X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=examples%2Fbubble-effect%2Fbubble-effect-example.cpp;h=d4a922be87f286c186630223a81c0abf675ef9ce;hb=1b19fd140ff139b5854a1a62447faf31b175d8f6;hp=4575ee29edcbae64a46f1b4a4d437b7cfb25113c;hpb=e193b880408e91c3c21b8ed40a4c03a43369d707;p=platform%2Fcore%2Fuifw%2Fdali-demo.git diff --git a/examples/bubble-effect/bubble-effect-example.cpp b/examples/bubble-effect/bubble-effect-example.cpp index 4575ee2..d4a922b 100644 --- a/examples/bubble-effect/bubble-effect-example.cpp +++ b/examples/bubble-effect/bubble-effect-example.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2014 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. @@ -15,68 +15,67 @@ * */ -#include #include +#include +#include +#include "shared/utility.h" #include "shared/view.h" using namespace Dali; namespace { -const char * const TOOLBAR_IMAGE( DALI_IMAGE_DIR "top-bar.png" ); -const char * const APPLICATION_TITLE( "Bubble Effect" ); -const char * const CHANGE_BACKGROUND_ICON( DALI_IMAGE_DIR "icon-change.png" ); -const char * const CHANGE_BUBBLE_SHAPE_ICON( DALI_IMAGE_DIR "icon-replace.png" ); - -const char* BACKGROUND_IMAGES[]= -{ - DALI_IMAGE_DIR "background-1.jpg", - DALI_IMAGE_DIR "background-2.jpg", - DALI_IMAGE_DIR "background-3.jpg", - DALI_IMAGE_DIR "background-4.jpg", - DALI_IMAGE_DIR "background-5.jpg", +const char* const TOOLBAR_IMAGE(DEMO_IMAGE_DIR "top-bar.png"); +const char* const APPLICATION_TITLE("Bubble Effect"); +const char* const CHANGE_BACKGROUND_ICON(DEMO_IMAGE_DIR "icon-change.png"); +const char* const CHANGE_BACKGROUND_ICON_SELECTED(DEMO_IMAGE_DIR "icon-change-selected.png"); +const char* const CHANGE_BUBBLE_SHAPE_ICON(DEMO_IMAGE_DIR "icon-replace.png"); +const char* const CHANGE_BUBBLE_SHAPE_ICON_SELECTED(DEMO_IMAGE_DIR "icon-replace-selected.png"); + +const char* BACKGROUND_IMAGES[] = + { + DEMO_IMAGE_DIR "background-1.jpg", + DEMO_IMAGE_DIR "background-2.jpg", + DEMO_IMAGE_DIR "background-3.jpg", + DEMO_IMAGE_DIR "background-4.jpg", + DEMO_IMAGE_DIR "background-5.jpg", }; -const unsigned int NUM_BACKGROUND_IMAGES( sizeof( BACKGROUND_IMAGES ) / sizeof( BACKGROUND_IMAGES[0] ) ); +const unsigned int NUM_BACKGROUND_IMAGES(sizeof(BACKGROUND_IMAGES) / sizeof(BACKGROUND_IMAGES[0])); const char* BUBBLE_SHAPE_IMAGES[] = -{ - DALI_IMAGE_DIR "bubble-ball.png", - DALI_IMAGE_DIR "icon-item-view-layout-spiral.png", - DALI_IMAGE_DIR "icon-replace.png", - DALI_IMAGE_DIR "icon-effect-cross.png" -}; -const unsigned int NUM_BUBBLE_SHAPE_IMAGES( sizeof( BUBBLE_SHAPE_IMAGES ) / sizeof( BUBBLE_SHAPE_IMAGES[0] ) ); - -const Vector2 DEFAULT_BUBBLE_SIZE( 10.f, 30.f ); -const unsigned int DEFAULT_NUMBER_OF_BUBBLES( 1000 ); + { + DEMO_IMAGE_DIR "bubble-ball.png", + DEMO_IMAGE_DIR "icon-effect-cross.png", + DEMO_IMAGE_DIR "icon-item-view-layout-spiral.png", + DEMO_IMAGE_DIR "icon-replace.png"}; +const unsigned int NUM_BUBBLE_SHAPE_IMAGES(sizeof(BUBBLE_SHAPE_IMAGES) / sizeof(BUBBLE_SHAPE_IMAGES[0])); -/** - * @brief Load an image, scaled-down to no more than the stage dimensions. - * - * Uses image scaling mode FittingMode::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, Dali::ImageDimensions( stageSize.x, stageSize.y ), Dali::FittingMode::SCALE_TO_FILL, Dali::SamplingMode::BOX_THEN_LINEAR ); -} +const Vector2 DEFAULT_BUBBLE_SIZE(10.f, 30.f); +const unsigned int DEFAULT_NUMBER_OF_BUBBLES(1000); -}// end LOCAL_STUFF +} // namespace -// This example shows the usage of BubbleEmitter which displays lots of moving bubbles on the stage. +// This example shows the usage of BubbleEmitter which displays lots of moving bubbles on the window. class BubbleEffectExample : public ConnectionTracker { public: - BubbleEffectExample(Application &app) + BubbleEffectExample(Application& app) : mApp(app), - mHSVDelta( Vector3( 0.f, 0.f, 0.5f ) ), - mNeedNewAnimation( true ), - mTimerInterval( 16 ), - mCurrentBackgroundImageId( 0 ), - mCurrentBubbleShapeImageId( 0 ) + mBackground(), + mBubbleEmitter(), + mEmitAnimation(), + mChangeBackgroundButton(), + mChangeBubbleShapeButton(), + mTimerForBubbleEmission(), + mHSVDelta(Vector3(0.f, 0.f, 0.5f)), + mCurrentTouchPosition(), + mEmitPosition(), + mAnimateComponentCount(0), + mNonMovementCount(0), + mTimerInterval(16), + mCurrentBackgroundImageId(0), + mCurrentBubbleShapeImageId(0), + mNeedNewAnimation(true) { // Connect to the Application's Init signal app.InitSignal().Connect(this, &BubbleEffectExample::Create); @@ -87,92 +86,88 @@ public: } private: - // The Init signal is received once (only) during the Application lifetime void Create(Application& app) { - DemoHelper::RequestThemeChange(); + Window window = app.GetWindow(); + Vector2 windowSize = window.GetSize(); - Stage stage = Stage::GetCurrent(); - Vector2 stageSize = stage.GetSize(); - - stage.KeyEventSignal().Connect(this, &BubbleEffectExample::OnKeyEvent); + window.KeyEventSignal().Connect(this, &BubbleEffectExample::OnKeyEvent); // Creates a default view with a default tool bar. - // The view is added to the stage. + // The view is added to the window. Toolkit::ToolBar toolBar; - Toolkit::Control view; - Layer content = DemoHelper::CreateView( app, - view, - toolBar, - "", - TOOLBAR_IMAGE, - APPLICATION_TITLE ); + Layer content = DemoHelper::CreateView(app, + mBackground, + toolBar, + "", + TOOLBAR_IMAGE, + APPLICATION_TITLE); // Add a button to change background. (right of toolbar) mChangeBackgroundButton = Toolkit::PushButton::New(); - mChangeBackgroundButton.SetBackgroundImage( ResourceImage::New( CHANGE_BACKGROUND_ICON ) ); - mChangeBackgroundButton.ClickedSignal().Connect( this, &BubbleEffectExample::OnChangeIconClicked ); - toolBar.AddControl( mChangeBackgroundButton, - DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, - Toolkit::Alignment::HorizontalRight, - DemoHelper::DEFAULT_MODE_SWITCH_PADDING ); + mChangeBackgroundButton.SetProperty(Toolkit::Button::Property::UNSELECTED_BACKGROUND_VISUAL, CHANGE_BACKGROUND_ICON); + mChangeBackgroundButton.SetProperty(Toolkit::Button::Property::SELECTED_BACKGROUND_VISUAL, CHANGE_BACKGROUND_ICON_SELECTED); + mChangeBackgroundButton.ClickedSignal().Connect(this, &BubbleEffectExample::OnChangeIconClicked); + toolBar.AddControl(mChangeBackgroundButton, + DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, + Toolkit::Alignment::HORIZONTAL_RIGHT, + DemoHelper::DEFAULT_MODE_SWITCH_PADDING); // Add a button to change bubble shape. ( left of bar ) mChangeBubbleShapeButton = Toolkit::PushButton::New(); - mChangeBubbleShapeButton.SetBackgroundImage( ResourceImage::New( CHANGE_BUBBLE_SHAPE_ICON ) ); - mChangeBubbleShapeButton.ClickedSignal().Connect( this, &BubbleEffectExample::OnChangeIconClicked ); - toolBar.AddControl( mChangeBubbleShapeButton, - DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, - Toolkit::Alignment::HorizontalLeft, - DemoHelper::DEFAULT_MODE_SWITCH_PADDING ); + mChangeBubbleShapeButton.SetProperty(Toolkit::Button::Property::UNSELECTED_BACKGROUND_VISUAL, CHANGE_BUBBLE_SHAPE_ICON); + mChangeBubbleShapeButton.SetProperty(Toolkit::Button::Property::SELECTED_BACKGROUND_VISUAL, CHANGE_BUBBLE_SHAPE_ICON_SELECTED); + mChangeBubbleShapeButton.ClickedSignal().Connect(this, &BubbleEffectExample::OnChangeIconClicked); + toolBar.AddControl(mChangeBubbleShapeButton, + DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, + Toolkit::Alignment::HORIZONTAL_LEFT, + DemoHelper::DEFAULT_MODE_SWITCH_PADDING); // Create and initialize the BubbleEmitter object - mBubbleEmitter = Toolkit::BubbleEmitter::New( stageSize, - ResourceImage::New( BUBBLE_SHAPE_IMAGES[mCurrentBubbleShapeImageId] ), - DEFAULT_NUMBER_OF_BUBBLES, - DEFAULT_BUBBLE_SIZE); - mBackgroundImage = LoadStageFillingImage( BACKGROUND_IMAGES[mCurrentBackgroundImageId] ); - mBubbleEmitter.SetBackground( mBackgroundImage, mHSVDelta ); - - // Get the root actor of all bubbles, and add it to stage. + mBubbleEmitter = Toolkit::BubbleEmitter::New(windowSize, + DemoHelper::LoadTexture(BUBBLE_SHAPE_IMAGES[mCurrentBubbleShapeImageId]), + DEFAULT_NUMBER_OF_BUBBLES, + DEFAULT_BUBBLE_SIZE); + + mBubbleEmitter.SetBackground(DemoHelper::LoadWindowFillingTexture(window.GetSize(), BACKGROUND_IMAGES[mCurrentBackgroundImageId]), mHSVDelta); + + // Get the root actor of all bubbles, and add it to window. Actor bubbleRoot = mBubbleEmitter.GetRootActor(); - bubbleRoot.SetParentOrigin(ParentOrigin::CENTER); - bubbleRoot.SetZ(0.1f); // Make sure the bubbles displayed on top og the background. - content.Add( bubbleRoot ); + bubbleRoot.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER); + bubbleRoot.SetProperty(Actor::Property::POSITION_Z, 0.1f); // Make sure the bubbles displayed on top og the background. + content.Add(bubbleRoot); - // Add the background image actor to stage - view.SetBackgroundImage( mBackgroundImage ); - mBackgroundActor = ImageActor::DownCast( view.GetBackgroundActor() ); + // Set the application background + mBackground.SetProperty(Toolkit::Control::Property::BACKGROUND, BACKGROUND_IMAGES[mCurrentBackgroundImageId]); // Set up the timer to emit bubble regularly when the finger is touched down but not moved - mTimerForBubbleEmission = Timer::New( mTimerInterval ); + mTimerForBubbleEmission = Timer::New(mTimerInterval); mTimerForBubbleEmission.TickSignal().Connect(this, &BubbleEffectExample::OnTimerTick); // Connect the callback to the touch signal on the background - mBackgroundActor.TouchedSignal().Connect( this, &BubbleEffectExample::OnTouch ); + mBackground.TouchedSignal().Connect(this, &BubbleEffectExample::OnTouch); } - -/*********** + /*********** * Emit bubbles *****************/ - // Set up the animation of emitting bubbles, to be efficient, every animation controls multiple bubbles ( 4 here ) - void SetUpAnimation( Vector2 emitPosition, Vector2 direction ) + // Set up the animation of emitting bubbles, to be efficient, every animation controls multiple emission ( 4 here ) + void SetUpAnimation(Vector2 emitPosition, Vector2 direction) { - if( mNeedNewAnimation ) + if(mNeedNewAnimation) { - float duration = Random::Range(1.f, 1.5f); - mEmitAnimation = Animation::New( duration ); - mNeedNewAnimation = false; + float duration = Random::Range(1.f, 1.5f); + mEmitAnimation = Animation::New(duration); + mNeedNewAnimation = false; mAnimateComponentCount = 0; } - mBubbleEmitter.EmitBubble( mEmitAnimation, emitPosition, direction + Vector2(0.f, 30.f) /* upwards */, Vector2(300, 600) ); + mBubbleEmitter.EmitBubble(mEmitAnimation, emitPosition, direction + Vector2(0.f, 30.f) /* upwards */, Vector2(300, 600)); mAnimateComponentCount++; - if( mAnimateComponentCount % 4 ==0 ) + if(mAnimateComponentCount % 4 == 0) { mEmitAnimation.Play(); mNeedNewAnimation = true; @@ -190,14 +185,14 @@ private: { for(int i = 0; i < 4; i++) // emit 4 bubbles every timer tick { - SetUpAnimation( mCurrentTouchPosition+Vector2(rand()%5, rand()%5), Vector2(rand()%60-30, rand()%100-50) ); + SetUpAnimation(mCurrentTouchPosition + Vector2(rand() % 5, rand() % 5), Vector2(rand() % 60 - 30, rand() % 100 - 50)); } } } else { mNonMovementCount = 0; - mEmitPosition = mCurrentTouchPosition; + mEmitPosition = mCurrentTouchPosition; } return true; @@ -206,61 +201,62 @@ private: // Callback function of the touch signal on the background bool OnTouch(Dali::Actor actor, const Dali::TouchEvent& event) { - const TouchPoint &point = event.GetPoint(0); - switch(point.state) + switch(event.GetState(0)) { - case TouchPoint::Down: + case PointState::DOWN: { - mCurrentTouchPosition = point.screen; - mEmitPosition = point.screen; + mCurrentTouchPosition = mEmitPosition = event.GetScreenPosition(0); mTimerForBubbleEmission.Start(); mNonMovementCount = 0; break; } - case TouchPoint::Motion: + case PointState::MOTION: { - Vector2 displacement = point.screen - mCurrentTouchPosition; - mCurrentTouchPosition = point.screen; + Vector2 displacement = event.GetScreenPosition(0) - mCurrentTouchPosition; + mCurrentTouchPosition = event.GetScreenPosition(0); //emit multiple bubbles along the moving direction when the finger moves quickly float step = std::min(5.f, displacement.Length()); - for( float i=0.25f; i