#include "shared/view.h"
#include <dali/dali.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;
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* 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 float UI_MARGIN = 4.0f; ///< Screen Margin for placement of UI buttons
/**
* @brief Load an image, scaled-down to no more than the dimensions passed in.
*
- * Uses ImageAttributes::ShrinkToFit which ensures the resulting image is
+ * Uses SHRINK_TO_FIT which ensures the resulting image is
* 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 )
{
// Load the image nicely scaled-down to fit within the specified max width and height:
- ImageAttributes attributes;
- attributes.SetSize( maxWidth, maxHeight);
- attributes.SetFilterMode( ImageAttributes::BoxThenLinear );
- attributes.SetScalingMode( ImageAttributes::ShrinkToFit );
- return ResourceImage::New( imagePath, attributes );
+ return ResourceImage::New( imagePath, ImageDimensions( maxWidth, maxHeight ), FittingMode::SHRINK_TO_FIT, Dali::SamplingMode::BOX_THEN_LINEAR );
}
} // unnamed namespace
APPLICATION_TITLE );
//Add an effects icon on the right of the title
- mIconEffectsOff = ResourceImage::New( EFFECTS_OFF_ICON );
- mIconEffectsOn = ResourceImage::New( EFFECTS_ON_ICON );
mActorEffectsButton = Toolkit::PushButton::New();
- mActorEffectsButton.SetBackgroundImage( mIconEffectsOff );
+ mActorEffectsButton.SetUnselectedImage( EFFECTS_OFF_ICON );
+ mActorEffectsButton.SetSelectedImage( 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)
- Image imageLayout = ResourceImage::New( LAYOUT_IMAGE );
Toolkit::PushButton layoutButton = Toolkit::PushButton::New();
- layoutButton.SetBackgroundImage(imageLayout);
+ layoutButton.SetUnselectedImage( LAYOUT_IMAGE );
+ layoutButton.SetSelectedImage( LAYOUT_IMAGE_SELECTED );
layoutButton.ClickedSignal().Connect( this, &MotionBlurExampleApp::OnLayoutButtonClicked);
layoutButton.SetLeaveRequired( true );
mToolBar.AddControl( layoutButton, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HorizontalRight, DemoHelper::DEFAULT_MODE_SWITCH_PADDING );
winHandle.AddAvailableOrientation( Dali::Window::LANDSCAPE_INVERSE );
// set initial orientation
- app.GetOrientation().ChangedSignal().Connect( this, &MotionBlurExampleApp::OnOrientationChanged );
- unsigned int degrees = app.GetOrientation().GetDegrees();
+ // winHandle.GetOrientation().ChangedSignal().Connect( this, &MotionBlurExampleApp::OnOrientationChanged );
+ unsigned int degrees = 0;
Rotate( static_cast< DeviceOrientation >( degrees ) );
mContentLayer.Add( mMotionBlurImageActor );
// Create shader used for doing motion blur
- mMotionBlurEffect = MotionBlurEffect::Apply(mMotionBlurImageActor);
+ 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
mMotionBlurImageActor.Add( mMotionBlurImageActor2 );
// Create shader used for doing motion blur
- mMotionBlurEffect2 = MotionBlurEffect::New(MOTION_BLUR_NUM_SAMPLES);
+ mMotionBlurEffect2 = CreateMotionBlurEffect(MOTION_BLUR_NUM_SAMPLES);
// set actor shader to the blur one
mMotionBlurImageActor2.SetShaderEffect( mMotionBlurEffect2 );
mMotionBlurImageActor.Add( mMotionBlurImageActor3 );
// Create shader used for doing motion blur
- mMotionBlurEffect3 = MotionBlurEffect::New(MOTION_BLUR_NUM_SAMPLES);
+ mMotionBlurEffect3 = CreateMotionBlurEffect(MOTION_BLUR_NUM_SAMPLES);
// set actor shader to the blur one
mMotionBlurImageActor3.SetShaderEffect( mMotionBlurEffect3 );
mMotionBlurImageActor.Add( mMotionBlurImageActor4 );
// Create shader used for doing motion blur
- mMotionBlurEffect4 = MotionBlurEffect::New(MOTION_BLUR_NUM_SAMPLES);
+ mMotionBlurEffect4 = CreateMotionBlurEffect(MOTION_BLUR_NUM_SAMPLES);
// set actor shader to the blur one
mMotionBlurImageActor4.SetShaderEffect( mMotionBlurEffect4 );
mMotionBlurImageActor.Add( mMotionBlurImageActor5 );
// Create shader used for doing motion blur
- mMotionBlurEffect5 = MotionBlurEffect::New(MOTION_BLUR_NUM_SAMPLES);
+ mMotionBlurEffect5 = CreateMotionBlurEffect(MOTION_BLUR_NUM_SAMPLES);
// set actor shader to the blur one
mMotionBlurImageActor5.SetShaderEffect( mMotionBlurEffect5 );
{
// has parent so we expect it to be on stage, start animation
mRotateAnimation = Animation::New( ORIENTATION_DURATION );
- mRotateAnimation.AnimateTo( Property( mView, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree( -orientation ) ), Vector3::ZAXIS ), AlphaFunctions::EaseOut );
+ 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();
mActorTapMovementAnimation = Animation::New( animDuration );
if ( mMotionBlurImageActor )
{
- mActorTapMovementAnimation.AnimateTo( Property(mMotionBlurImageActor, Actor::Property::POSITION), destPos, AlphaFunctions::EaseInOutSine, TimePeriod(animDuration) );
+ mActorTapMovementAnimation.AnimateTo( Property(mMotionBlurImageActor, 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 ), AlphaFunctions::EaseInOut );
+ mActorAnimation.AnimateBy( Property( mMotionBlurImageActor, 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 ), AlphaFunctions::EaseInOut );
+ mActorAnimation.AnimateBy( Property( mMotionBlurImageActor, 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 ), AlphaFunctions::EaseInOut );
- mActorAnimation.AnimateBy( Property( mMotionBlurImageActor, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(360.0f) ), Vector3::ZAXIS ), AlphaFunctions::EaseInOut );
+ 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.Play();
}
{
float animDuration = 1.0f;
mActorAnimation = Animation::New(animDuration);
- mActorAnimation.AnimateBy( Property( mMotionBlurImageActor, Actor::Property::SCALE ), Vector3(2.0f, 2.0f, 2.0f), AlphaFunctions::Bounce, TimePeriod( 0.0f, 1.0f ) );
+ 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.Play();
}
if(!mActorEffectsEnabled)
{
mActorEffectsEnabled = true;
- mActorEffectsButton.SetBackgroundImage( mIconEffectsOn );
+ mActorEffectsButton.SetUnselectedImage( EFFECTS_ON_ICON );
+ mActorEffectsButton.SetSelectedImage( EFFECTS_ON_ICON_SELECTED );
}
else
{
mActorEffectsEnabled = false;
- mActorEffectsButton.SetBackgroundImage( mIconEffectsOff );
+ mActorEffectsButton.SetUnselectedImage( EFFECTS_OFF_ICON );
+ mActorEffectsButton.SetSelectedImage( EFFECTS_OFF_ICON_SELECTED );
}
}
private:
Application& mApplication; ///< Application instance
- Toolkit::View mView;
+ Toolkit::Control mView;
Toolkit::ToolBar mToolBar;
- Image mIconEffectsOff;
- Image mIconEffectsOn;
Layer mContentLayer; ///< Content layer (contains actor for this blur demo)
PushButton mActorEffectsButton; ///< The actor effects toggling Button.
// Motion blur
- MotionBlurEffect mMotionBlurEffect;
+ ShaderEffect mMotionBlurEffect;
ImageActor mMotionBlurImageActor;
Size mMotionBlurActorSize;
#ifdef MULTIPLE_MOTION_BLURRED_ACTORS
- MotionBlurEffect mMotionBlurEffect2;
- MotionBlurEffect mMotionBlurEffect3;
- MotionBlurEffect mMotionBlurEffect4;
- MotionBlurEffect mMotionBlurEffect5;
+ ShaderEffect mMotionBlurEffect2;
+ ShaderEffect mMotionBlurEffect3;
+ ShaderEffect mMotionBlurEffect4;
+ ShaderEffect mMotionBlurEffect5;
ImageActor mMotionBlurImageActor2;
ImageActor mMotionBlurImageActor3;
//
int main(int argc, char **argv)
{
- Application app = Application::New(&argc, &argv);
+ Application app = Application::New(&argc, &argv, DALI_DEMO_THEME_PATH);
RunTest(app);