#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[] =
- {
- 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[] =
- {
- 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
- };
+// 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";
- //Files for background and toolbar
- const char * const BACKGROUND_IMAGE( DEMO_IMAGE_DIR "background-1.jpg");
+// 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 int NUM_MESHES = 3;
+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;
+// Used to identify actors.
+const int MODEL_TAG = 0;
+const int LIGHT_TAG = 1;
+const int LAYER_TAG = 2;
-} //End namespace
+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
{
MeshVisualController( Application& application )
: mApplication( application ), //Store handle to the application.
mModelIndex( 1 ), //Start with metal robot.
- mShadingModeIndex( 0 ), //Start with textured with detailed specular lighting.
+ mShadingModeIndex( 0 ), //Start with texture and detailed specular lighting.
mTag( -1 ), //Non-valid default, which will get set to a correct value when used.
mSelectedModelIndex( -1 ), //Non-valid default, which will get set to a correct value when used.
- mPaused( false ) //Animations play by default.
+ mPaused( false ), //Animations play by default.
+ mLightFixed( true ), //The light is fixed by default.
+ mLightFront( true ) //The light is in front by default.
{
// Connect to the Application's Init signal
mApplication.InitSignal().Connect( this, &MeshVisualController::Create );
{
// Get a handle to the stage
Stage stage = Stage::GetCurrent();
+ stage.SetBackgroundColor( STAGE_COLOR );
+
+ //Set up root layer to receive touch gestures.
+ Layer rootLayer = stage.GetRootLayer();
+ rootLayer.RegisterProperty( "Tag", LAYER_TAG ); //Used to differentiate between different kinds of actor.
+ rootLayer.TouchSignal().Connect( this, &MeshVisualController::OnTouch );
+
+ //Place models on the scene.
+ SetupModels( rootLayer );
- //Add background
- ImageView backView = ImageView::New( BACKGROUND_IMAGE );
- backView.SetAnchorPoint( AnchorPoint::TOP_LEFT );
- stage.Add( backView );
+ //Place buttons on the scene.
+ SetupButtons( rootLayer );
- //Setup and load the 3D models and buttons
- LoadScene();
+ //Add a light to the scene.
+ SetupLight( rootLayer );
//Allow for exiting of the application via key presses.
stage.KeyEventSignal().Connect( this, &MeshVisualController::OnKeyEvent );
}
- //Sets up the on-screen elements.
- void LoadScene()
+ //Loads and adds the models to the scene, inside containers for hit detection.
+ void SetupModels( Layer layer )
{
- Stage stage = Stage::GetCurrent();
-
- //Set up layer to place objects on.
- Layer baseLayer = Layer::New();
- baseLayer.SetParentOrigin( ParentOrigin::CENTER );
- baseLayer.SetAnchorPoint( AnchorPoint::CENTER );
- baseLayer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
- baseLayer.SetBehavior( Layer::LAYER_2D ); //We use a 2D layer as this is closer to UI work than full 3D scene creation.
- baseLayer.SetDepthTestDisabled( false ); //Enable depth testing, as otherwise the 2D layer would not do so.
- baseLayer.RegisterProperty( "Tag", LAYER_TAG ); //Used to differentiate between different kinds of actor.
- baseLayer.TouchedSignal().Connect( this, &MeshVisualController::OnTouch );
- stage.Add( baseLayer );
-
- //Add containers to house each visual-holding-actor.
+ //Add containers to house each renderer-holding-actor.
for( int i = 0; i < NUM_MESHES; i++ )
{
mContainers[i] = Actor::New();
mContainers[i].SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
mContainers[i].RegisterProperty( "Tag", MODEL_TAG ); //Used to differentiate between different kinds of actor.
mContainers[i].RegisterProperty( "Model", Property::Value( i ) ); //Used to index into the model.
+ mContainers[i].TouchSignal().Connect( this, &MeshVisualController::OnTouch );
+ layer.Add( mContainers[i] );
+ }
- //Position each container on screen
- if( i == 0 )
- {
- //Main, central model
- mContainers[i].SetSizeModeFactor( Vector3( MODEL_SCALE, MODEL_SCALE, 0.0f ) );
- mContainers[i].SetParentOrigin( ParentOrigin::CENTER );
- mContainers[i].SetAnchorPoint( AnchorPoint::CENTER );
- }
- else if( i == 1 )
- {
- //Top left model
- mContainers[i].SetSizeModeFactor( Vector3( MODEL_SCALE / 3.0f, MODEL_SCALE / 3.0f, 0.0f ) );
- mContainers[i].SetParentOrigin( Vector3( 0.05, 0.03, 0.5 ) ); //Offset from top left
- mContainers[i].SetAnchorPoint( AnchorPoint::TOP_LEFT );
- }
- else if( i == 2 )
- {
- //Top right model
- mContainers[i].SetSizeModeFactor( Vector3( MODEL_SCALE / 3.0f, MODEL_SCALE / 3.0f, 0.0f ) );
- mContainers[i].SetParentOrigin( Vector3( 0.95, 0.03, 0.5 ) ); //Offset from top right
- mContainers[i].SetAnchorPoint( AnchorPoint::TOP_RIGHT );
- }
+ //Position each container individually on screen
- mContainers[i].TouchedSignal().Connect( this, &MeshVisualController::OnTouch );
- baseLayer.Add( mContainers[i] );
- }
+ //Main, central model
+ mContainers[0].SetSizeModeFactor( Vector3( MODEL_SCALE, MODEL_SCALE, 0.0f ) );
+ mContainers[0].SetParentOrigin( ParentOrigin::CENTER );
+ mContainers[0].SetAnchorPoint( 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 );
//Set up models
for( int i = 0; i < NUM_MESHES; i++ )
//Calling this sets the model in the controls.
ReloadModel();
+ }
- //Create button for model changing
- Toolkit::PushButton modelButton = Toolkit::PushButton::New();
+ //Place the various buttons on the bottom of the screen, with title labels where necessary.
+ void SetupButtons( Layer layer )
+ {
+ //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 );
+ 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( Vector3( 0.05, 0.95, 0.5 ) ); //Offset from bottom left
- modelButton.SetAnchorPoint( AnchorPoint::BOTTOM_LEFT );
- modelButton.SetLabelText( "Change Model" );
- baseLayer.Add( modelButton );
-
- //Create button for shader changing
- Toolkit::PushButton shaderButton = Toolkit::PushButton::New();
- shaderButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
- shaderButton.ClickedSignal().Connect( this, &MeshVisualController::OnChangeShaderClicked );
- shaderButton.SetParentOrigin( Vector3( 0.95, 0.95, 0.5 ) ); //Offset from bottom right
- shaderButton.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
- shaderButton.SetLabelText( "Change Shader" );
- baseLayer.Add( shaderButton );
-
- //Create button for pausing animations
- Toolkit::PushButton pauseButton = Toolkit::PushButton::New();
+ modelButton.SetParentOrigin( ParentOrigin::TOP_CENTER );
+ modelButton.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER );
+ modelButton.SetProperty( Toolkit::Button::Property::LABEL, "Model" );
+ positionActorModel.Add( modelButton );
+
+ //Create button for shading mode changing.
+ 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( Toolkit::Button::Property::LABEL, "Shading Mode" );
+ positionActorModel.Add( shadingModeButton );
+
+ //Text label title for changing model or shading mode.
+ 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 );
+ 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, 0.95, 0.5 ) ); //Offset from bottom center
- pauseButton.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER );
- pauseButton.SetLabelText( " || " );
- baseLayer.Add( pauseButton );
+ pauseButton.SetParentOrigin( Vector3( 0.5, 1.0 - BUTTONS_OFFSET_BOTTOM, 0.5 ) );
+ pauseButton.SetAnchorPoint( 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 );
+ 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( Toolkit::Button::Property::LABEL, FIXED );
+ positionActorLight.Add( lightModeButton );
+
+ //Create button for switching between front and back light position.
+ 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( Toolkit::Button::Property::LABEL, FRONT );
+ positionActorLight.Add( lightSideButton );
+
+ //Text label title for light position mode.
+ 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 );
+ lightModeButton.Add( lightTitleLabel );
+ }
+ //Add a point light source the the scene, on a layer above the first.
+ void SetupLight( Layer baseLayer )
+ {
//Create control to act as light source of scene.
mLightSource = Control::New();
- mLightSource.SetResizePolicy( ResizePolicy::FIT_TO_CHILDREN, Dimension::WIDTH );
- mLightSource.SetResizePolicy( ResizePolicy::DIMENSION_DEPENDENCY, Dimension::HEIGHT );
mLightSource.RegisterProperty( "Tag", LIGHT_TAG );
+ //Set size of control based on screen dimensions.
+ Stage stage = Stage::GetCurrent();
+ if( stage.GetSize().width < stage.GetSize().height )
+ {
+ //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 ) );
+ }
+ 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 ) );
+ }
+
//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.SetPosition( Stage::GetCurrent().GetSize().x * 0.5f, Stage::GetCurrent().GetSize().y * 0.1f );
+ mLightSource.SetPosition( Stage::GetCurrent().GetSize().x * 0.85f, Stage::GetCurrent().GetSize().y * 0.125 );
- //Make white background.
- Property::Map lightMap;
- lightMap.Insert( Visual::Property::TYPE, Visual::COLOR );
- lightMap.Insert( ColorVisual::Property::MIX_COLOR, Color::WHITE );
- mLightSource.SetProperty( Control::Property::BACKGROUND, Property::Value( lightMap ) );
-
- //Label to show what this actor is for the user.
- TextLabel lightLabel = TextLabel::New( "Light" );
- lightLabel.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
- lightLabel.SetParentOrigin( ParentOrigin::CENTER );
- lightLabel.SetAnchorPoint( AnchorPoint::CENTER );
- float padding = 5.0f;
- lightLabel.SetPadding( Padding( padding, padding, padding, padding ) );
- mLightSource.Add( lightLabel );
+ //Supply an image to represent the light.
+ SetLightImage();
//Connect to touch signal for dragging.
- mLightSource.TouchedSignal().Connect( this, &MeshVisualController::OnTouch );
+ mLightSource.TouchSignal().Connect( this, &MeshVisualController::OnTouch );
//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 );
+
baseLayer.Add( upperLayer );
upperLayer.Add( mLightSource );
- //Calling this sets the light position of each model to that of the light source control.
- UpdateLight();
+ //Decide which light to use to begin with.
+ SetLightMode();
+ }
+
+ //Sets the image to use for the light source depending on whether the light is in front or behind.
+ void SetLightImage()
+ {
+ std::string imageUrl;
+
+ if( mLightFront )
+ {
+ imageUrl = LIGHT_URL_FRONT;
+ }
+ else
+ {
+ imageUrl = LIGHT_URL_BACK;
+ }
+
+ Property::Map lightMap;
+ lightMap.Insert( Toolkit::Visual::Property::TYPE, Visual::IMAGE );
+ lightMap.Insert( ImageVisual::Property::URL, imageUrl );
+ mLightSource.SetProperty( Control::Property::BACKGROUND, Property::Value( lightMap ) );
}
//Updates the displayed models to account for parameter changes.
{
//Create mesh property map
Property::Map map;
- map.Insert( Visual::Property::TYPE, Visual::MESH );
- map.Insert( MeshVisual::Property::OBJECT_URL, MODEL_FILE[mModelIndex] );
- map.Insert( MeshVisual::Property::MATERIAL_URL, MATERIAL_FILE[mModelIndex] );
+ 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 );
map.Insert( MeshVisual::Property::SHADING_MODE, SHADING_MODE_TABLE[mShadingModeIndex] );
- map.Insert( MeshVisual::Property::USE_SOFT_NORMALS, false );
//Set the two controls to use the mesh
for( int i = 0; i < NUM_MESHES; i++ )
}
}
+ //Set the mode used to light the models.
+ void SetLightMode()
+ {
+ if( mLightFixed )
+ {
+ UseFixedLight();
+ }
+ else
+ {
+ UseManualLight();
+ }
+ }
+
+ //Make the models use a fixed, invisible light above the center of the stage.
+ void UseFixedLight()
+ {
+ //Hide draggable source
+ mLightSource.SetVisible( false );
+
+ //Use stage dimensions to place light at center, offset in z axis.
+ Stage stage = Stage::GetCurrent();
+ float width = stage.GetSize().width;
+ float height = stage.GetSize().height;
+ Vector3 lightPosition = Vector3( width / 2.0f, height / 2.0f,
+ ( mLightFront ? 1 : -1 ) * std::max( width, height ) * 5.0f );
+
+ //Set global light position
+ for( int i = 0; i < NUM_MESHES; ++i )
+ {
+ mModels[i].control.RegisterProperty( "lightPosition", lightPosition, Property::ANIMATABLE );
+ }
+ }
+
+ //Make the models use a light source that the user can drag around.
+ void UseManualLight()
+ {
+ //Show draggable source
+ mLightSource.SetVisible( true );
+
+ //Update to switch light position of models to that of the source.
+ UpdateLight();
+ }
+
//Updates the light position for each model to account for changes in the source on screen.
void UpdateLight()
{
- //Set light position to the x and y of the light control, offset out of the screen.
+ //Set light position to the x and y of the light control, offset into/out of the screen.
Vector3 controlPosition = mLightSource.GetCurrentPosition();
- Vector3 lightPosition = Vector3( controlPosition.x, controlPosition.y, Stage::GetCurrent().GetSize().x * 2.0f );
+ Vector3 lightPosition = Vector3( controlPosition.x, controlPosition.y,
+ ( mLightFront ? 1 : -1 ) * Stage::GetCurrent().GetSize().x / 2.0f );
for( int i = 0; i < NUM_MESHES; ++i )
{
//If the light source is touched, move it by dragging it.
//If a model is touched, rotate it by panning around.
- bool OnTouch( Actor actor, const TouchEvent& event )
+ bool OnTouch( Actor actor, const TouchData& touch )
{
- //Get primary touch point.
- const Dali::TouchPoint& point = event.GetPoint( 0 );
-
- switch( point.state )
+ switch( touch.GetState( 0 ) )
{
- case TouchPoint::Down:
+ case PointState::DOWN:
{
//Determine what was touched.
actor.GetProperty( actor.GetPropertyIndex( "Tag" ) ).Get( mTag );
mModels[mSelectedModelIndex].rotationAnimation.Pause();
//Store start points.
- mPanStart = point.screen;
+ mPanStart = touch.GetScreenPosition( 0 );
mRotationStart = mModels[mSelectedModelIndex].rotation;
}
break;
}
- case TouchPoint::Motion:
+ case PointState::MOTION:
{
//Switch on the kind of actor we're interacting with.
switch( mTag )
case MODEL_TAG: //Rotate model
{
//Calculate displacement and corresponding rotation.
- Vector2 displacement = point.screen - mPanStart;
+ Vector2 displacement = touch.GetScreenPosition( 0 ) - mPanStart;
mModels[mSelectedModelIndex].rotation = Vector2( mRotationStart.x - displacement.y / Y_ROTATION_DISPLACEMENT_FACTOR, // Y displacement rotates around X axis
mRotationStart.y + displacement.x / X_ROTATION_DISPLACEMENT_FACTOR ); // X displacement rotates around Y axis
Quaternion rotation = Quaternion( Radian( mModels[mSelectedModelIndex].rotation.x ), Vector3::XAXIS) *
case LIGHT_TAG: //Drag light
{
//Set light source to new position and update the models accordingly.
- mLightSource.SetPosition( Vector3( point.screen ) );
+ mLightSource.SetPosition( Vector3( touch.GetScreenPosition( 0 ) ) );
UpdateLight();
break;
break;
}
- case TouchPoint::Interrupted: //Same as finished.
- case TouchPoint::Finished:
+ case PointState::INTERRUPTED: //Same as finished.
+ case PointState::FINISHED:
{
if( mTag == MODEL_TAG )
{
return true;
}
- //Cycle through the list of shaders.
- bool OnChangeShaderClicked( Toolkit::Button button )
+ //Cycle through the list of shading modes.
+ bool OnChangeShadingModeClicked( Toolkit::Button button )
{
++mShadingModeIndex %= 3;
mModels[i].rotationAnimation.Pause();
}
- button.SetLabelText( " > " );
+ button.SetProperty( Toolkit::Button::Property::LABEL, PLAY );
}
else //Unpause all animations again.
{
mModels[i].rotationAnimation.Play();
}
- button.SetLabelText( " || " );
+ button.SetProperty( Toolkit::Button::Property::LABEL, PAUSE );
}
return true;
}
+
+ //Switch between a fixed light source above/behind the screen, and a light source the user can drag around.
+ bool OnChangeLightModeClicked( Toolkit::Button button )
+ {
+ //Toggle state.
+ mLightFixed = !mLightFixed;
+
+ if( mLightFixed )
+ {
+ button.SetProperty( Toolkit::Button::Property::LABEL, FIXED );
+ }
+ else
+ {
+ button.SetProperty( Toolkit::Button::Property::LABEL, MANUAL );
+ }
+
+ SetLightMode();
+
+ return true;
+ }
+
+ //Switch between the light being in front of and behind the models.
+ bool OnChangeLightSideClicked( Toolkit::Button button )
+ {
+ //Toggle state.
+ mLightFront = !mLightFront;
+
+ if( mLightFront )
+ {
+ button.SetProperty( Toolkit::Button::Property::LABEL, FRONT );
+ }
+ else
+ {
+ button.SetProperty( Toolkit::Button::Property::LABEL, BACK );
+ }
+
+ //Change light image.
+ SetLightImage();
+
+ //Update light to account for the change.
+ SetLightMode();
+
+ return true;
+ }
+
//If escape or the back button is pressed, quit the application (and return to the launcher)
void OnKeyEvent( const KeyEvent& event )
{
Vector2 mRotationStart;
int mModelIndex; //Index of model to load.
- int mShadingModeIndex; //Index of shader type to use.
+ int mShadingModeIndex; //Index of shading mode to use.
int mTag; //Identifies what kind of actor has been selected in OnTouch.
int mSelectedModelIndex; //Index of model selected on screen.
bool mPaused; //If true, all animations are paused and should stay so.
+ bool mLightFixed; //If false, the light is in manual.
+ 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 );