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["rendererType"] = "image";
+ map["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["desiredWidth"] = maxWidth;
+ map["desiredHeight"] = maxHeight;
+ map["fittingMode"] = "SHRINK_TO_FIT";
+ map["samplingMode"] = "BOX_THEN_LINEAR";
+ map.Merge( shaderEffect );
+
+ imageView.SetProperty( ImageView::Property::IMAGE, map );
}
} // unnamed namespace
winHandle.AddAvailableOrientation( Dali::Window::LANDSCAPE_INVERSE );
// set initial orientation
- // winHandle.GetOrientation().ChangedSignal().Connect( this, &MotionBlurExampleApp::OnOrientationChanged );
unsigned int degrees = 0;
Rotate( static_cast< DeviceOrientation >( degrees ) );
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( 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);
+ mMotionBlurEffect = CreateMotionBlurEffect();
+ mMotionBlurImageView = ImageView::New();
+ SetImageFittedInBox( mMotionBlurImageView, mMotionBlurEffect, MOTION_BLUR_ACTOR_IMAGE1, mMotionBlurActorSize.x, mMotionBlurActorSize.y );
+ mMotionBlurImageView.SetParentOrigin( ParentOrigin::CENTER );
+ mMotionBlurImageView.SetSize(mMotionBlurActorSize.x, mMotionBlurActorSize.y);
- mContentLayer.Add( mMotionBlurImageActor );
+ mContentLayer.Add( mMotionBlurImageView );
// 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 );
+ mMotionBlurEffect = CreateMotionBlurEffect();
+
+ // set actor shader to the blur one
+ Toolkit::SetMotionBlurProperties( mMotionBlurImageView, MOTION_BLUR_NUM_SAMPLES );
#ifdef MULTIPLE_MOTION_BLURRED_ACTORS
// Motion blurred actor 2
//
- 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 );
-
- // Create shader used for doing motion blur
- mMotionBlurEffect2 = CreateMotionBlurEffect(MOTION_BLUR_NUM_SAMPLES);
+ mMotionBlurImageView2 = ImageView::New(image);
+ mMotionBlurImageView2.SetParentOrigin( ParentOrigin::CENTER );
+ mMotionBlurImageView2.SetSize(mMotionBlurActorSize.x, mMotionBlurActorSize.y);
+ mMotionBlurImageView2.SetPosition(mMotionBlurActorSize.x * 1.1f, 0.0f);
+ mMotionBlurImageView.Add( mMotionBlurImageView2 );
// set actor shader to the blur one
- mMotionBlurImageActor2.SetShaderEffect( mMotionBlurEffect2 );
+ Toolkit::SetMotionBlurProperties( mMotionBlurImageView2, MOTION_BLUR_NUM_SAMPLES );
+ mMotionBlurImageView2.SetProperty( Toolkit::ImageView::Property::IMAGE, mMotionBlurEffect );
///////////////////////////////////////////////////////
// Motion blurred actor 3
//
- 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);
+ mMotionBlurImageView3 = ImageView::New(image);
+ mMotionBlurImageView3.SetParentOrigin( ParentOrigin::CENTER );
+ mMotionBlurImageView3.SetSize(mMotionBlurActorSize.x, mMotionBlurActorSize.y);
+ mMotionBlurImageView3.SetPosition(-mMotionBlurActorSize.x * 1.1f, 0.0f);
+ mMotionBlurImageView.Add( mMotionBlurImageView3 );
// set actor shader to the blur one
- mMotionBlurImageActor3.SetShaderEffect( mMotionBlurEffect3 );
+ Toolkit::SetMotionBlurProperties( mMotionBlurImageView3, MOTION_BLUR_NUM_SAMPLES );
+ mMotionBlurImageView3.SetProperty( Toolkit::ImageView::Property::IMAGE, mMotionBlurEffect );
///////////////////////////////////////////////////////
// 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);
+ mMotionBlurImageView4 = ImageView::New(image);
+ mMotionBlurImageView4.SetParentOrigin( ParentOrigin::CENTER );
+ mMotionBlurImageView4.SetSize(mMotionBlurActorSize.x, mMotionBlurActorSize.y);
+ mMotionBlurImageView4.SetPosition(0.0f, mMotionBlurActorSize.y * 1.1f);
+ mMotionBlurImageView.Add( mMotionBlurImageView4 );
// set actor shader to the blur one
- mMotionBlurImageActor4.SetShaderEffect( mMotionBlurEffect4 );
-
+ Toolkit::SetMotionBlurProperties( mMotionBlurImageView4, MOTION_BLUR_NUM_SAMPLES );
+ mMotionBlurImageView4.SetProperty( Toolkit::ImageView::Property::IMAGE, mMotionBlurEffect );
///////////////////////////////////////////////////////
//
// 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);
+ mMotionBlurImageView5 = ImageView::New(image);
+ mMotionBlurImageView5.SetParentOrigin( ParentOrigin::CENTER );
+ mMotionBlurImageView5.SetSize(mMotionBlurActorSize.x, mMotionBlurActorSize.y);
+ mMotionBlurImageView5.SetPosition(0.0f, -mMotionBlurActorSize.y * 1.1f);
+ mMotionBlurImageView.Add( mMotionBlurImageView5 );
// set actor shader to the blur one
- mMotionBlurImageActor5.SetShaderEffect( mMotionBlurEffect5 );
+ Toolkit::SetMotionBlurProperties( mMotionBlurImageView5, MOTION_BLUR_NUM_SAMPLES );
+ mMotionBlurImageView5.SetProperty( Toolkit::ImageView::Property::IMAGE, mMotionBlurEffect );
#endif //#ifdef MULTIPLE_MOTION_BLURRED_ACTORS
}
- //////////////////////////////////////////////////////////////
- //
- // Device Orientation Support
- //
- //
-
- void OnOrientationChanged( Orientation orientation )
- {
- unsigned int degrees = orientation.GetDegrees();
- Rotate( static_cast< DeviceOrientation >( degrees ) );
- }
-
void Rotate( DeviceOrientation orientation )
{
// Resize the root actor
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.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.AnimateBy( Property( mMotionBlurImageView, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(360.0f) ), Vector3::YAXIS ), AlphaFunction::EASE_IN_OUT );
mActorAnimation.SetEndAction( Animation::Bake );
mActorAnimation.Play();
}
{
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.AnimateBy( Property( mMotionBlurImageView, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(360.0f) ), Vector3::ZAXIS ), AlphaFunction::EASE_IN_OUT );
mActorAnimation.SetEndAction( Animation::Bake );
mActorAnimation.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.AnimateBy( Property( mMotionBlurImageActor, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(360.0f) ), Vector3::ZAXIS ), AlphaFunction::EASE_IN_OUT );
+ 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();
}
{
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.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();
}
{
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);
+#ifdef MULTIPLE_MOTION_BLURRED_ACTORS
+ mMotionBlurImageView2.SetImage(blurImage);
+ mMotionBlurImageView3.SetImage(blurImage);
+ mMotionBlurImageView4.SetImage(blurImage);
+ mMotionBlurImageView5.SetImage(blurImage);
+#endif
}
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;
+ ImageView mMotionBlurImageView2;
+ ImageView mMotionBlurImageView3;
+ ImageView mMotionBlurImageView4;
+ ImageView mMotionBlurImageView5;
#endif //#ifdef MULTIPLE_MOTION_BLURRED_ACTORS
// animate actor to position where user taps screen
// Entry point for Linux & Tizen applications
//
-int main(int argc, char **argv)
+int DALI_EXPORT_API main(int argc, char **argv)
{
- Application app = Application::New(&argc, &argv, DALI_DEMO_THEME_PATH);
+ Application app = Application::New(&argc, &argv, DEMO_THEME_PATH);
RunTest(app);