);
bool gUseMesh(false);
-bool gUseImageActor(false);
bool gNinePatch(false);
unsigned int gRowsPerPage(25);
unsigned int gColumnsPerPage( 25 );
}
}
-// Test application to compare performance between ImageActor and ImageView
+// Test application to compare performance between using a mesh and ImageView
// By default, the application consist of 10 pages of 25x25 Image views, this can be modified using the following command line arguments:
// -r NumberOfRows (Modifies the number of rows per page)
// -c NumberOfColumns (Modifies the number of columns per page)
// -p NumberOfPages (Modifies the nimber of pages )
-// --use-image-actor ( Use ImageActor instead of ImageView )
// --use-mesh ( Use new renderer API (as ImageView) but shares renderers between actors when possible )
// --nine-patch ( Use nine patch images )
{
CreateMeshActors();
}
- else if( gUseImageActor )
- {
- CreateImageActors();
- }
else
{
CreateImageViews();
return !gNinePatch ? IMAGE_PATH[i % NUM_IMAGES] : NINEPATCH_IMAGE_PATH[i % NUM_NINEPATCH_IMAGES];
}
- void CreateImageActors()
- {
- Stage stage = Stage::GetCurrent();
- unsigned int actorCount(mRowsPerPage*mColumnsPerPage * mPageCount);
- mActor.resize(actorCount);
-
- for( size_t i(0); i<actorCount; ++i )
- {
- Image image = ResourceImage::New(ImagePath(i));
- mActor[i] = ImageActor::New(image);
- mActor[i].SetSize(Vector3(0.0f,0.0f,0.0f));
- mActor[i].SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
- stage.Add(mActor[i]);
- }
- }
-
void CreateImageViews()
{
Stage stage = Stage::GetCurrent();
duration = durationPerActor;
delay = delayBetweenActors * count;
}
- if( gUseImageActor || gUseMesh )
+ if( gUseMesh )
{
mActor[count].SetPosition( initialPosition );
mActor[count].SetSize( Vector3(0.0f,0.0f,0.0f) );
size_t actorCount( mRowsPerPage*mColumnsPerPage*mPageCount);
for( size_t i(0); i<actorCount; ++i )
{
- if( gUseImageActor || gUseMesh )
+ if( gUseMesh )
{
mScroll.AnimateBy( Property( mActor[i], Actor::Property::POSITION), Vector3(-4.0f*stageSize.x,0.0f, 0.0f), AlphaFunction::EASE_OUT, TimePeriod(0.0f,3.0f));
mScroll.AnimateBy( Property( mActor[i], Actor::Property::POSITION), Vector3(-4.0f*stageSize.x,0.0f, 0.0f), AlphaFunction::EASE_OUT, TimePeriod(3.0f,3.0f));
delay = delayBetweenActors * count;
}
- if( gUseImageActor || gUseMesh )
+ if( gUseMesh )
{
mHide.AnimateTo( Property( mActor[count], Actor::Property::ORIENTATION), Quaternion( Radian( Degree( 70.0f ) ), Vector3::XAXIS ), AlphaFunction::EASE_OUT, TimePeriod( delay, duration ));
mHide.AnimateBy( Property( mActor[count], Actor::Property::POSITION_Z), finalZ, AlphaFunction::EASE_OUT_BACK, TimePeriod( delay +delayBetweenActors*actorsPerPage + duration, duration ));
{
gUseMesh = true;
}
- else if( arg.compare("--use-image-actor") == 0)
- {
- gUseImageActor = true;
- }
else if( arg.compare("--nine-patch" ) == 0)
{
gNinePatch = true;