Merge branch 'devel/master' into tizen accepted/tizen/unified/20200811.050417 submit/tizen/20200810.064352
authorWonsik Jung <sidein@samsung.com>
Mon, 10 Aug 2020 05:43:24 +0000 (14:43 +0900)
committerWonsik Jung <sidein@samsung.com>
Mon, 10 Aug 2020 05:43:24 +0000 (14:43 +0900)
16 files changed:
examples/gestures/gesture-example.cpp
examples/reflection-demo/reflection-example.cpp
examples/refraction-effect/refraction-effect-example.cpp
examples/styling/image-channel-control-impl.cpp
examples/styling/image-channel-control-impl.h
examples/text-field/text-field-example.cpp
examples/transitions/shadow-button-impl.cpp
examples/transitions/shadow-button-impl.h
examples/visual-transitions/beat-control-impl.cpp
examples/visual-transitions/beat-control-impl.h
packaging/com.samsung.dali-demo.spec
resources/scripts/animated-colors.json
resources/scripts/clock.json
resources/scripts/shader-effect-ripple.json
shared/dali-table-view.cpp
shared/dali-table-view.h

index c76496b..a3a927d 100644 (file)
@@ -258,7 +258,7 @@ private:
         break;
       }
     }
-    return true;
+    return false;
   }
 
   /**
index 0900d80..4f04401 100644 (file)
@@ -24,7 +24,6 @@
 #include "gltf-scene.h"
 
 using namespace Dali;
-using Dali::Toolkit::TextLabel;
 
 namespace
 {
@@ -167,6 +166,14 @@ struct Model
   Shader    shader;
   Geometry  geometry;
 };
+using ModelPtr = std::unique_ptr<Model>;
+
+using ActorContainer = std::vector<Actor>;
+using CameraContainer = std::vector<CameraActor>;
+using ModelContainer = std::vector<ModelPtr>;
+using TextureSetContainer = std::vector<TextureSet>;
+
+const Vector3 DEFAULT_LIGHT_DIRECTION( 0.5, 0.5, -1 );
 
 template<class T>
 bool LoadFile( const std::string& filename, std::vector<T>& bytes )
@@ -229,10 +236,11 @@ Shader CreateShader( const std::string& vsh, const std::string& fsh )
   return Shader::New( std::string(vshShaderSource.data()), std::string(fshShaderSource.data()) );
 }
 
-std::unique_ptr<Model> CreateModel( glTF& gltf,
-                                    const glTF_Mesh* mesh,
-                                    const std::string& vertexShaderSource,
-                                    const std::string& fragmentShaderSource )
+ModelPtr CreateModel(
+    glTF& gltf,
+    const glTF_Mesh* mesh,
+    const std::string& vertexShaderSource,
+    const std::string& fragmentShaderSource )
 {
   /*
    * Obtain interleaved buffer for first mesh with position and normal attributes
@@ -262,7 +270,7 @@ std::unique_ptr<Model> CreateModel( glTF& gltf,
   auto indexBuffer = gltf.GetMeshIndexBuffer( mesh );
   geometry.SetIndexBuffer( indexBuffer.data(), indexBuffer.size() );
   geometry.SetType( Geometry::Type::TRIANGLES );
-  std::unique_ptr<Model> retval( new Model() );
+  ModelPtr retval( new Model() );
   retval->shader = CreateShader( vertexShaderSource, fragmentShaderSource );
   retval->geometry = geometry;
   return retval;
@@ -275,6 +283,177 @@ void ReplaceShader( Actor& actor, const std::string& vsh, const std::string& fsh
   renderer.SetShader( shader );
 }
 
+void CreateTextureSetsFromGLTF( glTF* gltf, const std::string& basePath, TextureSetContainer& textureSets )
+{
+  const auto& materials = gltf->GetMaterials();
+  const auto& textures = gltf->GetTextures();
+
+  std::map<std::string, Texture> textureCache{};
+
+  for(const auto& material : materials )
+  {
+    TextureSet textureSet;
+    if(material.pbrMetallicRoughness.enabled)
+    {
+      textureSet = TextureSet::New();
+      std::string filename( basePath );
+      filename += '/';
+      filename += textures[material.pbrMetallicRoughness.baseTextureColor.index].uri;
+      Dali::PixelData pixelData = Dali::Toolkit::SyncImageLoader::Load( filename );
+
+      auto cacheKey = textures[material.pbrMetallicRoughness.baseTextureColor.index].uri;
+      auto iter = textureCache.find(cacheKey);
+      Texture texture;
+      if(iter == textureCache.end())
+      {
+        texture = Texture::New(TextureType::TEXTURE_2D, pixelData.GetPixelFormat(), pixelData.GetWidth(),
+                                       pixelData.GetHeight());
+        texture.Upload(pixelData);
+        texture.GenerateMipmaps();
+        textureCache[cacheKey] = texture;
+      }
+      else
+      {
+        texture = iter->second;
+      }
+      textureSet.SetTexture( 0, texture );
+      Dali::Sampler sampler = Dali::Sampler::New();
+      sampler.SetWrapMode( Dali::WrapMode::REPEAT, Dali::WrapMode::REPEAT, Dali::WrapMode::REPEAT );
+      sampler.SetFilterMode( Dali::FilterMode::LINEAR_MIPMAP_LINEAR, Dali::FilterMode::LINEAR );
+      textureSet.SetSampler( 0, sampler );
+    }
+    textureSets.emplace_back( textureSet );
+  }
+}
+
+
+/**
+ * Creates models from glTF
+ */
+void CreateModelsFromGLTF( glTF* gltf, ModelContainer& models )
+{
+  const auto& meshes = gltf->GetMeshes();
+  for( const auto& mesh : meshes )
+  {
+    // change shader to use texture if material indicates that
+    if(mesh->material != 0xffffffff && gltf->GetMaterials()[mesh->material].pbrMetallicRoughness.enabled)
+    {
+      models.emplace_back( CreateModel( *gltf, mesh, VERTEX_SHADER, TEXTURED_FRAGMENT_SHADER ) );
+    }
+    else
+    {
+      models.emplace_back( CreateModel( *gltf, mesh, VERTEX_SHADER, FRAGMENT_SHADER ) );
+    }
+  }
+}
+
+Actor CreateSceneFromGLTF(
+    Window window,
+    glTF* gltf,
+    ModelContainer& models,
+    ActorContainer& actors,
+    CameraContainer& cameras,
+    TextureSetContainer& textureSets )
+{
+  const auto& nodes = gltf->GetNodes();
+
+  Vector3 cameraPosition;
+
+  // for each node create nodes and children
+  // resolve parents later
+  actors.reserve( nodes.size() );
+  for( const auto& node : nodes )
+  {
+    auto actor = node.cameraId != 0xffffffff ? CameraActor::New( window.GetSize() ) : Actor::New();
+
+    actor.SetProperty( Actor::Property::SIZE, Vector3( 1, 1, 1 ) );
+    actor.SetProperty( Dali::Actor::Property::NAME, node.name );
+    actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+    actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+    actor.SetProperty( Actor::Property::POSITION, Vector3( node.translation[0], node.translation[1], node.translation[2] ));
+    actor.SetProperty( Actor::Property::SCALE, Vector3( node.scale[0], node.scale[1], node.scale[2] ) );
+    actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(node.rotationQuaternion[3],
+                                     node.rotationQuaternion[0],
+                                     node.rotationQuaternion[1],
+                                     node.rotationQuaternion[2]));
+
+    actors.emplace_back( actor );
+
+    // Initially add each actor to the very first one
+    if(actors.size() > 1)
+    {
+      actors[0].Add(actor);
+    }
+
+    // If mesh, create and add renderer
+    if(node.meshId != 0xffffffff)
+    {
+      const auto& model = models[node.meshId].get();
+      auto renderer = Renderer::New( model->geometry, model->shader );
+
+      // if textured, add texture set
+      auto materialId = gltf->GetMeshes()[node.meshId]->material;
+      if( materialId != 0xffffffff )
+      {
+        if( gltf->GetMaterials()[materialId].pbrMetallicRoughness.enabled )
+        {
+          renderer.SetTextures( textureSets[materialId] );
+        }
+      }
+
+      actor.AddRenderer( renderer );
+    }
+
+    // Reset and attach main camera
+    if( node.cameraId != 0xffffffff )
+    {
+      cameraPosition = Vector3(node.translation[0], node.translation[1], node.translation[2]);
+      auto quatY = Quaternion( Degree(180.0f), Vector3( 0.0, 1.0, 0.0) );
+      auto cameraActor = CameraActor::DownCast( actor );
+      cameraActor.SetProperty( Actor::Property::ORIENTATION, Quaternion(node.rotationQuaternion[3],
+                                             node.rotationQuaternion[0],
+                                             node.rotationQuaternion[1],
+                                             node.rotationQuaternion[2] )
+                                  * quatY
+                                    );
+      cameraActor.SetProjectionMode( Camera::PERSPECTIVE_PROJECTION );
+
+      const auto camera = gltf->GetCameras()[node.cameraId];
+      cameraActor.SetNearClippingPlane( camera->znear );
+      cameraActor.SetFarClippingPlane( camera->zfar );
+      cameraActor.SetFieldOfView( camera->yfov );
+
+      cameraActor.SetProperty( CameraActor::Property::INVERT_Y_AXIS, true);
+      cameraActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+      cameraActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+
+      cameras.emplace_back( cameraActor );
+    }
+  }
+
+  // Resolve hierarchy dependencies
+  auto i = 0u;
+  for( const auto& node : nodes )
+  {
+    if(!node.children.empty())
+    {
+      for(const auto& childId : node.children)
+      {
+        actors[i].Add( actors[childId+1] );
+      }
+    }
+    ++i;
+  }
+
+  for( auto& actor : actors )
+  {
+    actor.RegisterProperty( "lightDir", DEFAULT_LIGHT_DIRECTION );
+    actor.RegisterProperty( "eyePos", cameraPosition );
+  }
+
+  return actors[0];
+}
+
 } // unnamed namespace
 
 // This example shows how to create and display mirrored reflection using CameraActor
@@ -316,22 +495,21 @@ private:
     auto gltf = glTF(DEMO_GAME_DIR "/reflection");
 
     // Define direction of light
-    mLightDir = Vector3( 0.5, 0.5, -1 );
 
     /**
      * Instantiate texture sets
      */
-    CreateTextureSetsFromGLTF( &gltf, DEMO_GAME_DIR );
+    CreateTextureSetsFromGLTF( &gltf, DEMO_GAME_DIR, mTextureSets );
 
     /**
      * Create models
      */
-    CreateModelsFromGLTF( &gltf );
+    CreateModelsFromGLTF( &gltf, mModels );
 
     /**
-     * Create scene nodes
+     * Create scene nodes & add to 3D Layer
      */
-    CreateSceneFromGLTF( window, &gltf );
+    mLayer3D.Add( CreateSceneFromGLTF( window, &gltf, mModels, mActors, mCameras, mTextureSets ) );
 
     auto planeActor = mLayer3D.FindChildByName( "Plane" );
     auto solarActor = mLayer3D.FindChildByName( "solar_root" );
@@ -430,173 +608,6 @@ private:
     mTickTimer.Start();
   }
 
-  void CreateSceneFromGLTF( Window window, glTF* gltf )
-  {
-    const auto& nodes = gltf->GetNodes();
-
-    // for each node create nodes and children
-    // resolve parents later
-    std::vector<Actor> actors;
-    actors.reserve( nodes.size() );
-    for( const auto& node : nodes )
-    {
-      auto actor = node.cameraId != 0xffffffff ? CameraActor::New( window.GetSize() ) : Actor::New();
-
-      actor.SetProperty( Actor::Property::SIZE, Vector3( 1, 1, 1 ) );
-      actor.SetProperty( Dali::Actor::Property::NAME, node.name );
-      actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-      actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
-      actor.SetProperty( Actor::Property::POSITION, Vector3( node.translation[0], node.translation[1], node.translation[2] ));
-      actor.SetProperty( Actor::Property::SCALE, Vector3( node.scale[0], node.scale[1], node.scale[2] ) );
-      actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(node.rotationQuaternion[3],
-                                       node.rotationQuaternion[0],
-                                       node.rotationQuaternion[1],
-                                       node.rotationQuaternion[2]));
-
-      actors.emplace_back( actor );
-
-      // Initially add each actor to the very first one
-      if(actors.size() > 1)
-      {
-        actors[0].Add(actor);
-      }
-
-      // If mesh, create and add renderer
-      if(node.meshId != 0xffffffff)
-      {
-        const auto& model = mModels[node.meshId].get();
-        auto renderer = Renderer::New( model->geometry, model->shader );
-
-        // if textured, add texture set
-        auto materialId = gltf->GetMeshes()[node.meshId]->material;
-        if( materialId != 0xffffffff )
-        {
-          if( gltf->GetMaterials()[materialId].pbrMetallicRoughness.enabled )
-          {
-            renderer.SetTextures( mTextureSets[materialId] );
-          }
-        }
-
-        actor.AddRenderer( renderer );
-      }
-
-      // Reset and attach main camera
-      if( node.cameraId != 0xffffffff )
-      {
-        mCameraPos = Vector3(node.translation[0], node.translation[1], node.translation[2]);
-        auto quatY = Quaternion( Degree(180.0f), Vector3( 0.0, 1.0, 0.0) );
-        auto cameraActor = CameraActor::DownCast( actor );
-        cameraActor.SetProperty( Actor::Property::ORIENTATION, Quaternion(node.rotationQuaternion[3],
-                                               node.rotationQuaternion[0],
-                                               node.rotationQuaternion[1],
-                                               node.rotationQuaternion[2] )
-                                    * quatY
-                                      );
-        cameraActor.SetProjectionMode( Camera::PERSPECTIVE_PROJECTION );
-
-        const auto camera = gltf->GetCameras()[node.cameraId];
-        cameraActor.SetNearClippingPlane( camera->znear );
-        cameraActor.SetFarClippingPlane( camera->zfar );
-        cameraActor.SetFieldOfView( camera->yfov );
-
-        cameraActor.SetProperty( CameraActor::Property::INVERT_Y_AXIS, true);
-        cameraActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-        cameraActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
-
-        mCameras.emplace_back( cameraActor );
-      }
-    }
-
-    // Resolve hierarchy dependencies
-    auto i = 0u;
-    for( const auto& node : nodes )
-    {
-      if(!node.children.empty())
-      {
-        for(const auto& childId : node.children)
-        {
-          actors[i].Add( actors[childId+1] );
-        }
-      }
-      ++i;
-    }
-
-    mActors = std::move(actors);
-
-    // Add root actor to the window
-    mLayer3D.Add( mActors[0] );
-
-    for( auto& actor : mActors )
-    {
-      actor.RegisterProperty( "lightDir", mLightDir );
-      actor.RegisterProperty( "eyePos", mCameraPos );
-    }
-
-  }
-
-  /**
-   * Creates models from glTF
-   */
-  void CreateModelsFromGLTF( glTF* gltf )
-  {
-    const auto& meshes = gltf->GetMeshes();
-    for( const auto& mesh : meshes )
-    {
-      // change shader to use texture if material indicates that
-      if(mesh->material != 0xffffffff && gltf->GetMaterials()[mesh->material].pbrMetallicRoughness.enabled)
-      {
-        mModels.emplace_back( CreateModel( *gltf, mesh, VERTEX_SHADER, TEXTURED_FRAGMENT_SHADER ) );
-      }
-      else
-      {
-        mModels.emplace_back( CreateModel( *gltf, mesh, VERTEX_SHADER, FRAGMENT_SHADER ) );
-      }
-    }
-  }
-
-  void CreateTextureSetsFromGLTF( glTF* gltf, const std::string& basePath )
-  {
-    const auto& materials = gltf->GetMaterials();
-    const auto& textures = gltf->GetTextures();
-
-    std::map<std::string, Texture> textureCache{};
-
-    for(const auto& material : materials )
-    {
-      TextureSet textureSet;
-      if(material.pbrMetallicRoughness.enabled)
-      {
-        textureSet = TextureSet::New();
-        std::string filename( basePath );
-        filename += '/';
-        filename += textures[material.pbrMetallicRoughness.baseTextureColor.index].uri;
-        Dali::PixelData pixelData = Dali::Toolkit::SyncImageLoader::Load( filename );
-
-        auto cacheKey = textures[material.pbrMetallicRoughness.baseTextureColor.index].uri;
-        auto iter = textureCache.find(cacheKey);
-        Texture texture;
-        if(iter == textureCache.end())
-        {
-          texture = Texture::New(TextureType::TEXTURE_2D, pixelData.GetPixelFormat(), pixelData.GetWidth(),
-                                         pixelData.GetHeight());
-          texture.Upload(pixelData);
-          texture.GenerateMipmaps();
-          textureCache[cacheKey] = texture;
-        }
-        else
-        {
-          texture = iter->second;
-        }
-        textureSet.SetTexture( 0, texture );
-        Dali::Sampler sampler = Dali::Sampler::New();
-        sampler.SetWrapMode( Dali::WrapMode::REPEAT, Dali::WrapMode::REPEAT, Dali::WrapMode::REPEAT );
-        sampler.SetFilterMode( Dali::FilterMode::LINEAR_MIPMAP_LINEAR, Dali::FilterMode::LINEAR );
-        textureSet.SetSampler( 0, sampler );
-      }
-      mTextureSets.emplace_back( textureSet );
-    }
-  }
-
   void OnPan( Actor actor, const PanGesture& panGesture )
   {
     auto displacement = panGesture.screenDisplacement;
@@ -649,10 +660,10 @@ private:
 
   Layer mLayer3D{};
 
-  std::vector<Actor>                      mActors {};
-  std::vector<CameraActor>                mCameras {};
-  std::vector<std::unique_ptr<Model>>     mModels {};
-  std::vector<TextureSet>                 mTextureSets {};
+  ActorContainer              mActors {};
+  CameraContainer             mCameras {};
+  ModelContainer              mModels {};
+  TextureSetContainer         mTextureSets {};
 
   Animation mAnimation {};
   float mMockTime { 0.0f };
@@ -661,8 +672,6 @@ private:
   Property::Index mSunKFactorUniformIndex {};
   PanGestureDetector mPanGestureDetector {};
 
-  Vector3 mCameraPos { Vector3::ZERO };
-  Vector3 mLightDir { Vector3::ZERO };
   Timer mTickTimer {};
 
   CameraActor mCamera3D {};
index 6be6080..e995e60 100644 (file)
@@ -480,6 +480,8 @@ private:
         return;
     }
 
+    fileBuffer.PushBack( '\0' );
+
     std::stringstream iss( &fileBuffer[0], std::ios::in );
 
     boundingBox.Resize( 6 );
index b67e0ad..f494cc4 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
@@ -160,14 +160,14 @@ void ImageChannelControl::OnInitialize()
   mChannelIndex = self.RegisterProperty( "uChannels", Vector3(1.0f, 1.0f, 1.0f) );
 }
 
-void ImageChannelControl::OnStageConnection( int depth )
+void ImageChannelControl::OnSceneConnection( int depth )
 {
-  Control::OnStageConnection( depth );
+  Control::OnSceneConnection( depth );
 }
 
-void ImageChannelControl::OnStageDisconnection()
+void ImageChannelControl::OnSceneDisconnection()
 {
-  Control::OnStageDisconnection();
+  Control::OnSceneDisconnection();
 }
 
 void ImageChannelControl::OnSizeSet( const Vector3& targetSize )
index bcfa9ea..a2edfee 100644 (file)
@@ -2,7 +2,7 @@
 #define DALI_DEMO_INTERNAL_IMAGE_CHANNEL_CONTROL_IMPL_H
 
 /*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
@@ -74,14 +74,14 @@ private: // From Control
   virtual void OnInitialize();
 
   /**
-   * @copydoc Toolkit::Control::OnStageConnect()
+   * @copydoc Toolkit::Control::OnSceneConnection()
    */
-  virtual void OnStageConnection( int depth );
+  virtual void OnSceneConnection( int depth );
 
   /**
-   * @copydoc Toolkit::Control::OnStageDisconnection()
+   * @copydoc Toolkit::Control::OnSceneDisconnection()
    */
-  virtual void OnStageDisconnection();
+  virtual void OnSceneDisconnection();
 
   /**
    * @copydoc Toolkit::Control::OnSizeSet()
index b2478b3..a401d77 100644 (file)
@@ -154,7 +154,7 @@ public:
   bool OnPopupTouched( Actor actor, const TouchData& event )
   {
     // End edit mode for TextField if parent Popup touched.
-    if(event.GetPointCount() > 0)
+    if((event.GetPointCount() > 0) && (mPopup == event.GetHitActor(0)))
     {
       switch( event.GetState( 0 ) )
       {
@@ -177,7 +177,7 @@ public:
       } // end switch
     }
 
-    return true;
+    return false;
   }
 
   /**
index 8b02150..4b48e92 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
@@ -201,14 +201,14 @@ void ShadowButton::OnInitialize()
   Actor self = Self();
 }
 
-void ShadowButton::OnStageConnection( int depth )
+void ShadowButton::OnSceneConnection( int depth )
 {
-  Control::OnStageConnection( depth );
+  Control::OnSceneConnection( depth );
 }
 
-void ShadowButton::OnStageDisconnection()
+void ShadowButton::OnSceneDisconnection()
 {
-  Control::OnStageDisconnection();
+  Control::OnSceneDisconnection();
 }
 
 void ShadowButton::OnSizeSet( const Vector3& targetSize )
index cbf146e..bb0ed9a 100644 (file)
@@ -2,7 +2,7 @@
 #define DALI_DEMO_INTERNAL_SHADOW_BUTTON_IMPL_H
 
 /*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
@@ -90,14 +90,14 @@ private: // From Control
   virtual void OnInitialize();
 
   /**
-   * @copydoc Toolkit::Button::OnStageConnect()
+   * @copydoc Toolkit::Button::OnSceneConnection()
    */
-  virtual void OnStageConnection( int depth );
+  virtual void OnSceneConnection( int depth );
 
   /**
-   * @copydoc Toolkit::Button::OnStageDisconnection()
+   * @copydoc Toolkit::Button::OnSceneDisconnection()
    */
-  virtual void OnStageDisconnection();
+  virtual void OnSceneDisconnection();
 
   /**
    * @copydoc Toolkit::Button::OnSizeSet()
index dc88985..47f2e47 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
@@ -179,14 +179,14 @@ void BeatControl::OnInitialize()
   Actor self = Self();
 }
 
-void BeatControl::OnStageConnection( int depth )
+void BeatControl::OnSceneConnection( int depth )
 {
-  Control::OnStageConnection( depth );
+  Control::OnSceneConnection( depth );
 }
 
-void BeatControl::OnStageDisconnection()
+void BeatControl::OnSceneDisconnection()
 {
-  Control::OnStageDisconnection();
+  Control::OnSceneDisconnection();
 }
 
 void BeatControl::OnSizeSet( const Vector3& targetSize )
index 95596a3..87bc457 100644 (file)
@@ -2,7 +2,7 @@
 #define DALI_DEMO_INTERNAL_BEAT_CONTROL_IMPL_H
 
 /*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
@@ -73,14 +73,14 @@ private: // From Control
   virtual void OnInitialize();
 
   /**
-   * @copydoc Toolkit::Control::OnStageConnect()
+   * @copydoc Toolkit::Control::OnSceneConnection()
    */
-  virtual void OnStageConnection( int depth );
+  virtual void OnSceneConnection( int depth );
 
   /**
-   * @copydoc Toolkit::Control::OnStageDisconnection()
+   * @copydoc Toolkit::Control::OnSceneDisconnection()
    */
-  virtual void OnStageDisconnection();
+  virtual void OnSceneDisconnection();
 
   /**
    * @copydoc Toolkit::Control::OnSizeSet()
index 21dec7f..62c6eaa 100755 (executable)
@@ -2,7 +2,7 @@
 
 Name:       com.samsung.dali-demo
 Summary:    The OpenGLES Canvas Core Demo
-Version:    1.9.22
+Version:    1.9.24
 Release:    1
 Group:      System/Libraries
 License:    Apache-2.0
index e930a2b..5c6e3e0 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
       ],
       "signals": [
         {
-          "name": "onStage",
+          "name": "onScene",
           "action": "play",
           "animation": "Animation_1"
         }
index a3048c1..a8b31cc 100644 (file)
@@ -14,7 +14,7 @@
       "selected": false,
       "signals": [
       {
-        "name": "onStage",
+        "name": "onScene",
         "action": "play",
         "animation": "animate-seconds"
       }]
@@ -32,7 +32,7 @@
       },
       "signals": [
       {
-        "name": "onStage",
+        "name": "onScene",
         "action": "play",
         "animation": "animate-minutes"
       }]
@@ -50,7 +50,7 @@
       },
       "signals": [
       {
-        "name": "onStage",
+        "name": "onScene",
         "action": "play",
         "animation": "animate-hours"
       }]
index 24a5fb3..c64cc18 100644 (file)
@@ -39,7 +39,7 @@
       },
       "signals": [
         {
-          "name": "onStage",
+          "name": "onScene",
           "action": "play",
           "animation": "Animation_1"
         }
index 21cb43e..4d95f05 100644 (file)
@@ -358,9 +358,9 @@ void DaliTableView::CreateFocusEffect()
 
   keyboardFocusManager.SetFocusIndicatorActor( mFocusEffect[0].actor );
 
-  // Connect to the on & off stage signals of the indicator which represents when it is enabled & disabled respectively
-  mFocusEffect[0].actor.OnStageSignal().Connect( this, &DaliTableView::OnFocusIndicatorEnabled );
-  mFocusEffect[0].actor.OffStageSignal().Connect( this, &DaliTableView::OnFocusIndicatorDisabled );
+  // Connect to the on & off scene signals of the indicator which represents when it is enabled & disabled respectively
+  mFocusEffect[0].actor.OnSceneSignal().Connect( this, &DaliTableView::OnFocusIndicatorEnabled );
+  mFocusEffect[0].actor.OffSceneSignal().Connect( this, &DaliTableView::OnFocusIndicatorDisabled );
 }
 
 void DaliTableView::OnFocusIndicatorEnabled( Actor /* actor */ )
index 03b22eb..beb85dd 100644 (file)
@@ -332,10 +332,10 @@ private: // Application callbacks & implementation
  void OnButtonsPageRelayout( const Dali::Actor& actor );
 
  /**
-  * @brief The is connected to the keyboard focus highlight actor, and called when it is placed on stage.
-  * @param[in] actor The actor that has been placed on stage.
+  * @brief The is connected to the keyboard focus highlight actor, and called when it is placed on the scene.
+  * @param[in] actor The actor that has been placed on the scene.
   */
- void OnStageConnect( Dali::Actor actor );
+ void OnSceneConnect( Dali::Actor actor );
 
  /**
   * @brief Callback called to set up background actors