#include <dali-toolkit/dali-toolkit.h>
// INTERNAL INCLUDES
-#include "shared/view.h"
#include "shared/utility.h"
+#include "shared/view.h"
using namespace Dali;
namespace
{
-const char* MATERIAL_SAMPLE( DEMO_IMAGE_DIR "gallery-small-48.jpg" );
-const char* MATERIAL_SAMPLE2( DEMO_IMAGE_DIR "gallery-medium-19.jpg" );
+const char* MATERIAL_SAMPLE(DEMO_IMAGE_DIR "gallery-small-48.jpg");
+const char* MATERIAL_SAMPLE2(DEMO_IMAGE_DIR "gallery-medium-19.jpg");
-#define MAKE_SHADER(A)#A
+#define MAKE_SHADER(A) #A
const char* VERTEX_SHADER = MAKE_SHADER(
-attribute mediump vec2 aPosition;
-attribute highp vec2 aTexCoord;
-varying mediump vec2 vTexCoord;
-uniform mediump mat4 uMvpMatrix;
-uniform mediump vec3 uSize;
-uniform lowp vec4 uFadeColor;
-
-void main()
-{
- mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);
- vertexPosition.xyz *= uSize;
- vertexPosition = uMvpMatrix * vertexPosition;
- vTexCoord = aTexCoord;
- gl_Position = vertexPosition;
-}
-);
+ attribute mediump vec2 aPosition;
+ attribute highp vec2 aTexCoord;
+ varying mediump vec2 vTexCoord;
+ uniform mediump mat4 uMvpMatrix;
+ uniform mediump vec3 uSize;
+ uniform lowp vec4 uFadeColor;
+
+ void main() {
+ mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);
+ vertexPosition.xyz *= uSize;
+ vertexPosition = uMvpMatrix * vertexPosition;
+ vTexCoord = aTexCoord;
+ gl_Position = vertexPosition;
+ });
const char* FRAGMENT_SHADER = MAKE_SHADER(
-varying mediump vec2 vTexCoord;
-uniform lowp vec4 uColor;
-uniform sampler2D sTexture;
-uniform lowp vec4 uFadeColor;
+ varying mediump vec2 vTexCoord;
+ uniform lowp vec4 uColor;
+ uniform sampler2D sTexture;
+ uniform lowp vec4 uFadeColor;
-void main()
-{
- gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * uFadeColor;
-}
-);
+ void main() {
+ gl_FragColor = texture2D(sTexture, vTexCoord) * uColor * uFadeColor;
+ });
/**
* Sinusoidal curve starting at zero with 2 cycles
class ExampleController : public ConnectionTracker
{
public:
-
/**
* The example controller constructor.
* @param[in] application The application instance
*/
- ExampleController( Application& application )
- : mApplication( application )
+ ExampleController(Application& application)
+ : mApplication(application)
{
// Connect to the Application's Init signal
- mApplication.InitSignal().Connect( this, &ExampleController::Create );
+ mApplication.InitSignal().Connect(this, &ExampleController::Create);
}
/**
* Invoked upon creation of application
* @param[in] application The application instance
*/
- void Create( Application& application )
+ void Create(Application& application)
{
// The Init signal is received once (only) during the Application lifetime
mWindowSize = window.GetSize();
- Texture texture1 = DemoHelper::LoadTexture( MATERIAL_SAMPLE );
- Texture texture2 = DemoHelper::LoadTexture( MATERIAL_SAMPLE2 );
+ Texture texture1 = DemoHelper::LoadTexture(MATERIAL_SAMPLE);
+ Texture texture2 = DemoHelper::LoadTexture(MATERIAL_SAMPLE2);
- mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
+ mShader = Shader::New(VERTEX_SHADER, FRAGMENT_SHADER);
mTextureSet1 = TextureSet::New();
- mTextureSet1.SetTexture( 0u, texture1 );
+ mTextureSet1.SetTexture(0u, texture1);
mTextureSet2 = TextureSet::New();
- mTextureSet2.SetTexture( 0u, texture2 );
+ mTextureSet2.SetTexture(0u, texture2);
mGeometry = DemoHelper::CreateTexturedQuad();
- mRenderer = Renderer::New( mGeometry, mShader );
- mRenderer.SetTextures( mTextureSet1 );
+ mRenderer = Renderer::New(mGeometry, mShader);
+ mRenderer.SetTextures(mTextureSet1);
mMeshActor = Actor::New();
- mMeshActor.AddRenderer( mRenderer );
- mMeshActor.SetProperty( Actor::Property::SIZE, Vector2(400, 400) );
+ mMeshActor.AddRenderer(mRenderer);
+ mMeshActor.SetProperty(Actor::Property::SIZE, Vector2(400, 400));
- Property::Index fadeColorIndex = mRenderer.RegisterProperty( "uFadeColor", Color::MAGENTA );
- mRenderer.SetProperty( Renderer::Property::DEPTH_INDEX, 0 );
+ Property::Index fadeColorIndex = mRenderer.RegisterProperty("uFadeColor", Color::MAGENTA);
+ mRenderer.SetProperty(Renderer::Property::DEPTH_INDEX, 0);
- mMeshActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER );
- mMeshActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER );
- window.Add( mMeshActor );
+ mMeshActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER);
+ mMeshActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER);
+ window.Add(mMeshActor);
- mRenderer2 = Renderer::New( mGeometry, mShader );
- mRenderer2.SetTextures( mTextureSet2 );
+ mRenderer2 = Renderer::New(mGeometry, mShader);
+ mRenderer2.SetTextures(mTextureSet2);
mMeshActor2 = Actor::New();
- mMeshActor2.AddRenderer( mRenderer2 );
- mMeshActor2.SetProperty( Actor::Property::SIZE, Vector2(400, 400) );
+ mMeshActor2.AddRenderer(mRenderer2);
+ mMeshActor2.SetProperty(Actor::Property::SIZE, Vector2(400, 400));
- mMeshActor2.RegisterProperty( "anotherProperty", Color::GREEN );
+ mMeshActor2.RegisterProperty("anotherProperty", Color::GREEN);
- mRenderer2.RegisterProperty( "anotherProperty", Vector3::ZERO );
- mRenderer2.RegisterProperty( "aCoefficient", 0.008f );
- Property::Index fadeColorIndex2 = mRenderer2.RegisterProperty( "uFadeColor", Color::BLUE );
- mRenderer2.SetProperty( Renderer::Property::DEPTH_INDEX, 0 );
+ mRenderer2.RegisterProperty("anotherProperty", Vector3::ZERO);
+ mRenderer2.RegisterProperty("aCoefficient", 0.008f);
+ Property::Index fadeColorIndex2 = mRenderer2.RegisterProperty("uFadeColor", Color::BLUE);
+ mRenderer2.SetProperty(Renderer::Property::DEPTH_INDEX, 0);
- mMeshActor2.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_CENTER );
- mMeshActor2.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER );
- window.Add( mMeshActor2 );
+ mMeshActor2.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_CENTER);
+ mMeshActor2.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER);
+ window.Add(mMeshActor2);
- Animation animation = Animation::New(5);
+ Animation animation = Animation::New(5);
KeyFrames keyFrames = KeyFrames::New();
keyFrames.Add(0.0f, Vector4::ZERO);
- keyFrames.Add(1.0f, Vector4( Color::GREEN ));
+ keyFrames.Add(1.0f, Vector4(Color::GREEN));
KeyFrames keyFrames2 = KeyFrames::New();
keyFrames2.Add(0.0f, Vector4::ZERO);
keyFrames2.Add(1.0f, Color::MAGENTA);
- animation.AnimateBetween( Property( mRenderer, fadeColorIndex ), keyFrames, AlphaFunction(AlphaFunction::SIN) );
- animation.AnimateBetween( Property( mRenderer2, fadeColorIndex2 ), keyFrames2, AlphaFunction(AlphaFunctionSineX2) );
+ animation.AnimateBetween(Property(mRenderer, fadeColorIndex), keyFrames, AlphaFunction(AlphaFunction::SIN));
+ animation.AnimateBetween(Property(mRenderer2, fadeColorIndex2), keyFrames2, AlphaFunction(AlphaFunctionSineX2));
animation.SetLooping(true);
animation.Play();
* Invoked whenever the quit button is clicked
* @param[in] button the quit button
*/
- bool OnQuitButtonClicked( Toolkit::Button button )
+ bool OnQuitButtonClicked(Toolkit::Button button)
{
// quit the application
mApplication.Quit();
void OnKeyEvent(const KeyEvent& event)
{
- if(event.GetState() == KeyEvent::Down)
+ if(event.GetState() == KeyEvent::DOWN)
{
- if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
+ if(IsKey(event, Dali::DALI_KEY_ESCAPE) || IsKey(event, Dali::DALI_KEY_BACK))
{
mApplication.Quit();
}
}
private:
+ Application& mApplication; ///< Application instance
+ Vector3 mWindowSize; ///< The size of the window
- Application& mApplication; ///< Application instance
- Vector3 mWindowSize; ///< The size of the window
-
- Shader mShader;
+ Shader mShader;
TextureSet mTextureSet1;
TextureSet mTextureSet2;
- Geometry mGeometry;
- Renderer mRenderer;
- Actor mMeshActor;
- Renderer mRenderer2;
- Actor mMeshActor2;
- Timer mChangeImageTimer;
+ Geometry mGeometry;
+ Renderer mRenderer;
+ Actor mMeshActor;
+ Renderer mRenderer2;
+ Actor mMeshActor2;
+ Timer mChangeImageTimer;
};
-int DALI_EXPORT_API main( int argc, char **argv )
+int DALI_EXPORT_API main(int argc, char** argv)
{
- Application application = Application::New( &argc, &argv );
- ExampleController test( application );
+ Application application = Application::New(&argc, &argv);
+ ExampleController test(application);
application.MainLoop();
return 0;
}