2 * Copyright (c) 2020 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-toolkit/dali-toolkit.h>
19 #include <dali/dali.h>
22 using namespace Toolkit;
31 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
32 attribute mediump vec2 aPosition;\n // DALi shader builtin
33 uniform mediump mat4 uMvpMatrix;\n // DALi shader builtin
34 uniform mediump vec3 uSize;\n // DALi shader builtin
38 mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
39 vertexPosition.xyz *= uSize;\n
40 gl_Position = uMvpMatrix * vertexPosition;\n
47 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
48 uniform mediump vec4 uColor;\n
52 gl_FragColor = uColor;\n
59 // This example shows how to draw a line in actor's color
61 class DrawLineController : public ConnectionTracker
64 DrawLineController(Application& application)
65 : mApplication(application)
67 // Connect to the Application's Init signal
68 mApplication.InitSignal().Connect(this, &DrawLineController::Create);
73 // Nothing to do here;
76 // The Init signal is received once (only) during the Application lifetime
77 void Create(Application& application)
79 // Get a handle to the window
80 Window window = application.GetWindow();
81 window.SetBackgroundColor(Color::WHITE);
83 // Step 1. Create shader
86 // Step 2. Prepare geometry
89 // Step 3. Create a renderer
92 // Step 4. Create an Actor
95 // Respond to a click anywhere on the window
96 window.GetRootLayer().TouchedSignal().Connect(this, &DrawLineController::OnTouch);
98 // Respond to key events
99 window.KeyEventSignal().Connect(this, &DrawLineController::OnKeyEvent);
102 bool OnTouch(Actor actor, const TouchEvent& touch)
104 // quit the application
110 * @brief Called when any key event is received
112 * Will use this to quit the application if Back or the Escape key is received
113 * @param[in] event The key event information
115 void OnKeyEvent(const KeyEvent& event)
117 if(event.GetState() == KeyEvent::DOWN)
119 if(IsKey(event, Dali::DALI_KEY_ESCAPE) || IsKey(event, Dali::DALI_KEY_BACK))
127 * This function creates a line geometry made of two vertices in order
128 * to draw a diagonal line.
130 void CreateLineGeometry()
132 Vector2 vertices[] = {
133 Vector2(-1.0f, -1.0f),
134 Vector2(1.0f, 1.0f)};
136 VertexBuffer vertexBuffer = VertexBuffer::New(Property::Map()
137 .Add("aPosition", Property::VECTOR2));
138 vertexBuffer.SetData(vertices, sizeof(vertices) / sizeof(Vector2));
140 mGeometry = Geometry::New();
141 mGeometry.AddVertexBuffer(vertexBuffer);
142 mGeometry.SetType(Geometry::LINES);
146 * Creates a shader using inlined variable VERTEX_SHADER and FRAGMENT_SHADER
148 * Shaders are very basic and all they do is transforming vertices and applying actor's colour.
150 void CreateLineShader()
152 mShader = Shader::New(VERTEX_SHADER, FRAGMENT_SHADER);
156 * Function creates renderer.
158 void CreateRenderer()
160 mRenderer = Renderer::New(mGeometry, mShader);
164 * Creates new actor and attaches renderer.
168 Window window = mApplication.GetWindow();
169 Size size = Vector2(window.GetSize()) * 0.25f;
170 mActor = Actor::New();
171 mActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
172 mActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
173 mActor.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f));
174 mActor.SetProperty(Actor::Property::COLOR, Color::BLACK);
175 mActor.SetProperty(Actor::Property::SIZE, Vector3(size.x, size.x, size.x));
176 mActor.AddRenderer(mRenderer);
181 Application& mApplication;
189 int DALI_EXPORT_API main(int argc, char** argv)
191 Application application = Application::New(&argc, &argv);
192 DrawLineController test(application);
193 application.MainLoop();