+/*
+ * 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+
#include <dali-toolkit/dali-toolkit.h>
-#include <dali/public-api/object/property-map.h>
-#include <dali-toolkit/public-api/controls/slider/slider.h>
+#include <dali-toolkit/devel-api/controls/table-view/table-view.h>
using namespace Dali;
using namespace Dali::Toolkit;
{
DEMO_IMAGE_DIR "sphere-button.png",
DEMO_IMAGE_DIR "cone-button.png",
- DEMO_IMAGE_DIR "conical-frustrum-button.png",
+ DEMO_IMAGE_DIR "conical-frustum-button.png",
DEMO_IMAGE_DIR "cylinder-button.png",
DEMO_IMAGE_DIR "cube-button.png",
DEMO_IMAGE_DIR "bevelled-cube-button.png",
DEMO_IMAGE_DIR "octahedron-button.png"
};
+ //Prefix of all shape titles.
+ const std::string SHAPE_TITLE_PREFIX = "Current Shape: ";
+
//Shape property defaults
const int DEFAULT_SLICES = 32;
const int DEFAULT_STACKS = 32;
// The Init signal is received once (only) during the Application lifetime
void Create( Application& application )
{
- // Get a handle to the stage
- Stage stage = Stage::GetCurrent();
- stage.SetBackgroundColor( Color::WHITE );
-
- // Hide the indicator bar
- application.GetWindow().ShowIndicator( Dali::Window::INVISIBLE );
+ // Get a handle to the window
+ Window window = application.GetWindow();
+ window.SetBackgroundColor( Color::WHITE );
//Set up layer to place UI on.
Layer layer = Layer::New();
- layer.SetParentOrigin( ParentOrigin::CENTER );
- layer.SetAnchorPoint( AnchorPoint::CENTER );
+ layer.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ layer.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
layer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
- layer.SetBehavior( Layer::LAYER_2D ); //We use a 2D layer as this is closer to UI work than full 3D scene creation.
- layer.SetDepthTestDisabled( false ); //Enable depth testing, as otherwise the 2D layer would not do so.
- stage.Add( layer );
+ layer.SetProperty( Layer::Property::BEHAVIOR, Layer::LAYER_UI ); //We use a 2D layer as this is closer to UI work than full 3D scene creation.
+ layer.SetProperty( Layer::Property::DEPTH_TEST, true ); //Enable depth testing, as otherwise the 2D layer would not do so.
+ window.Add( layer );
//Set up model selection buttons.
SetupButtons( layer );
SetupModel( layer );
//Allow for exiting of the application via key presses.
- stage.KeyEventSignal().Connect( this, &PrimitiveShapesController::OnKeyEvent );
+ window.KeyEventSignal().Connect( this, &PrimitiveShapesController::OnKeyEvent );
}
//Place buttons on the top of the screen, which allow for selection of the shape to be displayed.
+ //A title above indicates the currently selected shape.
//The buttons are laid out like so:
//
// ^ +--------------------------------+
+ // | | Current Shape: ~~~~~ |
// | | |
// | | +----+ +----+ +----+ +----+ |
// | | | | | | | | | | |
// | |
// | |
// | |
- // | |
// +--------------------------------+
//
void SetupButtons( Layer layer )
{
float containerPadding = 10.0f;
- float buttonPadding = 5.0f;
+ float elementPadding = 5.0f;
+
+ //Used to layout the title and the buttons below it.
+ Control topAlignment = Control::New();
+ topAlignment.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER );
+ topAlignment.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER );
+ topAlignment.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::WIDTH );
+ topAlignment.SetResizePolicy( ResizePolicy::FIT_TO_CHILDREN, Dimension::HEIGHT );
+ layer.Add( topAlignment );
+
+ //Add a title to indicate the currently selected shape.
+ mShapeTitle = TextLabel::New( "DEFAULT" );
+ mShapeTitle.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ mShapeTitle.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+ mShapeTitle.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
+ mShapeTitle.SetProperty( Actor::Property::PADDING, Padding( elementPadding, elementPadding, elementPadding, elementPadding ) );
+ topAlignment.Add( mShapeTitle );
//Create a variable-length container that can wrap buttons around as more are added.
FlexContainer buttonContainer = FlexContainer::New();
- buttonContainer.SetParentOrigin( ParentOrigin::TOP_CENTER );
- buttonContainer.SetAnchorPoint( AnchorPoint::TOP_CENTER );
+ buttonContainer.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_CENTER );
+ buttonContainer.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER );
buttonContainer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::WIDTH );
- buttonContainer.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::HEIGHT );
- buttonContainer.SetSizeModeFactor( Vector3( 0.0, 0.3, 0.0 ) ); //30% of height.
- buttonContainer.SetPadding( Padding( containerPadding, containerPadding, containerPadding, containerPadding ) );
+ buttonContainer.SetResizePolicy( ResizePolicy::FIXED, Dimension::HEIGHT );
+ buttonContainer.SetProperty( Actor::Property::PADDING, Padding( containerPadding, containerPadding, containerPadding, containerPadding ) );
buttonContainer.SetProperty( FlexContainer::Property::FLEX_DIRECTION, FlexContainer::ROW );
buttonContainer.SetProperty( FlexContainer::Property::FLEX_WRAP, FlexContainer::WRAP );
-
- layer.Add( buttonContainer );
+ topAlignment.Add( buttonContainer );
//Create buttons and place them in the container.
for( int modelNumber = 0; modelNumber < NUM_MODELS; modelNumber++ )
{
PushButton button = Toolkit::PushButton::New();
- button.SetParentOrigin( ParentOrigin::CENTER );
- button.SetAnchorPoint( AnchorPoint::CENTER );
+ button.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ button.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
button.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
- button.SetPadding( Padding( buttonPadding, buttonPadding, buttonPadding, buttonPadding ) );
- button.SetProperty( Button::Property::UNSELECTED_STATE_IMAGE, Property::Value( BUTTON_IMAGE_URL[modelNumber] ) );
- button.SetProperty( Button::Property::SELECTED_STATE_IMAGE, Property::Value( BUTTON_IMAGE_URL[modelNumber] ) );
+ button.SetProperty( Actor::Property::PADDING, Padding( elementPadding, elementPadding, elementPadding, elementPadding ) );
+ button.SetProperty( Button::Property::UNSELECTED_BACKGROUND_VISUAL, BUTTON_IMAGE_URL[modelNumber] );
+ button.SetProperty( Button::Property::SELECTED_BACKGROUND_VISUAL, BUTTON_IMAGE_URL[modelNumber] );
button.RegisterProperty( "modelNumber", Property::Value( modelNumber ) );
button.ClickedSignal().Connect( this, &PrimitiveShapesController::OnChangeShapeClicked );
{
//Create table to hold sliders and their corresponding labels.
mSliderTable = Toolkit::TableView::New( MAX_PROPERTIES, 2 );
- mSliderTable.SetParentOrigin( ParentOrigin::BOTTOM_CENTER );
- mSliderTable.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER );
+ mSliderTable.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_CENTER );
+ mSliderTable.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER );
mSliderTable.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
- mSliderTable.SetSizeModeFactor( Vector3( 0.9, 0.3, 0.0 ) ); //90% of width, 30% of height.
+ mSliderTable.SetProperty( Actor::Property::SIZE_MODE_FACTOR, Vector3( 0.9, 0.3, 0.0 ) ); //90% of width, 30% of height.
mSliderTable.SetFitWidth( 0 ); //Label column should fit to natural size of label.
mSliderTable.SetRelativeWidth( 1, 1.0f ); //Slider column should fill remaining space.
mSliderTable.SetCellPadding( Vector2( 10.0f, 0.0f ) ); //Leave a gap between the slider and its label.
{
//Create slider
Slider slider = Slider::New();
- slider.SetParentOrigin( ParentOrigin::CENTER );
- slider.SetAnchorPoint( AnchorPoint::CENTER );
+ slider.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ slider.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
slider.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::WIDTH );
slider.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::HEIGHT );
slider.ValueChangedSignal().Connect( this, &PrimitiveShapesController::OnSliderValueChanged );
//Create slider label
TextLabel sliderLabel = TextLabel::New();
- sliderLabel.SetParentOrigin( ParentOrigin::CENTER );
- sliderLabel.SetAnchorPoint( AnchorPoint::CENTER );
+ sliderLabel.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ sliderLabel.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
sliderLabel.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
mSliderLabels.push_back( sliderLabel );
}
}
- //Adds a control to the centre of the stage to display the 3D shapes.
+ //Adds a control to the centre of the window to display the 3D shapes.
//The model is placed in the center of the screen, like so:
//
// +--------------------------------+
//Create a container to house the visual-holding actor, to provide a constant hitbox.
Actor container = Actor::New();
container.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
- container.SetSizeModeFactor( Vector3( 0.9, 0.3, 0.0 ) ); //90% of width, 30% of height.
- container.SetParentOrigin( ParentOrigin::CENTER );
- container.SetAnchorPoint( AnchorPoint::CENTER );
+ container.SetProperty( Actor::Property::SIZE_MODE_FACTOR, Vector3( 0.9, 0.3, 0.0 ) ); //90% of width, 30% of height.
+ container.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ container.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
layer.Add( container );
//Create control to display the 3D primitive.
mModel = Control::New();
- mModel.SetParentOrigin( ParentOrigin::CENTER );
- mModel.SetAnchorPoint( AnchorPoint::CENTER);
+ mModel.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ mModel.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
mModel.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
container.Add( mModel );
for( unsigned i = 0; i < mSliders.size(); i++ )
{
mSliders.at( i ).SetProperty( Slider::Property::MARKS, Property::Value( 0 ) ); //Remove marks
- mSliders.at( i ).SetVisible( false );
+ mSliders.at( i ).SetProperty( Actor::Property::VISIBLE, false );
mSliderLabels.at( i ).SetProperty( TextLabel::Property::TEXT, Property::Value( "Default" ) );
- mSliderLabels.at( i ).SetVisible( false );
+ mSliderLabels.at( i ).SetProperty( Actor::Property::VISIBLE, false );
}
//Visual map for model
mVisualMap.Clear();
- mVisualMap[ Visual::Property::TYPE ] = Visual::PRIMITIVE;
+ mVisualMap[ Toolkit::Visual::Property::TYPE ] = Visual::PRIMITIVE;
mVisualMap[ PrimitiveVisual::Property::MIX_COLOR ] = mColor;
+ mVisualMap[ Visual::Property::TRANSFORM ] =
+ Property::Map().Add( Visual::Transform::Property::ORIGIN, Align::CENTER )
+ .Add( Visual::Transform::Property::ANCHOR_POINT, Align::CENTER );
}
//Sets the 3D model to a sphere and modifies the sliders appropriately.
//Set up sliders.
SetupSlider( 0, SLICES_LOWER_BOUND, SLICES_UPPER_BOUND, DEFAULT_STACKS, PrimitiveVisual::Property::SLICES, "slices" );
- SetupMarks( mSliders.at( 0 ), SLICES_LOWER_BOUND, SLICES_UPPER_BOUND );
+ SetupMarks( 0, SLICES_LOWER_BOUND, SLICES_UPPER_BOUND );
+ mSliders.at( 0 ).SetProperty( Slider::Property::VALUE_PRECISION, Property::Value( 0 ) );
+
SetupSlider( 1, STACKS_LOWER_BOUND, STACKS_UPPER_BOUND, DEFAULT_STACKS, PrimitiveVisual::Property::STACKS, "stacks" );
- SetupMarks( mSliders.at( 1 ), STACKS_LOWER_BOUND, STACKS_UPPER_BOUND );
+ SetupMarks( 1, STACKS_LOWER_BOUND, STACKS_UPPER_BOUND );
+ mSliders.at( 1 ).SetProperty( Slider::Property::VALUE_PRECISION, Property::Value( 0 ) );
//Set model in control.
mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mVisualMap ) );
+
+ //Update title.
+ mShapeTitle.SetProperty( TextLabel::Property::TEXT, SHAPE_TITLE_PREFIX + "Sphere" );
}
//Sets the 3D model to a cone and modifies the sliders appropriately.
//Set up sliders.
SetupSlider( 0, 1.0f, 32.0f, DEFAULT_SCALE_HEIGHT, PrimitiveVisual::Property::SCALE_HEIGHT, "scaleHeight" );
+ mSliders.at( 0 ).SetProperty( Slider::Property::VALUE_PRECISION, Property::Value( 1 ) );
+
SetupSlider( 1, 1.0f, 32.0f, DEFAULT_SCALE_BOTTOM_RADIUS, PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, "scaleBottomRadius" );
+ mSliders.at( 1 ).SetProperty( Slider::Property::VALUE_PRECISION, Property::Value( 1 ) );
+
SetupSlider( 2, SLICES_LOWER_BOUND, SLICES_UPPER_BOUND, DEFAULT_STACKS, PrimitiveVisual::Property::SLICES, "slices" );
- SetupMarks( mSliders.at( 2 ), SLICES_LOWER_BOUND, SLICES_UPPER_BOUND );
+ SetupMarks( 2, SLICES_LOWER_BOUND, SLICES_UPPER_BOUND );
+ mSliders.at( 2 ).SetProperty( Slider::Property::VALUE_PRECISION, Property::Value( 0 ) );
//Set model in control.
mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mVisualMap ) );
+
+ //Update title.
+ mShapeTitle.SetProperty( TextLabel::Property::TEXT, SHAPE_TITLE_PREFIX + "Cone" );
}
- //Sets the 3D model to a conical frustrum and modifies the sliders appropriately.
- void LoadConicalFrustrum()
+ //Sets the 3D model to a conical frustum and modifies the sliders appropriately.
+ void LoadConicalFrustum()
{
InitialiseSlidersAndModel();
//Set up specific visual properties.
- mVisualMap[ PrimitiveVisual::Property::SHAPE ] = PrimitiveVisual::Shape::CONICAL_FRUSTRUM;
+ mVisualMap[ PrimitiveVisual::Property::SHAPE ] = PrimitiveVisual::Shape::CONICAL_FRUSTUM;
mVisualMap[ PrimitiveVisual::Property::SCALE_TOP_RADIUS ] = DEFAULT_SCALE_TOP_RADIUS;
mVisualMap[ PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS ] = DEFAULT_SCALE_BOTTOM_RADIUS;
mVisualMap[ PrimitiveVisual::Property::SCALE_HEIGHT ] = DEFAULT_SCALE_HEIGHT;
//Set up used sliders.
SetupSlider( 0, 1.0f, 32.0f, DEFAULT_SCALE_HEIGHT, PrimitiveVisual::Property::SCALE_HEIGHT, "scaleHeight" );
+ mSliders.at( 0 ).SetProperty( Slider::Property::VALUE_PRECISION, Property::Value( 1 ) );
+
SetupSlider( 1, 0.0f, 32.0f, DEFAULT_SCALE_BOTTOM_RADIUS, PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, "scaleBottomRadius" );
+ mSliders.at( 1 ).SetProperty( Slider::Property::VALUE_PRECISION, Property::Value( 1 ) );
+
SetupSlider( 2, 0.0f, 32.0f, DEFAULT_SCALE_TOP_RADIUS, PrimitiveVisual::Property::SCALE_TOP_RADIUS, "scaleTopRadius" );
+ mSliders.at( 2 ).SetProperty( Slider::Property::VALUE_PRECISION, Property::Value( 1 ) );
//Set model in control.
mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mVisualMap ) );
+
+ //Update title.
+ mShapeTitle.SetProperty( TextLabel::Property::TEXT, SHAPE_TITLE_PREFIX + "Conical Frustum" );
}
//Sets the 3D model to a cylinder and modifies the sliders appropriately.
//Set up used sliders.
SetupSlider( 0, 1.0f, 32.0f, DEFAULT_SCALE_HEIGHT, PrimitiveVisual::Property::SCALE_HEIGHT, "scaleHeight" );
+ mSliders.at( 0 ).SetProperty( Slider::Property::VALUE_PRECISION, Property::Value( 1 ) );
+
SetupSlider( 1, 1.0f, 32.0f, DEFAULT_SCALE_RADIUS, PrimitiveVisual::Property::SCALE_RADIUS, "scaleRadius" );
+ mSliders.at( 1 ).SetProperty( Slider::Property::VALUE_PRECISION, Property::Value( 1 ) );
+
SetupSlider( 2, SLICES_LOWER_BOUND, SLICES_UPPER_BOUND, DEFAULT_STACKS, PrimitiveVisual::Property::SLICES, "slices" );
- SetupMarks( mSliders.at( 2 ), SLICES_LOWER_BOUND, SLICES_UPPER_BOUND );
+ SetupMarks( 2 , SLICES_LOWER_BOUND, SLICES_UPPER_BOUND );
+ mSliders.at( 2 ).SetProperty( Slider::Property::VALUE_PRECISION, Property::Value( 0 ) );
//Set model in control.
mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mVisualMap ) );
+
+ //Update title.
+ mShapeTitle.SetProperty( TextLabel::Property::TEXT, SHAPE_TITLE_PREFIX + "Cylinder" );
}
//Sets the 3D model to a cube and modifies the sliders appropriately.
//Set model in control.
mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mVisualMap ) );
+
+ //Update title.
+ mShapeTitle.SetProperty( TextLabel::Property::TEXT, SHAPE_TITLE_PREFIX + "Cube" );
}
//Sets the 3D model to a bevelled cube and modifies the sliders appropriately.
//Set up used sliders.
SetupSlider( 0, 0.0f, 1.0f, DEFAULT_BEVEL_PERCENTAGE, PrimitiveVisual::Property::BEVEL_PERCENTAGE, "bevelPercentage" );
+ mSliders.at( 0 ).SetProperty( Slider::Property::VALUE_PRECISION, Property::Value( 2 ) );
+
SetupSlider( 1, 0.0f, 1.0f, DEFAULT_BEVEL_SMOOTHNESS, PrimitiveVisual::Property::BEVEL_SMOOTHNESS, "bevelSmoothness" );
+ mSliders.at( 1 ).SetProperty( Slider::Property::VALUE_PRECISION, Property::Value( 2 ) );
//Set model in control.
mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mVisualMap ) );
+
+ //Update title.
+ mShapeTitle.SetProperty( TextLabel::Property::TEXT, SHAPE_TITLE_PREFIX + "Bevelled Cube" );
}
//Sets the 3D model to an octahedron and modifies the sliders appropriately.
//Set model in control.
mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mVisualMap ) );
+
+ //Update title.
+ mShapeTitle.SetProperty( TextLabel::Property::TEXT, SHAPE_TITLE_PREFIX + "Octahedron" );
}
//Sets up the slider at the given index for the supplied property, and labels it appropriately.
mSliders.at( sliderIndex ).SetProperty( Slider::Property::LOWER_BOUND, Property::Value( lowerBound ) );
mSliders.at( sliderIndex ).SetProperty( Slider::Property::UPPER_BOUND, Property::Value( upperBound ) );
mSliders.at( sliderIndex ).SetProperty( Slider::Property::VALUE, Property::Value( startPoint ) );
- mSliders.at( sliderIndex ).SetVisible( true );
+ mSliders.at( sliderIndex ).SetProperty( Actor::Property::VISIBLE, true );
//Label the slider with the property.
//We reset the TextLabel to force a relayout of the table.
mSliderTable.RemoveChildAt( TableView::CellPosition(sliderIndex, 0) );
TextLabel sliderLabel = TextLabel::New( visualPropertyLabel );
- sliderLabel.SetParentOrigin( ParentOrigin::CENTER );
- sliderLabel.SetAnchorPoint( AnchorPoint::CENTER );
+ sliderLabel.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ sliderLabel.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
sliderLabel.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
mSliderTable.AddChild( sliderLabel, TableView::CellPosition( sliderIndex, 0 ) );
mSliderTable.SetCellAlignment( TableView::CellPosition( sliderIndex, 0 ), HorizontalAlignment::LEFT, VerticalAlignment::CENTER );
- mSliderLabels.at( sliderIndex ).SetVisible( true );
+ mSliderLabels.at( sliderIndex ).SetProperty( Actor::Property::VISIBLE, true );
mSliderLabels.at( sliderIndex) = sliderLabel;
}
//Setup snapping to integer values between the two given values.
- void SetupMarks( Slider& slider, int lower, int upper )
+ void SetupMarks( int sliderIndex, int lower, int upper )
{
Property::Array marks;
marks.PushBack( Property::Value( mark ) );
}
- slider.SetProperty( Slider::Property::MARKS, Property::Value( marks ) );
- slider.SetProperty( Slider::Property::SNAP_TO_MARKS, Property::Value( true ) );
+ mSliders.at( sliderIndex ).SetProperty( Slider::Property::MARKS, Property::Value( marks ) );
+ mSliders.at( sliderIndex ).SetProperty( Slider::Property::SNAP_TO_MARKS, Property::Value( true ) );
}
//When a shape button is tapped, switch to the corresponding shape.
}
case 2:
{
- LoadConicalFrustrum();
+ LoadConicalFrustum();
break;
}
case 3:
Quaternion rotation = Quaternion( Radian( mRotation.x ), Vector3::XAXIS) *
Quaternion( Radian( mRotation.y ), Vector3::YAXIS);
- mModel.SetOrientation( rotation );
+ mModel.SetProperty( Actor::Property::ORIENTATION, rotation );
break;
}
//If escape or the back button is pressed, quit the application (and return to the launcher)
void OnKeyEvent( const KeyEvent& event )
{
- if( event.state == KeyEvent::Down )
+ if( event.GetState() == KeyEvent::Down )
{
if( IsKey( event, DALI_KEY_ESCAPE) || IsKey( event, DALI_KEY_BACK ) )
{
private:
Application& mApplication;
- std::vector<Slider> mSliders; ///< Holds the sliders on screen that each shape accesses.
- std::vector<TextLabel> mSliderLabels; ///< Holds the labels to each slider.
- TableView mSliderTable; ///< A table to layout the sliders next to their labels.
+ std::vector<Slider> mSliders; ///< Holds the sliders on screen that each shape accesses.
+ std::vector<TextLabel> mSliderLabels; ///< Holds the labels to each slider.
+ TableView mSliderTable; ///< A table to layout the sliders next to their labels.
- Property::Map mVisualMap; ///< Property map to create a primitive visual.
- Control mModel; ///< Control to house the primitive visual.
+ Property::Map mVisualMap; ///< Property map to create a primitive visual.
+ Control mModel; ///< Control to house the primitive visual.
+ TextLabel mShapeTitle; ///< Indicates what the currently selected shape is.
- PanGestureDetector mPanGestureDetector; ///< Detects pan gestures for rotation of the model.
- Animation mRotationAnimation; ///< Automatically rotates the model, unless it is being panned.
+ PanGestureDetector mPanGestureDetector; ///< Detects pan gestures for rotation of the model.
+ Animation mRotationAnimation; ///< Automatically rotates the model, unless it is being panned.
- Vector4 mColor; ///< Color to set all shapes.
- Vector2 mRotation; ///< Keeps track of model rotation.
+ Vector4 mColor; ///< Color to set all shapes.
+ Vector2 mRotation; ///< Keeps track of model rotation.
};
-void RunTest( Application& application )
+int DALI_EXPORT_API main( int argc, char **argv )
{
+ Application application = Application::New( &argc, &argv );
PrimitiveShapesController test( application );
-
application.MainLoop();
-}
-
-// Entry point for Linux & Tizen applications
-//
-int main( int argc, char **argv )
-{
- Application application = Application::New( &argc, &argv );
-
- RunTest( application );
-
return 0;
}