/*
- * 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 <sstream>
#include <iomanip>
+#include <sstream>
-#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>
+#include <dali/dali.h>
+#include <dali/devel-api/actors/actor-devel.h>
+#include "shared/view.h"
using namespace Dali;
using namespace Dali::Toolkit;
-
-
namespace // unnamed namespace
{
-
////////////////////////////////////////////////////
//
// 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; // ""
+const float MOTION_BLUR_ACTOR_WIDTH = 256; // actor size on screen
+const float MOTION_BLUR_ACTOR_HEIGHT = 256; // ""
+const unsigned int MOTION_BLUR_NUM_SAMPLES = 8;
-#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 int MOTION_BLUR_NUM_ACTOR_IMAGES = 5;
+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,
MOTION_BLUR_ACTOR_IMAGE5,
};
-const int NUM_ACTOR_ANIMATIONS = 4;
+const int NUM_ACTOR_ANIMATIONS = 4;
const int NUM_CAMERA_ANIMATIONS = 2;
+const char* BACKGROUND_IMAGE_PATH = DEMO_IMAGE_DIR "background-default.png";
-const char* BACKGROUND_IMAGE_PATH = DALI_IMAGE_DIR "background-default.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(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 char* TOOLBAR_IMAGE( DALI_IMAGE_DIR "top-bar.png" );
-const char* LAYOUT_IMAGE( DALI_IMAGE_DIR "icon-change.png" );
-const char* APPLICATION_TITLE( "Motion Blur" );
-const char* EFFECTS_OFF_ICON( DALI_IMAGE_DIR "icon-effects-off.png" );
-const char* EFFECTS_ON_ICON( DALI_IMAGE_DIR "icon-effects-on.png" );
+const float UI_MARGIN = 4.0f; ///< Screen Margin for placement of UI buttons
-const float UI_MARGIN = 4.0f; ///< Screen Margin for placement of UI buttons
-
-const Vector3 BUTTON_SIZE_CONSTRAINT( 0.24f, 0.09f, 1.0f );
-const Vector3 BUTTON_TITLE_LABEL_TAP_HERE_SIZE_CONSTRAINT( 0.55f, 0.06f, 1.0f );
-const Vector3 BUTTON_TITLE_LABEL_INSTRUCTIONS_POPUP_SIZE_CONSTRAINT( 1.0f, 1.0f, 1.0f );
+const Vector3 BUTTON_SIZE_CONSTRAINT(0.24f, 0.09f, 1.0f);
+const Vector3 BUTTON_TITLE_LABEL_TAP_HERE_SIZE_CONSTRAINT(0.55f, 0.06f, 1.0f);
+const Vector3 BUTTON_TITLE_LABEL_INSTRUCTIONS_POPUP_SIZE_CONSTRAINT(1.0f, 1.0f, 1.0f);
// move this button down a bit so it is visible on target and not covered up by toolbar
const float BUTTON_TITLE_LABEL_Y_OFFSET = 0.05f;
-const float ORIENTATION_DURATION = 0.5f; ///< Time to rotate to new orientation.
+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
-
//
class MotionBlurExampleApp : public ConnectionTracker
{
public:
-
/**
* DeviceOrientation describes the four different
* orientations the device can be in based on accelerometer reports.
*/
enum DeviceOrientation
{
- PORTRAIT = 0,
- LANDSCAPE = 90,
- PORTRAIT_INVERSE = 180,
+ PORTRAIT = 0,
+ LANDSCAPE = 90,
+ PORTRAIT_INVERSE = 180,
LANDSCAPE_INVERSE = 270
};
* Constructor
* @param application class, stored as reference
*/
- MotionBlurExampleApp(Application &app)
+ MotionBlurExampleApp(Application& app)
: 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.
- mContentLayer = DemoHelper::CreateView( mApplication,
- mView,
- mToolBar,
- BACKGROUND_IMAGE_PATH,
- TOOLBAR_IMAGE,
- APPLICATION_TITLE );
+ // The view is added to the window.
+ mContentLayer = DemoHelper::CreateView(mApplication,
+ mView,
+ mToolBar,
+ BACKGROUND_IMAGE_PATH,
+ 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
- mIconEffectsOff = ResourceImage::New( EFFECTS_OFF_ICON );
- mIconEffectsOn = ResourceImage::New( EFFECTS_ON_ICON );
mActorEffectsButton = Toolkit::PushButton::New();
- mActorEffectsButton.SetBackgroundImage( mIconEffectsOff );
- mActorEffectsButton.ClickedSignal().Connect( this, &MotionBlurExampleApp::OnEffectButtonClicked );
- mToolBar.AddControl( mActorEffectsButton, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HorizontalCenter, DemoHelper::DEFAULT_PLAY_PADDING );
+ 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::HORIZONTAL_CENTER, 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.ClickedSignal().Connect( this, &MotionBlurExampleApp::OnLayoutButtonClicked);
- layoutButton.SetLeaveRequired( true );
- mToolBar.AddControl( layoutButton, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HorizontalRight, DemoHelper::DEFAULT_MODE_SWITCH_PADDING );
+ 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.SetProperty(Actor::Property::LEAVE_REQUIRED, true);
+ mToolBar.AddControl(layoutButton, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HORIZONTAL_RIGHT, DemoHelper::DEFAULT_MODE_SWITCH_PADDING);
// Input
mTapGestureDetector = TapGestureDetector::New();
- mTapGestureDetector.Attach( mContentLayer );
- mTapGestureDetector.DetectedSignal().Connect( this, &MotionBlurExampleApp::OnTap );
+ mTapGestureDetector.Attach(mContentLayer);
+ mTapGestureDetector.DetectedSignal().Connect(this, &MotionBlurExampleApp::OnTap);
Dali::Window winHandle = app.GetWindow();
- winHandle.AddAvailableOrientation( Dali::Window::PORTRAIT );
- winHandle.AddAvailableOrientation( Dali::Window::LANDSCAPE );
- winHandle.AddAvailableOrientation( Dali::Window::PORTRAIT_INVERSE );
- winHandle.AddAvailableOrientation( Dali::Window::LANDSCAPE_INVERSE );
+ winHandle.AddAvailableOrientation(Dali::WindowOrientation::PORTRAIT);
+ winHandle.AddAvailableOrientation(Dali::WindowOrientation::LANDSCAPE);
+ winHandle.AddAvailableOrientation(Dali::WindowOrientation::PORTRAIT_INVERSE);
+ winHandle.AddAvailableOrientation(Dali::WindowOrientation::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( 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
- //
-
- 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);
-
- // set actor shader to the blur one
- mMotionBlurImageActor2.SetShaderEffect( mMotionBlurEffect2 );
-
-
- ///////////////////////////////////////////////////////
- //
- // 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);
-
- // 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 );
-
+ 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));
- ///////////////////////////////////////////////////////
- //
- // Motion blurred actor 5
- //
+ 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);
- 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 );
+ mContentLayer.Add(mMotionBlurImageView);
// Create shader used for doing motion blur
- mMotionBlurEffect5 = CreateMotionBlurEffect(MOTION_BLUR_NUM_SAMPLES);
+ mMotionBlurEffect = CreateMotionBlurEffect();
// set actor shader to the blur one
- mMotionBlurImageActor5.SetShaderEffect( mMotionBlurEffect5 );
-#endif //#ifdef MULTIPLE_MOTION_BLURRED_ACTORS
+ Toolkit::SetMotionBlurProperties(mMotionBlurImageView, MOTION_BLUR_NUM_SAMPLES);
}
//////////////////////////////////////////////////////////////
//
//
- 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 )
+ 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 )
+ if(mOrientation != orientation)
{
mOrientation = orientation;
- // check if actor is on stage
- if( mView.GetParent() )
+ // check if actor is on window
+ if(mView.GetParent())
{
- // 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 ), AlphaFunction::EASE_OUT );
- mRotateAnimation.AnimateTo( Property( mView, Actor::Property::SIZE_WIDTH ), targetSize.width );
- mRotateAnimation.AnimateTo( Property( mView, Actor::Property::SIZE_HEIGHT ), targetSize.height );
+ // has parent so we expect it to be on window, start animation
+ mRotateAnimation = Animation::New(ORIENTATION_DURATION);
+ 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);
}
}
-
//////////////////////////////////////////////////////////////
//
// Actor Animation
//
// move to point on screen that was tapped
- void OnTap( Actor actor, const TapGesture& tapGesture )
+ void OnTap(Actor actor, const TapGesture& tapGesture)
{
Vector3 destPos;
- float originOffsetX, originOffsetY;
+ 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;
- destPos.y = tapGesture.localPoint.y - originOffsetY;
- destPos.z = 0.0f;
-
- float animDuration = 0.5f;
- mActorTapMovementAnimation = Animation::New( animDuration );
- if ( mMotionBlurImageActor )
+ const Vector2& localPoint = tapGesture.GetLocalPoint();
+ destPos.x = localPoint.x - originOffsetX;
+ destPos.y = localPoint.y - originOffsetY;
+ destPos.z = 0.0f;
+
+ float animDuration = 0.5f;
+ mActorTapMovementAnimation = Animation::New(animDuration);
+ 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();
-
// perform some spinning etc
if(mActorEffectsEnabled)
{
case 0:
{
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 = Animation::New(animDuration);
+ 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;
case 1:
{
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 = Animation::New(animDuration);
+ 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;
case 2:
{
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 = Animation::New(animDuration);
+ 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;
case 3:
{
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 = Animation::New(animDuration);
+ 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.SetBackgroundImage( mIconEffectsOn );
+ 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.SetBackgroundImage( mIconEffectsOff );
+ mActorEffectsButton.SetProperty(Toolkit::Button::Property::UNSELECTED_BACKGROUND_VISUAL, EFFECTS_OFF_ICON);
+ mActorEffectsButton.SetProperty(Toolkit::Button::Property::SELECTED_BACKGROUND_VISUAL, EFFECTS_OFF_ICON_SELECTED);
}
}
//
//
- bool OnLayoutButtonClicked( Toolkit::Button button )
+ bool OnLayoutButtonClicked(Toolkit::Button button)
{
ChangeImage();
return true;
}
- bool OnEffectButtonClicked( Toolkit::Button button )
+ bool OnEffectButtonClicked(Toolkit::Button button)
{
ToggleActorEffects();
return true;
*/
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) )
+ if(IsKey(event, Dali::DALI_KEY_ESCAPE) || IsKey(event, Dali::DALI_KEY_BACK))
{
mApplication.Quit();
}
//
//
-
void ChangeImage()
{
mCurrentImage++;
{
mCurrentImage = 0;
}
-
- Image blurImage = LoadImageFittedInBox( MOTION_BLUR_ACTOR_IMAGES[mCurrentImage], mMotionBlurActorSize.x, mMotionBlurActorSize.y );
- mMotionBlurImageActor.SetImage(blurImage);
+ SetImageFittedInBox(mMotionBlurImageView, mMotionBlurEffect, MOTION_BLUR_ACTOR_IMAGES[mCurrentImage], mMotionBlurActorSize.x, mMotionBlurActorSize.y);
}
-
private:
- Application& mApplication; ///< Application instance
- Toolkit::Control mView;
- Toolkit::ToolBar mToolBar;
- Image mIconEffectsOff;
- Image mIconEffectsOn;
+ Application& mApplication; ///< Application instance
+ Toolkit::Control mView;
+ Toolkit::ToolBar mToolBar;
- Layer mContentLayer; ///< Content layer (contains actor for this blur demo)
+ Layer mContentLayer; ///< Content layer (contains actor for this blur demo)
- PushButton mActorEffectsButton; ///< The actor effects toggling Button.
+ PushButton mActorEffectsButton; ///< The actor effects toggling Button.
// Motion blur
- ShaderEffect mMotionBlurEffect;
- ImageActor mMotionBlurImageActor;
- 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
+ Property::Map mMotionBlurEffect;
+ ImageView mMotionBlurImageView;
+ Size mMotionBlurActorSize;
+ Size mMotionBlurActorUpdateSize;
// animate actor to position where user taps screen
Animation mActorTapMovementAnimation;
// show different animations to demonstrate blur effect working on an object only movement basis
- bool mActorEffectsEnabled;
+ bool mActorEffectsEnabled;
Animation mActorAnimation;
- int mCurrentActorAnimation;
+ int mCurrentActorAnimation;
// offer a selection of images that user can cycle between
int mCurrentImage;
TapGestureDetector mTapGestureDetector;
- DeviceOrientation mOrientation; ///< Current Device orientation
- Animation mRotateAnimation; ///< Animation for rotating between landscape and portrait.
-
- Popup mInstructionsPopup; ///< Info Popup
+ DeviceOrientation mOrientation; ///< Current Device orientation
+ Animation mRotateAnimation; ///< Animation for rotating between landscape and portrait.
};
-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;
}