2 * Copyright (c) 2016 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.
19 #include "shared/view.h"
21 #include <dali/dali.h>
22 #include <dali-toolkit/dali-toolkit.h>
23 #include <dali-toolkit/devel-api/controls/shadow-view/shadow-view.h>
28 using namespace Dali::Toolkit;
30 using namespace DemoHelper;
34 const char* BACKGROUND_IMAGE( DEMO_IMAGE_DIR "background-default.png" );
35 const char* TOOLBAR_IMAGE( DEMO_IMAGE_DIR "top-bar.png" );
37 const char* APPLICATION_TITLE_PAN_LIGHT( "Lighting: Pan Light" );
38 const char* APPLICATION_TITLE_ROTATE_OBJECT( "Lighting: Rotate Object" );
39 const char* APPLICATION_TITLE_PAN_SCENE( "Lighting: Pan Scene" );
40 const char* APPLICATION_TITLE_ROTATE_SCENE( "Lighting: Rotate Scene" );
41 const char* CHANGE_EFFECT_IMAGE( DEMO_IMAGE_DIR "icon-change.png" );
42 const char* CHANGE_EFFECT_IMAGE_SELECTED( DEMO_IMAGE_DIR "icon-change-selected.png" );
43 const char* RESET_ICON( DEMO_IMAGE_DIR "icon-reset.png" );
44 const char* RESET_ICON_SELECTED( DEMO_IMAGE_DIR "icon-reset-selected.png" );
46 const char* SCENE_IMAGE_1( DEMO_IMAGE_DIR "gallery-small-10.jpg");
47 const char* SCENE_IMAGE_2( DEMO_IMAGE_DIR "gallery-small-42.jpg");
48 const char* SCENE_IMAGE_3( DEMO_IMAGE_DIR "gallery-small-48.jpg");
50 const float MIN_PINCH_SCALE( 0.3f );
51 const float MAX_PINCH_SCALE( 2.05f );
53 const float R3_2(0.8660254);
54 const Vector3 TOP_POINT( 0.0f, -1.0f, 0.0f);
55 const Vector3 LEFT_POINT( -R3_2, 0.5f, 0.0f);
56 const Vector3 RIGHT_POINT( R3_2, 0.5f, 0.0f);
57 const Vector3 FRONT_POINT( 0.0f, 0.0f, 20.0f);
59 const Vector2 DEFAULT_STAGE_SIZE( 480.0f, 800.0f );
61 const float X_ROTATION_DISPLACEMENT_FACTOR = 60.f;
62 const float Y_ROTATION_DISPLACEMENT_FACTOR = 60.f;
63 const float LIGHT_PAN_X_DISPLACEMENT_FACTOR = 1/360.f;
64 const float LIGHT_PAN_Y_DISPLACEMENT_FACTOR = 1/360.f;
69 * This example shows a fixed point light onto an animating set of images
70 * casting a shadow onto a wall. The whole scene can be rotated.
73 class TestApp : public ConnectionTracker
79 * @param application class, stored as reference
81 TestApp(Application &app)
97 mPanGestureDetector(),
98 mPinchGestureDetector(),
99 mTapGestureDetector(),
100 mTranslation( 22.0f, -1.0f, 0.0f ),
101 mSceneXRotation( Degree(-6.0f) ), // Initial values give a reasonable off-straight view.
102 mSceneYRotation( Degree(20.0f) ),
103 mLightXRotation( Degree(-1.5f) ),
104 mLightYRotation( Degree(-9.5f) ),
105 mObjectXRotation(0.0f),
106 mObjectYRotation(0.0f),
108 mScaleAtPinchStart(0.6f),
109 mAngle1Index( Property::INVALID_INDEX ),
110 mAngle3Index( Property::INVALID_INDEX ),
112 mPanState( PAN_LIGHT )
114 app.InitSignal().Connect(this, &TestApp::Create);
115 app.TerminateSignal().Connect(this, &TestApp::Terminate);
120 // Nothing to do here; All the members of this class get deleted automatically and they delete their children
125 struct RotationConstraint
127 RotationConstraint(float sign)
132 void operator()( Quaternion& current, const PropertyInputContainer& inputs )
134 Radian angle( inputs[0]->GetFloat() );
135 current = Quaternion( angle * mSign, Vector3::YAXIS );
142 * This method gets called once the main loop of application is up and running
144 void Create(Application& app)
146 srand(0); // Want repeatable path
148 Stage::GetCurrent().KeyEventSignal().Connect(this, &TestApp::OnKeyEvent);
150 CreateToolbarAndView(app);
151 CreateShadowViewAndLights();
155 void CreateToolbarAndView(Application& app)
157 // Creates a default view with a default tool bar.
158 // The view is added to the stage.
159 Toolkit::ToolBar toolBar;
160 mContents = DemoHelper::CreateView( app,
167 // Add an effect-changing button on the right of the tool bar.
168 Toolkit::PushButton effectChangeButton = Toolkit::PushButton::New();
169 effectChangeButton.SetUnselectedImage( CHANGE_EFFECT_IMAGE );
170 effectChangeButton.SetSelectedImage( CHANGE_EFFECT_IMAGE_SELECTED );
171 effectChangeButton.ClickedSignal().Connect( this, &TestApp::OnEffectButtonClicked );
172 toolBar.AddControl( effectChangeButton, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HorizontalRight, DemoHelper::DEFAULT_MODE_SWITCH_PADDING );
174 // Add title to the tool bar.
175 mTitleActor = DemoHelper::CreateToolBarLabel( "" );
176 toolBar.AddControl( mTitleActor, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarTitlePercentage, Toolkit::Alignment::HorizontalCenter );
179 mTitleActor.SetProperty( TextLabel::Property::TEXT, std::string(APPLICATION_TITLE_PAN_LIGHT) );
182 Toolkit::PushButton resetButton = Toolkit::PushButton::New();
183 resetButton.SetUnselectedImage( RESET_ICON );
184 resetButton.SetSelectedImage( RESET_ICON_SELECTED );
185 resetButton.ClickedSignal().Connect( this, &TestApp::OnResetPressed );
186 toolBar.AddControl( resetButton, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HorizontalCenter, DemoHelper::DEFAULT_PLAY_PADDING );
189 mView.SetPosition(Vector3(0.0f, 0.0f, 0.0f));
191 mContents.SetBehavior(Layer::LAYER_3D);
192 mContents.SetPosition(mTranslation);
193 mContents.SetOrientation( CalculateWorldRotation( mSceneXRotation, mSceneYRotation ) );
194 mContents.SetScale(mPinchScale, mPinchScale, mPinchScale);
196 mPanGestureDetector = PanGestureDetector::New();
197 mPanGestureDetector.Attach( mView );
198 mPanGestureDetector.DetectedSignal().Connect(this, &TestApp::OnPan);
200 mPinchGestureDetector = PinchGestureDetector::New();
201 mPinchGestureDetector.Attach( mView );
202 mPinchGestureDetector.DetectedSignal().Connect(this, &TestApp::OnPinch);
204 mTapGestureDetector = TapGestureDetector::New();
205 mTapGestureDetector.Attach( mView );
206 mTapGestureDetector.DetectedSignal().Connect(this, &TestApp::OnTap);
211 void CreateShadowViewAndLights()
213 mShadowView = Toolkit::ShadowView::New();
214 mShadowView.SetName("Container");
215 mShadowView.SetParentOrigin(ParentOrigin::CENTER);
216 mShadowView.SetAnchorPoint(AnchorPoint::CENTER);
217 mShadowView.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
218 mShadowView.SetPointLightFieldOfView( Math::PI / 2.0f);
219 mContents.Add(mShadowView);
221 mShadowPlaneBg = ImageView::New( DEMO_IMAGE_DIR "brick-wall.jpg" );
222 mShadowPlaneBg.SetParentOrigin(ParentOrigin::CENTER);
223 mShadowPlaneBg.SetAnchorPoint(AnchorPoint::CENTER);
224 mShadowPlaneBg.SetName("Plane");
225 mShadowPlaneBg.SetSize(1000.0f, 1000.0f);
226 mContents.Add(mShadowPlaneBg);
227 mShadowPlaneBg.SetPosition(Vector3(50.0f, 50.0f, -200.0f));
229 mShadowView.SetShadowPlaneBackground(mShadowPlaneBg);
230 mShadowView.Activate();
232 mLightAnchor = Actor::New();
233 mLightAnchor.SetParentOrigin(ParentOrigin::CENTER);
234 mLightAnchor.SetAnchorPoint(AnchorPoint::CENTER);
235 mLightAnchor.SetOrientation( CalculateWorldRotation( mLightXRotation, mLightYRotation ) );
237 // Work out a scaling factor as the initial light position was calculated for desktop
238 // Need to scale light position as scene actor size is based on stage size (i.e. much bigger on device)
239 Vector2 stageSize( Stage::GetCurrent().GetSize() );
240 float scaleFactor = stageSize.x / DEFAULT_STAGE_SIZE.x;
242 mCastingLight = Actor::New();
243 mCastingLight.SetParentOrigin(ParentOrigin::CENTER);
244 mCastingLight.SetAnchorPoint(AnchorPoint::CENTER);
245 mCastingLight.SetPosition( Vector3( 0.0f, 0.0f, 800.0f ) * scaleFactor );
247 TextLabel text = TextLabel::New( "Light" );
248 text.SetProperty( TextLabel::Property::POINT_SIZE, 20.0f );
249 text.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
250 text.SetColor( Color::BLUE );
252 mCastingLight.Add(text);
253 mLightAnchor.Add(mCastingLight);
254 mShadowPlaneBg.Add(mLightAnchor);
256 text.SetParentOrigin(ParentOrigin::CENTER);
257 mShadowView.SetPointLight(mCastingLight);
262 mSceneActor = Actor::New();
263 mSceneActor.SetParentOrigin(ParentOrigin::CENTER);
265 // Create and add images to the scene actor:
266 mImageActor1 = ImageView::New( SCENE_IMAGE_1 );
267 mImageActor2 = ImageView::New( SCENE_IMAGE_2 );
268 mImageActor3 = ImageView::New( SCENE_IMAGE_3 );
270 mImageActor1.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
271 mImageActor2.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
272 mImageActor3.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
274 mImageActor2.SetParentOrigin(ParentOrigin::CENTER);
276 mImageActor1.SetParentOrigin(ParentOrigin::CENTER_LEFT);
277 mImageActor1.SetAnchorPoint(AnchorPoint::CENTER_RIGHT);
279 mImageActor3.SetParentOrigin(ParentOrigin::CENTER_RIGHT);
280 mImageActor3.SetAnchorPoint(AnchorPoint::CENTER_LEFT);
282 mSceneActor.Add(mImageActor2);
283 mImageActor2.Add(mImageActor1);
284 mImageActor2.Add(mImageActor3);
286 Property::Index angleIndex = mImageActor2.RegisterProperty("angle", Property::Value( Dali::ANGLE_30 ) );
287 Source angleSrc( mImageActor2, angleIndex );
289 Constraint constraint = Constraint::New<Quaternion>( mImageActor1, Actor::Property::ORIENTATION, RotationConstraint(-1.0f) );
290 constraint.AddSource( angleSrc );
293 constraint = Constraint::New<Quaternion>( mImageActor3, Actor::Property::ORIENTATION, RotationConstraint(+1.0f) );
294 constraint.AddSource( angleSrc );
297 mSceneAnimation = Animation::New(2.5f);
299 // Want to animate angle from 30 => -30 and back again smoothly.
301 mSceneAnimation.AnimateTo( Property( mImageActor2, angleIndex ), Property::Value(-Dali::ANGLE_30), AlphaFunction::SIN );
303 mSceneAnimation.SetLooping(true);
304 mSceneAnimation.Play();
306 mSceneActor.SetSize(250.0f, 250.0f);
307 mSceneActor.SetPosition(0.0f, 0.0f, 130.0f);
308 mShadowView.Add(mSceneActor);
312 Quaternion CalculateWorldRotation( Radian XRotation, Radian YRotation )
314 Quaternion p( XRotation, Vector3::XAXIS );
315 Quaternion q( YRotation, Vector3::YAXIS );
319 void OnTap(Dali::Actor actor, const TapGesture& gesture)
321 if( mSceneAnimation )
325 mSceneAnimation.Pause();
330 mSceneAnimation.Play();
336 void OnPan(Actor actor, const PanGesture& gesture)
338 switch (gesture.state)
340 case Gesture::Continuing:
346 mLightXRotation = mLightXRotation - gesture.displacement.y * LIGHT_PAN_X_DISPLACEMENT_FACTOR; // X displacement rotates around Y axis
347 mLightXRotation = Clamp(mLightXRotation, -Dali::ANGLE_45, Dali::ANGLE_45 );
348 mLightYRotation = mLightYRotation + gesture.displacement.x * LIGHT_PAN_Y_DISPLACEMENT_FACTOR; // Y displacement rotates around X axis
349 mLightYRotation = Clamp(mLightYRotation, -Dali::ANGLE_45, Dali::ANGLE_45 );
350 mLightAnchor.SetOrientation( CalculateWorldRotation( mLightXRotation, mLightYRotation ) );
356 mTranslation += Vector3(gesture.displacement.x, gesture.displacement.y, 0.f);
357 mContents.SetPosition(mTranslation);
363 mSceneXRotation = mSceneXRotation - gesture.displacement.y / X_ROTATION_DISPLACEMENT_FACTOR; // X displacement rotates around Y axis
364 mSceneXRotation = Clamp( mSceneXRotation, -Dali::ANGLE_90, Dali::ANGLE_90 );
365 mSceneYRotation = mSceneYRotation + gesture.displacement.x / Y_ROTATION_DISPLACEMENT_FACTOR; // Y displacement rotates around X axis
366 mSceneYRotation = Clamp( mSceneYRotation, -Dali::ANGLE_90, Dali::ANGLE_90 );
367 mContents.SetOrientation( CalculateWorldRotation( mSceneXRotation, mSceneYRotation ) );
373 mObjectXRotation = mObjectXRotation - gesture.displacement.y / X_ROTATION_DISPLACEMENT_FACTOR; // X displacement rotates around Y axis
374 mObjectYRotation = mObjectYRotation + gesture.displacement.x / Y_ROTATION_DISPLACEMENT_FACTOR; // Y displacement rotates around X axis
375 mSceneActor.SetOrientation( CalculateWorldRotation( mObjectXRotation, mObjectYRotation ) );
382 case Gesture::Finished:
383 // Start animation at last known speed
391 void OnPinch(Actor actor, const PinchGesture& gesture)
393 if (gesture.state == Gesture::Started)
395 mScaleAtPinchStart = mContents.GetCurrentScale().x;
397 mPinchScale = Clamp(mScaleAtPinchStart * gesture.scale, MIN_PINCH_SCALE, MAX_PINCH_SCALE);
399 mContents.SetScale(mPinchScale, mPinchScale, mPinchScale);
402 void Terminate(Application& app)
406 Stage::GetCurrent().Remove(mSceneActor);
410 Stage::GetCurrent().Remove(mView);
414 void OnKeyEvent(const KeyEvent& event)
416 if(event.state == KeyEvent::Down)
418 if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
425 bool OnEffectButtonClicked( Toolkit::Button button )
430 mPanState = ROTATE_OBJECT;
431 mTitleActor.SetProperty( TextLabel::Property::TEXT, std::string(APPLICATION_TITLE_ROTATE_OBJECT) );
434 mPanState = ROTATE_SCENE;
435 mTitleActor.SetProperty( TextLabel::Property::TEXT, std::string(APPLICATION_TITLE_ROTATE_SCENE) );
438 mPanState = PAN_SCENE;
439 mTitleActor.SetProperty( TextLabel::Property::TEXT, std::string(APPLICATION_TITLE_PAN_SCENE) );
442 mPanState = PAN_LIGHT;
443 mTitleActor.SetProperty( TextLabel::Property::TEXT, std::string(APPLICATION_TITLE_PAN_LIGHT) );
452 bool OnResetPressed( Toolkit::Button button )
455 mTranslation = Vector3::ZERO;
456 mContents.SetPosition(mTranslation);
458 // Align scene so that light anchor orientation is Z Axis
459 mSceneXRotation = -mLightXRotation;
460 mSceneYRotation = -mLightYRotation;
461 mContents.SetOrientation( CalculateWorldRotation( mSceneXRotation, mSceneYRotation ) );
468 Toolkit::Control mView;
471 Animation mAnimation;
472 Animation mSceneAnimation;
474 Toolkit::ShadowView mShadowView;
475 ImageView mShadowPlaneBg;
476 ImageView mShadowPlane;
479 ImageView mImageActor1;
480 ImageView mImageActor2;
481 ImageView mImageActor3;
482 PanGestureDetector mPanGestureDetector;
483 PinchGestureDetector mPinchGestureDetector;
484 TapGestureDetector mTapGestureDetector;
485 Vector3 mTranslation;
486 Radian mSceneXRotation;
487 Radian mSceneYRotation;
488 Radian mLightXRotation;
489 Radian mLightYRotation;
490 Radian mObjectXRotation;
491 Radian mObjectYRotation;
493 float mScaleAtPinchStart;
495 Property::Index mAngle1Index;
496 Property::Index mAngle3Index;
498 Toolkit::TextLabel mTitleActor;
511 /*****************************************************************************/
514 RunTest(Application& app)
520 /*****************************************************************************/
522 int DALI_EXPORT_API main(int argc, char **argv)
524 Application app = Application::New(&argc, &argv, DEMO_THEME_PATH);