From: Andrew Poor Date: Thu, 2 Jun 2016 14:00:29 +0000 (+0100) Subject: Implemented a primitive shape renderer to display simple shapes like cubes. X-Git-Tag: dali_1.1.44~2 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=12fd4d7a32767503adf87fba1178e5ac0c30d896;hp=ea430be2511b493fe7f8d3fa00f2e36c1809a02c;p=platform%2Fcore%2Fuifw%2Fdali-demo.git Implemented a primitive shape renderer to display simple shapes like cubes. Change-Id: I2431290a111de586f6440f58d17ffb5473f400bf --- diff --git a/com.samsung.dali-demo.xml b/com.samsung.dali-demo.xml index 001e2d3..d04bb09 100644 --- a/com.samsung.dali-demo.xml +++ b/com.samsung.dali-demo.xml @@ -160,7 +160,10 @@ - - - + + + + + + diff --git a/demo/dali-demo.cpp b/demo/dali-demo.cpp index 7c6d372..aff5d5f 100644 --- a/demo/dali-demo.cpp +++ b/demo/dali-demo.cpp @@ -79,6 +79,7 @@ int DALI_EXPORT_API main(int argc, char **argv) demo.AddExample(Example("effects-view.example", DALI_DEMO_STR_TITLE_EFFECTS_VIEW)); demo.AddExample(Example("native-image-source.example", DALI_DEMO_STR_TITLE_NATIVE_IMAGE_SOURCE)); demo.AddExample(Example("mesh-renderer.example", DALI_DEMO_STR_TITLE_MESH_RENDERER)); + demo.AddExample(Example("primitive-shapes.example", DALI_DEMO_STR_TITLE_PRIMITIVE_SHAPES)); demo.SortAlphabetically( true ); diff --git a/examples/primitive-shapes/primitive-shapes-example.cpp b/examples/primitive-shapes/primitive-shapes-example.cpp new file mode 100644 index 0000000..7ac2870 --- /dev/null +++ b/examples/primitive-shapes/primitive-shapes-example.cpp @@ -0,0 +1,651 @@ +#include +#include +#include + +using namespace Dali; +using namespace Dali::Toolkit; + +namespace +{ + //Button image urls + const char* BUTTON_IMAGE_URL[] = + { + DEMO_IMAGE_DIR "sphere-button.png", + DEMO_IMAGE_DIR "cone-button.png", + DEMO_IMAGE_DIR "conical-frustrum-button.png", + DEMO_IMAGE_DIR "cylinder-button.png", + DEMO_IMAGE_DIR "cube-button.png", + DEMO_IMAGE_DIR "bevelled-cube-button.png", + DEMO_IMAGE_DIR "octahedron-button.png" + }; + + //Shape names + const char * const SHAPE_SPHERE = "SPHERE"; + const char * const SHAPE_CONE = "CONE"; + const char * const SHAPE_CONICAL_FRUSTRUM = "CONICAL_FRUSTRUM"; + const char * const SHAPE_CYLINDER = "CYLINDER"; + const char * const SHAPE_CUBE = "CUBE"; + const char * const SHAPE_BEVELLED_CUBE = "BEVELLED_CUBE"; + const char * const SHAPE_OCTAHEDRON = "OCTAHEDRON"; + + //Shape property defaults + const int DEFAULT_SLICES = 32; + const int DEFAULT_STACKS = 32; + const float DEFAULT_SCALE_HEIGHT = 16.0f; + const float DEFAULT_SCALE_BOTTOM_RADIUS = 8.0f; + const float DEFAULT_SCALE_TOP_RADIUS = 4.0f; + const float DEFAULT_SCALE_RADIUS = 8.0f; + const float DEFAULT_BEVEL_PERCENTAGE = 0.3f; + const float DEFAULT_BEVEL_SMOOTHNESS = 0.0f; + + //Shape property limits + const int SLICES_LOWER_BOUND = 3; + const int SLICES_UPPER_BOUND = 16; + const int STACKS_LOWER_BOUND = 2; + const int STACKS_UPPER_BOUND = 16; + + //Used to the control rate of rotation when panning an object. + const float X_ROTATION_DISPLACEMENT_FACTOR = 60.0f; + const float Y_ROTATION_DISPLACEMENT_FACTOR = 60.0f; + + const int NUM_MODELS = 7; //Total number of possible base shapes. + const int MAX_PROPERTIES = 3; //Maximum number of properties a shape may require. (For displaying sliders.) + +} //End namespace + +class PrimitiveShapesController : public ConnectionTracker +{ +public: + + PrimitiveShapesController( Application& application ) + : mApplication( application ), + mColor( Vector4( 0.3f, 0.7f, 1.0f, 1.0f ) ), + mRotation( Vector2::ZERO ) + { + // Connect to the Application's Init signal + mApplication.InitSignal().Connect( this, &PrimitiveShapesController::Create ); + } + + ~PrimitiveShapesController() + { + } + + // The Init signal is received once (only) during the Application lifetime + void Create( Application& application ) + { + // Get a handle to the stage + Stage stage = Stage::GetCurrent(); + stage.SetBackgroundColor( Color::WHITE ); + + //Set up layer to place UI on. + Layer layer = Layer::New(); + layer.SetParentOrigin( ParentOrigin::CENTER ); + layer.SetAnchorPoint( AnchorPoint::CENTER ); + layer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); + layer.SetBehavior( Layer::LAYER_2D ); //We use a 2D layer as this is closer to UI work than full 3D scene creation. + layer.SetDepthTestDisabled( false ); //Enable depth testing, as otherwise the 2D layer would not do so. + stage.Add( layer ); + + //Set up model selection buttons. + SetupButtons( layer ); + + //Set up model parameter sliders. + SetupSliders( layer ); + + //Set up 3D model. + SetupModel( layer ); + + //Allow for exiting of the application via key presses. + stage.KeyEventSignal().Connect( this, &PrimitiveShapesController::OnKeyEvent ); + } + + //Place buttons on the top of the screen, which allow for selection of the shape to be displayed. + //The buttons are laid out like so: + // + // ^ +--------------------------------+ + // | | | + // | | +----+ +----+ +----+ +----+ | + // | | | | | | | | | | | + // 30% | | +----+ +----+ +----+ +----+ | + // | | | + // | | +----+ +----+ +----+ | + // | | | | | | | | | + // v | +----+ +----+ +----+ | + // | | + // | | + // | | + // | | + // | | + // | | + // | | + // | | + // | | + // | | + // | | + // | | + // | | + // | | + // | | + // | | + // | | + // | | + // | | + // +--------------------------------+ + // + void SetupButtons( Layer layer ) + { + float containerPadding = 10.0f; + float buttonPadding = 5.0f; + + //Create a variable-length container that can wrap buttons around as more are added. + FlexContainer buttonContainer = FlexContainer::New(); + buttonContainer.SetParentOrigin( ParentOrigin::TOP_CENTER ); + buttonContainer.SetAnchorPoint( AnchorPoint::TOP_CENTER ); + buttonContainer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::WIDTH ); + buttonContainer.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::HEIGHT ); + buttonContainer.SetSizeModeFactor( Vector3( 0.0, 0.3, 0.0 ) ); //30% of height. + buttonContainer.SetPadding( Padding( containerPadding, containerPadding, containerPadding, containerPadding ) ); + buttonContainer.SetProperty( FlexContainer::Property::FLEX_DIRECTION, FlexContainer::ROW ); + buttonContainer.SetProperty( FlexContainer::Property::FLEX_WRAP, FlexContainer::WRAP ); + + layer.Add( buttonContainer ); + + //Create buttons and place them in the container. + for( int modelNumber = 0; modelNumber < NUM_MODELS; modelNumber++ ) + { + PushButton button = Toolkit::PushButton::New(); + button.SetParentOrigin( ParentOrigin::CENTER ); + button.SetAnchorPoint( AnchorPoint::CENTER ); + button.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS ); + button.SetPadding( Padding( buttonPadding, buttonPadding, buttonPadding, buttonPadding ) ); + button.SetProperty( Button::Property::UNSELECTED_STATE_IMAGE, Property::Value( BUTTON_IMAGE_URL[modelNumber] ) ); + button.SetProperty( Button::Property::SELECTED_STATE_IMAGE, Property::Value( BUTTON_IMAGE_URL[modelNumber] ) ); + button.RegisterProperty( "modelNumber", Property::Value( modelNumber ) ); + button.ClickedSignal().Connect( this, &PrimitiveShapesController::OnChangeShapeClicked ); + + buttonContainer.Add( button ); + } + } + + //Add sliders to the bottom of the screen, which allow for control of shape properties such as radius. + //Each slider is placed next to a label that states the property it affects. + //The sliders are laid out like so: + // + // +--------------------------------+ + // | | + // | | + // | | + // | | + // | | + // | | + // | | + // | | + // | | + // | | + // | | + // | | + // | | + // | | + // | | + // | | + // | | + // | | + // | | + // ^ | Label +----------O-----------+ | + // | | | + // | | | + // | | Label +--O-------------------+ | + // 30% | | | + // | | | + // | | Label +----------------------O | + // | | | + // v +--------------------------------+ + // + void SetupSliders( Layer layer ) + { + //Create table to hold sliders and their corresponding labels. + mSliderTable = Toolkit::TableView::New( MAX_PROPERTIES, 2 ); + mSliderTable.SetParentOrigin( ParentOrigin::BOTTOM_CENTER ); + mSliderTable.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER ); + mSliderTable.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS ); + mSliderTable.SetSizeModeFactor( Vector3( 0.9, 0.3, 0.0 ) ); //90% of width, 30% of height. + mSliderTable.SetFitWidth( 0 ); //Label column should fit to natural size of label. + mSliderTable.SetRelativeWidth( 1, 1.0f ); //Slider column should fill remaining space. + mSliderTable.SetCellPadding( Vector2( 10.0f, 0.0f ) ); //Leave a gap between the slider and its label. + layer.Add( mSliderTable ); + + //Set up sliders, and place labels next to them. + for( int i = 0; i < MAX_PROPERTIES; i++ ) + { + //Create slider + Slider slider = Slider::New(); + slider.SetParentOrigin( ParentOrigin::CENTER ); + slider.SetAnchorPoint( AnchorPoint::CENTER ); + slider.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::WIDTH ); + slider.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::HEIGHT ); + slider.ValueChangedSignal().Connect( this, &PrimitiveShapesController::OnSliderValueChanged ); + mSliders.push_back( slider ); + + //Setup slider cell properties + mSliderTable.AddChild( slider, TableView::CellPosition( i, 1 ) ); + mSliderTable.SetCellAlignment( TableView::CellPosition( i, 1 ), HorizontalAlignment::CENTER, VerticalAlignment::CENTER ); + + //Create slider label + TextLabel sliderLabel = TextLabel::New(); + sliderLabel.SetParentOrigin( ParentOrigin::CENTER ); + sliderLabel.SetAnchorPoint( AnchorPoint::CENTER ); + sliderLabel.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS ); + mSliderLabels.push_back( sliderLabel ); + + //Setup slider-label cell properties + mSliderTable.AddChild( sliderLabel, TableView::CellPosition( i, 0 ) ); + mSliderTable.SetCellAlignment( TableView::CellPosition( i, 0 ), HorizontalAlignment::LEFT, VerticalAlignment::CENTER ); + } + } + + //Adds a control to the centre of the stage to display the 3D shapes. + //The model is placed in the center of the screen, like so: + // + // +--------------------------------+ + // | | + // | | + // | | + // | | + // | | + // | | + // | | + // | | + // | | + // ^ | ---------- | + // | | / \ | + // | | / \ | + // | | | | | + // 30% | | | | | + // | | | | | + // | | \ / | + // | | \ / | + // v | ---------- | + // | | + // | | + // | | + // | | + // | | + // | | + // | | + // | | + // | | + // +--------------------------------+ + // + void SetupModel( Layer layer ) + { + //Create a container to house the renderer-holding actor, to provide a constant hitbox. + Actor container = Actor::New(); + container.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS ); + container.SetSizeModeFactor( Vector3( 0.9, 0.3, 0.0 ) ); //90% of width, 30% of height. + container.SetParentOrigin( ParentOrigin::CENTER ); + container.SetAnchorPoint( AnchorPoint::CENTER ); + layer.Add( container ); + + //Create control to display the 3D primitive. + mModel = Control::New(); + mModel.SetParentOrigin( ParentOrigin::CENTER ); + mModel.SetAnchorPoint( AnchorPoint::CENTER); + mModel.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); + container.Add( mModel ); + + //Load default shape. + LoadCube(); + + //Make model spin to demonstrate 3D. + mRotationAnimation = Animation::New(15.0f); + mRotationAnimation.AnimateBy( Property( mModel, Actor::Property::ORIENTATION ), + Quaternion( Degree( 0.0f ), Degree( 360.0f ), Degree( 0.0f ) ) ); + mRotationAnimation.SetLooping(true); + mRotationAnimation.Play(); + + //Attach gesture detector to pan models when rotated. + mPanGestureDetector = PanGestureDetector::New(); + mPanGestureDetector.Attach( container ); + mPanGestureDetector.DetectedSignal().Connect( this, &PrimitiveShapesController::OnPan ); + } + + //Clears all sliders and resets the primitive renderer property map. + void InitialiseSlidersAndModel() + { + //Sliders + for( unsigned i = 0; i < mSliders.size(); i++ ) + { + mSliders.at( i ).SetProperty( Slider::Property::MARKS, Property::Value( 0 ) ); //Remove marks + mSliders.at( i ).SetVisible( false ); + mSliderLabels.at( i ).SetProperty( TextLabel::Property::TEXT, Property::Value( "Default" ) ); + mSliderLabels.at( i ).SetVisible( false ); + } + + //Renderer map for model + mRendererMap.Clear(); + mRendererMap[ "rendererType" ] = "PRIMITIVE"; + mRendererMap[ "color" ] = mColor; + } + + //Sets the 3D model to a sphere and modifies the sliders appropriately. + void LoadSphere() + { + InitialiseSlidersAndModel(); + + //Set up specific renderer properties. + mRendererMap[ "shape" ] = SHAPE_SPHERE; + mRendererMap[ "slices" ] = DEFAULT_SLICES; + mRendererMap[ "stacks" ] = DEFAULT_STACKS; + + //Set up sliders. + SetupSlider( 0, SLICES_LOWER_BOUND, SLICES_UPPER_BOUND, DEFAULT_STACKS, "slices" ); + SetupMarks( mSliders.at( 0 ), SLICES_LOWER_BOUND, SLICES_UPPER_BOUND ); + SetupSlider( 1, STACKS_LOWER_BOUND, STACKS_UPPER_BOUND, DEFAULT_STACKS, "stacks" ); + SetupMarks( mSliders.at( 1 ), STACKS_LOWER_BOUND, STACKS_UPPER_BOUND ); + + //Set model in control. + mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mRendererMap ) ); + } + + //Sets the 3D model to a cone and modifies the sliders appropriately. + void LoadCone() + { + InitialiseSlidersAndModel(); + + //Set up specific renderer properties. + mRendererMap[ "shape" ] = SHAPE_CONE; + mRendererMap[ "scaleHeight" ] = DEFAULT_SCALE_HEIGHT; + mRendererMap[ "scaleBottomRadius" ] = DEFAULT_SCALE_BOTTOM_RADIUS; + mRendererMap[ "slices" ] = DEFAULT_SLICES; + + //Set up sliders. + SetupSlider( 0, 1.0f, 32.0f, DEFAULT_SCALE_HEIGHT, "scaleHeight" ); + SetupSlider( 1, 1.0f, 32.0f, DEFAULT_SCALE_BOTTOM_RADIUS, "scaleBottomRadius" ); + SetupSlider( 2, SLICES_LOWER_BOUND, SLICES_UPPER_BOUND, DEFAULT_STACKS, "slices" ); + SetupMarks( mSliders.at( 2 ), SLICES_LOWER_BOUND, SLICES_UPPER_BOUND ); + + //Set model in control. + mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mRendererMap ) ); + } + + //Sets the 3D model to a conical frustrum and modifies the sliders appropriately. + void LoadConicalFrustrum() + { + InitialiseSlidersAndModel(); + + //Set up specific renderer properties. + mRendererMap[ "shape" ] = SHAPE_CONICAL_FRUSTRUM; + mRendererMap[ "scaleTopRadius" ] = DEFAULT_SCALE_TOP_RADIUS; + mRendererMap[ "scaleBottomRadius" ] = DEFAULT_SCALE_BOTTOM_RADIUS; + mRendererMap[ "scaleHeight" ] = DEFAULT_SCALE_HEIGHT; + mRendererMap[ "slices" ] = DEFAULT_SLICES; + + //Set up used sliders. + SetupSlider( 0, 1.0f, 32.0f, DEFAULT_SCALE_HEIGHT, "scaleHeight" ); + SetupSlider( 1, 0.0f, 32.0f, DEFAULT_SCALE_BOTTOM_RADIUS, "scaleBottomRadius" ); + SetupSlider( 2, 0.0f, 32.0f, DEFAULT_SCALE_TOP_RADIUS, "scaleTopRadius" ); + + //Set model in control. + mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mRendererMap ) ); + } + + //Sets the 3D model to a cylinder and modifies the sliders appropriately. + void LoadCylinder() + { + InitialiseSlidersAndModel(); + + //Set up specific renderer properties. + mRendererMap[ "shape" ] = SHAPE_CYLINDER; + mRendererMap[ "scaleHeight" ] = DEFAULT_SCALE_HEIGHT; + mRendererMap[ "scaleRadius" ] = DEFAULT_SCALE_RADIUS; + mRendererMap[ "slices" ] = DEFAULT_SLICES; + + //Set up used sliders. + SetupSlider( 0, 1.0f, 32.0f, DEFAULT_SCALE_HEIGHT, "scaleHeight" ); + SetupSlider( 1, 1.0f, 32.0f, DEFAULT_SCALE_RADIUS, "scaleRadius" ); + SetupSlider( 2, SLICES_LOWER_BOUND, SLICES_UPPER_BOUND, DEFAULT_STACKS, "slices" ); + SetupMarks( mSliders.at( 2 ), SLICES_LOWER_BOUND, SLICES_UPPER_BOUND ); + + //Set model in control. + mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mRendererMap ) ); + } + + //Sets the 3D model to a cube and modifies the sliders appropriately. + void LoadCube() + { + InitialiseSlidersAndModel(); + + //Set up specific renderer properties. + mRendererMap[ "shape" ] = SHAPE_CUBE; + + //Set model in control. + mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mRendererMap ) ); + } + + //Sets the 3D model to a bevelled cube and modifies the sliders appropriately. + void LoadBevelledCube() + { + InitialiseSlidersAndModel(); + + //Set up specific renderer properties. + mRendererMap[ "shape" ] = SHAPE_BEVELLED_CUBE; + mRendererMap[ "bevelPercentage" ] = DEFAULT_BEVEL_PERCENTAGE; + mRendererMap[ "bevelSmoothness" ] = DEFAULT_BEVEL_SMOOTHNESS; + + //Set up used sliders. + SetupSlider( 0, 0.0f, 1.0f, DEFAULT_BEVEL_PERCENTAGE, "bevelPercentage" ); + SetupSlider( 1, 0.0f, 1.0f, DEFAULT_BEVEL_SMOOTHNESS, "bevelSmoothness" ); + + //Set model in control. + mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mRendererMap ) ); + } + + //Sets the 3D model to an octahedron and modifies the sliders appropriately. + void LoadOctahedron() + { + InitialiseSlidersAndModel(); + + //Set up specific renderer properties. + mRendererMap[ "shape" ] = SHAPE_OCTAHEDRON; + + //Set model in control. + mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mRendererMap ) ); + } + + //Sets up the slider at the given index for the supplied property, and labels it appropriately. + // rendererPropertyLabel is the property that will be set by this slider. + void SetupSlider( int sliderIndex, float lowerBound, float upperBound, float startPoint, + std::string rendererPropertyLabel ) + { + //Set up the slider itself. + mSliders.at( sliderIndex ).RegisterProperty( "rendererProperty", Property::Value( rendererPropertyLabel ), Property::READ_WRITE ); + mSliders.at( sliderIndex ).SetProperty( Slider::Property::LOWER_BOUND, Property::Value( lowerBound ) ); + mSliders.at( sliderIndex ).SetProperty( Slider::Property::UPPER_BOUND, Property::Value( upperBound ) ); + mSliders.at( sliderIndex ).SetProperty( Slider::Property::VALUE, Property::Value( startPoint ) ); + mSliders.at( sliderIndex ).SetVisible( true ); + + //Label the slider with the property. + //We reset the TextLabel to force a relayout of the table. + mSliderTable.RemoveChildAt( TableView::CellPosition(sliderIndex, 0) ); + + TextLabel sliderLabel = TextLabel::New( rendererPropertyLabel ); + sliderLabel.SetParentOrigin( ParentOrigin::CENTER ); + sliderLabel.SetAnchorPoint( AnchorPoint::CENTER ); + sliderLabel.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS ); + + mSliderTable.AddChild( sliderLabel, TableView::CellPosition( sliderIndex, 0 ) ); + mSliderTable.SetCellAlignment( TableView::CellPosition( sliderIndex, 0 ), HorizontalAlignment::LEFT, VerticalAlignment::CENTER ); + + mSliderLabels.at( sliderIndex ).SetVisible( true ); + mSliderLabels.at( sliderIndex) = sliderLabel; + } + + //Setup snapping to integer values between the two given values. + void SetupMarks( Slider& slider, int lower, int upper ) + { + Property::Array marks; + + for( int mark = lower; mark <= upper; mark++ ) + { + marks.PushBack( Property::Value( mark ) ); + } + + slider.SetProperty( Slider::Property::MARKS, Property::Value( marks ) ); + slider.SetProperty( Slider::Property::SNAP_TO_MARKS, Property::Value( true ) ); + } + + //When a shape button is tapped, switch to the corresponding shape. + bool OnChangeShapeClicked( Button button ) + { + //Get the model number from the button. + int modelNumber; + button.GetProperty( button.GetPropertyIndex( "modelNumber" ) ).Get( modelNumber ); + + //Switch to the shape that corresponds to the model number. + switch( modelNumber ) + { + case 0: + { + LoadSphere(); + break; + } + case 1: + { + LoadCone(); + break; + } + case 2: + { + LoadConicalFrustrum(); + break; + } + case 3: + { + LoadCylinder(); + break; + } + case 4: + { + LoadCube(); + break; + } + case 5: + { + LoadBevelledCube(); + break; + } + case 6: + { + LoadOctahedron(); + break; + } + } + + return true; + } + + //When the slider is adjusted, change the corresponding shape property accordingly. + bool OnSliderValueChanged( Slider slider, float value ) + { + //Update property map to reflect the change to the specific renderer property. + std::string rendererPropertyLabel; + slider.GetProperty( slider.GetPropertyIndex( "rendererProperty" ) ).Get( rendererPropertyLabel ); + mRendererMap[ rendererPropertyLabel ] = value; + + //Reload the model to display the change. + mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mRendererMap ) ); + + return true; + } + + //Panning around the shape rotates it. + void OnPan( Actor actor, const PanGesture& gesture ) + { + switch( gesture.state ) + { + case Gesture::Started: + { + //Pause animation, as the gesture will be used to manually rotate the model + mRotationAnimation.Pause(); + + break; + } + case Gesture::Continuing: + { + //Rotate based off the gesture. + mRotation.x -= gesture.displacement.y / X_ROTATION_DISPLACEMENT_FACTOR; // Y displacement rotates around X axis + mRotation.y += gesture.displacement.x / Y_ROTATION_DISPLACEMENT_FACTOR; // X displacement rotates around Y axis + Quaternion rotation = Quaternion( Radian( mRotation.x ), Vector3::XAXIS) * + Quaternion( Radian( mRotation.y ), Vector3::YAXIS); + + mModel.SetOrientation( rotation ); + + break; + } + case Gesture::Finished: + { + //Return to automatic animation + mRotationAnimation.Play(); + + break; + } + case Gesture::Cancelled: + { + //Return to automatic animation + mRotationAnimation.Play(); + + break; + } + default: + { + break; + } + } + } + + //If escape or the back button is pressed, quit the application (and return to the launcher) + void OnKeyEvent( const KeyEvent& event ) + { + if( event.state == KeyEvent::Down ) + { + if( IsKey( event, DALI_KEY_ESCAPE) || IsKey( event, DALI_KEY_BACK ) ) + { + mApplication.Quit(); + } + } + } + +private: + Application& mApplication; + + std::vector mSliders; ///< Holds the sliders on screen that each shape accesses. + std::vector mSliderLabels; ///< Holds the labels to each slider. + TableView mSliderTable; ///< A table to layout the sliders next to their labels. + + Property::Map mRendererMap; ///< Property map to create a primitive renderer. + Control mModel; ///< Control to house the primitive renderer. + + PanGestureDetector mPanGestureDetector; ///< Detects pan gestures for rotation of the model. + Animation mRotationAnimation; ///< Automatically rotates the model, unless it is being panned. + + Vector4 mColor; ///< Color to set all shapes. + Vector2 mRotation; ///< Keeps track of model rotation. +}; + +void RunTest( Application& application ) +{ + PrimitiveShapesController test( application ); + + application.MainLoop(); +} + +// Entry point for Linux & Tizen applications +// +int main( int argc, char **argv ) +{ + Application application = Application::New( &argc, &argv ); + + RunTest( application ); + + return 0; +} diff --git a/resources/images/bevelled-cube-button.png b/resources/images/bevelled-cube-button.png new file mode 100644 index 0000000..77b7ed6 Binary files /dev/null and b/resources/images/bevelled-cube-button.png differ diff --git a/resources/images/cone-button.png b/resources/images/cone-button.png new file mode 100644 index 0000000..6ad6c0b Binary files /dev/null and b/resources/images/cone-button.png differ diff --git a/resources/images/conical-frustrum-button.png b/resources/images/conical-frustrum-button.png new file mode 100644 index 0000000..be17563 Binary files /dev/null and b/resources/images/conical-frustrum-button.png differ diff --git a/resources/images/cube-button.png b/resources/images/cube-button.png new file mode 100644 index 0000000..29611be Binary files /dev/null and b/resources/images/cube-button.png differ diff --git a/resources/images/cylinder-button.png b/resources/images/cylinder-button.png new file mode 100644 index 0000000..07d5494 Binary files /dev/null and b/resources/images/cylinder-button.png differ diff --git a/resources/images/octahedron-button.png b/resources/images/octahedron-button.png new file mode 100644 index 0000000..72bd52b Binary files /dev/null and b/resources/images/octahedron-button.png differ diff --git a/resources/images/sphere-button.png b/resources/images/sphere-button.png new file mode 100644 index 0000000..319abb1 Binary files /dev/null and b/resources/images/sphere-button.png differ diff --git a/shared/dali-demo-strings.h b/shared/dali-demo-strings.h index cca2f01..a11b53c 100644 --- a/shared/dali-demo-strings.h +++ b/shared/dali-demo-strings.h @@ -108,6 +108,7 @@ extern "C" #define DALI_DEMO_STR_TITLE_EFFECTS_VIEW "Effects View" #define DALI_DEMO_STR_TITLE_NATIVE_IMAGE_SOURCE "Native Image Source" #define DALI_DEMO_STR_TITLE_MESH_RENDERER "Mesh Renderer" +#define DALI_DEMO_STR_TITLE_PRIMITIVE_SHAPES "Primitive Shapes" #endif