const char * const LOSE_CONTEXT_IMAGE( DALI_IMAGE_DIR "icon-cluster-wobble.png" );
const char * const BASE_IMAGE( DALI_IMAGE_DIR "gallery-large-14.jpg" );
const char * const EFFECT_IMAGE( DALI_IMAGE_DIR "gallery-large-18.jpg" );
+const char * const LOGO_IMAGE(DALI_IMAGE_DIR "dali-logo.png");
const float EXPLOSION_DURATION(1.2f);
-const unsigned int EMIT_INTERVAL_IN_MS(80);
+const unsigned int EMIT_INTERVAL_IN_MS(40);
const float TRACK_DURATION_IN_MS(970);
Application gApplication;
NewWindowController* gNewWindowController(NULL);
-const char*const FRAG_SHADER=
- "uniform mediump float alpha;\n"
- "\n"
- "void main()\n"
- "{\n"
- " mediump vec4 fragColor = texture2D(sTexture, vTexCoord);\n"
- " mediump vec4 fxColor = texture2D(sEffect, vTexCoord);\n"
- " gl_FragColor = mix(fragColor,fxColor, alpha);\n"
- "}\n";
+#define MAKE_SHADER(A)#A
+
+const char* VERTEX_COLOR_MESH = MAKE_SHADER(
+attribute mediump vec3 aPosition;\n
+attribute lowp vec3 aColor;\n
+uniform mediump mat4 uMvpMatrix;\n
+uniform mediump vec3 uSize;\n
+varying lowp vec3 vColor;\n
+\n
+void main()\n
+{\n
+ gl_Position = uMvpMatrix * vec4( aPosition*uSize, 1.0 );\n
+ vColor = aColor;\n
+}\n
+);
+
+const char* FRAGMENT_COLOR_MESH = MAKE_SHADER(
+uniform lowp vec4 uColor;\n
+varying lowp vec3 vColor;\n
+\n
+void main()\n
+{\n
+ gl_FragColor = vec4(vColor,1.0)*uColor;
+}\n
+);
+
+const char* VERTEX_TEXTURE_MESH = MAKE_SHADER(
+attribute mediump vec3 aPosition;\n
+attribute highp vec2 aTexCoord;\n
+uniform mediump mat4 uMvpMatrix;\n
+uniform mediump vec3 uSize;\n
+varying mediump vec2 vTexCoord;\n
+\n
+void main()\n
+{\n
+ gl_Position = uMvpMatrix * vec4( aPosition*uSize, 1.0 );\n
+ vTexCoord = aTexCoord;\n
+}\n
+);
+
+const char* FRAGMENT_TEXTURE_MESH = MAKE_SHADER(
+varying mediump vec2 vTexCoord;\n
+uniform lowp vec4 uColor;\n
+uniform sampler2D sTexture;\n
+\n
+void main()\n
+{\n
+ gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;
+}\n
+);
+
+const char* FRAGMENT_BLEND_SHADER = MAKE_SHADER(
+uniform mediump float alpha;\n
+\n
+void main()\n
+{\n
+ mediump vec4 fragColor = texture2D(sTexture, vTexCoord);\n
+ mediump vec4 fxColor = texture2D(sEffect, vTexCoord);\n
+ gl_FragColor = mix(fragColor,fxColor, alpha);\n
+}\n
+);
}; // anonymous namespace
NewWindowController( Application& app );
void Create( Application& app );
void Destroy( Application& app );
- void OnKeyEvent(const KeyEvent& event);
- bool OnLoseContextButtonClicked( Toolkit::Button button );
- static void NewWindow(void);
- void OnContextLost();
- void OnContextRegained();
- void CreateMeshActor();
- Mesh CreateMesh(bool, Material);
- void CreateBubbles(Vector2 stageSize);
- void CreateBlending();
- void CreateText();
- bool OnTrackTimerTick();
- bool OnExplodeTimerTick();
- void SetUpAnimation( Vector2 emitPosition, Vector2 direction );
- FrameBufferImage CreateMirrorImage(const char* imageName);
+ void AddBubbles(const Vector2& stageSize);
+ void AddMeshActor();
+ void AddBlendingImageActor();
+ void AddTextLabel();
+
ImageActor CreateBlurredMirrorImage(const char* imageName);
FrameBufferImage CreateFrameBufferForImage(const char* imageName, Image image, ShaderEffect shaderEffect);
+ void SetUpBubbleEmission( const Vector2& emitPosition, const Vector2& direction );
+ Geometry CreateMeshGeometry();
+ ShaderEffect CreateColorModifierer( const Vector3& rgbDelta );
+
+ static void NewWindow(void);
+ bool OnTrackTimerTick();
+ void OnKeyEvent(const KeyEvent& event);
+ bool OnLoseContextButtonClicked( Toolkit::Button button );
+ void OnContextLost();
+ void OnContextRegained();
private:
Application mApplication;
- Actor mCastingLight;
- TextActor mTextActor;
- ImageActor mImageActor;
- ImageActor mBlendActor;
- Image mEffectImage;
- Image mBaseImage;
- MeshActor mMeshActor;
- MeshActor mAnimatedMeshActor;
-
- Toolkit::View mView; ///< The View instance.
+ TextLabel mTextActor;
+
+ Toolkit::Control mView; ///< The View instance.
Toolkit::ToolBar mToolBar; ///< The View's Toolbar.
- TextView mTitleActor; ///< The Toolbar's Title.
+ TextLabel mTitleActor; ///< The Toolbar's Title.
Layer mContentLayer; ///< Content layer (scrolling cluster content)
Toolkit::PushButton mLoseContextButton;
- Vector3 mHSVDelta;
- Toolkit::BubbleEmitter mEmitter;
+ Toolkit::BubbleEmitter mEmitter;
Timer mEmitTrackTimer;
- Timer mExplodeTimer;
bool mNeedNewAnimation;
-
unsigned int mAnimateComponentCount;
Animation mEmitAnimation;
};
NewWindowController::NewWindowController( Application& application )
: mApplication(application),
- mHSVDelta(0.5f, 0.0f, 0.5f),
mNeedNewAnimation(true)
{
mApplication.InitSignal().Connect(this, &NewWindowController::Create);
void NewWindowController::Create( Application& app )
{
+ DemoHelper::RequestThemeChange();
+
Stage stage = Stage::GetCurrent();
stage.SetBackgroundColor(Color::YELLOW);
mContentLayer = DemoHelper::CreateView( app,
mView,
mToolBar,
- BACKGROUND_IMAGE,
+ "",
TOOLBAR_IMAGE,
"Context recovery" );
+ Size stageSize = stage.GetSize();
+ Image backgroundImage = ResourceImage::New( BACKGROUND_IMAGE, Dali::ImageDimensions( stageSize.x, stageSize.y ), Dali::FittingMode::SCALE_TO_FILL, Dali::SamplingMode::BOX_THEN_LINEAR );
+ ImageActor backgroundActor = ImageActor::New( backgroundImage );
+ backgroundActor.SetParentOrigin( ParentOrigin::CENTER );
+ backgroundActor.SetZ(-2.f);
+ mContentLayer.Add(backgroundActor);
+
// Point the default render task at the view
RenderTaskList taskList = stage.GetRenderTaskList();
RenderTask defaultTask = taskList.GetTask( 0u );
mLoseContextButton.ClickedSignal().Connect( this, &NewWindowController::OnLoseContextButtonClicked );
mToolBar.AddControl( mLoseContextButton, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HorizontalRight, DemoHelper::DEFAULT_MODE_SWITCH_PADDING );
-
Actor logoLayoutActor = Actor::New();
logoLayoutActor.SetParentOrigin(ParentOrigin::CENTER);
logoLayoutActor.SetPosition(0.0f, -200.0f, 0.0f);
logoLayoutActor.SetScale(0.5f);
mContentLayer.Add(logoLayoutActor);
- Image image = ResourceImage::New(DALI_IMAGE_DIR "dali-logo.png");
- mImageActor = ImageActor::New(image);
- mImageActor.SetName("dali-logo");
- mImageActor.SetParentOrigin(ParentOrigin::CENTER);
- mImageActor.SetAnchorPoint(AnchorPoint::BOTTOM_CENTER);
- logoLayoutActor.Add(mImageActor);
+ Image image = ResourceImage::New(LOGO_IMAGE);
+ ImageActor imageActor = ImageActor::New(image);
+ imageActor.SetName("dali-logo");
+ imageActor.SetParentOrigin(ParentOrigin::CENTER);
+ imageActor.SetAnchorPoint(AnchorPoint::BOTTOM_CENTER);
+ logoLayoutActor.Add(imageActor);
- ImageActor mirrorImageActor = CreateBlurredMirrorImage(DALI_IMAGE_DIR "dali-logo.png");
+ ImageActor mirrorImageActor = CreateBlurredMirrorImage(LOGO_IMAGE);
mirrorImageActor.SetParentOrigin(ParentOrigin::CENTER);
mirrorImageActor.SetAnchorPoint(AnchorPoint::TOP_CENTER);
logoLayoutActor.Add(mirrorImageActor);
- CreateBubbles(stage.GetSize());
- CreateMeshActor();
- CreateBlending();
- CreateText();
+ AddBubbles(stage.GetSize());
+ AddMeshActor();
+ AddBlendingImageActor();
+ AddTextLabel();
stage.ContextLostSignal().Connect(this, &NewWindowController::OnContextLost);
stage.ContextRegainedSignal().Connect(this, &NewWindowController::OnContextRegained);
UnparentAndReset(mTextActor);
}
-bool NewWindowController::OnLoseContextButtonClicked( Toolkit::Button button )
+void NewWindowController::AddBubbles(const Vector2& stageSize)
{
- // Add as an idle callback to avoid ProcessEvents being recursively called.
- mApplication.AddIdle(NewWindowController::NewWindow);
- return true;
+ mEmitter = Toolkit::BubbleEmitter::New( stageSize,
+ ResourceImage::New( DALI_IMAGE_DIR "bubble-ball.png" ),
+ 200, Vector2( 5.0f, 5.0f ) );
+
+ Image background = ResourceImage::New(BACKGROUND_IMAGE);
+ mEmitter.SetBackground( background, Vector3(0.5f, 0.f,0.5f) );
+ mEmitter.SetBubbleDensity( 9.f );
+ Actor bubbleRoot = mEmitter.GetRootActor();
+ mContentLayer.Add( bubbleRoot );
+ bubbleRoot.SetParentOrigin(ParentOrigin::CENTER);
+ bubbleRoot.SetZ(0.1f);
+
+ mEmitTrackTimer = Timer::New( EMIT_INTERVAL_IN_MS );
+ mEmitTrackTimer.TickSignal().Connect(this, &NewWindowController::OnTrackTimerTick);
+ mEmitTrackTimer.Start();
}
-void NewWindowController::CreateMeshActor()
+void NewWindowController::AddMeshActor()
{
- mEffectImage = ResourceImage::New(EFFECT_IMAGE);
-
- Material baseMaterial = Material::New( "Material1" );
- Dali::MeshActor meshActor = MeshActor::New( CreateMesh(true, baseMaterial) );
- meshActor.SetScale( 100.0f );
- meshActor.SetParentOrigin( ParentOrigin::CENTER );
- meshActor.SetPosition(Vector3( -150.0f, 200.0f, 0.0f ));
- meshActor.SetAffectedByLighting( false );
- meshActor.SetName("MeshActor");
- mContentLayer.Add( meshActor );
-
- Material orchidMaterial = Material::New( "Material2" );
- orchidMaterial.SetDiffuseTexture(mEffectImage);
-
- Dali::MeshActor meshActor2 = MeshActor::New( CreateMesh(false, orchidMaterial) );
- meshActor2.SetScale( 100.0f );
- meshActor2.SetParentOrigin( ParentOrigin::CENTER );
- meshActor2.SetPosition(Vector3( -150.0f, 310.0f, 0.0f ));
- meshActor2.SetAffectedByLighting( false );
- meshActor2.SetName("MeshActor");
- mContentLayer.Add( meshActor2 );
+ Geometry meshGeometry = CreateMeshGeometry();
+
+ // Create a coloured mesh
+ Shader shaderColorMesh = Shader::New( VERTEX_COLOR_MESH, FRAGMENT_COLOR_MESH );
+ Material colorMeshmaterial = Material::New( shaderColorMesh );
+ Renderer colorMeshRenderer = Renderer::New( meshGeometry, colorMeshmaterial );
+
+ Actor colorMeshActor = Actor::New();
+ colorMeshActor.AddRenderer( colorMeshRenderer );
+ colorMeshActor.SetSize( 175.f,175.f );
+ colorMeshActor.SetParentOrigin( ParentOrigin::CENTER );
+ colorMeshActor.SetAnchorPoint(AnchorPoint::TOP_CENTER);
+ colorMeshActor.SetPosition(Vector3(0.0f, 50.0f, 0.0f));
+ colorMeshActor.SetOrientation( Degree(75.f), Vector3::XAXIS );
+ colorMeshActor.SetName("ColorMeshActor");
+ mContentLayer.Add( colorMeshActor );
+
+ // Create a textured mesh
+ Image effectImage = ResourceImage::New(EFFECT_IMAGE);
+ Sampler sampler = Sampler::New(effectImage, "sTexture");
+
+ Shader shaderTextureMesh = Shader::New( VERTEX_TEXTURE_MESH, FRAGMENT_TEXTURE_MESH );
+ Material textureMeshMaterial = Material::New( shaderTextureMesh );
+ textureMeshMaterial.AddSampler( sampler );
+ Renderer textureMeshRenderer = Renderer::New( meshGeometry, textureMeshMaterial );
+
+ Actor textureMeshActor = Actor::New();
+ textureMeshActor.AddRenderer( textureMeshRenderer );
+ textureMeshActor.SetSize( 175.f,175.f );
+ textureMeshActor.SetParentOrigin( ParentOrigin::CENTER );
+ textureMeshActor.SetAnchorPoint(AnchorPoint::TOP_CENTER);
+ textureMeshActor.SetPosition(Vector3(0.0f, 200.0f, 0.0f));
+ textureMeshActor.SetOrientation( Degree(75.f), Vector3::XAXIS );
+ textureMeshActor.SetName("TextureMeshActor");
+ mContentLayer.Add( textureMeshActor );
}
-FrameBufferImage NewWindowController::CreateMirrorImage(const char* imageName)
+void NewWindowController::AddBlendingImageActor()
{
- FrameBufferImage fbo;
- Image image = ResourceImage::New(imageName);
- fbo = CreateFrameBufferForImage(imageName, image, ShaderEffect());
- return fbo;
+ ShaderEffect colorModifier = CreateColorModifierer(Vector3( 0.5f, 0.5f, 0.5f ));
+ Image effectImage = ResourceImage::New(EFFECT_IMAGE);
+ FrameBufferImage fb2 = CreateFrameBufferForImage( EFFECT_IMAGE, effectImage, colorModifier );
+
+ ImageActor tmpActor = ImageActor::New(fb2);
+ mContentLayer.Add(tmpActor);
+ tmpActor.SetParentOrigin(ParentOrigin::CENTER_RIGHT);
+ tmpActor.SetAnchorPoint(AnchorPoint::TOP_RIGHT);
+ tmpActor.SetPosition(Vector3(0.0f, 150.0f, 0.0f));
+ tmpActor.SetScale(0.25f);
+
+ // create blending shader effect
+ ShaderEffect blendShader = ShaderEffect::New( "", FRAGMENT_BLEND_SHADER );
+ blendShader.SetEffectImage( fb2 );
+ blendShader.SetUniform("alpha", 0.5f);
+
+ Image baseImage = ResourceImage::New(BASE_IMAGE);
+ ImageActor blendActor = ImageActor::New( baseImage );
+ blendActor.SetParentOrigin(ParentOrigin::CENTER_RIGHT);
+ blendActor.SetAnchorPoint(AnchorPoint::BOTTOM_RIGHT);
+ blendActor.SetPosition(Vector3(0.0f, 100.0f, 0.0f));
+ blendActor.SetSize(140, 140);
+ blendActor.SetShaderEffect( blendShader );
+ mContentLayer.Add(blendActor);
+}
+
+void NewWindowController::AddTextLabel()
+{
+ mTextActor = TextLabel::New("Some text");
+ mTextActor.SetParentOrigin(ParentOrigin::CENTER);
+ mTextActor.SetColor(Color::RED);
+ mTextActor.SetName("PushMe text");
+ mContentLayer.Add( mTextActor );
}
ImageActor NewWindowController::CreateBlurredMirrorImage(const char* imageName)
{
- FrameBufferImage fbo;
- Image image = ResourceImage::New( imageName );
- Vector2 FBOSize = ResourceImage::GetImageSize(imageName);
- fbo = FrameBufferImage::New( FBOSize.width, FBOSize.height, Pixel::RGBA8888);
+ Image image = ResourceImage::New(imageName);
+
+ Uint16Pair intFboSize = ResourceImage::GetImageSize(imageName);
+ Vector2 FBOSize = Vector2( intFboSize.GetWidth(), intFboSize.GetHeight() );
+ FrameBufferImage fbo = FrameBufferImage::New( FBOSize.width, FBOSize.height, Pixel::RGBA8888);
+
GaussianBlurView gbv = GaussianBlurView::New(5, 2.0f, Pixel::RGBA8888, 0.5f, 0.5f, true);
gbv.SetBackgroundColor(Color::TRANSPARENT);
gbv.SetUserImageAndOutputRenderTarget( image, fbo );
FrameBufferImage NewWindowController::CreateFrameBufferForImage(const char* imageName, Image image, ShaderEffect shaderEffect)
{
Stage stage = Stage::GetCurrent();
- Vector2 FBOSize = ResourceImage::GetImageSize(imageName);
+ Uint16Pair intFboSize = ResourceImage::GetImageSize(imageName);
+ Vector2 FBOSize = Vector2(intFboSize.GetWidth(), intFboSize.GetHeight());
FrameBufferImage framebuffer = FrameBufferImage::New(FBOSize.x, FBOSize.y );
cameraActor.SetNearClippingPlane(1.0f);
cameraActor.SetAspectRatio(FBOSize.width / FBOSize.height);
cameraActor.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
- cameraActor.SetRotation(Quaternion(M_PI, Vector3::YAXIS));
cameraActor.SetPosition(0.0f, 0.0f, ((FBOSize.height * 0.5f) / tanf(Math::PI * 0.125f)));
stage.Add(cameraActor);
return framebuffer;
}
-void NewWindowController::CreateBubbles(Vector2 stageSize)
-{
- mEmitter = Toolkit::BubbleEmitter::New( stageSize,
- ResourceImage::New( DALI_IMAGE_DIR "bubble-ball.png" ),
- 1000, Vector2( 5.0f, 5.0f ) );
-
- Image background = ResourceImage::New(BACKGROUND_IMAGE);
- mEmitter.SetBackground( background, mHSVDelta );
- Actor bubbleRoot = mEmitter.GetRootActor();
- mContentLayer.Add( bubbleRoot );
- bubbleRoot.SetParentOrigin(ParentOrigin::CENTER);
- bubbleRoot.SetZ(0.1f);
-
- mEmitTrackTimer = Timer::New( EMIT_INTERVAL_IN_MS );
- mEmitTrackTimer.TickSignal().Connect(this, &NewWindowController::OnTrackTimerTick);
- mEmitTrackTimer.Start();
-
- //mExplodeTimer = Timer::New( Random::Range(4000.f, 8000.f) );
- //mExplodeTimer.TickSignal().Connect(this, &NewWindowController::OnExplodeTimerTick);
- //mExplodeTimer.Start();
-}
-
-bool NewWindowController::OnExplodeTimerTick()
-{
- mEmitter.StartExplosion( EXPLOSION_DURATION, 5.0f );
-
- mExplodeTimer = Timer::New( Random::Range(4.f, 8.f) );
- mExplodeTimer.TickSignal().Connect(this, &NewWindowController::OnExplodeTimerTick);
- return false;
-}
-
-void NewWindowController::SetUpAnimation( Vector2 emitPosition, Vector2 direction )
+void NewWindowController::SetUpBubbleEmission( const Vector2& emitPosition, const Vector2& direction)
{
if( mNeedNewAnimation )
{
mAnimateComponentCount = 0;
}
- mEmitter.EmitBubble( mEmitAnimation, emitPosition, direction, Vector2(1, 1) );
+ mEmitter.EmitBubble( mEmitAnimation, emitPosition, direction, Vector2(10,10) );
mAnimateComponentCount++;
- if( mAnimateComponentCount % 20 ==0 )
+ if( mAnimateComponentCount % 6 ==0 )
{
mEmitAnimation.Play();
mNeedNewAnimation = true;
}
}
+Geometry NewWindowController::CreateMeshGeometry()
+{
+ // Create vertices and specify their color
+ struct Vertex
+ {
+ Vector3 position;
+ Vector2 textureCoordinates;
+ Vector3 color;
+ };
+
+ Vertex vertexData[5] = {
+ { Vector3( 0.0f, 0.0f, 0.5f ), Vector2(0.5f, 0.5f), Vector3(1.0f, 1.0f, 1.0f) },
+ { Vector3( -0.5f, -0.5f, 0.0f ), Vector2(0.0f, 0.0f), Vector3(1.0f, 0.0f, 0.0f) },
+ { Vector3( 0.5f, -0.5f, 0.0f ), Vector2(1.0f, 0.0f), Vector3(1.0f, 1.0f, 0.0f) },
+ { Vector3( -0.5f, 0.5f, 0.0f ), Vector2(0.0f, 1.0f), Vector3(0.0f, 1.0f, 0.0f) },
+ { Vector3( 0.5f, 0.5f, 0.0f ), Vector2(1.0f, 1.0f), Vector3(0.0f, 0.0f, 1.0f) } };
+
+ Property::Map vertexFormat;
+ vertexFormat["aPosition"] = Property::VECTOR3;
+ vertexFormat["aTexCoord"] = Property::VECTOR2;
+ vertexFormat["aColor"] = Property::VECTOR3;
+ PropertyBuffer vertices = PropertyBuffer::New( PropertyBuffer::STATIC, vertexFormat, 5 );
+ vertices.SetData( vertexData );
+
+ // Specify all the faces
+ unsigned int indexData[12] = { 0,1,3,0,2,4,0,3,4,0,2,1 };
+ Property::Map indexFormat;
+ indexFormat["indices"] = Property::UNSIGNED_INTEGER;
+ PropertyBuffer indices = PropertyBuffer::New( PropertyBuffer::STATIC, indexFormat, 12 );
+ indices.SetData( indexData );
+
+ // Create the geometry object
+ Geometry geometry = Geometry::New();
+ geometry.AddVertexBuffer( vertices );
+ geometry.SetIndexBuffer( indices );
+
+ return geometry;
+}
+
+ShaderEffect NewWindowController::CreateColorModifierer( const Vector3& rgbDelta )
+{
+ std::string fragmentShader = MAKE_SHADER(
+ precision highp float;\n
+ uniform vec3 uRGBDelta;\n
+ uniform float uIgnoreAlpha;\n
+ float rand(vec2 co) \n
+ {\n
+ return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); \n}
+ \n
+ void main() {\n
+ vec4 color = texture2D(sTexture, vTexCoord); \n
+ // modify the hsv Value
+ color.rgb += uRGBDelta * rand(vTexCoord); \n
+ // if the new vale exceeds one, then decrease it
+ color.rgb -= max(color.rgb*2.0 - vec3(2.0), 0.0);\n
+ // if the new vale drops below zero, then increase it
+ color.rgb -= min(color.rgb*2.0, 0.0);\n
+ gl_FragColor = color; \n
+ }\n
+ );
+
+ ShaderEffect shaderEffect = ShaderEffect::New("", fragmentShader);
+ shaderEffect.SetUniform( "uRGBDelta", rgbDelta );
+
+ return shaderEffect;
+}
+
+void NewWindowController::NewWindow(void)
+{
+ PositionSize posSize(0, 0, 720, 1280);
+ gApplication.ReplaceWindow(posSize, "NewWindow"); // Generates a new window
+}
+
+bool NewWindowController::OnLoseContextButtonClicked( Toolkit::Button button )
+{
+ // Add as an idle callback to avoid ProcessEvents being recursively called.
+ mApplication.AddIdle( MakeCallback( NewWindowController::NewWindow ) );
+ return true;
+}
+
bool NewWindowController::OnTrackTimerTick()
{
static int time=0;
Vector2 direction = aimPos-position;
Vector2 stageSize = Stage::GetCurrent().GetSize();
- for(int i=0; i<20; i++)
- {
- SetUpAnimation( stageSize*0.5f+position, direction );
- }
+ SetUpBubbleEmission( stageSize*0.5f+position, direction );
+ SetUpBubbleEmission( stageSize*0.5f+position*0.75f, direction );
+ SetUpBubbleEmission( stageSize*0.5f+position*0.7f, direction );
return true;
}
-
-void NewWindowController::CreateBlending()
-{
- Toolkit::ColorAdjuster colorAdjuster = ColorAdjuster::New(mHSVDelta);
- FrameBufferImage fb2 = CreateFrameBufferForImage( EFFECT_IMAGE, mEffectImage, colorAdjuster );
-
- ImageActor tmpActor = ImageActor::New(fb2);
- mContentLayer.Add(tmpActor);
- tmpActor.SetParentOrigin(ParentOrigin::BOTTOM_RIGHT);
- tmpActor.SetAnchorPoint(AnchorPoint::BOTTOM_RIGHT);
- tmpActor.SetScale(0.25f);
-
- // create blending shader effect
- ShaderEffect blendShader = ShaderEffect::New( "", FRAG_SHADER );
- blendShader.SetEffectImage( fb2 );
- blendShader.SetUniform("alpha", 0.5f);
-
- mBaseImage = ResourceImage::New(BASE_IMAGE);
- mBlendActor = ImageActor::New( mBaseImage );
- mBlendActor.SetParentOrigin(ParentOrigin::CENTER);
- mBlendActor.SetPosition(Vector3(150.0f, 200.0f, 0.0f));
- mBlendActor.SetSize(140, 140);
- mBlendActor.SetShaderEffect( blendShader );
- mContentLayer.Add(mBlendActor);
-}
-
-void NewWindowController::CreateText()
-{
- mTextActor = TextActor::New("Some text");
- mTextActor.SetParentOrigin(ParentOrigin::CENTER);
- mTextActor.SetColor(Color::RED);
- mTextActor.SetName("PushMe text");
- mContentLayer.Add( mTextActor );
-}
-
-Mesh NewWindowController::CreateMesh(bool hasColor, Material material)
-{
- // Create vertices and specify their color
- MeshData::VertexContainer vertices(4);
- vertices[ 0 ] = MeshData::Vertex( Vector3( -0.5f, -0.5f, 0.0f ), Vector2(0.0f, 0.0f), Vector3(1.0f, 0.0f, 0.0f) );
- vertices[ 1 ] = MeshData::Vertex( Vector3( 0.5f, -0.5f, 0.0f ), Vector2(1.0f, 0.0f), Vector3(1.0f, 1.0f, 0.0f) );
- vertices[ 2 ] = MeshData::Vertex( Vector3( -0.5f, 0.5f, 0.0f ), Vector2(0.0f, 1.0f), Vector3(0.0f,1.0f,0.0f) );
- vertices[ 3 ] = MeshData::Vertex( Vector3( 0.5f, 0.5f, 0.0f ), Vector2(1.0f, 1.0f), Vector3(0.0f,0.0f,1.0f) );
-
- // Specify all the faces
- MeshData::FaceIndices faces;
- faces.reserve( 6 ); // 2 triangles in Quad
- faces.push_back( 0 ); faces.push_back( 3 ); faces.push_back( 1 );
- faces.push_back( 0 ); faces.push_back( 2 ); faces.push_back( 3 );
-
- // Create the mesh data from the vertices and faces
- MeshData meshData;
- meshData.SetHasColor( hasColor );
- meshData.SetMaterial( material );
- meshData.SetVertices( vertices );
- meshData.SetFaceIndices( faces );
-
- // Create a mesh from the data
- Dali::Mesh mesh = Mesh::New( meshData );
- return mesh;
-}
-
-void NewWindowController::NewWindow(void)
-{
- PositionSize posSize(0, 0, 720, 1280);
- gApplication.ReplaceWindow(posSize, "NewWindow"); // Generates a new window
-}
-
void NewWindowController::OnKeyEvent(const KeyEvent& event)
{
if(event.state == KeyEvent::Down)
printf("Stage reporting context regain\n");
}
-
-
-
void RunTest(Application& app)
{
gNewWindowController = new NewWindowController(app);
app.MainLoop(Configuration::APPLICATION_DOES_NOT_HANDLE_CONTEXT_LOSS);
}
-// Entry point for Linux & SLP applications
+// Entry point for Linux & Tizen applications
//
-
int main(int argc, char **argv)
{
gApplication = Application::New(&argc, &argv);