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 = 0.08f;
- const float BUTTONS_OFFSET_SIDE = 0.2f;
+ const float BUTTONS_OFFSET_BOTTOM = 0.9f;
const int NUM_MESHES = 2;
//Used to identify actors.
MeshVisualController( Application& application )
: mApplication( application ), //Store handle to the application.
mModelIndex( 1 ), //Start with metal robot.
- mShadingModeIndex( 0 ), //Start with texture and detailed specular lighting.
+ mShadingModeIndex( 0 ), //Start with textured with 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.
- mLightFront( true ) //The light is in front by default.
+ mLightFixed( true ) //The light is fixed by default.
{
// Connect to the Application's Init signal
mApplication.InitSignal().Connect( this, &MeshVisualController::Create );
//Place the various buttons on the bottom of the screen, with title labels where necessary.
void SetupButtons( Layer layer )
{
- //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 );
+ //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 );
- //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::TOP_CENTER );
- modelButton.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER );
+ modelButton.SetParentOrigin( ParentOrigin::BOTTOM_CENTER );
+ modelButton.SetAnchorPoint( AnchorPoint::TOP_RIGHT );
modelButton.SetLabelText( "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.SetLabelText( "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.
+ 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
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, 1.0 - BUTTONS_OFFSET_BOTTOM, 0.5 ) );
- pauseButton.SetAnchorPoint( AnchorPoint::CENTER );
- pauseButton.SetLabelText( PAUSE );
+ pauseButton.SetParentOrigin( Vector3( 0.5, BUTTONS_OFFSET_BOTTOM, 0.5 ) );
+ pauseButton.SetAnchorPoint( AnchorPoint::TOP_CENTER );
+ pauseButton.SetLabelText( " || " );
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.SetLabelText( 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.SetLabelText( 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( ParentOrigin::TOP_CENTER );
+ lightTitleLabel.SetParentOrigin( Vector3( 0.8, BUTTONS_OFFSET_BOTTOM, 0.5 ) );
lightTitleLabel.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER );
- lightModeButton.Add( lightTitleLabel );
+ 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 );
}
//Add a point light source the the scene, on a layer above the first.
mLightSource.SetPosition( Stage::GetCurrent().GetSize().x * 0.85f, Stage::GetCurrent().GetSize().y * 0.125 );
//Supply an image to represent the light.
- SetLightImage();
+ 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 ) );
//Connect to touch signal for dragging.
mLightSource.TouchedSignal().Connect( this, &MeshVisualController::OnTouch );
upperLayer.Add( mLightSource );
//Decide which light to use to begin with.
- 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 )
+ if( mLightFixed )
{
- imageUrl = LIGHT_URL_FRONT;
+ UseFixedLight();
}
else
{
- imageUrl = LIGHT_URL_BACK;
+ UseManualLight();
}
-
- Property::Map lightMap;
- lightMap.Insert( 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.
}
}
- //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 in z axis.
+ //Use stage dimensions to place light at center, offset outwards 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,
- ( mLightFront ? 1 : -1 ) * std::max( width, height ) * 5.0f );
+ Vector3 lightPosition = Vector3( width / 2.0f, height / 2.0f, std::max( width, height ) * 5.0f );
//Set global light position
for( int i = 0; i < NUM_MESHES; ++i )
}
}
- //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 of models to that of the source.
+ //Update to switch light position to that off 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 into/out of the screen.
+ //Set light position to the x and y of the light control, offset out of the screen.
Vector3 controlPosition = mLightSource.GetCurrentPosition();
- Vector3 lightPosition = Vector3( controlPosition.x, controlPosition.y,
- ( mLightFront ? 1 : -1 ) * Stage::GetCurrent().GetSize().x / 2.0f );
+ Vector3 lightPosition = Vector3( controlPosition.x, controlPosition.y, Stage::GetCurrent().GetSize().x / 2.0f );
for( int i = 0; i < NUM_MESHES; ++i )
{
return true;
}
- //Cycle through the list of shading modes.
- bool OnChangeShadingModeClicked( Toolkit::Button button )
+ //Cycle through the list of shaders.
+ bool OnChangeShaderClicked( Toolkit::Button button )
{
++mShadingModeIndex %= 3;
mModels[i].rotationAnimation.Pause();
}
- button.SetLabelText( PLAY );
+ button.SetLabelText( " > " );
}
else //Unpause all animations again.
{
mModels[i].rotationAnimation.Play();
}
- button.SetLabelText( PAUSE );
+ button.SetLabelText( " || " );
}
return true;
}
- //Switch between a fixed light source above/behind the screen, and a light source the user can drag around.
+ //Switch between a fixed light source in front of the screen, and a light source the user can drag around.
bool OnChangeLightModeClicked( Toolkit::Button button )
{
//Toggle state.
if( mLightFixed )
{
- button.SetLabelText( FIXED );
- }
- else
- {
- button.SetLabelText( MANUAL );
- }
-
- SetLightMode();
-
- return true;
- }
-
- //Switch between the light being in front of and behind the models.
- bool OnChangeLightSideClicked( Toolkit::Button button )
- {
- //Toggle state.
- mLightFront = !mLightFront;
+ UseFixedLight();
- if( mLightFront )
- {
- button.SetLabelText( FRONT );
+ button.SetLabelText( "FIXED" );
}
else
{
- button.SetLabelText( BACK );
- }
-
- //Change light image.
- SetLightImage();
+ UseManualLight();
- //Update light to account for the change.
- SetLightMode();
+ button.SetLabelText( "MANUAL" );
+ }
return true;
}
Vector2 mRotationStart;
int mModelIndex; //Index of model to load.
- int mShadingModeIndex; //Index of shading mode to use.
+ int mShadingModeIndex; //Index of shader type 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