--- /dev/null
+#include <dali-toolkit/dali-toolkit.h>
+#include <dali/public-api/object/property-map.h>
+#include <dali-toolkit/public-api/controls/slider/slider.h>
+
+using namespace Dali;
+using namespace Dali::Toolkit;
+
+namespace
+{
+ //Button image urls
+ const char* BUTTON_IMAGE_URL[] =
+ {
+ DEMO_IMAGE_DIR "sphere-button.png",
+ DEMO_IMAGE_DIR "cone-button.png",
+ DEMO_IMAGE_DIR "conical-frustrum-button.png",
+ DEMO_IMAGE_DIR "cylinder-button.png",
+ DEMO_IMAGE_DIR "cube-button.png",
+ DEMO_IMAGE_DIR "bevelled-cube-button.png",
+ DEMO_IMAGE_DIR "octahedron-button.png"
+ };
+
+ //Shape names
+ const char * const SHAPE_SPHERE = "SPHERE";
+ const char * const SHAPE_CONE = "CONE";
+ const char * const SHAPE_CONICAL_FRUSTRUM = "CONICAL_FRUSTRUM";
+ const char * const SHAPE_CYLINDER = "CYLINDER";
+ const char * const SHAPE_CUBE = "CUBE";
+ const char * const SHAPE_BEVELLED_CUBE = "BEVELLED_CUBE";
+ const char * const SHAPE_OCTAHEDRON = "OCTAHEDRON";
+
+ //Shape property defaults
+ const int DEFAULT_SLICES = 32;
+ const int DEFAULT_STACKS = 32;
+ const float DEFAULT_SCALE_HEIGHT = 16.0f;
+ const float DEFAULT_SCALE_BOTTOM_RADIUS = 8.0f;
+ const float DEFAULT_SCALE_TOP_RADIUS = 4.0f;
+ const float DEFAULT_SCALE_RADIUS = 8.0f;
+ const float DEFAULT_BEVEL_PERCENTAGE = 0.3f;
+ const float DEFAULT_BEVEL_SMOOTHNESS = 0.0f;
+
+ //Shape property limits
+ const int SLICES_LOWER_BOUND = 3;
+ const int SLICES_UPPER_BOUND = 16;
+ const int STACKS_LOWER_BOUND = 2;
+ const int STACKS_UPPER_BOUND = 16;
+
+ //Used to the control rate of rotation when panning an object.
+ const float X_ROTATION_DISPLACEMENT_FACTOR = 60.0f;
+ const float Y_ROTATION_DISPLACEMENT_FACTOR = 60.0f;
+
+ const int NUM_MODELS = 7; //Total number of possible base shapes.
+ const int MAX_PROPERTIES = 3; //Maximum number of properties a shape may require. (For displaying sliders.)
+
+} //End namespace
+
+class PrimitiveShapesController : public ConnectionTracker
+{
+public:
+
+ PrimitiveShapesController( Application& application )
+ : mApplication( application ),
+ mColor( Vector4( 0.3f, 0.7f, 1.0f, 1.0f ) ),
+ mRotation( Vector2::ZERO )
+ {
+ // Connect to the Application's Init signal
+ mApplication.InitSignal().Connect( this, &PrimitiveShapesController::Create );
+ }
+
+ ~PrimitiveShapesController()
+ {
+ }
+
+ // The Init signal is received once (only) during the Application lifetime
+ void Create( Application& application )
+ {
+ // Get a handle to the stage
+ Stage stage = Stage::GetCurrent();
+ stage.SetBackgroundColor( Color::WHITE );
+
+ //Set up layer to place UI on.
+ Layer layer = Layer::New();
+ layer.SetParentOrigin( ParentOrigin::CENTER );
+ layer.SetAnchorPoint( AnchorPoint::CENTER );
+ layer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
+ layer.SetBehavior( Layer::LAYER_2D ); //We use a 2D layer as this is closer to UI work than full 3D scene creation.
+ layer.SetDepthTestDisabled( false ); //Enable depth testing, as otherwise the 2D layer would not do so.
+ stage.Add( layer );
+
+ //Set up model selection buttons.
+ SetupButtons( layer );
+
+ //Set up model parameter sliders.
+ SetupSliders( layer );
+
+ //Set up 3D model.
+ SetupModel( layer );
+
+ //Allow for exiting of the application via key presses.
+ stage.KeyEventSignal().Connect( this, &PrimitiveShapesController::OnKeyEvent );
+ }
+
+ //Place buttons on the top of the screen, which allow for selection of the shape to be displayed.
+ //The buttons are laid out like so:
+ //
+ // ^ +--------------------------------+
+ // | | |
+ // | | +----+ +----+ +----+ +----+ |
+ // | | | | | | | | | | |
+ // 30% | | +----+ +----+ +----+ +----+ |
+ // | | |
+ // | | +----+ +----+ +----+ |
+ // | | | | | | | | |
+ // v | +----+ +----+ +----+ |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // +--------------------------------+
+ //
+ void SetupButtons( Layer layer )
+ {
+ float containerPadding = 10.0f;
+ float buttonPadding = 5.0f;
+
+ //Create a variable-length container that can wrap buttons around as more are added.
+ FlexContainer buttonContainer = FlexContainer::New();
+ buttonContainer.SetParentOrigin( ParentOrigin::TOP_CENTER );
+ buttonContainer.SetAnchorPoint( AnchorPoint::TOP_CENTER );
+ buttonContainer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::WIDTH );
+ buttonContainer.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::HEIGHT );
+ buttonContainer.SetSizeModeFactor( Vector3( 0.0, 0.3, 0.0 ) ); //30% of height.
+ buttonContainer.SetPadding( Padding( containerPadding, containerPadding, containerPadding, containerPadding ) );
+ buttonContainer.SetProperty( FlexContainer::Property::FLEX_DIRECTION, FlexContainer::ROW );
+ buttonContainer.SetProperty( FlexContainer::Property::FLEX_WRAP, FlexContainer::WRAP );
+
+ layer.Add( buttonContainer );
+
+ //Create buttons and place them in the container.
+ for( int modelNumber = 0; modelNumber < NUM_MODELS; modelNumber++ )
+ {
+ PushButton button = Toolkit::PushButton::New();
+ button.SetParentOrigin( ParentOrigin::CENTER );
+ button.SetAnchorPoint( AnchorPoint::CENTER );
+ button.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
+ button.SetPadding( Padding( buttonPadding, buttonPadding, buttonPadding, buttonPadding ) );
+ button.SetProperty( Button::Property::UNSELECTED_STATE_IMAGE, Property::Value( BUTTON_IMAGE_URL[modelNumber] ) );
+ button.SetProperty( Button::Property::SELECTED_STATE_IMAGE, Property::Value( BUTTON_IMAGE_URL[modelNumber] ) );
+ button.RegisterProperty( "modelNumber", Property::Value( modelNumber ) );
+ button.ClickedSignal().Connect( this, &PrimitiveShapesController::OnChangeShapeClicked );
+
+ buttonContainer.Add( button );
+ }
+ }
+
+ //Add sliders to the bottom of the screen, which allow for control of shape properties such as radius.
+ //Each slider is placed next to a label that states the property it affects.
+ //The sliders are laid out like so:
+ //
+ // +--------------------------------+
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // ^ | Label +----------O-----------+ |
+ // | | |
+ // | | |
+ // | | Label +--O-------------------+ |
+ // 30% | | |
+ // | | |
+ // | | Label +----------------------O |
+ // | | |
+ // v +--------------------------------+
+ //
+ void SetupSliders( Layer layer )
+ {
+ //Create table to hold sliders and their corresponding labels.
+ mSliderTable = Toolkit::TableView::New( MAX_PROPERTIES, 2 );
+ mSliderTable.SetParentOrigin( ParentOrigin::BOTTOM_CENTER );
+ mSliderTable.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER );
+ mSliderTable.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
+ mSliderTable.SetSizeModeFactor( Vector3( 0.9, 0.3, 0.0 ) ); //90% of width, 30% of height.
+ mSliderTable.SetFitWidth( 0 ); //Label column should fit to natural size of label.
+ mSliderTable.SetRelativeWidth( 1, 1.0f ); //Slider column should fill remaining space.
+ mSliderTable.SetCellPadding( Vector2( 10.0f, 0.0f ) ); //Leave a gap between the slider and its label.
+ layer.Add( mSliderTable );
+
+ //Set up sliders, and place labels next to them.
+ for( int i = 0; i < MAX_PROPERTIES; i++ )
+ {
+ //Create slider
+ Slider slider = Slider::New();
+ slider.SetParentOrigin( ParentOrigin::CENTER );
+ slider.SetAnchorPoint( AnchorPoint::CENTER );
+ slider.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::WIDTH );
+ slider.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::HEIGHT );
+ slider.ValueChangedSignal().Connect( this, &PrimitiveShapesController::OnSliderValueChanged );
+ mSliders.push_back( slider );
+
+ //Setup slider cell properties
+ mSliderTable.AddChild( slider, TableView::CellPosition( i, 1 ) );
+ mSliderTable.SetCellAlignment( TableView::CellPosition( i, 1 ), HorizontalAlignment::CENTER, VerticalAlignment::CENTER );
+
+ //Create slider label
+ TextLabel sliderLabel = TextLabel::New();
+ sliderLabel.SetParentOrigin( ParentOrigin::CENTER );
+ sliderLabel.SetAnchorPoint( AnchorPoint::CENTER );
+ sliderLabel.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
+ mSliderLabels.push_back( sliderLabel );
+
+ //Setup slider-label cell properties
+ mSliderTable.AddChild( sliderLabel, TableView::CellPosition( i, 0 ) );
+ mSliderTable.SetCellAlignment( TableView::CellPosition( i, 0 ), HorizontalAlignment::LEFT, VerticalAlignment::CENTER );
+ }
+ }
+
+ //Adds a control to the centre of the stage to display the 3D shapes.
+ //The model is placed in the center of the screen, like so:
+ //
+ // +--------------------------------+
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // ^ | ---------- |
+ // | | / \ |
+ // | | / \ |
+ // | | | | |
+ // 30% | | | | |
+ // | | | | |
+ // | | \ / |
+ // | | \ / |
+ // v | ---------- |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // | |
+ // +--------------------------------+
+ //
+ void SetupModel( Layer layer )
+ {
+ //Create a container to house the renderer-holding actor, to provide a constant hitbox.
+ Actor container = Actor::New();
+ container.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
+ container.SetSizeModeFactor( Vector3( 0.9, 0.3, 0.0 ) ); //90% of width, 30% of height.
+ container.SetParentOrigin( ParentOrigin::CENTER );
+ container.SetAnchorPoint( AnchorPoint::CENTER );
+ layer.Add( container );
+
+ //Create control to display the 3D primitive.
+ mModel = Control::New();
+ mModel.SetParentOrigin( ParentOrigin::CENTER );
+ mModel.SetAnchorPoint( AnchorPoint::CENTER);
+ mModel.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
+ container.Add( mModel );
+
+ //Load default shape.
+ LoadCube();
+
+ //Make model spin to demonstrate 3D.
+ mRotationAnimation = Animation::New(15.0f);
+ mRotationAnimation.AnimateBy( Property( mModel, Actor::Property::ORIENTATION ),
+ Quaternion( Degree( 0.0f ), Degree( 360.0f ), Degree( 0.0f ) ) );
+ mRotationAnimation.SetLooping(true);
+ mRotationAnimation.Play();
+
+ //Attach gesture detector to pan models when rotated.
+ mPanGestureDetector = PanGestureDetector::New();
+ mPanGestureDetector.Attach( container );
+ mPanGestureDetector.DetectedSignal().Connect( this, &PrimitiveShapesController::OnPan );
+ }
+
+ //Clears all sliders and resets the primitive renderer property map.
+ void InitialiseSlidersAndModel()
+ {
+ //Sliders
+ for( unsigned i = 0; i < mSliders.size(); i++ )
+ {
+ mSliders.at( i ).SetProperty( Slider::Property::MARKS, Property::Value( 0 ) ); //Remove marks
+ mSliders.at( i ).SetVisible( false );
+ mSliderLabels.at( i ).SetProperty( TextLabel::Property::TEXT, Property::Value( "Default" ) );
+ mSliderLabels.at( i ).SetVisible( false );
+ }
+
+ //Renderer map for model
+ mRendererMap.Clear();
+ mRendererMap[ "rendererType" ] = "PRIMITIVE";
+ mRendererMap[ "color" ] = mColor;
+ }
+
+ //Sets the 3D model to a sphere and modifies the sliders appropriately.
+ void LoadSphere()
+ {
+ InitialiseSlidersAndModel();
+
+ //Set up specific renderer properties.
+ mRendererMap[ "shape" ] = SHAPE_SPHERE;
+ mRendererMap[ "slices" ] = DEFAULT_SLICES;
+ mRendererMap[ "stacks" ] = DEFAULT_STACKS;
+
+ //Set up sliders.
+ SetupSlider( 0, SLICES_LOWER_BOUND, SLICES_UPPER_BOUND, DEFAULT_STACKS, "slices" );
+ SetupMarks( mSliders.at( 0 ), SLICES_LOWER_BOUND, SLICES_UPPER_BOUND );
+ SetupSlider( 1, STACKS_LOWER_BOUND, STACKS_UPPER_BOUND, DEFAULT_STACKS, "stacks" );
+ SetupMarks( mSliders.at( 1 ), STACKS_LOWER_BOUND, STACKS_UPPER_BOUND );
+
+ //Set model in control.
+ mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mRendererMap ) );
+ }
+
+ //Sets the 3D model to a cone and modifies the sliders appropriately.
+ void LoadCone()
+ {
+ InitialiseSlidersAndModel();
+
+ //Set up specific renderer properties.
+ mRendererMap[ "shape" ] = SHAPE_CONE;
+ mRendererMap[ "scaleHeight" ] = DEFAULT_SCALE_HEIGHT;
+ mRendererMap[ "scaleBottomRadius" ] = DEFAULT_SCALE_BOTTOM_RADIUS;
+ mRendererMap[ "slices" ] = DEFAULT_SLICES;
+
+ //Set up sliders.
+ SetupSlider( 0, 1.0f, 32.0f, DEFAULT_SCALE_HEIGHT, "scaleHeight" );
+ SetupSlider( 1, 1.0f, 32.0f, DEFAULT_SCALE_BOTTOM_RADIUS, "scaleBottomRadius" );
+ SetupSlider( 2, SLICES_LOWER_BOUND, SLICES_UPPER_BOUND, DEFAULT_STACKS, "slices" );
+ SetupMarks( mSliders.at( 2 ), SLICES_LOWER_BOUND, SLICES_UPPER_BOUND );
+
+ //Set model in control.
+ mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mRendererMap ) );
+ }
+
+ //Sets the 3D model to a conical frustrum and modifies the sliders appropriately.
+ void LoadConicalFrustrum()
+ {
+ InitialiseSlidersAndModel();
+
+ //Set up specific renderer properties.
+ mRendererMap[ "shape" ] = SHAPE_CONICAL_FRUSTRUM;
+ mRendererMap[ "scaleTopRadius" ] = DEFAULT_SCALE_TOP_RADIUS;
+ mRendererMap[ "scaleBottomRadius" ] = DEFAULT_SCALE_BOTTOM_RADIUS;
+ mRendererMap[ "scaleHeight" ] = DEFAULT_SCALE_HEIGHT;
+ mRendererMap[ "slices" ] = DEFAULT_SLICES;
+
+ //Set up used sliders.
+ SetupSlider( 0, 1.0f, 32.0f, DEFAULT_SCALE_HEIGHT, "scaleHeight" );
+ SetupSlider( 1, 0.0f, 32.0f, DEFAULT_SCALE_BOTTOM_RADIUS, "scaleBottomRadius" );
+ SetupSlider( 2, 0.0f, 32.0f, DEFAULT_SCALE_TOP_RADIUS, "scaleTopRadius" );
+
+ //Set model in control.
+ mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mRendererMap ) );
+ }
+
+ //Sets the 3D model to a cylinder and modifies the sliders appropriately.
+ void LoadCylinder()
+ {
+ InitialiseSlidersAndModel();
+
+ //Set up specific renderer properties.
+ mRendererMap[ "shape" ] = SHAPE_CYLINDER;
+ mRendererMap[ "scaleHeight" ] = DEFAULT_SCALE_HEIGHT;
+ mRendererMap[ "scaleRadius" ] = DEFAULT_SCALE_RADIUS;
+ mRendererMap[ "slices" ] = DEFAULT_SLICES;
+
+ //Set up used sliders.
+ SetupSlider( 0, 1.0f, 32.0f, DEFAULT_SCALE_HEIGHT, "scaleHeight" );
+ SetupSlider( 1, 1.0f, 32.0f, DEFAULT_SCALE_RADIUS, "scaleRadius" );
+ SetupSlider( 2, SLICES_LOWER_BOUND, SLICES_UPPER_BOUND, DEFAULT_STACKS, "slices" );
+ SetupMarks( mSliders.at( 2 ), SLICES_LOWER_BOUND, SLICES_UPPER_BOUND );
+
+ //Set model in control.
+ mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mRendererMap ) );
+ }
+
+ //Sets the 3D model to a cube and modifies the sliders appropriately.
+ void LoadCube()
+ {
+ InitialiseSlidersAndModel();
+
+ //Set up specific renderer properties.
+ mRendererMap[ "shape" ] = SHAPE_CUBE;
+
+ //Set model in control.
+ mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mRendererMap ) );
+ }
+
+ //Sets the 3D model to a bevelled cube and modifies the sliders appropriately.
+ void LoadBevelledCube()
+ {
+ InitialiseSlidersAndModel();
+
+ //Set up specific renderer properties.
+ mRendererMap[ "shape" ] = SHAPE_BEVELLED_CUBE;
+ mRendererMap[ "bevelPercentage" ] = DEFAULT_BEVEL_PERCENTAGE;
+ mRendererMap[ "bevelSmoothness" ] = DEFAULT_BEVEL_SMOOTHNESS;
+
+ //Set up used sliders.
+ SetupSlider( 0, 0.0f, 1.0f, DEFAULT_BEVEL_PERCENTAGE, "bevelPercentage" );
+ SetupSlider( 1, 0.0f, 1.0f, DEFAULT_BEVEL_SMOOTHNESS, "bevelSmoothness" );
+
+ //Set model in control.
+ mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mRendererMap ) );
+ }
+
+ //Sets the 3D model to an octahedron and modifies the sliders appropriately.
+ void LoadOctahedron()
+ {
+ InitialiseSlidersAndModel();
+
+ //Set up specific renderer properties.
+ mRendererMap[ "shape" ] = SHAPE_OCTAHEDRON;
+
+ //Set model in control.
+ mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mRendererMap ) );
+ }
+
+ //Sets up the slider at the given index for the supplied property, and labels it appropriately.
+ // rendererPropertyLabel is the property that will be set by this slider.
+ void SetupSlider( int sliderIndex, float lowerBound, float upperBound, float startPoint,
+ std::string rendererPropertyLabel )
+ {
+ //Set up the slider itself.
+ mSliders.at( sliderIndex ).RegisterProperty( "rendererProperty", Property::Value( rendererPropertyLabel ), Property::READ_WRITE );
+ mSliders.at( sliderIndex ).SetProperty( Slider::Property::LOWER_BOUND, Property::Value( lowerBound ) );
+ mSliders.at( sliderIndex ).SetProperty( Slider::Property::UPPER_BOUND, Property::Value( upperBound ) );
+ mSliders.at( sliderIndex ).SetProperty( Slider::Property::VALUE, Property::Value( startPoint ) );
+ mSliders.at( sliderIndex ).SetVisible( true );
+
+ //Label the slider with the property.
+ //We reset the TextLabel to force a relayout of the table.
+ mSliderTable.RemoveChildAt( TableView::CellPosition(sliderIndex, 0) );
+
+ TextLabel sliderLabel = TextLabel::New( rendererPropertyLabel );
+ sliderLabel.SetParentOrigin( ParentOrigin::CENTER );
+ sliderLabel.SetAnchorPoint( AnchorPoint::CENTER );
+ sliderLabel.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
+
+ mSliderTable.AddChild( sliderLabel, TableView::CellPosition( sliderIndex, 0 ) );
+ mSliderTable.SetCellAlignment( TableView::CellPosition( sliderIndex, 0 ), HorizontalAlignment::LEFT, VerticalAlignment::CENTER );
+
+ mSliderLabels.at( sliderIndex ).SetVisible( true );
+ mSliderLabels.at( sliderIndex) = sliderLabel;
+ }
+
+ //Setup snapping to integer values between the two given values.
+ void SetupMarks( Slider& slider, int lower, int upper )
+ {
+ Property::Array marks;
+
+ for( int mark = lower; mark <= upper; mark++ )
+ {
+ marks.PushBack( Property::Value( mark ) );
+ }
+
+ slider.SetProperty( Slider::Property::MARKS, Property::Value( marks ) );
+ slider.SetProperty( Slider::Property::SNAP_TO_MARKS, Property::Value( true ) );
+ }
+
+ //When a shape button is tapped, switch to the corresponding shape.
+ bool OnChangeShapeClicked( Button button )
+ {
+ //Get the model number from the button.
+ int modelNumber;
+ button.GetProperty( button.GetPropertyIndex( "modelNumber" ) ).Get( modelNumber );
+
+ //Switch to the shape that corresponds to the model number.
+ switch( modelNumber )
+ {
+ case 0:
+ {
+ LoadSphere();
+ break;
+ }
+ case 1:
+ {
+ LoadCone();
+ break;
+ }
+ case 2:
+ {
+ LoadConicalFrustrum();
+ break;
+ }
+ case 3:
+ {
+ LoadCylinder();
+ break;
+ }
+ case 4:
+ {
+ LoadCube();
+ break;
+ }
+ case 5:
+ {
+ LoadBevelledCube();
+ break;
+ }
+ case 6:
+ {
+ LoadOctahedron();
+ break;
+ }
+ }
+
+ return true;
+ }
+
+ //When the slider is adjusted, change the corresponding shape property accordingly.
+ bool OnSliderValueChanged( Slider slider, float value )
+ {
+ //Update property map to reflect the change to the specific renderer property.
+ std::string rendererPropertyLabel;
+ slider.GetProperty( slider.GetPropertyIndex( "rendererProperty" ) ).Get( rendererPropertyLabel );
+ mRendererMap[ rendererPropertyLabel ] = value;
+
+ //Reload the model to display the change.
+ mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mRendererMap ) );
+
+ return true;
+ }
+
+ //Panning around the shape rotates it.
+ void OnPan( Actor actor, const PanGesture& gesture )
+ {
+ switch( gesture.state )
+ {
+ case Gesture::Started:
+ {
+ //Pause animation, as the gesture will be used to manually rotate the model
+ mRotationAnimation.Pause();
+
+ break;
+ }
+ case Gesture::Continuing:
+ {
+ //Rotate based off the gesture.
+ mRotation.x -= gesture.displacement.y / X_ROTATION_DISPLACEMENT_FACTOR; // Y displacement rotates around X axis
+ mRotation.y += gesture.displacement.x / Y_ROTATION_DISPLACEMENT_FACTOR; // X displacement rotates around Y axis
+ Quaternion rotation = Quaternion( Radian( mRotation.x ), Vector3::XAXIS) *
+ Quaternion( Radian( mRotation.y ), Vector3::YAXIS);
+
+ mModel.SetOrientation( rotation );
+
+ break;
+ }
+ case Gesture::Finished:
+ {
+ //Return to automatic animation
+ mRotationAnimation.Play();
+
+ break;
+ }
+ case Gesture::Cancelled:
+ {
+ //Return to automatic animation
+ mRotationAnimation.Play();
+
+ break;
+ }
+ default:
+ {
+ break;
+ }
+ }
+ }
+
+ //If escape or the back button is pressed, quit the application (and return to the launcher)
+ void OnKeyEvent( const KeyEvent& event )
+ {
+ if( event.state == KeyEvent::Down )
+ {
+ if( IsKey( event, DALI_KEY_ESCAPE) || IsKey( event, DALI_KEY_BACK ) )
+ {
+ mApplication.Quit();
+ }
+ }
+ }
+
+private:
+ Application& mApplication;
+
+ std::vector<Slider> mSliders; ///< Holds the sliders on screen that each shape accesses.
+ std::vector<TextLabel> mSliderLabels; ///< Holds the labels to each slider.
+ TableView mSliderTable; ///< A table to layout the sliders next to their labels.
+
+ Property::Map mRendererMap; ///< Property map to create a primitive renderer.
+ Control mModel; ///< Control to house the primitive renderer.
+
+ PanGestureDetector mPanGestureDetector; ///< Detects pan gestures for rotation of the model.
+ Animation mRotationAnimation; ///< Automatically rotates the model, unless it is being panned.
+
+ Vector4 mColor; ///< Color to set all shapes.
+ Vector2 mRotation; ///< Keeps track of model rotation.
+};
+
+void RunTest( Application& application )
+{
+ PrimitiveShapesController test( application );
+
+ application.MainLoop();
+}
+
+// Entry point for Linux & Tizen applications
+//
+int main( int argc, char **argv )
+{
+ Application application = Application::New( &argc, &argv );
+
+ RunTest( application );
+
+ return 0;
+}