/* * Copyright (c) 2014 Samsung Electronics Co., Ltd. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * */ // CLASS HEADER #include "dali-table-view.h" #include "examples/shared/view.h" // EXTERNAL INCLUDES #include #include #include using namespace Dali; using namespace Dali::Toolkit; /////////////////////////////////////////////////////////////////////////////// namespace { const std::string BUTTON_BACKWARD( "Backward" ); const std::string BUTTON_FORWARD( "Forward" ); const std::string BUTTON_QUIT( "Quit" ); const std::string BUTTON_OK( "Ok" ); const std::string BUTTON_CANCEL( "Cancel" ); const std::string DEFAULT_BACKGROUND_IMAGE_PATH( DALI_IMAGE_DIR "background-gradient.jpg" ); const std::string LOGO_PATH( DALI_IMAGE_DIR "dali-logo.png" ); const std::string DEFAULT_TOOLBAR_IMAGE_PATH( DALI_IMAGE_DIR "top-bar.png" ); const std::string BUTTON_BACKGROUND(DALI_IMAGE_DIR "button-background.png"); const std::string TILE_BACKGROUND(DALI_IMAGE_DIR "item-background.png"); const std::string TILE_BACKGROUND_ALPHA(DALI_IMAGE_DIR "item-background-alpha.png"); const char * const DEFAULT_TOOLBAR_TEXT( "TOUCH TO LAUNCH EXAMPLE" ); const float BUTTON_PRESS_ANIMATION_TIME = 0.25f; ///< Time to perform button scale effect. const float ROTATE_ANIMATION_TIME = 0.5f; ///< Time to perform rotate effect. const int MAX_PAGES = 256; ///< Maximum pages (arbitrary safety limit) const int EXAMPLES_PER_ROW = 3; const int ROWS_PER_PAGE = 3; const int EXAMPLES_PER_PAGE = EXAMPLES_PER_ROW * ROWS_PER_PAGE; const int BOTTOM_PADDING_HEIGHT = 40; const int LOGO_MARGIN = 50; const Vector3 SCROLLVIEW_RELATIVE_SIZE(0.9f, 1.0f, 0.8f ); ///< ScrollView's relative size to its parent const Vector3 TABLE_RELATIVE_SIZE(0.9f, 1.0f, 0.8f ); ///< TableView's relative size to the entire stage. The Y value will be calculated. const float STENCIL_RELATIVE_SIZE = 1.0f; const float EFFECT_SNAP_DURATION = 0.66f; ///< Scroll Snap Duration for Effects const float EFFECT_FLICK_DURATION = 0.5f; ///< Scroll Flick Duration for Effects const Vector3 ANGLE_CUBE_PAGE_ROTATE(Math::PI * 0.5f, Math::PI * 0.5f, 0.0f); const int NUM_BACKGROUND_IMAGES = 20; const float BACKGROUND_SWIPE_SCALE = 0.025f; const float BACKGROUND_SPREAD_SCALE = 1.5f; const float SCALE_MOD = 1000.0f * Math::PI * 2.0f; const float SCALE_SPEED = 10.0f; const float SCALE_SPEED_SIN = 0.1f; const unsigned int BACKGROUND_ANIMATION_DURATION = 15000; // 15 secs const float BACKGROUND_Z = -1.0f; const float BACKGROUND_SIZE_SCALE = 1.0f; const Vector4 BACKGROUND_COLOR( 1.0f, 1.0f, 1.0f, 1.0f ); const float BUBBLE_MIN_Z = -1.0; const float BUBBLE_MAX_Z = 0.0f; // 3D Effect constants const Vector2 ANGLE_SWING_3DEFFECT( Math::PI_2 * 0.75, Math::PI_2 * 0.75f ); ///< Angle Swing in radians const Vector2 POSITION_SWING_3DEFFECT( 0.55f, 0.4f ); ///< Position Swing relative to stage size. const Vector3 ANCHOR_3DEFFECT_STYLE0( -105.0f, 30.0f, -240.0f ); ///< Rotation Anchor position for 3D Effect (Style 0) const Vector3 ANCHOR_3DEFFECT_STYLE1( 65.0f, -70.0f, -500.0f ); ///< Rotation Anchor position for 3D Effect (Style 1) const std::string DEFAULT_TEXT_STYLE_FONT_FAMILY("HelveticaNeue"); const std::string DEFAULT_TEXT_STYLE_FONT_STYLE("Regular"); const Dali::PointSize DEFAULT_TEXT_STYLE_POINT_SIZE( 8.0f ); const Dali::TextStyle::Weight DEFAULT_TEXT_STYLE_WEIGHT(Dali::TextStyle::REGULAR); const Dali::Vector4 DEFAULT_TEXT_STYLE_COLOR(0.7f, 0.7f, 0.7f, 1.0f); const std::string TABLE_TEXT_STYLE_FONT_FAMILY("HelveticaNeue"); const std::string TABLE_TEXT_STYLE_FONT_STYLE("Regular"); const Dali::PointSize TABLE_TEXT_STYLE_POINT_SIZE( 8.0f ); const Dali::TextStyle::Weight TABLE_TEXT_STYLE_WEIGHT(Dali::TextStyle::LIGHT); const Dali::Vector4 TABLE_TEXT_STYLE_COLOR(0.0f, 0.0f, 0.0f, 1.0f); Vector3 ScalePointSize(const Vector3& vec) { return Vector3( DemoHelper::ScalePointSize( vec.x ), DemoHelper::ScalePointSize( vec.y ), DemoHelper::ScalePointSize( vec.z ) ); } #define DP(x) DemoHelper::ScalePointSize(x) TextStyle GetTableTextStyle() { TextStyle textStyle; textStyle.SetFontName(TABLE_TEXT_STYLE_FONT_FAMILY); textStyle.SetFontStyle(TABLE_TEXT_STYLE_FONT_STYLE); textStyle.SetFontPointSize( Dali::PointSize(DemoHelper::ScalePointSize(TABLE_TEXT_STYLE_POINT_SIZE))); textStyle.SetWeight(TABLE_TEXT_STYLE_WEIGHT); textStyle.SetTextColor(TABLE_TEXT_STYLE_COLOR); return textStyle; } /** * Creates the background image */ ImageActor CreateBackground( std::string imagePath ) { Image image = Image::New( imagePath ); ImageActor background = ImageActor::New( image ); background.SetAnchorPoint( AnchorPoint::CENTER ); background.SetParentOrigin( ParentOrigin::CENTER ); background.SetZ( -1.0f ); return background; } // These values depend on the tile image const float IMAGE_BORDER_LEFT = 11.0f; const float IMAGE_BORDER_RIGHT = IMAGE_BORDER_LEFT; const float IMAGE_BORDER_TOP = IMAGE_BORDER_LEFT; const float IMAGE_BORDER_BOTTOM = IMAGE_BORDER_LEFT; /** * TableViewVisibilityConstraint */ struct TableViewVisibilityConstraint { bool operator()( const bool& current, const PropertyInput& pagePositionProperty, const PropertyInput& pageSizeProperty ) { // Only the tableview in the current page should be visible. const Vector3& pagePosition = pagePositionProperty.GetVector3(); const Vector3& pageSize = pageSizeProperty.GetVector3(); return fabsf( pagePosition.x ) < pageSize.x; } }; /** * Constraint to wrap an actor in y that is moving vertically */ Vector3 ShapeMovementConstraint( const Vector3& current, const PropertyInput& shapeSizeProperty, const PropertyInput& parentSizeProperty ) { const Vector3& shapeSize = shapeSizeProperty.GetVector3(); const Vector3& parentSize = parentSizeProperty.GetVector3(); Vector3 pos( current ); if( pos.y + shapeSize.y * 0.5f < -parentSize.y * 0.5f ) { pos.y += parentSize.y + shapeSize.y; } return pos; } /** * Constraint to return a position for the background based on the scroll value */ struct AnimScrollConstraint { public: AnimScrollConstraint( const Vector3& initialPos, float scale ) : mInitialPos( initialPos ), mScale( scale ) { } Vector3 operator()( const Vector3& current, const PropertyInput& scrollProperty ) { float scrollPos = scrollProperty.GetVector3().x; return mInitialPos + Vector3( -scrollPos * mScale, 0.0f, 0.0f ); } private: Vector3 mInitialPos; float mScale; }; /** * Constraint to return a tracked world position added to the constant local position */ struct TranslateLocalConstraint { public: TranslateLocalConstraint( const Vector3& localPos ) : mLocalPos( localPos ) { } Vector3 operator()( const Vector3& current, const PropertyInput& pagePosProperty ) { Vector3 worldPos = pagePosProperty.GetVector3(); return ( worldPos + mLocalPos ); } private: Vector3 mLocalPos; }; bool CompareByTitle( const Example& lhs, const Example& rhs ) { return lhs.title < rhs.title; } } // namespace DaliTableView::DaliTableView( Application& application ) : mApplication( application ), mScrolling( false ), mBackgroundImagePath( DEFAULT_BACKGROUND_IMAGE_PATH ), mSortAlphabetically( false ), mBackgroundAnimsPlaying( false ) { application.InitSignal().Connect( this, &DaliTableView::Initialize ); } DaliTableView::~DaliTableView() { } void DaliTableView::AddExample( Example example ) { mExampleList.push_back( example ); mExampleMap[ example.name ] = example; } void DaliTableView::SetBackgroundPath( std::string imagePath ) { mBackgroundImagePath = imagePath; } void DaliTableView::SortAlphabetically( bool sortAlphabetically ) { mSortAlphabetically = sortAlphabetically; } void DaliTableView::Initialize( Application& application ) { Stage::GetCurrent().KeyEventSignal().Connect( this, &DaliTableView::OnKeyEvent ); const Vector2 stageSize = Stage::GetCurrent().GetSize(); // Background mBackground = CreateBackground( mBackgroundImagePath ); // set same size as parent actor mBackground.SetSize( stageSize ); Stage::GetCurrent().Add( mBackground ); // Render entire content as overlays, as is all on same 2D plane. mRootActor = TableView::New( 4, 1 ); mRootActor.SetAnchorPoint( AnchorPoint::CENTER ); mRootActor.SetParentOrigin( ParentOrigin::CENTER ); Stage::GetCurrent().Add( mRootActor ); // Toolbar at top Dali::Toolkit::ToolBar toolbar; Dali::Layer toolBarLayer = DemoHelper::CreateToolbar(toolbar, DEFAULT_TOOLBAR_IMAGE_PATH, DEFAULT_TOOLBAR_TEXT, DemoHelper::DEFAULT_VIEW_STYLE, DemoHelper::GetDefaultTextStyle()); mRootActor.AddChild( toolBarLayer, TableView::CellPosition( 0, 0 ) ); const float toolbarHeight = DemoHelper::DEFAULT_VIEW_STYLE.mToolBarHeight; mRootActor.SetFixedHeight( 0, toolbarHeight ); // Add logo mLogo = CreateLogo( LOGO_PATH ); const float logoHeight = mLogo.GetImage().GetHeight() + DP(LOGO_MARGIN); mRootActor.SetFixedHeight( 1, logoHeight ); mButtonsPageRelativeSize = Vector3( TABLE_RELATIVE_SIZE.x, ( stageSize.height - toolbarHeight - logoHeight - DP( BOTTOM_PADDING_HEIGHT ) ) / stageSize.height, TABLE_RELATIVE_SIZE.z ); mRootActor.SetFixedHeight( 2, mButtonsPageRelativeSize.y * stageSize.height ); Alignment alignment = Alignment::New(); alignment.Add(mLogo); mRootActor.AddChild( alignment, TableView::CellPosition( 1, 0 ) ); // scrollview occupying the majority of the screen mScrollView = ScrollView::New(); mScrollView.SetAnchorPoint( AnchorPoint::CENTER ); mScrollView.SetParentOrigin( ParentOrigin::CENTER ); mScrollView.ApplyConstraint( Dali::Constraint::New( Dali::Actor::SIZE, Dali::ParentSource( Dali::Actor::SIZE ), Dali::RelativeToConstraint( SCROLLVIEW_RELATIVE_SIZE ) ) ); mScrollView.SetAxisAutoLock( true ); mScrollView.ScrollCompletedSignal().Connect( this, &DaliTableView::OnScrollComplete ); mScrollView.ScrollStartedSignal().Connect( this, &DaliTableView::OnScrollStart ); mScrollView.TouchedSignal().Connect( this, &DaliTableView::OnScrollTouched ); mScrollViewLayer = Layer::New(); mScrollViewLayer.SetAnchorPoint( AnchorPoint::CENTER ); mScrollViewLayer.SetParentOrigin( ParentOrigin::CENTER ); mScrollViewLayer.SetDrawMode( DrawMode::OVERLAY ); // Populate background and bubbles - needs to be scrollViewLayer so scroll ends show SetupBackground( mScrollView, mScrollViewLayer, stageSize ); mScrollViewLayer.Add( mScrollView ); mRootActor.AddChild( mScrollViewLayer, TableView::CellPosition( 2, 0 ) ); // Add scroll view effect and setup constraints on pages ApplyScrollViewEffect(); // Add pages and tiles Populate(); // Remove constraints for inner cube effect ApplyCubeEffectToActors(); // Set initial orientation unsigned int degrees = application.GetOrientation().GetDegrees(); Rotate( degrees ); Dali::Window winHandle = application.GetWindow(); winHandle.AddAvailableOrientation( Dali::Window::PORTRAIT ); winHandle.RemoveAvailableOrientation( Dali::Window::LANDSCAPE ); winHandle.AddAvailableOrientation( Dali::Window::PORTRAIT_INVERSE ); winHandle.RemoveAvailableOrientation( Dali::Window::LANDSCAPE_INVERSE ); Dali::Orientation orientation = winHandle.GetOrientation(); orientation.ChangedSignal().Connect( this, &DaliTableView::OrientationChanged ); winHandle.ShowIndicator( Dali::Window::INVISIBLE ); // mAnimationTimer = Timer::New( BACKGROUND_ANIMATION_DURATION ); mAnimationTimer.TickSignal().Connect( this, &DaliTableView::PauseBackgroundAnimation ); mAnimationTimer.Start(); mBackgroundAnimsPlaying = true; KeyboardFocusManager::Get().PreFocusChangeSignal().Connect( this, &DaliTableView::OnKeyboardPreFocusChange ); KeyboardFocusManager::Get().FocusedActorActivatedSignal().Connect( this, &DaliTableView::OnFocusedActorActivated ); } void DaliTableView::ApplyCubeEffectToActors() { for( ActorIter pageIter = mPages.begin(); pageIter != mPages.end(); ++pageIter ) { Actor page = *pageIter; unsigned int numChildren = page.GetChildCount(); Actor pageActor = page; for( unsigned int i=0; i 0 ) { if( mSortAlphabetically ) { sort( mExampleList.begin(), mExampleList.end(), CompareByTitle ); } unsigned int exampleCount = 0; ExampleListConstIter iter = mExampleList.begin(); for( int t = 0; t < mTotalPages; t++ ) { // Create Table. (contains up to 9 Examples) Actor page = Actor::New(); // Add tableView to container. mScrollView.Add( page ); page.SetAnchorPoint( AnchorPoint::CENTER ); page.SetParentOrigin( ParentOrigin::CENTER ); page.ApplyConstraint( Constraint::New( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) ); // add cells to table const float margin = 4.0f; // Calculate the number of images going across (columns) within a page, according to the screen resolution and dpi. const Size tileSize((stageSize.x * mButtonsPageRelativeSize.x / EXAMPLES_PER_ROW) - margin, (stageSize.y * mButtonsPageRelativeSize.y / ROWS_PER_PAGE) - margin ); for(int row = 0; row < ROWS_PER_PAGE; row++) { for(int column = 0; column < EXAMPLES_PER_ROW; column++) { const Example& example = ( *iter ); Actor tile = CreateTile( example.name, example.title, tileSize, true ); FocusManager focusManager = FocusManager::Get(); focusManager.SetFocusOrder( tile, ++exampleCount ); focusManager.SetAccessibilityAttribute( tile, Dali::Toolkit::FocusManager::ACCESSIBILITY_LABEL, example.title ); focusManager.SetAccessibilityAttribute( tile, Dali::Toolkit::FocusManager::ACCESSIBILITY_TRAIT, "Tile" ); focusManager.SetAccessibilityAttribute( tile, Dali::Toolkit::FocusManager::ACCESSIBILITY_HINT, "You can run this example" ); Vector3 position( margin * 0.5f + (tileSize.x + margin) * column - stageSize.width * mButtonsPageRelativeSize.x * 0.5f, margin * 0.5f + (tileSize.y + margin) * row - stageSize.height * mButtonsPageRelativeSize.y * 0.5f, 0.0f); tile.SetPosition( position + Vector3( tileSize.x, tileSize.y, 0.0f ) * 0.5f ); tile.SetSize( tileSize ); page.Add( tile ); iter++; if( iter == mExampleList.end() ) { break; } } if( iter == mExampleList.end() ) { break; } } // Set tableview position Vector3 pagePos( stageSize.x * mButtonsPageRelativeSize.x * t, 0.0f, 0.0f ); page.SetPosition( pagePos ); mPages.push_back( page ); if( iter == mExampleList.end() ) { break; } } } // Update Ruler info. mScrollRulerX = new FixedRuler( stageSize.width * mButtonsPageRelativeSize.x ); mScrollRulerY = new DefaultRuler(); mScrollRulerX->SetDomain( RulerDomain( 0.0f, mTotalPages * stageSize.width * mButtonsPageRelativeSize.x, true ) ); mScrollRulerY->Disable(); mScrollView.SetRulerX( mScrollRulerX ); mScrollView.SetRulerY( mScrollRulerY ); } void DaliTableView::OrientationChanged( Orientation orientation ) { // TODO: Implement if orientation change required } void DaliTableView::Rotate( unsigned int degrees ) { // Resize the root actor Vector2 stageSize = Stage::GetCurrent().GetSize(); Vector3 targetSize( stageSize.x, stageSize.y, 1.0f ); if( degrees == 90 || degrees == 270 ) { targetSize = Vector3( stageSize.y, stageSize.x, 1.0f ); } if( mRotateAnimation ) { mRotateAnimation.Stop(); mRotateAnimation.Clear(); } mRotateAnimation = Animation::New( ROTATE_ANIMATION_TIME ); mRotateAnimation.RotateTo( mRootActor, Degree( 360 - degrees ), Vector3::ZAXIS, AlphaFunctions::EaseOut ); mRotateAnimation.Resize( mRootActor, targetSize, AlphaFunctions::EaseOut ); mRotateAnimation.Play(); } Actor DaliTableView::CreateTile( const std::string& name, const std::string& title, const Size& parentSize, bool addBackground ) { Actor tile = Actor::New(); tile.SetName( name ); tile.SetAnchorPoint( AnchorPoint::CENTER ); tile.SetParentOrigin( ParentOrigin::CENTER ); Actor content = Actor::New(); content.SetAnchorPoint( AnchorPoint::CENTER ); content.SetParentOrigin( ParentOrigin::CENTER ); content.ApplyConstraint( Constraint::New( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) ); tile.Add(content); // create background image if( addBackground ) { Image bg = Image::New( TILE_BACKGROUND ); ImageActor image = ImageActor::New( bg ); image.SetAnchorPoint( AnchorPoint::CENTER ); image.SetParentOrigin( ParentOrigin::CENTER ); // make the image 100% of tile image.ApplyConstraint( Constraint::New( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) ); // move image back to get text appear in front image.SetZ( -1 ); image.SetStyle( ImageActor::STYLE_NINE_PATCH ); image.SetNinePatchBorder( Vector4( IMAGE_BORDER_LEFT, IMAGE_BORDER_TOP, IMAGE_BORDER_RIGHT, IMAGE_BORDER_BOTTOM ) ); content.Add( image ); // Add stencil ImageActor stencil = NewStencilImage(); stencil.ApplyConstraint( Constraint::New( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) ); image.Add( stencil ); } TextView text = TextView::New( title ); text.SetAnchorPoint( AnchorPoint::CENTER ); text.SetParentOrigin( ParentOrigin::CENTER ); text.SetWidthExceedPolicy( Toolkit::TextView::ShrinkToFit ); text.SetMultilinePolicy( Toolkit::TextView::SplitByWord ); text.SetLineJustification( Toolkit::TextView::Center ); text.SetTextAlignment( Toolkit::Alignment::Type( Alignment::HorizontalCenter | Alignment::VerticalCenter ) ); text.SetColor( Color::WHITE ); text.SetZ( 1 ); // make the text 90% of tile text.SetSize( 0.9f * parentSize.width, 0.9f * parentSize.height ); text.SetStyleToCurrentText( GetTableTextStyle() ); text.SetSnapshotModeEnabled( false ); content.Add( text ); // Set the tile to be keyboard focusable tile.SetKeyboardFocusable(true); // connect to the touch events tile.TouchedSignal().Connect( this, &DaliTableView::OnTilePressed ); tile.HoveredSignal().Connect( this, &DaliTableView::OnTileHovered ); return tile; } ImageActor DaliTableView::NewStencilImage() { Image alpha = Image::New( TILE_BACKGROUND_ALPHA ); ImageActor stencilActor = ImageActor::New( alpha ); stencilActor.SetStyle( ImageActor::STYLE_NINE_PATCH ); stencilActor.SetNinePatchBorder( Vector4( IMAGE_BORDER_LEFT, IMAGE_BORDER_TOP, IMAGE_BORDER_RIGHT, IMAGE_BORDER_BOTTOM ) ); stencilActor.SetParentOrigin( ParentOrigin::CENTER ); stencilActor.SetAnchorPoint( AnchorPoint::CENTER ); stencilActor.SetDrawMode( DrawMode::STENCIL ); Dali::ShaderEffect shaderEffect = AlphaDiscardEffect::New(); stencilActor.SetShaderEffect( shaderEffect ); return stencilActor; } bool DaliTableView::OnTilePressed( Actor actor, const TouchEvent& event ) { bool consumed = false; const TouchPoint& point = event.GetPoint( 0 ); if( TouchPoint::Down == point.state ) { mPressedActor = actor; consumed = true; } // A button press is only valid if the Down & Up events // both occurred within the button. if( ( TouchPoint::Up == point.state ) && ( mPressedActor == actor ) ) { std::string name = actor.GetName(); ExampleMapConstIter iter = mExampleMap.find( name ); FocusManager focusManager = FocusManager::Get(); if( iter != mExampleMap.end() ) { // ignore Example button presses when scrolling or button animating. if( ( !mScrolling ) && ( !mPressedAnimation ) ) { // do nothing, until pressed animation finished. consumed = true; } } if( consumed ) { mPressedAnimation = Animation::New( BUTTON_PRESS_ANIMATION_TIME ); mPressedAnimation.SetEndAction( Animation::Discard ); // scale the content actor within the Tile, as to not affect the placement within the Table. Actor content = actor.GetChildAt(0); mPressedAnimation.ScaleTo( content, Vector3( 0.9f, 0.9f, 1.0f ), AlphaFunctions::EaseInOut, 0.0f, BUTTON_PRESS_ANIMATION_TIME * 0.5f ); mPressedAnimation.ScaleTo( content, Vector3::ONE, AlphaFunctions::EaseInOut, BUTTON_PRESS_ANIMATION_TIME * 0.5f, BUTTON_PRESS_ANIMATION_TIME * 0.5f ); mPressedAnimation.Play(); mPressedAnimation.FinishedSignal().Connect( this, &DaliTableView::OnPressedAnimationFinished ); } } return consumed; } void DaliTableView::OnPressedAnimationFinished( Dali::Animation& source ) { mPressedAnimation.Reset(); if( mPressedActor ) { std::string name = mPressedActor.GetName(); ExampleMapConstIter iter = mExampleMap.find( name ); if( iter == mExampleMap.end() ) { if( name == BUTTON_QUIT ) { // Move focus to the OK button FocusManager focusManager = FocusManager::Get(); // Enable the group mode and wrap mode focusManager.SetGroupMode( true ); focusManager.SetWrapMode( true ); } } else { const Example& example( iter->second ); std::stringstream stream; stream << DALI_EXAMPLE_BIN << example.name.c_str(); pid_t pid = fork(); if( pid == 0) { execlp( stream.str().c_str(), example.name.c_str(), NULL ); DALI_ASSERT_ALWAYS(false && "exec failed!"); } } mPressedActor.Reset(); } } void DaliTableView::OnScrollStart( const Dali::Vector3& position ) { mScrolling = true; PlayAnimation(); } void DaliTableView::OnScrollComplete( const Dali::Vector3& position ) { mScrolling = false; // move focus to 1st item of new page FocusManager focusManager = FocusManager::Get(); focusManager.SetCurrentFocusActor(mPages[mScrollView.GetCurrentPage()].GetChildAt(0) ); ApplyCubeEffectToActors(); } bool DaliTableView::OnScrollTouched( Actor actor, const TouchEvent& event ) { const TouchPoint& point = event.GetPoint( 0 ); if( TouchPoint::Down == point.state ) { mPressedActor = actor; } return false; } void DaliTableView::ApplyScrollViewEffect() { // Remove old effect if exists. if( mScrollViewEffect ) { mScrollView.RemoveEffect( mScrollViewEffect ); } // Just one effect for now SetupInnerPageCubeEffect(); mScrollView.ApplyEffect( mScrollViewEffect ); } void DaliTableView::SetupInnerPageCubeEffect() { mScrollViewEffect = ScrollViewCubeEffect::New(); mScrollView.SetScrollSnapDuration( EFFECT_SNAP_DURATION ); mScrollView.SetScrollFlickDuration( EFFECT_FLICK_DURATION ); mScrollView.RemoveConstraintsFromChildren(); } void DaliTableView::ApplyCubeEffectToActor( Actor actor ) { actor.RemoveConstraints(); ScrollViewCubeEffect cubeEffect = ScrollViewCubeEffect::DownCast(mScrollViewEffect); cubeEffect.ApplyToActor( actor, ScalePointSize( ( rand() & 1 ) ? ANCHOR_3DEFFECT_STYLE0 : ANCHOR_3DEFFECT_STYLE1 ), ANGLE_SWING_3DEFFECT, POSITION_SWING_3DEFFECT * Vector2(Stage::GetCurrent().GetSize())); } void DaliTableView::OnKeyEvent( const KeyEvent& event ) { if( event.state == KeyEvent::Down ) { if ( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) ) { mApplication.Quit(); } } } Actor CreateBackgroundActor( const Vector2& size ) { Actor layer = Actor::New(); layer.SetAnchorPoint( AnchorPoint::CENTER ); layer.SetParentOrigin( ParentOrigin::CENTER ); layer.SetSize( size ); return layer; } void DaliTableView::SetupBackground( Actor bubbleLayer, Actor backgroundLayer, const Vector2& size ) { // Create distance field shape BitmapImage distanceField; Size imageSize( 512, 512 ); CreateShapeImage( CIRCLE, imageSize, distanceField ); // Create layers Actor backgroundAnimLayer0 = CreateBackgroundActor( size ); Actor backgroundAnimLayer1 = CreateBackgroundActor( size ); Actor backgroundAnimLayer2 = CreateBackgroundActor( size ); // Add constraints Constraint animConstraint0 = Constraint::New < Vector3 > ( Actor::POSITION, Source( mScrollView, mScrollView.GetPropertyIndex( ScrollView::SCROLL_POSITION_PROPERTY_NAME ) ), AnimScrollConstraint( backgroundAnimLayer0.GetCurrentPosition(), 0.75f ) ); backgroundAnimLayer0.ApplyConstraint( animConstraint0 ); Constraint animConstraint1 = Constraint::New < Vector3 > ( Actor::POSITION, Source( mScrollView, mScrollView.GetPropertyIndex( ScrollView::SCROLL_POSITION_PROPERTY_NAME ) ), AnimScrollConstraint( backgroundAnimLayer1.GetCurrentPosition(), 0.5f ) ); backgroundAnimLayer1.ApplyConstraint( animConstraint1 ); Constraint animConstraint2 = Constraint::New < Vector3 > ( Actor::POSITION, Source( mScrollView, mScrollView.GetPropertyIndex( ScrollView::SCROLL_POSITION_PROPERTY_NAME ) ), AnimScrollConstraint( backgroundAnimLayer2.GetCurrentPosition(), 0.25f ) ); backgroundAnimLayer2.ApplyConstraint( animConstraint2 ); // Background ImageActor layer = Dali::Toolkit::CreateSolidColorActor( BACKGROUND_COLOR ); layer.SetAnchorPoint( AnchorPoint::CENTER ); layer.SetParentOrigin( ParentOrigin::CENTER ); layer.SetSize( size * BACKGROUND_SIZE_SCALE ); layer.SetZ( BACKGROUND_Z ); layer.SetPositionInheritanceMode( DONT_INHERIT_POSITION ); backgroundLayer.Add( layer ); // Parent the layers bubbleLayer.Add( backgroundAnimLayer0 ); bubbleLayer.Add( backgroundAnimLayer1 ); bubbleLayer.Add( backgroundAnimLayer2 ); // Add all the children AddBackgroundActors( backgroundAnimLayer0, NUM_BACKGROUND_IMAGES / 3, distanceField, size ); AddBackgroundActors( backgroundAnimLayer1, NUM_BACKGROUND_IMAGES / 3, distanceField, size ); AddBackgroundActors( backgroundAnimLayer2, NUM_BACKGROUND_IMAGES / 3, distanceField, size ); } void DaliTableView::AddBackgroundActors( Actor layer, int count, BitmapImage distanceField, const Dali::Vector2& size ) { for( int i = 0; i < count; ++i ) { float randSize = Random::Range( 10.0f, 400.0f ); float hue = Random::Range( 0.3f, 1.0f ); Vector4 randColour( hue, hue*0.5, 0.0f, Random::Range( 0.3f, 0.6f )); ImageActor dfActor = ImageActor::New( distanceField ); mBackgroundActors.push_back( dfActor ); dfActor.SetSize( Vector2( randSize, randSize ) ); dfActor.SetParentOrigin( ParentOrigin::CENTER ); Toolkit::DistanceFieldEffect effect = Toolkit::DistanceFieldEffect::New(); dfActor.SetShaderEffect( effect ); dfActor.SetColor( randColour ); effect.SetOutlineParams( Vector2( 0.55f, 0.00f ) ); effect.SetSmoothingEdge( 0.5f ); layer.Add( dfActor ); // Setup animation Vector3 actorPos( Random::Range( -size.x * 0.5f * BACKGROUND_SPREAD_SCALE, size.x * 0.5f * BACKGROUND_SPREAD_SCALE ), Random::Range( -size.y * 0.5f - randSize, size.y * 0.5f + randSize ), Random::Range( BUBBLE_MIN_Z, BUBBLE_MAX_Z ) ); dfActor.SetPosition( actorPos ); Constraint movementConstraint = Constraint::New < Vector3 > ( Actor::POSITION, LocalSource( Actor::SIZE ), ParentSource( Actor::SIZE ), ShapeMovementConstraint ); dfActor.ApplyConstraint( movementConstraint ); // Kickoff animation Animation animation = Animation::New( Random::Range( 40.0f, 200.0f ) ); KeyFrames keyframes = KeyFrames::New(); keyframes.Add( 0.0f, actorPos ); Vector3 toPos( actorPos ); toPos.y -= ( size.y + randSize ); keyframes.Add( 1.0f, toPos ); animation.AnimateBetween( Property( dfActor, Actor::POSITION ), keyframes ); animation.SetLooping( true ); animation.Play(); mBackgroundAnimations.push_back( animation ); } } void DaliTableView::CreateShapeImage( ShapeType shapeType, const Size& size, BitmapImage& distanceFieldOut ) { // this bitmap will hold the alpha map for the distance field shader distanceFieldOut = BitmapImage::New( size.width, size.height, Pixel::A8 ); // Generate bit pattern std::vector< unsigned char > imageDataA8; imageDataA8.reserve( size.width * size.height ); // A8 switch( shapeType ) { case CIRCLE: GenerateCircle( size, imageDataA8 ); break; case SQUARE: GenerateSquare( size, imageDataA8 ); break; default: break; } PixelBuffer* buffer = distanceFieldOut.GetBuffer(); if( buffer ) { GenerateDistanceFieldMap( &imageDataA8[ 0 ], size, buffer, size, 8.0f, size ); distanceFieldOut.Update(); } } void DaliTableView::GenerateSquare( const Size& size, std::vector< unsigned char >& distanceFieldOut ) { for( int h = 0; h < size.height; ++h ) { for( int w = 0; w < size.width; ++w ) { distanceFieldOut.push_back( 0xFF ); } } } void DaliTableView::GenerateCircle( const Size& size, std::vector< unsigned char >& distanceFieldOut ) { const float radius = size.width * 0.5f * size.width * 0.5f; Vector2 center( size.width / 2, size.height / 2 ); for( int h = 0; h < size.height; ++h ) { for( int w = 0; w < size.width; ++w ) { Vector2 pos( w, h ); Vector2 dist = pos - center; if( dist.x * dist.x + dist.y * dist.y > radius ) { distanceFieldOut.push_back( 0x00 ); } else { distanceFieldOut.push_back( 0xFF ); } } } } ImageActor DaliTableView::CreateLogo( std::string imagePath ) { Image image = Image::New( imagePath ); ImageActor logo = ImageActor::New( image ); logo.SetAnchorPoint( AnchorPoint::CENTER ); logo.SetParentOrigin( ParentOrigin::BOTTOM_CENTER ); return logo; } bool DaliTableView::PauseBackgroundAnimation() { PauseAnimation(); return false; } void DaliTableView::PauseAnimation() { if( mBackgroundAnimsPlaying ) { for( AnimationListIter animIter = mBackgroundAnimations.begin(); animIter != mBackgroundAnimations.end(); ++animIter ) { Animation anim = *animIter; anim.Pause(); } mBackgroundAnimsPlaying = false; } } void DaliTableView::PlayAnimation() { if ( !mBackgroundAnimsPlaying ) { for( AnimationListIter animIter = mBackgroundAnimations.begin(); animIter != mBackgroundAnimations.end(); ++animIter ) { Animation anim = *animIter; anim.Play(); } mBackgroundAnimsPlaying = true; } mAnimationTimer.SetInterval( BACKGROUND_ANIMATION_DURATION ); } Dali::Actor DaliTableView::OnKeyboardPreFocusChange( Dali::Actor current, Dali::Actor proposed, Dali::Toolkit::Control::KeyboardFocusNavigationDirection direction ) { Actor nextFocusActor = proposed; if ( !current && !proposed ) { // Set the initial focus to the first tile in the current page should be focused. nextFocusActor = mPages[mScrollView.GetCurrentPage()].GetChildAt(0); } else if( !proposed || (proposed && proposed == mScrollViewLayer) ) { // ScrollView is being focused but nothing in the current page can be focused further // in the given direction. We should work out which page to scroll to next. int currentPage = mScrollView.GetCurrentPage(); int newPage = currentPage; if( direction == Dali::Toolkit::Control::Left ) { newPage--; } else if( direction == Dali::Toolkit::Control::Right ) { newPage++; } newPage = std::max(0, std::min(static_cast(mScrollRulerX->GetTotalPages() - 1), newPage)); if( newPage == currentPage ) { if( direction == Dali::Toolkit::Control::Left ) { newPage = mScrollRulerX->GetTotalPages() - 1; } else if( direction == Dali::Toolkit::Control::Right ) { newPage = 0; } } // Scroll to the page in the given direction mScrollView.ScrollTo(newPage); if( direction == Dali::Toolkit::Control::Left ) { // Work out the cell position for the last tile int remainingExamples = mExampleList.size() - newPage * EXAMPLES_PER_PAGE; int rowPos = (remainingExamples >= EXAMPLES_PER_PAGE) ? ROWS_PER_PAGE - 1 : ( (remainingExamples % EXAMPLES_PER_PAGE + EXAMPLES_PER_ROW) / EXAMPLES_PER_ROW - 1 ); int colPos = remainingExamples >= EXAMPLES_PER_PAGE ? EXAMPLES_PER_ROW - 1 : ( remainingExamples % EXAMPLES_PER_PAGE - rowPos * EXAMPLES_PER_ROW - 1 ); // Move the focus to the last tile in the new page. nextFocusActor = mPages[newPage].GetChildAt(colPos * EXAMPLES_PER_ROW + rowPos); } else { // Move the focus to the first tile in the new page. nextFocusActor = mPages[newPage].GetChildAt(0); } } return nextFocusActor; } void DaliTableView::OnFocusedActorActivated( Dali::Actor activatedActor ) { if(activatedActor) { mPressedActor = activatedActor; // Activate the current focused actor; TouchEvent touchEventUp; touchEventUp.points.push_back( TouchPoint ( 0, TouchPoint::Up, 0.0f, 0.0f ) ); OnTilePressed(mPressedActor, touchEventUp); } } bool DaliTableView::OnTileHovered( Actor actor, const HoverEvent& event ) { KeyboardFocusManager::Get().SetCurrentFocusActor( actor ); return true; }