Demonstrates colour transition using flow maps and uv rotation / scaling.
Flow maps are greyscale images where the value of the pixels signifies the
progress of the animation, which is added to an animated value which we
use to lerp between old and new colour.
The colour of the content is used to scale the source / target colour, i.e.
white is affected most, dark is affected less.
Controls:
- Double-tap middle (33%) of screen: transition using random flow map;
- Double-tap outside the middle of screen: transition using one of the
effects (flow maps) mapped to the given segment of the screen;
Change-Id: I8767d7632f30e489f9546c0f862bcdd05bb0305a
Signed-off-by: György Straub <g.straub@partner.samsung.com>
<ui-application appid="clipping.example" exec="/usr/apps/com.samsung.dali-demo/bin/clipping.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true">
<label>Clipping</label>
</ui-application>
+ <ui-application appid="color-transition.example" exec="/usr/apps/com.samsung.dali-demo/bin/color-transition.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true">
+ <label>Color Transition</label>
+ </ui-application>
<ui-application appid="color-visual.example" exec="/usr/apps/com.samsung.dali-demo/bin/color-visual.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true">
<label>Color Visual</label>
</ui-application>
/*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
demo.AddExample(Example("buttons.example", DALI_DEMO_STR_TITLE_BUTTONS));
demo.AddExample(Example("clipping.example", DALI_DEMO_STR_TITLE_CLIPPING));
demo.AddExample(Example("clipping-draw-order.example", DALI_DEMO_STR_TITLE_CLIPPING_DRAW_ORDER));
+ demo.AddExample(Example("color-transition.example", DALI_DEMO_STR_TITLE_COLOR_TRANSITION));
demo.AddExample(Example("color-visual.example", DALI_DEMO_STR_TITLE_COLOR_VISUAL));
demo.AddExample(Example("deferred-shading.example", DALI_DEMO_STR_TITLE_DEFERRED_SHADING));
demo.AddExample(Example("dissolve-effect.example", DALI_DEMO_STR_TITLE_DISSOLVE_TRANSITION));
--- /dev/null
+/*
+ * 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+#include "color-transition-controller.h"
+#include "utils.h"
+#include "dali/dali.h"
+#include "dali-toolkit/dali-toolkit.h"
+
+using namespace Dali;
+using namespace Dali::Toolkit;
+
+namespace
+{
+
+const Vector4 BG_COLOR = Vector4(0.f, 0.f, 0.f, 0.f);
+
+const char* const COMPOSITE_VSH = DALI_COMPOSE_SHADER(
+precision mediump float;
+
+// <DALI>
+uniform mat4 uMvpMatrix;
+uniform vec3 uSize;
+// </DALI>
+
+uniform float uFlow;
+uniform vec4 uUvTransform; // rotation, scale (initial, target))
+
+attribute vec2 aPosition;
+
+varying vec2 vUv;
+varying vec2 vUvFlow;
+
+void main()
+{
+ vec4 position = uMvpMatrix * vec4(aPosition * uSize.xy, 0., 1.);
+
+ gl_Position = position;
+
+ vec2 uv = position.xy / (position.ww * 2.);
+ vUv = uv + vec2(.5);
+
+ float alpha = uFlow * .5 + .5;
+ vec2 uvRotationScale = mix(uUvTransform.xy, uUvTransform.zw, alpha);
+ float c = cos(uvRotationScale.x) * uvRotationScale.y;
+ float s = sin(uvRotationScale.x) * uvRotationScale.y;
+ vec4 uvMatrix = vec4(c, -s, s, c);
+ uv = vec2(dot(uvMatrix.xy, uv), dot(uvMatrix.zw, uv));
+
+ // N.B. +y is down which is well aligned with the inverted y of the off-screen render,
+ // however we need to flip the y of the uvs for the flow map.
+ vUvFlow = vec2(uv.x + .5, .5 - uv.y);
+});
+
+const char* const COMPOSITE_FSH = DALI_COMPOSE_SHADER(
+precision mediump float;
+
+const float kStepsilon = 1e-2;
+
+uniform sampler2D sColor;
+uniform sampler2D sFlowMap;
+
+uniform float uFlow;
+uniform vec3 uRgb[2];
+
+varying vec2 vUv;
+varying vec2 vUvFlow;
+
+void main()
+{
+ vec4 colorAlpha = texture2D(sColor, vUv);
+ float flow = smoothstep(.5 - kStepsilon, .5 + kStepsilon, clamp(uFlow + texture2D(sFlowMap, vUvFlow).r, 0., 1.));
+
+ gl_FragColor = vec4(mix(colorAlpha.rgb, mix(uRgb[0], uRgb[1], flow), colorAlpha.a), 1.);
+});
+
+} // nonamespace
+
+ColorTransitionController::ColorTransitionController(WeakHandle<RenderTaskList> window, Actor content, RenderTaskList tasks, Vector3 initialColor)
+: mWeakRenderTasks(window)
+{
+ auto contentSize = content.GetProperty(Actor::Property::SIZE).Get<Vector2>();
+
+ auto defaultTask = tasks.GetTask(0);
+
+ // create rendertarget and rendertask
+ auto rtt = Texture::New(TextureType::TEXTURE_2D, Pixel::Format::RGBA8888,
+ static_cast<uint32_t>(contentSize.x), static_cast<uint32_t>(contentSize.y));
+
+ auto fbo = FrameBuffer::New(rtt.GetWidth(), rtt.GetHeight(), FrameBuffer::Attachment::NONE);
+ fbo.AttachColorTexture(rtt);
+
+ RenderTask rtCompositor = tasks.CreateTask();
+ rtCompositor.SetClearEnabled(true);
+ rtCompositor.SetClearColor(BG_COLOR);
+ rtCompositor.SetFrameBuffer(fbo);
+ rtCompositor.SetSourceActor(content);
+ rtCompositor.SetExclusive(true);
+ mRtCompositor = rtCompositor;
+
+ // renderer for the composite
+ ACTOR_DECL(composite);
+ CenterActor(composite);
+ composite.SetProperty(Actor::Property::SIZE, contentSize);
+
+ mPropFlow = composite.RegisterProperty("uFlow", -1.f);
+ mPropUvTransform = composite.RegisterProperty("uUvTransform", Vector4(0.f, 0.f, 1.f, 1.f));
+ mPropRgb[0] = composite.RegisterProperty("uRgb[0]", initialColor);
+ mPropRgb[1] = composite.RegisterProperty("uRgb[1]", Vector3::ONE);
+
+ auto geomComposite = CreateQuadGeometry();
+
+ auto tsComposite = TextureSet::New();
+ tsComposite.SetTexture(0, rtt);
+
+ Sampler flowSampler = Sampler::New();
+ flowSampler.SetWrapMode(WrapMode::REPEAT, WrapMode::REPEAT);
+ tsComposite.SetSampler(1, flowSampler);
+
+ auto shdComposite = Shader::New(COMPOSITE_VSH, COMPOSITE_FSH);
+
+ auto compositeRenderer = CreateRenderer(tsComposite, geomComposite, shdComposite);
+ composite.AddRenderer(compositeRenderer);
+
+ mComposite = composite;
+
+ // create transition animation
+ Animation anim = Animation::New(1.f);
+ anim.SetEndAction(Animation::EndAction::DISCARD);
+ anim.AnimateTo(Property(composite, mPropFlow), 1.f);
+ anim.FinishedSignal().Connect(this, &ColorTransitionController::OnTransitionFinished);
+ mAnimation = anim;
+}
+
+ColorTransitionController::~ColorTransitionController()
+{
+ if (auto renderTasks = mWeakRenderTasks.GetHandle())
+ {
+ renderTasks.RemoveTask(mRtCompositor);
+ }
+}
+
+Dali::Actor ColorTransitionController::GetComposite()
+{
+ return mComposite;
+}
+
+void ColorTransitionController::SetFlowMap(Texture flowMap)
+{
+ auto renderer = mComposite.GetRendererAt(0);
+ auto texSet = renderer.GetTextures();
+ texSet.SetTexture(1, flowMap);
+}
+
+void ColorTransitionController::SetUvTransform(float initialRotation, float initialScale, float targetRotation, float targetScale)
+{
+ mComposite.SetProperty(mPropUvTransform, Vector4(initialRotation, initialScale, targetRotation, targetScale));
+}
+
+void ColorTransitionController::RequestTransition(float duration, const Dali::Vector3& targetColor)
+{
+ mComposite.SetProperty(mPropRgb[1], targetColor);
+
+ mAnimation.SetDuration(duration);
+ mAnimation.SetCurrentProgress(0.f);
+ mAnimation.Play();
+}
+
+void ColorTransitionController::SetOnFinished(OnFinished onFinished, void* data)
+{
+ mOnFinished = onFinished;
+ mOnFinishedData = data;
+}
+
+void ColorTransitionController::OnTransitionFinished(Animation& anim)
+{
+ // shift the secondary color down
+ Vector3 color1 = mComposite.GetProperty(mPropRgb[1]).Get<Vector3>();
+ mComposite.SetProperty(mPropRgb[0], color1);
+
+ if (mOnFinished)
+ {
+ mOnFinished(mOnFinishedData);
+ }
+}
--- /dev/null
+#ifndef DALI_DEMO_COLOR_TRANSITION_CONTROLLER_H
+#define DALI_DEMO_COLOR_TRANSITION_CONTROLLER_H
+/*
+ * 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+#include "dali/public-api/adaptor-framework/window.h"
+#include "dali/public-api/object/weak-handle.h"
+#include "dali/public-api/actors/actor.h"
+#include "dali/public-api/animation/animation.h"
+#include "dali/public-api/rendering/texture.h"
+#include "dali/public-api/render-tasks/render-task.h"
+#include "dali/public-api/render-tasks/render-task-list.h"
+
+class ColorTransitionController: public Dali::ConnectionTracker
+{
+public:
+ using OnFinished = void(*)(void*);
+
+ ColorTransitionController(Dali::WeakHandle<Dali::RenderTaskList> renderTasks, Dali::Actor content, Dali::RenderTaskList tasks, Dali::Vector3 initialColor);
+ ~ColorTransitionController();
+
+ Dali::Actor GetComposite();
+
+ void SetFlowMap(Dali::Texture flowMap);
+
+ void SetUvTransform(float initialRotation, float initialScale, float targetRotation, float targetScale);
+
+ void SetOnFinished(OnFinished onFinished, void* onFinishedData);
+
+ void RequestTransition(float duration, const Dali::Vector3& targetColor);
+
+private:
+ void OnTransitionFinished(Dali::Animation& anim);
+
+ Dali::Actor mComposite;
+ Dali::Property::Index mPropFlow;
+ Dali::Property::Index mPropUvTransform;
+ Dali::Property::Index mPropRgb[2];
+
+ Dali::RenderTask mRtCompositor;
+
+ Dali::Animation mAnimation;
+
+ OnFinished mOnFinished = nullptr;
+ void* mOnFinishedData = nullptr;
+
+ Dali::WeakHandle<Dali::RenderTaskList> mWeakRenderTasks;
+};
+
+#endif //DALI_DEMO_COLOR_TRANSITION_CONTROLLER_H
--- /dev/null
+/*
+ * Copyright (c) 2021 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+#include "utils.h"
+#include "color-transition-controller.h"
+#include "dali/dali.h"
+#include "dali-toolkit/dali-toolkit.h"
+
+using namespace Dali;
+using namespace Dali::Toolkit;
+
+namespace
+{
+const float TRANSITION_DURATION = 1.f;
+
+const Vector3 INITIAL_COLOR{ 1.f, 1.f, .25f };
+
+const char* const FLOW_MAPS[] = {
+ "circular",
+ "multi-circle",
+ "concentric",
+ "spiral",
+ "conical",
+ "blinds",
+ "radial",
+ "swipe",
+ "bubbles",
+ "image"
+};
+
+Texture LoadTexture(const std::string& path)
+{
+ PixelData pixelData = SyncImageLoader::Load(path);
+
+ Texture texture = Texture::New(TextureType::TEXTURE_2D, pixelData.GetPixelFormat(),
+ pixelData.GetWidth(), pixelData.GetHeight());
+ texture.Upload(pixelData);
+ return texture;
+}
+
+TextLabel MakeTextLabel(const char* text, const Vector4& color, float pointSize, const Vector2& size)
+{
+ auto tl = TextLabel::New(text);
+ CenterActor(tl);
+ tl.SetProperty(Actor::Property::SIZE, size);
+ tl.SetProperty(TextLabel::Property::POINT_SIZE, pointSize);
+ tl.SetProperty(TextLabel::Property::HORIZONTAL_ALIGNMENT, "CENTER");
+ tl.SetProperty(TextLabel::Property::VERTICAL_ALIGNMENT, "CENTER");
+ tl.SetProperty(TextLabel::Property::MULTI_LINE, true);
+ tl.SetProperty(TextLabel::Property::TEXT_COLOR, color);
+ return tl;
+}
+
+}
+
+/**
+ * Demonstrates colour transition using flow maps and uv rotation / scaling.
+ *
+ * Flow maps are greyscale images where the value of the pixels signifies the
+ * progress of the animation, which is added to an animated value which we
+ * use to lerp between old and new colour.
+ *
+ * The colour of the content is used to scale the source / target colour, i.e.
+ * white is affected most, dark is affected less.
+ *
+ * Controls:
+ * - Double-tap middle (33%) of screen: transition using random flow map;
+ * - Double-tap outside the middle of screen: transition using one of the
+ * effects (flow maps) mapped to the given segment of the screen;
+ */
+class ColorTransition: public ConnectionTracker
+{
+public:
+ ColorTransition(Application& app)
+ : mApp(app)
+ {
+ app.InitSignal().Connect(this, &ColorTransition::OnInit);
+ app.TerminateSignal().Connect(this, &ColorTransition::OnTerminate);
+ }
+
+private:
+ static void OnTransitionFinished(void* data)
+ {
+ auto& me = *static_cast<ColorTransition*>(data);
+ me.OnTransitionFinished();
+ }
+
+ void OnInit(Application& app)
+ {
+ auto window = mApp.GetWindow();
+ auto windowSize = Vector2{ window.GetSize() };
+
+ // create content root
+ Actor content = Actor::New();
+ CenterActor(content);
+ content.SetProperty(Actor::Property::SIZE, windowSize);
+ window.Add(content);
+ mColorTransitionContent = content;
+
+ // create some example content
+ TextLabel tlHello = MakeTextLabel("<b>HELLO</b>", Vector4::ONE, 60.f, windowSize);
+ tlHello.SetProperty(TextLabel::Property::ENABLE_MARKUP, true);
+ tlHello.SetProperty(Actor::Property::POSITION_Y, -60.f);
+ content.Add(tlHello);
+
+ TextLabel tlWorld = MakeTextLabel("<i>WORLD</i>", Vector4(1.f, 1.f, 1.f, .5f), 60.f, windowSize);
+ tlWorld.SetProperty(TextLabel::Property::ENABLE_MARKUP, true);
+ tlWorld.SetProperty(Actor::Property::POSITION_Y, 60.f);
+ content.Add(tlWorld);
+
+ ImageView ivIcon = ImageView::New(Application::GetResourcePath() + "images/application-icon-2.png");
+ CenterActor(ivIcon);
+ ivIcon.SetProperty(Actor::Property::POSITION_Y, 120.f);
+ content.Add(ivIcon);
+
+ // create main root
+ Actor mainRoot = Actor::New();
+ CenterActor(mainRoot);
+ window.Add(mainRoot);
+ mMainRoot = mainRoot;
+
+ auto renderTasks = window.GetRenderTaskList();
+ auto weakRenderTasks = WeakHandle<RenderTaskList>(renderTasks);
+ auto controller = new ColorTransitionController(weakRenderTasks, content, window.GetRenderTaskList(), INITIAL_COLOR);
+ mController.reset(controller);
+ mainRoot.Add(mController->GetComposite());
+
+ // add content unaffected by effect, to scene.
+ TextLabel tlInstructions = MakeTextLabel("Double tap to change Color", Vector4(.5f, .5f, .5f, 1.f), 10.f, windowSize);
+ tlInstructions.SetProperty(TextLabel::Property::VERTICAL_ALIGNMENT, "TOP");
+ mainRoot.Add(tlInstructions);
+
+ // hook up event handlers
+ window.KeyEventSignal().Connect(this, &ColorTransition::OnKeyEvent);
+
+ auto tapDetector = TapGestureDetector::New(2);
+ tapDetector.DetectedSignal().Connect(this, &ColorTransition::OnDoubleTap);
+ tapDetector.Attach(window.GetRootLayer());
+ mDoubleTapDetector = tapDetector;
+
+ mController->SetOnFinished(OnTransitionFinished, this);
+ }
+
+ void OnTerminate(Application& app)
+ {
+ auto window = mApp.GetWindow();
+ mDoubleTapDetector.Detach(window.GetRootLayer());
+
+ UnparentAndReset(mColorTransitionContent);
+ UnparentAndReset(mMainRoot);
+
+ mController.reset();
+ }
+
+ void OnKeyEvent(const KeyEvent& event)
+ {
+ if (event.GetState() == KeyEvent::DOWN)
+ {
+ if (IsKey(event, DALI_KEY_ESCAPE) || IsKey(event, DALI_KEY_BACK))
+ {
+ mApp.Quit();
+ }
+ }
+ }
+
+ void OnDoubleTap(Actor /*actor*/, const TapGesture& tap)
+ {
+ auto window = mApp.GetWindow();
+ auto windowSize = Vector2{ window.GetSize() };
+ Vector2 clip = tap.GetScreenPoint() / windowSize - Vector2::ONE * .5f; // [-.5, .5]
+ if (clip.Length() < .333f * .5f)
+ {
+ LoadFlowMap(FLOW_MAPS[rand() % std::extent<decltype(FLOW_MAPS)>::value]);
+ }
+ else
+ {
+ float theta = fmodf((atan2(clip.y, clip.x) + M_PI) / (M_PI * 2.) + .75f, 1.f);
+ int i = std::extent<decltype(FLOW_MAPS)>::value * theta;
+
+ LoadFlowMap(FLOW_MAPS[i]);
+ }
+ RandomizeUvTransform();
+
+ Vector3 color(rand() % 5, rand() % 5, rand() % 5);
+ color /= 4.f;
+
+ mDoubleTapDetector.Detach(mApp.GetWindow().GetRootLayer());
+ mController->RequestTransition(TRANSITION_DURATION, color);
+ }
+
+ void LoadFlowMap(const char* const name)
+ {
+ DALI_ASSERT_DEBUG(name && "Flow map name must be given");
+ if (mLastFlowMap != name)
+ {
+ std::string flowMapDir = Application::GetResourcePath() + "images/color-transition/";
+ std::string flowMapPath = flowMapDir + name + ".png";
+ auto flowMap = LoadTexture(flowMapPath);
+ DALI_ASSERT_DEBUG(flowMap && "Failed to load flow map.");
+ mController->SetFlowMap(flowMap);
+ }
+ }
+
+ void RandomizeUvTransform()
+ {
+ mController->SetUvTransform((rand() % 12) * M_PI / 12., 1.f,
+ (rand() % 12) * M_PI / 12., .5f);
+ }
+
+ void OnTransitionFinished()
+ {
+ mDoubleTapDetector.Attach(mApp.GetWindow().GetRootLayer());
+ }
+
+ Application& mApp;
+
+ const char* mLastFlowMap = nullptr;
+
+ Actor mColorTransitionContent;
+ Actor mMainRoot;
+
+ std::unique_ptr<ColorTransitionController> mController;
+
+ TapGestureDetector mDoubleTapDetector;
+};
+
+int DALI_EXPORT_API main(int argc, char** argv)
+{
+ auto app = Application::New(&argc, &argv
+#ifdef WIN32
+ , ".//dali-toolkit-default-theme.json"
+#endif
+ );
+ ColorTransition ct(app);
+ app.MainLoop();
+ return 0;
+}
--- /dev/null
+/*
+ * 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+#include "utils.h"
+
+#include <cstdio>
+#include <cstdarg>
+
+#include <cmath>
+
+using namespace Dali;
+
+Geometry CreateQuadGeometry()
+{
+ // Create geometry -- unit square with whole of the texture mapped to it.
+ struct Vertex
+ {
+ Vector3 aPosition;
+ };
+
+ Vertex vertexData[] = {
+ { Vector3(-.5f, .5f, .0f) },
+ { Vector3(.5f, .5f, .0f) },
+ { Vector3(-.5f, -.5f, .0f) },
+ { Vector3(.5f, -.5f, .0f) },
+ };
+
+ VertexBuffer vertexBuffer = VertexBuffer::New(Property::Map()
+ .Add("aPosition", Property::VECTOR3));
+ vertexBuffer.SetData(vertexData, std::extent<decltype(vertexData)>::value);
+
+ Geometry geometry = Geometry::New();
+ geometry.AddVertexBuffer(vertexBuffer);
+ geometry.SetType(Geometry::TRIANGLE_STRIP);
+ return geometry;
+}
+
+Renderer CreateRenderer(TextureSet textures, Geometry geometry, Shader shader, uint32_t options)
+{
+ Renderer renderer = Renderer::New(geometry, shader);
+ renderer.SetProperty(Renderer::Property::BLEND_MODE,
+ (options & RendererOptions::BLEND) ? BlendMode::ON : BlendMode::OFF);
+ renderer.SetProperty(Renderer::Property::DEPTH_TEST_MODE,
+ (options & RendererOptions::DEPTH_TEST) ? DepthTestMode::ON : DepthTestMode::OFF);
+ renderer.SetProperty(Renderer::Property::DEPTH_WRITE_MODE,
+ (options & RendererOptions::DEPTH_WRITE) ? DepthWriteMode::ON : DepthWriteMode::OFF);
+
+ int faceCulling = (((options & RendererOptions::CULL_BACK) != 0) << 1) |
+ ((options & RendererOptions::CULL_FRONT) != 0);
+ renderer.SetProperty(Renderer::Property::FACE_CULLING_MODE, faceCulling);
+
+ if (!textures)
+ {
+ textures = TextureSet::New();
+ }
+
+ renderer.SetTextures(textures);
+ return renderer;
+}
+
+void CenterActor(Actor actor)
+{
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+}
+
--- /dev/null
+/*
+ * 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+#ifndef DALI_DEMO_COLOR_TRANSITION_UTILS_H_
+#define DALI_DEMO_COLOR_TRANSITION_UTILS_H_
+
+#include "dali/public-api/actors/actor.h"
+#include "dali/public-api/rendering/geometry.h"
+#include "dali/public-api/rendering/renderer.h"
+#include "dali/public-api/rendering/texture.h"
+
+#define ACTOR_DECL(x) auto x = Dali::Actor::New(); x.SetProperty(Actor::Property::NAME, #x);
+
+/**
+ * @brief Creates a unit quad centered on the origin (i.e. vertex positions
+ * between -.5 and .5).
+ */
+Dali::Geometry CreateQuadGeometry();
+
+struct RendererOptions
+{
+ enum
+ {
+ NONE = 0x0,
+ BLEND = 0x01,
+ DEPTH_TEST = 0x02,
+ DEPTH_WRITE = 0x04,
+ CULL_BACK = 0x08,
+ CULL_FRONT = 0x10,
+ };
+};
+
+///@brief Creates a renderer with the given @a textures set, @a geometry, @a shader
+/// and @a options from above.
+///@note Back face culling is on.
+///@note If textures is not a valid handle, an empty texture set will be created.
+Dali::Renderer CreateRenderer(
+ Dali::TextureSet textures,
+ Dali::Geometry geometry,
+ Dali::Shader shader,
+ uint32_t options = RendererOptions::NONE);
+
+///@brief Sets @a actor's anchor point and parent origin to center.
+void CenterActor(Dali::Actor actor);
+
+#endif //DALI_DEMO_COLOR_TRANSITION_UTILS_H_
msgid "DALI_DEMO_STR_TITLE_CLIPPING_DRAW_ORDER"
msgstr "Clipping Draw Order"
+msgid "DALI_DEMO_STR_TITLE_COLOR_TRANSITION"
+msgstr "Colour Transition"
+
msgid "DALI_DEMO_STR_TITLE_COLOR_VISUAL"
msgstr "Colour Visual"
msgid "DALI_DEMO_STR_TITLE_CLIPPING_DRAW_ORDER"
msgstr "Clipping Draw Order"
+msgid "DALI_DEMO_STR_TITLE_COLOR_TRANSITION"
+msgstr "Color Transition"
+
msgid "DALI_DEMO_STR_TITLE_COLOR_VISUAL"
msgstr "Color Visual"
#define DALI_DEMO_STR_TITLE_CARD_ACTIVE dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_CARD_ACTIVE")
#define DALI_DEMO_STR_TITLE_CLIPPING dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_CLIPPING")
#define DALI_DEMO_STR_TITLE_CLIPPING_DRAW_ORDER dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_CLIPPING_DRAW_ORDER")
+#define DALI_DEMO_STR_TITLE_COLOR_TRANSITION dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_COLOR_TRANSITION")
#define DALI_DEMO_STR_TITLE_COLOR_VISUAL dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_COLOR_VISUAL")
#define DALI_DEMO_STR_TITLE_DEFERRED_SHADING dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_DEFERRED_SHADING")
#define DALI_DEMO_STR_TITLE_GAUSSIAN_BLUR_VIEW dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_GAUSSIAN_BLUR_VIEW")
#define DALI_DEMO_STR_TITLE_CARD_ACTIVE "Card Active"
#define DALI_DEMO_STR_TITLE_CLIPPING "Clipping"
#define DALI_DEMO_STR_TITLE_CLIPPING_DRAW_ORDER "Clipping Draw Order"
+#define DALI_DEMO_STR_TITLE_COLOR_TRANSITION "Color Transition"
#define DALI_DEMO_STR_TITLE_COLOR_VISUAL "Color Visual"
#define DALI_DEMO_STR_TITLE_GAUSSIAN_BLUR_VIEW "Gaussian Blur"
#define DALI_DEMO_STR_TITLE_GESTURES "Gestures"