2 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
18 #include <dali/dali.h>
19 #include <dali-toolkit/dali-toolkit.h>
21 #include "shared/view.h"
27 const char* BACKGROUND_IMAGE( DALI_IMAGE_DIR "background-gradient.jpg" );
31 // This example shows resolution independent rendering and animation of curves using the gpu.
33 class AnimatedShapesExample : public ConnectionTracker
37 AnimatedShapesExample( Application& application )
38 : mApplication( application )
40 // Connect to the Application's Init signal
41 mApplication.InitSignal().Connect( this, &AnimatedShapesExample::Create );
44 ~AnimatedShapesExample()
46 // Nothing to do here;
49 // The Init signal is received once (only) during the Application lifetime
50 void Create( Application& application )
52 DemoHelper::RequestThemeChange();
54 // Get a handle to the stage
55 Stage stage = Stage::GetCurrent();
58 mView = Dali::Toolkit::View::New();
59 mView.SetResizePolicy( FILL_TO_PARENT, ALL_DIMENSIONS );
62 //Set background image for the view
63 ImageAttributes attributes;
64 Image image = ResourceImage::New( BACKGROUND_IMAGE, attributes );
67 Dali::ImageActor backgroundImageActor = Dali::ImageActor::New( image );
68 mView.SetBackground( backgroundImageActor );
70 CreateTriangleMorph(Vector3( stage.GetSize().x*0.5f,stage.GetSize().y*0.15f,0.0f), 100.0f );
71 CreateCircleMorph( Vector3( stage.GetSize().x*0.5f,stage.GetSize().y*0.85f,0.0f), 60.0f );
72 CreatePathMorph( Vector3( stage.GetSize().x*0.5f,stage.GetSize().y*0.5f,0.0f), 55.0f );
75 stage.KeyEventSignal().Connect(this, &AnimatedShapesExample::OnKeyEvent);
78 void CreateCircleMorph( Vector3 center, float radius )
80 Toolkit::QuadraticBezier shader = Toolkit::QuadraticBezier::New(16, true);
82 shader.SetPoint(0, Vector3(-radius,-radius,0.0f));
83 shader.SetPoint(1, Vector3( 0.0f,-radius,0.0f));
84 shader.SetPoint(2, Vector3(radius,-radius,0.0f));
86 shader.SetPoint(3, Vector3(radius,-radius,0.0f));
87 shader.SetPoint(4, Vector3( radius,0.0f,0.0f));
88 shader.SetPoint(5, Vector3(radius,radius,0.0f));
90 shader.SetPoint(6, Vector3(radius,radius,0.0f));
91 shader.SetPoint(7, Vector3( 0.0f,radius,0.0f));
92 shader.SetPoint(8, Vector3( -radius,radius,0.0f));
94 shader.SetPoint(9, Vector3( -radius,radius,0.0f));
95 shader.SetPoint(10, Vector3( -radius,0.0f,0.0f));
96 shader.SetPoint(11, Vector3(-radius,-radius,0.0f));
98 shader.SetPoint(12, Vector3(-radius,-radius,0.0f));
99 shader.SetPoint(13, Vector3(radius,-radius,0.0f));
100 shader.SetPoint(14, Vector3(radius,radius,0.0f));
101 shader.SetPoint(15, Vector3( -radius,radius,0.0f));
103 shader.SetColor(Vector4(1.0f,0.0f,0.0f,1.0f) );
104 shader.SetLineWidth(2.0f);
106 ////Generate the mesh
107 Dali::MeshData::VertexContainer vertices;
108 for( unsigned int i(0); i<12; i+=3 )
110 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.0f,0.0f,i) ));
111 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.5f,0.0f,i+1)));
112 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(1.0f,1.0f,i+2)));
114 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.0f,1.0f,12) ));
115 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.0f,1.0f,13)));
116 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.0f,1.0f,14)));
117 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.0f,1.0f,15)));
119 short unsigned int indexArray[] = { 0,2,1, 3,5,4,6,8,7, 9, 11, 10, 12,15,14,12,14,13};
120 Dali::MeshData::FaceIndices index( indexArray, indexArray + sizeof(indexArray)/sizeof(short unsigned int) );
123 Dali::Material material = Material::New("Material");
124 material.SetDiffuseColor( Vector4(1.0f,1.0f,1.0f,1.0f));
126 //Create the Mesh object
128 data.SetVertices(vertices);
129 data.SetFaceIndices( index );
130 data.SetMaterial( material );
131 data.SetHasNormals( true );
132 Mesh mesh = Mesh::New( data );
134 //Create the mesh actor
135 MeshActor meshActor = MeshActor::New(mesh);
136 meshActor.SetAnchorPoint( AnchorPoint::CENTER );
137 meshActor.SetShaderEffect(shader);
138 meshActor.SetPosition( center );
139 meshActor.SetBlendMode(BlendingMode::ON );
140 mView.Add( meshActor );
144 Animation animation = Animation::New(5.0f);
145 KeyFrames k0 = KeyFrames::New();
146 k0.Add( 0.0f, Vector3( 0.0f,-radius, 0.0f) );
147 k0.Add( 0.5f, Vector3(0.0f, -radius*4.0f, 0.0f));
148 k0.Add( 1.0f, Vector3( 0.0f,-radius, 0.0f) );
149 animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(1)),k0,AlphaFunctions::EaseInOutSine );
151 k0 = KeyFrames::New();
152 k0.Add( 0.0f, Vector3( radius, 0.0f, 0.0f) );
153 k0.Add( 0.5f, Vector3(radius*4.0f,0.0f, 0.0f));
154 k0.Add( 1.0f, Vector3( radius,0.0f, 0.0f));
155 animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(4)),k0,AlphaFunctions::EaseInOutSine );
157 k0 = KeyFrames::New();
158 k0.Add( 0.0f, Vector3(0.0f,radius, 0.0f) );
159 k0.Add( 0.5f, Vector3(0.0f,radius*4.0f, 0.0f));
160 k0.Add( 1.0f, Vector3(0.0f,radius, 0.0f) );
161 animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(7)),k0,AlphaFunctions::EaseInOutSine );
163 k0 = KeyFrames::New();
164 k0.Add( 0.0f, Vector3( -radius, 0.0f, 0.0f) );
165 k0.Add( 0.5f, Vector3(-radius*4.0f,0.0f, 0.0f));
166 k0.Add( 1.0f, Vector3( -radius, 0.0f, 0.0f) );
167 animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(10)),k0,AlphaFunctions::EaseInOutSine );
169 animation.AnimateBy( Property( meshActor, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(90.0f) ), Vector3::ZAXIS ) );
170 animation.SetLooping( true );
174 void CreateTriangleMorph( Vector3 center, float side )
176 float h = (side *0.5f)/0.866f;
178 Vector3 v0 = Vector3(-h,h,0.0f);
179 Vector3 v1 = Vector3(0.0f,-(side*0.366f),0.0f );
180 Vector3 v2 = Vector3(h,h,0.0f);
182 Vector3 v3 = v0 + ((v1-v0) * 0.5f);
183 Vector3 v4 = v1 + ((v2-v1) * 0.5f);
184 Vector3 v5 = v2 + ((v0-v2) * 0.5f);
186 Toolkit::QuadraticBezier shader = Toolkit::QuadraticBezier::New(12, true);
188 shader.SetPoint(0,v0);
189 shader.SetPoint(1,v3);
190 shader.SetPoint(2,v1);
192 shader.SetPoint(3,v1);
193 shader.SetPoint(4,v4);
194 shader.SetPoint(5,v2);
196 shader.SetPoint(6,v2);
197 shader.SetPoint(7,v5);
198 shader.SetPoint(8,v0);
200 shader.SetPoint(9, v0);
201 shader.SetPoint(10,v1);
202 shader.SetPoint(11,v2);
204 shader.SetColor(Vector4(0.0f,1.0f,0.0f,1.0f));
205 shader.SetLineWidth(2.0f);
207 ////Generate the mesh
208 Dali::MeshData::VertexContainer vertices;
209 for( unsigned int i(0);i<9;i+=3 )
211 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.0f,0.0f,i)) );
212 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO,Vector3(0.5f,0.0f,i+1) ) );
213 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(1.0f,1.0f,i+2) ) );
216 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.0f,1.0f,9)) );
217 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO,Vector3(0.0f,1.0f,10) ) );
218 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.0f,1.0f,11) ) );
220 short unsigned int indexArray[] = { 0,2,1,3,5,4,6,8,7,9,11,10 };
221 Dali::MeshData::FaceIndices index( indexArray, indexArray + sizeof(indexArray)/sizeof(short unsigned int) );
224 Dali::Material material = Material::New("Material");
225 material.SetDiffuseColor( Vector4(1.0f,1.0f,1.0f,1.0f));
227 //Create the Mesh object
229 data.SetVertices(vertices);
230 data.SetFaceIndices( index );
231 data.SetMaterial( material );
232 data.SetHasNormals( true );
233 Mesh mesh = Mesh::New( data );
235 // //Create the mesh actor
236 MeshActor meshActor = MeshActor::New(mesh);
237 meshActor.SetAnchorPoint( AnchorPoint::CENTER );
238 meshActor.SetShaderEffect(shader);
239 meshActor.SetPosition( center );
240 meshActor.SetBlendMode(BlendingMode::ON );
241 mView.Add( meshActor );
244 Animation animation = Animation::New(5.0f);
246 KeyFrames k0 = KeyFrames::New();
248 k0.Add( 0.5f, v3 + Vector3(-200.0f,-200.0f,0.0f));
250 animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(1)),k0,AlphaFunctions::EaseInOutSine );
252 k0 = KeyFrames::New();
254 k0.Add( 0.5f, v4 + Vector3(200.0f,-200.0f,0.0f));
256 animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(4)),k0,AlphaFunctions::EaseInOutSine );
258 k0 = KeyFrames::New();
260 k0.Add( 0.5f, v5 + Vector3(0.0,200.0f,0.0f));
262 animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(7)),k0,AlphaFunctions::EaseInOutSine );
263 animation.SetLooping( true );
267 void CreatePathMorph( Vector3 center, float radius )
269 Toolkit::QuadraticBezier shader = Toolkit::QuadraticBezier::New(12, false);
271 shader.SetPoint(0, Vector3(-radius,-radius,0.0f));
272 shader.SetPoint(1, Vector3( 0.0f,-radius,0.0f));
273 shader.SetPoint(2, Vector3(radius,-radius,0.0f));
275 shader.SetPoint(3, Vector3(radius,-radius,0.0f));
276 shader.SetPoint(4, Vector3( radius,0.0f,0.0f));
277 shader.SetPoint(5, Vector3(radius,radius,0.0f));
279 shader.SetPoint(6, Vector3(radius,radius,0.0f));
280 shader.SetPoint(7, Vector3( 0.0f,radius,0.0f));
281 shader.SetPoint(8, Vector3( -radius,radius,0.0f));
283 shader.SetPoint(9, Vector3( -radius,radius,0.0f));
284 shader.SetPoint(10, Vector3( -radius,0.0f,0.0f));
285 shader.SetPoint(11, Vector3(-radius,-radius,0.0f));
287 shader.SetColor(Vector4(1.0f,1.0f,0.0f,1.0f) );
288 shader.SetLineWidth(1.5f);
290 ////Generate the mesh/S
291 Dali::MeshData::VertexContainer vertices;
292 for( unsigned int i(0); i<12; i+=3 )
294 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.0f,0.0f,i) ));
295 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.5f,0.0f,i+1)));
296 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(1.0f,1.0f,i+2)));
300 short unsigned int indexArray[] = { 0,2,1, 3,5,4,6,8,7, 9, 11, 10 };
301 Dali::MeshData::FaceIndices index( indexArray, indexArray + sizeof(indexArray)/sizeof(short unsigned int) );
304 Dali::Material material = Material::New("Material");
305 material.SetDiffuseColor( Vector4(1.0f,1.0f,1.0f,1.0f));
307 //Create the Mesh object
309 data.SetVertices(vertices);
310 data.SetFaceIndices( index );
311 data.SetMaterial( material );
312 data.SetHasNormals( true );
313 Mesh mesh = Mesh::New( data );
315 //Create the mesh actor
316 MeshActor meshActor = MeshActor::New(mesh);
317 meshActor.SetAnchorPoint( AnchorPoint::CENTER );
318 meshActor.SetShaderEffect(shader);
319 meshActor.SetPosition( center );
320 meshActor.SetBlendMode(BlendingMode::ON );
321 mView.Add( meshActor );
325 Animation animation = Animation::New(5.0f);
326 KeyFrames k0 = KeyFrames::New();
327 k0.Add( 0.0f, Vector3( 0.0f,-radius*2.0, 0.0f) );
328 k0.Add( 0.5f, Vector3(-radius*2.0, -radius*3.0f, 0.0f));
329 k0.Add( 1.0f, Vector3( 0.0f,-radius*2.0, 0.0f) );
330 animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(1)),k0,AlphaFunctions::EaseInOutSine );
332 k0 = KeyFrames::New();
333 k0.Add( 0.0f, Vector3( radius*2.0, 0.0f, 0.0f) );
334 k0.Add( 0.5f, Vector3(radius*3.0f,-radius*2.0, 0.0f));
335 k0.Add( 1.0f, Vector3( radius*2.0,0.0f, 0.0f));
336 animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(4)),k0,AlphaFunctions::EaseInOutSine );
338 k0 = KeyFrames::New();
339 k0.Add( 0.0f, Vector3(0.0f,radius*2.0, 0.0f) );
340 k0.Add( 0.5f, Vector3(radius*2.0,radius*3.0f, 0.0f));
341 k0.Add( 1.0f, Vector3(0.0f,radius*2.0, 0.0f) );
342 animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(7)),k0,AlphaFunctions::EaseInOutSine );
344 k0 = KeyFrames::New();
345 k0.Add( 0.0f, Vector3( -radius*2.0, 0.0f, 0.0f) );
346 k0.Add( 0.5f, Vector3(-radius*3.0f,radius*2.0, 0.0f));
347 k0.Add( 1.0f, Vector3( -radius*2.0, 0.0f, 0.0f) );
348 animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(10)),k0,AlphaFunctions::EaseInOutSine );
350 animation.AnimateBy( Property( meshActor, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(-90.0f) ), Vector3::ZAXIS ) );
351 animation.SetLooping( true );
356 * Main key event handler
358 void OnKeyEvent(const KeyEvent& event)
360 if( event.state == KeyEvent::Down && (IsKey( event, DALI_KEY_ESCAPE) || IsKey( event, DALI_KEY_BACK )) )
367 Application& mApplication;
371 void RunTest( Application& application )
373 AnimatedShapesExample test( application );
374 application.MainLoop();
377 int main( int argc, char **argv )
379 Application application = Application::New( &argc, &argv );
380 RunTest( application );