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::Control::New();
59 mView.SetAnchorPoint( Dali::AnchorPoint::CENTER );
60 mView.SetParentOrigin( Dali::ParentOrigin::CENTER );
61 mView.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
64 //Set background image for the view
65 mView.SetBackgroundImage( ResourceImage::New( BACKGROUND_IMAGE ) );
67 CreateTriangleMorph(Vector3( stage.GetSize().x*0.5f,stage.GetSize().y*0.15f,0.0f), 100.0f );
68 CreateCircleMorph( Vector3( stage.GetSize().x*0.5f,stage.GetSize().y*0.85f,0.0f), 60.0f );
69 CreatePathMorph( Vector3( stage.GetSize().x*0.5f,stage.GetSize().y*0.5f,0.0f), 55.0f );
72 stage.KeyEventSignal().Connect(this, &AnimatedShapesExample::OnKeyEvent);
75 void CreateCircleMorph( Vector3 center, float radius )
77 Toolkit::QuadraticBezier shader = Toolkit::QuadraticBezier::New(16, true);
79 shader.SetPoint(0, Vector3(-radius,-radius,0.0f));
80 shader.SetPoint(1, Vector3( 0.0f,-radius,0.0f));
81 shader.SetPoint(2, Vector3(radius,-radius,0.0f));
83 shader.SetPoint(3, Vector3(radius,-radius,0.0f));
84 shader.SetPoint(4, Vector3( radius,0.0f,0.0f));
85 shader.SetPoint(5, Vector3(radius,radius,0.0f));
87 shader.SetPoint(6, Vector3(radius,radius,0.0f));
88 shader.SetPoint(7, Vector3( 0.0f,radius,0.0f));
89 shader.SetPoint(8, Vector3( -radius,radius,0.0f));
91 shader.SetPoint(9, Vector3( -radius,radius,0.0f));
92 shader.SetPoint(10, Vector3( -radius,0.0f,0.0f));
93 shader.SetPoint(11, Vector3(-radius,-radius,0.0f));
95 shader.SetPoint(12, Vector3(-radius,-radius,0.0f));
96 shader.SetPoint(13, Vector3(radius,-radius,0.0f));
97 shader.SetPoint(14, Vector3(radius,radius,0.0f));
98 shader.SetPoint(15, Vector3( -radius,radius,0.0f));
100 shader.SetColor(Vector4(1.0f,0.0f,0.0f,1.0f) );
101 shader.SetLineWidth(2.0f);
103 ////Generate the mesh
104 Dali::MeshData::VertexContainer vertices;
105 for( unsigned int i(0); i<12; i+=3 )
107 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.0f,0.0f,i) ));
108 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.5f,0.0f,i+1)));
109 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(1.0f,1.0f,i+2)));
111 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.0f,1.0f,12) ));
112 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.0f,1.0f,13)));
113 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.0f,1.0f,14)));
114 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.0f,1.0f,15)));
116 short unsigned int indexArray[] = { 0,2,1, 3,5,4,6,8,7, 9, 11, 10, 12,15,14,12,14,13};
117 Dali::MeshData::FaceIndices index( indexArray, indexArray + sizeof(indexArray)/sizeof(short unsigned int) );
120 Dali::Material material = Material::New("Material");
121 material.SetDiffuseColor( Vector4(1.0f,1.0f,1.0f,1.0f));
123 //Create the Mesh object
125 data.SetVertices(vertices);
126 data.SetFaceIndices( index );
127 data.SetMaterial( material );
128 data.SetHasNormals( true );
129 Mesh mesh = Mesh::New( data );
131 //Create the mesh actor
132 MeshActor meshActor = MeshActor::New(mesh);
133 meshActor.SetAnchorPoint( AnchorPoint::CENTER );
134 meshActor.SetShaderEffect(shader);
135 meshActor.SetPosition( center );
136 meshActor.SetBlendMode(BlendingMode::ON );
137 mView.Add( meshActor );
141 Animation animation = Animation::New(5.0f);
142 KeyFrames k0 = KeyFrames::New();
143 k0.Add( 0.0f, Vector3( 0.0f,-radius, 0.0f) );
144 k0.Add( 0.5f, Vector3(0.0f, -radius*4.0f, 0.0f));
145 k0.Add( 1.0f, Vector3( 0.0f,-radius, 0.0f) );
146 animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(1)),k0,AlphaFunction::EASE_IN_OUT );
148 k0 = KeyFrames::New();
149 k0.Add( 0.0f, Vector3( radius, 0.0f, 0.0f) );
150 k0.Add( 0.5f, Vector3(radius*4.0f,0.0f, 0.0f));
151 k0.Add( 1.0f, Vector3( radius,0.0f, 0.0f));
152 animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(4)),k0,AlphaFunction::EASE_IN_OUT );
154 k0 = KeyFrames::New();
155 k0.Add( 0.0f, Vector3(0.0f,radius, 0.0f) );
156 k0.Add( 0.5f, Vector3(0.0f,radius*4.0f, 0.0f));
157 k0.Add( 1.0f, Vector3(0.0f,radius, 0.0f) );
158 animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(7)),k0,AlphaFunction::EASE_IN_OUT );
160 k0 = KeyFrames::New();
161 k0.Add( 0.0f, Vector3( -radius, 0.0f, 0.0f) );
162 k0.Add( 0.5f, Vector3(-radius*4.0f,0.0f, 0.0f));
163 k0.Add( 1.0f, Vector3( -radius, 0.0f, 0.0f) );
164 animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(10)),k0,AlphaFunction::EASE_IN_OUT );
166 animation.AnimateBy( Property( meshActor, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(90.0f) ), Vector3::ZAXIS ) );
167 animation.SetLooping( true );
171 void CreateTriangleMorph( Vector3 center, float side )
173 float h = (side *0.5f)/0.866f;
175 Vector3 v0 = Vector3(-h,h,0.0f);
176 Vector3 v1 = Vector3(0.0f,-(side*0.366f),0.0f );
177 Vector3 v2 = Vector3(h,h,0.0f);
179 Vector3 v3 = v0 + ((v1-v0) * 0.5f);
180 Vector3 v4 = v1 + ((v2-v1) * 0.5f);
181 Vector3 v5 = v2 + ((v0-v2) * 0.5f);
183 Toolkit::QuadraticBezier shader = Toolkit::QuadraticBezier::New(12, true);
185 shader.SetPoint(0,v0);
186 shader.SetPoint(1,v3);
187 shader.SetPoint(2,v1);
189 shader.SetPoint(3,v1);
190 shader.SetPoint(4,v4);
191 shader.SetPoint(5,v2);
193 shader.SetPoint(6,v2);
194 shader.SetPoint(7,v5);
195 shader.SetPoint(8,v0);
197 shader.SetPoint(9, v0);
198 shader.SetPoint(10,v1);
199 shader.SetPoint(11,v2);
201 shader.SetColor(Vector4(0.0f,1.0f,0.0f,1.0f));
202 shader.SetLineWidth(2.0f);
204 ////Generate the mesh
205 Dali::MeshData::VertexContainer vertices;
206 for( unsigned int i(0);i<9;i+=3 )
208 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.0f,0.0f,i)) );
209 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO,Vector3(0.5f,0.0f,i+1) ) );
210 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(1.0f,1.0f,i+2) ) );
213 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.0f,1.0f,9)) );
214 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO,Vector3(0.0f,1.0f,10) ) );
215 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.0f,1.0f,11) ) );
217 short unsigned int indexArray[] = { 0,2,1,3,5,4,6,8,7,9,11,10 };
218 Dali::MeshData::FaceIndices index( indexArray, indexArray + sizeof(indexArray)/sizeof(short unsigned int) );
221 Dali::Material material = Material::New("Material");
222 material.SetDiffuseColor( Vector4(1.0f,1.0f,1.0f,1.0f));
224 //Create the Mesh object
226 data.SetVertices(vertices);
227 data.SetFaceIndices( index );
228 data.SetMaterial( material );
229 data.SetHasNormals( true );
230 Mesh mesh = Mesh::New( data );
232 // //Create the mesh actor
233 MeshActor meshActor = MeshActor::New(mesh);
234 meshActor.SetAnchorPoint( AnchorPoint::CENTER );
235 meshActor.SetShaderEffect(shader);
236 meshActor.SetPosition( center );
237 meshActor.SetBlendMode(BlendingMode::ON );
238 mView.Add( meshActor );
241 Animation animation = Animation::New(5.0f);
243 KeyFrames k0 = KeyFrames::New();
245 k0.Add( 0.5f, v3 + Vector3(-200.0f,-200.0f,0.0f));
247 animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(1)),k0,AlphaFunction::EASE_IN_OUT );
249 k0 = KeyFrames::New();
251 k0.Add( 0.5f, v4 + Vector3(200.0f,-200.0f,0.0f));
253 animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(4)),k0,AlphaFunction::EASE_IN_OUT );
255 k0 = KeyFrames::New();
257 k0.Add( 0.5f, v5 + Vector3(0.0,200.0f,0.0f));
259 animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(7)),k0,AlphaFunction::EASE_IN_OUT );
260 animation.SetLooping( true );
264 void CreatePathMorph( Vector3 center, float radius )
266 Toolkit::QuadraticBezier shader = Toolkit::QuadraticBezier::New(12, false);
268 shader.SetPoint(0, Vector3(-radius,-radius,0.0f));
269 shader.SetPoint(1, Vector3( 0.0f,-radius,0.0f));
270 shader.SetPoint(2, Vector3(radius,-radius,0.0f));
272 shader.SetPoint(3, Vector3(radius,-radius,0.0f));
273 shader.SetPoint(4, Vector3( radius,0.0f,0.0f));
274 shader.SetPoint(5, Vector3(radius,radius,0.0f));
276 shader.SetPoint(6, Vector3(radius,radius,0.0f));
277 shader.SetPoint(7, Vector3( 0.0f,radius,0.0f));
278 shader.SetPoint(8, Vector3( -radius,radius,0.0f));
280 shader.SetPoint(9, Vector3( -radius,radius,0.0f));
281 shader.SetPoint(10, Vector3( -radius,0.0f,0.0f));
282 shader.SetPoint(11, Vector3(-radius,-radius,0.0f));
284 shader.SetColor(Vector4(1.0f,1.0f,0.0f,1.0f) );
285 shader.SetLineWidth(1.5f);
287 ////Generate the mesh/S
288 Dali::MeshData::VertexContainer vertices;
289 for( unsigned int i(0); i<12; i+=3 )
291 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.0f,0.0f,i) ));
292 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.5f,0.0f,i+1)));
293 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(1.0f,1.0f,i+2)));
297 short unsigned int indexArray[] = { 0,2,1, 3,5,4,6,8,7, 9, 11, 10 };
298 Dali::MeshData::FaceIndices index( indexArray, indexArray + sizeof(indexArray)/sizeof(short unsigned int) );
301 Dali::Material material = Material::New("Material");
302 material.SetDiffuseColor( Vector4(1.0f,1.0f,1.0f,1.0f));
304 //Create the Mesh object
306 data.SetVertices(vertices);
307 data.SetFaceIndices( index );
308 data.SetMaterial( material );
309 data.SetHasNormals( true );
310 Mesh mesh = Mesh::New( data );
312 //Create the mesh actor
313 MeshActor meshActor = MeshActor::New(mesh);
314 meshActor.SetAnchorPoint( AnchorPoint::CENTER );
315 meshActor.SetShaderEffect(shader);
316 meshActor.SetPosition( center );
317 meshActor.SetBlendMode(BlendingMode::ON );
318 mView.Add( meshActor );
322 Animation animation = Animation::New(5.0f);
323 KeyFrames k0 = KeyFrames::New();
324 k0.Add( 0.0f, Vector3( 0.0f,-radius*2.0, 0.0f) );
325 k0.Add( 0.5f, Vector3(-radius*2.0, -radius*3.0f, 0.0f));
326 k0.Add( 1.0f, Vector3( 0.0f,-radius*2.0, 0.0f) );
327 animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(1)),k0,AlphaFunction::EASE_IN_OUT );
329 k0 = KeyFrames::New();
330 k0.Add( 0.0f, Vector3( radius*2.0, 0.0f, 0.0f) );
331 k0.Add( 0.5f, Vector3(radius*3.0f,-radius*2.0, 0.0f));
332 k0.Add( 1.0f, Vector3( radius*2.0,0.0f, 0.0f));
333 animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(4)),k0,AlphaFunction::EASE_IN_OUT );
335 k0 = KeyFrames::New();
336 k0.Add( 0.0f, Vector3(0.0f,radius*2.0, 0.0f) );
337 k0.Add( 0.5f, Vector3(radius*2.0,radius*3.0f, 0.0f));
338 k0.Add( 1.0f, Vector3(0.0f,radius*2.0, 0.0f) );
339 animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(7)),k0,AlphaFunction::EASE_IN_OUT );
341 k0 = KeyFrames::New();
342 k0.Add( 0.0f, Vector3( -radius*2.0, 0.0f, 0.0f) );
343 k0.Add( 0.5f, Vector3(-radius*3.0f,radius*2.0, 0.0f));
344 k0.Add( 1.0f, Vector3( -radius*2.0, 0.0f, 0.0f) );
345 animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(10)),k0,AlphaFunction::EASE_IN_OUT );
347 animation.AnimateBy( Property( meshActor, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(-90.0f) ), Vector3::ZAXIS ) );
348 animation.SetLooping( true );
353 * Main key event handler
355 void OnKeyEvent(const KeyEvent& event)
357 if( event.state == KeyEvent::Down && (IsKey( event, DALI_KEY_ESCAPE) || IsKey( event, DALI_KEY_BACK )) )
364 Application& mApplication;
365 Toolkit::Control mView;
368 void RunTest( Application& application )
370 AnimatedShapesExample test( application );
371 application.MainLoop();
374 int main( int argc, char **argv )
376 Application application = Application::New( &argc, &argv );
377 RunTest( application );