X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=examples%2Fmesh-visual%2Fmesh-visual-example.cpp;h=682c243528f1b98592234a4b893dbdd939005fdf;hb=a832af2813558a32f0a18747f3e6134ff6f6f301;hp=33408388fec2222ce938e449264e40d577497d01;hpb=19369b28e77acb7d31e72bae8a35a6a1d8456729;p=platform%2Fcore%2Fuifw%2Fdali-demo.git diff --git a/examples/mesh-visual/mesh-visual-example.cpp b/examples/mesh-visual/mesh-visual-example.cpp index 3340838..682c243 100644 --- a/examples/mesh-visual/mesh-visual-example.cpp +++ b/examples/mesh-visual/mesh-visual-example.cpp @@ -1,57 +1,71 @@ #include -#include using namespace Dali; using namespace Dali::Toolkit; namespace { - //Keeps information about each model for access. - struct Model - { - Control control; // Control housing the mesh visual of the model. - Vector2 rotation; // Keeps track of rotation about x and y axis for manual rotation. - Animation rotationAnimation; // Automatically rotates when left alone. - }; +// Keeps information about each model for access. +struct Model +{ + Control control; // Control housing the mesh visual of the model. + Vector2 rotation; // Keeps track of rotation about x and y axis for manual rotation. + Animation rotationAnimation; // Automatically rotates when left alone. +}; - //Files for meshes - const char * const MODEL_FILE_TABLE[] = - { - DEMO_MODEL_DIR "Dino.obj", - DEMO_MODEL_DIR "ToyRobot-Metal.obj", - DEMO_MODEL_DIR "Toyrobot-Plastic.obj" - }; +// Files for meshes +const char * const MODEL_FILE_TABLE[] = +{ + DEMO_MODEL_DIR "Dino.obj", + DEMO_MODEL_DIR "ToyRobot-Metal.obj", + DEMO_MODEL_DIR "Toyrobot-Plastic.obj" +}; - const char * const MATERIAL_FILE_TABLE[] = - { - DEMO_MODEL_DIR "Dino.mtl", - DEMO_MODEL_DIR "ToyRobot-Metal.mtl", - DEMO_MODEL_DIR "Toyrobot-Plastic.mtl" - }; +const char * const MATERIAL_FILE_TABLE[] = +{ + DEMO_MODEL_DIR "Dino.mtl", + DEMO_MODEL_DIR "ToyRobot-Metal.mtl", + DEMO_MODEL_DIR "Toyrobot-Plastic.mtl" +}; - const char * const TEXTURES_PATH( DEMO_IMAGE_DIR "" ); +const char * const TEXTURES_PATH( DEMO_IMAGE_DIR "" ); - //Possible shading modes. - MeshVisual::ShadingMode::Value SHADING_MODE_TABLE[] = - { - MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING, - MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING, - MeshVisual::ShadingMode::TEXTURELESS_WITH_DIFFUSE_LIGHTING - }; +// Possible shading modes. +MeshVisual::ShadingMode::Value SHADING_MODE_TABLE[] = +{ + MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING, + MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING, + MeshVisual::ShadingMode::TEXTURELESS_WITH_DIFFUSE_LIGHTING +}; + +// Button labels. +const char * const PAUSE = " || "; +const char * const PLAY = " > "; +const char * const FIXED = "FIXED"; +const char * const MANUAL = "MANUAL"; +const char * const FRONT = "FRONT"; +const char * const BACK = "BACK"; + +// Image urls for the light. +const char * const LIGHT_URL_FRONT = DEMO_IMAGE_DIR "light-icon-front.png"; +const char * const LIGHT_URL_BACK = DEMO_IMAGE_DIR "light-icon-back.png"; - const float X_ROTATION_DISPLACEMENT_FACTOR = 60.0f; - const float Y_ROTATION_DISPLACEMENT_FACTOR = 60.0f; - const float MODEL_SCALE = 0.75f; - const float LIGHT_SCALE = 0.15f; - const float BUTTONS_OFFSET_BOTTOM = 0.9f; - const int NUM_MESHES = 2; +const float X_ROTATION_DISPLACEMENT_FACTOR = 60.0f; +const float Y_ROTATION_DISPLACEMENT_FACTOR = 60.0f; +const float MODEL_SCALE = 0.75f; +const float LIGHT_SCALE = 0.15f; +const float BUTTONS_OFFSET_BOTTOM = 0.08f; +const float BUTTONS_OFFSET_SIDE = 0.2f; +const int NUM_MESHES = 2; - //Used to identify actors. - const int MODEL_TAG = 0; - const int LIGHT_TAG = 1; - const int LAYER_TAG = 2; +// Used to identify actors. +const int MODEL_TAG = 0; +const int LIGHT_TAG = 1; +const int LAYER_TAG = 2; -} //End namespace +const Vector4 STAGE_COLOR( 211.0f / 255.0f, 211.0f / 255.0f, 211.0f / 255.0f, 1.0f ); ///< The color of the stage + +} // unnamed namespace class MeshVisualController : public ConnectionTracker { @@ -60,11 +74,12 @@ public: MeshVisualController( Application& application ) : mApplication( application ), //Store handle to the application. mModelIndex( 1 ), //Start with metal robot. - mShadingModeIndex( 0 ), //Start with textured with detailed specular lighting. + mShadingModeIndex( 0 ), //Start with texture and detailed specular lighting. mTag( -1 ), //Non-valid default, which will get set to a correct value when used. mSelectedModelIndex( -1 ), //Non-valid default, which will get set to a correct value when used. mPaused( false ), //Animations play by default. - mLightFixed( true ) //The light is fixed by default. + mLightFixed( true ), //The light is fixed by default. + mLightFront( true ) //The light is in front by default. { // Connect to the Application's Init signal mApplication.InitSignal().Connect( this, &MeshVisualController::Create ); @@ -79,27 +94,21 @@ public: { // Get a handle to the stage Stage stage = Stage::GetCurrent(); - stage.SetBackgroundColor( Vector4( 0.0, 0.5, 1.0, 1.0 ) ); - - //Set up layer to place objects on. - Layer baseLayer = Layer::New(); - baseLayer.SetParentOrigin( ParentOrigin::CENTER ); - baseLayer.SetAnchorPoint( AnchorPoint::CENTER ); - baseLayer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); - baseLayer.SetBehavior( Layer::LAYER_2D ); //We use a 2D layer as this is closer to UI work than full 3D scene creation. - baseLayer.SetDepthTestDisabled( false ); //Enable depth testing, as otherwise the 2D layer would not do so. - baseLayer.RegisterProperty( "Tag", LAYER_TAG ); //Used to differentiate between different kinds of actor. - baseLayer.TouchedSignal().Connect( this, &MeshVisualController::OnTouch ); - stage.Add( baseLayer ); + stage.SetBackgroundColor( STAGE_COLOR ); + + //Set up root layer to receive touch gestures. + Layer rootLayer = stage.GetRootLayer(); + rootLayer.RegisterProperty( "Tag", LAYER_TAG ); //Used to differentiate between different kinds of actor. + rootLayer.TouchSignal().Connect( this, &MeshVisualController::OnTouch ); //Place models on the scene. - SetupModels( baseLayer ); + SetupModels( rootLayer ); //Place buttons on the scene. - SetupButtons( baseLayer ); + SetupButtons( rootLayer ); //Add a light to the scene. - SetupLight( baseLayer ); + SetupLight( rootLayer ); //Allow for exiting of the application via key presses. stage.KeyEventSignal().Connect( this, &MeshVisualController::OnKeyEvent ); @@ -115,7 +124,7 @@ public: mContainers[i].SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS ); mContainers[i].RegisterProperty( "Tag", MODEL_TAG ); //Used to differentiate between different kinds of actor. mContainers[i].RegisterProperty( "Model", Property::Value( i ) ); //Used to index into the model. - mContainers[i].TouchedSignal().Connect( this, &MeshVisualController::OnTouch ); + mContainers[i].TouchSignal().Connect( this, &MeshVisualController::OnTouch ); layer.Add( mContainers[i] ); } @@ -163,57 +172,78 @@ public: //Place the various buttons on the bottom of the screen, with title labels where necessary. void SetupButtons( Layer layer ) { - //Text label title for changing model or shader. - TextLabel changeTitleLabel = TextLabel::New( "Switch" ); - changeTitleLabel.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS ); - changeTitleLabel.SetProperty( TextLabel::Property::UNDERLINE, "{\"thickness\":\"2.0\"}" ); - changeTitleLabel.SetParentOrigin( Vector3( 0.2, BUTTONS_OFFSET_BOTTOM, 0.5 ) ); - changeTitleLabel.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER ); - layer.Add( changeTitleLabel ); + //Actor for positioning model and shading mode buttons. + Actor positionActorModel = Actor::New(); + positionActorModel.SetParentOrigin( Vector3( BUTTONS_OFFSET_SIDE, 1.0 - BUTTONS_OFFSET_BOTTOM, 0.5 ) ); + positionActorModel.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER ); + layer.Add( positionActorModel ); - //Create button for model changing + //Create button for model changing. PushButton modelButton = Toolkit::PushButton::New(); modelButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS ); modelButton.ClickedSignal().Connect( this, &MeshVisualController::OnChangeModelClicked ); - modelButton.SetParentOrigin( ParentOrigin::BOTTOM_CENTER ); - modelButton.SetAnchorPoint( AnchorPoint::TOP_RIGHT ); - modelButton.SetLabelText( "Model" ); - changeTitleLabel.Add( modelButton ); - - //Create button for shader changing - PushButton shaderButton = Toolkit::PushButton::New(); - shaderButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS ); - shaderButton.ClickedSignal().Connect( this, &MeshVisualController::OnChangeShaderClicked ); - shaderButton.SetParentOrigin( ParentOrigin::BOTTOM_CENTER ); - shaderButton.SetAnchorPoint( AnchorPoint::TOP_LEFT ); - shaderButton.SetLabelText( "Shader" ); - changeTitleLabel.Add( shaderButton ); - - //Create button for pausing animations + modelButton.SetParentOrigin( ParentOrigin::TOP_CENTER ); + modelButton.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER ); + modelButton.SetProperty( Toolkit::Button::Property::LABEL, "Model" ); + positionActorModel.Add( modelButton ); + + //Create button for shading mode changing. + PushButton shadingModeButton = Toolkit::PushButton::New(); + shadingModeButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS ); + shadingModeButton.ClickedSignal().Connect( this, &MeshVisualController::OnChangeShadingModeClicked ); + shadingModeButton.SetParentOrigin( ParentOrigin::BOTTOM_CENTER ); + shadingModeButton.SetAnchorPoint( AnchorPoint::TOP_CENTER ); + shadingModeButton.SetProperty( Toolkit::Button::Property::LABEL, "Shading Mode" ); + positionActorModel.Add( shadingModeButton ); + + //Text label title for changing model or shading mode. + TextLabel changeTitleLabel = TextLabel::New( "Change" ); + changeTitleLabel.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS ); + changeTitleLabel.SetProperty( TextLabel::Property::UNDERLINE, "{\"thickness\":\"2.0\"}" ); + changeTitleLabel.SetParentOrigin( ParentOrigin::TOP_CENTER ); + changeTitleLabel.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER ); + modelButton.Add( changeTitleLabel ); + + //Create button for pausing animations. PushButton pauseButton = Toolkit::PushButton::New(); pauseButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS ); pauseButton.ClickedSignal().Connect( this, &MeshVisualController::OnPauseClicked ); - pauseButton.SetParentOrigin( Vector3( 0.5, BUTTONS_OFFSET_BOTTOM, 0.5 ) ); - pauseButton.SetAnchorPoint( AnchorPoint::TOP_CENTER ); - pauseButton.SetLabelText( " || " ); + pauseButton.SetParentOrigin( Vector3( 0.5, 1.0 - BUTTONS_OFFSET_BOTTOM, 0.5 ) ); + pauseButton.SetAnchorPoint( AnchorPoint::CENTER ); + pauseButton.SetProperty( Toolkit::Button::Property::LABEL, PAUSE ); layer.Add( pauseButton ); + //Actor for positioning light position buttons. + Actor positionActorLight = Actor::New(); + positionActorLight.SetParentOrigin( Vector3( 1.0 - BUTTONS_OFFSET_SIDE, 1.0 - BUTTONS_OFFSET_BOTTOM, 0.5 ) ); + positionActorLight.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER ); + layer.Add( positionActorLight ); + + //Create button for switching between manual and fixed light position. + PushButton lightModeButton = Toolkit::PushButton::New(); + lightModeButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS ); + lightModeButton.ClickedSignal().Connect( this, &MeshVisualController::OnChangeLightModeClicked ); + lightModeButton.SetParentOrigin( ParentOrigin::TOP_CENTER ); + lightModeButton.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER ); + lightModeButton.SetProperty( Toolkit::Button::Property::LABEL, FIXED ); + positionActorLight.Add( lightModeButton ); + + //Create button for switching between front and back light position. + PushButton lightSideButton = Toolkit::PushButton::New(); + lightSideButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS ); + lightSideButton.ClickedSignal().Connect( this, &MeshVisualController::OnChangeLightSideClicked ); + lightSideButton.SetParentOrigin( ParentOrigin::BOTTOM_CENTER ); + lightSideButton.SetAnchorPoint( AnchorPoint::TOP_CENTER ); + lightSideButton.SetProperty( Toolkit::Button::Property::LABEL, FRONT ); + positionActorLight.Add( lightSideButton ); + //Text label title for light position mode. TextLabel lightTitleLabel = TextLabel::New( "Light Position" ); lightTitleLabel.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS ); lightTitleLabel.SetProperty( TextLabel::Property::UNDERLINE, "{\"thickness\":\"2.0\"}" ); - lightTitleLabel.SetParentOrigin( Vector3( 0.8, BUTTONS_OFFSET_BOTTOM, 0.5 ) ); + lightTitleLabel.SetParentOrigin( ParentOrigin::TOP_CENTER ); lightTitleLabel.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER ); - layer.Add( lightTitleLabel ); - - //Create button for switching between manual and fixed light position. - PushButton lightButton = Toolkit::PushButton::New(); - lightButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS ); - lightButton.ClickedSignal().Connect( this, &MeshVisualController::OnChangeLightModeClicked ); - lightButton.SetParentOrigin( ParentOrigin::BOTTOM_CENTER ); - lightButton.SetAnchorPoint( AnchorPoint::TOP_CENTER ); - lightButton.SetLabelText( "FIXED" ); - lightTitleLabel.Add( lightButton ); + lightModeButton.Add( lightTitleLabel ); } //Add a point light source the the scene, on a layer above the first. @@ -246,13 +276,10 @@ public: mLightSource.SetPosition( Stage::GetCurrent().GetSize().x * 0.85f, Stage::GetCurrent().GetSize().y * 0.125 ); //Supply an image to represent the light. - Property::Map lightMap; - lightMap.Insert( Visual::Property::TYPE, Visual::IMAGE ); - lightMap.Insert( ImageVisual::Property::URL, DEMO_IMAGE_DIR "light-icon.png" ); - mLightSource.SetProperty( Control::Property::BACKGROUND, Property::Value( lightMap ) ); + SetLightImage(); //Connect to touch signal for dragging. - mLightSource.TouchedSignal().Connect( this, &MeshVisualController::OnTouch ); + mLightSource.TouchSignal().Connect( this, &MeshVisualController::OnTouch ); //Place the light source on a layer above the base, so that it is rendered above everything else. Layer upperLayer = Layer::New(); @@ -264,14 +291,27 @@ public: upperLayer.Add( mLightSource ); //Decide which light to use to begin with. - if( mLightFixed ) + SetLightMode(); + } + + //Sets the image to use for the light source depending on whether the light is in front or behind. + void SetLightImage() + { + std::string imageUrl; + + if( mLightFront ) { - UseFixedLight(); + imageUrl = LIGHT_URL_FRONT; } else { - UseManualLight(); + imageUrl = LIGHT_URL_BACK; } + + Property::Map lightMap; + lightMap.Insert( Toolkit::Visual::Property::TYPE, Visual::IMAGE ); + lightMap.Insert( ImageVisual::Property::URL, imageUrl ); + mLightSource.SetProperty( Control::Property::BACKGROUND, Property::Value( lightMap ) ); } //Updates the displayed models to account for parameter changes. @@ -279,7 +319,10 @@ public: { //Create mesh property map Property::Map map; - map.Insert( Visual::Property::TYPE, Visual::MESH ); + map.Insert( Toolkit::Visual::Property::TYPE, Visual::MESH ); + map.Insert( Visual::Property::TRANSFORM, + Property::Map().Add( Visual::Transform::Property::ORIGIN, Align::CENTER ) + .Add( Visual::Transform::Property::ANCHOR_POINT, Align::CENTER ) ); map.Insert( MeshVisual::Property::OBJECT_URL, MODEL_FILE_TABLE[mModelIndex] ); map.Insert( MeshVisual::Property::MATERIAL_URL, MATERIAL_FILE_TABLE[mModelIndex] ); map.Insert( MeshVisual::Property::TEXTURES_PATH, TEXTURES_PATH ); @@ -292,16 +335,31 @@ public: } } + //Set the mode used to light the models. + void SetLightMode() + { + if( mLightFixed ) + { + UseFixedLight(); + } + else + { + UseManualLight(); + } + } + + //Make the models use a fixed, invisible light above the center of the stage. void UseFixedLight() { //Hide draggable source mLightSource.SetVisible( false ); - //Use stage dimensions to place light at center, offset outwards in z axis. + //Use stage dimensions to place light at center, offset in z axis. Stage stage = Stage::GetCurrent(); float width = stage.GetSize().width; float height = stage.GetSize().height; - Vector3 lightPosition = Vector3( width / 2.0f, height / 2.0f, std::max( width, height ) * 5.0f ); + Vector3 lightPosition = Vector3( width / 2.0f, height / 2.0f, + ( mLightFront ? 1 : -1 ) * std::max( width, height ) * 5.0f ); //Set global light position for( int i = 0; i < NUM_MESHES; ++i ) @@ -310,21 +368,23 @@ public: } } + //Make the models use a light source that the user can drag around. void UseManualLight() { //Show draggable source mLightSource.SetVisible( true ); - //Update to switch light position to that off the source. + //Update to switch light position of models to that of the source. UpdateLight(); } //Updates the light position for each model to account for changes in the source on screen. void UpdateLight() { - //Set light position to the x and y of the light control, offset out of the screen. + //Set light position to the x and y of the light control, offset into/out of the screen. Vector3 controlPosition = mLightSource.GetCurrentPosition(); - Vector3 lightPosition = Vector3( controlPosition.x, controlPosition.y, Stage::GetCurrent().GetSize().x / 2.0f ); + Vector3 lightPosition = Vector3( controlPosition.x, controlPosition.y, + ( mLightFront ? 1 : -1 ) * Stage::GetCurrent().GetSize().x / 2.0f ); for( int i = 0; i < NUM_MESHES; ++i ) { @@ -334,14 +394,11 @@ public: //If the light source is touched, move it by dragging it. //If a model is touched, rotate it by panning around. - bool OnTouch( Actor actor, const TouchEvent& event ) + bool OnTouch( Actor actor, const TouchData& touch ) { - //Get primary touch point. - const Dali::TouchPoint& point = event.GetPoint( 0 ); - - switch( point.state ) + switch( touch.GetState( 0 ) ) { - case TouchPoint::Down: + case PointState::DOWN: { //Determine what was touched. actor.GetProperty( actor.GetPropertyIndex( "Tag" ) ).Get( mTag ); @@ -355,13 +412,13 @@ public: mModels[mSelectedModelIndex].rotationAnimation.Pause(); //Store start points. - mPanStart = point.screen; + mPanStart = touch.GetScreenPosition( 0 ); mRotationStart = mModels[mSelectedModelIndex].rotation; } break; } - case TouchPoint::Motion: + case PointState::MOTION: { //Switch on the kind of actor we're interacting with. switch( mTag ) @@ -369,7 +426,7 @@ public: case MODEL_TAG: //Rotate model { //Calculate displacement and corresponding rotation. - Vector2 displacement = point.screen - mPanStart; + Vector2 displacement = touch.GetScreenPosition( 0 ) - mPanStart; mModels[mSelectedModelIndex].rotation = Vector2( mRotationStart.x - displacement.y / Y_ROTATION_DISPLACEMENT_FACTOR, // Y displacement rotates around X axis mRotationStart.y + displacement.x / X_ROTATION_DISPLACEMENT_FACTOR ); // X displacement rotates around Y axis Quaternion rotation = Quaternion( Radian( mModels[mSelectedModelIndex].rotation.x ), Vector3::XAXIS) * @@ -383,7 +440,7 @@ public: case LIGHT_TAG: //Drag light { //Set light source to new position and update the models accordingly. - mLightSource.SetPosition( Vector3( point.screen ) ); + mLightSource.SetPosition( Vector3( touch.GetScreenPosition( 0 ) ) ); UpdateLight(); break; @@ -392,8 +449,8 @@ public: break; } - case TouchPoint::Interrupted: //Same as finished. - case TouchPoint::Finished: + case PointState::INTERRUPTED: //Same as finished. + case PointState::FINISHED: { if( mTag == MODEL_TAG ) { @@ -426,8 +483,8 @@ public: return true; } - //Cycle through the list of shaders. - bool OnChangeShaderClicked( Toolkit::Button button ) + //Cycle through the list of shading modes. + bool OnChangeShadingModeClicked( Toolkit::Button button ) { ++mShadingModeIndex %= 3; @@ -451,7 +508,7 @@ public: mModels[i].rotationAnimation.Pause(); } - button.SetLabelText( " > " ); + button.SetProperty( Toolkit::Button::Property::LABEL, PLAY ); } else //Unpause all animations again. { @@ -460,14 +517,14 @@ public: mModels[i].rotationAnimation.Play(); } - button.SetLabelText( " || " ); + button.SetProperty( Toolkit::Button::Property::LABEL, PAUSE ); } return true; } - //Switch between a fixed light source in front of the screen, and a light source the user can drag around. + //Switch between a fixed light source above/behind the screen, and a light source the user can drag around. bool OnChangeLightModeClicked( Toolkit::Button button ) { //Toggle state. @@ -475,17 +532,39 @@ public: if( mLightFixed ) { - UseFixedLight(); - - button.SetLabelText( "FIXED" ); + button.SetProperty( Toolkit::Button::Property::LABEL, FIXED ); } else { - UseManualLight(); + button.SetProperty( Toolkit::Button::Property::LABEL, MANUAL ); + } + + SetLightMode(); - button.SetLabelText( "MANUAL" ); + return true; + } + + //Switch between the light being in front of and behind the models. + bool OnChangeLightSideClicked( Toolkit::Button button ) + { + //Toggle state. + mLightFront = !mLightFront; + + if( mLightFront ) + { + button.SetProperty( Toolkit::Button::Property::LABEL, FRONT ); + } + else + { + button.SetProperty( Toolkit::Button::Property::LABEL, BACK ); } + //Change light image. + SetLightImage(); + + //Update light to account for the change. + SetLightMode(); + return true; } @@ -516,11 +595,12 @@ private: Vector2 mRotationStart; int mModelIndex; //Index of model to load. - int mShadingModeIndex; //Index of shader type to use. + int mShadingModeIndex; //Index of shading mode to use. int mTag; //Identifies what kind of actor has been selected in OnTouch. int mSelectedModelIndex; //Index of model selected on screen. bool mPaused; //If true, all animations are paused and should stay so. bool mLightFixed; //If false, the light is in manual. + bool mLightFront; //Bool for light being in front or behind the models. }; // Entry point for Linux & Tizen applications