#include <dali-toolkit/dali-toolkit.h>
-#include <dali/public-api/object/property-map.h>
using namespace Dali;
using namespace Dali::Toolkit;
namespace
{
- //Keeps information about each model for access.
- struct Model
- {
- Control control; // Control housing the mesh visual of the model.
- Vector2 rotation; // Keeps track of rotation about x and y axis for manual rotation.
- Animation rotationAnimation; // Automatically rotates when left alone.
- };
+// Keeps information about each model for access.
+struct Model
+{
+ Control control; // Control housing the mesh visual of the model.
+ Vector2 rotation; // Keeps track of rotation about x and y axis for manual rotation.
+ Animation rotationAnimation; // Automatically rotates when left alone.
+};
- //Files for meshes
- const char * const MODEL_FILE_TABLE[] =
- {
- DEMO_MODEL_DIR "Dino.obj",
- DEMO_MODEL_DIR "ToyRobot-Metal.obj",
- DEMO_MODEL_DIR "Toyrobot-Plastic.obj"
- };
+// Files for meshes
+const char * const MODEL_FILE_TABLE[] =
+{
+ DEMO_MODEL_DIR "Dino.obj",
+ DEMO_MODEL_DIR "ToyRobot-Metal.obj",
+ DEMO_MODEL_DIR "Toyrobot-Plastic.obj"
+};
- const char * const MATERIAL_FILE_TABLE[] =
- {
- DEMO_MODEL_DIR "Dino.mtl",
- DEMO_MODEL_DIR "ToyRobot-Metal.mtl",
- DEMO_MODEL_DIR "Toyrobot-Plastic.mtl"
- };
+const char * const MATERIAL_FILE_TABLE[] =
+{
+ DEMO_MODEL_DIR "Dino.mtl",
+ DEMO_MODEL_DIR "ToyRobot-Metal.mtl",
+ DEMO_MODEL_DIR "Toyrobot-Plastic.mtl"
+};
- const char * const TEXTURES_PATH( DEMO_IMAGE_DIR "" );
+const char * const TEXTURES_PATH( DEMO_IMAGE_DIR "" );
- //Possible shading modes.
- MeshVisual::ShadingMode::Value SHADING_MODE_TABLE[] =
- {
- MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING,
- MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING,
- MeshVisual::ShadingMode::TEXTURELESS_WITH_DIFFUSE_LIGHTING
- };
-
- //Button labels.
- const char * const PAUSE = " || ";
- const char * const PLAY = " > ";
- const char * const FIXED = "FIXED";
- const char * const MANUAL = "MANUAL";
- const char * const FRONT = "FRONT";
- const char * const BACK = "BACK";
-
- //Image urls for the light.
- const char * const LIGHT_URL_FRONT = DEMO_IMAGE_DIR "light-icon-front.png";
- const char * const LIGHT_URL_BACK = DEMO_IMAGE_DIR "light-icon-back.png";
-
- const float X_ROTATION_DISPLACEMENT_FACTOR = 60.0f;
- const float Y_ROTATION_DISPLACEMENT_FACTOR = 60.0f;
- const float MODEL_SCALE = 0.75f;
- const float LIGHT_SCALE = 0.15f;
- const float BUTTONS_OFFSET_BOTTOM = 0.08f;
- const float BUTTONS_OFFSET_SIDE = 0.2f;
- const int NUM_MESHES = 2;
-
- //Used to identify actors.
- const int MODEL_TAG = 0;
- const int LIGHT_TAG = 1;
- const int LAYER_TAG = 2;
-
-} //End namespace
+// Possible shading modes.
+MeshVisual::ShadingMode::Value SHADING_MODE_TABLE[] =
+{
+ MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING,
+ MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING,
+ MeshVisual::ShadingMode::TEXTURELESS_WITH_DIFFUSE_LIGHTING
+};
+
+// Button labels.
+const char * const PAUSE = " || ";
+const char * const PLAY = " > ";
+const char * const FIXED = "FIXED";
+const char * const MANUAL = "MANUAL";
+const char * const FRONT = "FRONT";
+const char * const BACK = "BACK";
+
+// Image urls for the light.
+const char * const LIGHT_URL_FRONT = DEMO_IMAGE_DIR "light-icon-front.png";
+const char * const LIGHT_URL_BACK = DEMO_IMAGE_DIR "light-icon-back.png";
+
+const float X_ROTATION_DISPLACEMENT_FACTOR = 60.0f;
+const float Y_ROTATION_DISPLACEMENT_FACTOR = 60.0f;
+const float MODEL_SCALE = 0.75f;
+const float LIGHT_SCALE = 0.15f;
+const float BUTTONS_OFFSET_BOTTOM = 0.08f;
+const float BUTTONS_OFFSET_SIDE = 0.2f;
+const int NUM_MESHES = 2;
+
+// Used to identify actors.
+const int MODEL_TAG = 0;
+const int LIGHT_TAG = 1;
+const int LAYER_TAG = 2;
+
+const Vector4 STAGE_COLOR( 211.0f / 255.0f, 211.0f / 255.0f, 211.0f / 255.0f, 1.0f ); ///< The color of the stage
+
+} // unnamed namespace
class MeshVisualController : public ConnectionTracker
{
{
// Get a handle to the stage
Stage stage = Stage::GetCurrent();
- stage.SetBackgroundColor( Vector4( 0.0, 0.5, 1.0, 1.0 ) );
+ stage.SetBackgroundColor( STAGE_COLOR );
//Set up root layer to receive touch gestures.
Layer rootLayer = stage.GetRootLayer();
//Position each container individually on screen
//Main, central model
- mContainers[0].SetSizeModeFactor( Vector3( MODEL_SCALE, MODEL_SCALE, 0.0f ) );
- mContainers[0].SetParentOrigin( ParentOrigin::CENTER );
- mContainers[0].SetAnchorPoint( AnchorPoint::CENTER );
+ mContainers[0].SetProperty( Actor::Property::SIZE_MODE_FACTOR, Vector3( MODEL_SCALE, MODEL_SCALE, 0.0f ) );
+ mContainers[0].SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ mContainers[0].SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
//Top left model
- mContainers[1].SetSizeModeFactor( Vector3( MODEL_SCALE / 3.0f, MODEL_SCALE / 3.0f, 0.0f ) );
- mContainers[1].SetParentOrigin( Vector3( 0.05, 0.03, 0.5 ) ); //Offset from top left
- mContainers[1].SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ mContainers[1].SetProperty( Actor::Property::SIZE_MODE_FACTOR, Vector3( MODEL_SCALE / 3.0f, MODEL_SCALE / 3.0f, 0.0f ) );
+ mContainers[1].SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( 0.05, 0.03, 0.5 ) ); //Offset from top left
+ mContainers[1].SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
//Set up models
for( int i = 0; i < NUM_MESHES; i++ )
//Create control to display model
Control control = Control::New();
control.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
- control.SetParentOrigin( ParentOrigin::CENTER );
- control.SetAnchorPoint( AnchorPoint::CENTER );
+ control.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ control.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
mContainers[i].Add( control );
//Make model spin to demonstrate 3D
{
//Actor for positioning model and shading mode buttons.
Actor positionActorModel = Actor::New();
- positionActorModel.SetParentOrigin( Vector3( BUTTONS_OFFSET_SIDE, 1.0 - BUTTONS_OFFSET_BOTTOM, 0.5 ) );
- positionActorModel.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER );
+ positionActorModel.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( BUTTONS_OFFSET_SIDE, 1.0 - BUTTONS_OFFSET_BOTTOM, 0.5 ) );
+ positionActorModel.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER );
layer.Add( positionActorModel );
//Create button for model changing.
PushButton modelButton = Toolkit::PushButton::New();
modelButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
modelButton.ClickedSignal().Connect( this, &MeshVisualController::OnChangeModelClicked );
- modelButton.SetParentOrigin( ParentOrigin::TOP_CENTER );
- modelButton.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER );
+ modelButton.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER );
+ modelButton.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER );
modelButton.SetProperty( Toolkit::Button::Property::LABEL, "Model" );
positionActorModel.Add( modelButton );
PushButton shadingModeButton = Toolkit::PushButton::New();
shadingModeButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
shadingModeButton.ClickedSignal().Connect( this, &MeshVisualController::OnChangeShadingModeClicked );
- shadingModeButton.SetParentOrigin( ParentOrigin::BOTTOM_CENTER );
- shadingModeButton.SetAnchorPoint( AnchorPoint::TOP_CENTER );
+ shadingModeButton.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_CENTER );
+ shadingModeButton.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER );
shadingModeButton.SetProperty( Toolkit::Button::Property::LABEL, "Shading Mode" );
positionActorModel.Add( shadingModeButton );
TextLabel changeTitleLabel = TextLabel::New( "Change" );
changeTitleLabel.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
changeTitleLabel.SetProperty( TextLabel::Property::UNDERLINE, "{\"thickness\":\"2.0\"}" );
- changeTitleLabel.SetParentOrigin( ParentOrigin::TOP_CENTER );
- changeTitleLabel.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER );
+ changeTitleLabel.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER );
+ changeTitleLabel.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER );
modelButton.Add( changeTitleLabel );
//Create button for pausing animations.
PushButton pauseButton = Toolkit::PushButton::New();
pauseButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
pauseButton.ClickedSignal().Connect( this, &MeshVisualController::OnPauseClicked );
- pauseButton.SetParentOrigin( Vector3( 0.5, 1.0 - BUTTONS_OFFSET_BOTTOM, 0.5 ) );
- pauseButton.SetAnchorPoint( AnchorPoint::CENTER );
+ pauseButton.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( 0.5, 1.0 - BUTTONS_OFFSET_BOTTOM, 0.5 ) );
+ pauseButton.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
pauseButton.SetProperty( Toolkit::Button::Property::LABEL, PAUSE );
layer.Add( pauseButton );
//Actor for positioning light position buttons.
Actor positionActorLight = Actor::New();
- positionActorLight.SetParentOrigin( Vector3( 1.0 - BUTTONS_OFFSET_SIDE, 1.0 - BUTTONS_OFFSET_BOTTOM, 0.5 ) );
- positionActorLight.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER );
+ positionActorLight.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( 1.0 - BUTTONS_OFFSET_SIDE, 1.0 - BUTTONS_OFFSET_BOTTOM, 0.5 ) );
+ positionActorLight.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER );
layer.Add( positionActorLight );
//Create button for switching between manual and fixed light position.
PushButton lightModeButton = Toolkit::PushButton::New();
lightModeButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
lightModeButton.ClickedSignal().Connect( this, &MeshVisualController::OnChangeLightModeClicked );
- lightModeButton.SetParentOrigin( ParentOrigin::TOP_CENTER );
- lightModeButton.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER );
+ lightModeButton.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER );
+ lightModeButton.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER );
lightModeButton.SetProperty( Toolkit::Button::Property::LABEL, FIXED );
positionActorLight.Add( lightModeButton );
PushButton lightSideButton = Toolkit::PushButton::New();
lightSideButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
lightSideButton.ClickedSignal().Connect( this, &MeshVisualController::OnChangeLightSideClicked );
- lightSideButton.SetParentOrigin( ParentOrigin::BOTTOM_CENTER );
- lightSideButton.SetAnchorPoint( AnchorPoint::TOP_CENTER );
+ lightSideButton.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_CENTER );
+ lightSideButton.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER );
lightSideButton.SetProperty( Toolkit::Button::Property::LABEL, FRONT );
positionActorLight.Add( lightSideButton );
TextLabel lightTitleLabel = TextLabel::New( "Light Position" );
lightTitleLabel.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
lightTitleLabel.SetProperty( TextLabel::Property::UNDERLINE, "{\"thickness\":\"2.0\"}" );
- lightTitleLabel.SetParentOrigin( ParentOrigin::TOP_CENTER );
- lightTitleLabel.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER );
+ lightTitleLabel.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER );
+ lightTitleLabel.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER );
lightModeButton.Add( lightTitleLabel );
}
//Scale to width.
mLightSource.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::WIDTH );
mLightSource.SetResizePolicy( ResizePolicy::DIMENSION_DEPENDENCY, Dimension::HEIGHT );
- mLightSource.SetSizeModeFactor( Vector3( LIGHT_SCALE, 0.0f, 0.0f ) );
+ mLightSource.SetProperty( Actor::Property::SIZE_MODE_FACTOR, Vector3( LIGHT_SCALE, 0.0f, 0.0f ) );
}
else
{
//Scale to height.
mLightSource.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::HEIGHT );
mLightSource.SetResizePolicy( ResizePolicy::DIMENSION_DEPENDENCY, Dimension::WIDTH );
- mLightSource.SetSizeModeFactor( Vector3( 0.0f, LIGHT_SCALE, 0.0f ) );
+ mLightSource.SetProperty( Actor::Property::SIZE_MODE_FACTOR, Vector3( 0.0f, LIGHT_SCALE, 0.0f ) );
}
//Set position relative to top left, as the light source property is also relative to the top left.
- mLightSource.SetParentOrigin( ParentOrigin::TOP_LEFT );
- mLightSource.SetAnchorPoint( AnchorPoint::CENTER );
+ mLightSource.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
+ mLightSource.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
mLightSource.SetPosition( Stage::GetCurrent().GetSize().x * 0.85f, Stage::GetCurrent().GetSize().y * 0.125 );
//Supply an image to represent the light.
//Place the light source on a layer above the base, so that it is rendered above everything else.
Layer upperLayer = Layer::New();
upperLayer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
- upperLayer.SetParentOrigin( ParentOrigin::CENTER );
- upperLayer.SetAnchorPoint( AnchorPoint::CENTER );
+ upperLayer.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ upperLayer.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
baseLayer.Add( upperLayer );
upperLayer.Add( mLightSource );
}
Property::Map lightMap;
- lightMap.Insert( Visual::Property::TYPE, Visual::IMAGE );
+ lightMap.Insert( Toolkit::Visual::Property::TYPE, Visual::IMAGE );
lightMap.Insert( ImageVisual::Property::URL, imageUrl );
mLightSource.SetProperty( Control::Property::BACKGROUND, Property::Value( lightMap ) );
}
{
//Create mesh property map
Property::Map map;
- map.Insert( Visual::Property::TYPE, Visual::MESH );
+ map.Insert( Toolkit::Visual::Property::TYPE, Visual::MESH );
+ map.Insert( Visual::Property::TRANSFORM,
+ Property::Map().Add( Visual::Transform::Property::ORIGIN, Align::CENTER )
+ .Add( Visual::Transform::Property::ANCHOR_POINT, Align::CENTER ) );
map.Insert( MeshVisual::Property::OBJECT_URL, MODEL_FILE_TABLE[mModelIndex] );
map.Insert( MeshVisual::Property::MATERIAL_URL, MATERIAL_FILE_TABLE[mModelIndex] );
map.Insert( MeshVisual::Property::TEXTURES_PATH, TEXTURES_PATH );
void UseFixedLight()
{
//Hide draggable source
- mLightSource.SetVisible( false );
+ mLightSource.SetProperty( Actor::Property::VISIBLE, false );
//Use stage dimensions to place light at center, offset in z axis.
Stage stage = Stage::GetCurrent();
void UseManualLight()
{
//Show draggable source
- mLightSource.SetVisible( true );
+ mLightSource.SetProperty( Actor::Property::VISIBLE, true );
//Update to switch light position of models to that of the source.
UpdateLight();
void UpdateLight()
{
//Set light position to the x and y of the light control, offset into/out of the screen.
- Vector3 controlPosition = mLightSource.GetCurrentPosition();
+ Vector3 controlPosition = mLightSource.GetCurrentProperty< Vector3 >( Actor::Property::POSITION );
Vector3 lightPosition = Vector3( controlPosition.x, controlPosition.y,
( mLightFront ? 1 : -1 ) * Stage::GetCurrent().GetSize().x / 2.0f );
Quaternion( Radian( mModels[mSelectedModelIndex].rotation.y ), Vector3::YAXIS);
//Apply rotation.
- mModels[mSelectedModelIndex].control.SetOrientation( rotation );
+ mModels[mSelectedModelIndex].control.SetProperty( Actor::Property::ORIENTATION, rotation );
break;
}
bool mLightFront; //Bool for light being in front or behind the models.
};
-// Entry point for Linux & Tizen applications
-//
-int main( int argc, char **argv )
+int DALI_EXPORT_API main( int argc, char **argv )
{
Application application = Application::New( &argc, &argv );
MeshVisualController test( application );