X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=examples%2Fmotion-blur%2Fmotion-blur-example.cpp;h=174d3900514e83c47c30284b556a238ab20ea7ad;hb=1b19fd140ff139b5854a1a62447faf31b175d8f6;hp=ccc056ce8da32da5edb41de91814ed4c9b8c49be;hpb=14d695efd0c2ceef45ef1111119437edeafe3084;p=platform%2Fcore%2Fuifw%2Fdali-demo.git diff --git a/examples/motion-blur/motion-blur-example.cpp b/examples/motion-blur/motion-blur-example.cpp index ccc056c..174d390 100644 --- a/examples/motion-blur/motion-blur-example.cpp +++ b/examples/motion-blur/motion-blur-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. @@ -15,48 +15,35 @@ * */ -#include #include +#include -#include "shared/view.h" -#include #include +#include +#include +#include +#include "shared/view.h" using namespace Dali; using namespace Dali::Toolkit; - - namespace // unnamed namespace { - //////////////////////////////////////////////////// // // Demo setup parameters // -//#define MULTIPLE_MOTION_BLURRED_ACTORS -#ifndef MULTIPLE_MOTION_BLURRED_ACTORS - -const float MOTION_BLUR_ACTOR_WIDTH = 256; // actor size on screen -const float MOTION_BLUR_ACTOR_HEIGHT = 256; // "" +const float MOTION_BLUR_ACTOR_WIDTH = 256; // actor size on screen +const float MOTION_BLUR_ACTOR_HEIGHT = 256; // "" +const unsigned int MOTION_BLUR_NUM_SAMPLES = 8; -#else //#ifndef MULTIPLE_MOTION_BLURRED_ACTORS - -const float MOTION_BLUR_ACTOR_WIDTH = 150; // actor size on screen -const float MOTION_BLUR_ACTOR_HEIGHT = 112; // "" - -#endif //#ifndef MULTIPLE_MOTION_BLURRED_ACTORS - - -const unsigned int MOTION_BLUR_NUM_SAMPLES = 8; - -const int MOTION_BLUR_NUM_ACTOR_IMAGES = 5; -const char* MOTION_BLUR_ACTOR_IMAGE1( DALI_IMAGE_DIR "image-with-border-1.jpg" ); -const char* MOTION_BLUR_ACTOR_IMAGE2( DALI_IMAGE_DIR "image-with-border-2.jpg" ); -const char* MOTION_BLUR_ACTOR_IMAGE3( DALI_IMAGE_DIR "image-with-border-3.jpg" ); -const char* MOTION_BLUR_ACTOR_IMAGE4( DALI_IMAGE_DIR "image-with-border-4.jpg" ); -const char* MOTION_BLUR_ACTOR_IMAGE5( DALI_IMAGE_DIR "image-with-border-1.jpg" ); +const int MOTION_BLUR_NUM_ACTOR_IMAGES = 5; +const char* MOTION_BLUR_ACTOR_IMAGE1(DEMO_IMAGE_DIR "image-with-border-1.jpg"); +const char* MOTION_BLUR_ACTOR_IMAGE2(DEMO_IMAGE_DIR "image-with-border-2.jpg"); +const char* MOTION_BLUR_ACTOR_IMAGE3(DEMO_IMAGE_DIR "image-with-border-3.jpg"); +const char* MOTION_BLUR_ACTOR_IMAGE4(DEMO_IMAGE_DIR "image-with-border-4.jpg"); +const char* MOTION_BLUR_ACTOR_IMAGE5(DEMO_IMAGE_DIR "image-with-border-1.jpg"); const char* MOTION_BLUR_ACTOR_IMAGES[] = { MOTION_BLUR_ACTOR_IMAGE1, @@ -66,59 +53,67 @@ const char* MOTION_BLUR_ACTOR_IMAGES[] = { MOTION_BLUR_ACTOR_IMAGE5, }; -const int NUM_ACTOR_ANIMATIONS = 4; +const int NUM_ACTOR_ANIMATIONS = 4; const int NUM_CAMERA_ANIMATIONS = 2; +const char* BACKGROUND_IMAGE_PATH = DEMO_IMAGE_DIR "background-default.png"; -const char* BACKGROUND_IMAGE_PATH = DALI_IMAGE_DIR "background-default.png"; +const char* TOOLBAR_IMAGE(DEMO_IMAGE_DIR "top-bar.png"); +const char* LAYOUT_IMAGE(DEMO_IMAGE_DIR "icon-change.png"); +const char* LAYOUT_IMAGE_SELECTED(DEMO_IMAGE_DIR "icon-change-selected.png"); +const char* APPLICATION_TITLE("Motion Blur"); +const char* EFFECTS_OFF_ICON(DEMO_IMAGE_DIR "icon-effects-off.png"); +const char* EFFECTS_OFF_ICON_SELECTED(DEMO_IMAGE_DIR "icon-effects-off-selected.png"); +const char* EFFECTS_ON_ICON(DEMO_IMAGE_DIR "icon-effects-on.png"); +const char* EFFECTS_ON_ICON_SELECTED(DEMO_IMAGE_DIR "icon-effects-on-selected.png"); -const char* TOOLBAR_IMAGE( DALI_IMAGE_DIR "top-bar.png" ); -const char* LAYOUT_IMAGE( DALI_IMAGE_DIR "icon-change.png" ); -const char* APPLICATION_TITLE( "Motion Blur" ); -const char* EFFECTS_OFF_ICON( DALI_IMAGE_DIR "icon-effects-off.png" ); -const char* EFFECTS_ON_ICON( DALI_IMAGE_DIR "icon-effects-on.png" ); +const float UI_MARGIN = 4.0f; ///< Screen Margin for placement of UI buttons -const float UI_MARGIN = 4.0f; ///< Screen Margin for placement of UI buttons - -const Vector3 BUTTON_SIZE_CONSTRAINT( 0.24f, 0.09f, 1.0f ); -const Vector3 BUTTON_TITLE_LABEL_TAP_HERE_SIZE_CONSTRAINT( 0.55f, 0.06f, 1.0f ); -const Vector3 BUTTON_TITLE_LABEL_INSTRUCTIONS_POPUP_SIZE_CONSTRAINT( 1.0f, 1.0f, 1.0f ); +const Vector3 BUTTON_SIZE_CONSTRAINT(0.24f, 0.09f, 1.0f); +const Vector3 BUTTON_TITLE_LABEL_TAP_HERE_SIZE_CONSTRAINT(0.55f, 0.06f, 1.0f); +const Vector3 BUTTON_TITLE_LABEL_INSTRUCTIONS_POPUP_SIZE_CONSTRAINT(1.0f, 1.0f, 1.0f); // move this button down a bit so it is visible on target and not covered up by toolbar const float BUTTON_TITLE_LABEL_Y_OFFSET = 0.05f; -const float ORIENTATION_DURATION = 0.5f; ///< Time to rotate to new orientation. +const float ORIENTATION_DURATION = 0.5f; ///< Time to rotate to new orientation. /** - * @brief Load an image, scaled-down to no more than the dimensions passed in. + * @brief Set an image to image view, scaled-down to no more than the dimensions passed in. * * Uses SHRINK_TO_FIT which ensures the resulting image is - * smaller than or equal to the specified dimensions while preserving its - * original aspect ratio. + * smaller than or equal to the specified dimensions while preserving its original aspect ratio. */ -ResourceImage LoadImageFittedInBox( const char * const imagePath, uint32_t maxWidth, uint32_t maxHeight ) +void SetImageFittedInBox(ImageView& imageView, Property::Map& shaderEffect, const char* const imagePath, int maxWidth, int maxHeight) { + Property::Map map; + map[Visual::Property::TYPE] = Visual::IMAGE; + map[ImageVisual::Property::URL] = imagePath; // Load the image nicely scaled-down to fit within the specified max width and height: - return ResourceImage::New( imagePath, ImageDimensions( maxWidth, maxHeight ), FittingMode::SHRINK_TO_FIT, Dali::SamplingMode::BOX_THEN_LINEAR ); + map[ImageVisual::Property::DESIRED_WIDTH] = maxWidth; + map[ImageVisual::Property::DESIRED_HEIGHT] = maxHeight; + map[ImageVisual::Property::FITTING_MODE] = FittingMode::SHRINK_TO_FIT; + map[ImageVisual::Property::SAMPLING_MODE] = SamplingMode::BOX_THEN_LINEAR; + map.Merge(shaderEffect); + + imageView.SetProperty(ImageView::Property::IMAGE, map); } } // unnamed namespace - // class MotionBlurExampleApp : public ConnectionTracker { public: - /** * DeviceOrientation describes the four different * orientations the device can be in based on accelerometer reports. */ enum DeviceOrientation { - PORTRAIT = 0, - LANDSCAPE = 90, - PORTRAIT_INVERSE = 180, + PORTRAIT = 0, + LANDSCAPE = 90, + PORTRAIT_INVERSE = 180, LANDSCAPE_INVERSE = 270 }; @@ -126,11 +121,12 @@ public: * Constructor * @param application class, stored as reference */ - MotionBlurExampleApp(Application &app) + MotionBlurExampleApp(Application& app) : mApplication(app), mActorEffectsEnabled(false), mCurrentActorAnimation(0), - mCurrentImage(0) + mCurrentImage(0), + mOrientation(PORTRAIT) { // Connect to the Application's Init signal app.InitSignal().Connect(this, &MotionBlurExampleApp::OnInit); @@ -147,52 +143,54 @@ public: void OnInit(Application& app) { // The Init signal is received once (only) during the Application lifetime + Window window = app.GetWindow(); - Stage::GetCurrent().KeyEventSignal().Connect(this, &MotionBlurExampleApp::OnKeyEvent); - + window.KeyEventSignal().Connect(this, &MotionBlurExampleApp::OnKeyEvent); // Creates a default view with a default tool bar. - // The view is added to the stage. - mContentLayer = DemoHelper::CreateView( mApplication, - mView, - mToolBar, - BACKGROUND_IMAGE_PATH, - TOOLBAR_IMAGE, - APPLICATION_TITLE ); + // The view is added to the window. + mContentLayer = DemoHelper::CreateView(mApplication, + mView, + mToolBar, + BACKGROUND_IMAGE_PATH, + TOOLBAR_IMAGE, + APPLICATION_TITLE); + + // Ensure the content layer is a square so the touch area works in all orientations + Vector2 windowSize = window.GetSize(); + float size = std::max(windowSize.width, windowSize.height); + mContentLayer.SetProperty(Actor::Property::SIZE, Vector2(size, size)); //Add an effects icon on the right of the title - mIconEffectsOff = ResourceImage::New( EFFECTS_OFF_ICON ); - mIconEffectsOn = ResourceImage::New( EFFECTS_ON_ICON ); mActorEffectsButton = Toolkit::PushButton::New(); - mActorEffectsButton.SetBackgroundImage( mIconEffectsOff ); - mActorEffectsButton.ClickedSignal().Connect( this, &MotionBlurExampleApp::OnEffectButtonClicked ); - mToolBar.AddControl( mActorEffectsButton, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HorizontalCenter, DemoHelper::DEFAULT_PLAY_PADDING ); + mActorEffectsButton.SetProperty(Toolkit::Button::Property::UNSELECTED_BACKGROUND_VISUAL, EFFECTS_OFF_ICON); + mActorEffectsButton.SetProperty(Toolkit::Button::Property::SELECTED_BACKGROUND_VISUAL, EFFECTS_OFF_ICON_SELECTED); + mActorEffectsButton.ClickedSignal().Connect(this, &MotionBlurExampleApp::OnEffectButtonClicked); + mToolBar.AddControl(mActorEffectsButton, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HORIZONTAL_CENTER, DemoHelper::DEFAULT_PLAY_PADDING); // Creates a mode button. // Create a effect toggle button. (right of toolbar) - Image imageLayout = ResourceImage::New( LAYOUT_IMAGE ); Toolkit::PushButton layoutButton = Toolkit::PushButton::New(); - layoutButton.SetBackgroundImage(imageLayout); - layoutButton.ClickedSignal().Connect( this, &MotionBlurExampleApp::OnLayoutButtonClicked); - layoutButton.SetLeaveRequired( true ); - mToolBar.AddControl( layoutButton, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HorizontalRight, DemoHelper::DEFAULT_MODE_SWITCH_PADDING ); + layoutButton.SetProperty(Toolkit::Button::Property::UNSELECTED_BACKGROUND_VISUAL, LAYOUT_IMAGE); + layoutButton.SetProperty(Toolkit::Button::Property::SELECTED_BACKGROUND_VISUAL, LAYOUT_IMAGE_SELECTED); + layoutButton.ClickedSignal().Connect(this, &MotionBlurExampleApp::OnLayoutButtonClicked); + layoutButton.SetProperty(Actor::Property::LEAVE_REQUIRED, true); + mToolBar.AddControl(layoutButton, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HORIZONTAL_RIGHT, DemoHelper::DEFAULT_MODE_SWITCH_PADDING); // Input mTapGestureDetector = TapGestureDetector::New(); - mTapGestureDetector.Attach( mContentLayer ); - mTapGestureDetector.DetectedSignal().Connect( this, &MotionBlurExampleApp::OnTap ); + mTapGestureDetector.Attach(mContentLayer); + mTapGestureDetector.DetectedSignal().Connect(this, &MotionBlurExampleApp::OnTap); Dali::Window winHandle = app.GetWindow(); - winHandle.AddAvailableOrientation( Dali::Window::PORTRAIT ); - winHandle.AddAvailableOrientation( Dali::Window::LANDSCAPE ); - winHandle.AddAvailableOrientation( Dali::Window::PORTRAIT_INVERSE ); - winHandle.AddAvailableOrientation( Dali::Window::LANDSCAPE_INVERSE ); + winHandle.AddAvailableOrientation(Dali::Window::PORTRAIT); + winHandle.AddAvailableOrientation(Dali::Window::LANDSCAPE); + winHandle.AddAvailableOrientation(Dali::Window::PORTRAIT_INVERSE); + winHandle.AddAvailableOrientation(Dali::Window::LANDSCAPE_INVERSE); + winHandle.ResizeSignal().Connect(this, &MotionBlurExampleApp::OnWindowResized); // set initial orientation - winHandle.GetOrientation().ChangedSignal().Connect( this, &MotionBlurExampleApp::OnOrientationChanged ); - unsigned int degrees = winHandle.GetOrientation().GetDegrees(); - Rotate( static_cast< DeviceOrientation >( degrees ) ); - + Rotate(PORTRAIT); /////////////////////////////////////////////////////// // @@ -200,94 +198,24 @@ public: // // Scale down actor to fit on very low resolution screens with space to interact: - Size stageSize = Stage::GetCurrent().GetSize(); - mMotionBlurActorSize = Size( std::min( stageSize.x * 0.3f, MOTION_BLUR_ACTOR_WIDTH ), std::min( stageSize.y * 0.3f, MOTION_BLUR_ACTOR_HEIGHT ) ); - mMotionBlurActorSize = Size( std::min( mMotionBlurActorSize.x, mMotionBlurActorSize.y ), std::min( mMotionBlurActorSize.x, mMotionBlurActorSize.y ) ); - - Image image = LoadImageFittedInBox( MOTION_BLUR_ACTOR_IMAGE1, mMotionBlurActorSize.x, mMotionBlurActorSize.y ); - mMotionBlurImageActor = ImageActor::New(image); - mMotionBlurImageActor.SetParentOrigin( ParentOrigin::CENTER ); - mMotionBlurImageActor.SetSize(mMotionBlurActorSize.x, mMotionBlurActorSize.y); - - mContentLayer.Add( mMotionBlurImageActor ); - - // Create shader used for doing motion blur - mMotionBlurEffect = MotionBlurEffect::Apply(mMotionBlurImageActor); - - -#ifdef MULTIPLE_MOTION_BLURRED_ACTORS - - /////////////////////////////////////////////////////// - // - // Motion blurred actor 2 - // - - mMotionBlurImageActor2 = ImageActor::New(image); - mMotionBlurImageActor2.SetParentOrigin( ParentOrigin::CENTER ); - mMotionBlurImageActor2.SetSize(mMotionBlurActorSize.x, mMotionBlurActorSize.y); - mMotionBlurImageActor2.SetPosition(mMotionBlurActorSize.x * 1.1f, 0.0f); - mMotionBlurImageActor.Add( mMotionBlurImageActor2 ); - - // Create shader used for doing motion blur - mMotionBlurEffect2 = MotionBlurEffect::New(MOTION_BLUR_NUM_SAMPLES); - - // set actor shader to the blur one - mMotionBlurImageActor2.SetShaderEffect( mMotionBlurEffect2 ); - - - /////////////////////////////////////////////////////// - // - // Motion blurred actor 3 - // - - mMotionBlurImageActor3 = ImageActor::New(image); - mMotionBlurImageActor3.SetParentOrigin( ParentOrigin::CENTER ); - mMotionBlurImageActor3.SetSize(mMotionBlurActorSize.x, mMotionBlurActorSize.y); - mMotionBlurImageActor3.SetPosition(-mMotionBlurActorSize.x * 1.1f, 0.0f); - mMotionBlurImageActor.Add( mMotionBlurImageActor3 ); - - // Create shader used for doing motion blur - mMotionBlurEffect3 = MotionBlurEffect::New(MOTION_BLUR_NUM_SAMPLES); - - // set actor shader to the blur one - mMotionBlurImageActor3.SetShaderEffect( mMotionBlurEffect3 ); - - - /////////////////////////////////////////////////////// - // - // Motion blurred actor 4 - // - - mMotionBlurImageActor4 = ImageActor::New(image); - mMotionBlurImageActor4.SetParentOrigin( ParentOrigin::CENTER ); - mMotionBlurImageActor4.SetSize(mMotionBlurActorSize.x, mMotionBlurActorSize.y); - mMotionBlurImageActor4.SetPosition(0.0f, mMotionBlurActorSize.y * 1.1f); - mMotionBlurImageActor.Add( mMotionBlurImageActor4 ); - - // Create shader used for doing motion blur - mMotionBlurEffect4 = MotionBlurEffect::New(MOTION_BLUR_NUM_SAMPLES); - - // set actor shader to the blur one - mMotionBlurImageActor4.SetShaderEffect( mMotionBlurEffect4 ); - + mMotionBlurActorSize = Size(std::min(windowSize.x * 0.3f, MOTION_BLUR_ACTOR_WIDTH), std::min(windowSize.y * 0.3f, MOTION_BLUR_ACTOR_HEIGHT)); + mMotionBlurActorUpdateSize = Size(std::max(mMotionBlurActorSize.x, mMotionBlurActorSize.y), std::max(mMotionBlurActorSize.x, mMotionBlurActorSize.y)); + mMotionBlurActorSize = Size(std::min(mMotionBlurActorSize.x, mMotionBlurActorSize.y), std::min(mMotionBlurActorSize.x, mMotionBlurActorSize.y)); - /////////////////////////////////////////////////////// - // - // Motion blurred actor 5 - // + mMotionBlurEffect = CreateMotionBlurEffect(); + mMotionBlurImageView = ImageView::New(); + SetImageFittedInBox(mMotionBlurImageView, mMotionBlurEffect, MOTION_BLUR_ACTOR_IMAGE1, mMotionBlurActorSize.x, mMotionBlurActorSize.y); + mMotionBlurImageView.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER); + mMotionBlurImageView.SetProperty(Actor::Property::SIZE, mMotionBlurActorUpdateSize); + mMotionBlurImageView.SetProperty(DevelActor::Property::UPDATE_SIZE_HINT, mMotionBlurActorUpdateSize); - mMotionBlurImageActor5 = ImageActor::New(image); - mMotionBlurImageActor5.SetParentOrigin( ParentOrigin::CENTER ); - mMotionBlurImageActor5.SetSize(mMotionBlurActorSize.x, mMotionBlurActorSize.y); - mMotionBlurImageActor5.SetPosition(0.0f, -mMotionBlurActorSize.y * 1.1f); - mMotionBlurImageActor.Add( mMotionBlurImageActor5 ); + mContentLayer.Add(mMotionBlurImageView); // Create shader used for doing motion blur - mMotionBlurEffect5 = MotionBlurEffect::New(MOTION_BLUR_NUM_SAMPLES); + mMotionBlurEffect = CreateMotionBlurEffect(); // set actor shader to the blur one - mMotionBlurImageActor5.SetShaderEffect( mMotionBlurEffect5 ); -#endif //#ifdef MULTIPLE_MOTION_BLURRED_ACTORS + Toolkit::SetMotionBlurProperties(mMotionBlurImageView, MOTION_BLUR_NUM_SAMPLES); } ////////////////////////////////////////////////////////////// @@ -296,52 +224,41 @@ public: // // - void OnOrientationChanged( Orientation orientation ) + void OnWindowResized(Window window, Window::WindowSize size) { - unsigned int degrees = orientation.GetDegrees(); - Rotate( static_cast< DeviceOrientation >( degrees ) ); + Rotate(size.GetWidth() > size.GetHeight() ? LANDSCAPE : PORTRAIT); } - void Rotate( DeviceOrientation orientation ) + void Rotate(DeviceOrientation orientation) { // Resize the root actor - Vector2 stageSize = Stage::GetCurrent().GetSize(); - Vector2 targetSize = stageSize; - if( orientation == LANDSCAPE || - orientation == LANDSCAPE_INVERSE ) - { - targetSize = Vector2( stageSize.y, stageSize.x ); - } + const Vector2 targetSize = mApplication.GetWindow().GetSize(); - if( mOrientation != orientation ) + if(mOrientation != orientation) { mOrientation = orientation; - // check if actor is on stage - if( mView.GetParent() ) + // check if actor is on window + if(mView.GetParent()) { - // has parent so we expect it to be on stage, start animation - mRotateAnimation = Animation::New( ORIENTATION_DURATION ); - mRotateAnimation.AnimateTo( Property( mView, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree( -orientation ) ), Vector3::ZAXIS ), AlphaFunction::EASE_OUT ); - mRotateAnimation.AnimateTo( Property( mView, Actor::Property::SIZE_WIDTH ), targetSize.width ); - mRotateAnimation.AnimateTo( Property( mView, Actor::Property::SIZE_HEIGHT ), targetSize.height ); + // has parent so we expect it to be on window, start animation + mRotateAnimation = Animation::New(ORIENTATION_DURATION); + mRotateAnimation.AnimateTo(Property(mView, Actor::Property::SIZE_WIDTH), targetSize.width); + mRotateAnimation.AnimateTo(Property(mView, Actor::Property::SIZE_HEIGHT), targetSize.height); mRotateAnimation.Play(); } else { - // set the rotation to match the orientation - mView.SetOrientation( Degree( -orientation ), Vector3::ZAXIS ); - mView.SetSize( targetSize ); + mView.SetProperty(Actor::Property::SIZE, targetSize); } } else { // for first time just set size - mView.SetSize( targetSize ); + mView.SetProperty(Actor::Property::SIZE, targetSize); } } - ////////////////////////////////////////////////////////////// // // Actor Animation @@ -349,30 +266,30 @@ public: // // move to point on screen that was tapped - void OnTap( Actor actor, const TapGesture& tapGesture ) + void OnTap(Actor actor, const TapGesture& tapGesture) { Vector3 destPos; - float originOffsetX, originOffsetY; + float originOffsetX, originOffsetY; // rotate offset (from top left origin to centre) into actor space - Vector2 stageSize = Dali::Stage::GetCurrent().GetSize(); - actor.ScreenToLocal(originOffsetX, originOffsetY, stageSize.width * 0.5f, stageSize.height * 0.5f); + Vector2 windowSize = mApplication.GetWindow().GetSize(); + actor.ScreenToLocal(originOffsetX, originOffsetY, windowSize.width * 0.5f, windowSize.height * 0.5f); // get dest point in local actor space - destPos.x = tapGesture.localPoint.x - originOffsetX; - destPos.y = tapGesture.localPoint.y - originOffsetY; - destPos.z = 0.0f; - - float animDuration = 0.5f; - mActorTapMovementAnimation = Animation::New( animDuration ); - if ( mMotionBlurImageActor ) + const Vector2& localPoint = tapGesture.GetLocalPoint(); + destPos.x = localPoint.x - originOffsetX; + destPos.y = localPoint.y - originOffsetY; + destPos.z = 0.0f; + + float animDuration = 0.5f; + mActorTapMovementAnimation = Animation::New(animDuration); + if(mMotionBlurImageView) { - mActorTapMovementAnimation.AnimateTo( Property(mMotionBlurImageActor, Actor::Property::POSITION), destPos, AlphaFunction::EASE_IN_OUT_SINE, TimePeriod(animDuration) ); + mActorTapMovementAnimation.AnimateTo(Property(mMotionBlurImageView, Actor::Property::POSITION), destPos, AlphaFunction::EASE_IN_OUT_SINE, TimePeriod(animDuration)); } - mActorTapMovementAnimation.SetEndAction( Animation::Bake ); + mActorTapMovementAnimation.SetEndAction(Animation::BAKE); mActorTapMovementAnimation.Play(); - // perform some spinning etc if(mActorEffectsEnabled) { @@ -382,9 +299,9 @@ public: case 0: { float animDuration = 1.0f; - mActorAnimation = Animation::New(animDuration); - mActorAnimation.AnimateBy( Property( mMotionBlurImageActor, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(360.0f) ), Vector3::YAXIS ), AlphaFunction::EASE_IN_OUT ); - mActorAnimation.SetEndAction( Animation::Bake ); + mActorAnimation = Animation::New(animDuration); + mActorAnimation.AnimateBy(Property(mMotionBlurImageView, Actor::Property::ORIENTATION), Quaternion(Radian(Degree(360.0f)), Vector3::YAXIS), AlphaFunction::EASE_IN_OUT); + mActorAnimation.SetEndAction(Animation::BAKE); mActorAnimation.Play(); } break; @@ -393,9 +310,9 @@ public: case 1: { float animDuration = 1.0f; - mActorAnimation = Animation::New(animDuration); - mActorAnimation.AnimateBy( Property( mMotionBlurImageActor, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(360.0f) ), Vector3::ZAXIS ), AlphaFunction::EASE_IN_OUT ); - mActorAnimation.SetEndAction( Animation::Bake ); + mActorAnimation = Animation::New(animDuration); + mActorAnimation.AnimateBy(Property(mMotionBlurImageView, Actor::Property::ORIENTATION), Quaternion(Radian(Degree(360.0f)), Vector3::ZAXIS), AlphaFunction::EASE_IN_OUT); + mActorAnimation.SetEndAction(Animation::BAKE); mActorAnimation.Play(); } break; @@ -404,10 +321,10 @@ public: case 2: { float animDuration = 1.0f; - mActorAnimation = Animation::New(animDuration); - mActorAnimation.AnimateBy( Property( mMotionBlurImageActor, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(360.0f) ), Vector3::YAXIS ), AlphaFunction::EASE_IN_OUT ); - mActorAnimation.AnimateBy( Property( mMotionBlurImageActor, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(360.0f) ), Vector3::ZAXIS ), AlphaFunction::EASE_IN_OUT ); - mActorAnimation.SetEndAction( Animation::Bake ); + mActorAnimation = Animation::New(animDuration); + mActorAnimation.AnimateBy(Property(mMotionBlurImageView, Actor::Property::ORIENTATION), Quaternion(Radian(Degree(360.0f)), Vector3::YAXIS), AlphaFunction::EASE_IN_OUT); + mActorAnimation.AnimateBy(Property(mMotionBlurImageView, Actor::Property::ORIENTATION), Quaternion(Radian(Degree(360.0f)), Vector3::ZAXIS), AlphaFunction::EASE_IN_OUT); + mActorAnimation.SetEndAction(Animation::BAKE); mActorAnimation.Play(); } break; @@ -416,9 +333,9 @@ public: case 3: { float animDuration = 1.0f; - mActorAnimation = Animation::New(animDuration); - mActorAnimation.AnimateBy( Property( mMotionBlurImageActor, Actor::Property::SCALE ), Vector3(2.0f, 2.0f, 2.0f), AlphaFunction::BOUNCE, TimePeriod( 0.0f, 1.0f ) ); - mActorAnimation.SetEndAction( Animation::Bake ); + mActorAnimation = Animation::New(animDuration); + mActorAnimation.AnimateBy(Property(mMotionBlurImageView, Actor::Property::SCALE), Vector3(2.0f, 2.0f, 2.0f), AlphaFunction::BOUNCE, TimePeriod(0.0f, 1.0f)); + mActorAnimation.SetEndAction(Animation::BAKE); mActorAnimation.Play(); } break; @@ -440,12 +357,14 @@ public: if(!mActorEffectsEnabled) { mActorEffectsEnabled = true; - mActorEffectsButton.SetBackgroundImage( mIconEffectsOn ); + mActorEffectsButton.SetProperty(Toolkit::Button::Property::UNSELECTED_BACKGROUND_VISUAL, EFFECTS_ON_ICON); + mActorEffectsButton.SetProperty(Toolkit::Button::Property::SELECTED_BACKGROUND_VISUAL, EFFECTS_ON_ICON_SELECTED); } else { mActorEffectsEnabled = false; - mActorEffectsButton.SetBackgroundImage( mIconEffectsOff ); + mActorEffectsButton.SetProperty(Toolkit::Button::Property::UNSELECTED_BACKGROUND_VISUAL, EFFECTS_OFF_ICON); + mActorEffectsButton.SetProperty(Toolkit::Button::Property::SELECTED_BACKGROUND_VISUAL, EFFECTS_OFF_ICON_SELECTED); } } @@ -455,13 +374,13 @@ public: // // - bool OnLayoutButtonClicked( Toolkit::Button button ) + bool OnLayoutButtonClicked(Toolkit::Button button) { ChangeImage(); return true; } - bool OnEffectButtonClicked( Toolkit::Button button ) + bool OnEffectButtonClicked(Toolkit::Button button) { ToggleActorEffects(); return true; @@ -472,9 +391,9 @@ public: */ 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(); } @@ -487,7 +406,6 @@ public: // // - void ChangeImage() { mCurrentImage++; @@ -495,73 +413,45 @@ public: { mCurrentImage = 0; } - - Image blurImage = LoadImageFittedInBox( MOTION_BLUR_ACTOR_IMAGES[mCurrentImage], mMotionBlurActorSize.x, mMotionBlurActorSize.y ); - mMotionBlurImageActor.SetImage(blurImage); + SetImageFittedInBox(mMotionBlurImageView, mMotionBlurEffect, MOTION_BLUR_ACTOR_IMAGES[mCurrentImage], mMotionBlurActorSize.x, mMotionBlurActorSize.y); } - private: - Application& mApplication; ///< Application instance - Toolkit::Control mView; - Toolkit::ToolBar mToolBar; - Image mIconEffectsOff; - Image mIconEffectsOn; + Application& mApplication; ///< Application instance + Toolkit::Control mView; + Toolkit::ToolBar mToolBar; - Layer mContentLayer; ///< Content layer (contains actor for this blur demo) + Layer mContentLayer; ///< Content layer (contains actor for this blur demo) - PushButton mActorEffectsButton; ///< The actor effects toggling Button. + PushButton mActorEffectsButton; ///< The actor effects toggling Button. // Motion blur - MotionBlurEffect mMotionBlurEffect; - ImageActor mMotionBlurImageActor; - Size mMotionBlurActorSize; - -#ifdef MULTIPLE_MOTION_BLURRED_ACTORS - MotionBlurEffect mMotionBlurEffect2; - MotionBlurEffect mMotionBlurEffect3; - MotionBlurEffect mMotionBlurEffect4; - MotionBlurEffect mMotionBlurEffect5; - - ImageActor mMotionBlurImageActor2; - ImageActor mMotionBlurImageActor3; - ImageActor mMotionBlurImageActor4; - ImageActor mMotionBlurImageActor5; -#endif //#ifdef MULTIPLE_MOTION_BLURRED_ACTORS + Property::Map mMotionBlurEffect; + ImageView mMotionBlurImageView; + Size mMotionBlurActorSize; + Size mMotionBlurActorUpdateSize; // animate actor to position where user taps screen Animation mActorTapMovementAnimation; // show different animations to demonstrate blur effect working on an object only movement basis - bool mActorEffectsEnabled; + bool mActorEffectsEnabled; Animation mActorAnimation; - int mCurrentActorAnimation; + int mCurrentActorAnimation; // offer a selection of images that user can cycle between int mCurrentImage; TapGestureDetector mTapGestureDetector; - DeviceOrientation mOrientation; ///< Current Device orientation - Animation mRotateAnimation; ///< Animation for rotating between landscape and portrait. - - Popup mInstructionsPopup; ///< Info Popup + DeviceOrientation mOrientation; ///< Current Device orientation + Animation mRotateAnimation; ///< Animation for rotating between landscape and portrait. }; -void RunTest(Application& app) +int DALI_EXPORT_API main(int argc, char** argv) { + Application app = Application::New(&argc, &argv, DEMO_THEME_PATH); MotionBlurExampleApp test(app); - app.MainLoop(); -} - -// Entry point for Linux & Tizen applications -// -int main(int argc, char **argv) -{ - Application app = Application::New(&argc, &argv); - - RunTest(app); - return 0; }