Using migrated Public Visual API
[platform/core/uifw/dali-demo.git] / examples / perf-scroll / perf-scroll.cpp
index 90a02ce..9283dce 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2015 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.
  */
 
 #include <dali-toolkit/dali-toolkit.h>
-#include <dali/devel-api/rendering/renderer.h>
-#include <dali/devel-api/rendering/sampler.h>
-#include <dali/public-api/common/dali-common.h>
-#include <dali/integration-api/resource-policies.h>
-#include <dali/integration-api/debug.h>
-#include <iostream>
+
+#include "shared/utility.h"
 
 using namespace Dali;
 using namespace Dali::Toolkit;
@@ -184,29 +180,6 @@ const char* FRAGMENT_SHADER_TEXTURE = DALI_COMPOSE_SHADER(
     }\n
 );
 
-
-Geometry& QuadMesh()
-{
-  static Geometry mesh;
-  if( !mesh )
-  {
-    PropertyBuffer vertexBuffer;
-    Property::Map vertexFormat;
-    vertexFormat["aPosition"] = Property::VECTOR2;
-    vertexFormat["aTexCoord"] = Property::VECTOR2;
-
-    //Create a vertex buffer for vertex positions and texture coordinates
-    vertexBuffer = PropertyBuffer::New( vertexFormat );
-    vertexBuffer.SetData( gQuadWithTexture, 4u );
-
-    //Create the geometry
-    mesh = Geometry::New();
-    mesh.AddVertexBuffer( vertexBuffer );
-    mesh.SetGeometryType( Geometry::TRIANGLE_STRIP );
-  }
-  return mesh;
-}
-
 bool gUseMesh(false);
 bool gNinePatch(false);
 unsigned int gRowsPerPage(15);
@@ -214,36 +187,18 @@ unsigned int gColumnsPerPage(15);
 unsigned int gPageCount(10);
 float gDuration(10.0f);
 
-Renderer CreateRenderer( unsigned int index )
+Renderer CreateRenderer( unsigned int index, Geometry geometry, Shader shader )
 {
-
-  int numImages = !gNinePatch ? NUM_IMAGES : NUM_NINEPATCH_IMAGES;
-  static Renderer* renderers = new Renderer[numImages];
-  if( !renderers[index] )
-  {
-    //Create the renderer
-    Shader shader = Shader::New( VERTEX_SHADER_TEXTURE, FRAGMENT_SHADER_TEXTURE );
-
-    const char* imagePath = !gNinePatch ? IMAGE_PATH[index] : NINEPATCH_IMAGE_PATH[index];
-    Image image = ResourceImage::New( imagePath );
-
-    TextureSet textureSet = TextureSet::New();
-    textureSet.SetImage( 0u, image );
-    renderers[index] = Renderer::New( QuadMesh(), shader );
-    renderers[index].SetTextures( textureSet );
-    renderers[index].SetProperty( Renderer::Property::BLENDING_MODE, BlendingMode::OFF );
-
-  }
-  return renderers[index];
+  Renderer renderer = Renderer::New( geometry, shader );
+  const char* imagePath = !gNinePatch ? IMAGE_PATH[index] : NINEPATCH_IMAGE_PATH[index];
+  Texture texture = DemoHelper::LoadTexture( imagePath );
+  TextureSet textureSet = TextureSet::New();
+  textureSet.SetTexture( 0u, texture );
+  renderer.SetTextures( textureSet );
+  renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF );
+  return renderer;
 }
 
-Actor CreateMeshActor( unsigned int index)
-{
-  Renderer renderer = CreateRenderer( index );
-  Actor meshActor = Actor::New();
-  meshActor.AddRenderer( renderer );
-  return meshActor;
-}
 
 }
 // Test application to compare performance between ImageActor and ImageView
@@ -285,7 +240,7 @@ public:
     mSize = Vector3( stageSize.x / mColumnsPerPage, stageSize.y / mRowsPerPage, 0.0f );
 
     // Respond to a click anywhere on the stage
-    stage.GetRootLayer().TouchedSignal().Connect( this, &PerfScroll::OnTouch );
+    stage.GetRootLayer().TouchSignal().Connect( this, &PerfScroll::OnTouch );
 
     mParent = Actor::New();
     mParent.SetAnchorPoint( AnchorPoint::TOP_LEFT );
@@ -303,7 +258,7 @@ public:
     ShowAnimation();
   }
 
-  bool OnTouch( Actor actor, const TouchEvent& touch )
+  bool OnTouch( Actor actor, const TouchData& touch )
   {
     // quit the application
     mApplication.Quit();
@@ -332,18 +287,27 @@ public:
 
   void CreateMeshActors()
   {
-    Stage stage = Stage::GetCurrent();
+    unsigned int numImages = !gNinePatch ? NUM_IMAGES : NUM_NINEPATCH_IMAGES;
 
-    unsigned int actorCount( mRowsPerPage * mColumnsPerPage * mPageCount );
-    mActor.resize( actorCount );
+    //Create all the renderers
+    std::vector<Renderer> renderers( numImages );
+    Shader shader = Shader::New( VERTEX_SHADER_TEXTURE, FRAGMENT_SHADER_TEXTURE );
+    Geometry geometry = DemoHelper::CreateTexturedQuad();
+    for( unsigned int i(0); i<numImages; ++i )
+    {
+      renderers[i] = CreateRenderer( i, geometry, shader );
+    }
 
+    //Create the actors
+    Stage stage = Stage::GetCurrent();
+    unsigned int actorCount(mRowsPerPage*mColumnsPerPage * mPageCount);
+    mActor.resize(actorCount);
     for( size_t i(0); i<actorCount; ++i )
     {
-      size_t numImages = !gNinePatch ? NUM_IMAGES : NUM_NINEPATCH_IMAGES;
-      mActor[i] = CreateMeshActor( i % numImages );
+      mActor[i] = Actor::New();
+      mActor[i].AddRenderer( renderers[i % numImages] );
       mActor[i].SetSize(0.0f,0.0f,0.0f);
-
-      mParent.Add( mActor[i] );
+      mParent.Add(mActor[i]);
     }
   }
 
@@ -389,7 +353,7 @@ public:
 
         float delay = 0.0f;
         float duration = 0.0f;
-        if( count < mRowsPerPage*mColumnsPerPage )
+        if( count < ( static_cast< size_t >( mRowsPerPage ) * mColumnsPerPage ) )
         {
           duration = durationPerActor;
           delay = delayBetweenActors * count;