{
+ OnFinished();
+
+ mTarget.SetProperties(mOriginalPropertyMap);
+ if(mMoveTargetChildren)
+ {
+ for(uint32_t i = 0; i < mCopiedActor.GetChildCount(); ++i)
+ {
+ Dali::Actor child = mCopiedActor.GetChildAt(i);
+ Dali::DevelActor::SwitchParent(child, mTarget);
+ }
+ mCopiedActor.Unparent();
+ mCopiedActor.Reset();
+ }
+ mAnimation.Reset();
+}
+
+Matrix TransitionBase::GetWorldTransform(Dali::Actor actor)
+{
+ enum InheritanceMode
+ {
+ DONT_INHERIT_TRANSFORM = 0,
+ INHERIT_POSITION = 1,
+ INHERIT_SCALE = 2,
+ INHERIT_ORIENTATION = 4,
+ INHERIT_ALL = INHERIT_POSITION | INHERIT_SCALE | INHERIT_ORIENTATION,
+ };
+
+ std::vector<Dali::Actor> descentList;
+ std::vector<InheritanceMode> inheritanceModeList;
+ Dali::Actor currentActor = actor;
+ int inheritance = 0;
+ do
+ {
+ inheritance = (static_cast<int>(currentActor.GetProperty<bool>(Dali::Actor::Property::INHERIT_ORIENTATION)) << 2) +
+ (static_cast<int>(currentActor.GetProperty<bool>(Dali::Actor::Property::INHERIT_SCALE)) << 1) +
+ static_cast<int>(currentActor.GetProperty<bool>(Dali::Actor::Property::INHERIT_POSITION));
+ inheritanceModeList.push_back(static_cast<InheritanceMode>(inheritance));
+ descentList.push_back(currentActor);
+ currentActor = currentActor.GetParent();
+ } while(inheritance != DONT_INHERIT_TRANSFORM && currentActor);
+
+ Matrix worldMatrix;
+ Vector3 localPosition;
+ for(unsigned int i(descentList.size() - 1); i < descentList.size(); --i)
+ {
+ Vector3 anchorPoint = descentList[i].GetProperty<Vector3>(Dali::Actor::Property::ANCHOR_POINT);
+ Vector3 parentOrigin = descentList[i].GetProperty<Vector3>(Dali::Actor::Property::PARENT_ORIGIN);
+ bool positionUsesAnchorPoint = descentList[i].GetProperty<bool>(Dali::Actor::Property::POSITION_USES_ANCHOR_POINT);
+ Vector3 size = descentList[i].GetProperty<Vector3>(Dali::Actor::Property::SIZE);
+ Vector3 actorPosition = descentList[i].GetProperty<Vector3>(Dali::Actor::Property::POSITION);
+ Quaternion localOrientation = descentList[i].GetProperty<Quaternion>(Dali::Actor::Property::ORIENTATION);
+ Vector3 localScale = descentList[i].GetProperty<Vector3>(Dali::Actor::Property::SCALE);
+
+ Vector3 centerPosition = CalculateCenterPosition(anchorPoint, positionUsesAnchorPoint, size, localScale, localOrientation);
+ if(inheritanceModeList[i] != DONT_INHERIT_TRANSFORM && descentList[i].GetParent())
+ {
+ Matrix localMatrix;
+ Vector3 parentSize = descentList[i + 1].GetProperty<Vector3>(Dali::Actor::Property::SIZE);
+ if(inheritanceModeList[i] == INHERIT_ALL)
+ {
+ localPosition = actorPosition + centerPosition + (parentOrigin - Vector3(0.5f, 0.5f, 0.5f)) * parentSize;
+ localMatrix.SetTransformComponents(localScale, localOrientation, localPosition);
+
+ //Update the world matrix
+ Matrix tempMatrix;
+ Matrix::Multiply(tempMatrix, localMatrix, worldMatrix);
+ worldMatrix = tempMatrix;
+ }
+ else
+ {
+ Vector3 parentPosition, parentScale;
+ Quaternion parentOrientation;
+ worldMatrix.GetTransformComponents(parentPosition, parentOrientation, parentScale);
+
+ if((inheritanceModeList[i] & INHERIT_SCALE) == 0)
+ {
+ //Don't inherit scale
+ localScale /= parentScale;
+ }
+
+ if((inheritanceModeList[i] & INHERIT_ORIENTATION) == 0)
+ {
+ //Don't inherit orientation
+ parentOrientation.Invert();
+ localOrientation = parentOrientation * localOrientation;
+ }
+
+ if((inheritanceModeList[i] & INHERIT_POSITION) == 0)
+ {
+ localMatrix.SetTransformComponents(localScale, localOrientation, Vector3::ZERO);
+ Matrix tempMatrix;
+ Matrix::Multiply(tempMatrix, localMatrix, worldMatrix);
+ worldMatrix = tempMatrix;
+ worldMatrix.SetTranslation(actorPosition + centerPosition);
+ }
+ else
+ {
+ localPosition = actorPosition + centerPosition + (parentOrigin - Vector3(0.5f, 0.5f, 0.5f)) * parentSize;
+ localMatrix.SetTransformComponents(localScale, localOrientation, localPosition);
+ Matrix tempMatrix;
+ Matrix::Multiply(tempMatrix, localMatrix, worldMatrix);
+ worldMatrix = tempMatrix;
+ }
+ }
+ }
+ else
+ {
+ localPosition = actorPosition + centerPosition;
+ worldMatrix.SetTransformComponents(localScale, localOrientation, localPosition);
+ }
+ }
+
+ return worldMatrix;
+}
+
+Vector4 TransitionBase::GetWorldColor(Dali::Actor actor)
+{
+ std::vector<Dali::Actor> descentList;
+ std::vector<Dali::ColorMode> inheritanceModeList;
+ Dali::Actor currentActor = actor;
+ Dali::ColorMode inheritance = Dali::ColorMode::USE_OWN_MULTIPLY_PARENT_ALPHA;
+ do
+ {
+ inheritance = currentActor.GetProperty<Dali::ColorMode>(Dali::Actor::Property::COLOR_MODE);
+ inheritanceModeList.push_back(inheritance);
+ descentList.push_back(currentActor);
+ currentActor = currentActor.GetParent();
+ } while(inheritance != Dali::ColorMode::USE_OWN_COLOR && currentActor);
+
+ Vector4 worldColor;
+ for(unsigned int i(descentList.size() - 1); i < descentList.size(); --i)
+ {
+ if(inheritanceModeList[i] == USE_OWN_COLOR || i == descentList.size() - 1)
+ {
+ worldColor = descentList[i].GetProperty<Vector4>(Dali::Actor::Property::COLOR);
+ }
+ else if(inheritanceModeList[i] == USE_OWN_MULTIPLY_PARENT_ALPHA)
+ {
+ Vector4 ownColor = descentList[i].GetProperty<Vector4>(Dali::Actor::Property::COLOR);
+ worldColor = Vector4(ownColor.r, ownColor.g, ownColor.b, ownColor.a * worldColor.a);
+ }
+ else if(inheritanceModeList[i] == USE_OWN_MULTIPLY_PARENT_COLOR)
+ {
+ Vector4 ownColor = descentList[i].GetProperty<Vector4>(Dali::Actor::Property::COLOR);
+ worldColor *= ownColor;
+ }
+ }
+
+ return worldColor;
+}
+
+} // namespace Internal
+
+} // namespace Toolkit
+
+} // namespace Dali
--- /dev/null
+#ifndef DALI_TOOLKIT_INTERNAL_TRANSITION_BASE_H
+#define DALI_TOOLKIT_INTERNAL_TRANSITION_BASE_H
+
+/*
+ * 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.
+ * 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.
+ *
+ */
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/controls/control.h>
+#include <dali-toolkit/public-api/transition/transition-base.h>
+#include <dali-toolkit/public-api/transition/transition-set.h>
+
+// EXTERNAL INCLUDES
+#include <dali/public-api/animation/animation.h>
+#include <dali/public-api/object/base-object.h>
+#include <dali/public-api/object/property-map.h>
+
+namespace Dali
+{
+namespace Toolkit
+{
+namespace Internal
+{
+using TransitionBasePtr = IntrusivePtr<TransitionBase>;
+
+class TransitionBase : public BaseObject
+{
+public:
+ /**
+ * @brief Create a new TransitionBase object.
+ * @return A smart-pointer to the newly allocated TransitionBase.
+ */
+ static TransitionBasePtr New();
+
+ /**
+ * @copydoc Dali::Toolkit::TransitionBase::SetTimePeriod()
+ */
+ void SetTimePeriod(const Dali::TimePeriod& timePeriod);
+
+ /**
+ * @copydoc Dali::Toolkit::TransitionBase::GetTimePeriod()
+ */
+ Dali::TimePeriod GetTimePeriod() const;
+
+ /**
+ * @copydoc Dali::Toolkit::TransitionBase::SetAlphaFunction()
+ */
+ void SetAlphaFunction(AlphaFunction alphaFunction)
+ {
+ mAlphaFunction = alphaFunction;
+ }
+
+ /**
+ * @copydoc Dali::Toolkit::TransitionBase::GetAlphaFunction()
+ */
+ AlphaFunction GetAlphaFunction() const
+ {
+ return mAlphaFunction;
+ }
+
+ /**
+ * @copydoc Dali::Toolkit::TransitionBase::TransitionWithChild()
+ */
+ void TransitionWithChild(bool transitionWithChild);
+
+ /**
+ * @brief Run processes those are required done before size/position negotiation.
+ * @param[in] animation animation for the transition
+ */
+ void PreProcess(Dali::Animation animation);
+
+ /**
+ * @brief Make property animation for Transition
+ */
+ void Play();
+
+ /**
+ * Emit the Finished signal
+ */
+ void TransitionFinished();
+
+protected:
+ /**
+ * @brief Set property map which will be used as a initial properties.
+ * @param[in] propertyMap propertyMap that will be used as a start value of transition.
+ */
+ void SetInitialPropertyMap(const Property::Map& propertyMap)
+ {
+ mInitialPropertyMap = propertyMap;
+ }
+ /**
+ * @brief Set property map which will be used as a animation start properties.
+ * @param[in] propertyMap propertyMap that will be used as a start value of transition.
+ */
+ void SetStartPropertyMap(const Property::Map& propertyMap)
+ {
+ mStartPropertyMap = propertyMap;
+ }
+
+ /**
+ * @brief Set property map which will be used as a animation finish properties.
+ * @param[in] propertyMap propertyMap that will be used as a finish value of transition.
+ */
+ void SetFinishPropertyMap(const Property::Map& propertyMap)
+ {
+ mFinishPropertyMap = propertyMap;
+ }
+
+ /**
+ * @brief Retrieve animation.
+ */
+ Dali::Animation GetAnimation()
+ {
+ return mAnimation;
+ }
+
+ /**
+ * @brief Set target which will be transition.
+ * @param[in] target control that will be transition.
+ */
+ void SetTarget(Dali::Toolkit::Control target)
+ {
+ mTarget = target;
+ }
+
+ /**
+ * @brief Gets world transform of input Actor.
+ * @param[in] actor actor for get world transform.
+ */
+ Matrix GetWorldTransform(Dali::Actor actor);
+
+ /**
+ * @brief Gets world color of input Actor.
+ * @param[in] actor actor for get world color.
+ */
+ Vector4 GetWorldColor(Dali::Actor actor);
+
+ /**
+ * @brief Returns whether this transition will be applied to children of target or not.
+ */
+ bool IsTransitionWithChild()
+ {
+ return mTransitionWithChild;
+ }
+
+protected:
+ /**
+ * Construct a new TransitionBase.
+ */
+ TransitionBase();
+
+ /**
+ * Second-phase constructor.
+ */
+ void Initialize();
+
+ /**
+ * Destructor
+ */
+ ~TransitionBase() = default;
+
+private:
+ // Undefined
+ TransitionBase(const TransitionBase&);
+
+ // Undefined
+ TransitionBase& operator=(const TransitionBase& rhs);
+
+private:
+ /**
+ * @brief Makes property animation for transition.
+ */
+ void SetAnimation();
+
+ /**
+ * @brief Adds a property on an animation between sourceValue and destimationValue.
+ * @param[in] target target control to be animated.
+ * @param[in] index property index for animation.
+ * @param[in] initialValue initial value of animation.
+ * @param[in] sourceValue source value of animation.
+ * @param[in] destinationValue destination value of animation.
+ */
+ void AnimateBetween(Dali::Toolkit::Control target, Property::Index index, Property::Value initialValue, Property::Value sourceValue, Property::Value destinationValue);
+
+ /**
+ * @brief Copy target to make clone for the child Actors
+ */
+ void CopyTarget();
+
+ /**
+ * @brief Make pair of Property::Map to be used for transition animation.
+ * Set the pair of Property::Map by using SetStartPropertyMap() and SetFinishPropertyMap(),
+ * then the properties of mTarget will be animated between them during transition duration.
+ * If the transition requires the information of world transform, let them be in this method.
+ * World transform and World color can be retrieved by using GetWorldTransform() and GetWorldColor() methods.
+ * And If it is needed to add additional custom animation than use GetAnimation() and add them.
+ *
+ * @note Do not set any properties in this methods.
+ */
+ virtual void OnPlay()
+ {
+ }
+
+ /**
+ * @brief If the transition is needed to do something after the transition is finished, let them be in this method.
+ */
+ virtual void OnFinished()
+ {
+ }
+
+private:
+ Dali::Toolkit::Control mTarget; ///< Target that will be animated.
+ Dali::Actor mCopiedActor; ///< Copied View that will replace mTarget during transition
+ Dali::Animation mAnimation; ///< Property animations for the transition of mTarget
+ AlphaFunction mAlphaFunction; ///< Alpha function that will applied for the property animation
+ Property::Map mInitialPropertyMap; ///< Initial properties to be animated. (world transform)
+ Property::Map mStartPropertyMap; ///< Start properties to be animated. (world transform)
+ Property::Map mFinishPropertyMap; ///< Finish properties to be animated. (world transform)
+ Property::Map mOriginalPropertyMap; ///< Original properties of mTarget to be used to restore after the transition is finished.
+ Dali::TimePeriod mTimePeriod; ///< TimePeriod of transition
+ bool mTransitionWithChild; ///< True, if mTarget transition is inherit to its child Actors.
+ ///< If this is false, the child Actors are moved to the child of mCopiedActor that will have original properties of target Actor during Transition.
+ bool mMoveTargetChildren; ///< Flag, if mTransitionWithChild is false and mTarget has children than True.
+};
+
+} // namespace Internal
+
+// Helpers for public-api forwarding methods
+
+inline Internal::TransitionBase& GetImplementation(Dali::Toolkit::TransitionBase& animation)
+{
+ DALI_ASSERT_ALWAYS(animation && "TransitionBase handle is empty");
+
+ BaseObject& handle = animation.GetBaseObject();
+
+ return static_cast<Internal::TransitionBase&>(handle);
+}
+
+inline const Internal::TransitionBase& GetImplementation(const Dali::Toolkit::TransitionBase& animation)
+{
+ DALI_ASSERT_ALWAYS(animation && "TransitionBase handle is empty");
+
+ const BaseObject& handle = animation.GetBaseObject();
+
+ return static_cast<const Internal::TransitionBase&>(handle);
+}
+
+} // namespace Toolkit
+
+} // namespace Dali
+
+#endif // DALI_TOOLKIT_INTERNAL_TRANSITION_BASE_H
--- /dev/null
+/*
+ * 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.
+ * 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 <dali-toolkit/internal/transition/transition-impl.h>
+
+// EXTERNAL INCLUDES
+#include <dali-toolkit/public-api/controls/control-impl.h>
+#include <dali/devel-api/actors/actor-devel.h>
+#include <dali/integration-api/debug.h>
+#include <dali/public-api/common/dali-common.h>
+#include <dali/public-api/object/type-registry.h>
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/devel-api/controls/control-devel.h>
+
+namespace Dali
+{
+namespace Toolkit
+{
+namespace Internal
+{
+namespace
+{
+const Dali::AlphaFunction DEFAULT_ALPHA_FUNCTION(Dali::AlphaFunction::DEFAULT);
+
+} // anonymous namespace
+
+TransitionPtr Transition::New(Dali::Toolkit::Control source, Dali::Toolkit::Control destination, TimePeriod timePeriod)
+{
+ float delaySeconds = timePeriod.delaySeconds;
+ if(delaySeconds < 0.0f)
+ {
+ DALI_LOG_WARNING("delay should be greater than 0.0f.\n");
+ delaySeconds = 0.0f;
+ }
+
+ float durationSeconds = timePeriod.durationSeconds;
+ if(durationSeconds < 0.0f)
+ {
+ DALI_LOG_WARNING("duration should be greater than 0.0f.\n");
+ durationSeconds = 0.0f;
+ }
+
+ TransitionPtr transition = new Transition(source, destination, TimePeriod(delaySeconds, durationSeconds));
+
+ // Second-phase construction
+ transition->Initialize();
+
+ return transition;
+}
+
+Transition::Transition(Dali::Toolkit::Control source, Dali::Toolkit::Control destination, TimePeriod timePeriod)
+: TransitionBase(),
+ mSourceControl(source),
+ mDestinationControl(destination)
+{
+ SetTarget(destination);
+ SetTimePeriod(timePeriod);
+}
+
+Transition::~Transition()
+{
+}
+
+void Transition::OnPlay()
+{
+ if(!mSourceControl[Dali::Actor::Property::CONNECTED_TO_SCENE] ||
+ !mDestinationControl[Dali::Actor::Property::CONNECTED_TO_SCENE])
+ {
+ DALI_LOG_ERROR("The source or destination is not added on the window\n");
+ return;
+ }
+
+ //Make startPropertyMap and finishPropertyMap to use for property animation.
+ Matrix sourceWorldTransform = mSourceControl[Dali::Actor::Property::WORLD_MATRIX];
+ Vector3 sourcePosition, sourceScale;
+ Quaternion sourceOrientation;
+ sourceWorldTransform.GetTransformComponents(sourcePosition, sourceOrientation, sourceScale);
+
+ Matrix destinationWorldTransform = GetWorldTransform(mDestinationControl);
+ Vector3 destinationPosition, destinationScale;
+ Quaternion destinationOrientation;
+ destinationWorldTransform.GetTransformComponents(destinationPosition, destinationOrientation, destinationScale);
+
+ Vector3 targetSize = mDestinationControl[Dali::Actor::Property::SIZE];
+ Vector4 targetColor = GetWorldColor(mDestinationControl);
+ Property::Map startPropertyMap;
+ Property::Map finishPropertyMap;
+
+ // Use world transform if this transition requires animation of transform.
+ mDestinationControl[Dali::Actor::Property::ANCHOR_POINT] = AnchorPoint::CENTER;
+ mDestinationControl[Dali::Actor::Property::PARENT_ORIGIN] = ParentOrigin::CENTER;
+ mDestinationControl[Dali::Actor::Property::POSITION_USES_ANCHOR_POINT] = true;
+ mDestinationControl[Dali::Actor::Property::INHERIT_POSITION] = false;
+ mDestinationControl[Dali::Actor::Property::INHERIT_ORIENTATION] = false;
+ mDestinationControl[Dali::Actor::Property::INHERIT_SCALE] = false;
+ mDestinationControl[Dali::Actor::Property::COLOR_MODE] = Dali::ColorMode::USE_OWN_COLOR;
+
+ // Set animation of Transform
+ startPropertyMap.Insert(Dali::Actor::Property::POSITION, sourcePosition);
+ finishPropertyMap.Insert(Dali::Actor::Property::POSITION, destinationPosition);
+
+ startPropertyMap.Insert(Dali::Actor::Property::ORIENTATION, sourceOrientation);
+ finishPropertyMap.Insert(Dali::Actor::Property::ORIENTATION, destinationOrientation);
+
+ startPropertyMap.Insert(Dali::Actor::Property::SCALE, sourceScale);
+ finishPropertyMap.Insert(Dali::Actor::Property::SCALE, destinationScale);
+
+ Vector4 sourceColor = mSourceControl.GetCurrentProperty<Vector4>(Dali::Actor::Property::WORLD_COLOR);
+ startPropertyMap.Insert(Dali::Actor::Property::COLOR, sourceColor);
+ finishPropertyMap.Insert(Dali::Actor::Property::COLOR, targetColor);
+
+ // Set animation for other properties if source and destination is different.
+ Vector3 sourceSize = mSourceControl.GetCurrentProperty<Vector3>(Dali::Actor::Property::SIZE);
+ if(sourceSize != targetSize)
+ {
+ startPropertyMap.Insert(Dali::Actor::Property::SIZE, sourceSize);
+ finishPropertyMap.Insert(Dali::Actor::Property::SIZE, targetSize);
+ }
+
+ SetStartPropertyMap(startPropertyMap);
+ SetFinishPropertyMap(finishPropertyMap);
+
+ // source View becomes transparent during transition.
+ if(IsTransitionWithChild())
+ {
+ mSourceControl[Dali::Actor::Property::VISIBLE] = false;
+ }
+ else
+ {
+ GetImplementation(mSourceControl).SetTransparent(true);
+ }
+
+ Dali::Animation animation = GetAnimation();
+ if(!animation)
+ {
+ DALI_LOG_ERROR("animation is still not initialized\n");
+ return;
+ }
+ Dali::Toolkit::DevelControl::CreateTransitions(mDestinationControl, animation, mSourceControl, GetAlphaFunction(), GetTimePeriod());
+}
+
+void Transition::OnFinished()
+{
+ if(IsTransitionWithChild())
+ {
+ mSourceControl[Dali::Actor::Property::VISIBLE] = true;
+ }
+ else
+ {
+ GetImplementation(mSourceControl).SetTransparent(false);
+ }
+}
+
+} // namespace Internal
+
+} // namespace Toolkit
+
+} // namespace Dali
--- /dev/null
+#ifndef DALI_TOOLKIT_INTERNAL_TRANSITION_H
+#define DALI_TOOLKIT_INTERNAL_TRANSITION_H
+
+/*
+ * 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.
+ * 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.
+ *
+ */
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/internal/transition/transition-base-impl.h>
+#include <dali-toolkit/public-api/controls/control.h>
+#include <dali-toolkit/public-api/transition/transition.h>
+
+namespace Dali
+{
+namespace Toolkit
+{
+namespace Internal
+{
+using TransitionPtr = IntrusivePtr<Transition>;
+
+class Transition : public TransitionBase
+{
+public:
+ /**
+ * @brief Create a new Transition object.
+ * @param[in] source A source control of this transition.
+ * @param[in] destination A destination control of this transition.
+ * @param[in] durationSeconds The duration of the animation.
+ * @return A smart-pointer to the newly allocated Transition.
+ */
+ static TransitionPtr New(Dali::Toolkit::Control source, Dali::Toolkit::Control destination, TimePeriod timePeriod);
+
+protected:
+ /**
+ * @copydoc Dali::Toolkit::Transition::OnPlay()
+ */
+ void OnPlay() override;
+
+ /**
+ * @brief Emit the Finished signal
+ */
+ void OnFinished() override;
+
+protected:
+ /**
+ * @brief Construct a new Transition.
+ */
+ Transition(Dali::Toolkit::Control source,
+ Dali::Toolkit::Control destination,
+ TimePeriod timePeriod);
+
+ /**
+ * @brief A reference counted object may only be deleted by calling Unreference()
+ */
+ ~Transition() override;
+
+private:
+ // Undefined
+ Transition(const Transition&);
+
+ // Undefined
+ Transition& operator=(const Transition& rhs);
+
+private:
+ Dali::Toolkit::Control mSourceControl;
+ Dali::Toolkit::Control mDestinationControl;
+};
+
+} // namespace Internal
+
+// Helpers for public-api forwarding methods
+
+inline Internal::Transition& GetImplementation(Dali::Toolkit::Transition& transition)
+{
+ DALI_ASSERT_ALWAYS(transition && "Transition handle is empty");
+
+ BaseObject& handle = transition.GetBaseObject();
+
+ return static_cast<Internal::Transition&>(handle);
+}
+
+inline const Internal::Transition& GetImplementation(const Dali::Toolkit::Transition& transition)
+{
+ DALI_ASSERT_ALWAYS(transition && "Transition handle is empty");
+
+ const BaseObject& handle = transition.GetBaseObject();
+
+ return static_cast<const Internal::Transition&>(handle);
+}
+
+} // namespace Toolkit
+
+} // namespace Dali
+
+#endif // DALI_TOOLKIT_INTERNAL_TRANSITION_H
--- /dev/null
+/*
+ * 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.
+ * 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 <dali-toolkit/internal/transition/transition-lifecycle-controller.h>
+
+// EXTERNAL INCLUDES
+#include <dali/integration-api/adaptor-framework/adaptor.h>
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/internal/transition/transition-set-impl.h>
+
+namespace Dali
+{
+namespace Toolkit
+{
+namespace Internal
+{
+void TransitionLifecycleController::AddTransitions(Dali::Toolkit::TransitionSet transitions)
+{
+ mTransitionList.push_back(transitions);
+ transitions.FinishedSignal().Connect(this, &TransitionLifecycleController::RemoveTransitions);
+}
+
+void TransitionLifecycleController::RemoveTransitions(Dali::Toolkit::TransitionSet &transitions)
+{
+ mTransitionList.erase(std::remove(mTransitionList.begin(), mTransitionList.end(), transitions));
+}
+
+} // namespace Internal
+
+} // namespace Toolkit
+
+} // namespace Dali
--- /dev/null
+#ifndef DALI_TOOLKIT_INTERNAL_TRANSITION_PLAYLIST_H
+#define DALI_TOOLKIT_INTERNAL_TRANSITION_PLAYLIST_H
+
+/*
+ * 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.
+ * 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.
+ *
+ */
+
+// EXTERNAL INCLUDES
+#include <cstdio>
+#include <memory>
+#include <mutex>
+#include <vector>
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/transition/transition-set.h>
+
+namespace Dali
+{
+namespace Toolkit
+{
+namespace Internal
+{
+class TransitionLifecycleController;
+
+namespace
+{
+std::unique_ptr<TransitionLifecycleController> instance = nullptr;
+std::once_flag onceFlag;
+} // namespace
+
+class TransitionLifecycleController : public ConnectionTracker
+{
+public:
+ static TransitionLifecycleController& GetInstance()
+ {
+ std::call_once(onceFlag, []() {
+ instance.reset(new TransitionLifecycleController);
+ });
+ return *(instance.get());
+ }
+
+ void AddTransitions(Dali::Toolkit::TransitionSet transitions);
+
+private:
+
+ void RemoveTransitions(Dali::Toolkit::TransitionSet &transitions);
+
+ /**
+ * Construct a new TransitionLifecycleController.
+ */
+ TransitionLifecycleController() = default;
+
+ // Undefined
+ TransitionLifecycleController(const TransitionLifecycleController&) = delete;
+
+ // Undefined
+ TransitionLifecycleController& operator=(const TransitionLifecycleController& rhs) = delete;
+
+private:
+ std::vector<Dali::Toolkit::TransitionSet> mTransitionList;
+};
+
+} // namespace Internal
+
+} // namespace Toolkit
+
+} // namespace Dali
+
+#endif // DALI_TOOLKIT_INTERNAL_TRANSITION_PLAYLIST_H
+;
\ No newline at end of file
--- /dev/null
+/*
+ * 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.
+ * 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 <dali-toolkit/internal/transition/transition-set-impl.h>
+
+// EXTERNAL INCLUDES
+#include <dali/integration-api/adaptor-framework/adaptor.h>
+#include <dali/integration-api/debug.h>
+#include <dali/public-api/object/type-registry.h>
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/internal/transition/transition-lifecycle-controller.h>
+
+namespace Dali
+{
+namespace Toolkit
+{
+namespace Internal
+{
+namespace
+{
+// Signals
+static constexpr std::string_view SIGNAL_FINISHED = "finished";
+
+BaseHandle Create()
+{
+ return Dali::Toolkit::TransitionSet::New();
+}
+
+TypeRegistration mType(typeid(Dali::Toolkit::TransitionSet), typeid(Dali::BaseHandle), Create);
+
+SignalConnectorType signalConnector1(mType, std::string(SIGNAL_FINISHED), &TransitionSet::DoConnectSignal);
+
+} // anonymous namespace
+
+TransitionSetPtr TransitionSet::New()
+{
+ TransitionSetPtr transitionSet = new TransitionSet();
+
+ return transitionSet;
+}
+
+TransitionSet::TransitionSet()
+{
+}
+
+TransitionSet::~TransitionSet()
+{
+ mTransitions.clear();
+}
+
+void TransitionSet::AddTransition(TransitionBasePtr transition)
+{
+ mTransitions.push_back(transition);
+}
+
+TransitionBase* TransitionSet::GetTransitionAt(uint32_t index) const
+{
+ TransitionBase* result(nullptr);
+ if(index < GetTransitionCount())
+ {
+ result = mTransitions[index].Get();
+ }
+ else
+ {
+ DALI_LOG_ERROR("Error: Invalid index to TransitionSet::GetTransitionAt\n");
+ }
+
+ return result;
+}
+
+uint32_t TransitionSet::GetTransitionCount() const
+{
+ return mTransitions.size();
+}
+
+void TransitionSet::Play()
+{
+ Adaptor::Get().RegisterProcessor(*this, true);
+ Adaptor::Get().RegisterProcessor(*this, false);
+ TransitionLifecycleController::GetInstance().AddTransitions(Dali::Toolkit::TransitionSet(this));
+}
+
+void TransitionSet::TransitionPreProcess()
+{
+ float lastDuration = 0.0f;
+ for(auto&& transition : mTransitions)
+ {
+ TimePeriod timePeriod = transition->GetTimePeriod();
+ if(lastDuration <= timePeriod.durationSeconds + timePeriod.delaySeconds)
+ {
+ lastDuration = timePeriod.durationSeconds + timePeriod.delaySeconds;
+ }
+ }
+ mAnimation = Dali::Animation::New(lastDuration);
+
+ for(auto&& transition : mTransitions)
+ {
+ transition->PreProcess(mAnimation);
+ }
+}
+
+void TransitionSet::TransitionStart()
+{
+ for(auto&& transition : mTransitions)
+ {
+ transition->Play();
+ }
+
+ mAnimation.FinishedSignal().Connect(this, &TransitionSet::TransitionFinished);
+ mAnimation.Play();
+}
+
+void TransitionSet::TransitionFinished(Dali::Animation& source)
+{
+ for(auto&& transition : mTransitions)
+ {
+ transition->TransitionFinished();
+ }
+
+ EmitFinishedSignal();
+}
+
+Dali::Toolkit::TransitionSet::TransitionSetSignalType& TransitionSet::FinishedSignal()
+{
+ return mFinishedSignal;
+}
+
+void TransitionSet::EmitFinishedSignal()
+{
+ if(!mFinishedSignal.Empty())
+ {
+ Dali::Toolkit::TransitionSet handle(this);
+ mFinishedSignal.Emit(handle);
+ }
+}
+
+bool TransitionSet::DoConnectSignal(BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor)
+{
+ bool connected(false);
+ TransitionSet* transitionSet = static_cast<TransitionSet*>(object); // TypeRegistry guarantees that this is the correct type.
+
+ if(SIGNAL_FINISHED == signalName)
+ {
+ transitionSet->FinishedSignal().Connect(tracker, functor);
+ connected = true;
+ }
+
+ return connected;
+}
+
+void TransitionSet::Process(bool postProcessor)
+{
+ if(!postProcessor)
+ {
+ TransitionPreProcess();
+ }
+ else
+ {
+ TransitionStart();
+ }
+ Adaptor::Get().UnregisterProcessor(*this, postProcessor);
+}
+
+} // namespace Internal
+
+} // namespace Toolkit
+
+} // namespace Dali
--- /dev/null
+#ifndef DALI_TOOLKIT_INTERNAL_TRANSITION_SET_H
+#define DALI_TOOLKIT_INTERNAL_TRANSITION_SET_H
+
+/*
+ * 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.
+ * 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.
+ *
+ */
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/internal/transition/transition-impl.h>
+#include <dali-toolkit/public-api/transition/transition-set.h>
+
+// EXTERNAL INCLUDES
+#include <dali/integration-api/processor-interface.h>
+#include <dali/public-api/object/base-object.h>
+#include <dali/public-api/signals/connection-tracker.h>
+
+namespace Dali
+{
+namespace Toolkit
+{
+namespace Internal
+{
+using TransitionSetPtr = IntrusivePtr<TransitionSet>;
+
+class TransitionSet : public BaseObject, public ConnectionTracker, public Integration::Processor
+{
+public:
+ /**
+ * Create a new TransitionSet object.
+ * @return A smart-pointer to the newly allocated TransitionSet.
+ */
+ static TransitionSetPtr New();
+
+ /**
+ * @copydoc Dali::Toolkit::TransitionSet::AddTransition(TransitionPtr transition)
+ */
+ void AddTransition(TransitionBasePtr transition);
+
+ /**
+ * @copydoc Dali::Toolkit::TransitionSet::GetTransitionAt(uint32_t index)
+ */
+ TransitionBase* GetTransitionAt(uint32_t index) const;
+
+ /**
+ * @copydoc Dali::Toolkit::TransitionSet::GetTransitionCount()
+ */
+ uint32_t GetTransitionCount() const;
+
+ /**
+ * @brief Make ready this transition set to play.
+ * Transitions in this transition set will be create property animations at the end of this tick of main thread.
+ */
+ void Play();
+
+ /**
+ * @copydoc Dali::Toolkit::TransitionSet::FinishedSignal()
+ */
+ Dali::Toolkit::TransitionSet::TransitionSetSignalType& FinishedSignal();
+
+ /**
+ * Connects a callback function with the object's signals.
+ * @param[in] object The object providing the signal.
+ * @param[in] tracker Used to disconnect the signal.
+ * @param[in] signalName The signal to connect to.
+ * @param[in] functor A newly allocated FunctorDelegate.
+ * @return True if the signal was connected.
+ * @post If a signal was connected, ownership of functor was passed to CallbackBase. Otherwise the caller is responsible for deleting the unused functor.
+ */
+ static bool DoConnectSignal(BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor);
+
+private:
+ /**
+ * @brief Set pre process of each transition.
+ */
+ void TransitionPreProcess();
+
+ /**
+ * @brief Start to play each of Transition.
+ * This method called at the end of event thread tick, and this method call OnPlay method of TransitionBase internally.
+ */
+ void TransitionStart();
+
+ /**
+ * @brief Remove each finished TransitionBase from play list.
+ * If all transitions are finished emit Finished signal.
+ */
+ void TransitionFinished(Dali::Animation& source);
+
+ /**
+ * Emit the Finished signal
+ */
+ void EmitFinishedSignal();
+
+protected: // Implementation of Processor
+ /**
+ * @copydoc Dali::Integration::Processor::Process()
+ */
+ void Process(bool postProcessor) override;
+
+protected:
+ /**
+ * Construct a new TransitionSet.
+ */
+ TransitionSet();
+
+ /**
+ * A reference counted object may only be deleted by calling Unreference()
+ */
+ ~TransitionSet() override;
+
+private:
+ // Undefined
+ TransitionSet(const TransitionSet&);
+
+ // Undefined
+ TransitionSet& operator=(const TransitionSet& rhs);
+
+private:
+ Dali::Toolkit::TransitionSet::TransitionSetSignalType mFinishedSignal{};
+ std::vector<TransitionBasePtr> mTransitions;
+ Dali::Animation mAnimation;
+};
+
+} // namespace Internal
+
+// Helpers for public-api forwarding methods
+
+inline Internal::TransitionSet& GetImplementation(Dali::Toolkit::TransitionSet& transitionSet)
+{
+ DALI_ASSERT_ALWAYS(transitionSet && "TransitionSet handle is empty");
+
+ BaseObject& handle = transitionSet.GetBaseObject();
+
+ return static_cast<Internal::TransitionSet&>(handle);
+}
+
+inline const Internal::TransitionSet& GetImplementation(const Dali::Toolkit::TransitionSet& transitionSet)
+{
+ DALI_ASSERT_ALWAYS(transitionSet && "TransitionSet handle is empty");
+
+ const BaseObject& handle = transitionSet.GetBaseObject();
+
+ return static_cast<const Internal::TransitionSet&>(handle);
+}
+
+} // namespace Toolkit
+
+} // namespace Dali
+
+#endif // DALI_TOOLKIT_INTERNAL_TRANSITION_SET_H
void AnimatedImageVisual::OnInitialize()
{
bool defaultWrapMode = mWrapModeU <= WrapMode::CLAMP_TO_EDGE && mWrapModeV <= WrapMode::CLAMP_TO_EDGE;
- bool atlasing = false;
- Shader shader = mImageVisualShaderFactory.GetShader(mFactoryCache, atlasing, defaultWrapMode, IsRoundedCornerRequired());
+ Shader shader = mImageVisualShaderFactory.GetShader(
+ mFactoryCache,
+ TextureAtlas::DISABLED,
+ defaultWrapMode ? DefaultTextureWrapMode::APPLY : DefaultTextureWrapMode::DO_NOT_APPLY,
+ IsRoundedCornerRequired() ? RoundedCorner::ENABLED : RoundedCorner::DISABLED,
+ IsBorderlineRequired() ? Borderline::ENABLED : Borderline::DISABLED);
Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY);
}
else
{
- shader = mImageVisualShaderFactory.GetShader(mFactoryCache, false, true, IsRoundedCornerRequired());
+ shader = mImageVisualShaderFactory.GetShader(
+ mFactoryCache,
+ TextureAtlas::DISABLED,
+ DefaultTextureWrapMode::APPLY,
+ IsRoundedCornerRequired() ? RoundedCorner::ENABLED : RoundedCorner::DISABLED,
+ IsBorderlineRequired() ? Borderline::ENABLED : Borderline::DISABLED
+ );
}
Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY);
{
namespace Internal
{
+namespace
+{
+VisualFactoryCache::ShaderType SHADER_TYPE_TABLE[6] =
+{
+ VisualFactoryCache::COLOR_SHADER,
+ VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER,
+ VisualFactoryCache::COLOR_SHADER_BORDERLINE,
+ VisualFactoryCache::COLOR_SHADER_ROUNDED_BORDERLINE,
+ VisualFactoryCache::COLOR_SHADER_BLUR_EDGE,
+ VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER_BLUR_EDGE,
+};
+
+// enum of required list when we select shader
+enum ColorVisualRequireFlag
+{
+ DEFAULT = 0,
+ ROUNDED_CORNER = 1 << 0,
+ BORDERLINE = 1 << 1,
+ BLUR = 1 << 2,
+};
+} // unnamed namespace
ColorVisualPtr ColorVisual::New(VisualFactoryCache& factoryCache, const Property::Map& properties)
{
ColorVisualPtr colorVisualPtr(new ColorVisual(factoryCache));
Shader ColorVisual::GetShader()
{
Shader shader;
- if(!EqualsZero(mBlurRadius) || mNeedBlurRadius)
+ VisualFactoryCache::ShaderType shaderType;
+
+ bool roundedCorner = IsRoundedCornerRequired();
+ bool borderline = IsBorderlineRequired();
+ bool blur = !EqualsZero(mBlurRadius) || mNeedBlurRadius;
+ int shaderTypeFlag = ColorVisualRequireFlag::DEFAULT;
+
+ if(roundedCorner)
{
- shader = mFactoryCache.GetShader(VisualFactoryCache::COLOR_SHADER_BLUR_EDGE);
- if(!shader)
- {
- shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + SHADER_COLOR_VISUAL_BLUR_EDGE_SHADER_VERT.data(), Dali::Shader::GetFragmentShaderPrefix() + SHADER_COLOR_VISUAL_BLUR_EDGE_SHADER_FRAG.data());
- mFactoryCache.SaveShader(VisualFactoryCache::COLOR_SHADER_BLUR_EDGE, shader);
- }
+ shaderTypeFlag |= ColorVisualRequireFlag::ROUNDED_CORNER;
}
- else if(!IsRoundedCornerRequired())
+ if(blur)
{
- shader = mFactoryCache.GetShader(VisualFactoryCache::COLOR_SHADER);
- if(!shader)
- {
- shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + SHADER_COLOR_VISUAL_SHADER_VERT.data(), Dali::Shader::GetFragmentShaderPrefix() + SHADER_COLOR_VISUAL_SHADER_FRAG.data());
- mFactoryCache.SaveShader(VisualFactoryCache::COLOR_SHADER, shader);
- }
+ // If we use blur, just ignore borderline
+ borderline = false;
+ shaderTypeFlag |= ColorVisualRequireFlag::BLUR;
}
- else
+ if(borderline)
+ {
+ shaderTypeFlag |= ColorVisualRequireFlag::BORDERLINE;
+ }
+
+ shaderType = SHADER_TYPE_TABLE[shaderTypeFlag];
+ shader = mFactoryCache.GetShader(shaderType);
+ if(!shader)
{
- shader = mFactoryCache.GetShader(VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER);
- if(!shader)
+ std::string vertexShaderPrefixList;
+ std::string fragmentShaderPrefixList;
+ if(roundedCorner)
+ {
+ vertexShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER 1\n";
+ fragmentShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER 1\n";
+ }
+ if(blur)
+ {
+ vertexShaderPrefixList += "#define IS_REQUIRED_BLUR 1\n";
+ fragmentShaderPrefixList += "#define IS_REQUIRED_BLUR 1\n";
+ }
+ if(borderline)
{
- shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + SHADER_COLOR_VISUAL_ROUNDED_CORNER_SHADER_VERT.data(), Dali::Shader::GetFragmentShaderPrefix() + SHADER_COLOR_VISUAL_ROUNDED_CORNER_SHADER_FRAG.data());
- mFactoryCache.SaveShader(VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER, shader);
+ vertexShaderPrefixList += "#define IS_REQUIRED_BORDERLINE 1\n";
+ fragmentShaderPrefixList += "#define IS_REQUIRED_BORDERLINE 1\n";
}
+ shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + vertexShaderPrefixList + SHADER_COLOR_VISUAL_SHADER_VERT.data(),
+ Dali::Shader::GetFragmentShaderPrefix() + fragmentShaderPrefixList + SHADER_COLOR_VISUAL_SHADER_FRAG.data());
+ mFactoryCache.SaveShader(shaderType, shader);
}
return shader;
#include <typeinfo>
// INTERNAL INCLUDES
-#include <dali-toolkit/internal/graphics/generated/gradient-visual-bounding-box-rounded-corner-shader-vert.h>
-#include <dali-toolkit/internal/graphics/generated/gradient-visual-bounding-box-shader-vert.h>
-#include <dali-toolkit/internal/graphics/generated/gradient-visual-linear-rounded-corner-shader-frag.h>
-#include <dali-toolkit/internal/graphics/generated/gradient-visual-linear-shader-frag.h>
-#include <dali-toolkit/internal/graphics/generated/gradient-visual-radial-rounded-corner-shader-frag.h>
-#include <dali-toolkit/internal/graphics/generated/gradient-visual-radial-shader-frag.h>
-#include <dali-toolkit/internal/graphics/generated/gradient-visual-user-space-rounded-corner-shader-vert.h>
-#include <dali-toolkit/internal/graphics/generated/gradient-visual-user-space-shader-vert.h>
+#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
#include <dali-toolkit/internal/visuals/gradient/linear-gradient.h>
#include <dali-toolkit/internal/visuals/gradient/radial-gradient.h>
#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
const unsigned int DEFAULT_OFFSET_MINIMUM = 0.0f;
const unsigned int DEFAULT_OFFSET_MAXIMUM = 1.0f;
-VisualFactoryCache::ShaderType SHADER_TYPE_TABLE[][4] =
- {
- {VisualFactoryCache::GRADIENT_SHADER_LINEAR_USER_SPACE,
- VisualFactoryCache::GRADIENT_SHADER_LINEAR_BOUNDING_BOX,
- VisualFactoryCache::GRADIENT_SHADER_LINEAR_USER_SPACE_ROUNDED_CORNER,
- VisualFactoryCache::GRADIENT_SHADER_LINEAR_BOUNDING_BOX_ROUNDED_CORNER},
- {VisualFactoryCache::GRADIENT_SHADER_RADIAL_USER_SPACE,
- VisualFactoryCache::GRADIENT_SHADER_RADIAL_BOUNDING_BOX,
- VisualFactoryCache::GRADIENT_SHADER_RADIAL_USER_SPACE_ROUNDED_CORNER,
- VisualFactoryCache::GRADIENT_SHADER_RADIAL_BOUNDING_BOX_ROUNDED_CORNER}};
-
-const std::string_view VERTEX_SHADER[] =
- {
- // vertex shader for gradient units as OBJECT_BOUNDING_BOX
- SHADER_GRADIENT_VISUAL_BOUNDING_BOX_SHADER_VERT,
-
- // vertex shader for gradient units as USER_SPACE
- SHADER_GRADIENT_VISUAL_USER_SPACE_SHADER_VERT,
-
- // vertex shader for gradient units as OBJECT_BOUNDING_BOX with corner radius
- SHADER_GRADIENT_VISUAL_BOUNDING_BOX_ROUNDED_CORNER_SHADER_VERT,
-
- // vertex shader for gradient units as USER_SPACE with corner radius
- SHADER_GRADIENT_VISUAL_USER_SPACE_ROUNDED_CORNER_SHADER_VERT};
-
-const std::string_view FRAGMENT_SHADER[] =
- {
- // fragment shader for linear gradient
- SHADER_GRADIENT_VISUAL_LINEAR_SHADER_FRAG,
-
- // fragment shader for radial gradient
- SHADER_GRADIENT_VISUAL_RADIAL_SHADER_FRAG,
-
- // fragment shader for linear gradient with corner radius
- SHADER_GRADIENT_VISUAL_LINEAR_ROUNDED_CORNER_SHADER_FRAG,
-
- // fragment shader for radial gradient with corner radius
- SHADER_GRADIENT_VISUAL_RADIAL_ROUNDED_CORNER_SHADER_FRAG};
+VisualFactoryCache::ShaderType SHADER_TYPE_TABLE[16] =
+{
+ VisualFactoryCache::GRADIENT_SHADER_LINEAR_BOUNDING_BOX,
+ VisualFactoryCache::GRADIENT_SHADER_LINEAR_BOUNDING_BOX_ROUNDED_CORNER,
+ VisualFactoryCache::GRADIENT_SHADER_LINEAR_BOUNDING_BOX_BORDERLINE,
+ VisualFactoryCache::GRADIENT_SHADER_LINEAR_BOUNDING_BOX_ROUNDED_BORDERLINE,
+ VisualFactoryCache::GRADIENT_SHADER_LINEAR_USER_SPACE,
+ VisualFactoryCache::GRADIENT_SHADER_LINEAR_USER_SPACE_ROUNDED_CORNER,
+ VisualFactoryCache::GRADIENT_SHADER_LINEAR_USER_SPACE_BORDERLINE,
+ VisualFactoryCache::GRADIENT_SHADER_LINEAR_USER_SPACE_ROUNDED_BORDERLINE,
+ VisualFactoryCache::GRADIENT_SHADER_RADIAL_BOUNDING_BOX,
+ VisualFactoryCache::GRADIENT_SHADER_RADIAL_BOUNDING_BOX_ROUNDED_CORNER,
+ VisualFactoryCache::GRADIENT_SHADER_RADIAL_BOUNDING_BOX_BORDERLINE,
+ VisualFactoryCache::GRADIENT_SHADER_RADIAL_BOUNDING_BOX_ROUNDED_BORDERLINE,
+ VisualFactoryCache::GRADIENT_SHADER_RADIAL_USER_SPACE,
+ VisualFactoryCache::GRADIENT_SHADER_RADIAL_USER_SPACE_ROUNDED_CORNER,
+ VisualFactoryCache::GRADIENT_SHADER_RADIAL_USER_SPACE_BORDERLINE,
+ VisualFactoryCache::GRADIENT_SHADER_RADIAL_USER_SPACE_ROUNDED_BORDERLINE,
+};
+
+// enum of required list when we select shader
+enum GradientVisualRequireFlag
+{
+ DEFAULT = 0,
+ ROUNDED_CORNER = 1 << 0,
+ BORDERLINE = 1 << 1,
+ USER_SPACE = 1 << 2,
+ RADIAL = 1 << 3,
+};
Dali::WrapMode::Type GetWrapMode(Toolkit::GradientVisual::SpreadMethod::Type spread)
{
Scripting::GetEnumerationProperty(*unitsValue, UNITS_TABLE, UNITS_TABLE_COUNT, gradientUnits);
}
- mGradientType = LINEAR;
+ mGradientType = Type::LINEAR;
if(propertyMap.Find(Toolkit::GradientVisual::Property::RADIUS, RADIUS_NAME))
{
- mGradientType = RADIAL;
+ mGradientType = Type::RADIAL;
}
if(NewGradient(mGradientType, propertyMap))
bool GradientVisual::NewGradient(Type gradientType, const Property::Map& propertyMap)
{
- if(gradientType == LINEAR)
+ if(gradientType == Type::LINEAR)
{
Property::Value* startPositionValue = propertyMap.Find(Toolkit::GradientVisual::Property::START_POSITION, START_POSITION_NAME);
Property::Value* endPositionValue = propertyMap.Find(Toolkit::GradientVisual::Property::END_POSITION, END_POSITION_NAME);
return false;
}
}
- else // type==RADIAL
+ else // type==Type::RADIAL
{
Property::Value* centerValue = propertyMap.Find(Toolkit::GradientVisual::Property::CENTER, CENTER_NAME);
Property::Value* radiusValue = propertyMap.Find(Toolkit::GradientVisual::Property::RADIUS, RADIUS_NAME);
Shader GradientVisual::GetShader()
{
- Toolkit::GradientVisual::Units::Type gradientUnits = mGradient->GetGradientUnits();
- int roundedCorner = IsRoundedCornerRequired() ? 1 : 0;
- VisualFactoryCache::ShaderType shaderType = SHADER_TYPE_TABLE[mGradientType][gradientUnits + roundedCorner * 2];
- Shader shader = mFactoryCache.GetShader(shaderType);
+ bool userspaceUnit = (mGradient->GetGradientUnits() == Toolkit::GradientVisual::Units::USER_SPACE);
+ bool roundedCorner = IsRoundedCornerRequired();
+ bool borderline = IsBorderlineRequired();
+ bool radialGradient = (mGradientType == Type::RADIAL);
+
+ int shaderTypeFlag = GradientVisualRequireFlag::DEFAULT;
+ if(roundedCorner)
+ {
+ shaderTypeFlag |= GradientVisualRequireFlag::ROUNDED_CORNER;
+ }
+ if(borderline)
+ {
+ shaderTypeFlag |= GradientVisualRequireFlag::BORDERLINE;
+ }
+ if(userspaceUnit)
+ {
+ shaderTypeFlag |= GradientVisualRequireFlag::USER_SPACE;
+ }
+ if(radialGradient)
+ {
+ shaderTypeFlag |= GradientVisualRequireFlag::RADIAL;
+ }
+
+ VisualFactoryCache::ShaderType shaderType = SHADER_TYPE_TABLE[shaderTypeFlag];
+ Shader shader = mFactoryCache.GetShader(shaderType);
if(!shader)
{
- shader = Shader::New(VERTEX_SHADER[gradientUnits + roundedCorner * 2], FRAGMENT_SHADER[mGradientType + roundedCorner * 2]);
+ std::string vertexShaderPrefixList;
+ std::string fragmentShaderPrefixList;
+
+ if(roundedCorner)
+ {
+ vertexShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER 1\n";
+ fragmentShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER 1\n";
+ }
+ if(borderline)
+ {
+ vertexShaderPrefixList += "#define IS_REQUIRED_BORDERLINE 1\n";
+ fragmentShaderPrefixList += "#define IS_REQUIRED_BORDERLINE 1\n";
+ }
+ if(radialGradient)
+ {
+ fragmentShaderPrefixList += "#define RADIAL 1\n";
+ }
+ if(userspaceUnit)
+ {
+ vertexShaderPrefixList += "#define USER_SPACE 1\n";
+ }
+
+ shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + vertexShaderPrefixList + SHADER_GRADIENT_VISUAL_SHADER_VERT.data(),
+ Dali::Shader::GetFragmentShaderPrefix() + fragmentShaderPrefixList + SHADER_GRADIENT_VISUAL_SHADER_FRAG.data());
mFactoryCache.SaveShader(shaderType, shader);
}
{
}
-Shader ImageVisualShaderFactory::GetShader(VisualFactoryCache& factoryCache, bool atlasing, bool defaultTextureWrapping, bool roundedCorner)
+Shader ImageVisualShaderFactory::GetShader(VisualFactoryCache& factoryCache, TextureAtlas atlasing, DefaultTextureWrapMode defaultTextureWrapping, RoundedCorner roundedCorner, Borderline borderline)
{
Shader shader;
- if(atlasing)
+ VisualFactoryCache::ShaderType shaderType = VisualFactoryCache::IMAGE_SHADER;
+ if(atlasing == TextureAtlas::ENABLED)
{
- if(defaultTextureWrapping)
+ if(defaultTextureWrapping == DefaultTextureWrapMode::APPLY)
{
- shader = factoryCache.GetShader(VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP);
- if(!shader)
+ shaderType = VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP;
+ }
+ else
+ {
+ shaderType = VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP;
+ }
+ }
+ else
+ {
+ if(roundedCorner == RoundedCorner::ENABLED)
+ {
+ if(borderline == Borderline::ENABLED)
{
- shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data(),
- Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_ATLAS_CLAMP_SHADER_FRAG.data());
- shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
- factoryCache.SaveShader(VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP, shader);
+ shaderType = VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE;
+ }
+ else
+ {
+ shaderType = VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER;
}
}
else
{
- shader = factoryCache.GetShader(VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP);
- if(!shader)
+ if(borderline == Borderline::ENABLED)
{
- shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data(),
- Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_ATLAS_VARIOUS_WRAP_SHADER_FRAG.data());
- shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
- factoryCache.SaveShader(VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP, shader);
+ shaderType = VisualFactoryCache::IMAGE_SHADER_BORDERLINE;
}
}
}
- else
+
+ shader = factoryCache.GetShader(shaderType);
+ if(!shader)
{
- if(roundedCorner)
+ std::string vertexShaderPrefixList;
+ std::string fragmentShaderPrefixList;
+ if(atlasing == TextureAtlas::ENABLED)
{
- shader = factoryCache.GetShader(VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER);
- if(!shader)
+ if(defaultTextureWrapping == DefaultTextureWrapMode::APPLY)
+ {
+ fragmentShaderPrefixList += "#define ATLAS_DEFAULT_WARP 1\n";
+ }
+ else
{
- shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_ROUNDED_CORNER_SHADER_VERT.data(),
- Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_ROUNDED_CORNER_SHADER_FRAG.data());
- shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
- factoryCache.SaveShader(VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER, shader);
+ fragmentShaderPrefixList += "#define ATLAS_CUSTOM_WARP 1\n";
}
}
else
{
- shader = factoryCache.GetShader(VisualFactoryCache::IMAGE_SHADER);
- if(!shader)
+ if(roundedCorner == RoundedCorner::ENABLED)
+ {
+ vertexShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER 1\n";
+ fragmentShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER 1\n";
+ }
+ if(borderline == Borderline::ENABLED)
{
- shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data(),
- Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_NO_ATLAS_SHADER_FRAG.data());
- shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
- factoryCache.SaveShader(VisualFactoryCache::IMAGE_SHADER, shader);
+ vertexShaderPrefixList += "#define IS_REQUIRED_BORDERLINE 1\n";
+ fragmentShaderPrefixList += "#define IS_REQUIRED_BORDERLINE 1\n";
}
}
+
+ shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + vertexShaderPrefixList + SHADER_IMAGE_VISUAL_SHADER_VERT.data(),
+ Dali::Shader::GetFragmentShaderPrefix() + fragmentShaderPrefixList + SHADER_IMAGE_VISUAL_SHADER_FRAG.data());
+ shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
+ factoryCache.SaveShader(shaderType, shader);
}
return shader;
{
if(gFragmentShaderNoAtlas.empty())
{
- gFragmentShaderNoAtlas = Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_NO_ATLAS_SHADER_FRAG.data();
+ gFragmentShaderNoAtlas = Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_FRAG.data();
}
return gFragmentShaderNoAtlas;
}
namespace Internal
{
/**
+ * @brief Whether use texture with atlas, or not
+ */
+enum class TextureAtlas
+{
+ DISABLED = 0, ///< Image visual use ATLAS
+ ENABLED ///< Image visual doesn't use ATLAS
+};
+
+/**
+ * @brief Whether apply to texture wraping in default, or not
+ */
+enum class DefaultTextureWrapMode
+{
+ DO_NOT_APPLY = 0, ///< Image visual doesn't apply to wraping texture in default
+ APPLY ///< Image visual apply to wraping texture in default
+};
+
+/**
+ * @brief Whether use rounded corner, or not
+ */
+enum class RoundedCorner
+{
+ DISABLED = 0, ///< Image visual doesn't use rounded corner
+ ENABLED ///< Image visual use rounded corner
+};
+
+/**
+ * @brief Whether use borderline, or not
+ */
+enum class Borderline
+{
+ DISABLED = 0, ///< Image visual doesn't use borderline
+ ENABLED ///< Image visual use borderline
+};
+
+/**
* ImageVisualShaderFactory is an object that provides and shares shaders between image visuals
*/
class ImageVisualShaderFactory
{
public:
+
/**
* @brief Constructor
*/
* @param[in] atlasing Whether texture atlasing is applied.
* @param[in] defaultTextureWrapping Whether the default texture wrap mode is applied.
* @param[in] roundedCorner Whether the rounded corder is applied.
+ * @param[in] borderline Whether the borderline of visual is applied.
*/
- Shader GetShader(VisualFactoryCache& factoryCache, bool atlasing, bool defaultTextureWrapping, bool roundedCorner);
+ Shader GetShader(VisualFactoryCache& factoryCache, TextureAtlas atlasing, DefaultTextureWrapMode defaultTextureWrapping, RoundedCorner roundedCorner, Borderline borderline);
/**
* Request the default vertex shader source.
// Create and cache the standard shader
shader = mImageVisualShaderFactory.GetShader(
mFactoryCache,
- mImpl->mFlags & Impl::IS_ATLASING_APPLIED,
- mWrapModeU <= WrapMode::CLAMP_TO_EDGE && mWrapModeV <= WrapMode::CLAMP_TO_EDGE,
- IsRoundedCornerRequired());
+ mImpl->mFlags & Impl::IS_ATLASING_APPLIED ? TextureAtlas::ENABLED : TextureAtlas::DISABLED,
+ mWrapModeU <= WrapMode::CLAMP_TO_EDGE && mWrapModeV <= WrapMode::CLAMP_TO_EDGE ? DefaultTextureWrapMode::APPLY : DefaultTextureWrapMode::DO_NOT_APPLY,
+ IsRoundedCornerRequired() ? RoundedCorner::ENABLED : RoundedCorner::DISABLED,
+ IsBorderlineRequired() ? Borderline::ENABLED : Borderline::DISABLED
+ );
}
else if(mImpl->mCustomShader)
{
{
// Get basic geometry and shader
Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY);
- Shader shader = mImageVisualShaderFactory.GetShader(mFactoryCache, false, true, false);
+ Shader shader = mImageVisualShaderFactory.GetShader(
+ mFactoryCache,
+ TextureAtlas::DISABLED,
+ DefaultTextureWrapMode::APPLY,
+ RoundedCorner::DISABLED,
+ Borderline::DISABLED
+ );
mImpl->mRenderer = Renderer::New(geometry, shader);
Shader shader;
if(!mImpl->mCustomShader)
{
- shader = mImageVisualShaderFactory.GetShader(mFactoryCache, mAttemptAtlasing, true, IsRoundedCornerRequired());
+ shader = mImageVisualShaderFactory.GetShader(
+ mFactoryCache,
+ mAttemptAtlasing ? TextureAtlas::ENABLED : TextureAtlas::DISABLED,
+ DefaultTextureWrapMode::APPLY,
+ IsRoundedCornerRequired() ? RoundedCorner::ENABLED : RoundedCorner::DISABLED,
+ IsBorderlineRequired() ? Borderline::ENABLED : Borderline::DISABLED
+ );
}
else
{
mTransform(),
mMixColor(Color::WHITE),
mControlSize(Vector2::ZERO),
+ mBorderlineWidth(0.0f),
+ mBorderlineColor(Color::BLACK),
+ mBorderlineOffset(0.0f),
mCornerRadius(Vector4::ZERO),
mCornerRadiusPolicy(1.0f),
mDepthIndex(0.0f),
mMixColorIndex(Property::INVALID_INDEX),
+ mBorderlineWidthIndex(Property::INVALID_INDEX),
+ mBorderlineColorIndex(Property::INVALID_INDEX),
+ mBorderlineOffsetIndex(Property::INVALID_INDEX),
mCornerRadiusIndex(Property::INVALID_INDEX),
mFittingMode(fittingMode),
mFlags(0),
mResourceStatus(Toolkit::Visual::ResourceStatus::PREPARING),
mType(type),
- mNeedCornerRadius(false)
+ mNeedCornerRadius(false),
+ mNeedBorderline(false)
{
}
Transform mTransform;
Vector4 mMixColor;
Size mControlSize;
+ float mBorderlineWidth;
+ Vector4 mBorderlineColor;
+ float mBorderlineOffset;
Vector4 mCornerRadius;
float mCornerRadiusPolicy;
int mDepthIndex;
Property::Index mMixColorIndex;
+ Property::Index mBorderlineWidthIndex;
+ Property::Index mBorderlineColorIndex;
+ Property::Index mBorderlineOffsetIndex;
Property::Index mCornerRadiusIndex;
FittingMode mFittingMode; //< How the contents should fit the view
int mFlags;
Toolkit::Visual::ResourceStatus mResourceStatus;
const Toolkit::Visual::Type mType;
bool mNeedCornerRadius;
+ bool mNeedBorderline;
};
} // namespace Visual
mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
}
+ if(IsBorderlineRequired())
+ {
+ mImpl->mBorderlineWidthIndex = mImpl->mRenderer.RegisterProperty(DevelVisual::Property::BORDERLINE_WIDTH, BORDERLINE_WIDTH, mImpl->mBorderlineWidth);
+ mImpl->mBorderlineColorIndex = mImpl->mRenderer.RegisterProperty(DevelVisual::Property::BORDERLINE_COLOR, BORDERLINE_COLOR, mImpl->mBorderlineColor);
+ mImpl->mBorderlineOffsetIndex = mImpl->mRenderer.RegisterProperty(DevelVisual::Property::BORDERLINE_OFFSET, BORDERLINE_OFFSET, mImpl->mBorderlineOffset);
+
+ mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
+ }
}
}
{
matchKey = Property::Key(Toolkit::DevelVisual::Property::VISUAL_FITTING_MODE);
}
+ else if(matchKey == BORDERLINE_WIDTH)
+ {
+ matchKey = Property::Key(Toolkit::DevelVisual::Property::BORDERLINE_WIDTH);
+ }
+ else if(matchKey == BORDERLINE_COLOR)
+ {
+ matchKey = Property::Key(Toolkit::DevelVisual::Property::BORDERLINE_COLOR);
+ }
+ else if(matchKey == BORDERLINE_OFFSET)
+ {
+ matchKey = Property::Key(Toolkit::DevelVisual::Property::BORDERLINE_OFFSET);
+ }
else if(matchKey == CORNER_RADIUS)
{
matchKey = Property::Key(Toolkit::DevelVisual::Property::CORNER_RADIUS);
value, VISUAL_FITTING_MODE_TABLE, VISUAL_FITTING_MODE_TABLE_COUNT, mImpl->mFittingMode);
break;
}
+ case Toolkit::DevelVisual::Property::BORDERLINE_WIDTH:
+ {
+ float width;
+ if(value.Get(width))
+ {
+ mImpl->mBorderlineWidth = width;
+ }
+ break;
+ }
+ case Toolkit::DevelVisual::Property::BORDERLINE_COLOR:
+ {
+ Vector4 color;
+ if(value.Get(color))
+ {
+ mImpl->mBorderlineColor = color;
+ }
+ break;
+ }
+ case Toolkit::DevelVisual::Property::BORDERLINE_OFFSET:
+ {
+ float offset;
+ if(value.Get(offset))
+ {
+ mImpl->mBorderlineOffset = offset;
+ }
+ break;
+ }
case Toolkit::DevelVisual::Property::CORNER_RADIUS:
{
if(value.GetType() == Property::VECTOR4)
{
mImpl->mCornerRadius = mImpl->mRenderer.GetProperty<Vector4>(mImpl->mCornerRadiusIndex);
}
+ if(mImpl->mBorderlineWidthIndex != Property::INVALID_INDEX)
+ {
+ mImpl->mBorderlineWidth = mImpl->mRenderer.GetProperty<float>(mImpl->mBorderlineWidthIndex);
+ }
+ if(mImpl->mBorderlineColorIndex != Property::INVALID_INDEX)
+ {
+ mImpl->mBorderlineColor = mImpl->mRenderer.GetProperty<Vector4>(mImpl->mBorderlineColorIndex);
+ }
+ if(mImpl->mBorderlineOffsetIndex != Property::INVALID_INDEX)
+ {
+ mImpl->mBorderlineOffset = mImpl->mRenderer.GetProperty<float>(mImpl->mBorderlineOffsetIndex);
+ }
}
DoCreatePropertyMap(map);
mImpl->mFittingMode, VISUAL_FITTING_MODE_TABLE, VISUAL_FITTING_MODE_TABLE_COUNT);
map.Insert(Toolkit::DevelVisual::Property::VISUAL_FITTING_MODE, fittingModeString);
+ map.Insert(Toolkit::DevelVisual::Property::BORDERLINE_WIDTH, mImpl->mBorderlineWidth);
+ map.Insert(Toolkit::DevelVisual::Property::BORDERLINE_COLOR, mImpl->mBorderlineColor);
+ map.Insert(Toolkit::DevelVisual::Property::BORDERLINE_OFFSET, mImpl->mBorderlineOffset);
+
map.Insert(Toolkit::DevelVisual::Property::CORNER_RADIUS, mImpl->mCornerRadius);
map.Insert(Toolkit::DevelVisual::Property::CORNER_RADIUS_POLICY, static_cast<int>(mImpl->mCornerRadiusPolicy));
}
return !(mImpl->mCornerRadius == Vector4::ZERO) || mImpl->mNeedCornerRadius;
}
+bool Visual::Base::IsBorderlineRequired() const
+{
+ if(mImpl->mRenderer && mImpl->mBorderlineWidthIndex != Property::INVALID_INDEX)
+ {
+ // Update values from Renderer
+ mImpl->mBorderlineWidth = mImpl->mRenderer.GetProperty<float>(mImpl->mBorderlineWidthIndex);
+ }
+ return !EqualsZero(mImpl->mBorderlineWidth) || mImpl->mNeedBorderline;
+}
+
void Visual::Base::OnDoAction(const Property::Index actionId, const Property::Value& attributes)
{
// May be overriden by derived class
Property::Index index = GetPropertyIndex(key);
if(index == Property::INVALID_INDEX)
{
- if((key.type == Property::Key::INDEX && key.indexKey == DevelVisual::Property::CORNER_RADIUS) || (key.type == Property::Key::STRING && key.stringKey == CORNER_RADIUS))
+ if((key.type == Property::Key::INDEX && key.indexKey == DevelVisual::Property::BORDERLINE_WIDTH) || (key.type == Property::Key::STRING && key.stringKey == BORDERLINE_WIDTH) ||
+ (key.type == Property::Key::INDEX && key.indexKey == DevelVisual::Property::BORDERLINE_COLOR) || (key.type == Property::Key::STRING && key.stringKey == BORDERLINE_COLOR) ||
+ (key.type == Property::Key::INDEX && key.indexKey == DevelVisual::Property::BORDERLINE_OFFSET) || (key.type == Property::Key::STRING && key.stringKey == BORDERLINE_OFFSET))
+ {
+ mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
+
+ // Register borderline properties
+ mImpl->mBorderlineWidthIndex = mImpl->mRenderer.RegisterProperty(DevelVisual::Property::BORDERLINE_WIDTH, BORDERLINE_WIDTH, mImpl->mBorderlineWidth);
+ mImpl->mBorderlineColorIndex = mImpl->mRenderer.RegisterProperty(DevelVisual::Property::BORDERLINE_COLOR, BORDERLINE_COLOR, mImpl->mBorderlineColor);
+ mImpl->mBorderlineOffsetIndex = mImpl->mRenderer.RegisterProperty(DevelVisual::Property::BORDERLINE_OFFSET, BORDERLINE_OFFSET, mImpl->mBorderlineOffset);
+ mImpl->mNeedBorderline = true;
+
+ index = mImpl->mRenderer.GetPropertyIndex(key);
+
+ // Change shader
+ UpdateShader();
+ }
+ else if((key.type == Property::Key::INDEX && key.indexKey == DevelVisual::Property::CORNER_RADIUS) || (key.type == Property::Key::STRING && key.stringKey == CORNER_RADIUS))
{
// Register CORNER_RADIUS property
mImpl->mCornerRadiusIndex = mImpl->mRenderer.RegisterProperty(DevelVisual::Property::CORNER_RADIUS, CORNER_RADIUS, mImpl->mCornerRadius);
*/
bool IsRoundedCornerRequired() const;
+ /**
+ * @brief Query whether the borderline of the visual requires to be rendered.
+ *
+ * @return Returns true if the outline is required, false otherwise.
+ */
+ bool IsBorderlineRequired() const;
+
private:
/**
* Register the mix color uniform on the Renderer and store the property index.
{
COLOR_SHADER,
COLOR_SHADER_ROUNDED_CORNER,
+ COLOR_SHADER_BORDERLINE,
+ COLOR_SHADER_ROUNDED_BORDERLINE,
COLOR_SHADER_BLUR_EDGE,
+ COLOR_SHADER_ROUNDED_CORNER_BLUR_EDGE,
BORDER_SHADER,
BORDER_SHADER_ANTI_ALIASING,
- GRADIENT_SHADER_LINEAR_USER_SPACE,
GRADIENT_SHADER_LINEAR_BOUNDING_BOX,
- GRADIENT_SHADER_RADIAL_USER_SPACE,
- GRADIENT_SHADER_RADIAL_BOUNDING_BOX,
- GRADIENT_SHADER_LINEAR_USER_SPACE_ROUNDED_CORNER,
GRADIENT_SHADER_LINEAR_BOUNDING_BOX_ROUNDED_CORNER,
- GRADIENT_SHADER_RADIAL_USER_SPACE_ROUNDED_CORNER,
+ GRADIENT_SHADER_LINEAR_BOUNDING_BOX_BORDERLINE,
+ GRADIENT_SHADER_LINEAR_BOUNDING_BOX_ROUNDED_BORDERLINE,
+ GRADIENT_SHADER_LINEAR_USER_SPACE,
+ GRADIENT_SHADER_LINEAR_USER_SPACE_ROUNDED_CORNER,
+ GRADIENT_SHADER_LINEAR_USER_SPACE_BORDERLINE,
+ GRADIENT_SHADER_LINEAR_USER_SPACE_ROUNDED_BORDERLINE,
+ GRADIENT_SHADER_RADIAL_BOUNDING_BOX,
GRADIENT_SHADER_RADIAL_BOUNDING_BOX_ROUNDED_CORNER,
+ GRADIENT_SHADER_RADIAL_BOUNDING_BOX_BORDERLINE,
+ GRADIENT_SHADER_RADIAL_BOUNDING_BOX_ROUNDED_BORDERLINE,
+ GRADIENT_SHADER_RADIAL_USER_SPACE,
+ GRADIENT_SHADER_RADIAL_USER_SPACE_ROUNDED_CORNER,
+ GRADIENT_SHADER_RADIAL_USER_SPACE_BORDERLINE,
+ GRADIENT_SHADER_RADIAL_USER_SPACE_ROUNDED_BORDERLINE,
IMAGE_SHADER,
IMAGE_SHADER_ATLAS_DEFAULT_WRAP,
IMAGE_SHADER_ATLAS_CUSTOM_WRAP,
IMAGE_SHADER_ROUNDED_CORNER,
+ IMAGE_SHADER_BORDERLINE,
+ IMAGE_SHADER_ROUNDED_BORDERLINE,
NINE_PATCH_SHADER,
NINE_PATCH_MASK_SHADER,
TEXT_SHADER_MULTI_COLOR_TEXT,
// Fitting mode
const char* const VISUAL_FITTING_MODE("visualFittingMode");
+// Border line
+const char* const BORDERLINE_WIDTH("borderlineWidth");
+const char* const BORDERLINE_COLOR("borderlineColor");
+const char* const BORDERLINE_OFFSET("borderlineOffset");
+
// Corner radius
const char* const CORNER_RADIUS("cornerRadius");
const char* const CORNER_RADIUS_POLICY("cornerRadiusPolicy");
// Fitting mode
extern const char* const VISUAL_FITTING_MODE;
+// Border line
+extern const char* const BORDERLINE_WIDTH;
+extern const char* const BORDERLINE_COLOR;
+extern const char* const BORDERLINE_OFFSET;
+
// Corner radius
extern const char* const CORNER_RADIUS;
extern const char* const CORNER_RADIUS_POLICY;
#define DALI_TOOLKIT_CONTROL_IMPL_H
/*
- * Copyright (c) 2020 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.
// EXTERNAL INCLUDES
#include <dali/public-api/adaptor-framework/style-change.h>
+#include <dali/public-api/animation/alpha-function.h>
+#include <dali/public-api/animation/time-period.h>
#include <dali/public-api/events/long-press-gesture.h>
#include <dali/public-api/events/pan-gesture.h>
#include <dali/public-api/events/pinch-gesture.h>
DALI_INTERNAL void KeyboardEnter();
/// @endcond
+
// Signals
/**
return NULL;
}
+ // Transition
+
+ /**
+ * @brief Retrieve visual property animations.
+ * This Control is a destination.
+ *
+ * @param[in] animation generated animation
+ * @param[in] source source control of the animation.
+ * @param[in] alphaFunction AlphaFunction of the animation
+ * @param[in] timePeriod TimePeriod of the animation
+ */
+ virtual void OnCreateTransitions(Dali::Animation& animation, Dali::Toolkit::Control source, AlphaFunction alphaFunction, TimePeriod timePeriod)
+ {
+ }
+
private:
/// @cond internal
JUSTIFY_CENTER, ///< Items are positioned at the center of the container @SINCE_1_1.35
JUSTIFY_FLEX_END, ///< Items are positioned at the end of the container @SINCE_1_1.35
JUSTIFY_SPACE_BETWEEN, ///< Items are positioned with equal space between the lines @SINCE_1_1.35
- JUSTIFY_SPACE_AROUND ///< Items are positioned with equal space before, between, and after the lines @SINCE_1_1.35
+ JUSTIFY_SPACE_AROUND, ///< Items are positioned with equal space before, and after the lines @SINCE_1_1.35
+ JUSTIFY_SPACE_EVENLY ///< Items are positioned with equal space before, between, and after the lines @SINCE_2_0.29
};
/**
{
const unsigned int TOOLKIT_MAJOR_VERSION = 2;
const unsigned int TOOLKIT_MINOR_VERSION = 0;
-const unsigned int TOOLKIT_MICRO_VERSION = 28;
+const unsigned int TOOLKIT_MICRO_VERSION = 30;
const char* const TOOLKIT_BUILD_DATE = __DATE__ " " __TIME__;
#ifdef DEBUG_ENABLED
${public_api_src_dir}/image-loader/async-image-loader.cpp
${public_api_src_dir}/image-loader/sync-image-loader.cpp
${public_api_src_dir}/styling/style-manager.cpp
+ ${public_api_src_dir}/transition/transition-base.cpp
+ ${public_api_src_dir}/transition/transition-set.cpp
+ ${public_api_src_dir}/transition/transition.cpp
${public_api_src_dir}/focus-manager/keyboard-focus-manager.cpp
${public_api_src_dir}/dali-toolkit-version.cpp
${public_api_src_dir}/enums.cpp
${public_api_src_dir}/visuals/text-visual-properties.h
)
+SET( public_api_transition_header_files
+ ${public_api_src_dir}/transition/transition-base.h
+ ${public_api_src_dir}/transition/transition-set.h
+ ${public_api_src_dir}/transition/transition.h
+)
+
SET( SOURCES ${SOURCES}
${public_api_src_files}
)
${public_api_slider_header_files}
${public_api_styling_header_files}
${public_api_text_controls_header_files}
+ ${public_api_transition_header_files}
${public_api_focus_manager_header_files}
${public_api_text_header_files}
${public_api_video_view_header_files}
--- /dev/null
+/*
+ * 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.
+ * 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 <dali-toolkit/public-api/transition/transition-base.h>
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/internal/transition/transition-base-impl.h>
+
+namespace Dali
+{
+namespace Toolkit
+{
+TransitionBase::TransitionBase() = default;
+
+TransitionBase::TransitionBase(Internal::TransitionBase* transitionBase)
+: BaseHandle(transitionBase)
+{
+}
+
+TransitionBase TransitionBase::New()
+{
+ Internal::TransitionBasePtr internal = Dali::Toolkit::Internal::TransitionBase::New();
+
+ return TransitionBase(internal.Get());
+}
+
+TransitionBase TransitionBase::DownCast(BaseHandle handle)
+{
+ return TransitionBase(dynamic_cast<Dali::Toolkit::Internal::TransitionBase*>(handle.GetObjectPtr()));
+}
+
+TransitionBase::~TransitionBase() = default;
+
+TransitionBase::TransitionBase(const TransitionBase& handle) = default;
+
+TransitionBase& TransitionBase::operator=(const TransitionBase& rhs) = default;
+
+TransitionBase::TransitionBase(TransitionBase&& rhs) = default;
+
+TransitionBase& TransitionBase::operator=(TransitionBase&& rhs) = default;
+
+void TransitionBase::SetTimePeriod(TimePeriod timePeriod)
+{
+ GetImplementation(*this).SetTimePeriod(timePeriod);
+}
+
+TimePeriod TransitionBase::GetTimePeriod() const
+{
+ return GetImplementation(*this).GetTimePeriod();
+}
+
+void TransitionBase::SetAlphaFunction(AlphaFunction alphaFunction)
+{
+ GetImplementation(*this).SetAlphaFunction(alphaFunction);
+}
+
+AlphaFunction TransitionBase::GetAlphaFunction() const
+{
+ return GetImplementation(*this).GetAlphaFunction();
+}
+
+void TransitionBase::TransitionWithChild(bool transitionWithChild)
+{
+ return GetImplementation(*this).TransitionWithChild(transitionWithChild);
+}
+
+} // namespace Toolkit
+
+} // namespace Dali
--- /dev/null
+#ifndef DALI_TOOLKIT_TRANSITION_BASE_H
+#define DALI_TOOLKIT_TRANSITION_BASE_H
+
+/*
+ * 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.
+ * 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.
+ *
+ */
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/dali-toolkit-common.h>
+
+// EXTERNAL INCLUDES
+#include <dali/public-api/animation/alpha-function.h>
+#include <dali/public-api/animation/time-period.h>
+#include <dali/public-api/object/base-handle.h>
+
+namespace Dali
+{
+namespace Toolkit
+{
+namespace Internal DALI_INTERNAL
+{
+class TransitionBase;
+}
+
+/**
+ * @brief
+ *
+ * Transition provides continuous and seamless motions for the visually plausible scene change.
+ * And, TransitionBase is a base class for every Transition cases.
+ */
+class DALI_TOOLKIT_API TransitionBase : public BaseHandle
+{
+public:
+ /**
+ * @brief Creates an uninitialized TransitionBase; this can be initialized with TransitionBase::New().
+ *
+ * Calling member functions with an uninitialized TransitionBase handle is not allowed.
+ */
+ TransitionBase();
+
+ /**
+ * @brief Creates an initialized TransitionBase.
+ */
+ static TransitionBase New();
+
+ /**
+ * @brief Downcasts a handle to TransitionBase handle.
+ *
+ * If handle points to an TransitionBase object, the downcast produces valid handle.
+ * If not, the returned handle is left uninitialized.
+ *
+ * @param[in] handle Handle to an object
+ * @return Handle to an TransitionBase object or an uninitialized handle
+ */
+ static TransitionBase DownCast(BaseHandle handle);
+
+ /**
+ * @brief Destructor.
+ *
+ * This is non-virtual since derived Handle types must not contain data or virtual methods.
+ */
+ ~TransitionBase();
+
+ /**
+ * @brief This copy constructor is required for (smart) pointer semantics.
+ *
+ * @param[in] handle A reference to the copied handle
+ */
+ TransitionBase(const TransitionBase& handle);
+
+ /**
+ * @brief This assignment operator is required for (smart) pointer semantics.
+ *
+ * @param[in] rhs A reference to the copied handle
+ * @return A reference to this
+ */
+ TransitionBase& operator=(const TransitionBase& rhs);
+
+ /**
+ * @brief Move constructor.
+ *
+ * @param[in] rhs A reference to the moved handle
+ */
+ TransitionBase(TransitionBase&& rhs);
+
+ /**
+ * @brief Move assignment operator.
+ *
+ * @param[in] rhs A reference to the moved handle
+ * @return A reference to this handle
+ */
+ TransitionBase& operator=(TransitionBase&& rhs);
+
+ /**
+ * Set time period that contains delay and duration
+ * @param[in] timePeriod The time period for an animator.
+ */
+ void SetTimePeriod(TimePeriod timePeriod);
+
+ /**
+ * Get time period that contains delay and duration
+ */
+ TimePeriod GetTimePeriod() const;
+
+ /**
+ * @brief Sets the alpha function for an transition.
+ *
+ * This is applied to individual property transitions, if no further alpha functions are supplied.
+ * @param[in] alpha The alpha function
+ */
+ void SetAlphaFunction(AlphaFunction alpha);
+
+ /**
+ * @brief Retrieves the alpha function for an transition.
+ *
+ * @return The alpha function
+ */
+ AlphaFunction GetAlphaFunction() const;
+
+ /**
+ * @brief A View could be transition with its child Views or without them.
+ */
+ void TransitionWithChild(bool transitionWithChild);
+
+public: // Not intended for use by Application developers
+ /// @cond internal
+ /**
+ * @brief This constructor is used by TransitionBase::New() methods.
+ * @param[in] transitionBase A pointer to a newly allocated Dali resource
+ */
+ explicit DALI_INTERNAL TransitionBase(Internal::TransitionBase* transitionBase);
+ /// @endcond
+};
+
+} // namespace Toolkit
+
+} // namespace Dali
+
+#endif // DALI_TOOLKIT_TRANSITION_BASE_H
--- /dev/null
+/*
+ * 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.
+ * 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 <dali-toolkit/public-api/transition/transition-set.h>
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/internal/transition/transition-set-impl.h>
+
+namespace Dali
+{
+namespace Toolkit
+{
+TransitionSet::TransitionSet() = default;
+
+TransitionSet::TransitionSet(Internal::TransitionSet* transition)
+: BaseHandle(transition)
+{
+}
+
+TransitionSet TransitionSet::New()
+{
+ Internal::TransitionSetPtr internal = Dali::Toolkit::Internal::TransitionSet::New();
+
+ return TransitionSet(internal.Get());
+}
+
+TransitionSet TransitionSet::DownCast(BaseHandle handle)
+{
+ return TransitionSet(dynamic_cast<Dali::Toolkit::Internal::TransitionSet*>(handle.GetObjectPtr()));
+}
+
+TransitionSet::~TransitionSet() = default;
+
+TransitionSet::TransitionSet(const TransitionSet& handle) = default;
+
+TransitionSet& TransitionSet::operator=(const TransitionSet& rhs) = default;
+
+TransitionSet::TransitionSet(TransitionSet&& rhs) = default;
+
+TransitionSet& TransitionSet::operator=(TransitionSet&& rhs) = default;
+
+void TransitionSet::AddTransition(TransitionBase transition)
+{
+ if(transition)
+ {
+ Internal::TransitionBasePtr transitionBasePtr(&GetImplementation(transition));
+ GetImplementation(*this).AddTransition(transitionBasePtr);
+ }
+}
+
+TransitionBase TransitionSet::GetTransitionAt(uint32_t index) const
+{
+ Internal::TransitionBase* transitionBasePtr = GetImplementation(*this).GetTransitionAt(static_cast<uint32_t>(index));
+ return Dali::Toolkit::TransitionBase(transitionBasePtr);
+}
+
+uint32_t TransitionSet::GetTransitionCount() const
+{
+ return GetImplementation(*this).GetTransitionCount();
+}
+
+void TransitionSet::Play()
+{
+ GetImplementation(*this).Play();
+}
+
+TransitionSet::TransitionSetSignalType& TransitionSet::FinishedSignal()
+{
+ return GetImplementation(*this).FinishedSignal();
+}
+
+} // namespace Toolkit
+
+} // namespace Dali
--- /dev/null
+#ifndef DALI_TOOLKIT_TRANSITION_SET_H
+#define DALI_TOOLKIT_TRANSITION_SET_H
+
+/*
+ * 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.
+ * 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.
+ *
+ */
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/transition/transition-base.h>
+
+// EXTERNAL INCLUDES
+#include <dali/public-api/object/handle.h>
+#include <dali/public-api/signals/dali-signal.h>
+#include <cstdint> // uint32_t, uint8_t
+
+namespace Dali
+{
+namespace Toolkit
+{
+namespace Internal DALI_INTERNAL
+{
+class TransitionSet;
+}
+
+/**
+ * @brief
+ *
+ * TransitionSet is used to control lifetime of multiple Transitions.
+ * Transition could be played with multiple other transitions for a scene change.
+ * For the case, it is more useful to manage a group of transitions with same lifetime and a finished signal.
+ * TransitionSet provides a single Play call and Finished callback for the multiple traisitions those added on it.
+ */
+class DALI_TOOLKIT_API TransitionSet : public BaseHandle
+{
+public:
+ using TransitionSetSignalType = Signal<void(TransitionSet&)>; ///< TransitionSet finished signal type
+
+ /**
+ * @brief Creates an uninitialized TransitionSet; this can be initialized with TransitionSet::New().
+ *
+ * Calling member functions with an uninitialized TransitionSet handle is not allowed.
+ */
+ TransitionSet();
+
+ /**
+ * @brief Creates an initialized TransitionSet.
+ *
+ * @return A handle to a newly allocated Dali resource
+ * @note durationSeconds can not be negative.
+ */
+ static TransitionSet New();
+
+ /**
+ * @brief Downcasts a handle to TransitionSet handle.
+ *
+ * If handle points to an TransitionSet object, the downcast produces valid handle.
+ * If not, the returned handle is left uninitialized.
+ *
+ * @param[in] handle Handle to an object
+ * @return Handle to an TransitionSet object or an uninitialized handle
+ */
+ static TransitionSet DownCast(BaseHandle handle);
+
+ /**
+ * @brief Destructor.
+ *
+ * This is non-virtual since derived Handle types must not contain data or virtual methods.
+ */
+ ~TransitionSet();
+
+ /**
+ * @brief This copy constructor is required for (smart) pointer semantics.
+ *
+ * @param[in] handle A reference to the copied handle
+ */
+ TransitionSet(const TransitionSet& handle);
+
+ /**
+ * @brief This assignment operator is required for (smart) pointer semantics.
+ *
+ * @param[in] rhs A reference to the copied handle
+ * @return A reference to this
+ */
+ TransitionSet& operator=(const TransitionSet& rhs);
+
+ /**
+ * @brief Move constructor.
+ *
+ * @param[in] rhs A reference to the moved handle
+ */
+ TransitionSet(TransitionSet&& rhs);
+
+ /**
+ * @brief Move assignment operator.
+ *
+ * @param[in] rhs A reference to the moved handle
+ * @return A reference to this handle
+ */
+ TransitionSet& operator=(TransitionSet&& rhs);
+
+ /**
+ * @brief Add a TransitionBase on this TransitionSet.
+ *
+ * @param[in] transition TransitionBase to be added.
+ */
+ void AddTransition(TransitionBase transition);
+
+ /**
+ * @brief Retrieves a TransitionBase at the index.
+ *
+ * @return The TransitionBase of index
+ */
+ TransitionBase GetTransitionAt(uint32_t index) const;
+
+ /**
+ * @brief Retrieves the number of Transitions added in TransitionSet
+ *
+ * @return The number of Transitions
+ */
+ uint32_t GetTransitionCount() const;
+
+ /**
+ * @brief Play the transition.
+ * This method not make property animation instantly.
+ * Transition requires some world transform properties.
+ * The Transitions currently added on this TransitionSet are queued TransitionQueue
+ * and they are played at the end of this tick of event Thread
+ */
+ void Play();
+
+ /**
+ * @brief Connects to this signal to be notified when all TransitionSet's transitions have finished.
+ *
+ * @return A signal object to connect with
+ */
+ TransitionSetSignalType& FinishedSignal();
+
+public: // Not intended for use by Application developers
+ /// @cond internal
+ /**
+ * @brief This constructor is used by TransitionSet::New() methods.
+ * @param[in] transition A pointer to a newly allocated Dali resource
+ */
+ explicit DALI_INTERNAL TransitionSet(Internal::TransitionSet* transition);
+ /// @endcond
+};
+
+} // namespace Toolkit
+
+} // namespace Dali
+
+#endif // DALI_TOOLKIT_TRANSITION_SET_H
--- /dev/null
+/*
+ * 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.
+ * 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 <dali-toolkit/public-api/transition/transition.h>
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/internal/transition/transition-impl.h>
+
+namespace Dali
+{
+namespace Toolkit
+{
+Transition::Transition() = default;
+
+Transition::Transition(Internal::Transition* transition)
+: TransitionBase(transition)
+{
+}
+
+Transition Transition::New(Dali::Toolkit::Control source, Dali::Toolkit::Control destination, TimePeriod timePeriod)
+{
+ Internal::TransitionPtr internal = Dali::Toolkit::Internal::Transition::New(source, destination, timePeriod);
+
+ return Transition(internal.Get());
+}
+
+Transition Transition::DownCast(BaseHandle handle)
+{
+ return Transition(dynamic_cast<Dali::Toolkit::Internal::Transition*>(handle.GetObjectPtr()));
+}
+
+Transition::~Transition() = default;
+
+Transition::Transition(const Transition& handle) = default;
+
+Transition& Transition::operator=(const Transition& rhs) = default;
+
+Transition::Transition(Transition&& rhs) = default;
+
+Transition& Transition::operator=(Transition&& rhs) = default;
+
+} // namespace Toolkit
+
+} // namespace Dali
--- /dev/null
+#ifndef DALI_TOOLKIT_TRANSITION_H
+#define DALI_TOOLKIT_TRANSITION_H
+
+/*
+ * 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.
+ * 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.
+ *
+ */
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/controls/control.h>
+#include <dali-toolkit/public-api/transition/transition-base.h>
+
+namespace Dali
+{
+namespace Toolkit
+{
+namespace Internal DALI_INTERNAL
+{
+class Transition;
+}
+
+/**
+ * @brief
+ *
+ * Transition provides continuous and seamless motions between two Controls.
+ * This Transition generates property animation for transforms(position, scale, orientation), size, color, and opacity.
+ * And, if there are common renderer properties of source and destination Control, they also animated.
+ */
+class DALI_TOOLKIT_API Transition : public TransitionBase
+{
+public:
+ /**
+ * @brief Creates an uninitialized Transition; this can be initialized with Transition::New().
+ *
+ * Calling member functions with an uninitialized Transition handle is not allowed.
+ */
+ Transition();
+
+ /**
+ * @brief Creates an initialized Transition.
+ *
+ * @param[in] source Source
+ * @param[in] destination Destination
+ * @param[in] timePeriod The duration in seconds
+ * @return A handle to a newly allocated Dali resource
+ * @note durationSeconds can not be negative.
+ */
+ static Transition New(Dali::Toolkit::Control source, Dali::Toolkit::Control destination, TimePeriod timePeriod);
+
+ /**
+ * @brief Downcasts a handle to Transition handle.
+ *
+ * If handle points to an Transition object, the downcast produces valid handle.
+ * If not, the returned handle is left uninitialized.
+ *
+ * @param[in] handle Handle to an object
+ * @return Handle to an Transition object or an uninitialized handle
+ */
+ static Transition DownCast(BaseHandle handle);
+
+ /**
+ * @brief Destructor.
+ *
+ * This is non-virtual since derived Handle types must not contain data or virtual methods.
+ */
+ ~Transition();
+
+ /**
+ * @brief This copy constructor is required for (smart) pointer semantics.
+ *
+ * @param[in] handle A reference to the copied handle
+ */
+ Transition(const Transition& handle);
+
+ /**
+ * @brief This assignment operator is required for (smart) pointer semantics.
+ *
+ * @param[in] rhs A reference to the copied handle
+ * @return A reference to this
+ */
+ Transition& operator=(const Transition& rhs);
+
+ /**
+ * @brief Move constructor.
+ *
+ * @param[in] rhs A reference to the moved handle
+ */
+ Transition(Transition&& rhs);
+
+ /**
+ * @brief Move assignment operator.
+ *
+ * @param[in] rhs A reference to the moved handle
+ * @return A reference to this handle
+ */
+ Transition& operator=(Transition&& rhs);
+
+public: // Not intended for use by Application developers
+ /// @cond internal
+ /**
+ * @brief This constructor is used by Transition::New() methods.
+ * @param[in] transition A pointer to a newly allocated Dali resource
+ */
+ explicit DALI_INTERNAL Transition(Internal::Transition* transition);
+ /// @endcond
+};
+
+} // namespace Toolkit
+
+} // namespace Dali
+
+#endif // DALI_TOOLKIT_TRANSITION_H
| JUSTIFY_CENTER | Items are positioned at the center of the container |
| JUSTIFY_FLEX_END | Items are positioned at the end of the container |
| JUSTIFY_SPACE_BETWEEN | Items are positioned with equal space between the lines |
-| JUSTIFY_SPACE_AROUND | Items are positioned with equal space before, between, and after the lines |
+| JUSTIFY_SPACE_AROUND | Items are positioned with equal space before, and after the lines |
+| JUSTIFY_SPACE_EVENLY | Items are positioned with equal space before, between, and after the lines |
### Usage
Name: dali2-toolkit
Summary: Dali 3D engine Toolkit
-Version: 2.0.28
+Version: 2.0.30
Release: 1
Group: System/Libraries
License: Apache-2.0 and BSD-3-Clause and MIT