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#ifndef __DALI_DEMO_H__
#define __DALI_DEMO_H__
/*
* Copyright (c) 2015 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 <dali/dali.h>
#include <dali-toolkit/dali-toolkit.h>
#include <dali-toolkit/devel-api/controls/popup/popup.h>
class Example;
typedef std::vector<Example> ExampleList;
typedef ExampleList::iterator ExampleListIter;
typedef ExampleList::const_iterator ExampleListConstIter;
typedef std::vector<Dali::Animation> 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);
/**
* 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::Toolkit::ImageView 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<unsigned char>& 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<unsigned char>& distanceFieldOut );
/**
* Creates the logo.
*
* @param[in] imagePath The path to the image file to load
*
* @return The created image actor
*/
Dali::Toolkit::ImageView 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();
/*
* @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::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::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
std::vector< Dali::Actor > mPages; ///< List of pages.
AnimationList mBackgroundAnimations; ///< List of background bubble animations
ExampleList mExampleList; ///< List of examples.
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
};
#endif // __DALI_DEMO_H__
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