using namespace Dali::Toolkit;
const char* images[] = {
- DEMO_IMAGE_DIR "gallery-small-1.jpg",
- DEMO_IMAGE_DIR "gallery-small-2.jpg",
- DEMO_IMAGE_DIR "gallery-small-3.jpg",
- DEMO_IMAGE_DIR "gallery-small-4.jpg",
- DEMO_IMAGE_DIR "gallery-small-5.jpg"
-};
+ DEMO_IMAGE_DIR "gallery-small-1.jpg",
+ DEMO_IMAGE_DIR "gallery-small-2.jpg",
+ DEMO_IMAGE_DIR "gallery-small-3.jpg",
+ DEMO_IMAGE_DIR "gallery-small-4.jpg",
+ DEMO_IMAGE_DIR "gallery-small-5.jpg"};
// This verification example confirms drawing order is the same, with or without clipping enabled.
class ClippingDrawOrderVerification : public ConnectionTracker
{
public:
-
- ClippingDrawOrderVerification( Application& application )
- : mApplication( application )
+ ClippingDrawOrderVerification(Application& application)
+ : mApplication(application)
{
// Connect to the Application's Init signal.
- mApplication.InitSignal().Connect( this, &ClippingDrawOrderVerification::Create );
+ mApplication.InitSignal().Connect(this, &ClippingDrawOrderVerification::Create);
}
~ClippingDrawOrderVerification()
}
// The Init signal is received once (only) during the Application lifetime.
- void Create( Application& application )
+ void Create(Application& application)
{
// Get a handle to the window
Window window = application.GetWindow();
- window.SetBackgroundColor( Color::WHITE );
+ window.SetBackgroundColor(Color::WHITE);
// Connect to the window's key signal to allow Back and Escape to exit.
- window.KeyEventSignal().Connect( this, &ClippingDrawOrderVerification::OnKeyEvent );
+ window.KeyEventSignal().Connect(this, &ClippingDrawOrderVerification::OnKeyEvent);
// Create the title label.
- TextLabel title = TextLabel::New( "Clipping draw order verification" );
- title.SetProperty( TextLabel::Property::HORIZONTAL_ALIGNMENT, "CENTER" );
- title.SetProperty( TextLabel::Property::VERTICAL_ALIGNMENT, "CENTER" );
- title.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
- title.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ TextLabel title = TextLabel::New("Clipping draw order verification");
+ title.SetProperty(TextLabel::Property::HORIZONTAL_ALIGNMENT, "CENTER");
+ title.SetProperty(TextLabel::Property::VERTICAL_ALIGNMENT, "CENTER");
+ title.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ title.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
// Create the description label.
- TextLabel description = TextLabel::New( "The bottom tree should have the same draw order as the top tree.\nThey should look identical except \"C\" is clipped on the bottom tree." );
- description.SetProperty( TextLabel::Property::HORIZONTAL_ALIGNMENT, "CENTER" );
- description.SetProperty( TextLabel::Property::MULTI_LINE, true );
- description.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER );
- description.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( 0.5f, 1.0f, 0.5f ) );
- window.Add( description );
+ TextLabel description = TextLabel::New("The bottom tree should have the same draw order as the top tree.\nThey should look identical except \"C\" is clipped on the bottom tree.");
+ description.SetProperty(TextLabel::Property::HORIZONTAL_ALIGNMENT, "CENTER");
+ description.SetProperty(TextLabel::Property::MULTI_LINE, true);
+ description.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER);
+ description.SetProperty(Actor::Property::PARENT_ORIGIN, Vector3(0.5f, 1.0f, 0.5f));
+ window.Add(description);
/*
* Create a 4-row TableView.
* | Explanation |
* +---------------+
*/
- TableView view = TableView::New( 4, 1 );
- view.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
- view.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
- view.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
+ TableView view = TableView::New(4, 1);
+ view.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ view.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ view.SetResizePolicy(ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS);
- view.SetCellAlignment( Toolkit::TableView::CellPosition( 0, 0 ), HorizontalAlignment::CENTER, VerticalAlignment::CENTER );
- view.SetCellAlignment( Toolkit::TableView::CellPosition( 1, 0 ), HorizontalAlignment::CENTER, VerticalAlignment::CENTER );
- view.SetCellAlignment( Toolkit::TableView::CellPosition( 2, 0 ), HorizontalAlignment::CENTER, VerticalAlignment::CENTER );
- view.SetCellAlignment( Toolkit::TableView::CellPosition( 3, 0 ), HorizontalAlignment::CENTER, VerticalAlignment::CENTER );
+ view.SetCellAlignment(Toolkit::TableView::CellPosition(0, 0), HorizontalAlignment::CENTER, VerticalAlignment::CENTER);
+ view.SetCellAlignment(Toolkit::TableView::CellPosition(1, 0), HorizontalAlignment::CENTER, VerticalAlignment::CENTER);
+ view.SetCellAlignment(Toolkit::TableView::CellPosition(2, 0), HorizontalAlignment::CENTER, VerticalAlignment::CENTER);
+ view.SetCellAlignment(Toolkit::TableView::CellPosition(3, 0), HorizontalAlignment::CENTER, VerticalAlignment::CENTER);
- view.SetCellPadding( Vector2( 14.0f, 7.0f ) );
+ view.SetCellPadding(Vector2(14.0f, 7.0f));
- view.SetRelativeWidth( 0u, 1.0f );
+ view.SetRelativeWidth(0u, 1.0f);
- view.SetFitHeight( 0u );
- view.SetRelativeHeight( 1u, 0.5f );
- view.SetRelativeHeight( 2u, 0.5f );
- view.SetFitHeight( 3u );
+ view.SetFitHeight(0u);
+ view.SetRelativeHeight(1u, 0.5f);
+ view.SetRelativeHeight(2u, 0.5f);
+ view.SetFitHeight(3u);
// Add the title and description to the TableView.
- view.AddChild( title, TableView::CellPosition( 0u, 0u ) );
- view.AddChild( description, TableView::CellPosition( 3u, 0u ) );
+ view.AddChild(title, TableView::CellPosition(0u, 0u));
+ view.AddChild(description, TableView::CellPosition(3u, 0u));
/*
For each of the 2 tree views, we create a small tree of actors as follows:
The correct draw order is "ABCDE" (the same as if clipping was not enabled).
*/
const float treeYStart = 0.12f;
- const float depthGap = 0.35f;
+ const float depthGap = 0.35f;
- for( int tree = 0; tree < 2; ++tree )
+ for(int tree = 0; tree < 2; ++tree)
{
Control container = Control::New();
- container.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER );
- container.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER );
- container.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
- Vector4 backgroundColor = tree == 0 ? Vector4( 0.77f, 1.0f, 0.77f, 1.0f ) : Vector4( 0.8f, 0.8f, 1.0f, 1.0f );
- container.SetProperty( Control::Property::BACKGROUND, backgroundColor );
+ container.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER);
+ container.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER);
+ container.SetResizePolicy(ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS);
+ Vector4 backgroundColor = tree == 0 ? Vector4(0.77f, 1.0f, 0.77f, 1.0f) : Vector4(0.8f, 0.8f, 1.0f, 1.0f);
+ container.SetProperty(Control::Property::BACKGROUND, backgroundColor);
ImageView image[5];
// Loop for each of the 5 images & labels.
- for( int i = 0; i < 5; ++i )
+ for(int i = 0; i < 5; ++i)
{
std::stringstream labelStream;
- labelStream << static_cast<char>( static_cast<char>( i ) + 'A' );
- TextLabel textLabel = TextLabel::New( labelStream.str() );
- textLabel.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER );
+ labelStream << static_cast<char>(static_cast<char>(i) + 'A');
+ TextLabel textLabel = TextLabel::New(labelStream.str());
+ textLabel.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER);
- image[i] = ImageView::New( images[i] );
- image[i].SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER );
+ image[i] = ImageView::New(images[i]);
+ image[i].SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER);
// Calculate the relative positioning for the images and labels.
- float depth = static_cast<float>( i == 0 ? 0 : ( ( i - 1 ) % 2 ) + 1 );
+ float depth = static_cast<float>(i == 0 ? 0 : ((i - 1) % 2) + 1);
- if( i == 0 )
+ if(i == 0)
{
- image[i].SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( 0.5f, treeYStart, 0.5f ) );
- textLabel.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( 1.0f, 0.05f * depth, 0.5f ) );
+ image[i].SetProperty(Actor::Property::PARENT_ORIGIN, Vector3(0.5f, treeYStart, 0.5f));
+ textLabel.SetProperty(Actor::Property::PARENT_ORIGIN, Vector3(1.0f, 0.05f * depth, 0.5f));
}
else
{
float b = i > 2 ? 1.0f : -1.0f;
- image[i].SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( 0.5f + ( 0.2f * b ), depthGap, 0.5f ) );
- textLabel.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( 0.98f + 0.215f * b + ( 0.04f * b * depth ), treeYStart + 0.02f + ( 0.16f * depth ), 0.5f ) );
+ image[i].SetProperty(Actor::Property::PARENT_ORIGIN, Vector3(0.5f + (0.2f * b), depthGap, 0.5f));
+ textLabel.SetProperty(Actor::Property::PARENT_ORIGIN, Vector3(0.98f + 0.215f * b + (0.04f * b * depth), treeYStart + 0.02f + (0.16f * depth), 0.5f));
}
- container.Add( textLabel );
+ container.Add(textLabel);
}
// Create the title label.
- std::string treeText = tree == 0 ? "Without Clipping" : "With Clipping";
- TextLabel treeLabel = TextLabel::New( treeText );
- treeLabel.SetProperty( TextLabel::Property::HORIZONTAL_ALIGNMENT, "CENTER" );
- treeLabel.SetProperty( TextLabel::Property::VERTICAL_ALIGNMENT, "BOTTOM" );
- treeLabel.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER );
- treeLabel.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_CENTER );
- container.Add( treeLabel );
+ std::string treeText = tree == 0 ? "Without Clipping" : "With Clipping";
+ TextLabel treeLabel = TextLabel::New(treeText);
+ treeLabel.SetProperty(TextLabel::Property::HORIZONTAL_ALIGNMENT, "CENTER");
+ treeLabel.SetProperty(TextLabel::Property::VERTICAL_ALIGNMENT, "BOTTOM");
+ treeLabel.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER);
+ treeLabel.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_CENTER);
+ container.Add(treeLabel);
// Enable clipping for the 2nd tree.
- if( tree == 1 )
+ if(tree == 1)
{
- image[1].SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+ image[1].SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN);
}
// Build the tree structure.
- container.Add( image[0] );
+ container.Add(image[0]);
- image[0].Add( image[1] );
- image[1].Add( image[2] );
+ image[0].Add(image[1]);
+ image[1].Add(image[2]);
- image[0].Add( image[3] );
- image[3].Add( image[4] );
+ image[0].Add(image[3]);
+ image[3].Add(image[4]);
// Add the finished tree to the TableView.
- view.AddChild( container, TableView::CellPosition( 1u + tree, 0u ) );
+ view.AddChild(container, TableView::CellPosition(1u + tree, 0u));
}
// Add the finished TableView to the window.
- window.Add( view );
+ window.Add(view);
// Respond to a click anywhere on the window
- window.GetRootLayer().TouchedSignal().Connect( this, &ClippingDrawOrderVerification::OnTouch );
+ window.GetRootLayer().TouchedSignal().Connect(this, &ClippingDrawOrderVerification::OnTouch);
}
- bool OnTouch( Actor actor, const TouchEvent& touch )
+ bool OnTouch(Actor actor, const TouchEvent& touch)
{
// Quit the application.
mApplication.Quit();
* Will use this to quit the application if Back or the Escape key is received
* @param[in] event The key event information
*/
- void OnKeyEvent( const KeyEvent& event )
+ void OnKeyEvent(const KeyEvent& event)
{
- if( event.GetState() == KeyEvent::DOWN )
+ if(event.GetState() == KeyEvent::DOWN)
{
- if( IsKey( event, DALI_KEY_ESCAPE) || IsKey( event, DALI_KEY_BACK ) )
+ if(IsKey(event, DALI_KEY_ESCAPE) || IsKey(event, DALI_KEY_BACK))
{
mApplication.Quit();
}
}
private:
- Application& mApplication;
+ Application& mApplication;
};
-int DALI_EXPORT_API main( int argc, char **argv )
+int DALI_EXPORT_API main(int argc, char** argv)
{
- Application application = Application::New( &argc, &argv );
- ClippingDrawOrderVerification verification( application );
+ Application application = Application::New(&argc, &argv);
+ ClippingDrawOrderVerification verification(application);
application.MainLoop();
return 0;
}