/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 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.
// EXTERNAL INCLUDES
#include <dali/dali.h>
-#include <dali/devel-api/rendering/renderer.h>
+#include <dali/public-api/rendering/renderer.h>
#include <dali-toolkit/dali-toolkit.h>
#include <fstream>
// INTERNAL INCLUDES
#include "shared/view.h"
+#include "shared/utility.h"
using namespace Dali;
};
/**
- * @brief Load an image, scaled-down to no more than the stage dimensions.
- *
- * Uses image scaling mode SCALE_TO_FILL to resize the image at
- * load time to cover the entire stage with pixels with no borders,
- * and filter mode BOX_THEN_LINEAR to sample the image with maximum quality.
- */
-ResourceImage LoadStageFillingImage( const char * const imagePath )
-{
- Size stageSize = Stage::GetCurrent().GetSize();
- return ResourceImage::New( imagePath, ImageDimensions( stageSize.x, stageSize.y ), Dali::FittingMode::SCALE_TO_FILL, Dali::SamplingMode::BOX_THEN_LINEAR );
-}
-
-/**
* structure of the vertex in the mesh
*/
struct Vertex
mShaderFlat = Shader::New( VERTEX_SHADER_FLAT, FRAGMENT_SHADER_FLAT );
mGeometry = CreateGeometry( MESH_FILES[mCurrentMeshId] );
- Image texture = LoadStageFillingImage( TEXTURE_IMAGES[mCurrentTextureId] );
+ Texture texture = DemoHelper::LoadStageFillingTexture( TEXTURE_IMAGES[mCurrentTextureId] );
mTextureSet = TextureSet::New();
- mTextureSet.SetImage( 0u, texture );
+ mTextureSet.SetTexture( 0u, texture );
mRenderer = Renderer::New( mGeometry, mShaderFlat );
mRenderer.SetTextures( mTextureSet );
mContent.Add( mMeshActor );
// Connect the callback to the touch signal on the mesh actor
- mContent.TouchedSignal().Connect( this, &RefractionEffectExample::OnTouch );
+ mContent.TouchSignal().Connect( this, &RefractionEffectExample::OnTouch );
// shader used when the finger is touching the screen. render refraction effect
mShaderRefraction = Shader::New( VERTEX_SHADER_REFRACTION, FRAGMENT_SHADER_REFRACTION );
bool OnChangeTexture( Toolkit::Button button )
{
mCurrentTextureId = ( mCurrentTextureId + 1 ) % NUM_TEXTURE_IMAGES;
- Image texture = LoadStageFillingImage( TEXTURE_IMAGES[mCurrentTextureId] );
- mTextureSet.SetImage( 0u, texture );
+ Texture texture = DemoHelper::LoadStageFillingTexture( TEXTURE_IMAGES[mCurrentTextureId] );
+ mTextureSet.SetTexture( 0u, texture );
return true;
}
- bool OnTouch( Actor actor , const TouchEvent& event )
+ bool OnTouch( Actor actor, const TouchData& event )
{
- const TouchPoint &point = event.GetPoint(0);
- switch(point.state)
+ switch( event.GetState( 0 ) )
{
- case TouchPoint::Down:
+ case PointState::DOWN:
{
mRenderer.SetShader( mShaderRefraction );
- SetLightXYOffset( point.screen );
+ SetLightXYOffset( event.GetScreenPosition( 0 ) );
mLightAnimation.Play();
break;
}
- case TouchPoint::Motion:
+ case PointState::MOTION:
{
// make the light position following the finger movement
- SetLightXYOffset( point.screen );
+ SetLightXYOffset( event.GetScreenPosition( 0 ) );
break;
}
- case TouchPoint::Up:
- case TouchPoint::Leave:
- case TouchPoint::Interrupted:
+ case PointState::UP:
+ case PointState::LEAVE:
+ case PointState::INTERRUPTED:
{
mLightAnimation.Pause();
mStrenghAnimation.Play();
break;
}
- case TouchPoint::Stationary:
- case TouchPoint::Last:
- default:
+ case PointState::STATIONARY:
{
break;
}