2 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
18 #include <dali/dali.h>
19 #include <dali-toolkit/dali-toolkit.h>
21 #include "shared/view.h"
27 const char* BACKGROUND_IMAGE( DALI_IMAGE_DIR "background-gradient.jpg" );
31 // This example shows resolution independent rendering and animation of curves using the gpu.
33 class AnimatedShapesExample : public ConnectionTracker
37 AnimatedShapesExample( Application& application )
38 : mApplication( application )
40 // Connect to the Application's Init signal
41 mApplication.InitSignal().Connect( this, &AnimatedShapesExample::Create );
44 ~AnimatedShapesExample()
46 // Nothing to do here;
49 // The Init signal is received once (only) during the Application lifetime
50 void Create( Application& application )
52 DemoHelper::RequestThemeChange();
54 // Get a handle to the stage
55 Stage stage = Stage::GetCurrent();
58 mView = Dali::Toolkit::View::New();
59 mView.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
62 //Set background image for the view
63 Image image = ResourceImage::New( BACKGROUND_IMAGE );
66 Dali::ImageActor backgroundImageActor = Dali::ImageActor::New( image );
67 mView.SetBackground( backgroundImageActor );
69 CreateTriangleMorph(Vector3( stage.GetSize().x*0.5f,stage.GetSize().y*0.15f,0.0f), 100.0f );
70 CreateCircleMorph( Vector3( stage.GetSize().x*0.5f,stage.GetSize().y*0.85f,0.0f), 60.0f );
71 CreatePathMorph( Vector3( stage.GetSize().x*0.5f,stage.GetSize().y*0.5f,0.0f), 55.0f );
74 stage.KeyEventSignal().Connect(this, &AnimatedShapesExample::OnKeyEvent);
77 void CreateCircleMorph( Vector3 center, float radius )
79 Toolkit::QuadraticBezier shader = Toolkit::QuadraticBezier::New(16, true);
81 shader.SetPoint(0, Vector3(-radius,-radius,0.0f));
82 shader.SetPoint(1, Vector3( 0.0f,-radius,0.0f));
83 shader.SetPoint(2, Vector3(radius,-radius,0.0f));
85 shader.SetPoint(3, Vector3(radius,-radius,0.0f));
86 shader.SetPoint(4, Vector3( radius,0.0f,0.0f));
87 shader.SetPoint(5, Vector3(radius,radius,0.0f));
89 shader.SetPoint(6, Vector3(radius,radius,0.0f));
90 shader.SetPoint(7, Vector3( 0.0f,radius,0.0f));
91 shader.SetPoint(8, Vector3( -radius,radius,0.0f));
93 shader.SetPoint(9, Vector3( -radius,radius,0.0f));
94 shader.SetPoint(10, Vector3( -radius,0.0f,0.0f));
95 shader.SetPoint(11, Vector3(-radius,-radius,0.0f));
97 shader.SetPoint(12, Vector3(-radius,-radius,0.0f));
98 shader.SetPoint(13, Vector3(radius,-radius,0.0f));
99 shader.SetPoint(14, Vector3(radius,radius,0.0f));
100 shader.SetPoint(15, Vector3( -radius,radius,0.0f));
102 shader.SetColor(Vector4(1.0f,0.0f,0.0f,1.0f) );
103 shader.SetLineWidth(2.0f);
105 ////Generate the mesh
106 Dali::MeshData::VertexContainer vertices;
107 for( unsigned int i(0); i<12; i+=3 )
109 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.0f,0.0f,i) ));
110 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.5f,0.0f,i+1)));
111 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(1.0f,1.0f,i+2)));
113 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.0f,1.0f,12) ));
114 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.0f,1.0f,13)));
115 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.0f,1.0f,14)));
116 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.0f,1.0f,15)));
118 short unsigned int indexArray[] = { 0,2,1, 3,5,4,6,8,7, 9, 11, 10, 12,15,14,12,14,13};
119 Dali::MeshData::FaceIndices index( indexArray, indexArray + sizeof(indexArray)/sizeof(short unsigned int) );
122 Dali::Material material = Material::New("Material");
123 material.SetDiffuseColor( Vector4(1.0f,1.0f,1.0f,1.0f));
125 //Create the Mesh object
127 data.SetVertices(vertices);
128 data.SetFaceIndices( index );
129 data.SetMaterial( material );
130 data.SetHasNormals( true );
131 Mesh mesh = Mesh::New( data );
133 //Create the mesh actor
134 MeshActor meshActor = MeshActor::New(mesh);
135 meshActor.SetAnchorPoint( AnchorPoint::CENTER );
136 meshActor.SetShaderEffect(shader);
137 meshActor.SetPosition( center );
138 meshActor.SetBlendMode(BlendingMode::ON );
139 mView.Add( meshActor );
143 Animation animation = Animation::New(5.0f);
144 KeyFrames k0 = KeyFrames::New();
145 k0.Add( 0.0f, Vector3( 0.0f,-radius, 0.0f) );
146 k0.Add( 0.5f, Vector3(0.0f, -radius*4.0f, 0.0f));
147 k0.Add( 1.0f, Vector3( 0.0f,-radius, 0.0f) );
148 animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(1)),k0,AlphaFunctions::EaseInOutSine );
150 k0 = KeyFrames::New();
151 k0.Add( 0.0f, Vector3( radius, 0.0f, 0.0f) );
152 k0.Add( 0.5f, Vector3(radius*4.0f,0.0f, 0.0f));
153 k0.Add( 1.0f, Vector3( radius,0.0f, 0.0f));
154 animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(4)),k0,AlphaFunctions::EaseInOutSine );
156 k0 = KeyFrames::New();
157 k0.Add( 0.0f, Vector3(0.0f,radius, 0.0f) );
158 k0.Add( 0.5f, Vector3(0.0f,radius*4.0f, 0.0f));
159 k0.Add( 1.0f, Vector3(0.0f,radius, 0.0f) );
160 animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(7)),k0,AlphaFunctions::EaseInOutSine );
162 k0 = KeyFrames::New();
163 k0.Add( 0.0f, Vector3( -radius, 0.0f, 0.0f) );
164 k0.Add( 0.5f, Vector3(-radius*4.0f,0.0f, 0.0f));
165 k0.Add( 1.0f, Vector3( -radius, 0.0f, 0.0f) );
166 animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(10)),k0,AlphaFunctions::EaseInOutSine );
168 animation.AnimateBy( Property( meshActor, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(90.0f) ), Vector3::ZAXIS ) );
169 animation.SetLooping( true );
173 void CreateTriangleMorph( Vector3 center, float side )
175 float h = (side *0.5f)/0.866f;
177 Vector3 v0 = Vector3(-h,h,0.0f);
178 Vector3 v1 = Vector3(0.0f,-(side*0.366f),0.0f );
179 Vector3 v2 = Vector3(h,h,0.0f);
181 Vector3 v3 = v0 + ((v1-v0) * 0.5f);
182 Vector3 v4 = v1 + ((v2-v1) * 0.5f);
183 Vector3 v5 = v2 + ((v0-v2) * 0.5f);
185 Toolkit::QuadraticBezier shader = Toolkit::QuadraticBezier::New(12, true);
187 shader.SetPoint(0,v0);
188 shader.SetPoint(1,v3);
189 shader.SetPoint(2,v1);
191 shader.SetPoint(3,v1);
192 shader.SetPoint(4,v4);
193 shader.SetPoint(5,v2);
195 shader.SetPoint(6,v2);
196 shader.SetPoint(7,v5);
197 shader.SetPoint(8,v0);
199 shader.SetPoint(9, v0);
200 shader.SetPoint(10,v1);
201 shader.SetPoint(11,v2);
203 shader.SetColor(Vector4(0.0f,1.0f,0.0f,1.0f));
204 shader.SetLineWidth(2.0f);
206 ////Generate the mesh
207 Dali::MeshData::VertexContainer vertices;
208 for( unsigned int i(0);i<9;i+=3 )
210 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.0f,0.0f,i)) );
211 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO,Vector3(0.5f,0.0f,i+1) ) );
212 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(1.0f,1.0f,i+2) ) );
215 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.0f,1.0f,9)) );
216 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO,Vector3(0.0f,1.0f,10) ) );
217 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.0f,1.0f,11) ) );
219 short unsigned int indexArray[] = { 0,2,1,3,5,4,6,8,7,9,11,10 };
220 Dali::MeshData::FaceIndices index( indexArray, indexArray + sizeof(indexArray)/sizeof(short unsigned int) );
223 Dali::Material material = Material::New("Material");
224 material.SetDiffuseColor( Vector4(1.0f,1.0f,1.0f,1.0f));
226 //Create the Mesh object
228 data.SetVertices(vertices);
229 data.SetFaceIndices( index );
230 data.SetMaterial( material );
231 data.SetHasNormals( true );
232 Mesh mesh = Mesh::New( data );
234 // //Create the mesh actor
235 MeshActor meshActor = MeshActor::New(mesh);
236 meshActor.SetAnchorPoint( AnchorPoint::CENTER );
237 meshActor.SetShaderEffect(shader);
238 meshActor.SetPosition( center );
239 meshActor.SetBlendMode(BlendingMode::ON );
240 mView.Add( meshActor );
243 Animation animation = Animation::New(5.0f);
245 KeyFrames k0 = KeyFrames::New();
247 k0.Add( 0.5f, v3 + Vector3(-200.0f,-200.0f,0.0f));
249 animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(1)),k0,AlphaFunctions::EaseInOutSine );
251 k0 = KeyFrames::New();
253 k0.Add( 0.5f, v4 + Vector3(200.0f,-200.0f,0.0f));
255 animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(4)),k0,AlphaFunctions::EaseInOutSine );
257 k0 = KeyFrames::New();
259 k0.Add( 0.5f, v5 + Vector3(0.0,200.0f,0.0f));
261 animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(7)),k0,AlphaFunctions::EaseInOutSine );
262 animation.SetLooping( true );
266 void CreatePathMorph( Vector3 center, float radius )
268 Toolkit::QuadraticBezier shader = Toolkit::QuadraticBezier::New(12, false);
270 shader.SetPoint(0, Vector3(-radius,-radius,0.0f));
271 shader.SetPoint(1, Vector3( 0.0f,-radius,0.0f));
272 shader.SetPoint(2, Vector3(radius,-radius,0.0f));
274 shader.SetPoint(3, Vector3(radius,-radius,0.0f));
275 shader.SetPoint(4, Vector3( radius,0.0f,0.0f));
276 shader.SetPoint(5, Vector3(radius,radius,0.0f));
278 shader.SetPoint(6, Vector3(radius,radius,0.0f));
279 shader.SetPoint(7, Vector3( 0.0f,radius,0.0f));
280 shader.SetPoint(8, Vector3( -radius,radius,0.0f));
282 shader.SetPoint(9, Vector3( -radius,radius,0.0f));
283 shader.SetPoint(10, Vector3( -radius,0.0f,0.0f));
284 shader.SetPoint(11, Vector3(-radius,-radius,0.0f));
286 shader.SetColor(Vector4(1.0f,1.0f,0.0f,1.0f) );
287 shader.SetLineWidth(1.5f);
289 ////Generate the mesh/S
290 Dali::MeshData::VertexContainer vertices;
291 for( unsigned int i(0); i<12; i+=3 )
293 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.0f,0.0f,i) ));
294 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.5f,0.0f,i+1)));
295 vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(1.0f,1.0f,i+2)));
299 short unsigned int indexArray[] = { 0,2,1, 3,5,4,6,8,7, 9, 11, 10 };
300 Dali::MeshData::FaceIndices index( indexArray, indexArray + sizeof(indexArray)/sizeof(short unsigned int) );
303 Dali::Material material = Material::New("Material");
304 material.SetDiffuseColor( Vector4(1.0f,1.0f,1.0f,1.0f));
306 //Create the Mesh object
308 data.SetVertices(vertices);
309 data.SetFaceIndices( index );
310 data.SetMaterial( material );
311 data.SetHasNormals( true );
312 Mesh mesh = Mesh::New( data );
314 //Create the mesh actor
315 MeshActor meshActor = MeshActor::New(mesh);
316 meshActor.SetAnchorPoint( AnchorPoint::CENTER );
317 meshActor.SetShaderEffect(shader);
318 meshActor.SetPosition( center );
319 meshActor.SetBlendMode(BlendingMode::ON );
320 mView.Add( meshActor );
324 Animation animation = Animation::New(5.0f);
325 KeyFrames k0 = KeyFrames::New();
326 k0.Add( 0.0f, Vector3( 0.0f,-radius*2.0, 0.0f) );
327 k0.Add( 0.5f, Vector3(-radius*2.0, -radius*3.0f, 0.0f));
328 k0.Add( 1.0f, Vector3( 0.0f,-radius*2.0, 0.0f) );
329 animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(1)),k0,AlphaFunctions::EaseInOutSine );
331 k0 = KeyFrames::New();
332 k0.Add( 0.0f, Vector3( radius*2.0, 0.0f, 0.0f) );
333 k0.Add( 0.5f, Vector3(radius*3.0f,-radius*2.0, 0.0f));
334 k0.Add( 1.0f, Vector3( radius*2.0,0.0f, 0.0f));
335 animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(4)),k0,AlphaFunctions::EaseInOutSine );
337 k0 = KeyFrames::New();
338 k0.Add( 0.0f, Vector3(0.0f,radius*2.0, 0.0f) );
339 k0.Add( 0.5f, Vector3(radius*2.0,radius*3.0f, 0.0f));
340 k0.Add( 1.0f, Vector3(0.0f,radius*2.0, 0.0f) );
341 animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(7)),k0,AlphaFunctions::EaseInOutSine );
343 k0 = KeyFrames::New();
344 k0.Add( 0.0f, Vector3( -radius*2.0, 0.0f, 0.0f) );
345 k0.Add( 0.5f, Vector3(-radius*3.0f,radius*2.0, 0.0f));
346 k0.Add( 1.0f, Vector3( -radius*2.0, 0.0f, 0.0f) );
347 animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(10)),k0,AlphaFunctions::EaseInOutSine );
349 animation.AnimateBy( Property( meshActor, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(-90.0f) ), Vector3::ZAXIS ) );
350 animation.SetLooping( true );
355 * Main key event handler
357 void OnKeyEvent(const KeyEvent& event)
359 if( event.state == KeyEvent::Down && (IsKey( event, DALI_KEY_ESCAPE) || IsKey( event, DALI_KEY_BACK )) )
366 Application& mApplication;
370 void RunTest( Application& application )
372 AnimatedShapesExample test( application );
373 application.MainLoop();
376 int main( int argc, char **argv )
378 Application application = Application::New( &argc, &argv );
379 RunTest( application );