/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 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.
*
*/
+// EXTERNAL INCLUDES
+#include <dali/dali.h>
#include <dali-toolkit/dali-toolkit.h>
+// INTERNAL INCLUDES
+#include "shared/utility.h"
+
using namespace Dali;
using Dali::Toolkit::TextLabel;
+namespace
+{
+
const char* IMAGE_FILENAME_ETC = DEMO_IMAGE_DIR "tx-etc1.ktx";
const char* IMAGE_FILENAME_ASTC_LINEAR = DEMO_IMAGE_DIR "tx-astc-4x4-linear.ktx";
const char* IMAGE_FILENAME_ASTC_LINEAR_NATIVE = DEMO_IMAGE_DIR "tx-astc-4x4-linear-native.astc";
+
+static const char* VERTEX_SHADER_TEXTURE = DALI_COMPOSE_SHADER(
+ attribute mediump vec2 aPosition;\n
+ attribute mediump vec2 aTexCoord;\n
+ uniform mediump mat4 uMvpMatrix;\n
+ uniform mediump vec3 uSize;\n
+ varying mediump vec2 vTexCoord;\n
+ void main()\n
+ {\n
+ vec4 position = vec4(aPosition,0.0,1.0)*vec4(uSize,1.0);\n
+ gl_Position = uMvpMatrix * position;\n
+ vTexCoord = aTexCoord;\n
+ }\n
+);
+
+static const char* FRAGMENT_SHADER_TEXTURE = DALI_COMPOSE_SHADER(
+ uniform lowp vec4 uColor;\n
+ uniform sampler2D sTexture;\n
+ varying mediump vec2 vTexCoord;\n
+
+ void main()\n
+ {\n
+ gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n
+ }\n
+);
+
+/**
+ * @brief Create a renderer to render an image and adds it to an actor
+ * @param[in] imagePath The path where the image file is located
+ * @param[in] actor The actor that will be used to render the image
+ * @param[in[ geometry The geometry to use
+ * @param[in] shader The shader to use
+ */
+void AddImage( const char*imagePath, Actor& actor, Geometry& geometry, Shader& shader )
+{
+ //Load the texture
+ Texture texture = DemoHelper::LoadTexture( imagePath );
+ TextureSet textureSet = TextureSet::New();
+ textureSet.SetTexture( 0u, texture );
+
+ //Create the renderer
+ Renderer renderer = Renderer::New( geometry, shader );
+ renderer.SetTextures( textureSet );
+
+ //Set actor size and add the renderer
+ actor.SetSize( texture.GetWidth(), texture.GetHeight() );
+ actor.AddRenderer( renderer );
+}
+
+}
/**
* @brief This example shows 3 images, each of a different compressed texture type.
* If built and run on a OpenGL ES 3.1 compatable target, then all 3 images will display.
table.AddChild( textLabel, Toolkit::TableView::CellPosition( 2u, 0u ) );
table.SetCellAlignment( Toolkit::TableView::CellPosition( 2u, 0u ), HorizontalAlignment::LEFT, VerticalAlignment::CENTER );
- // Add images.
- Toolkit::ImageView imageView = Toolkit::ImageView::New( ResourceImage::New( IMAGE_FILENAME_ETC ) );
- imageView.SetAnchorPoint( AnchorPoint::CENTER );
- imageView.SetParentOrigin( ParentOrigin::CENTER );
- table.AddChild( imageView, Toolkit::TableView::CellPosition( 0u, 1u ) );
-
- imageView = Toolkit::ImageView::New( ResourceImage::New( IMAGE_FILENAME_ASTC_LINEAR ) );
- imageView.SetAnchorPoint( AnchorPoint::CENTER );
- imageView.SetParentOrigin( ParentOrigin::CENTER );
- table.AddChild( imageView, Toolkit::TableView::CellPosition( 1u, 1u ) );
+ //Create the geometry and the shader renderers will use
+ Geometry geometry = DemoHelper::CreateTexturedQuad();
+ Shader shader = Shader::New( VERTEX_SHADER_TEXTURE, FRAGMENT_SHADER_TEXTURE );
- imageView = Toolkit::ImageView::New( ResourceImage::New( IMAGE_FILENAME_ASTC_LINEAR_NATIVE ) );
- imageView.SetAnchorPoint( AnchorPoint::CENTER );
- imageView.SetParentOrigin( ParentOrigin::CENTER );
- table.AddChild( imageView, Toolkit::TableView::CellPosition( 2u, 1u ) );
+ // Add images.
+ Actor actor = Actor::New();
+ actor.SetAnchorPoint( AnchorPoint::CENTER );
+ actor.SetParentOrigin( ParentOrigin::CENTER );
+ AddImage( IMAGE_FILENAME_ETC, actor, geometry, shader );
+ table.AddChild( actor, Toolkit::TableView::CellPosition( 0u, 1u ) );
+ table.SetCellAlignment( Toolkit::TableView::CellPosition( 0u, 1u ), HorizontalAlignment::CENTER, VerticalAlignment::CENTER );
+
+ actor = Actor::New();
+ actor.SetAnchorPoint( AnchorPoint::CENTER );
+ actor.SetParentOrigin( ParentOrigin::CENTER );
+ AddImage( IMAGE_FILENAME_ASTC_LINEAR, actor, geometry, shader );
+ table.AddChild( actor, Toolkit::TableView::CellPosition( 1u, 1u ) );
+ table.SetCellAlignment( Toolkit::TableView::CellPosition( 1u, 1u ), HorizontalAlignment::CENTER, VerticalAlignment::CENTER );
+
+ actor = Actor::New();
+ actor.SetAnchorPoint( AnchorPoint::CENTER );
+ actor.SetParentOrigin( ParentOrigin::CENTER );
+ AddImage( IMAGE_FILENAME_ASTC_LINEAR_NATIVE, actor, geometry, shader );
+ table.AddChild( actor, Toolkit::TableView::CellPosition( 2u, 1u ) );
+ table.SetCellAlignment( Toolkit::TableView::CellPosition( 2u, 1u ), HorizontalAlignment::CENTER, VerticalAlignment::CENTER );
stage.Add( table );
- // Respond to a click anywhere on the stage
- stage.GetRootLayer().TouchedSignal().Connect( this, &CompressedTextureFormatsController::OnTouch );
+ // Respond to touch and key signals
+ stage.GetRootLayer().TouchSignal().Connect( this, &CompressedTextureFormatsController::OnTouch );
+ stage.KeyEventSignal().Connect(this, &CompressedTextureFormatsController::OnKeyEvent);
}
- bool OnTouch( Actor actor, const TouchEvent& touch )
+ bool OnTouch( Actor actor, const TouchData& touch )
{
// quit the application
mApplication.Quit();
return true;
}
+ void OnKeyEvent(const KeyEvent& event)
+ {
+ if(event.state == KeyEvent::Down)
+ {
+ if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
+ {
+ mApplication.Quit();
+ }
+ }
+ }
+
private:
Application& mApplication;
};
-void RunTest( Application& application )
-{
- CompressedTextureFormatsController test( application );
-
- application.MainLoop();
-}
-
-// Entry point for Linux & Tizen applications
-//
int DALI_EXPORT_API main( int argc, char **argv )
{
Application application = Application::New( &argc, &argv );
-
- RunTest( application );
-
+ CompressedTextureFormatsController test( application );
+ application.MainLoop();
return 0;
}