*/
// EXTERNAL INCLUDES
-#include <dali/devel-api/actors/actor-devel.h>
#include <dali-toolkit/dali-toolkit.h>
+#include <dali/devel-api/actors/actor-devel.h>
// INTERNAL INCLUDES
#include "shared/view.h"
namespace
{
-
-#define MAKE_SHADER(A)#A
+#define MAKE_SHADER(A) #A
const char* VERTEX_SHADER = MAKE_SHADER(
-attribute mediump vec2 aInitPos;
-attribute mediump vec2 aFinalPos;
-attribute mediump vec3 aColor;
-uniform mediump mat4 uMvpMatrix;
-uniform mediump vec3 uSize;
-uniform mediump float uDelta;
-uniform lowp vec4 uColor;
-varying lowp vec4 vColor;
-
-void main()
-{
- mediump vec4 vertexPosition = vec4(mix(aInitPos, aFinalPos, uDelta), 0.0, 1.0);
- vertexPosition.xyz *= uSize;
- vertexPosition = uMvpMatrix * vertexPosition;
- gl_Position = vertexPosition;
- vColor = vec4(aColor, 0.) * uColor;
-}
-);
+ attribute mediump vec2 aInitPos;
+ attribute mediump vec2 aFinalPos;
+ attribute mediump vec3 aColor;
+ uniform mediump mat4 uMvpMatrix;
+ uniform mediump vec3 uSize;
+ uniform mediump float uDelta;
+ uniform lowp vec4 uColor;
+ varying lowp vec4 vColor;
+
+ void main() {
+ mediump vec4 vertexPosition = vec4(mix(aInitPos, aFinalPos, uDelta), 0.0, 1.0);
+ vertexPosition.xyz *= uSize;
+ vertexPosition = uMvpMatrix * vertexPosition;
+ gl_Position = vertexPosition;
+ vColor = vec4(aColor, 0.) * uColor;
+ });
const char* FRAGMENT_SHADER = MAKE_SHADER(
-varying lowp vec4 vColor;
+ varying lowp vec4 vColor;
-void main()
-{
- gl_FragColor = vColor;
-}
-);
+ void main() {
+ gl_FragColor = vColor;
+ });
Geometry CreateGeometry()
{
// Create vertices
- struct VertexPosition { Vector2 position; };
- struct VertexColor { Vector3 color; };
+ struct VertexPosition
+ {
+ Vector2 position;
+ };
+ struct VertexColor
+ {
+ Vector3 color;
+ };
VertexPosition quad[] = {
// yellow
- { Vector2(-.5, -.5) },
- { Vector2( .0, .0) },
- { Vector2(-.5, .5) },
+ {Vector2(-.5, -.5)},
+ {Vector2(.0, .0)},
+ {Vector2(-.5, .5)},
// green
- { Vector2(-.5, -.5) },
- { Vector2( .5, -.5) },
- { Vector2( .0, .0) },
+ {Vector2(-.5, -.5)},
+ {Vector2(.5, -.5)},
+ {Vector2(.0, .0)},
// blue
- { Vector2(.5, -.5) },
- { Vector2(.5, .0) },
- { Vector2(.25, -.25) },
+ {Vector2(.5, -.5)},
+ {Vector2(.5, .0)},
+ {Vector2(.25, -.25)},
// red
- { Vector2(.25, -.25) },
- { Vector2(.5, .0) },
- { Vector2(.25, .25) },
- { Vector2(.25, .25) },
- { Vector2(.0, .0) },
- { Vector2(.25, -.25) },
+ {Vector2(.25, -.25)},
+ {Vector2(.5, .0)},
+ {Vector2(.25, .25)},
+ {Vector2(.25, .25)},
+ {Vector2(.0, .0)},
+ {Vector2(.25, -.25)},
// cyan
- { Vector2( .0, .0) },
- { Vector2( .25, .25) },
- { Vector2(-.25, .25) },
+ {Vector2(.0, .0)},
+ {Vector2(.25, .25)},
+ {Vector2(-.25, .25)},
// magenta
- { Vector2(-.25, .25) },
- { Vector2( .25, .25) },
- { Vector2( .0, .5) },
- { Vector2( .0, .5) },
- { Vector2(-.5, .5) },
- { Vector2(-.25, .25) },
+ {Vector2(-.25, .25)},
+ {Vector2(.25, .25)},
+ {Vector2(.0, .5)},
+ {Vector2(.0, .5)},
+ {Vector2(-.5, .5)},
+ {Vector2(-.25, .25)},
// orange
- { Vector2( .5, .0) },
- { Vector2( .5, .5) },
- { Vector2( .0, .5) },
+ {Vector2(.5, .0)},
+ {Vector2(.5, .5)},
+ {Vector2(.0, .5)},
};
float bigSide = 0.707106781;
- float side = bigSide * .5f;
- // float smallSide = side * .5f;
-
- Vector2 pA = Vector2( side, .25 );
- Vector2 pB = pA + Vector2( 0., bigSide );
- Vector2 pC = pB + Vector2( -bigSide, 0. );
- Vector2 pD = pA + Vector2(-.5, -.5 );
- Vector2 pE = pD + Vector2( .0, 1. );
- Vector2 pF = pD + Vector2(-side, side );
- Vector2 pF2 = pD + Vector2( 0., bigSide );
- Vector2 pG = pD + Vector2(-.25, .25 );
- Vector2 pH = pD + Vector2( -.5, .0 );
- Vector2 pI = pD + Vector2(-.25, -.25 );
- Vector2 pJ = pD + Vector2( 0., -.5);
- Vector2 pK = pD + Vector2(-.5, -.5);
- Vector2 pL = pB + Vector2(0, -side);
- Vector2 pM = pL + Vector2(side, -side);
- Vector2 pN = pB + Vector2(side, -side);
+ float side = bigSide * .5f;
+ // float smallSide = side * .5f;
+
+ Vector2 pA = Vector2(side, .25);
+ Vector2 pB = pA + Vector2(0., bigSide);
+ Vector2 pC = pB + Vector2(-bigSide, 0.);
+ Vector2 pD = pA + Vector2(-.5, -.5);
+ Vector2 pE = pD + Vector2(.0, 1.);
+ Vector2 pF = pD + Vector2(-side, side);
+ Vector2 pF2 = pD + Vector2(0., bigSide);
+ Vector2 pG = pD + Vector2(-.25, .25);
+ Vector2 pH = pD + Vector2(-.5, .0);
+ Vector2 pI = pD + Vector2(-.25, -.25);
+ Vector2 pJ = pD + Vector2(0., -.5);
+ Vector2 pK = pD + Vector2(-.5, -.5);
+ Vector2 pL = pB + Vector2(0, -side);
+ Vector2 pM = pL + Vector2(side, -side);
+ Vector2 pN = pB + Vector2(side, -side);
VertexPosition cat[] = {
// yellow
- { pA },
- { pB },
- { pC },
+ {pA},
+ {pB},
+ {pC},
// green
- { pD },
- { pA },
- { pE },
+ {pD},
+ {pA},
+ {pE},
// blue
- { pJ },
- { pD },
- { pI },
+ {pJ},
+ {pD},
+ {pI},
// red
- { pI },
- { pD },
- { pG },
- { pG },
- { pH },
- { pI },
+ {pI},
+ {pD},
+ {pG},
+ {pG},
+ {pH},
+ {pI},
// cyan
- { pI },
- { pH },
- { pK },
+ {pI},
+ {pH},
+ {pK},
// magenta
- { pL },
- { pM },
- { pN },
- { pN },
- { pB },
- { pL },
+ {pL},
+ {pM},
+ {pN},
+ {pN},
+ {pB},
+ {pL},
// orange
- { pD },
- { pF2 },
- { pF },
+ {pD},
+ {pF2},
+ {pF},
};
VertexColor colors[] = {
// yellow
- { Vector3( 1., 1., 0. ) },
- { Vector3( 1., 1., 0. ) },
- { Vector3( 1., 1., 0. ) },
+ {Vector3(1., 1., 0.)},
+ {Vector3(1., 1., 0.)},
+ {Vector3(1., 1., 0.)},
// green
- { Vector3( 0., 1., 0. ) },
- { Vector3( 0., 1., 0. ) },
- { Vector3( 0., 1., 0. ) },
+ {Vector3(0., 1., 0.)},
+ {Vector3(0., 1., 0.)},
+ {Vector3(0., 1., 0.)},
// blue
- { Vector3( 0., 0., 1. ) },
- { Vector3( 0., 0., 1. ) },
- { Vector3( 0., 0., 1. ) },
+ {Vector3(0., 0., 1.)},
+ {Vector3(0., 0., 1.)},
+ {Vector3(0., 0., 1.)},
// red
- { Vector3( 1., 0., 0. ) },
- { Vector3( 1., 0., 0. ) },
- { Vector3( 1., 0., 0. ) },
- { Vector3( 1., 0., 0. ) },
- { Vector3( 1., 0., 0. ) },
- { Vector3( 1., 0., 0. ) },
+ {Vector3(1., 0., 0.)},
+ {Vector3(1., 0., 0.)},
+ {Vector3(1., 0., 0.)},
+ {Vector3(1., 0., 0.)},
+ {Vector3(1., 0., 0.)},
+ {Vector3(1., 0., 0.)},
// cyan
- { Vector3( 0., 1., 1. ) },
- { Vector3( 0., 1., 1. ) },
- { Vector3( 0., 1., 1. ) },
+ {Vector3(0., 1., 1.)},
+ {Vector3(0., 1., 1.)},
+ {Vector3(0., 1., 1.)},
// magenta
- { Vector3( 1., 0., 1. ) },
- { Vector3( 1., 0., 1. ) },
- { Vector3( 1., 0., 1. ) },
- { Vector3( 1., 0., 1. ) },
- { Vector3( 1., 0., 1. ) },
- { Vector3( 1., 0., 1. ) },
+ {Vector3(1., 0., 1.)},
+ {Vector3(1., 0., 1.)},
+ {Vector3(1., 0., 1.)},
+ {Vector3(1., 0., 1.)},
+ {Vector3(1., 0., 1.)},
+ {Vector3(1., 0., 1.)},
// orange
- { Vector3( 1., 0.5, 0. ) },
- { Vector3( 1., 0.5, 0. ) },
- { Vector3( 1., 0.5, 0. ) },
+ {Vector3(1., 0.5, 0.)},
+ {Vector3(1., 0.5, 0.)},
+ {Vector3(1., 0.5, 0.)},
};
- unsigned int numberOfVertices = sizeof(quad)/sizeof(VertexPosition);
+ unsigned int numberOfVertices = sizeof(quad) / sizeof(VertexPosition);
Property::Map initialPositionVertexFormat;
initialPositionVertexFormat["aInitPos"] = Property::VECTOR2;
- PropertyBuffer initialPositionVertices = PropertyBuffer::New( initialPositionVertexFormat );
- initialPositionVertices.SetData( quad, numberOfVertices );
+ VertexBuffer initialPositionVertices = VertexBuffer::New(initialPositionVertexFormat);
+ initialPositionVertices.SetData(quad, numberOfVertices);
Property::Map finalPositionVertexFormat;
finalPositionVertexFormat["aFinalPos"] = Property::VECTOR2;
- PropertyBuffer finalPositionVertices = PropertyBuffer::New( finalPositionVertexFormat );
- finalPositionVertices.SetData( cat, numberOfVertices );
+ VertexBuffer finalPositionVertices = VertexBuffer::New(finalPositionVertexFormat);
+ finalPositionVertices.SetData(cat, numberOfVertices);
Property::Map colorVertexFormat;
colorVertexFormat["aColor"] = Property::VECTOR3;
- PropertyBuffer colorVertices = PropertyBuffer::New( colorVertexFormat );
- colorVertices.SetData( colors, numberOfVertices );
+ VertexBuffer colorVertices = VertexBuffer::New(colorVertexFormat);
+ colorVertices.SetData(colors, numberOfVertices);
// Create the geometry object
Geometry texturedQuadGeometry = Geometry::New();
- texturedQuadGeometry.AddVertexBuffer( initialPositionVertices );
- texturedQuadGeometry.AddVertexBuffer( finalPositionVertices );
- texturedQuadGeometry.AddVertexBuffer( colorVertices );
+ texturedQuadGeometry.AddVertexBuffer(initialPositionVertices);
+ texturedQuadGeometry.AddVertexBuffer(finalPositionVertices);
+ texturedQuadGeometry.AddVertexBuffer(colorVertices);
return texturedQuadGeometry;
}
-inline float StationarySin( float progress ) ///< Single revolution
+inline float StationarySin(float progress) ///< Single revolution
{
float val = cosf(progress * 2.0f * Math::PI) + .5f;
- val = val > 1.f ? 1.f : val;
- val = val < 0.f ? 0.f : val;
+ val = val > 1.f ? 1.f : val;
+ val = val < 0.f ? 0.f : val;
return val;
}
class ExampleController : public ConnectionTracker
{
public:
-
/**
* The example controller constructor.
* @param[in] application The application instance
*/
- ExampleController( Application& application )
- : mApplication( application )
+ ExampleController(Application& application)
+ : mApplication(application)
{
// Connect to the Application's Init signal
- mApplication.InitSignal().Connect( this, &ExampleController::Create );
+ mApplication.InitSignal().Connect(this, &ExampleController::Create);
}
/**
* Invoked upon creation of application
* @param[in] application The application instance
*/
- void Create( Application& application )
+ void Create(Application& application)
{
Window window = application.GetWindow();
window.KeyEventSignal().Connect(this, &ExampleController::OnKeyEvent);
// The Init signal is received once (only) during the Application lifetime
- mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
+ mShader = Shader::New(VERTEX_SHADER, FRAGMENT_SHADER);
mGeometry = CreateGeometry();
- mRenderer = Renderer::New( mGeometry, mShader );
+ mRenderer = Renderer::New(mGeometry, mShader);
mMeshActor = Actor::New();
- mMeshActor.AddRenderer( mRenderer );
- mMeshActor.SetProperty( Actor::Property::SIZE, Vector2(400, 400) );
- mMeshActor.SetProperty( DevelActor::Property::UPDATE_SIZE_HINT, Vector2(480, 700) );
+ mMeshActor.AddRenderer(mRenderer);
+ mMeshActor.SetProperty(Actor::Property::SIZE, Vector2(400, 400));
+ mMeshActor.SetProperty(DevelActor::Property::UPDATE_SIZE_HINT, Vector2(480, 700));
- Property::Index morphDeltaIndex = mMeshActor.RegisterProperty( "uDelta", 0.f );
+ Property::Index morphDeltaIndex = mMeshActor.RegisterProperty("uDelta", 0.f);
- mRenderer.SetProperty( Renderer::Property::DEPTH_INDEX, 0 );
+ mRenderer.SetProperty(Renderer::Property::DEPTH_INDEX, 0);
- mMeshActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
- mMeshActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
- window.Add( mMeshActor );
+ mMeshActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ mMeshActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ window.Add(mMeshActor);
- Animation animation = Animation::New(10);
- animation.AnimateTo( Property( mMeshActor, morphDeltaIndex ), 1.f, StationarySin );
- animation.SetLooping( true );
+ Animation animation = Animation::New(10);
+ animation.AnimateTo(Property(mMeshActor, morphDeltaIndex), 1.f, StationarySin);
+ animation.SetLooping(true);
animation.Play();
window.SetBackgroundColor(Vector4(0.0f, 0.2f, 0.2f, 1.0f));
* Invoked whenever the quit button is clicked
* @param[in] button the quit button
*/
- bool OnQuitButtonClicked( Toolkit::Button button )
+ bool OnQuitButtonClicked(Toolkit::Button button)
{
// quit the application
mApplication.Quit();
void OnKeyEvent(const KeyEvent& event)
{
- if(event.state == KeyEvent::Down)
+ if(event.GetState() == KeyEvent::DOWN)
{
- if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
+ if(IsKey(event, Dali::DALI_KEY_ESCAPE) || IsKey(event, Dali::DALI_KEY_BACK))
{
mApplication.Quit();
}
}
private:
-
- Application& mApplication; ///< Application instance
- Vector3 mWindowSize; ///< The size of the window
+ Application& mApplication; ///< Application instance
+ Vector3 mWindowSize; ///< The size of the window
Shader mShader;
Geometry mGeometry;
Timer mMorphTimer;
};
-int DALI_EXPORT_API main( int argc, char **argv )
+int DALI_EXPORT_API main(int argc, char** argv)
{
- Application application = Application::New( &argc, &argv );
- ExampleController test( application );
+ Application application = Application::New(&argc, &argv);
+ ExampleController test(application);
application.MainLoop();
return 0;
}