/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2018 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
#include <dali/dali.h>
#include <dali-toolkit/dali-toolkit.h>
+#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
#include "shared/view.h"
using namespace Dali;
namespace
{
-const char* BACKGROUND_IMAGE( DALI_IMAGE_DIR "background-blocks.jpg" );
-const char* TOOLBAR_IMAGE( DALI_IMAGE_DIR "top-bar.png" );
+const char* BACKGROUND_IMAGE( DEMO_IMAGE_DIR "background-blocks.jpg" );
+const char* TOOLBAR_IMAGE( DEMO_IMAGE_DIR "top-bar.png" );
const char* APPLICATION_TITLE( "DALi Blocks" );
-const char* BALL_IMAGE = DALI_IMAGE_DIR "blocks-ball.png";
-const char* PADDLE_IMAGE = DALI_IMAGE_DIR "blocks-paddle.png";
-const char* PADDLE_HANDLE_IMAGE = DALI_IMAGE_DIR "blocks-paddle-handle.png";
+const char* BALL_IMAGE = DEMO_IMAGE_DIR "blocks-ball.png";
+const char* PADDLE_IMAGE = DEMO_IMAGE_DIR "blocks-paddle.png";
+const char* PADDLE_HANDLE_IMAGE = DEMO_IMAGE_DIR "blocks-paddle-handle.png";
-const char* BRICK_IMAGE_PATH[] = { DALI_IMAGE_DIR "blocks-brick-1.png",
- DALI_IMAGE_DIR "blocks-brick-2.png",
- DALI_IMAGE_DIR "blocks-brick-3.png",
- DALI_IMAGE_DIR "blocks-brick-4.png" };
+const char* BRICK_IMAGE_PATH[] = { DEMO_IMAGE_DIR "blocks-brick-1.png",
+ DEMO_IMAGE_DIR "blocks-brick-2.png",
+ DEMO_IMAGE_DIR "blocks-brick-3.png",
+ DEMO_IMAGE_DIR "blocks-brick-4.png" };
const int TOTAL_BRICKS(4); ///< Total bricks in game.
const Vector3 ICON_SIZE(100.0f, 100.0f, 0.0f);
const Vector3 BRICK_COLLISION_MARGIN(0.0f, 0.0f, 0.0f); ///< Collision margin for ball-brick detection.
const Vector3 INITIAL_BALL_DIRECTION(1.0f, 1.0f, 0.0f); ///< Initial ball direction.
-const std::string WOBBLE_PROPERTY_NAME("wobble-property"); ///< Wobble property name.
-const std::string COLLISION_PROPERTY_NAME("collision-property"); ///< Collision property name.
+const std::string WOBBLE_PROPERTY_NAME("wobbleProperty"); ///< Wobble property name.
+const std::string COLLISION_PROPERTY_NAME("collisionProperty"); ///< Collision property name.
const Vector2 BRICK_SIZE(0.1f, 0.05f ); ///< Brick size relative to width of stage.
const Vector2 BALL_SIZE( 0.05f, 0.05f ); ///< Ball size relative to width of stage.
*/
ExampleController( Application& application )
: mApplication( application ),
- mView()
+ mView(),
+ mContentLayer(),
+ mBall(),
+ mBallStartPosition(),
+ mBallVelocity(),
+ mBallAnimation(),
+ mPaddle(),
+ mPaddleImage(),
+ mPaddleHandle(),
+ mPaddleHitMargin(),
+ mWobbleAnimation(),
+ mWobbleProperty( Property::INVALID_INDEX ),
+ mLevelContainer(),
+ mBrickImageMap(),
+ mDragAnimation(),
+ mDragActor(),
+ mRelativeDragPoint(),
+ mDestroyAnimationMap(),
+ mPaddleFullSize(),
+ mLevel( 0 ),
+ mLives( TOTAL_LIVES ),
+ mBrickCount( 0 )
+
{
// Connect to the Application's Init and orientation changed signal
mApplication.InitSignal().Connect(this, &ExampleController::Create);
{
Stage::GetCurrent().KeyEventSignal().Connect(this, &ExampleController::OnKeyEvent);
+ // Hide the indicator bar
+ application.GetWindow().ShowIndicator( Dali::Window::INVISIBLE );
+
// Creates a default view with a default tool bar.
// The view is added to the stage.
Toolkit::ToolBar toolBar;
mPaddle.SetPosition( stageSize * Vector3( PADDLE_START_POSITION ) );
mContentLayer.Add(mPaddle);
- mPaddle.TouchedSignal().Connect(this, &ExampleController::OnTouchPaddle);
- mContentLayer.TouchedSignal().Connect(this, &ExampleController::OnTouchLayer);
+ mPaddle.TouchSignal().Connect(this, &ExampleController::OnTouchPaddle);
+ mContentLayer.TouchSignal().Connect(this, &ExampleController::OnTouchLayer);
const float margin(BALL_SIZE.width * stageSize.width * 0.5f);
mBrickCount = 0;
+ if( mBrickImageMap.Empty() )
+ {
+ Vector2 stageSize(Stage::GetCurrent().GetSize());
+ const Vector2 brickSize(BRICK_SIZE * Vector2(stageSize.x, stageSize.x));
+
+ mBrickImageMap["desiredWidth"] = static_cast<int>( brickSize.width );
+ mBrickImageMap["desiredHeight"] = static_cast<int>( brickSize.height );
+ mBrickImageMap["fittingMode"] = "SCALE_TO_FILL";
+ mBrickImageMap["samplingMode"] = "BOX_THEN_LINEAR";
+ }
+
switch(level%TOTAL_LEVELS)
{
case 0:
*/
Actor CreateBrick( const Vector2& position, int type )
{
- Vector2 stageSize(Stage::GetCurrent().GetSize());
- const Vector2 brickSize(BRICK_SIZE * Vector2(stageSize.x, stageSize.x));
-
- 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);
+ mBrickImageMap["url"] = BRICK_IMAGE_PATH[type];
+ ImageView brick = ImageView::New();
+ brick.SetProperty( ImageView::Property::IMAGE, mBrickImageMap );
brick.SetParentOrigin(ParentOrigin::TOP_LEFT);
brick.SetAnchorPoint(AnchorPoint::CENTER);
- brick.SetSize( brickSize );
brick.SetPosition( Vector3( position ) );
// Add a constraint on the brick between it and the ball generating a collision-property
*
* @param[in] filename the path of the image.
*/
- ImageActor CreateImage(const std::string& filename)
+ ImageView CreateImage(const std::string& filename)
{
- Image img = ResourceImage::New(filename);
- ImageActor actor = ImageActor::New(img);
+ Property::Map propertyMap;
+ propertyMap.Insert(Visual::Property::TYPE, Visual::IMAGE);
+ propertyMap.Insert(ImageVisual::Property::URL, filename);
+ propertyMap.Insert(DevelVisual::Property::VISUAL_FITTING_MODE, DevelVisual::FILL);
+ ImageView actor = ImageView::New();
+ actor.SetProperty(Toolkit::ImageView::Property::IMAGE, propertyMap);
actor.SetParentOrigin(ParentOrigin::TOP_LEFT);
actor.SetAnchorPoint(AnchorPoint::CENTER);
return actor;
* @param[in] actor The actor touched
* @param[in] event The touch event
*/
- bool OnTouchPaddle(Actor actor, const TouchEvent& event)
+ bool OnTouchPaddle(Actor actor, const TouchData& event)
{
if(event.GetPointCount()>0)
{
- const TouchPoint& point = event.GetPoint(0);
- if(point.state==TouchPoint::Down) // Commence dragging
+ if( event.GetState( 0 ) == PointState::DOWN ) // Commence dragging
{
// Get point where user touched paddle (relative to paddle's center)
- mRelativeDragPoint = Vector3(point.screen.x, point.screen.y, 0.0f);
+ Vector2 screenPoint = event.GetScreenPosition( 0 );
+ mRelativeDragPoint = screenPoint;
mRelativeDragPoint -= actor.GetCurrentPosition();
mDragActor = actor;
* @param[in] actor The actor touched
* @param[in] event The touch event
*/
- bool OnTouchLayer(Actor actor, const TouchEvent& event)
+ bool OnTouchLayer(Actor actor, const TouchData& event)
{
if(event.GetPointCount()>0)
{
- const TouchPoint& point = event.GetPoint(0);
if(mDragActor)
{
- Vector3 position(point.screen.x, point.screen.y, 0.0f);
+ Vector3 position( event.GetScreenPosition( 0 ) );
mPaddle.SetPosition( position - mRelativeDragPoint );
- if(point.state==TouchPoint::Up) // Stop dragging
+ if( event.GetState( 0 ) == PointState::UP ) // Stop dragging
{
mDragAnimation = Animation::New(0.25f);
mDragAnimation.AnimateTo( Property(mDragActor, Actor::Property::SCALE), Vector3(1.0f, 1.0f, 1.0f), AlphaFunction::EASE_IN);
void OnHitPaddle(PropertyNotification& source)
{
Actor delegate = Actor::DownCast(source.GetTarget());
- Vector3 collisionVector = delegate.GetProperty<Vector3>(source.GetTargetProperty());
+ Vector3 collisionVector = delegate.GetCurrentProperty< Vector3 >( source.GetTargetProperty() );
Vector3 ballRelativePosition(mBall.GetCurrentPosition() - mPaddle.GetCurrentPosition());
ballRelativePosition.Normalize();
void OnHitBrick(PropertyNotification& source)
{
Actor brick = Actor::DownCast(source.GetTarget());
- Vector3 collisionVector = brick.GetProperty<Vector3>(source.GetTargetProperty());
+ Vector3 collisionVector = brick.GetCurrentProperty< Vector3 >( source.GetTargetProperty() );
const float normalVelocity = fabsf(mBallVelocity.Dot(collisionVector));
mBallVelocity += collisionVector * normalVelocity * 2.0f;
Application& mApplication; ///< Application instance
Toolkit::Control mView; ///< The View instance.
Layer mContentLayer; ///< The content layer (contains game actors)
- ImageActor mBall; ///< The Moving ball image.
+ ImageView mBall; ///< The Moving ball image.
Vector3 mBallStartPosition; ///< Ball Start position
Vector3 mBallVelocity; ///< Ball's current direction.
Animation mBallAnimation; ///< Ball's animation
Actor mPaddle; ///< The paddle including hit area.
- ImageActor mPaddleImage; ///< The paddle's image.
- ImageActor mPaddleHandle; ///< The paddle's handle (where the user touches)
+ ImageView mPaddleImage; ///< The paddle's image.
+ ImageView mPaddleHandle; ///< The paddle's handle (where the user touches)
Vector2 mPaddleHitMargin; ///< The paddle hit margin.
Animation mWobbleAnimation; ///< Paddle's animation when hit (wobbles)
Property::Index mWobbleProperty; ///< The wobble property (generated from animation)
Actor mLevelContainer; ///< The level container (contains bricks)
+ Property::Map mBrickImageMap; ///< The property map used to load the brick
// actor - dragging functionality
int mBrickCount; ///< Total bricks on screen.
};
-void RunTest(Application& app)
+int DALI_EXPORT_API main(int argc, char **argv)
{
+ Application app = Application::New(&argc, &argv, DEMO_THEME_PATH);
ExampleController test(app);
-
app.MainLoop();
-}
-
-int main(int argc, char **argv)
-{
- Application app = Application::New(&argc, &argv, DALI_DEMO_THEME_PATH);
-
- RunTest(app);
-
return 0;
}