/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
#include "shared/view.h"
#include <dali/dali.h>
+#include <dali/devel-api/actors/actor-devel.h>
#include <dali-toolkit/dali-toolkit.h>
#include <dali-toolkit/devel-api/shader-effects/motion-blur-effect.h>
-#include <dali-toolkit/devel-api/controls/popup/popup.h>
using namespace Dali;
using namespace Dali::Toolkit;
// Demo setup parameters
//
-//#define MULTIPLE_MOTION_BLURRED_ACTORS
-#ifndef MULTIPLE_MOTION_BLURRED_ACTORS
-
const float MOTION_BLUR_ACTOR_WIDTH = 256; // actor size on screen
const float MOTION_BLUR_ACTOR_HEIGHT = 256; // ""
-
-#else //#ifndef MULTIPLE_MOTION_BLURRED_ACTORS
-
-const float MOTION_BLUR_ACTOR_WIDTH = 150; // actor size on screen
-const float MOTION_BLUR_ACTOR_HEIGHT = 112; // ""
-
-#endif //#ifndef MULTIPLE_MOTION_BLURRED_ACTORS
-
-
const unsigned int MOTION_BLUR_NUM_SAMPLES = 8;
const int MOTION_BLUR_NUM_ACTOR_IMAGES = 5;
-const char* MOTION_BLUR_ACTOR_IMAGE1( DALI_IMAGE_DIR "image-with-border-1.jpg" );
-const char* MOTION_BLUR_ACTOR_IMAGE2( DALI_IMAGE_DIR "image-with-border-2.jpg" );
-const char* MOTION_BLUR_ACTOR_IMAGE3( DALI_IMAGE_DIR "image-with-border-3.jpg" );
-const char* MOTION_BLUR_ACTOR_IMAGE4( DALI_IMAGE_DIR "image-with-border-4.jpg" );
-const char* MOTION_BLUR_ACTOR_IMAGE5( DALI_IMAGE_DIR "image-with-border-1.jpg" );
+const char* MOTION_BLUR_ACTOR_IMAGE1( DEMO_IMAGE_DIR "image-with-border-1.jpg" );
+const char* MOTION_BLUR_ACTOR_IMAGE2( DEMO_IMAGE_DIR "image-with-border-2.jpg" );
+const char* MOTION_BLUR_ACTOR_IMAGE3( DEMO_IMAGE_DIR "image-with-border-3.jpg" );
+const char* MOTION_BLUR_ACTOR_IMAGE4( DEMO_IMAGE_DIR "image-with-border-4.jpg" );
+const char* MOTION_BLUR_ACTOR_IMAGE5( DEMO_IMAGE_DIR "image-with-border-1.jpg" );
const char* MOTION_BLUR_ACTOR_IMAGES[] = {
MOTION_BLUR_ACTOR_IMAGE1,
const int NUM_CAMERA_ANIMATIONS = 2;
-const char* BACKGROUND_IMAGE_PATH = DALI_IMAGE_DIR "background-default.png";
+const char* BACKGROUND_IMAGE_PATH = DEMO_IMAGE_DIR "background-default.png";
-const char* TOOLBAR_IMAGE( DALI_IMAGE_DIR "top-bar.png" );
-const char* LAYOUT_IMAGE( DALI_IMAGE_DIR "icon-change.png" );
-const char* LAYOUT_IMAGE_SELECTED( DALI_IMAGE_DIR "icon-change-selected.png" );
+const char* TOOLBAR_IMAGE( DEMO_IMAGE_DIR "top-bar.png" );
+const char* LAYOUT_IMAGE( DEMO_IMAGE_DIR "icon-change.png" );
+const char* LAYOUT_IMAGE_SELECTED( DEMO_IMAGE_DIR "icon-change-selected.png" );
const char* APPLICATION_TITLE( "Motion Blur" );
-const char* EFFECTS_OFF_ICON( DALI_IMAGE_DIR "icon-effects-off.png" );
-const char* EFFECTS_OFF_ICON_SELECTED( DALI_IMAGE_DIR "icon-effects-off-selected.png" );
-const char* EFFECTS_ON_ICON( DALI_IMAGE_DIR "icon-effects-on.png" );
-const char* EFFECTS_ON_ICON_SELECTED( DALI_IMAGE_DIR "icon-effects-on-selected.png" );
+const char* EFFECTS_OFF_ICON( DEMO_IMAGE_DIR "icon-effects-off.png" );
+const char* EFFECTS_OFF_ICON_SELECTED( DEMO_IMAGE_DIR "icon-effects-off-selected.png" );
+const char* EFFECTS_ON_ICON( DEMO_IMAGE_DIR "icon-effects-on.png" );
+const char* EFFECTS_ON_ICON_SELECTED( DEMO_IMAGE_DIR "icon-effects-on-selected.png" );
const float UI_MARGIN = 4.0f; ///< Screen Margin for placement of UI buttons
const float ORIENTATION_DURATION = 0.5f; ///< Time to rotate to new orientation.
/**
- * @brief Load an image, scaled-down to no more than the dimensions passed in.
+ * @brief Set an image to image view, scaled-down to no more than the dimensions passed in.
*
* Uses SHRINK_TO_FIT which ensures the resulting image is
- * smaller than or equal to the specified dimensions while preserving its
- * original aspect ratio.
+ * smaller than or equal to the specified dimensions while preserving its original aspect ratio.
*/
-ResourceImage LoadImageFittedInBox( const char * const imagePath, uint32_t maxWidth, uint32_t maxHeight )
+void SetImageFittedInBox( ImageView& imageView, Property::Map& shaderEffect, const char * const imagePath, int maxWidth, int maxHeight )
{
+ Property::Map map;
+ map[Visual::Property::TYPE] = Visual::IMAGE;
+ map[ImageVisual::Property::URL] = imagePath;
// Load the image nicely scaled-down to fit within the specified max width and height:
- return ResourceImage::New( imagePath, ImageDimensions( maxWidth, maxHeight ), FittingMode::SHRINK_TO_FIT, Dali::SamplingMode::BOX_THEN_LINEAR );
+ map[ImageVisual::Property::DESIRED_WIDTH] = maxWidth;
+ map[ImageVisual::Property::DESIRED_HEIGHT] = maxHeight;
+ map[ImageVisual::Property::FITTING_MODE] = FittingMode::SHRINK_TO_FIT;
+ map[ImageVisual::Property::SAMPLING_MODE] = SamplingMode::BOX_THEN_LINEAR;
+ map.Merge( shaderEffect );
+
+ imageView.SetProperty( ImageView::Property::IMAGE, map );
}
} // unnamed namespace
: mApplication(app),
mActorEffectsEnabled(false),
mCurrentActorAnimation(0),
- mCurrentImage(0)
+ mCurrentImage(0),
+ mOrientation( PORTRAIT )
{
// Connect to the Application's Init signal
app.InitSignal().Connect(this, &MotionBlurExampleApp::OnInit);
void OnInit(Application& app)
{
// The Init signal is received once (only) during the Application lifetime
+ Window window = app.GetWindow();
- Stage::GetCurrent().KeyEventSignal().Connect(this, &MotionBlurExampleApp::OnKeyEvent);
+ window.KeyEventSignal().Connect(this, &MotionBlurExampleApp::OnKeyEvent);
// Creates a default view with a default tool bar.
- // The view is added to the stage.
+ // The view is added to the window.
mContentLayer = DemoHelper::CreateView( mApplication,
mView,
mToolBar,
TOOLBAR_IMAGE,
APPLICATION_TITLE );
+ // Ensure the content layer is a square so the touch area works in all orientations
+ Vector2 windowSize = window.GetSize();
+ float size = std::max( windowSize.width, windowSize.height );
+ mContentLayer.SetProperty( Actor::Property::SIZE, Vector2( size, size ) );
+
//Add an effects icon on the right of the title
mActorEffectsButton = Toolkit::PushButton::New();
- mActorEffectsButton.SetUnselectedImage( EFFECTS_OFF_ICON );
- mActorEffectsButton.SetSelectedImage( EFFECTS_OFF_ICON_SELECTED );
+ mActorEffectsButton.SetProperty( Toolkit::Button::Property::UNSELECTED_BACKGROUND_VISUAL, EFFECTS_OFF_ICON );
+ mActorEffectsButton.SetProperty( Toolkit::Button::Property::SELECTED_BACKGROUND_VISUAL, EFFECTS_OFF_ICON_SELECTED );
mActorEffectsButton.ClickedSignal().Connect( this, &MotionBlurExampleApp::OnEffectButtonClicked );
mToolBar.AddControl( mActorEffectsButton, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HorizontalCenter, DemoHelper::DEFAULT_PLAY_PADDING );
// Creates a mode button.
// Create a effect toggle button. (right of toolbar)
Toolkit::PushButton layoutButton = Toolkit::PushButton::New();
- layoutButton.SetUnselectedImage( LAYOUT_IMAGE );
- layoutButton.SetSelectedImage( LAYOUT_IMAGE_SELECTED );
+ layoutButton.SetProperty( Toolkit::Button::Property::UNSELECTED_BACKGROUND_VISUAL, LAYOUT_IMAGE );
+ layoutButton.SetProperty( Toolkit::Button::Property::SELECTED_BACKGROUND_VISUAL, LAYOUT_IMAGE_SELECTED );
layoutButton.ClickedSignal().Connect( this, &MotionBlurExampleApp::OnLayoutButtonClicked);
- layoutButton.SetLeaveRequired( true );
+ layoutButton.SetProperty( Actor::Property::LEAVE_REQUIRED, true );
mToolBar.AddControl( layoutButton, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HorizontalRight, DemoHelper::DEFAULT_MODE_SWITCH_PADDING );
// Input
winHandle.AddAvailableOrientation( Dali::Window::LANDSCAPE );
winHandle.AddAvailableOrientation( Dali::Window::PORTRAIT_INVERSE );
winHandle.AddAvailableOrientation( Dali::Window::LANDSCAPE_INVERSE );
+ winHandle.ResizeSignal().Connect( this, &MotionBlurExampleApp::OnWindowResized );
// set initial orientation
- // winHandle.GetOrientation().ChangedSignal().Connect( this, &MotionBlurExampleApp::OnOrientationChanged );
- unsigned int degrees = 0;
- Rotate( static_cast< DeviceOrientation >( degrees ) );
-
+ Rotate( PORTRAIT );
///////////////////////////////////////////////////////
//
//
// Scale down actor to fit on very low resolution screens with space to interact:
- Size stageSize = Stage::GetCurrent().GetSize();
- mMotionBlurActorSize = Size( std::min( stageSize.x * 0.3f, MOTION_BLUR_ACTOR_WIDTH ), std::min( stageSize.y * 0.3f, MOTION_BLUR_ACTOR_HEIGHT ) );
+ mMotionBlurActorSize = Size( std::min( windowSize.x * 0.3f, MOTION_BLUR_ACTOR_WIDTH ), std::min( windowSize.y * 0.3f, MOTION_BLUR_ACTOR_HEIGHT ) );
+ mMotionBlurActorUpdateSize = Size( std::max( mMotionBlurActorSize.x, mMotionBlurActorSize.y ), std::max( mMotionBlurActorSize.x, mMotionBlurActorSize.y ) );
mMotionBlurActorSize = Size( std::min( mMotionBlurActorSize.x, mMotionBlurActorSize.y ), std::min( mMotionBlurActorSize.x, mMotionBlurActorSize.y ) );
- Image image = LoadImageFittedInBox( MOTION_BLUR_ACTOR_IMAGE1, mMotionBlurActorSize.x, mMotionBlurActorSize.y );
- mMotionBlurImageActor = ImageActor::New(image);
- mMotionBlurImageActor.SetParentOrigin( ParentOrigin::CENTER );
- mMotionBlurImageActor.SetSize(mMotionBlurActorSize.x, mMotionBlurActorSize.y);
-
- mContentLayer.Add( mMotionBlurImageActor );
-
- // Create shader used for doing motion blur
- mMotionBlurEffect = Toolkit::CreateMotionBlurEffect();
- Dali::Property::Index uModelProperty = mMotionBlurEffect.GetPropertyIndex( "uModelLastFrame" );
- Constraint constraint = Constraint::New<Matrix>( mMotionBlurEffect, uModelProperty, EqualToConstraint() );
- constraint.AddSource( Source( mMotionBlurImageActor , Actor::Property::WORLD_MATRIX ) );
- constraint.Apply();
- mMotionBlurImageActor.SetShaderEffect( mMotionBlurEffect );
-
-
-#ifdef MULTIPLE_MOTION_BLURRED_ACTORS
-
- ///////////////////////////////////////////////////////
- //
- // Motion blurred actor 2
- //
+ mMotionBlurEffect = CreateMotionBlurEffect();
+ mMotionBlurImageView = ImageView::New();
+ SetImageFittedInBox( mMotionBlurImageView, mMotionBlurEffect, MOTION_BLUR_ACTOR_IMAGE1, mMotionBlurActorSize.x, mMotionBlurActorSize.y );
+ mMotionBlurImageView.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ mMotionBlurImageView.SetProperty( Actor::Property::SIZE, mMotionBlurActorUpdateSize );
+ mMotionBlurImageView.SetProperty( DevelActor::Property::UPDATE_SIZE_HINT, mMotionBlurActorUpdateSize );
- mMotionBlurImageActor2 = ImageActor::New(image);
- mMotionBlurImageActor2.SetParentOrigin( ParentOrigin::CENTER );
- mMotionBlurImageActor2.SetSize(mMotionBlurActorSize.x, mMotionBlurActorSize.y);
- mMotionBlurImageActor2.SetPosition(mMotionBlurActorSize.x * 1.1f, 0.0f);
- mMotionBlurImageActor.Add( mMotionBlurImageActor2 );
+ mContentLayer.Add( mMotionBlurImageView );
// Create shader used for doing motion blur
- mMotionBlurEffect2 = CreateMotionBlurEffect(MOTION_BLUR_NUM_SAMPLES);
+ mMotionBlurEffect = CreateMotionBlurEffect();
// set actor shader to the blur one
- mMotionBlurImageActor2.SetShaderEffect( mMotionBlurEffect2 );
-
-
- ///////////////////////////////////////////////////////
- //
- // Motion blurred actor 3
- //
+ Toolkit::SetMotionBlurProperties( mMotionBlurImageView, MOTION_BLUR_NUM_SAMPLES );
- mMotionBlurImageActor3 = ImageActor::New(image);
- mMotionBlurImageActor3.SetParentOrigin( ParentOrigin::CENTER );
- mMotionBlurImageActor3.SetSize(mMotionBlurActorSize.x, mMotionBlurActorSize.y);
- mMotionBlurImageActor3.SetPosition(-mMotionBlurActorSize.x * 1.1f, 0.0f);
- mMotionBlurImageActor.Add( mMotionBlurImageActor3 );
-
- // Create shader used for doing motion blur
- mMotionBlurEffect3 = CreateMotionBlurEffect(MOTION_BLUR_NUM_SAMPLES);
-
- // set actor shader to the blur one
- mMotionBlurImageActor3.SetShaderEffect( mMotionBlurEffect3 );
-
-
- ///////////////////////////////////////////////////////
- //
- // Motion blurred actor 4
- //
-
- mMotionBlurImageActor4 = ImageActor::New(image);
- mMotionBlurImageActor4.SetParentOrigin( ParentOrigin::CENTER );
- mMotionBlurImageActor4.SetSize(mMotionBlurActorSize.x, mMotionBlurActorSize.y);
- mMotionBlurImageActor4.SetPosition(0.0f, mMotionBlurActorSize.y * 1.1f);
- mMotionBlurImageActor.Add( mMotionBlurImageActor4 );
-
- // Create shader used for doing motion blur
- mMotionBlurEffect4 = CreateMotionBlurEffect(MOTION_BLUR_NUM_SAMPLES);
-
- // set actor shader to the blur one
- mMotionBlurImageActor4.SetShaderEffect( mMotionBlurEffect4 );
-
-
- ///////////////////////////////////////////////////////
- //
- // Motion blurred actor 5
- //
-
- mMotionBlurImageActor5 = ImageActor::New(image);
- mMotionBlurImageActor5.SetParentOrigin( ParentOrigin::CENTER );
- mMotionBlurImageActor5.SetSize(mMotionBlurActorSize.x, mMotionBlurActorSize.y);
- mMotionBlurImageActor5.SetPosition(0.0f, -mMotionBlurActorSize.y * 1.1f);
- mMotionBlurImageActor.Add( mMotionBlurImageActor5 );
-
- // Create shader used for doing motion blur
- mMotionBlurEffect5 = CreateMotionBlurEffect(MOTION_BLUR_NUM_SAMPLES);
-
- // set actor shader to the blur one
- mMotionBlurImageActor5.SetShaderEffect( mMotionBlurEffect5 );
-#endif //#ifdef MULTIPLE_MOTION_BLURRED_ACTORS
}
//////////////////////////////////////////////////////////////
//
//
- void OnOrientationChanged( Orientation orientation )
+ void OnWindowResized( Window window, Window::WindowSize size )
{
- unsigned int degrees = orientation.GetDegrees();
- Rotate( static_cast< DeviceOrientation >( degrees ) );
+ Rotate( size.GetWidth() > size.GetHeight() ? LANDSCAPE : PORTRAIT );
}
void Rotate( DeviceOrientation orientation )
{
// Resize the root actor
- Vector2 stageSize = Stage::GetCurrent().GetSize();
- Vector2 targetSize = stageSize;
- if( orientation == LANDSCAPE ||
- orientation == LANDSCAPE_INVERSE )
- {
- targetSize = Vector2( stageSize.y, stageSize.x );
- }
+ const Vector2 targetSize = mApplication.GetWindow().GetSize();
if( mOrientation != orientation )
{
mOrientation = orientation;
- // check if actor is on stage
+ // check if actor is on window
if( mView.GetParent() )
{
- // has parent so we expect it to be on stage, start animation
+ // has parent so we expect it to be on window, start animation
mRotateAnimation = Animation::New( ORIENTATION_DURATION );
- mRotateAnimation.AnimateTo( Property( mView, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree( -orientation ) ), Vector3::ZAXIS ), AlphaFunction::EASE_OUT );
mRotateAnimation.AnimateTo( Property( mView, Actor::Property::SIZE_WIDTH ), targetSize.width );
mRotateAnimation.AnimateTo( Property( mView, Actor::Property::SIZE_HEIGHT ), targetSize.height );
mRotateAnimation.Play();
}
else
{
- // set the rotation to match the orientation
- mView.SetOrientation( Degree( -orientation ), Vector3::ZAXIS );
- mView.SetSize( targetSize );
+ mView.SetProperty( Actor::Property::SIZE, targetSize );
}
}
else
{
// for first time just set size
- mView.SetSize( targetSize );
+ mView.SetProperty( Actor::Property::SIZE, targetSize );
}
}
float originOffsetX, originOffsetY;
// rotate offset (from top left origin to centre) into actor space
- Vector2 stageSize = Dali::Stage::GetCurrent().GetSize();
- actor.ScreenToLocal(originOffsetX, originOffsetY, stageSize.width * 0.5f, stageSize.height * 0.5f);
+ Vector2 windowSize = mApplication.GetWindow().GetSize();
+ actor.ScreenToLocal(originOffsetX, originOffsetY, windowSize.width * 0.5f, windowSize.height * 0.5f);
// get dest point in local actor space
destPos.x = tapGesture.localPoint.x - originOffsetX;
float animDuration = 0.5f;
mActorTapMovementAnimation = Animation::New( animDuration );
- if ( mMotionBlurImageActor )
+ if ( mMotionBlurImageView )
{
- mActorTapMovementAnimation.AnimateTo( Property(mMotionBlurImageActor, Actor::Property::POSITION), destPos, AlphaFunction::EASE_IN_OUT_SINE, TimePeriod(animDuration) );
+ mActorTapMovementAnimation.AnimateTo( Property(mMotionBlurImageView, Actor::Property::POSITION), destPos, AlphaFunction::EASE_IN_OUT_SINE, TimePeriod(animDuration) );
}
- mActorTapMovementAnimation.SetEndAction( Animation::Bake );
+ mActorTapMovementAnimation.SetEndAction( Animation::BAKE );
mActorTapMovementAnimation.Play();
{
float animDuration = 1.0f;
mActorAnimation = Animation::New(animDuration);
- mActorAnimation.AnimateBy( Property( mMotionBlurImageActor, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(360.0f) ), Vector3::YAXIS ), AlphaFunction::EASE_IN_OUT );
- mActorAnimation.SetEndAction( Animation::Bake );
+ mActorAnimation.AnimateBy( Property( mMotionBlurImageView, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(360.0f) ), Vector3::YAXIS ), AlphaFunction::EASE_IN_OUT );
+ mActorAnimation.SetEndAction( Animation::BAKE );
mActorAnimation.Play();
}
break;
{
float animDuration = 1.0f;
mActorAnimation = Animation::New(animDuration);
- mActorAnimation.AnimateBy( Property( mMotionBlurImageActor, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(360.0f) ), Vector3::ZAXIS ), AlphaFunction::EASE_IN_OUT );
- mActorAnimation.SetEndAction( Animation::Bake );
+ mActorAnimation.AnimateBy( Property( mMotionBlurImageView, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(360.0f) ), Vector3::ZAXIS ), AlphaFunction::EASE_IN_OUT );
+ mActorAnimation.SetEndAction( Animation::BAKE );
mActorAnimation.Play();
}
break;
{
float animDuration = 1.0f;
mActorAnimation = Animation::New(animDuration);
- mActorAnimation.AnimateBy( Property( mMotionBlurImageActor, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(360.0f) ), Vector3::YAXIS ), AlphaFunction::EASE_IN_OUT );
- mActorAnimation.AnimateBy( Property( mMotionBlurImageActor, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(360.0f) ), Vector3::ZAXIS ), AlphaFunction::EASE_IN_OUT );
- mActorAnimation.SetEndAction( Animation::Bake );
+ mActorAnimation.AnimateBy( Property( mMotionBlurImageView, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(360.0f) ), Vector3::YAXIS ), AlphaFunction::EASE_IN_OUT );
+ mActorAnimation.AnimateBy( Property( mMotionBlurImageView, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(360.0f) ), Vector3::ZAXIS ), AlphaFunction::EASE_IN_OUT );
+ mActorAnimation.SetEndAction( Animation::BAKE );
mActorAnimation.Play();
}
break;
{
float animDuration = 1.0f;
mActorAnimation = Animation::New(animDuration);
- mActorAnimation.AnimateBy( Property( mMotionBlurImageActor, Actor::Property::SCALE ), Vector3(2.0f, 2.0f, 2.0f), AlphaFunction::BOUNCE, TimePeriod( 0.0f, 1.0f ) );
- mActorAnimation.SetEndAction( Animation::Bake );
+ mActorAnimation.AnimateBy( Property( mMotionBlurImageView, Actor::Property::SCALE ), Vector3(2.0f, 2.0f, 2.0f), AlphaFunction::BOUNCE, TimePeriod( 0.0f, 1.0f ) );
+ mActorAnimation.SetEndAction( Animation::BAKE );
mActorAnimation.Play();
}
break;
if(!mActorEffectsEnabled)
{
mActorEffectsEnabled = true;
- mActorEffectsButton.SetUnselectedImage( EFFECTS_ON_ICON );
- mActorEffectsButton.SetSelectedImage( EFFECTS_ON_ICON_SELECTED );
+ mActorEffectsButton.SetProperty( Toolkit::Button::Property::UNSELECTED_BACKGROUND_VISUAL, EFFECTS_ON_ICON );
+ mActorEffectsButton.SetProperty( Toolkit::Button::Property::SELECTED_BACKGROUND_VISUAL, EFFECTS_ON_ICON_SELECTED );
}
else
{
mActorEffectsEnabled = false;
- mActorEffectsButton.SetUnselectedImage( EFFECTS_OFF_ICON );
- mActorEffectsButton.SetSelectedImage( EFFECTS_OFF_ICON_SELECTED );
+ mActorEffectsButton.SetProperty( Toolkit::Button::Property::UNSELECTED_BACKGROUND_VISUAL, EFFECTS_OFF_ICON );
+ mActorEffectsButton.SetProperty( Toolkit::Button::Property::SELECTED_BACKGROUND_VISUAL, EFFECTS_OFF_ICON_SELECTED );
}
}
*/
void OnKeyEvent(const KeyEvent& event)
{
- if(event.state == KeyEvent::Down)
+ if(event.GetState() == KeyEvent::Down)
{
if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
{
{
mCurrentImage = 0;
}
+ SetImageFittedInBox( mMotionBlurImageView, mMotionBlurEffect, MOTION_BLUR_ACTOR_IMAGES[mCurrentImage], mMotionBlurActorSize.x, mMotionBlurActorSize.y );
- Image blurImage = LoadImageFittedInBox( MOTION_BLUR_ACTOR_IMAGES[mCurrentImage], mMotionBlurActorSize.x, mMotionBlurActorSize.y );
- mMotionBlurImageActor.SetImage(blurImage);
}
PushButton mActorEffectsButton; ///< The actor effects toggling Button.
// Motion blur
- ShaderEffect mMotionBlurEffect;
- ImageActor mMotionBlurImageActor;
+ Property::Map mMotionBlurEffect;
+ ImageView mMotionBlurImageView;
Size mMotionBlurActorSize;
-
-#ifdef MULTIPLE_MOTION_BLURRED_ACTORS
- ShaderEffect mMotionBlurEffect2;
- ShaderEffect mMotionBlurEffect3;
- ShaderEffect mMotionBlurEffect4;
- ShaderEffect mMotionBlurEffect5;
-
- ImageActor mMotionBlurImageActor2;
- ImageActor mMotionBlurImageActor3;
- ImageActor mMotionBlurImageActor4;
- ImageActor mMotionBlurImageActor5;
-#endif //#ifdef MULTIPLE_MOTION_BLURRED_ACTORS
+ Size mMotionBlurActorUpdateSize;
// animate actor to position where user taps screen
Animation mActorTapMovementAnimation;
DeviceOrientation mOrientation; ///< Current Device orientation
Animation mRotateAnimation; ///< Animation for rotating between landscape and portrait.
-
- Popup mInstructionsPopup; ///< Info Popup
};
-void RunTest(Application& app)
+int DALI_EXPORT_API main(int argc, char **argv)
{
+ Application app = Application::New(&argc, &argv, DEMO_THEME_PATH);
MotionBlurExampleApp test(app);
-
app.MainLoop();
-}
-
-// Entry point for Linux & Tizen applications
-//
-int main(int argc, char **argv)
-{
- Application app = Application::New(&argc, &argv, DALI_DEMO_THEME_PATH);
-
- RunTest(app);
-
return 0;
}