magnifier-example.cpp
14 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
/*
* Copyright (c) 2020 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
// INTERNAL INCLUDES
#include "shared/view.h"
#include <dali-toolkit/dali-toolkit.h>
#include <dali-toolkit/devel-api/controls/magnifier/magnifier.h>
using namespace Dali;
namespace
{
const char* BACKGROUND_IMAGE(DEMO_IMAGE_DIR "background-magnifier.jpg");
const char* TOOLBAR_IMAGE(DEMO_IMAGE_DIR "top-bar.png");
const char* APPLICATION_TITLE("Magnifier Example");
const Vector3 MAGNIFIER_SIZE(0.25f, 0.25f, 0.0f); ///< Magnifier sides should be 25% of the width of the window
const float ANIMATION_DURATION(60.0f); ///< Run animation for a minute before repeating.
const float MAGNIFIER_DISPLAY_DURATION(0.125f); ///< Duration in seconds for show/hide manual magnifier animation
const float MAGNIFICATION_FACTOR(2.0f); ///< Amount to magnify by.
const float MAGNIFIER_INDENT(10.0f); ///< Indentation around edge of window to define where magnifiers may move.
const float FINGER_RADIUS_INCHES(0.25f); ///< Average finger radius in inches from the center of index finger to edge.
/**
* MagnifierPathConstraint
* This constraint governs the position of the
* animating magnifier in a swirly pattern around
* the window.
*/
struct MagnifierPathConstraint
{
/**
* Constraint constructor
* @param[in] windowSize The window size so that the constraint can create a path
* within window bounds.
*/
MagnifierPathConstraint(const Vector3& windowSize,
Vector3 offset = Vector3::ZERO)
: mWindowSize(windowSize),
mOffset(offset)
{
}
void operator()(Vector3& current, const PropertyInputContainer& inputs)
{
float time = inputs[1]->GetFloat();
const Vector3& size = inputs[0]->GetVector3();
current = mOffset;
Vector3 range(mWindowSize - size - Vector3::ONE * MAGNIFIER_INDENT * 2.0f);
current.x += 0.5f * sinf(time * 0.471f) * range.width;
current.y += 0.5f * sinf(time * 0.8739f) * range.height;
}
Vector3 mWindowSize; ///< Keep track of the window size for determining path within window bounds
Vector3 mOffset; ///< Amount to offset magnifier path
};
/**
* Confine Actor to boundaries of reference actor (e.g. Parent)
* Actor bounds (top-left position + size) are confined to reference Actor's
* bounds.
*/
struct ConfinementConstraint
{
/**
* Confinement constraint constructor.
* @param[in] offsetOrigin (optional) Whether to offset the parent origin or not.
* @param[in] topLeftMargin (optional) Top-Left margins (defaults to 0.0f, 0.0f)
* @param[in] bottomRightMargin (optional) Bottom-Right margins (defaults to 0.0f, 0.0f)
* @param[in] flipHorizontal (optional) whether to flip Actor to the other side X if near edge, and by
* how much (defaults to 0.0f i.e. no flip)
* @param[in] flipVertical (optional) whether to flip Actor to the other side Y if near edge, and by
* how much (defaults to 0.0f i.e. no flip)
*/
ConfinementConstraint(Vector3 offsetOrigin = Vector3::ZERO, Vector2 topLeftMargin = Vector2::ZERO, Vector2 bottomRightMargin = Vector2::ZERO, bool flipHorizontal = false, bool flipVertical = false)
: mOffsetOrigin(offsetOrigin),
mMinIndent(topLeftMargin),
mMaxIndent(bottomRightMargin),
mFlipHorizontal(flipHorizontal),
mFlipVertical(flipVertical)
{
}
void operator()(Vector3& current, const PropertyInputContainer& inputs)
{
const Vector3& size = inputs[0]->GetVector3();
const Vector3 origin = inputs[1]->GetVector3();
const Vector3& anchor = inputs[2]->GetVector3();
const Vector3& referenceSize = inputs[3]->GetVector3();
Vector3 offset(mOffsetOrigin * referenceSize);
// Get actual position of Actor relative to parent's Top-Left.
Vector3 position(current + offset + origin * referenceSize);
current += offset;
// if top-left corner is outside of Top-Left bounds, then push back in screen.
Vector3 corner(position - size * anchor - mMinIndent);
if(mFlipHorizontal && corner.x < 0.0f)
{
corner.x = 0.0f;
current.x += size.width;
}
if(mFlipVertical && corner.y < 0.0f)
{
corner.y = 0.0f;
current.y += size.height;
}
current.x -= std::min(corner.x, 0.0f);
current.y -= std::min(corner.y, 0.0f);
// if bottom-right corner is outside of Bottom-Right bounds, then push back in screen.
corner += size - referenceSize + mMinIndent + mMaxIndent;
if(mFlipHorizontal && corner.x > 0.0f)
{
corner.x = 0.0f;
current.x -= size.width;
}
if(mFlipVertical && corner.y > 0.0f)
{
corner.y = 0.0f;
current.y -= size.height;
}
current.x -= std::max(corner.x, 0.0f);
current.y -= std::max(corner.y, 0.0f);
}
Vector3 mOffsetOrigin; ///< Manual Parent Offset Origin.
Vector3 mMinIndent; ///< Top-Left Margin
Vector3 mMaxIndent; ///< Bottom-Right Margin.
bool mFlipHorizontal; ///< Whether to flip actor's position if exceeds horizontal screen bounds
bool mFlipVertical; ///< Whether to flip actor's position if exceeds vertical screen bounds
};
} // namespace
// This example shows how to use the Magnifier component.
//
class ExampleController : public ConnectionTracker
{
public:
/**
* The example controller constructor.
* @param[in] application The application instance
*/
ExampleController(Application& application)
: mApplication(application),
mView(),
mAnimationTime(0.0f),
mAnimationTimeProperty(Property::INVALID_INDEX),
mMagnifierShown(false)
{
// Connect to the Application's Init signal
mApplication.InitSignal().Connect(this, &ExampleController::Create);
}
/**
* The example controller destructor
*/
~ExampleController()
{
// Nothing to do here;
}
/**
* Invoked upon creation of application
* @param[in] application The application instance
*/
void Create(Application& application)
{
Window window = application.GetWindow();
window.KeyEventSignal().Connect(this, &ExampleController::OnKeyEvent);
mWindowSize = window.GetSize();
// The Init signal is received once (only) during the Application lifetime
// Creates a default view with a default tool bar.
// The view is added to the window.
Toolkit::ToolBar toolBar;
mContent = DemoHelper::CreateView(application,
mView,
toolBar,
BACKGROUND_IMAGE,
TOOLBAR_IMAGE,
APPLICATION_TITLE);
mContent.SetProperty(Actor::Property::LEAVE_REQUIRED, true);
mContent.TouchedSignal().Connect(this, &ExampleController::OnTouched);
// Create magnifier (controlled by human touch)
Layer overlay = Layer::New();
overlay.SetProperty(Actor::Property::SENSITIVE, false);
overlay.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
overlay.SetProperty(Actor::Property::SIZE, mWindowSize);
window.Add(overlay);
mMagnifier = Toolkit::Magnifier::New();
mMagnifier.SetSourceActor(mView);
mMagnifier.SetProperty(Actor::Property::SIZE, MAGNIFIER_SIZE * mWindowSize.width); // Size of magnifier is in relation to window width
mMagnifier.SetProperty(Toolkit::Magnifier::Property::MAGNIFICATION_FACTOR, MAGNIFICATION_FACTOR);
mMagnifier.SetProperty(Actor::Property::SCALE, Vector3::ZERO);
overlay.Add(mMagnifier);
// Apply constraint to animate the position of the magnifier.
Constraint constraint = Constraint::New<Vector3>(mMagnifier, Actor::Property::POSITION, ConfinementConstraint(Vector3(0.5f, 0.5f, 0.0f), Vector2::ONE * MAGNIFIER_INDENT, Vector2::ONE * MAGNIFIER_INDENT));
constraint.AddSource(LocalSource(Actor::Property::SIZE));
constraint.AddSource(LocalSource(Actor::Property::PARENT_ORIGIN));
constraint.AddSource(LocalSource(Actor::Property::ANCHOR_POINT));
constraint.AddSource(ParentSource(Actor::Property::SIZE));
constraint.SetRemoveAction(Constraint::DISCARD);
constraint.Apply();
// Create bouncing magnifier automatically bounces around screen.
mBouncingMagnifier = Toolkit::Magnifier::New();
mBouncingMagnifier.SetSourceActor(mView);
mBouncingMagnifier.SetProperty(Actor::Property::SIZE, MAGNIFIER_SIZE * mWindowSize.width); // Size of magnifier is in relation to window width
mBouncingMagnifier.SetProperty(Toolkit::Magnifier::Property::MAGNIFICATION_FACTOR, MAGNIFICATION_FACTOR);
overlay.Add(mBouncingMagnifier);
mAnimationTimeProperty = mBouncingMagnifier.RegisterProperty("animationTime", 0.0f);
ContinueAnimation();
// Apply constraint to animate the position of the magnifier.
constraint = Constraint::New<Vector3>(mBouncingMagnifier, Actor::Property::POSITION, MagnifierPathConstraint(mWindowSize, mWindowSize * 0.5f));
constraint.AddSource(LocalSource(Actor::Property::SIZE));
constraint.AddSource(LocalSource(mAnimationTimeProperty));
constraint.Apply();
// Apply constraint to animate the source of the magnifier.
constraint = Constraint::New<Vector3>(mBouncingMagnifier, Toolkit::Magnifier::Property::SOURCE_POSITION, MagnifierPathConstraint(mWindowSize));
constraint.AddSource(LocalSource(Actor::Property::SIZE));
constraint.AddSource(LocalSource(mAnimationTimeProperty));
constraint.Apply();
}
/**
* Invoked whenever the animation finishes (every 60 seconds)
* @param[in] animation The animation
*/
void OnAnimationFinished(Animation& animation)
{
animation.FinishedSignal().Disconnect(this, &ExampleController::OnAnimationFinished);
animation.Clear();
ContinueAnimation();
}
/**
* Resumes animation for another ANIMATION_DURATION seconds.
*/
void ContinueAnimation()
{
Animation animation = Animation::New(ANIMATION_DURATION);
mAnimationTime += ANIMATION_DURATION;
animation.AnimateTo(Property(mBouncingMagnifier, mAnimationTimeProperty), mAnimationTime);
animation.Play();
animation.FinishedSignal().Connect(this, &ExampleController::OnAnimationFinished);
}
/**
* Invoked whenever the quit button is clicked
* @param[in] button the quit button
*/
bool OnQuitButtonClicked(Toolkit::Button button)
{
// quit the application
mApplication.Quit();
return true;
}
/**
* Invoked whenever the content (screen) is touched
* @param[in] actor The actor that received the touch
* @param[in] event The touch-event information
*/
bool OnTouched(Actor actor, const TouchEvent& event)
{
if(event.GetPointCount() > 0)
{
switch(event.GetState(0))
{
case PointState::DOWN:
case PointState::MOTION:
{
ShowMagnifier();
break;
}
case PointState::UP:
case PointState::LEAVE:
case PointState::INTERRUPTED:
{
HideMagnifier();
break;
}
case PointState::STATIONARY:
{
break;
}
} // end switch
Vector3 touchPoint(event.GetScreenPosition(0));
SetMagnifierPosition(touchPoint - mWindowSize * 0.5f);
}
return false;
}
/**
* Shows the magnifier
*/
void ShowMagnifier()
{
if(!mMagnifierShown)
{
Animation animation = Animation::New(MAGNIFIER_DISPLAY_DURATION);
animation.AnimateTo(Property(mMagnifier, Actor::Property::SCALE), Vector3::ONE, AlphaFunction::EASE_IN);
animation.Play();
mMagnifierShown = true;
}
}
/**
* Hides the magnifier
*/
void HideMagnifier()
{
if(mMagnifierShown)
{
Animation animation = Animation::New(MAGNIFIER_DISPLAY_DURATION);
animation.AnimateTo(Property(mMagnifier, Actor::Property::SCALE), Vector3::ZERO, AlphaFunction::EASE_OUT);
animation.Play();
mMagnifierShown = false;
}
}
/**
* Manually sets the magnifier position
* @param[in] position The magnifier's position relative to center of window
*/
void SetMagnifierPosition(const Vector3 position)
{
mMagnifier.SetProperty(Toolkit::Magnifier::Property::SOURCE_POSITION, position);
// position magnifier glass such that bottom edge is touching/near top of finger.
Vector3 glassPosition(position);
glassPosition.y -= mWindowSize.width * MAGNIFIER_SIZE.height * 0.5f + mApplication.GetWindow().GetDpi().GetHeight() * FINGER_RADIUS_INCHES;
mMagnifier.SetProperty(Actor::Property::POSITION, glassPosition);
}
void OnKeyEvent(const KeyEvent& event)
{
if(event.GetState() == KeyEvent::DOWN)
{
if(IsKey(event, Dali::DALI_KEY_ESCAPE) || IsKey(event, Dali::DALI_KEY_BACK))
{
mApplication.Quit();
}
}
}
private:
Application& mApplication; ///< Application instance
Toolkit::Control mView; ///< The view
Layer mContent; ///< The content layer
Toolkit::Magnifier mMagnifier; ///< The manually controlled magnifier
Toolkit::Magnifier mBouncingMagnifier; ///< The animating magnifier (swirly animation)
Vector3 mWindowSize; ///< The size of the window
float mAnimationTime; ///< Keep track of start animation time.
Property::Index mAnimationTimeProperty; ///< Animation time property (responsible for swirly animation)
bool mMagnifierShown; ///< Flag indicating whether the magnifier is being shown or not.
};
int DALI_EXPORT_API main(int argc, char** argv)
{
Application application = Application::New(&argc, &argv, DEMO_THEME_PATH);
ExampleController test(application);
application.MainLoop();
return 0;
}