#include <dali-toolkit/dali-toolkit.h>
#include "../shared/view.h"
+#include <cstdio>
+#include <iostream>
using namespace Dali;
using namespace Dali::Toolkit;
namespace
{
-const char * gModelFile = DALI_MODEL_DIR "AlbumCute.dae";
+const char * gModelFile = DALI_MODEL_DIR "AlbumCute.dali-bin";
const char * const BACKGROUND_IMAGE( DALI_IMAGE_DIR "background-2.jpg" );
const char * const TOOLBAR_IMAGE( DALI_IMAGE_DIR "top-bar.png" );
const char * const LOSE_CONTEXT_IMAGE( DALI_IMAGE_DIR "icon-cluster-wobble.png" );
NewWindowController* gNewWindowController(NULL);
const char*const FRAG_SHADER=
- "uniform float alpha;\n"
+ "uniform mediump float alpha;\n"
"\n"
"void main()\n"
"{\n"
- " vec4 fragColor = texture2D(sTexture, vTexCoord);\n"
- " vec4 fxColor = texture2D(sEffect, vTexCoord);\n"
+ " mediump vec4 fragColor = texture2D(sTexture, vTexCoord);\n"
+ " mediump vec4 fxColor = texture2D(sEffect, vTexCoord);\n"
" gl_FragColor = mix(fragColor,fxColor, alpha);\n"
"}\n";
}
mLoseContextButton = Toolkit::PushButton::New();
- mLoseContextButton.SetBackgroundImage( Image::New( LOSE_CONTEXT_IMAGE ) );
+ mLoseContextButton.SetBackgroundImage( ResourceImage::New( LOSE_CONTEXT_IMAGE ) );
mLoseContextButton.ClickedSignal().Connect( this, &NewWindowController::OnLoseContextButtonClicked );
mToolBar.AddControl( mLoseContextButton, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HorizontalRight, DemoHelper::DEFAULT_MODE_SWITCH_PADDING );
logoLayoutActor.SetScale(0.5f);
mContentLayer.Add(logoLayoutActor);
- Image image = Image::New(DALI_IMAGE_DIR "dali-logo.png");
+ Image image = ResourceImage::New(DALI_IMAGE_DIR "dali-logo.png");
mImageActor = ImageActor::New(image);
mImageActor.SetName("dali-logo");
mImageActor.SetParentOrigin(ParentOrigin::CENTER);
void NewWindowController::CreateMeshActor()
{
- mEffectImage = Image::New(EFFECT_IMAGE);
+ mEffectImage = ResourceImage::New(EFFECT_IMAGE);
Material baseMaterial = Material::New( "Material1" );
Dali::MeshActor meshActor = MeshActor::New( CreateMesh(true, baseMaterial) );
FrameBufferImage NewWindowController::CreateMirrorImage(const char* imageName)
{
FrameBufferImage fbo;
- Image image = Image::New(imageName);
+ Image image = ResourceImage::New(imageName);
fbo = CreateFrameBufferForImage(imageName, image, ShaderEffect());
return fbo;
}
ImageActor NewWindowController::CreateBlurredMirrorImage(const char* imageName)
{
FrameBufferImage fbo;
- Image image = Image::New( imageName );
- Vector2 FBOSize = Image::GetImageSize(imageName);
+ Image image = ResourceImage::New( imageName );
+ Vector2 FBOSize = ResourceImage::GetImageSize(imageName);
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);
FrameBufferImage NewWindowController::CreateFrameBufferForImage(const char* imageName, Image image, ShaderEffect shaderEffect)
{
Stage stage = Stage::GetCurrent();
- Vector2 FBOSize = Image::GetImageSize(imageName);
+ Vector2 FBOSize = ResourceImage::GetImageSize(imageName);
FrameBufferImage framebuffer = FrameBufferImage::New(FBOSize.x, FBOSize.y );
void NewWindowController::CreateBubbles(Vector2 stageSize)
{
mEmitter = Toolkit::BubbleEmitter::New( stageSize,
- Image::New( DALI_IMAGE_DIR "bubble-ball.png" ),
+ ResourceImage::New( DALI_IMAGE_DIR "bubble-ball.png" ),
1000, Vector2( 5.0f, 5.0f ) );
- Image background = Image::New(BACKGROUND_IMAGE);
+ Image background = ResourceImage::New(BACKGROUND_IMAGE);
mEmitter.SetBackground( background, mHSVDelta );
Actor bubbleRoot = mEmitter.GetRootActor();
mContentLayer.Add( bubbleRoot );
blendShader.SetEffectImage( fb2 );
blendShader.SetUniform("alpha", 0.5f);
- mBaseImage = Image::New(BASE_IMAGE);
+ mBaseImage = ResourceImage::New(BASE_IMAGE);
mBlendActor = ImageActor::New( mBaseImage );
mBlendActor.SetParentOrigin(ParentOrigin::CENTER);
mBlendActor.SetPosition(Vector3(150.0f, 200.0f, 0.0f));
{
if( model.GetLoadingState() == ResourceLoadingSucceeded )
{
- std::cout << "Succeeded loading collada model" << std::endl;
+ std::cout << "Succeeded loading model" << std::endl;
mModelActor = ModelActorFactory::BuildActorTree(mModel, ""); // Gets root actor
mModelActor.SetSize(250.0f, 250.0f);
mModelActor.SetPosition(0.0f, 200.0f, 70.0f);
}
else
{
- std::cout << "Failed loading collada model" << std::endl;
+ std::cout << "Failed loading model" << std::endl;
mApplication.Quit();
}
}