#include <map>
#include <algorithm>
-#include <boost/any.hpp>
-#include <boost/function.hpp>
#include <dali/dali.h>
#include <dali-toolkit/dali-toolkit.h>
-#include "../shared/view.h"
+#include "shared/view.h"
using namespace Dali;
using namespace Dali::Toolkit;
// constraints ////////////////////////////////////////////////////////////////
/**
- * CollisionConstraint generates a collision vector
- * between two actors a and b, assuming they're rectangular
- * based on their size.
- */
-struct CollisionConstraint
-{
- /**
- * Collision Constraint constructor
- * The adjust (optional) parameter can be used to add a margin
- * to the actors. A +ve size will result in larger collisions,
- * while a -ve size will result in tighter collisions.
- *
- * @param[in] adjust (optional) Adjusts the rectangular size detection
- */
- CollisionConstraint(Vector3 adjust = Vector3::ZERO)
- : mAdjust(adjust)
- {
- }
-
- /**
- * Generates collision vector indicating whether Actor's A and B
- * have overlapped eachother, and the relative position of Actor B to A.
- *
- * @param[in] current The current collision-property (ignored)
- * @param[in] propertyA Actor A's Position property.
- * @param[in] propertyB Actor B's Position property.
- * @param[in] propertySizeA Actor A's Size property.
- * @param[in] propertySizeB Actor B's Size property.
- * @return The collision vector is returned.
- */
- Vector3 operator()(const Vector3& current,
- const PropertyInput& propertyA,
- const PropertyInput& propertyB,
- const PropertyInput& propertySizeA,
- const PropertyInput& propertySizeB)
- {
- const Vector3& a = propertyA.GetVector3();
- const Vector3& b = propertyB.GetVector3();
- const Vector3& sizeA = propertySizeA.GetVector3();
- const Vector3& sizeB = propertySizeB.GetVector3();
- const Vector3 sizeComb = (sizeA + sizeB + mAdjust) * 0.5f;
-
- // get collision relative to a.
- Vector3 delta = b - a;
-
- // Check if not overlapping Actors.
- if( (fabsf(delta.x) > sizeComb.width) ||
- (fabsf(delta.y) > sizeComb.height) )
- {
- delta = Vector3::ZERO; // not overlapping
- }
-
- return delta; // overlapping, return overlap vector relative to actor a.
- }
-
- const Vector3 mAdjust; ///< Size Adjustment value
-};
-
-/**
* CollisionCircleRectangleConstraint generates a collision vector
* between two actors a (circle) and b (rectangle)
*/
* Generates collision vector indicating whether Actor's A and B
* have overlapped eachother, and the relative position of Actor B to A.
*
- * @param[in] current The current collision-property (ignored)
- * @param[in] propertyA Actor A's Position property.
- * @param[in] propertyB Actor B's Position property.
- * @param[in] propertySizeA Actor A's Size property.
- * @param[in] propertySizeB Actor B's Size property.
+ * @param[in,out] current The current collision-property
+ * @param[in] inputs Contains:
+ * Actor A's Position property.
+ * Actor B's Position property.
+ * Actor A's Size property.
+ * Actor B's Size property.
* @return The collision vector is returned.
*/
- Vector3 operator()(const Vector3& current,
- const PropertyInput& propertyA,
- const PropertyInput& propertyB,
- const PropertyInput& propertySizeA,
- const PropertyInput& propertySizeB)
+ void operator()( Vector3& current, const PropertyInputContainer& inputs )
{
- const Vector3& a = propertyA.GetVector3();
- const Vector3 b = propertyB.GetVector3() + mAdjustPosition;
- const Vector3& sizeA = propertySizeA.GetVector3();
- const Vector3& sizeB = propertySizeB.GetVector3();
+ const Vector3& a = inputs[0]->GetVector3();
+ const Vector3 b = inputs[1]->GetVector3() + mAdjustPosition;
+ const Vector3& sizeA = inputs[2]->GetVector3();
+ const Vector3& sizeB = inputs[3]->GetVector3();
const Vector3 sizeA2 = sizeA * 0.5f; // circle radius
const Vector3 sizeB2 = (sizeB + mAdjustSize) * 0.5f; // rectangle half rectangle.
if(delta.Length() < sizeA2.x)
{
delta.Normalize();
- return delta;
+ current = delta;
+ }
+ else
+ {
+ current = Vector3::ZERO;
}
-
- return Vector3::ZERO;
}
const Vector3 mAdjustPosition; ///< Position Adjustment value
*
* @param[in] deviation The max. deviation of wobble effect in degrees.
*/
- WobbleConstraint(float deviation)
- : mDeviation(Radian(Degree(deviation)))
+ WobbleConstraint( Degree deviation )
+ : mDeviation( deviation )
{
}
/**
- * @param[in] current The current rotation property (ignored)
- * @param[in] propertyWobble The wobble property (value from 0.0f to 1.0f)
+ * @param[in,out] current The current rotation property
+ * @param[in] inputs Contains the wobble property (value from 0.0f to 1.0f)
* @return The rotation (quaternion) is generated.
*/
- Quaternion operator()(const Quaternion& current,
- const PropertyInput& propertyWobble)
+ void operator()( Quaternion& current, const PropertyInputContainer& inputs )
{
- const float& wobble = propertyWobble.GetFloat();
+ const float& wobble = inputs[0]->GetFloat();
float f = sinf(wobble * 10.0f) * (1.0f-wobble);
- Quaternion q(mDeviation * f, Vector3::ZAXIS);
-
- return q;
+ current = Quaternion(mDeviation * f, Vector3::ZAXIS);
}
- const float mDeviation; ///< Deviation factor in radians.
+ Radian mDeviation; ///< Deviation factor in radians.
};
} // unnamed namespace
*/
void Create(Application& application)
{
+ DemoHelper::RequestThemeChange();
+
Stage::GetCurrent().KeyEventSignal().Connect(this, &ExampleController::OnKeyEvent);
// Creates a default view with a default tool bar.
mPaddleImage.SetSize( mPaddleFullSize );
mWobbleProperty = mPaddle.RegisterProperty(WOBBLE_PROPERTY_NAME, 0.0f);
- Constraint wobbleConstraint = Constraint::New<Quaternion>( Actor::ROTATION,
- LocalSource(mWobbleProperty),
- WobbleConstraint(10.0f));
- mPaddle.ApplyConstraint(wobbleConstraint);
+ Constraint wobbleConstraint = Constraint::New<Quaternion>( mPaddle, Actor::Property::ORIENTATION, WobbleConstraint(Degree( 10.0f )));
+ wobbleConstraint.AddSource( LocalSource(mWobbleProperty) );
+ wobbleConstraint.Apply();
mPaddle.SetPosition( stageSize * Vector3( PADDLE_START_POSITION ) );
mContentLayer.Add(mPaddle);
const float margin(BALL_SIZE.width * stageSize.width * 0.5f);
// Set up notifications for ball's collisions against walls.
- PropertyNotification leftNotification = mBall.AddPropertyNotification( Actor::POSITION_X, LessThanCondition(margin) );
+ PropertyNotification leftNotification = mBall.AddPropertyNotification( Actor::Property::POSITION_X, LessThanCondition(margin) );
leftNotification.NotifySignal().Connect( this, &ExampleController::OnHitLeftWall );
- PropertyNotification rightNotification = mBall.AddPropertyNotification( Actor::POSITION_X, GreaterThanCondition(stageSize.width - margin) );
+ PropertyNotification rightNotification = mBall.AddPropertyNotification( Actor::Property::POSITION_X, GreaterThanCondition(stageSize.width - margin) );
rightNotification.NotifySignal().Connect( this, &ExampleController::OnHitRightWall );
- PropertyNotification topNotification = mBall.AddPropertyNotification( Actor::POSITION_Y, LessThanCondition(margin) );
+ PropertyNotification topNotification = mBall.AddPropertyNotification( Actor::Property::POSITION_Y, LessThanCondition(margin) );
topNotification.NotifySignal().Connect( this, &ExampleController::OnHitTopWall );
- PropertyNotification bottomNotification = mBall.AddPropertyNotification( Actor::POSITION_Y, GreaterThanCondition(stageSize.height + margin) );
+ PropertyNotification bottomNotification = mBall.AddPropertyNotification( Actor::Property::POSITION_Y, GreaterThanCondition(stageSize.height + margin) );
bottomNotification.NotifySignal().Connect( this, &ExampleController::OnHitBottomWall );
// Set up notification for ball colliding against paddle.
Actor delegate = Actor::New();
stage.Add(delegate);
Property::Index property = delegate.RegisterProperty(COLLISION_PROPERTY_NAME, Vector3::ZERO);
- Constraint constraint = Constraint::New<Vector3>( property,
- Source(mBall, Actor::POSITION),
- Source(mPaddle, Actor::POSITION),
- Source(mBall, Actor::SIZE),
- Source(mPaddle, Actor::SIZE),
- CollisionCircleRectangleConstraint( -Vector3(0.0f, mPaddleHitMargin.height * 0.575f, 0.0f),-Vector3(mPaddleHitMargin) ));
- delegate.ApplyConstraint(constraint);
+ Constraint constraint = Constraint::New<Vector3>( delegate, property, CollisionCircleRectangleConstraint( -Vector3(0.0f, mPaddleHitMargin.height * 0.575f, 0.0f),-Vector3(mPaddleHitMargin) ) );
+ constraint.AddSource( Source(mBall, Actor::Property::POSITION) );
+ constraint.AddSource( Source(mPaddle, Actor::Property::POSITION) );
+ constraint.AddSource( Source(mBall, Actor::Property::SIZE) );
+ constraint.AddSource( Source(mPaddle, Actor::Property::SIZE) );
+ constraint.Apply();
PropertyNotification paddleNotification = delegate.AddPropertyNotification( property, GreaterThanCondition(0.0f) );
paddleNotification.NotifySignal().Connect( this, &ExampleController::OnHitPaddle );
mLevelContainer = Actor::New();
mLevelContainer.SetAnchorPoint( AnchorPoint::CENTER );
mLevelContainer.SetParentOrigin( ParentOrigin::CENTER );
- mLevelContainer.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) );
+ mLevelContainer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
+
mContentLayer.Add( mLevelContainer );
mBrickCount = 0;
Vector2 stageSize(Stage::GetCurrent().GetSize());
const Vector2 brickSize(BRICK_SIZE * Vector2(stageSize.x, stageSize.x));
- ImageAttributes attr;
- attr.SetSize( 128, 64 );
- attr.SetScalingMode( ImageAttributes::ScaleToFill );
- Image img = ResourceImage::New(BRICK_IMAGE_PATH[type], attr);
+ Image img = ResourceImage::New( BRICK_IMAGE_PATH[type], Dali::ImageDimensions( 128, 64 ), Dali::FittingMode::SCALE_TO_FILL, Dali::SamplingMode::BOX_THEN_LINEAR );
ImageActor brick = ImageActor::New(img);
brick.SetParentOrigin(ParentOrigin::TOP_LEFT);
brick.SetAnchorPoint(AnchorPoint::CENTER);
// Add a constraint on the brick between it and the ball generating a collision-property
Property::Index property = brick.RegisterProperty(COLLISION_PROPERTY_NAME, Vector3::ZERO);
- Constraint constraint = Constraint::New<Vector3>( property,
- Source(mBall, Actor::POSITION),
- Source(brick, Actor::POSITION),
- Source(mBall, Actor::SIZE),
- Source(brick, Actor::SIZE),
- CollisionCircleRectangleConstraint(BRICK_COLLISION_MARGIN));
- brick.ApplyConstraint(constraint);
+ Constraint constraint = Constraint::New<Vector3>( brick, property, CollisionCircleRectangleConstraint(BRICK_COLLISION_MARGIN) );
+ constraint.AddSource( Source(mBall, Actor::Property::POSITION) );
+ constraint.AddSource( Source(brick, Actor::Property::POSITION) );
+ constraint.AddSource( Source(mBall, Actor::Property::SIZE) );
+ constraint.AddSource( Source(brick, Actor::Property::SIZE) );
+ constraint.Apply();
// Now add a notification on this collision-property
}
mBallAnimation = Animation::New(MAX_ANIMATION_DURATION);
- mBallAnimation.AnimateBy( Property( mBall, Actor::POSITION ), mBallVelocity * MAX_ANIMATION_DURATION);
+ mBallAnimation.AnimateBy( Property( mBall, Actor::Property::POSITION ), mBallVelocity * MAX_ANIMATION_DURATION);
mBallAnimation.Play();
}
mDragActor = actor;
mDragAnimation = Animation::New(0.25f);
- mDragAnimation.AnimateTo( Property(mDragActor, Actor::SCALE), Vector3(1.1f, 1.1f, 1.0f), AlphaFunctions::EaseOut);
- mDragAnimation.AnimateTo( Property(mPaddleHandle, Actor::COLOR), Vector4(1.0f, 1.0f, 1.0f, 0.0f), AlphaFunctions::EaseOut);
+ mDragAnimation.AnimateTo( Property(mDragActor, Actor::Property::SCALE), Vector3(1.1f, 1.1f, 1.0f), AlphaFunctions::EaseOut);
+ mDragAnimation.AnimateTo( Property(mPaddleHandle, Actor::Property::COLOR), Vector4(1.0f, 1.0f, 1.0f, 0.0f), AlphaFunctions::EaseOut);
mDragAnimation.Play();
}
}
if(point.state==TouchPoint::Up) // Stop dragging
{
mDragAnimation = Animation::New(0.25f);
- mDragAnimation.AnimateTo( Property(mDragActor, Actor::SCALE), Vector3(1.0f, 1.0f, 1.0f), AlphaFunctions::EaseIn);
- mDragAnimation.AnimateTo( Property(mPaddleHandle, Actor::COLOR), Vector4(1.0f, 1.0f, 1.0f, 1.0f), AlphaFunctions::EaseOut);
+ mDragAnimation.AnimateTo( Property(mDragActor, Actor::Property::SCALE), Vector3(1.0f, 1.0f, 1.0f), AlphaFunctions::EaseIn);
+ mDragAnimation.AnimateTo( Property(mPaddleHandle, Actor::Property::COLOR), Vector4(1.0f, 1.0f, 1.0f, 1.0f), AlphaFunctions::EaseOut);
mDragAnimation.Play();
mDragActor.Reset();
}
mBallVelocity = Vector3::ZERO;
Animation shrink = Animation::New(0.5f);
- shrink.AnimateTo( Property(mPaddle, Actor::SIZE_WIDTH), mPaddleFullSize.x * f + mPaddleHitMargin.x);
- shrink.AnimateTo( Property(mPaddleImage, Actor::SIZE_WIDTH), mPaddleFullSize.x * f );
+ shrink.AnimateTo( Property(mPaddle, Actor::Property::SIZE_WIDTH), mPaddleFullSize.x * f + mPaddleHitMargin.x);
+ shrink.AnimateTo( Property(mPaddleImage, Actor::Property::SIZE_WIDTH), mPaddleFullSize.x * f );
shrink.FinishedSignal().Connect( this, &ExampleController::OnPaddleShrunk );
shrink.Play();
mBall.SetPosition( mBallStartPosition );
mBall.SetColor( Vector4(1.0f, 1.0f, 1.0f, 0.1f) );
Animation appear = Animation::New(0.5f);
- appear.AnimateTo( Property(mBall, Actor::COLOR), Vector4(1.0f, 1.0f, 1.0f, 1.0f) );
+ appear.AnimateTo( Property(mBall, Actor::Property::COLOR), Vector4(1.0f, 1.0f, 1.0f, 1.0f) );
appear.Play();
if(!mLives)
// fade brick (destroy)
Animation destroyAnimation = Animation::New(0.5f);
- destroyAnimation.AnimateTo( Property( brick, Actor::COLOR_ALPHA ), 0.0f, AlphaFunctions::EaseIn );
+ destroyAnimation.AnimateTo( Property( brick, Actor::Property::COLOR_ALPHA ), 0.0f, AlphaFunctions::EaseIn );
destroyAnimation.Play();
destroyAnimation.FinishedSignal().Connect( this, &ExampleController::OnBrickDestroyed );
mDestroyAnimationMap[destroyAnimation] = brick;