/*
- * Copyright (c) 2018 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 <dali-toolkit/dali-toolkit.h>
-#include <dali/integration-api/adaptors/adaptor.h>
-#include <dali/devel-api/adaptor-framework/application-devel.h>
-#include <dali-toolkit/devel-api/layouting/linear-layout.h>
#include <dali-toolkit/devel-api/controls/control-devel.h>
+#include <dali/devel-api/adaptor-framework/application-devel.h>
+#include <dali/integration-api/adaptor-framework/adaptor.h>
using namespace Dali::Toolkit;
namespace Dali
{
-const char* SCENE_IMAGE_1( DEMO_IMAGE_DIR "gallery-small-10.jpg");
-const char* SCENE_IMAGE_2( DEMO_IMAGE_DIR "gallery-small-42.jpg");
-const char* SCENE_IMAGE_3( DEMO_IMAGE_DIR "gallery-small-48.jpg");
+const char* SCENE_IMAGE_1(DEMO_IMAGE_DIR "gallery-small-10.jpg");
+const char* SCENE_IMAGE_2(DEMO_IMAGE_DIR "gallery-small-42.jpg");
+const char* SCENE_IMAGE_3(DEMO_IMAGE_DIR "gallery-small-48.jpg");
const char* ROTATE_TEXT("-\\|/");
+const float TEXT_HEIGHT = 40.0f;
-void AddText( Control textContainer, std::string text )
+void AddText(Control textContainer, std::string text, unsigned int yIndex)
{
auto label = TextLabel::New(text);
- label.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ label.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER);
+ label.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ label.SetProperty(Actor::Property::SIZE, Vector2(300, TEXT_HEIGHT));
+ label.SetProperty(Actor::Property::POSITION_Y, yIndex * TEXT_HEIGHT);
textContainer.Add(label);
}
class PreRenderCallbackController : public ConnectionTracker
{
public:
-
/**
* @brief Constructor.
* @param[in] application The application.
*/
- PreRenderCallbackController ( Application& application )
- : mApplication( application ),
- mStage(),
+ PreRenderCallbackController(Application& application)
+ : mApplication(application),
+ mWindow(),
mTapDetector(),
mKeepPreRender(false),
mRotateTextCharacter(0),
mImageActor1(),
mImageActor2(),
mImageActor3(),
- mAngle1Index( Property::INVALID_INDEX ),
- mAngle3Index( Property::INVALID_INDEX ),
+ mAngle1Index(Property::INVALID_INDEX),
+ mAngle3Index(Property::INVALID_INDEX),
mSceneActor(),
mSceneAnimation(),
mSpinner()
{
// Connect to the Application's Init signal
- mApplication.InitSignal().Connect( this, &PreRenderCallbackController::Create );
+ mApplication.InitSignal().Connect(this, &PreRenderCallbackController::Create);
}
private:
{
}
- void operator()( Quaternion& current, const PropertyInputContainer& inputs )
+ void operator()(Quaternion& current, const PropertyInputContainer& inputs)
{
- Radian angle( inputs[0]->GetFloat() );
- current = Quaternion( angle * mSign, Vector3::YAXIS );
+ Radian angle(inputs[0]->GetFloat());
+ current = Quaternion(angle * mSign, Vector3::YAXIS);
}
float mSign;
/**
* @brief Creates the scene.
*/
- void Create( Application& application )
+ void Create(Application& application)
{
- mStage = Stage::GetCurrent();
- mStage.SetBackgroundColor( Color::WHITE );
- mStage.KeyEventSignal().Connect( this, &PreRenderCallbackController::OnKeyEvent );
-
- // Hide the indicator bar.
- mApplication.GetWindow().ShowIndicator( Dali::Window::INVISIBLE );
+ mWindow = application.GetWindow();
+ mWindow.SetBackgroundColor(Color::WHITE);
+ mWindow.KeyEventSignal().Connect(this, &PreRenderCallbackController::OnKeyEvent);
// Detect taps on the root layer.
mTapDetector = TapGestureDetector::New();
- mTapDetector.Attach( mStage.GetRootLayer() );
- mTapDetector.DetectedSignal().Connect( this, &PreRenderCallbackController::OnTap );
+ mTapDetector.Attach(mWindow.GetRootLayer());
+ mTapDetector.DetectedSignal().Connect(this, &PreRenderCallbackController::OnTap);
CreateAnimatingScene();
- auto vbox = LinearLayout::New();
- vbox.SetOrientation(LinearLayout::Orientation::VERTICAL);
- vbox.SetAlignment( LinearLayout::Alignment::TOP | LinearLayout::Alignment::CENTER_HORIZONTAL );
auto textContainer = Control::New();
- textContainer.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- DevelControl::SetLayout( textContainer, vbox );
- AddText(textContainer, "Click to add callback");
- AddText(textContainer, "Press 1 to add callback");
- AddText(textContainer, "Press 2 to clear callback");
- AddText(textContainer, "Press 3 to toggle keep alive");
-
- auto vbox2 = LinearLayout::New();
- vbox2.SetOrientation(LinearLayout::Orientation::VERTICAL);
- vbox2.SetAlignment( LinearLayout::Alignment::BOTTOM | LinearLayout::Alignment::CENTER_HORIZONTAL );
- auto textContainer2 = Control::New();
- textContainer2.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- DevelControl::SetLayout( textContainer2, vbox2 );
+ textContainer.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ AddText(textContainer, "Click to add callback", 1);
+ AddText(textContainer, "Press 1 to add callback", 2);
+ AddText(textContainer, "Press 2 to clear callback", 3);
+ AddText(textContainer, "Press 3 to toggle keep alive", 4);
+
mSpinner = TextLabel::New("");
- mSpinner.SetAnchorPoint( AnchorPoint::TOP_LEFT );
- textContainer2.Add(mSpinner);
+ mSpinner.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ mSpinner.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
+ mSpinner.SetProperty(Actor::Property::SIZE, Vector2(100, 100));
- mStage.Add(textContainer);
- mStage.Add(textContainer2);
+ mWindow.Add(mSpinner);
+ mWindow.Add(textContainer);
- DevelApplication::AddIdleWithReturnValue( application, MakeCallback( this, &PreRenderCallbackController::OnIdle ) );
+ DevelApplication::AddIdleWithReturnValue(application, MakeCallback(this, &PreRenderCallbackController::OnIdle));
}
void CreateAnimatingScene()
{
mSceneActor = Layer::New();
- mSceneActor.SetBehavior( Layer::LAYER_3D );
- mSceneActor.SetParentOrigin(ParentOrigin::CENTER);
+ mSceneActor.SetProperty(Layer::Property::BEHAVIOR, Layer::LAYER_3D);
+ mSceneActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
// Create and add images to the scene actor:
- mImageActor1 = ImageView::New( SCENE_IMAGE_1 );
- mImageActor2 = ImageView::New( SCENE_IMAGE_2 );
- mImageActor3 = ImageView::New( SCENE_IMAGE_3 );
+ mImageActor1 = ImageView::New(SCENE_IMAGE_1);
+ mImageActor2 = ImageView::New(SCENE_IMAGE_2);
+ mImageActor3 = ImageView::New(SCENE_IMAGE_3);
- mImageActor1.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
- mImageActor2.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
- mImageActor3.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
+ mImageActor1.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS);
+ mImageActor2.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS);
+ mImageActor3.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS);
- mImageActor2.SetParentOrigin(ParentOrigin::CENTER);
+ mImageActor2.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
- mImageActor1.SetParentOrigin(ParentOrigin::CENTER_LEFT);
- mImageActor1.SetAnchorPoint(AnchorPoint::CENTER_RIGHT);
+ mImageActor1.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT);
+ mImageActor1.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_RIGHT);
- mImageActor3.SetParentOrigin(ParentOrigin::CENTER_RIGHT);
- mImageActor3.SetAnchorPoint(AnchorPoint::CENTER_LEFT);
+ mImageActor3.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_RIGHT);
+ mImageActor3.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT);
mSceneActor.Add(mImageActor2);
mImageActor2.Add(mImageActor1);
mImageActor2.Add(mImageActor3);
- Property::Index angleIndex = mImageActor2.RegisterProperty("angle", Property::Value( Dali::ANGLE_30 ) );
- Source angleSrc( mImageActor2, angleIndex );
+ Property::Index angleIndex = mImageActor2.RegisterProperty("angle", Property::Value(Dali::ANGLE_30));
+ Source angleSrc(mImageActor2, angleIndex);
- Constraint constraint = Constraint::New<Quaternion>( mImageActor1, Actor::Property::ORIENTATION, RotationConstraint(-1.0f) );
- constraint.AddSource( angleSrc );
+ Constraint constraint = Constraint::New<Quaternion>(mImageActor1, Actor::Property::ORIENTATION, RotationConstraint(-1.0f));
+ constraint.AddSource(angleSrc);
constraint.Apply();
- constraint = Constraint::New<Quaternion>( mImageActor3, Actor::Property::ORIENTATION, RotationConstraint(+1.0f) );
- constraint.AddSource( angleSrc );
+ constraint = Constraint::New<Quaternion>(mImageActor3, Actor::Property::ORIENTATION, RotationConstraint(+1.0f));
+ constraint.AddSource(angleSrc);
constraint.Apply();
mSceneAnimation = Animation::New(2.5f);
// Want to animate angle from 30 => -30 and back again smoothly.
- mSceneAnimation.AnimateTo( Property( mImageActor2, angleIndex ), Property::Value(-Dali::ANGLE_30), AlphaFunction::SIN );
+ mSceneAnimation.AnimateTo(Property(mImageActor2, angleIndex), Property::Value(-Dali::ANGLE_30), AlphaFunction::SIN);
mSceneAnimation.SetLooping(true);
mSceneAnimation.Play();
- mSceneActor.SetSize(250.0f, 250.0f);
- mSceneActor.SetPosition(0.0f, 0.0f, 130.0f);
- Quaternion p( Degree( -6.0f ), Vector3::XAXIS );
- Quaternion q( Degree( 20.0f ), Vector3::YAXIS );
- mSceneActor.SetOrientation( p * q );
+ mSceneActor.SetProperty(Actor::Property::SIZE, Vector2(250.0f, 250.0f));
+ mSceneActor.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 130.0f));
+ Quaternion p(Degree(-6.0f), Vector3::XAXIS);
+ Quaternion q(Degree(20.0f), Vector3::YAXIS);
+ mSceneActor.SetProperty(Actor::Property::ORIENTATION, p * q);
- mStage.Add( mSceneActor );
+ mWindow.Add(mSceneActor);
}
- void OnTap( Actor /* actor */, const TapGesture& /* tap */ )
+ void OnTap(Actor /* actor */, const TapGesture& /* tap */)
{
- Adaptor::Get().SetPreRenderCallback( MakeCallback( this, &PreRenderCallbackController::OnPreRender ) );
+ Adaptor::Get().SetPreRenderCallback(MakeCallback(this, &PreRenderCallbackController::OnPreRender));
}
/**
* Will use this to quit the application if Back or the Escape key is received
* @param[in] event The key event information
*/
- void OnKeyEvent( const KeyEvent& event )
+ 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();
}
- else if( event.keyPressedName.compare("1") == 0)
+ else if(event.GetKeyName().compare("1") == 0)
{
- Adaptor::Get().SetPreRenderCallback( MakeCallback( this, &PreRenderCallbackController::OnPreRender ) );
+ Adaptor::Get().SetPreRenderCallback(MakeCallback(this, &PreRenderCallbackController::OnPreRender));
}
- else if( event.keyPressedName.compare("2") == 0)
+ else if(event.GetKeyName().compare("2") == 0)
{
- Adaptor::Get().SetPreRenderCallback( NULL );
+ Adaptor::Get().SetPreRenderCallback(NULL);
}
- else if( event.keyPressedName.compare("3") == 0)
+ else if(event.GetKeyName().compare("3") == 0)
{
mKeepPreRender = !mKeepPreRender;
}
{
// Called from Event thread on main loop
int rotation = mRotateTextCharacter;
- if( rotation != mLastRTC )
+ if(rotation != mLastRTC)
{
mLastRTC = rotation;
- mSpinner.SetProperty(TextLabel::Property::TEXT, std::string(1, ROTATE_TEXT[rotation%4]));
+ mSpinner.SetProperty(TextLabel::Property::TEXT, std::string(1, ROTATE_TEXT[rotation % 4]));
}
return true;
}
-
private:
- Application& mApplication;
- Stage mStage;
- TapGestureDetector mTapDetector; ///< Tap detector to enable the PreRenderCallback
- bool mKeepPreRender;
- int mRotateTextCharacter;
- int mLastRTC;
+ Application& mApplication;
+ Window mWindow;
+ TapGestureDetector mTapDetector; ///< Tap detector to enable the PreRenderCallback
+ bool mKeepPreRender;
+ int mRotateTextCharacter;
+ int mLastRTC;
// Scene objects:
- ImageView mImageActor1;
- ImageView mImageActor2;
- ImageView mImageActor3;
- Property::Index mAngle1Index;
- Property::Index mAngle3Index;
- Layer mSceneActor;
- Animation mSceneAnimation;
- TextLabel mSpinner;
+ ImageView mImageActor1;
+ ImageView mImageActor2;
+ ImageView mImageActor3;
+ Property::Index mAngle1Index;
+ Property::Index mAngle3Index;
+ Layer mSceneActor;
+ Animation mSceneAnimation;
+ TextLabel mSpinner;
};
} // namespace Dali
-int main( int argc, char **argv )
+int DALI_EXPORT_API main(int argc, char** argv)
{
- Dali::Application application = Dali::Application::New( &argc, &argv );
- Dali::PreRenderCallbackController controller( application );
+ Dali::Application application = Dali::Application::New(&argc, &argv);
+ Dali::PreRenderCallbackController controller(application);
application.MainLoop();
return 0;
}