/*
- * Copyright (c) 2015 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/devel-api/rendering/renderer.h>
#include <dali-toolkit/dali-toolkit.h>
#include <stdio.h>
#include <sstream>
// INTERNAL INCLUDES
#include "shared/view.h"
+#include "shared/utility.h"
using namespace Dali;
}
);
-Geometry CreateGeometry()
-{
- // Create vertices
- const float halfQuadSize = .5f;
- struct TexturedQuadVertex { Vector2 position; Vector2 textureCoordinates; };
- TexturedQuadVertex texturedQuadVertexData[4] = {
- { Vector2(-halfQuadSize, -halfQuadSize), Vector2(0.f, 0.f) },
- { Vector2( halfQuadSize, -halfQuadSize), Vector2(1.f, 0.f) },
- { Vector2(-halfQuadSize, halfQuadSize), Vector2(0.f, 1.f) },
- { Vector2( halfQuadSize, halfQuadSize), Vector2(1.f, 1.f) } };
-
- Property::Map texturedQuadVertexFormat;
- texturedQuadVertexFormat["aPosition"] = Property::VECTOR2;
- texturedQuadVertexFormat["aTexCoord"] = Property::VECTOR2;
- PropertyBuffer texturedQuadVertices = PropertyBuffer::New( texturedQuadVertexFormat );
- texturedQuadVertices.SetData( texturedQuadVertexData, 4 );
-
- // Create indices
- unsigned short indexData[6] = { 0, 3, 1, 0, 2, 3 };
-
- // Create the geometry object
- Geometry texturedQuadGeometry = Geometry::New();
- texturedQuadGeometry.AddVertexBuffer( texturedQuadVertices );
- texturedQuadGeometry.SetIndexBuffer( &indexData[0], sizeof(indexData)/sizeof(unsigned short) );
-
- return texturedQuadGeometry;
-}
-
} // anonymous namespace
// This example shows how to use a simple mesh
application.GetWindow().ShowIndicator( Dali::Window::INVISIBLE );
mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
- mGeometry = CreateGeometry();
+ mGeometry = DemoHelper::CreateTexturedQuad();
TextureSet firstTextureSet;
for( unsigned i=0; i<NUMBER_OF_SAMPLES; ++i)
{
- Image image = ResourceImage::New( IMAGES[i] );
+ Texture texture = DemoHelper::LoadTexture( IMAGES[i] );
TextureSet textureSet = TextureSet::New();
- textureSet.SetImage( 0u, image );
+ textureSet.SetTexture( 0u, texture );
if( i==0 ) { firstTextureSet = textureSet; }
Renderer renderer = Renderer::New( mGeometry, mShader );
meshActor.RegisterProperty("uHue", i/(float)NUMBER_OF_SAMPLES);
- meshActor.TouchedSignal().Connect(this, &ExampleController::OnTouched);
+ meshActor.TouchSignal().Connect(this, &ExampleController::OnTouched);
std::ostringstream oss;
oss << "Mesh Actor " << i;
meshActor.SetName(oss.str());
mActors[NUMBER_OF_SAMPLES-2].GetRendererAt(0).SetTextures( firstTextureSet );
- stage.GetRootLayer().TouchedSignal().Connect(this, &ExampleController::OnStageTouched);
+ stage.GetRootLayer().TouchSignal().Connect(this, &ExampleController::OnStageTouched);
}
void PrintDepths()
printf("\n");
}
- bool OnTouched( Actor actor, const TouchEvent& event )
+ bool OnTouched( Actor actor, const TouchData& event )
{
- if( event.GetPoint(0).state == TouchPoint::Finished )
+ if( event.GetState( 0 ) == PointState::UP )
{
int index = actor.GetProperty<int>(actor.GetPropertyIndex("index"));
return true;
}
- bool OnStageTouched( Actor rootLayer, const TouchEvent& event )
+ bool OnStageTouched( Actor rootLayer, const TouchData& event )
{
- if( event.GetPoint(0).state == TouchPoint::Finished )
+ if( event.GetState( 0 ) == PointState::UP )
{
switch( mZMode )
{