/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
-const Vector2 PADDLE_SIZE( 0.2f, 0.05f ); ///< Paddle size relative to width of stage.
-const Vector2 PADDLE_HANDLE_SIZE( 0.3f, 0.3f ); ///< Paddle handle size relative to width of stage.
-const Vector2 BALL_START_POSITION(0.5f, 0.8f); ///< Ball start position relative to stage size.
-const Vector2 PADDLE_START_POSITION(0.5f, 0.9f); ///< Paddler start position relative to stage size.
+const Vector2 BRICK_SIZE(0.1f, 0.05f ); ///< Brick size relative to width of window.
+const Vector2 BALL_SIZE( 0.05f, 0.05f ); ///< Ball size relative to width of window.
+const Vector2 PADDLE_SIZE( 0.2f, 0.05f ); ///< Paddle size relative to width of window.
+const Vector2 PADDLE_HANDLE_SIZE( 0.3f, 0.3f ); ///< Paddle handle size relative to width of window.
+const Vector2 BALL_START_POSITION(0.5f, 0.8f); ///< Ball start position relative to window size.
+const Vector2 PADDLE_START_POSITION(0.5f, 0.9f); ///< Paddler start position relative to window size.
const Vector2 PADDLE_HIT_MARGIN( 0.1, 0.15f ); ///< Extra hit Area for Paddle when touching.
const int TOTAL_LIVES(3); ///< Total lives in game before it's game over!
// 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
*/
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);
*/
void Create(Application& application)
{
- Stage::GetCurrent().KeyEventSignal().Connect(this, &ExampleController::OnKeyEvent);
+ application.GetWindow().KeyEventSignal().Connect(this, &ExampleController::OnKeyEvent);
// Creates a default view with a default tool bar.
- // The view is added to the stage.
+ // The view is added to the window.
Toolkit::ToolBar toolBar;
mContentLayer = DemoHelper::CreateView( application,
mView,
APPLICATION_TITLE );
// Add an extra space on the right to center the title text.
- toolBar.AddControl( Actor::New(), DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HorizontalRight );
+ toolBar.AddControl( Actor::New(), DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HORIZONTAL_RIGHT );
// Create the content layer, which is where game actors appear.
AddContentLayer();
private:
/**
- * Adds a new layer to the stage, containing game actors.
+ * Adds a new layer to the window, containing game actors.
*/
void AddContentLayer()
{
- Stage stage = Stage::GetCurrent();
- const Vector3 stageSize(stage.GetSize());
+ Window window = mApplication.GetWindow();
+ const Vector3 windowSize(window.GetSize());
// Ball setup
- mBallStartPosition = stageSize * Vector3( BALL_START_POSITION );
+ mBallStartPosition = windowSize * Vector3( BALL_START_POSITION );
mBall = CreateImage(BALL_IMAGE);
- mBall.SetPosition( mBallStartPosition );
- mBall.SetSize( BALL_SIZE * stageSize.width );
+ mBall.SetProperty( Actor::Property::POSITION, mBallStartPosition );
+ mBall.SetProperty( Actor::Property::SIZE, BALL_SIZE * windowSize.width );
mContentLayer.Add(mBall);
mBallVelocity = Vector3::ZERO;
// Paddle setup
- mPaddleHitMargin = Vector2(stageSize) * PADDLE_HIT_MARGIN;
+ mPaddleHitMargin = Vector2(windowSize) * PADDLE_HIT_MARGIN;
mPaddle = Actor::New();
mPaddleHandle = CreateImage(PADDLE_HANDLE_IMAGE);
mPaddleImage = CreateImage(PADDLE_IMAGE);
mPaddle.Add( mPaddleHandle );
mPaddle.Add( mPaddleImage );
- mPaddleHandle.SetParentOrigin( ParentOrigin::TOP_CENTER );
- mPaddleHandle.SetAnchorPoint( AnchorPoint::TOP_CENTER );
- mPaddleHandle.SetPosition( 0.0f, stageSize.width * 0.0125f );
- mPaddleImage.SetParentOrigin( ParentOrigin::TOP_CENTER );
- mPaddleImage.SetAnchorPoint( AnchorPoint::TOP_CENTER );
- mPaddle.SetParentOrigin( ParentOrigin::TOP_LEFT );
- mPaddle.SetAnchorPoint( AnchorPoint::CENTER );
- mPaddleFullSize = PADDLE_SIZE * stageSize.width;
- mPaddle.SetSize( mPaddleFullSize + mPaddleHitMargin );
- mPaddleHandle.SetSize( PADDLE_HANDLE_SIZE * stageSize.width );
- mPaddleImage.SetSize( mPaddleFullSize );
+ mPaddleHandle.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER );
+ mPaddleHandle.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER );
+ mPaddleHandle.SetProperty( Actor::Property::POSITION, Vector2( 0.0f, windowSize.width * 0.0125f ));
+ mPaddleImage.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER );
+ mPaddleImage.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER );
+ mPaddle.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
+ mPaddle.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+ mPaddleFullSize = PADDLE_SIZE * windowSize.width;
+ mPaddle.SetProperty( Actor::Property::SIZE, mPaddleFullSize + mPaddleHitMargin );
+ mPaddleHandle.SetProperty( Actor::Property::SIZE, PADDLE_HANDLE_SIZE * windowSize.width );
+ mPaddleImage.SetProperty( Actor::Property::SIZE, mPaddleFullSize );
mWobbleProperty = mPaddle.RegisterProperty(WOBBLE_PROPERTY_NAME, 0.0f);
- Constraint wobbleConstraint = Constraint::New<Quaternion>( Actor::Property::ORIENTATION,
- 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 ) );
+ mPaddle.SetProperty( Actor::Property::POSITION, windowSize * Vector3( PADDLE_START_POSITION ) );
mContentLayer.Add(mPaddle);
mPaddle.TouchedSignal().Connect(this, &ExampleController::OnTouchPaddle);
mContentLayer.TouchedSignal().Connect(this, &ExampleController::OnTouchLayer);
- const float margin(BALL_SIZE.width * stageSize.width * 0.5f);
+ const float margin(BALL_SIZE.width * windowSize.width * 0.5f);
// Set up notifications for ball's collisions against walls.
PropertyNotification leftNotification = mBall.AddPropertyNotification( Actor::Property::POSITION_X, LessThanCondition(margin) );
leftNotification.NotifySignal().Connect( this, &ExampleController::OnHitLeftWall );
- PropertyNotification rightNotification = mBall.AddPropertyNotification( Actor::Property::POSITION_X, GreaterThanCondition(stageSize.width - margin) );
+ PropertyNotification rightNotification = mBall.AddPropertyNotification( Actor::Property::POSITION_X, GreaterThanCondition(windowSize.width - margin) );
rightNotification.NotifySignal().Connect( this, &ExampleController::OnHitRightWall );
PropertyNotification topNotification = mBall.AddPropertyNotification( Actor::Property::POSITION_Y, LessThanCondition(margin) );
topNotification.NotifySignal().Connect( this, &ExampleController::OnHitTopWall );
- PropertyNotification bottomNotification = mBall.AddPropertyNotification( Actor::Property::POSITION_Y, GreaterThanCondition(stageSize.height + margin) );
+ PropertyNotification bottomNotification = mBall.AddPropertyNotification( Actor::Property::POSITION_Y, GreaterThanCondition(windowSize.height + margin) );
bottomNotification.NotifySignal().Connect( this, &ExampleController::OnHitBottomWall );
// Set up notification for ball colliding against paddle.
Actor delegate = Actor::New();
- stage.Add(delegate);
+ window.Add(delegate);
Property::Index property = delegate.RegisterProperty(COLLISION_PROPERTY_NAME, Vector3::ZERO);
- Constraint constraint = Constraint::New<Vector3>( property,
- Source(mBall, Actor::Property::POSITION),
- Source(mPaddle, Actor::Property::POSITION),
- Source(mBall, Actor::Property::SIZE),
- Source(mPaddle, Actor::Property::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 );
{
mLives = TOTAL_LIVES;
mLevel = 0;
- mBall.SetPosition( mBallStartPosition );
+ mBall.SetProperty( Actor::Property::POSITION, mBallStartPosition );
mBallVelocity = Vector3::ZERO;
- mPaddle.SetSize( mPaddleFullSize + mPaddleHitMargin );
- mPaddleImage.SetSize( mPaddleFullSize );
+ mPaddle.SetProperty( Actor::Property::SIZE, mPaddleFullSize + mPaddleHitMargin );
+ mPaddleImage.SetProperty( Actor::Property::SIZE, mPaddleFullSize );
LoadLevel(mLevel);
}
}
mLevelContainer = Actor::New();
- mLevelContainer.SetAnchorPoint( AnchorPoint::CENTER );
- mLevelContainer.SetParentOrigin( ParentOrigin::CENTER );
- mLevelContainer.SetRelayoutEnabled( true );
- mLevelContainer.SetResizePolicy( FILL_TO_PARENT, ALL_DIMENSIONS );
+ mLevelContainer.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+ mLevelContainer.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ mLevelContainer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
+
mContentLayer.Add( mLevelContainer );
mBrickCount = 0;
+ if( mBrickImageMap.Empty() )
+ {
+ Vector2 windowSize(mApplication.GetWindow().GetSize());
+ const Vector2 brickSize(BRICK_SIZE * Vector2(windowSize.x, windowSize.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:
*/
void GenerateLevel0()
{
- Vector2 stageSize(Stage::GetCurrent().GetSize());
- const Vector2 brickSize(BRICK_SIZE * stageSize.width);
+ Vector2 windowSize(mApplication.GetWindow().GetSize());
+ const Vector2 brickSize(BRICK_SIZE * windowSize.width);
- const int columns = (0.85f * stageSize.width) / brickSize.width; // 85 percent of the width of the screen covered with bricks.
- const int rows = (0.3f * stageSize.height) / brickSize.height; // 30 percent of the height of the screen covered with bricks.
- const Vector2 offset( (stageSize.x - (columns * brickSize.width)) * 0.5f,
- stageSize.y * 0.125f );
+ const int columns = (0.85f * windowSize.width) / brickSize.width; // 85 percent of the width of the screen covered with bricks.
+ const int rows = (0.3f * windowSize.height) / brickSize.height; // 30 percent of the height of the screen covered with bricks.
+ const Vector2 offset( (windowSize.x - (columns * brickSize.width)) * 0.5f,
+ windowSize.y * 0.125f );
for(int j = 0; j < rows; j++)
{
*/
void GenerateLevel1()
{
- Vector2 stageSize(Stage::GetCurrent().GetSize());
- const Vector2 brickSize(BRICK_SIZE * stageSize.width);
+ Vector2 windowSize(mApplication.GetWindow().GetSize());
+ const Vector2 brickSize(BRICK_SIZE * windowSize.width);
- const int columns = (0.85f * stageSize.width) / brickSize.width; // 85 percent of the width of the screen covered with bricks.
- const int rows = (0.3f * stageSize.height) / brickSize.height; // 30 percent of the height of the screen covered with bricks.
- const Vector2 offset( (stageSize.x - (columns * brickSize.width)) * 0.5f,
- stageSize.y * 0.125f );
+ const int columns = (0.85f * windowSize.width) / brickSize.width; // 85 percent of the width of the screen covered with bricks.
+ const int rows = (0.3f * windowSize.height) / brickSize.height; // 30 percent of the height of the screen covered with bricks.
+ const Vector2 offset( (windowSize.x - (columns * brickSize.width)) * 0.5f,
+ windowSize.y * 0.125f );
for(int j = 0; j < rows; j++)
{
*/
void GenerateLevel2()
{
- Vector2 stageSize(Stage::GetCurrent().GetSize());
- const Vector2 brickSize(BRICK_SIZE * stageSize.width);
+ Vector2 windowSize(mApplication.GetWindow().GetSize());
+ const Vector2 brickSize(BRICK_SIZE * windowSize.width);
- const int columns = (0.85f * stageSize.width) / brickSize.width; // 85 percent of the width of the screen covered with bricks.
- const int rows = (0.3f * stageSize.height) / brickSize.height; // 30 percent of the height of the screen covered with bricks.
- const Vector2 offset( (stageSize.x - (columns * brickSize.width)) * 0.5f,
- stageSize.y * 0.125f );
+ const int columns = (0.85f * windowSize.width) / brickSize.width; // 85 percent of the width of the screen covered with bricks.
+ const int rows = (0.3f * windowSize.height) / brickSize.height; // 30 percent of the height of the screen covered with bricks.
+ const Vector2 offset( (windowSize.x - (columns * brickSize.width)) * 0.5f,
+ windowSize.y * 0.125f );
// lays down bricks in a spiral formation starting at i,j = (0,0) top left corner
// travelling right di,dj = (1,0) initially
/**
- * Creates a brick at a specified position on the stage
+ * Creates a brick at a specified position on the window
* @param[in] position the position for the brick
* @param[in] type the type of brick
* @return The Brick Actor is returned.
*/
Actor CreateBrick( const Vector2& position, int type )
{
- 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);
- ImageActor brick = ImageActor::New(img);
- brick.SetParentOrigin(ParentOrigin::TOP_LEFT);
- brick.SetAnchorPoint(AnchorPoint::CENTER);
- brick.SetRelayoutEnabled( false );
- brick.SetSize( brickSize );
- brick.SetPosition( Vector3( position ) );
+ mBrickImageMap["url"] = BRICK_IMAGE_PATH[type];
+ ImageView brick = ImageView::New();
+ brick.SetProperty( ImageView::Property::IMAGE, mBrickImageMap );
+ brick.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::TOP_LEFT);
+ brick.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::CENTER);
+ brick.SetProperty( Actor::Property::POSITION, position );
// 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::Property::POSITION),
- Source(brick, Actor::Property::POSITION),
- Source(mBall, Actor::Property::SIZE),
- Source(brick, Actor::Property::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
*
* @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);
- actor.SetParentOrigin(ParentOrigin::TOP_LEFT);
- actor.SetAnchorPoint(AnchorPoint::CENTER);
- actor.SetRelayoutEnabled( false );
+ 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.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::TOP_LEFT);
+ actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::CENTER);
return actor;
}
{
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);
- mRelativeDragPoint -= actor.GetCurrentPosition();
+ Vector2 screenPoint = event.GetScreenPosition( 0 );
+ mRelativeDragPoint = screenPoint;
+ mRelativeDragPoint -= actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION );
mDragActor = actor;
mDragAnimation = Animation::New(0.25f);
- 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.AnimateTo( Property(mDragActor, Actor::Property::SCALE), Vector3(1.1f, 1.1f, 1.0f), AlphaFunction::EASE_OUT);
+ mDragAnimation.AnimateTo( Property(mPaddleHandle, Actor::Property::COLOR), Vector4(1.0f, 1.0f, 1.0f, 0.0f), AlphaFunction::EASE_OUT);
mDragAnimation.Play();
}
}
{
if(event.GetPointCount()>0)
{
- const TouchPoint& point = event.GetPoint(0);
if(mDragActor)
{
- Vector3 position(point.screen.x, point.screen.y, 0.0f);
- mPaddle.SetPosition( position - mRelativeDragPoint );
+ Vector3 position( event.GetScreenPosition( 0 ) );
+ mPaddle.SetProperty( Actor::Property::POSITION, 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), AlphaFunctions::EaseIn);
- mDragAnimation.AnimateTo( Property(mPaddleHandle, Actor::Property::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), AlphaFunction::EASE_IN);
+ mDragAnimation.AnimateTo( Property(mPaddleHandle, Actor::Property::COLOR), Vector4(1.0f, 1.0f, 1.0f, 1.0f), AlphaFunction::EASE_OUT);
mDragAnimation.Play();
mDragActor.Reset();
}
void OnPaddleShrunk( Animation &source )
{
// Reposition Ball in start position, and make ball appear.
- mBall.SetPosition( mBallStartPosition );
- mBall.SetColor( Vector4(1.0f, 1.0f, 1.0f, 0.1f) );
+ mBall.SetProperty( Actor::Property::POSITION, mBallStartPosition );
+ mBall.SetProperty( Actor::Property::COLOR, Vector4(1.0f, 1.0f, 1.0f, 0.1f) );
Animation appear = Animation::New(0.5f);
appear.AnimateTo( Property(mBall, Actor::Property::COLOR), Vector4(1.0f, 1.0f, 1.0f, 1.0f) );
appear.Play();
void OnHitPaddle(PropertyNotification& source)
{
Actor delegate = Actor::DownCast(source.GetTarget());
- Vector3 collisionVector = delegate.GetProperty<Vector3>(source.GetTargetProperty());
- Vector3 ballRelativePosition(mBall.GetCurrentPosition() - mPaddle.GetCurrentPosition());
+ Vector3 collisionVector = delegate.GetCurrentProperty< Vector3 >( source.GetTargetProperty() );
+ Vector3 ballRelativePosition(mBall.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ) - mPaddle.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
ballRelativePosition.Normalize();
collisionVector.x += ballRelativePosition.x * 0.5f;
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;
// fade brick (destroy)
Animation destroyAnimation = Animation::New(0.5f);
- destroyAnimation.AnimateTo( Property( brick, Actor::Property::COLOR_ALPHA ), 0.0f, AlphaFunctions::EaseIn );
+ destroyAnimation.AnimateTo( Property( brick, Actor::Property::COLOR_ALPHA ), 0.0f, AlphaFunction::EASE_IN );
destroyAnimation.Play();
destroyAnimation.FinishedSignal().Connect( this, &ExampleController::OnBrickDestroyed );
mDestroyAnimationMap[destroyAnimation] = brick;
*/
void OnBrickDestroyed( Animation& source )
{
- // Remove brick from stage, it's constraint and property notification should also remove themselves.
+ // Remove brick from window, it's constraint and property notification should also remove themselves.
Actor brick = mDestroyAnimationMap[source];
mDestroyAnimationMap.erase(source);
brick.GetParent().Remove(brick);
*/
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) )
{
private:
Application& mApplication; ///< Application instance
- Toolkit::View mView; ///< The View 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);
-
- RunTest(app);
-
return 0;
}