Use Handle::GetCurrentProperty instead of Devel API
[platform/core/uifw/dali-demo.git] / examples / blocks / blocks-example.cpp
index d61b86d..e22260d 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 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.
@@ -31,17 +31,17 @@ using namespace DemoHelper;
 
 namespace
 {
-const char* BACKGROUND_IMAGE( DALI_IMAGE_DIR "background-blocks.jpg" );
-const char* TOOLBAR_IMAGE( DALI_IMAGE_DIR "top-bar.png" );
+const char* BACKGROUND_IMAGE( DEMO_IMAGE_DIR "background-blocks.jpg" );
+const char* TOOLBAR_IMAGE( DEMO_IMAGE_DIR "top-bar.png" );
 const char* APPLICATION_TITLE( "DALi Blocks" );
-const char* BALL_IMAGE = DALI_IMAGE_DIR "blocks-ball.png";
-const char* PADDLE_IMAGE = DALI_IMAGE_DIR "blocks-paddle.png";
-const char* PADDLE_HANDLE_IMAGE = DALI_IMAGE_DIR "blocks-paddle-handle.png";
+const char* BALL_IMAGE = DEMO_IMAGE_DIR "blocks-ball.png";
+const char* PADDLE_IMAGE = DEMO_IMAGE_DIR "blocks-paddle.png";
+const char* PADDLE_HANDLE_IMAGE = DEMO_IMAGE_DIR "blocks-paddle-handle.png";
 
-const char* BRICK_IMAGE_PATH[] =    { DALI_IMAGE_DIR "blocks-brick-1.png",
-                                      DALI_IMAGE_DIR "blocks-brick-2.png",
-                                      DALI_IMAGE_DIR "blocks-brick-3.png",
-                                      DALI_IMAGE_DIR "blocks-brick-4.png" };
+const char* BRICK_IMAGE_PATH[] =    { DEMO_IMAGE_DIR "blocks-brick-1.png",
+                                      DEMO_IMAGE_DIR "blocks-brick-2.png",
+                                      DEMO_IMAGE_DIR "blocks-brick-3.png",
+                                      DEMO_IMAGE_DIR "blocks-brick-4.png" };
 
 const int TOTAL_BRICKS(4);                                                  ///< Total bricks in game.
 const Vector3 ICON_SIZE(100.0f, 100.0f, 0.0f);
@@ -214,7 +214,29 @@ public:
    */
   ExampleController( Application& application )
   : mApplication( application ),
-    mView()
+    mView(),
+    mContentLayer(),
+    mBall(),
+    mBallStartPosition(),
+    mBallVelocity(),
+    mBallAnimation(),
+    mPaddle(),
+    mPaddleImage(),
+    mPaddleHandle(),
+    mPaddleHitMargin(),
+    mWobbleAnimation(),
+    mWobbleProperty( Property::INVALID_INDEX ),
+    mLevelContainer(),
+    mBrickImageMap(),
+    mDragAnimation(),
+    mDragActor(),
+    mRelativeDragPoint(),
+    mDestroyAnimationMap(),
+    mPaddleFullSize(),
+    mLevel( 0 ),
+    mLives( TOTAL_LIVES ),
+    mBrickCount( 0 )
+
   {
     // Connect to the Application's Init and orientation changed signal
     mApplication.InitSignal().Connect(this, &ExampleController::Create);
@@ -228,6 +250,9 @@ public:
   {
     Stage::GetCurrent().KeyEventSignal().Connect(this, &ExampleController::OnKeyEvent);
 
+    // Hide the indicator bar
+    application.GetWindow().ShowIndicator( Dali::Window::INVISIBLE );
+
     // Creates a default view with a default tool bar.
     // The view is added to the stage.
     Toolkit::ToolBar toolBar;
@@ -289,8 +314,8 @@ private:
 
     mPaddle.SetPosition( stageSize * Vector3( PADDLE_START_POSITION ) );
     mContentLayer.Add(mPaddle);
-    mPaddle.TouchedSignal().Connect(this, &ExampleController::OnTouchPaddle);
-    mContentLayer.TouchedSignal().Connect(this, &ExampleController::OnTouchLayer);
+    mPaddle.TouchSignal().Connect(this, &ExampleController::OnTouchPaddle);
+    mContentLayer.TouchSignal().Connect(this, &ExampleController::OnTouchLayer);
 
     const float margin(BALL_SIZE.width * stageSize.width * 0.5f);
 
@@ -362,6 +387,17 @@ private:
 
     mBrickCount = 0;
 
+    if( mBrickImageMap.Empty() )
+    {
+      Vector2 stageSize(Stage::GetCurrent().GetSize());
+      const Vector2 brickSize(BRICK_SIZE * Vector2(stageSize.x, stageSize.x));
+
+      mBrickImageMap["desiredWidth"] = static_cast<int>( brickSize.width );
+      mBrickImageMap["desiredHeight"] = static_cast<int>( brickSize.height );
+      mBrickImageMap["fittingMode"] = "SCALE_TO_FILL";
+      mBrickImageMap["samplingMode"] = "BOX_THEN_LINEAR";
+    }
+
     switch(level%TOTAL_LEVELS)
     {
       case 0:
@@ -519,14 +555,11 @@ private:
    */
   Actor CreateBrick( const Vector2& position, int type )
   {
-    Vector2 stageSize(Stage::GetCurrent().GetSize());
-    const Vector2 brickSize(BRICK_SIZE * Vector2(stageSize.x, stageSize.x));
-
-    Image img = ResourceImage::New( BRICK_IMAGE_PATH[type], Dali::ImageDimensions( 128, 64 ), Dali::FittingMode::SCALE_TO_FILL, Dali::SamplingMode::BOX_THEN_LINEAR );
-    ImageView brick = ImageView::New(img);
+    mBrickImageMap["url"] = BRICK_IMAGE_PATH[type];
+    ImageView brick = ImageView::New();
+    brick.SetProperty( ImageView::Property::IMAGE, mBrickImageMap );
     brick.SetParentOrigin(ParentOrigin::TOP_LEFT);
     brick.SetAnchorPoint(AnchorPoint::CENTER);
-    brick.SetSize( brickSize );
     brick.SetPosition( Vector3( position ) );
 
     // Add a constraint on the brick between it and the ball generating a collision-property
@@ -579,15 +612,15 @@ private:
    * @param[in] actor The actor touched
    * @param[in] event The touch event
    */
-  bool OnTouchPaddle(Actor actor, const TouchEvent& event)
+  bool OnTouchPaddle(Actor actor, const TouchData& event)
   {
     if(event.GetPointCount()>0)
     {
-      const TouchPoint& point = event.GetPoint(0);
-      if(point.state==TouchPoint::Down) // Commence dragging
+      if( event.GetState( 0 ) == PointState::DOWN ) // Commence dragging
       {
         // Get point where user touched paddle (relative to paddle's center)
-        mRelativeDragPoint = Vector3(point.screen.x, point.screen.y, 0.0f);
+        Vector2 screenPoint = event.GetScreenPosition( 0 );
+        mRelativeDragPoint = screenPoint;
         mRelativeDragPoint -= actor.GetCurrentPosition();
 
         mDragActor = actor;
@@ -605,17 +638,16 @@ private:
    * @param[in] actor The actor touched
    * @param[in] event The touch event
    */
-  bool OnTouchLayer(Actor actor, const TouchEvent& event)
+  bool OnTouchLayer(Actor actor, const TouchData& event)
   {
     if(event.GetPointCount()>0)
     {
-      const TouchPoint& point = event.GetPoint(0);
       if(mDragActor)
       {
-        Vector3 position(point.screen.x, point.screen.y, 0.0f);
+        Vector3 position( event.GetScreenPosition( 0 ) );
         mPaddle.SetPosition( position - mRelativeDragPoint );
 
-        if(point.state==TouchPoint::Up) // Stop dragging
+        if( event.GetState( 0 ) == PointState::UP ) // Stop dragging
         {
           mDragAnimation = Animation::New(0.25f);
           mDragAnimation.AnimateTo( Property(mDragActor, Actor::Property::SCALE), Vector3(1.0f, 1.0f, 1.0f), AlphaFunction::EASE_IN);
@@ -710,7 +742,7 @@ private:
   void OnHitPaddle(PropertyNotification& source)
   {
     Actor delegate = Actor::DownCast(source.GetTarget());
-    Vector3 collisionVector = delegate.GetProperty<Vector3>(source.GetTargetProperty());
+    Vector3 collisionVector = delegate.GetCurrentProperty< Vector3 >( source.GetTargetProperty() );
     Vector3 ballRelativePosition(mBall.GetCurrentPosition() - mPaddle.GetCurrentPosition());
     ballRelativePosition.Normalize();
 
@@ -745,7 +777,7 @@ private:
   void OnHitBrick(PropertyNotification& source)
   {
     Actor brick = Actor::DownCast(source.GetTarget());
-    Vector3 collisionVector = brick.GetProperty<Vector3>(source.GetTargetProperty());
+    Vector3 collisionVector = brick.GetCurrentProperty< Vector3 >( source.GetTargetProperty() );
 
     const float normalVelocity = fabsf(mBallVelocity.Dot(collisionVector));
     mBallVelocity += collisionVector * normalVelocity * 2.0f;
@@ -816,6 +848,7 @@ private:
   Animation mWobbleAnimation;                           ///< Paddle's animation when hit (wobbles)
   Property::Index mWobbleProperty;                      ///< The wobble property (generated from animation)
   Actor mLevelContainer;                                ///< The level container (contains bricks)
+  Property::Map mBrickImageMap;                       ///< The property map used to load the brick
 
   // actor - dragging functionality
 
@@ -836,9 +869,9 @@ void RunTest(Application& app)
   app.MainLoop();
 }
 
-int main(int argc, char **argv)
+int DALI_EXPORT_API main(int argc, char **argv)
 {
-  Application app = Application::New(&argc, &argv, DALI_DEMO_THEME_PATH);
+  Application app = Application::New(&argc, &argv, DEMO_THEME_PATH);
 
   RunTest(app);