*
*/
+// EXTERNAL INCLUDES
#include <dali-toolkit/dali-toolkit.h>
-#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
+#include <iostream>
+
+// INTERNAL INCLUDES
#include "generated/perf-scroll-frag.h"
#include "generated/perf-scroll-vert.h"
#include "shared/utility.h"
using namespace Dali;
using namespace Dali::Toolkit;
+using namespace std;
namespace
{
DEMO_IMAGE_DIR "button-up-17.9.png",
};
-const unsigned int NUM_IMAGES = sizeof(IMAGE_PATH) / sizeof(char*);
-const unsigned int NUM_NINEPATCH_IMAGES = sizeof(NINEPATCH_IMAGE_PATH) / sizeof(char*);
-
-const float ANIMATION_TIME(5.0f); // animation length in seconds
+constexpr unsigned int NUM_IMAGES = sizeof(IMAGE_PATH) / sizeof(char*);
+constexpr unsigned int NUM_NINEPATCH_IMAGES = sizeof(NINEPATCH_IMAGE_PATH) / sizeof(char*);
struct VertexWithTexture
{
Vector2 texCoord;
};
-bool gUseMesh(false);
-bool gNinePatch(false);
-unsigned int gRowsPerPage(15);
-unsigned int gColumnsPerPage(15);
-unsigned int gPageCount(10);
-float gDuration(10.0f);
+bool gUseMesh(false);
+bool gUseNinePatch(false);
+
+constexpr unsigned int ROWS_PER_PAGE(15);
+constexpr unsigned int COLUMNS_PER_PAGE(15);
+constexpr unsigned int PAGE_COUNT(10);
+
+float gScrollDuration(10.0f); ///< Default animation duration for the scroll, is modifiable with the -t option
Renderer CreateRenderer(unsigned int index, Geometry geometry, Shader shader)
{
Renderer renderer = Renderer::New(geometry, shader);
- const char* imagePath = !gNinePatch ? IMAGE_PATH[index] : NINEPATCH_IMAGE_PATH[index];
+ const char* imagePath = !gUseNinePatch ? IMAGE_PATH[index] : NINEPATCH_IMAGE_PATH[index];
Texture texture = DemoHelper::LoadTexture(imagePath);
TextureSet textureSet = TextureSet::New();
textureSet.SetTexture(0u, texture);
}
} // namespace
-// Test application to compare performance between ImageActor and ImageView
-// By default, the application consist of 10 pages of 25x25 ImageActors, this can be modified using the following command line arguments:
-// -t duration (sec )
-// --use-imageview ( Use ImageView instead of ImageActor )
-// --use-mesh ( Use new renderer API (as ImageView) but shares renderers between actors when possible )
-//
+/**
+ * Test application to compare performance between ImageView & manually created Renderers
+ * By default, the application consist of 10 pages of 15x15 Images, this can be modified using the following command line arguments:
+ * -t[duration] (seconds)
+ * --use-mesh (Use Renderer API)
+ * --nine-patch (Use nine-patch images in ImageView)
+ */
class PerfScroll : public ConnectionTracker
{
public:
PerfScroll(Application& application)
: mApplication(application),
- mRowsPerPage(gRowsPerPage),
- mColumnsPerPage(gColumnsPerPage),
- mPageCount(gPageCount)
+ mRowsPerPage(ROWS_PER_PAGE),
+ mColumnsPerPage(COLUMNS_PER_PAGE),
+ mPageCount(PAGE_COUNT)
{
// Connect to the Application's Init signal
mApplication.InitSignal().Connect(this, &PerfScroll::Create);
}
- ~PerfScroll()
- {
- // Nothing to do here;
- }
+ ~PerfScroll() = default;
// The Init signal is received once (only) during the Application lifetime
void Create(Application& application)
CreateImageViews();
}
- ShowAnimation();
+ PositionActors();
+ ScrollAnimation();
}
bool OnTouch(Actor actor, const TouchEvent& touch)
const char* ImagePath(int i)
{
- return !gNinePatch ? IMAGE_PATH[i % NUM_IMAGES] : NINEPATCH_IMAGE_PATH[i % NUM_NINEPATCH_IMAGES];
+ return !gUseNinePatch ? IMAGE_PATH[i % NUM_IMAGES] : NINEPATCH_IMAGE_PATH[i % NUM_NINEPATCH_IMAGES];
}
void CreateImageViews()
{
Window window = mApplication.GetWindow();
unsigned int actorCount(mRowsPerPage * mColumnsPerPage * mPageCount);
- mImageView.resize(actorCount);
+ mActor.resize(actorCount);
for(size_t i(0); i < actorCount; ++i)
{
- mImageView[i] = ImageView::New();
+ mActor[i] = ImageView::New();
Property::Map propertyMap;
propertyMap.Insert(Toolkit::ImageVisual::Property::URL, ImagePath(i));
propertyMap.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::IMAGE);
- propertyMap.Insert(Toolkit::DevelVisual::Property::VISUAL_FITTING_MODE, Toolkit::DevelVisual::FILL);
- mImageView[i].SetProperty(Toolkit::ImageView::Property::IMAGE, propertyMap);
-
- mImageView[i].SetProperty(Actor::Property::SIZE, Vector3(0.0f, 0.0f, 0.0f));
- mImageView[i].SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
- mParent.Add(mImageView[i]);
+ mActor[i].SetProperty(Toolkit::ImageView::Property::IMAGE, propertyMap);
+ mActor[i].SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ mParent.Add(mActor[i]);
}
}
void CreateMeshActors()
{
- unsigned int numImages = !gNinePatch ? NUM_IMAGES : NUM_NINEPATCH_IMAGES;
+ unsigned int numImages = !gUseNinePatch ? NUM_IMAGES : NUM_NINEPATCH_IMAGES;
//Create all the renderers
std::vector<Renderer> renderers(numImages);
{
mActor[i] = Actor::New();
mActor[i].AddRenderer(renderers[i % numImages]);
- mActor[i].SetProperty(Actor::Property::SIZE, Vector3(0.0f, 0.0f, 0.0f));
mParent.Add(mActor[i]);
}
}
- void OnAnimationEnd(Animation& source)
- {
- if(source == mShow)
- {
- ScrollAnimation();
- }
- else if(source == mScroll)
- {
- HideAnimation();
- }
- else
- {
- mApplication.Quit();
- }
- }
-
- void ShowAnimation()
+ void PositionActors()
{
Window window = mApplication.GetWindow();
Vector3 initialPosition(window.GetSize().GetWidth() * 0.5f, window.GetSize().GetHeight() * 0.5f, 1000.0f);
size_t count(0);
float xpos, ypos;
- mShow = Animation::New(0.0f);
-
- float totalDuration(0.0f);
- float durationPerActor(0.0f);
- float delayBetweenActors = (totalDuration - durationPerActor) / (mRowsPerPage * mColumnsPerPage);
for(size_t i(0); i < totalColumns; ++i)
{
for(size_t j(0); j < mRowsPerPage; ++j)
{
ypos = mSize.y * j;
-
- float delay = 0.0f;
- float duration = 0.0f;
- if(count < (static_cast<size_t>(mRowsPerPage) * mColumnsPerPage))
- {
- duration = durationPerActor;
- delay = delayBetweenActors * count;
- }
- if(gUseMesh)
- {
- mActor[count].SetProperty(Actor::Property::POSITION, initialPosition);
- mActor[count].SetProperty(Actor::Property::SIZE, Vector3(0.0f, 0.0f, 0.0f));
- mActor[count].SetProperty(Actor::Property::ORIENTATION, Quaternion(Quaternion(Radian(0.0f), Vector3::XAXIS)));
- mShow.AnimateTo(Property(mActor[count], Actor::Property::POSITION), Vector3(xpos + mSize.x * 0.5f, ypos + mSize.y * 0.5f, 0.0f), AlphaFunction::EASE_OUT_BACK, TimePeriod(delay, duration));
- mShow.AnimateTo(Property(mActor[count], Actor::Property::SIZE), mSize, AlphaFunction::EASE_OUT_BACK, TimePeriod(delay, duration));
- }
- else
- {
- mImageView[count].SetProperty(Actor::Property::POSITION, initialPosition);
- mImageView[count].SetProperty(Actor::Property::SIZE, Vector3(0.0f, 0.0f, 0.0f));
- mImageView[count].SetProperty(Actor::Property::ORIENTATION, Quaternion(Quaternion(Radian(0.0f), Vector3::XAXIS)));
- mShow.AnimateTo(Property(mImageView[count], Actor::Property::POSITION), Vector3(xpos + mSize.x * 0.5f, ypos + mSize.y * 0.5f, 0.0f), AlphaFunction::EASE_OUT_BACK, TimePeriod(delay, duration));
- mShow.AnimateTo(Property(mImageView[count], Actor::Property::SIZE), mSize, AlphaFunction::EASE_OUT_BACK, TimePeriod(delay, duration));
- }
+ mActor[count].SetProperty(Actor::Property::POSITION, Vector3(xpos + mSize.x * 0.5f, ypos + mSize.y * 0.5f, 0.0f));
+ mActor[count].SetProperty(Actor::Property::SIZE, mSize);
+ mActor[count].SetProperty(Actor::Property::ORIENTATION, Quaternion(Radian(0.0f), Vector3::XAXIS));
++count;
}
}
- mShow.Play();
- mShow.FinishedSignal().Connect(this, &PerfScroll::OnAnimationEnd);
}
void ScrollAnimation()
Window window = mApplication.GetWindow();
Vector3 windowSize(window.GetSize());
- mScroll = Animation::New(gDuration);
-
- mScroll.AnimateBy(Property(mParent, Actor::Property::POSITION), Vector3(-(gPageCount - 1.) * windowSize.x, 0.0f, 0.0f));
- mScroll.Play();
- mScroll.FinishedSignal().Connect(this, &PerfScroll::OnAnimationEnd);
- }
-
- void HideAnimation()
- {
- size_t count(0);
- unsigned int actorsPerPage(mRowsPerPage * mColumnsPerPage);
- mHide = Animation::New(0.0f);
-
- unsigned int totalColumns = mColumnsPerPage * mPageCount;
-
- float totalDuration(0.0f);
- float durationPerActor(0.0f);
- float delayBetweenActors = (totalDuration - durationPerActor) / (mRowsPerPage * mColumnsPerPage);
- for(size_t i(0); i < mRowsPerPage; ++i)
- {
- for(size_t j(0); j < totalColumns; ++j)
- {
- float delay = 0.0f;
- float duration = 0.0f;
- if(count < actorsPerPage)
- {
- duration = durationPerActor;
- delay = delayBetweenActors * count;
- }
-
- if(gUseMesh)
- {
- mHide.AnimateTo(Property(mActor[count], Actor::Property::ORIENTATION), Quaternion(Radian(Degree(70.0f)), Vector3::XAXIS), AlphaFunction::EASE_OUT, TimePeriod(delay, duration));
- mHide.AnimateBy(Property(mActor[count], Actor::Property::POSITION_Z), 1000.0f, AlphaFunction::EASE_OUT_BACK, TimePeriod(delay + delayBetweenActors * actorsPerPage + duration, duration));
- }
- else
- {
- mHide.AnimateTo(Property(mImageView[count], Actor::Property::ORIENTATION), Quaternion(Radian(Degree(70.0f)), Vector3::XAXIS), AlphaFunction::EASE_OUT, TimePeriod(delay, duration));
- mHide.AnimateBy(Property(mImageView[count], Actor::Property::POSITION_Z), 1000.0f, AlphaFunction::EASE_OUT_BACK, TimePeriod(delay + delayBetweenActors * actorsPerPage + duration, duration));
- }
- ++count;
- }
- }
-
- mHide.Play();
- mHide.FinishedSignal().Connect(this, &PerfScroll::OnAnimationEnd);
+ Animation scrollAnimation = Animation::New(gScrollDuration);
+ scrollAnimation.AnimateBy(Property(mParent, Actor::Property::POSITION), Vector3(-(PAGE_COUNT - 1.) * windowSize.x, 0.0f, 0.0f));
+ scrollAnimation.Play();
+ scrollAnimation.FinishedSignal().Connect(this, [&](Animation&) { mApplication.Quit(); });
}
void OnKeyEvent(const KeyEvent& event)
private:
Application& mApplication;
- std::vector<Actor> mActor;
- std::vector<ImageView> mImageView;
- Actor mParent;
+ std::vector<Actor> mActor;
+ Actor mParent;
- Vector3 mSize;
- unsigned int mRowsPerPage;
- unsigned int mColumnsPerPage;
- unsigned int mPageCount;
+ Vector3 mSize;
- Animation mShow;
- Animation mScroll;
- Animation mHide;
+ const unsigned int mRowsPerPage;
+ const unsigned int mColumnsPerPage;
+ const unsigned int mPageCount;
};
int DALI_EXPORT_API main(int argc, char** argv)
{
- Application application = Application::New(&argc, &argv);
-
for(int i(1); i < argc; ++i)
{
std::string arg(argv[i]);
}
else if(arg.compare("--nine-patch") == 0)
{
- gNinePatch = true;
+ gUseNinePatch = true;
}
else if(arg.compare(0, 2, "-t") == 0)
{
- gDuration = atof(arg.substr(2, arg.size()).c_str());
+ auto newDuration = atof(arg.substr(2, arg.size()).c_str());
+ if(newDuration > 0.0f)
+ {
+ gScrollDuration = newDuration;
+ }
+ }
+ else if((arg.compare("--help") == 0) || (arg.compare("-h") == 0))
+ {
+ cout << "perf-scroll.example [OPTIONS]" << endl;
+ cout << " Options:" << endl;
+ cout << " --use-mesh Uses the Rendering API directly to create actors" << endl;
+ cout << " --nine-patch Uses n-patch images instead" << endl;
+ cout << " -t[seconds] Replace [seconds] with the animation time required, i.e. -t4. Default is 10s." << endl;
+ cout << " -h|--help Help" << endl;
+ return 0;
}
}
+ Application application = Application::New(&argc, &argv);
+
PerfScroll test(application);
application.MainLoop();