#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.
+ Animation rotationAnimation; // Automatically rotates when left alone.
+};
- //Files for meshes
- const char * const MODEL_FILE_TABLE[] =
+// 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"
- };
+ DEMO_MODEL_DIR "Dino.obj",
+ DEMO_MODEL_DIR "ToyRobot-Metal.obj",
+ DEMO_MODEL_DIR "Toyrobot-Plastic.obj"};
- const char * const MATERIAL_FILE_TABLE[] =
+const char* const MATERIAL_FILE_TABLE[] =
{
- DEMO_MODEL_DIR "Dino.mtl",
- DEMO_MODEL_DIR "ToyRobot-Metal.mtl",
- DEMO_MODEL_DIR "Toyrobot-Plastic.mtl"
- };
+ 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[] =
+// 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
+ 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 WINDOW_COLOR(211.0f / 255.0f, 211.0f / 255.0f, 211.0f / 255.0f, 1.0f); ///< The color of the window
+
+} // unnamed namespace
class MeshVisualController : public ConnectionTracker
{
public:
-
- MeshVisualController( Application& application )
- : mApplication( application ), //Store handle to the application.
- mModelIndex( 1 ), //Start with metal robot.
- 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.
- mLightFixed( true ), //The light is fixed by default.
- mLightFront( true ) //The light is in front by default.
+ MeshVisualController(Application& application)
+ : mApplication(application), //Store handle to the application.
+ mModelIndex(1), //Start with metal robot.
+ 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.
+ 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 );
+ mApplication.InitSignal().Connect(this, &MeshVisualController::Create);
}
~MeshVisualController()
}
// The Init signal is received once (only) during the Application lifetime
- void Create( Application& application )
+ void Create(Application& application)
{
- // Get a handle to the stage
- Stage stage = Stage::GetCurrent();
- stage.SetBackgroundColor( Vector4( 0.0, 0.5, 1.0, 1.0 ) );
-
- //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 );
+ // Get a handle to the window
+ Window window = application.GetWindow();
+ window.SetBackgroundColor(WINDOW_COLOR);
+
+ //Set up root layer to receive touch gestures.
+ Layer rootLayer = window.GetRootLayer();
+ rootLayer.RegisterProperty("Tag", LAYER_TAG); //Used to differentiate between different kinds of actor.
+ rootLayer.TouchedSignal().Connect(this, &MeshVisualController::OnTouch);
//Place models on the scene.
- SetupModels( baseLayer );
+ SetupModels(rootLayer);
//Place buttons on the scene.
- SetupButtons( baseLayer );
+ SetupButtons(rootLayer);
//Add a light to the scene.
- SetupLight( baseLayer );
+ SetupLight(rootLayer);
//Allow for exiting of the application via key presses.
- stage.KeyEventSignal().Connect( this, &MeshVisualController::OnKeyEvent );
+ window.KeyEventSignal().Connect(this, &MeshVisualController::OnKeyEvent);
}
//Loads and adds the models to the scene, inside containers for hit detection.
- void SetupModels( Layer layer )
+ void SetupModels(Layer layer)
{
//Add containers to house each renderer-holding-actor.
- for( int i = 0; i < NUM_MESHES; i++ )
+ 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].TouchedSignal().Connect( this, &MeshVisualController::OnTouch );
- layer.Add( mContainers[i] );
+ 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].TouchedSignal().Connect(this, &MeshVisualController::OnTouch);
+ layer.Add(mContainers[i]);
}
//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++ )
+ 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 );
- mContainers[i].Add( control );
+ control.SetResizePolicy(ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS);
+ 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
- Animation rotationAnimation = Animation::New( 15.0f );
- float spin = i % 2 == 0 ? 1.0f : -1.0f; //Make actors spin in different directions to better show independence.
- rotationAnimation.AnimateBy( Property( control, Actor::Property::ORIENTATION ),
- Quaternion( Degree( 0.0f ), Degree( spin * 360.0f ), Degree( 0.0f ) ) );
- rotationAnimation.SetLooping( true );
+ Animation rotationAnimation = Animation::New(15.0f);
+ float spin = i % 2 == 0 ? 1.0f : -1.0f; //Make actors spin in different directions to better show independence.
+ rotationAnimation.AnimateBy(Property(control, Actor::Property::ORIENTATION),
+ Quaternion(Degree(0.0f), Degree(spin * 360.0f), Degree(0.0f)));
+ rotationAnimation.SetLooping(true);
rotationAnimation.Play();
//Store model information in corresponding structs.
- mModels[i].control = control;
- mModels[i].rotation.x = 0.0f;
- mModels[i].rotation.y = 0.0f;
+ mModels[i].control = control;
mModels[i].rotationAnimation = rotationAnimation;
}
}
//Place the various buttons on the bottom of the screen, with title labels where necessary.
- void SetupButtons( Layer layer )
+ 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 );
+ 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.SetLabelText( "Model" );
- positionActorModel.Add( modelButton );
+ modelButton.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS);
+ modelButton.ClickedSignal().Connect(this, &MeshVisualController::OnChangeModelClicked);
+ 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);
//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.SetLabelText( "Shading Mode" );
- positionActorModel.Add( shadingModeButton );
+ shadingModeButton.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS);
+ shadingModeButton.ClickedSignal().Connect(this, &MeshVisualController::OnChangeShadingModeClicked);
+ 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);
//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 );
+ TextLabel changeTitleLabel = TextLabel::New("Change");
+ changeTitleLabel.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS);
+ changeTitleLabel.SetProperty(TextLabel::Property::UNDERLINE, "{\"thickness\":\"2.0\"}");
+ 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.SetLabelText( PAUSE );
- layer.Add( pauseButton );
+ pauseButton.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS);
+ pauseButton.ClickedSignal().Connect(this, &MeshVisualController::OnPauseClicked);
+ 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 );
- layer.Add( positionActorLight );
+ 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.SetLabelText( FIXED );
- positionActorLight.Add( lightModeButton );
+ lightModeButton.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS);
+ lightModeButton.ClickedSignal().Connect(this, &MeshVisualController::OnChangeLightModeClicked);
+ 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);
//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.SetLabelText( FRONT );
- positionActorLight.Add( lightSideButton );
+ lightSideButton.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS);
+ lightSideButton.ClickedSignal().Connect(this, &MeshVisualController::OnChangeLightSideClicked);
+ 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);
//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 );
+ TextLabel lightTitleLabel = TextLabel::New("Light Position");
+ lightTitleLabel.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS);
+ lightTitleLabel.SetProperty(TextLabel::Property::UNDERLINE, "{\"thickness\":\"2.0\"}");
+ lightTitleLabel.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER);
+ lightTitleLabel.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER);
+ lightModeButton.Add(lightTitleLabel);
}
//Add a point light source the the scene, on a layer above the first.
- void SetupLight( Layer baseLayer )
+ void SetupLight(Layer baseLayer)
{
//Create control to act as light source of scene.
mLightSource = Control::New();
- mLightSource.RegisterProperty( "Tag", LIGHT_TAG );
+ mLightSource.RegisterProperty("Tag", LIGHT_TAG);
//Set size of control based on screen dimensions.
- Stage stage = Stage::GetCurrent();
- if( stage.GetSize().width < stage.GetSize().height )
+ Window window = mApplication.GetWindow();
+ Vector2 windowSize = window.GetSize();
+ if(windowSize.width < windowSize.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 ) );
+ mLightSource.SetResizePolicy(ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::WIDTH);
+ mLightSource.SetResizePolicy(ResizePolicy::DIMENSION_DEPENDENCY, Dimension::HEIGHT);
+ 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.SetResizePolicy(ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::HEIGHT);
+ mLightSource.SetResizePolicy(ResizePolicy::DIMENSION_DEPENDENCY, Dimension::WIDTH);
+ 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.SetPosition( Stage::GetCurrent().GetSize().x * 0.85f, Stage::GetCurrent().GetSize().y * 0.125 );
+ mLightSource.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
+ mLightSource.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ mLightSource.SetProperty(Actor::Property::POSITION, Vector2(windowSize.width * 0.85f, windowSize.height * 0.125));
//Supply an image to represent the light.
SetLightImage();
//Connect to touch signal for dragging.
- mLightSource.TouchedSignal().Connect( this, &MeshVisualController::OnTouch );
+ mLightSource.TouchedSignal().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 );
+ upperLayer.SetResizePolicy(ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS);
+ upperLayer.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ upperLayer.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
- baseLayer.Add( upperLayer );
- upperLayer.Add( mLightSource );
+ baseLayer.Add(upperLayer);
+ upperLayer.Add(mLightSource);
//Decide which light to use to begin with.
SetLightMode();
{
std::string imageUrl;
- if( mLightFront )
+ if(mLightFront)
{
imageUrl = LIGHT_URL_FRONT;
}
}
Property::Map lightMap;
- lightMap.Insert( Visual::Property::TYPE, Visual::IMAGE );
- lightMap.Insert( ImageVisual::Property::URL, imageUrl );
- mLightSource.SetProperty( Control::Property::BACKGROUND, Property::Value( 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_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(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]);
//Set the two controls to use the mesh
- for( int i = 0; i < NUM_MESHES; i++ )
+ for(int i = 0; i < NUM_MESHES; i++)
{
- mModels[i].control.SetProperty( Control::Property::BACKGROUND, Property::Value( map ) );
+ mModels[i].control.SetProperty(Control::Property::BACKGROUND, Property::Value(map));
}
}
//Set the mode used to light the models.
void SetLightMode()
{
- if( mLightFixed )
+ if(mLightFixed)
{
UseFixedLight();
}
}
}
- //Make the models use a fixed, invisible light above the center of the stage.
+ //Make the models use a fixed, invisible light above the center of the window.
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();
- 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 );
+ //Use window dimensions to place light at center, offset in z axis.
+ Window window = mApplication.GetWindow();
+ float width = window.GetSize().GetWidth();
+ float height = window.GetSize().GetHeight();
+ 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 )
+ for(int i = 0; i < NUM_MESHES; ++i)
{
- mModels[i].control.RegisterProperty( "lightPosition", lightPosition, Property::ANIMATABLE );
+ mModels[i].control.RegisterProperty("lightPosition", lightPosition, Property::ANIMATABLE);
}
}
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 lightPosition = Vector3( controlPosition.x, controlPosition.y,
- ( mLightFront ? 1 : -1 ) * Stage::GetCurrent().GetSize().x / 2.0f );
+ Vector3 controlPosition = mLightSource.GetCurrentProperty<Vector3>(Actor::Property::POSITION);
+ Vector3 lightPosition = Vector3(controlPosition.x, controlPosition.y, (mLightFront ? 1 : -1) * mApplication.GetWindow().GetSize().GetWidth() / 2.0f);
- for( int i = 0; i < NUM_MESHES; ++i )
+ for(int i = 0; i < NUM_MESHES; ++i)
{
- mModels[i].control.RegisterProperty( "lightPosition", lightPosition, Property::ANIMATABLE );
+ mModels[i].control.RegisterProperty("lightPosition", lightPosition, Property::ANIMATABLE);
}
}
//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 TouchEvent& 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 );
+ actor.GetProperty(actor.GetPropertyIndex("Tag")).Get(mTag);
- if( mTag == MODEL_TAG )
+ if(mTag == MODEL_TAG)
{
//Find out which model has been selected
- actor.GetProperty( actor.GetPropertyIndex( "Model" ) ).Get( mSelectedModelIndex );
+ actor.GetProperty(actor.GetPropertyIndex("Model")).Get(mSelectedModelIndex);
//Pause current animation, as the touch gesture will be used to manually rotate the model
- mModels[mSelectedModelIndex].rotationAnimation.Pause();
+ mModels[mSelectedModelIndex].rotationAnimation.Stop();
//Store start points.
- mPanStart = point.screen;
- mRotationStart = mModels[mSelectedModelIndex].rotation;
+ mLastTouchPosition = touch.GetScreenPosition(0);
}
break;
}
- case TouchPoint::Motion:
+ case PointState::MOTION:
{
//Switch on the kind of actor we're interacting with.
- switch( mTag )
+ switch(mTag)
{
case MODEL_TAG: //Rotate model
{
//Calculate displacement and corresponding rotation.
- Vector2 displacement = point.screen - 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) *
- Quaternion( Radian( mModels[mSelectedModelIndex].rotation.y ), Vector3::YAXIS);
+ const Vector2 touchPosition = touch.GetScreenPosition(0);
+ const Vector2 displacement = touchPosition - mLastTouchPosition;
+ mLastTouchPosition = touchPosition;
+
+ const Quaternion q(Radian(displacement.y / -Y_ROTATION_DISPLACEMENT_FACTOR), Radian(displacement.x / X_ROTATION_DISPLACEMENT_FACTOR), Radian(0.f));
+ const Quaternion q0 = mModels[mSelectedModelIndex].control.GetProperty(Actor::Property::ORIENTATION).Get<Quaternion>();
//Apply rotation.
- mModels[mSelectedModelIndex].control.SetOrientation( rotation );
+ mModels[mSelectedModelIndex].control.SetProperty(Actor::Property::ORIENTATION, q * q0);
break;
}
case LIGHT_TAG: //Drag light
{
//Set light source to new position and update the models accordingly.
- mLightSource.SetPosition( Vector3( point.screen ) );
+ mLightSource.SetProperty(Actor::Property::POSITION, 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 )
+ if(mTag == MODEL_TAG)
{
//Return to automatic animation
- if( !mPaused )
+ if(!mPaused)
{
mModels[mSelectedModelIndex].rotationAnimation.Play();
}
}
//Cycle through the list of models.
- bool OnChangeModelClicked( Toolkit::Button button )
+ bool OnChangeModelClicked(Toolkit::Button button)
{
++mModelIndex %= 3;
}
//Cycle through the list of shading modes.
- bool OnChangeShadingModeClicked( Toolkit::Button button )
+ bool OnChangeShadingModeClicked(Toolkit::Button button)
{
++mShadingModeIndex %= 3;
//Pause all animations, and keep them paused even after user panning.
//This button is a toggle, so pressing again will start the animations again.
- bool OnPauseClicked( Toolkit::Button button )
+ bool OnPauseClicked(Toolkit::Button button)
{
//Toggle pause state.
mPaused = !mPaused;
//If we wish to pause animations, do so and keep them paused.
- if( mPaused )
+ if(mPaused)
{
- for( int i = 0; i < NUM_MESHES ; ++i )
+ for(int i = 0; i < NUM_MESHES; ++i)
{
mModels[i].rotationAnimation.Pause();
}
- button.SetLabelText( PLAY );
+ button.SetProperty(Toolkit::Button::Property::LABEL, PLAY);
}
else //Unpause all animations again.
{
- for( int i = 0; i < NUM_MESHES ; ++i )
+ for(int i = 0; i < NUM_MESHES; ++i)
{
mModels[i].rotationAnimation.Play();
}
- button.SetLabelText( PAUSE );
+ 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 )
+ bool OnChangeLightModeClicked(Toolkit::Button button)
{
//Toggle state.
mLightFixed = !mLightFixed;
- if( mLightFixed )
+ if(mLightFixed)
{
- button.SetLabelText( FIXED );
+ button.SetProperty(Toolkit::Button::Property::LABEL, FIXED);
}
else
{
- button.SetLabelText( MANUAL );
+ button.SetProperty(Toolkit::Button::Property::LABEL, MANUAL);
}
SetLightMode();
}
//Switch between the light being in front of and behind the models.
- bool OnChangeLightSideClicked( Toolkit::Button button )
+ bool OnChangeLightSideClicked(Toolkit::Button button)
{
//Toggle state.
mLightFront = !mLightFront;
- if( mLightFront )
+ if(mLightFront)
{
- button.SetLabelText( FRONT );
+ button.SetProperty(Toolkit::Button::Property::LABEL, FRONT);
}
else
{
- button.SetLabelText( BACK );
+ button.SetProperty(Toolkit::Button::Property::LABEL, BACK);
}
//Change light image.
}
//If escape or the back button is pressed, quit the application (and return to the launcher)
- void OnKeyEvent( const KeyEvent& event )
+ void OnKeyEvent(const KeyEvent& event)
{
- if( event.state == KeyEvent::Down )
+ if(event.GetState() == KeyEvent::DOWN)
{
- if( IsKey( event, DALI_KEY_ESCAPE) || IsKey( event, DALI_KEY_BACK ) )
+ if(IsKey(event, DALI_KEY_ESCAPE) || IsKey(event, DALI_KEY_BACK))
{
mApplication.Quit();
}
}
private:
- Application& mApplication;
+ Application& mApplication;
//The models displayed on screen, including information about rotation.
Model mModels[NUM_MESHES];
Control mLightSource;
//Used to detect panning to rotate the selected model.
- Vector2 mPanStart;
+ Vector2 mLastTouchPosition;
Vector2 mRotationStart;
- int mModelIndex; //Index of model to load.
- 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.
+ int mModelIndex; //Index of model to load.
+ 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 );
+ Application application = Application::New(&argc, &argv, DEMO_THEME_PATH);
+ MeshVisualController test(application);
application.MainLoop();
return 0;
}