#include "shared/view.h"
#include <dali/dali.h>
#include <dali-toolkit/dali-toolkit.h>
+#include <dali-toolkit/devel-api/shader-effects/motion-stretch-effect.h>
using namespace Dali;
using namespace Dali::Toolkit;
{
// The Init signal is received once (only) during the Application lifetime
- DemoHelper::RequestThemeChange();
-
Stage::GetCurrent().KeyEventSignal().Connect(this, &MotionStretchExampleApp::OnKeyEvent);
// Creates a default view with a default tool bar.
winHandle.AddAvailableOrientation( Dali::Window::PORTRAIT_INVERSE );
winHandle.AddAvailableOrientation( Dali::Window::LANDSCAPE_INVERSE );
- app.GetOrientation().ChangedSignal().Connect( this, &MotionStretchExampleApp::OnOrientationChanged );
- unsigned int degrees = app.GetOrientation().GetDegrees();
+ // winHandle.GetOrientation().ChangedSignal().Connect( this, &MotionStretchExampleApp::OnOrientationChanged );
+ unsigned int degrees = 0;
Rotate( static_cast< DeviceOrientation >( degrees ) );
mContentLayer.Add( mMotionStretchImageActor );
// Create shader used for doing motion stretch
- mMotionStretchEffect = MotionStretchEffect::Apply(mMotionStretchImageActor);
+ mMotionStretchEffect = Toolkit::CreateMotionStretchEffect();
+ Dali::Property::Index uModelProperty = mMotionStretchEffect.GetPropertyIndex( "uModelLastFrame" );
+ Constraint constraint = Constraint::New<Matrix>( mMotionStretchEffect, uModelProperty, EqualToConstraint() );
+ constraint.AddSource( Source( mMotionStretchImageActor , Actor::Property::WORLD_MATRIX ) );
+ constraint.Apply();
+ mMotionStretchImageActor.SetShaderEffect( mMotionStretchEffect );
}
//////////////////////////////////////////////////////////////
{
// 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 ( mMotionStretchImageActor )
{
- mActorTapMovementAnimation.AnimateTo( Property(mMotionStretchImageActor, Actor::Property::POSITION), destPos, AlphaFunctions::EaseInOutSine, TimePeriod(animDuration) );
+ mActorTapMovementAnimation.AnimateTo( Property(mMotionStretchImageActor, 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( mMotionStretchImageActor, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(360.0f) ), Vector3::YAXIS ), AlphaFunctions::EaseInOut );
+ mActorAnimation.AnimateBy( Property( mMotionStretchImageActor, 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( mMotionStretchImageActor, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(360.0f) ), Vector3::ZAXIS ), AlphaFunctions::EaseInOut );
+ mActorAnimation.AnimateBy( Property( mMotionStretchImageActor, 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( mMotionStretchImageActor, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(360.0f) ), Vector3::YAXIS ), AlphaFunctions::EaseInOut );
- mActorAnimation.AnimateBy( Property( mMotionStretchImageActor, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(360.0f) ), Vector3::ZAXIS ), AlphaFunctions::EaseInOut );
+ mActorAnimation.AnimateBy( Property( mMotionStretchImageActor, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(360.0f) ), Vector3::YAXIS ), AlphaFunction::EASE_IN_OUT );
+ mActorAnimation.AnimateBy( Property( mMotionStretchImageActor, 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( mMotionStretchImageActor, Actor::Property::SCALE ), Vector3(2.0f, 2.0f, 2.0f), AlphaFunctions::Bounce, TimePeriod( 0.0f, 1.0f ) );
+ mActorAnimation.AnimateBy( Property( mMotionStretchImageActor, Actor::Property::SCALE ), Vector3(2.0f, 2.0f, 2.0f), AlphaFunction::BOUNCE, TimePeriod( 0.0f, 1.0f ) );
mActorAnimation.SetEndAction( Animation::Bake );
mActorAnimation.Play();
}
private:
Application& mApplication; ///< Application instance
- Toolkit::View mView;
+ Toolkit::Control mView;
Toolkit::ToolBar mToolBar;
Image mIconEffectsOff;
Image mIconEffectsOn;
PushButton mActorEffectsButton; ///< The actor effects toggling Button.
// Motion stretch
- MotionStretchEffect mMotionStretchEffect;
+ ShaderEffect mMotionStretchEffect;
ImageActor mMotionStretchImageActor;
// animate actor to position where user taps screen
//
int main(int argc, char **argv)
{
- Application app = Application::New(&argc, &argv);
+ Application app = Application::New(&argc, &argv, DALI_DEMO_THEME_PATH);
RunTest(app);