#ifndef __DALI_DEMO_H__ #define __DALI_DEMO_H__ /* * Copyright (c) 2014 Samsung Electronics Co., Ltd. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * */ #include #include #include #include class Example; typedef std::vector ExampleList; typedef std::map ExampleMap; typedef ExampleList::iterator ExampleListIter; typedef ExampleList::const_iterator ExampleListConstIter; typedef ExampleMap::iterator ExampleMapIter; typedef ExampleMap::const_iterator ExampleMapConstIter; typedef std::vector TableViewList; typedef TableViewList::iterator TableViewListIter; typedef TableViewList::const_iterator TableViewListConstIter; typedef std::vector ImageActorList; typedef ImageActorList::iterator ImageActorListIter; typedef ImageActorList::const_iterator ImageActorListConstIter; typedef std::vector AnimationList; typedef AnimationList::iterator AnimationListIter; typedef AnimationList::const_iterator AnimationListConstIter; /** * Example information * * Represents a single Example. */ struct Example { // Constructors /** * @param[in] name unique name of example * @param[in] title The caption for the example to appear on a tile button. */ Example(std::string name, std::string title) : name(name), title(title) { } Example() { } // Data std::string name; ///< unique name of example std::string title; ///< title (caption) of example to appear on tile button. }; /** * Dali-Demo instance */ class DaliTableView : public Dali::ConnectionTracker { public: DaliTableView(Dali::Application& application); ~DaliTableView(); public: /** * Adds an Example to our demo showcase * * @param[in] example The Example description. * * @note Should be called before the Application MainLoop is started. */ void AddExample(Example example); /** * Sets the background image PATH. * * @param[in] imagePath The file path to the image to use as the background. * * @note Should be called before the Application MainLoop is started. */ void SetBackgroundPath( std::string imagePath ); /** * Sorts the example list alphabetically by Title if parameter is true. * * @param[in] sortAlphabetically If true, example list is sorted alphabetically. * * @note Should be called before the Application MainLoop is started. * @note By default the examples are NOT sorted alphabetically by Title. */ void SortAlphabetically( bool sortAlphabetically ); private: // Application callbacks & implementation /** * Shape enum for create function */ enum ShapeType { CIRCLE, SQUARE }; /** * Initialize application. * * @param[in] app Application instance */ void Initialize( Dali::Application& app ); /** * Populates the contents (ScrollView) with all the * Examples that have been Added using the AddExample(...) * call */ void Populate(); /** * Rotate callback from the device. * * @param[in] orientation that device notified. */ void OrientationChanged( Dali::Orientation orientation ); /** * Rotates RootActor orientation to that specified. * * @param[in] degrees The requested angle. */ void Rotate( unsigned int degrees ); /** * Creates a tile for the main menu and toolbar. * * @param[in] name The unique name for this Tile * @param[in] title The text caption that appears on the Tile * @param[in] parentSize Tile's parent size. * @param[in] addBackground Whether to add a background graphic to the tile or not * * @return The Actor for the created tile. */ Dali::Actor CreateTile( const std::string& name, const std::string& title, const Dali::Vector3& sizeMultiplier, bool addBackground ); /** * Create a stencil image * * @return The stencil image */ Dali::ImageActor NewStencilImage(); // Signal handlers /** * Signal emitted when any tile has been pressed * * @param[in] actor The Actor representing this tile. * @param[in] event The TouchEvent * * @return Consume flag */ bool OnTilePressed( Dali::Actor actor, const Dali::TouchEvent& event ); /** * Signal emitted when any tile has been hovered * * @param[in] actor The Actor representing this tile. * @param[in] event The HoverEvent * * @return Consume flag */ bool OnTileHovered( Dali::Actor actor, const Dali::HoverEvent& event ); /** * Signal emitted when the pressed animation has completed. * * @param[in] source The animation source. */ void OnPressedAnimationFinished(Dali::Animation& source); /** * Signal emitted when the button has been clicked * * @param[in] button The Button that is clicked. * * @return Consume flag */ bool OnButtonClicked( Dali::Toolkit::Button& button ); /** * Signal emitted when scrolling has started. * * @param[in] position The current position of the scroll contents. */ void OnScrollStart(const Dali::Vector2& position); /** * Signal emitted when scrolling has completed. * * @param[in] position The current position of the scroll contents. */ void OnScrollComplete(const Dali::Vector2& position); /** * Signal emitted when any Sensitive Actor has been touched * (other than those touches consumed by OnTilePressed) * * @param[in] actor The Actor touched. * @param[in] event The TouchEvent * * @return Consume flag */ bool OnScrollTouched( Dali::Actor actor, const Dali::TouchEvent& event ); /** * Setup the effect on the scroll view */ void ApplyScrollViewEffect(); /** * Apply the cube effect to all the page actors */ void ApplyCubeEffectToPages(); /** * Setup the inner cube effect */ void SetupInnerPageCubeEffect(); /** * Apply a shader effect to a table tile */ void ApplyEffectToTile(Dali::Actor tile); /** * Apply effect to the content of a tile */ void ApplyEffectToTileContent(Dali::Actor tileContent); /** * Key event handler */ void OnKeyEvent( const Dali::KeyEvent& event ); /** * Create a depth field background * * @param[in] bubbleLayer Add the graphics to this layer */ void SetupBackground( Dali::Actor bubbleLayer ); /** * Create background actors for the given layer * * @param[in] layer The layer to add the actors to * @param[in] count The number of actors to generate * @param[in] distanceField The distance field bitmap to use */ void AddBackgroundActors( Dali::Actor layer, int count, Dali::BufferImage distanceField ); /** * Create a bitmap with the specified shape and also output a distance field * * @param[in] shapeType The shape to generate * @param[in] size The size of the bitmap to create * @param[out] distanceFieldOut The return depth field alpha map */ void CreateShapeImage( ShapeType shapeType, const Dali::Size& size, Dali::BufferImage& distanceFieldOut ); /** * Generate a square bit pattern and depth field * * @param[in] size The size of the bitmap to create * @param[out] imageOut The return bitmap * @param[out] distanceFieldOut The return depth field alpha map */ void GenerateSquare( const Dali::Size& size, std::vector& distanceFieldOut ); /** * Generate a circle bit pattern and depth field * * @param[in] size The size of the bitmap to create * @param[out] imageOut The return bitmap * @param[out] distanceFieldOut The return depth field alpha map */ void GenerateCircle( const Dali::Size& size, std::vector& distanceFieldOut ); /** * Creates the logo. * * @param[in] imagePath The path to the image file to load * * @return The created image actor */ Dali::ImageActor CreateLogo( std::string imagePath ); /** * Timer handler for ending background animation * * @return Return value for timer handler */ bool PauseBackgroundAnimation(); /** * Pause all animations */ void PauseAnimation(); /** * Resume all animations */ void PlayAnimation(); /** * Callback when the keyboard focus is going to be changed. * * @param[in] current The current focused actor * @param[in] proposed The actor proposed by the keyboard focus manager to move the focus to * @param[in] direction The direction to move the focus * @return The actor to move the keyboard focus to. */ Dali::Actor OnKeyboardPreFocusChange( Dali::Actor current, Dali::Actor proposed, Dali::Toolkit::Control::KeyboardFocus::Direction direction ); /** * Callback when the keyboard focused actor is activated. * * @param[in] activatedActor The activated actor */ void OnFocusedActorActivated( Dali::Actor activatedActor ); /** * Called when the logo is tapped * * @param[in] actor The tapped actor * @param[in] tap The tap information. */ void OnLogoTapped( Dali::Actor actor, const Dali::TapGesture& tap ); /** * Hides the popup */ void HideVersionPopup(); /** * Called when the popup is completely hidden */ void PopupHidden(); /* * @brief Callback called when the buttons page actor is relaid out * * @param[in] actor The page actor */ void OnButtonsPageRelayout( const Dali::Actor& actor ); /** * @brief Callback called to set up background actors * * @param[in] actor The actor raising the callback */ void InitialiseBackgroundActors( Dali::Actor actor ); private: Dali::Application& mApplication; ///< Application instance. Dali::Layer mBackgroundLayer; ///< Background resides on a separate layer. Dali::Toolkit::TableView mRootActor; ///< All content (excluding background is anchored to this Actor) Dali::Animation mRotateAnimation; ///< Animation to rotate and resize mRootActor. Dali::ImageActor mBackground; ///< Background's static image. Dali::Animation mPressedAnimation; ///< Button press scaling animation. Dali::Layer mScrollViewLayer; ///< ScrollView resides on a separate layer. Dali::Toolkit::ScrollView mScrollView; ///< ScrollView container (for all Examples) Dali::Toolkit::ScrollViewEffect mScrollViewEffect; ///< Effect to be applied to the scroll view Dali::Toolkit::RulerPtr mScrollRulerX; ///< ScrollView X (horizontal) ruler Dali::Toolkit::RulerPtr mScrollRulerY; ///< ScrollView Y (vertical) ruler Dali::Toolkit::TableView mButtons; ///< Navigation buttons Dali::Actor mPressedActor; ///< The currently pressed actor. Dali::Timer mAnimationTimer; ///< Timer used to turn off animation after a specific time period Dali::TapGestureDetector mLogoTapDetector; ///< To detect taps on the logo Dali::Toolkit::Popup mVersionPopup; ///< Displays DALi library version information Dali::Vector3 mButtonsPageRelativeSize; ///< Size of a buttons page relative to the stage size std::vector< Dali::Actor > mPages; ///< List of pages. std::vector< Dali::Actor > mTableViewImages; ///< Offscreen render of tableview std::vector< Dali::Actor > mBackgroundActors; ///< List of background actors used in the effect AnimationList mBackgroundAnimations; ///< List of background bubble animations ExampleList mExampleList; ///< List of examples. ExampleMap mExampleMap; ///< Map LUT for examples. std::string mBackgroundImagePath; ///< The path to the background image. int mTotalPages; ///< Total pages within scrollview. bool mScrolling:1; ///< Flag indicating whether view is currently being scrolled bool mSortAlphabetically:1; ///< Sort examples alphabetically. bool mBackgroundAnimsPlaying:1; ///< Are background animations playing bool mVersionPopupShown:1; ///< Whehter the version popup is shown or not }; #endif // __DALI_DEMO_H__