--- /dev/null
+#!/usr/bin/perl
+#
+# Copyright (c) 2016 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.
+# You may obtain a copy of the License at
+#
+# http://www.apache.org/licenses/LICENSE-2.0
+#
+# Unless required by applicable law or agreed to in writing, software
+# distributed under the License is distributed on an "AS IS" BASIS,
+# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+# See the License for the specific language governing permissions and
+# limitations under the License.
+#
+
+use strict;
+use Git;
+use Getopt::Long;
+use Error qw(:try);
+use Pod::Usage;
+use File::Basename;
+use File::stat;
+use Scalar::Util qw /looks_like_number/;
+use Cwd qw /getcwd/;
+use Term::ANSIColor qw(:constants);
+
+# Program to run gcov on files in patch (that are in source dirs - needs to be dali-aware).
+
+# A) Get patch
+# B) Remove uninteresting files
+# C) Find matching gcno/gcda files
+# D) Copy and rename them to match source prefix (i.e. strip library name off front)
+# E) Generate patch output with covered/uncovered lines marked in green/red
+# F) Generate coverage data for changed lines
+# G) Exit status should be 0 for high coverage (90% line coverage for all new/changed lines)
+# or 1 for low coverage
+
+# Sources for conversion of gcno/gcda files:
+# ~/bin/lcov
+# Python git-coverage (From http://stef.thewalter.net/git-coverage-useful-code-coverage.html)
+
+our $repo = Git->repository();
+our $debug=0;
+our $pd_debug=0;
+our $opt_cached;
+our $opt_head;
+#our $opt_workingtree;
+#our $opt_diff=1;
+our $opt_help;
+our $opt_verbose;
+our $opt_quiet;
+
+my %options = (
+ "cached" => { "optvar"=>\$opt_cached, "desc"=>"Use index" },
+ "head" => { "optvar"=>\$opt_head, "desc"=>"Use git show" },
+ "help" => { "optvar"=>\$opt_help, "desc"=>""},
+ "quiet" => { "optvar"=>\$opt_quiet, "desc"=>""},
+ "verbose" => { "optvar"=>\$opt_verbose, "desc"=>"" });
+
+my %longOptions = map { $_ => $options{$_}->{"optvar"} } keys(%options);
+GetOptions( %longOptions ) or pod2usage(2);
+pod2usage(1) if $opt_help;
+
+
+## Format per file, repeated, no linebreak
+# <diffcmd>
+# index c1..c2 c3
+# --- a/<left-hand-side-file>
+# +++ b/<right-hand-side-file>
+# <diff hunks>
+
+# Format of each diff hunk, repeated, no linebreak
+# @@ <ranges> @@ line
+# 3 lines of context
+# [-|+]lines removed on left, added on right
+# 3 lines of context
+#
+# output:
+sub parse_diff
+{
+ my $patchref = shift;
+ my $file="";
+ my @checklines=();
+ my %b_lines=();
+ my $state = 0;
+ my $store_line=-1;
+ my %files=();
+
+ print "Patch size: ".scalar(@$patchref)."\n" if $pd_debug;
+ for my $line (@$patchref)
+ {
+ if($state == 0)
+ {
+ print "State: $state $line \n" if $pd_debug;
+ # Search for a line matching "+++ b/<filename>"
+ if( $line =~ m!^\+\+\+ b/([\w-_\./]*)!)
+ {
+ $file = $1;
+ $state = 1 ;
+ print "Found File: $file\n" if $pd_debug;
+ }
+ }
+ else #elsif($state == 1)
+ {
+ # If we find a line starting with diff, the previous
+ # file's diffs have finished, store them.
+ if( $line =~ /^diff/)
+ {
+ print "State: $state $line \n" if $pd_debug;
+ $state = 0;
+ # if the file had changes, store the new/modified line numbers
+ if( $file && scalar(@checklines))
+ {
+ $files{$file}->{"patch"} = [@checklines];
+ $files{$file}->{"b_lines"} = {%b_lines};
+ @checklines=();
+ %b_lines=();
+ }
+ print("\n\n") if $pd_debug;
+ }
+ # If we find a line starting with @@, it tells us the line numbers
+ # of the old file and new file for this hunk.
+ elsif( $line =~ /^@@/)
+ {
+ print "State: $state $line \n" if $pd_debug;
+
+ # Find the lines in the new file (of the form "+<start>[,<length>])
+ my($start,$space,$length) = ($line =~ /\+([0-9]+)(,| )([0-9]+)?/);
+ if($length || $space eq " ")
+ {
+ if( $space eq " " )
+ {
+ $length=1;
+ }
+ push(@checklines, [$start, $length]);
+ $store_line=$start;
+ }
+ else
+ {
+ $store_line = -1;
+ }
+ if($pd_debug)
+ {
+ my $last = scalar(@checklines)-1;
+ if( $last >= 0 )
+ {
+ print "Checkline:" . $checklines[$last]->[0] . ", " . $checklines[$last]->[1] . "\n";
+ }
+ }
+ }
+ # If we find a line starting with "+", it belongs to the new file's patch
+ elsif( $line =~ /^\+/)
+ {
+ if($store_line >= 0)
+ {
+ chomp;
+ $line = substr($line, 1); # Remove leading +
+ $b_lines{$store_line} = $line;
+ $store_line++;
+ }
+ }
+ }
+ }
+ # Store the final entry
+ $files{$file}->{"patch"} = [@checklines];
+ $files{$file}->{"b_lines"} = {%b_lines};
+
+ my %filter = map { $_ => $files{$_} } grep {m!^dali(-toolkit)?/!} (keys(%files));;
+
+ if($pd_debug)
+ {
+ print("Filtered files:\n");
+ foreach my $file (keys(%filter))
+ {
+ print("$file: ");
+ $patchref = $filter{$file}->{"patch"};
+ foreach my $lineblock (@$patchref)
+ {
+ print "$lineblock->[0]($lineblock->[1]) "
+ }
+ print ( "\n");
+ }
+ }
+
+ return {%filter};
+}
+
+sub show_patch_lines
+{
+ my $filesref = shift;
+ print "\nNumber of files: " . scalar(keys(%$filesref)) . "\n";
+ for my $file (keys(%$filesref))
+ {
+ print("$file:");
+ my $clref = $filesref->{$file}->{"patch"};
+ for my $cl (@$clref)
+ {
+ print("($cl->[0],$cl->[1]) ");
+ }
+ print("\n");
+ }
+}
+
+sub get_gcno_file
+{
+ # Assumes test cases have been run, and "make rename_cov_data" has been executed
+
+ my $file = shift;
+ my ($name, $path, $suffix) = fileparse($file, (".c", ".cpp", ".h"));
+ my $gcno_file = $repo->wc_path() . "/build/tizen/.cov/$name.gcno";
+
+ # Note, will translate headers to their source's object, which
+ # may miss execution code in the headers (e.g. inlines are usually
+ # not all used in the implementation, and require getting coverage
+ # from test cases.
+
+ if( -f $gcno_file )
+ {
+ my $gcno_st = stat($gcno_file);
+ my $fq_file = $repo->wc_path() . $file;
+ my $src_st = stat($fq_file);
+ if($gcno_st->ctime < $src_st->mtime)
+ {
+ print "WARNING: GCNO $gcno_file older than SRC $fq_file\n";
+ $gcno_file="";
+ }
+
+ }
+ else
+ {
+ print("WARNING: No equivalent gcno file for $file\n");
+ }
+ return $gcno_file;
+}
+
+our %gcovfiles=();
+sub get_coverage
+{
+ my $file = shift;
+ my $filesref = shift;
+ print("get_coverage($file)\n") if $debug;
+
+ my $gcno_file = get_gcno_file($file);
+ my @gcov_files = ();
+ my $gcovfile;
+ if( $gcno_file )
+ {
+ print "Running gcov on $gcno_file:\n" if $debug;
+ open( my $fh, "gcov --preserve-paths $gcno_file |") || die "Can't run gcov:$!\n";
+ while( <$fh> )
+ {
+ print $_ if $debug>=3;
+ chomp;
+ if( m!'(.*\.gcov)'$! )
+ {
+ my $coverage_file = $1; # File has / replaced with # and .. replaced with ^
+ my $source_file = $coverage_file;
+ $source_file =~ s!\^!..!g; # Change ^ to ..
+ $source_file =~ s!\#!/!g; # change #'s to /s
+ $source_file =~ s!.gcov$!!; # Strip off .gcov suffix
+
+ print "Matching $file against $source_file\n" if $debug >= 3;
+ # Only want the coverage files matching source file:
+ if(index( $source_file, $file ) > 0 )
+ {
+ $gcovfile = $coverage_file;
+ last;
+ }
+ }
+ }
+ close($fh);
+
+ if($gcovfile)
+ {
+ if($gcovfiles{$gcovfile} == undef)
+ {
+ # Only parse a gcov file once
+ $gcovfiles{$gcovfile}->{"seen"}=1;
+
+ print "Getting coverage data from $gcovfile\n" if $debug;
+
+ open( FH, "< $gcovfile" ) || die "Can't open $gcovfile for reading:$!\n";
+ while(<FH>)
+ {
+ my ($cov, $line, @code ) = split( /:/, $_ );
+ $cov =~ s/^\s+//; # Strip leading space
+ $line =~ s/^\s+//;
+ my $code=join(":", @code);
+ if($cov =~ /\#/)
+ {
+ # There is no coverage data for these executable lines
+ $gcovfiles{$gcovfile}->{"uncovered"}->{$line}++;
+ $gcovfiles{$gcovfile}->{"src"}->{$line}=$code;
+ }
+ elsif( $cov ne "-" && looks_like_number($cov) && $cov > 0 )
+ {
+ $gcovfiles{$gcovfile}->{"covered"}->{$line}=$cov;
+ $gcovfiles{$gcovfile}->{"src"}->{$line}=$code;
+ }
+ else
+ {
+ # All other lines are not executable.
+ $gcovfiles{$gcovfile}->{"src"}->{$line}=$code;
+ }
+ }
+ close( FH );
+ }
+ $filesref->{$file}->{"coverage"} = $gcovfiles{$gcovfile}; # store hashref
+ }
+ else
+ {
+ # No gcov output - the gcno file produced no coverage of the source/header
+ # Probably means that there is no coverage for the file (with the given
+ # test case - there may be some somewhere, but for the sake of speed, don't
+ # check (yet).
+ }
+ }
+}
+
+# Run the git diff command to get the patch, then check the coverage
+# output for the patch.
+sub run_diff
+{
+ my ($fh, $c) = $repo->command_output_pipe(@_);
+ our @patch=();
+ while(<$fh>)
+ {
+ chomp;
+ push @patch, $_;
+ }
+ $repo->command_close_pipe($fh, $c);
+
+ # @patch has slurped diff for all files...
+ my $filesref = parse_diff ( \@patch );
+ show_patch_lines($filesref) if $debug;
+
+ print "Checking coverage:\n" if $debug;
+
+ my $cwd=getcwd();
+ chdir ".cov" || die "Can't find $cwd/.cov:$!\n";
+
+ for my $file (keys(%$filesref))
+ {
+ my ($name, $path, $suffix) = fileparse($file, qr{\.[^.]*$});
+ if($suffix eq ".cpp" || $suffix eq ".c" || $suffix eq ".h")
+ {
+ get_coverage($file, $filesref);
+ }
+ }
+ chdir $cwd;
+ return $filesref;
+}
+
+
+sub calc_patch_coverage_percentage
+{
+ my $filesref = shift;
+ my $total_covered_lines = 0;
+ my $total_uncovered_lines = 0;
+
+ foreach my $file (keys(%$filesref))
+ {
+ my $covered_lines = 0;
+ my $uncovered_lines = 0;
+
+ my $patchref = $filesref->{$file}->{"patch"};
+ my $coverage_ref = $filesref->{$file}->{"coverage"};
+ if( $coverage_ref )
+ {
+ for my $patch (@$patchref)
+ {
+ for(my $i = 0; $i < $patch->[1]; $i++ )
+ {
+ my $line = $i + $patch->[0];
+ if($coverage_ref->{"covered"}->{$line})
+ {
+ $covered_lines++;
+ $total_covered_lines++;
+ }
+ if($coverage_ref->{"uncovered"}->{$line})
+ {
+ $uncovered_lines++;
+ $total_uncovered_lines++;
+ }
+ }
+ }
+ $coverage_ref->{"covered_lines"} = $covered_lines;
+ $coverage_ref->{"uncovered_lines"} = $uncovered_lines;
+ my $total = $covered_lines + $uncovered_lines;
+ my $percent = 0;
+ if($total > 0)
+ {
+ $percent = $covered_lines / $total;
+ }
+ $coverage_ref->{"percent_covered"} = 100 * $percent;
+ }
+ }
+ my $total_exec = $total_covered_lines + $total_uncovered_lines;
+ my $percent = 0;
+ if($total_exec > 0) { $percent = 100 * $total_covered_lines / $total_exec; }
+
+ return $percent;
+}
+
+sub patch_output
+{
+ my $filesref = shift;
+ foreach my $file (keys(%$filesref))
+ {
+ my ($name, $path, $suffix) = fileparse($file, qr{\.[^.]*$});
+ next if($path !~ /^dali/);
+
+ my $patchref = $filesref->{$file}->{"patch"};
+ my $b_lines_ref = $filesref->{$file}->{"b_lines"};
+ my $coverage_ref = $filesref->{$file}->{"coverage"};
+ print BOLD, "$file ";
+
+ if($coverage_ref)
+ {
+ if( $coverage_ref->{"covered_lines"} > 0
+ ||
+ $coverage_ref->{"uncovered_lines"} > 0 )
+ {
+ print GREEN, "Covered: " . $coverage_ref->{"covered_lines"}, RED, " Uncovered: " . $coverage_ref->{"uncovered_lines"}, RESET;
+ }
+ }
+ else
+ {
+ if($suffix eq ".cpp" || $suffix eq ".c" || $suffix eq ".h")
+ {
+ print RED;
+ }
+ print "No coverage found";
+ }
+ print RESET "\n";
+
+ for my $patch (@$patchref)
+ {
+ my $hunkstr="Hunk: " . $patch->[0];
+ if( $patch->[1] > 1 )
+ {
+ $hunkstr .= " - " . ($patch->[0]+$patch->[1]-1);
+ }
+ print BOLD, "$hunkstr\n", RESET;
+ for(my $i = 0; $i < $patch->[1]; $i++ )
+ {
+ my $line = $i + $patch->[0];
+ printf "%-6s ", $line;
+
+ if($coverage_ref)
+ {
+ my $color;
+ if($coverage_ref->{"covered"}->{$line})
+ {
+ $color=GREEN;
+ }
+ elsif($coverage_ref->{"uncovered"}->{$line})
+ {
+ $color=BOLD . RED;
+ }
+ else
+ {
+ $color=BLACK;
+ }
+ my $src=$coverage_ref->{"src"}->{$line};
+ chomp($src);
+ print $color, "$src\n", RESET;
+ }
+ else
+ {
+ # We don't have coverage data, so print it from the patch instead.
+ my $src = $b_lines_ref->{$line};
+ print "$src\n";
+ }
+ }
+ }
+ }
+}
+
+
+################################################################################
+## MAIN ##
+################################################################################
+
+my $cwd = getcwd();
+chdir $repo->wc_path();
+chdir "build/tizen";
+`make rename_cov_data`;
+
+my @cmd=('--no-pager','diff','--no-ext-diff','-U0','--no-color');
+
+my $status = $repo->command("status", "-s");
+if( $status eq "" )
+{
+ # There are no changes in the index or working tree. Use the last patch instead
+ push @cmd, ('HEAD~1','HEAD');
+}
+elsif($opt_cached) # TODO: Remove this option. Instead, need full diff
+{
+ push @cmd, "--cached";
+}
+
+push @cmd, @ARGV;
+my $filesref = run_diff(@cmd);
+
+my $percent = calc_patch_coverage_percentage($filesref);
+if( ! $opt_quiet )
+{
+ patch_output($filesref);
+ my $color=BOLD RED;
+ if($percent>=90)
+ {
+ $color=GREEN;
+ }
+ printf("Percentage of change covered: $color %5.2f%\n" . RESET, $percent);
+}
+exit($percent<90);
+
+
+__END__
+
+=head1 NAME
+
+patch-coverage
+
+=head1 SYNOPSIS
+
+patch-coverage.pl - Determine if patch coverage is below 90%
+
+=head1 DESCRIPTION
+Calculates how well the most recent patch is covered (either the
+patch that is in the index+working directory, or HEAD).
+
+=head1 OPTIONS
+
+=over 28
+
+=item B<-c|--cached>
+Use index files if there is nothing in the working tree
+
+=item B< --help>
+This help
+
+=item B<-q|--quiet>
+Don't generate any output
+
+=head1 RETURN STATUS
+0 if the coverage of source files is > 90%, otherwise 1
+
+=head1 EXAMPLES
+
+
+=cut
Property::Value propValue = control.GetProperty( Control::Property::BACKGROUND );
Property::Map* resultMap = propValue.GetMap();
DALI_TEST_CHECK( resultMap->Find( "rendererType" ) );
- DALI_TEST_CHECK( resultMap->Find( "rendererType" )->Get<std::string>() == "color" );
+ DALI_TEST_CHECK( resultMap->Find( "rendererType" )->Get<std::string>() == "COLOR" );
DALI_TEST_CHECK( resultMap->Find( "mixColor" ) );
DALI_TEST_CHECK( resultMap->Find( "mixColor" )->Get<Vector4>() == Color::RED );
Property::Value propValue = control.GetProperty( Control::Property::BACKGROUND );
Property::Map* resultMap = propValue.GetMap();
DALI_TEST_CHECK( resultMap->Find( "rendererType" ) );
- DALI_TEST_CHECK( resultMap->Find( "rendererType" )->Get<std::string>() == "image" );
+ DALI_TEST_CHECK( resultMap->Find( "rendererType" )->Get<std::string>() == "IMAGE" );
DALI_TEST_CHECK( resultMap->Find( "url" ) );
DALI_TEST_CHECK( resultMap->Find( "url" )->Get<std::string>() == "TestImage" );
DALI_TEST_CHECK( control.GetProperty( Control::Property::BACKGROUND ).Get< Property::Map >().Empty() );
Property::Map imageMap;
- imageMap[ "rendererType" ] = "image";
+ imageMap[ "rendererType" ] = "IMAGE";
imageMap[ "url" ] = "TestImage";
control.SetProperty( Control::Property::BACKGROUND, imageMap );
Property::Value propValue = control.GetProperty( Control::Property::BACKGROUND );
Property::Map* resultMap = propValue.GetMap();
DALI_TEST_CHECK( resultMap->Find( "rendererType" ) );
- DALI_TEST_CHECK( resultMap->Find( "rendererType" )->Get<std::string>() == "image" );
+ DALI_TEST_CHECK( resultMap->Find( "rendererType" )->Get<std::string>() == "IMAGE" );
DALI_TEST_CHECK( resultMap->Find( "url" ) );
DALI_TEST_CHECK( resultMap->Find( "url" )->Get<std::string>() == "TestImage" );
Property::Map rendererMap;
- rendererMap["rendererType"] = "color";
+ rendererMap["rendererType"] = "COLOR";
rendererMap["mixColor"] = Color::CYAN;
control.SetProperty( Control::Property::BACKGROUND, rendererMap );
propValue = control.GetProperty( Control::Property::BACKGROUND );
resultMap = propValue.GetMap();
DALI_TEST_CHECK( resultMap->Find( "rendererType" ) );
- DALI_TEST_CHECK( resultMap->Find( "rendererType" )->Get<std::string>() == "color" );
+ DALI_TEST_CHECK( resultMap->Find( "rendererType" )->Get<std::string>() == "COLOR" );
DALI_TEST_CHECK( resultMap->Find( "mixColor" ) );
DALI_TEST_CHECK( resultMap->Find( "mixColor" )->Get<Vector4>() == Color::CYAN );
RendererFactory factory = RendererFactory::Get();
Property::Map propertyMap;
- propertyMap.Insert("rendererType", "color");
+ propertyMap.Insert("rendererType", "COLOR");
propertyMap.Insert("mixColor", Color::BLUE);
ControlRenderer controlRenderer = factory.CreateControlRenderer( propertyMap );
RendererFactory factory = RendererFactory::Get();
Property::Map propertyMap;
- propertyMap.Insert("rendererType", "color");
+ propertyMap.Insert("rendererType", "COLOR");
propertyMap.Insert("mixColor", Color::BLUE);
ControlRenderer controlRenderer = factory.CreateControlRenderer( propertyMap );
// color renderer
Dali::Property::Map map;
- map[ "rendererType" ] = "color";
+ map[ "rendererType" ] = "COLOR";
map[ "mixColor" ] = Color::MAGENTA;
ControlRenderer colorRenderer = factory.CreateControlRenderer( map );
colorRenderer.SetSize( rendererSize );
// border renderer
float borderSize = 5.f;
map.Clear();
- map[ "rendererType" ] = "border";
+ map[ "rendererType" ] = "BORDER";
map[ "borderColor" ] = Color::RED;
map[ "borderSize" ] = borderSize;
ControlRenderer borderRenderer = factory.CreateControlRenderer( map );
// gradient renderer
Property::Map propertyMap;
- propertyMap.Insert("rendererType", "gradient");
+ propertyMap.Insert("rendererType", "GRADIENT");
Vector2 start(-1.f, -1.f);
Vector2 end(1.f, 1.f);
propertyMap.Insert("startPosition", start);
RendererFactory factory = RendererFactory::Get();
Property::Map propertyMap;
- propertyMap.Insert("rendererType", "color");
+ propertyMap.Insert("rendererType", "COLOR");
propertyMap.Insert("mixColor", Color::BLUE);
ControlRenderer controlRenderer = factory.CreateControlRenderer( propertyMap );
RendererFactory factory = RendererFactory::Get();
Property::Map propertyMap;
- propertyMap.Insert("rendererType", "color");
+ propertyMap.Insert("rendererType", "COLOR");
propertyMap.Insert("mixColor", Color::BLUE);
ControlRenderer colorRenderer = factory.CreateControlRenderer( propertyMap );
Property::Value* typeValue = resultMap.Find( "rendererType", Property::STRING );
DALI_TEST_CHECK( typeValue );
- DALI_TEST_CHECK( typeValue->Get<std::string>() == "color" );
+ DALI_TEST_CHECK( typeValue->Get<std::string>() == "COLOR" );
Property::Value* colorValue = resultMap.Find( "mixColor", Property::VECTOR4 );
DALI_TEST_CHECK( colorValue );
RendererFactory factory = RendererFactory::Get();
Property::Map propertyMap;
- propertyMap.Insert("rendererType", "border");
+ propertyMap.Insert("rendererType", "BORDER");
propertyMap.Insert("borderColor", Color::BLUE);
propertyMap.Insert("borderSize", 5.f);
ControlRenderer borderRenderer = factory.CreateControlRenderer( propertyMap );
// check the property values from the returned map from control renderer
Property::Value* typeValue = resultMap.Find( "rendererType", Property::STRING );
DALI_TEST_CHECK( typeValue );
- DALI_TEST_CHECK( typeValue->Get<std::string>() == "border" );
+ DALI_TEST_CHECK( typeValue->Get<std::string>() == "BORDER" );
Property::Value* colorValue = resultMap.Find( "borderColor", Property::VECTOR4 );
DALI_TEST_CHECK( colorValue );
DALI_TEST_CHECK( sizeValue->Get<float>() == 5.f );
Property::Map propertyMap1;
- propertyMap1[ "rendererType" ] = "border";
+ propertyMap1[ "rendererType" ] = "BORDER";
propertyMap1[ "borderColor" ] = Color::CYAN;
propertyMap1[ "borderSize" ] = 10.0f;
borderRenderer = factory.CreateControlRenderer( propertyMap1 );
typeValue = resultMap.Find( "rendererType", Property::STRING );
DALI_TEST_CHECK( typeValue );
- DALI_TEST_CHECK( typeValue->Get<std::string>() == "border" );
+ DALI_TEST_CHECK( typeValue->Get<std::string>() == "BORDER" );
colorValue = resultMap.Find( "borderColor", Property::VECTOR4 );
DALI_TEST_CHECK( colorValue );
DALI_TEST_CHECK( factory );
Property::Map propertyMap;
- propertyMap.Insert("rendererType", "gradient");
+ propertyMap.Insert("rendererType", "GRADIENT");
Vector2 start(-1.f, -1.f);
Vector2 end(1.f, 1.f);
- propertyMap.Insert("startPosition", start);
- propertyMap.Insert("endPosition", end);
- propertyMap.Insert("spreadMethod", "repeat");
+ propertyMap.Insert("startPosition", start);
+ propertyMap.Insert("endPosition", end);
+ propertyMap.Insert("spreadMethod", "REPEAT");
propertyMap.Insert("stopOffset", Vector2(0.2f, 0.8f));
// check the property values from the returned map from control renderer
Property::Value* value = resultMap.Find( "rendererType", Property::STRING );
DALI_TEST_CHECK( value );
- DALI_TEST_CHECK( value->Get<std::string>() == "gradient" );
+ DALI_TEST_CHECK( value->Get<std::string>() == "GRADIENT" );
value = resultMap.Find( "units", Property::STRING );
DALI_TEST_CHECK( value );
- DALI_TEST_CHECK( value->Get<std::string>() == "objectBoundingBox" );
+ DALI_TEST_CHECK( value->Get<std::string>() == "OBJECT_BOUNDING_BOX" );
value = resultMap.Find( "spreadMethod", Property::STRING );
DALI_TEST_CHECK( value );
- DALI_TEST_CHECK( value->Get<std::string>() == "repeat" );
+ DALI_TEST_CHECK( value->Get<std::string>() == "REPEAT" );
value = resultMap.Find( "startPosition", Property::VECTOR2 );
DALI_TEST_CHECK( value );
DALI_TEST_CHECK( factory );
Property::Map propertyMap;
- propertyMap.Insert("rendererType", "gradient");
+ propertyMap.Insert("rendererType", "GRADIENT");
Vector2 center(100.f, 100.f);
float radius = 100.f;
- propertyMap.Insert("units", "userSpace");
+ propertyMap.Insert("units", "USER_SPACE");
propertyMap.Insert("center", center);
propertyMap.Insert("radius", radius);
propertyMap.Insert("stopOffset", Vector3(0.1f, 0.3f, 1.1f));
// check the property values from the returned map from control renderer
Property::Value* value = resultMap.Find( "rendererType", Property::STRING );
DALI_TEST_CHECK( value );
- DALI_TEST_CHECK( value->Get<std::string>() == "gradient" );
+ DALI_TEST_CHECK( value->Get<std::string>() == "GRADIENT" );
value = resultMap.Find( "units", Property::STRING );
DALI_TEST_CHECK( value );
- DALI_TEST_CHECK( value->Get<std::string>() == "userSpace" );
+ DALI_TEST_CHECK( value->Get<std::string>() == "USER_SPACE" );
value = resultMap.Find( "spreadMethod", Property::STRING );
DALI_TEST_CHECK( value );
- DALI_TEST_CHECK( value->Get<std::string>() == "pad" );
+ DALI_TEST_CHECK( value->Get<std::string>() == "PAD" );
value = resultMap.Find( "center", Property::VECTOR2 );
DALI_TEST_CHECK( value );
RendererFactory factory = RendererFactory::Get();
Property::Map propertyMap;
- propertyMap.Insert( "rendererType", "image" );
+ propertyMap.Insert( "rendererType", "IMAGE" );
propertyMap.Insert( "url", TEST_IMAGE_FILE_NAME );
propertyMap.Insert( "desiredWidth", 20 );
propertyMap.Insert( "desiredHeight", 30 );
// check the property values from the returned map from control renderer
Property::Value* value = resultMap.Find( "rendererType", Property::STRING );
DALI_TEST_CHECK( value );
- DALI_TEST_CHECK( value->Get<std::string>() == "image" );
+ DALI_TEST_CHECK( value->Get<std::string>() == "IMAGE" );
value = resultMap.Find( "url", Property::STRING );
DALI_TEST_CHECK( value );
value = resultMap.Find( "rendererType", Property::STRING );
DALI_TEST_CHECK( value );
- DALI_TEST_CHECK( value->Get<std::string>() == "image" );
+ DALI_TEST_CHECK( value->Get<std::string>() == "IMAGE" );
value = resultMap.Find( "url", Property::STRING );
DALI_TEST_CHECK( value );
RendererFactory factory = RendererFactory::Get();
Property::Map propertyMap;
- propertyMap.Insert( "rendererType", "image" );
+ propertyMap.Insert( "rendererType", "IMAGE" );
propertyMap.Insert( "url", TEST_NPATCH_FILE_NAME );
propertyMap.Insert( "borderOnly", true );
ControlRenderer nPatchRenderer = factory.CreateControlRenderer( propertyMap );
// check the property values from the returned map from control renderer
Property::Value* value = resultMap.Find( "rendererType", Property::STRING );
DALI_TEST_CHECK( value );
- DALI_TEST_CHECK( value->Get<std::string>() == "image" );
+ DALI_TEST_CHECK( value->Get<std::string>() == "IMAGE" );
value = resultMap.Find( "url", Property::STRING );
DALI_TEST_CHECK( value );
// request SvgRenderer with a property map
RendererFactory factory = RendererFactory::Get();
Property::Map propertyMap;
- propertyMap.Insert( "rendererType", "image" );
+ propertyMap.Insert( "rendererType", "IMAGE" );
propertyMap.Insert( "url", TEST_SVG_FILE_NAME );
ControlRenderer svgRenderer = factory.CreateControlRenderer( propertyMap );
// check the property values from the returned map from control renderer
Property::Value* value = resultMap.Find( "rendererType", Property::STRING );
DALI_TEST_CHECK( value );
- DALI_TEST_CHECK( value->Get<std::string>() == "image" );
+ DALI_TEST_CHECK( value->Get<std::string>() == "IMAGE" );
value = resultMap.Find( "url", Property::STRING );
DALI_TEST_CHECK( value );
// check the property values from the returned map from control renderer
value = resultMap.Find( "rendererType", Property::STRING );
DALI_TEST_CHECK( value );
- DALI_TEST_CHECK( value->Get<std::string>() == "image" );
+ DALI_TEST_CHECK( value->Get<std::string>() == "IMAGE" );
value = resultMap.Find( "url", Property::STRING );
DALI_TEST_CHECK( value );
//Request MeshRenderer using a property map.
RendererFactory factory = RendererFactory::Get();
Property::Map propertyMap;
- propertyMap.Insert( "rendererType", "mesh" );
+ propertyMap.Insert( "rendererType", "MESH" );
propertyMap.Insert( "objectUrl", TEST_OBJ_FILE_NAME );
propertyMap.Insert( "materialUrl", TEST_MTL_FILE_NAME );
propertyMap.Insert( "texturesPath", TEST_RESOURCE_LOCATION );
- propertyMap.Insert( "shaderType", "textureless" );
+ propertyMap.Insert( "shaderType", "TEXTURELESS" );
ControlRenderer meshRenderer = factory.CreateControlRenderer( propertyMap );
Property::Map resultMap;
//Check values in the result map are identical to the initial map's values.
Property::Value* value = resultMap.Find( "rendererType", Property::STRING );
DALI_TEST_CHECK( value );
- DALI_TEST_CHECK( value->Get<std::string>() == "mesh" );
+ DALI_TEST_EQUALS( value->Get<std::string>(), "MESH", TEST_LOCATION );
value = resultMap.Find( "objectUrl", Property::STRING );
DALI_TEST_CHECK( value );
- DALI_TEST_CHECK( value->Get<std::string>() == TEST_OBJ_FILE_NAME );
+ DALI_TEST_EQUALS( value->Get<std::string>(), TEST_OBJ_FILE_NAME, TEST_LOCATION );
value = resultMap.Find( "materialUrl", Property::STRING );
DALI_TEST_CHECK( value );
- DALI_TEST_CHECK( value->Get<std::string>() == TEST_MTL_FILE_NAME );
+ DALI_TEST_EQUALS( value->Get<std::string>(), TEST_MTL_FILE_NAME, TEST_LOCATION );
value = resultMap.Find( "texturesPath", Property::STRING );
DALI_TEST_CHECK( value );
- DALI_TEST_CHECK( value->Get<std::string>() == TEST_RESOURCE_LOCATION );
+ DALI_TEST_EQUALS( value->Get<std::string>(), TEST_RESOURCE_LOCATION, TEST_LOCATION );
value = resultMap.Find( "shaderType", Property::STRING );
DALI_TEST_CHECK( value );
- DALI_TEST_CHECK( value->Get<std::string>() == "textureless" );
+ DALI_TEST_EQUALS( value->Get<std::string>(), "TEXTURELESS", TEST_LOCATION );
+
+ END_TEST;
+}
+
+//Primitive shape renderer
+int UtcDaliControlRendererGetPropertyMap9(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliControlRendererGetPropertyMap9: PrimitiveRenderer" );
+
+ Vector4 color = Vector4( 1.0, 0.8, 0.6, 1.0);
+ Vector3 dimensions = Vector3( 1.0, 2.0, 3.0 );
+
+ //Request PrimitiveRenderer using a property map.
+ RendererFactory factory = RendererFactory::Get();
+ Property::Map propertyMap;
+ propertyMap.Insert( "rendererType", "PRIMITIVE" );
+ propertyMap.Insert( "shape", "CUBE" );
+ propertyMap.Insert( "color", color );
+ propertyMap.Insert( "slices", 10 );
+ propertyMap.Insert( "stacks", 20 );
+ propertyMap.Insert( "scaleTopRadius", 30.0f );
+ propertyMap.Insert( "scaleBottomRadius", 40.0f );
+ propertyMap.Insert( "scaleHeight", 50.0f );
+ propertyMap.Insert( "scaleRadius", 60.0f );
+ propertyMap.Insert( "scaleDimensions", dimensions );
+ propertyMap.Insert( "bevelPercentage", 0.3f );
+ propertyMap.Insert( "bevelSmoothness", 0.6f );
+ propertyMap.Insert( "uLightPosition", Vector3( 5.0f, 10.0f, 15.0f) );
+ ControlRenderer primitiveRenderer = factory.CreateControlRenderer( propertyMap );
+
+ Property::Map resultMap;
+ primitiveRenderer.CreatePropertyMap( resultMap );
+
+ //Check values in the result map are identical to the initial map's values.
+ Property::Value* value = resultMap.Find( "rendererType", Property::STRING );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_EQUALS( value->Get<std::string>(), "PRIMITIVE", TEST_LOCATION );
+
+ value = resultMap.Find( "shape", Property::STRING );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_EQUALS( value->Get<std::string>(), "CUBE", TEST_LOCATION );
+
+ value = resultMap.Find( "color", Property::VECTOR4 );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_CHECK( value->Get<Vector4>() == color );
+ DALI_TEST_EQUALS( value->Get<Vector4>(), color, Math::MACHINE_EPSILON_100, TEST_LOCATION );
+
+ value = resultMap.Find( "slices", Property::INTEGER );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_EQUALS( value->Get<int>(), 10, TEST_LOCATION );
+
+ value = resultMap.Find( "stacks", Property::INTEGER );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_EQUALS( value->Get<int>(), 20, TEST_LOCATION );
+
+ value = resultMap.Find( "scaleTopRadius", Property::FLOAT );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_EQUALS( value->Get<float>(), 30.0f, Math::MACHINE_EPSILON_100, TEST_LOCATION );
+
+ value = resultMap.Find( "scaleBottomRadius", Property::FLOAT );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_EQUALS( value->Get<float>(), 40.0f, Math::MACHINE_EPSILON_100, TEST_LOCATION );
+
+ value = resultMap.Find( "scaleHeight", Property::FLOAT );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_EQUALS( value->Get<float>(), 50.0f, Math::MACHINE_EPSILON_100, TEST_LOCATION );
+
+ value = resultMap.Find( "scaleRadius", Property::FLOAT );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_EQUALS( value->Get<float>(), 60.0f, Math::MACHINE_EPSILON_100, TEST_LOCATION );
+
+ value = resultMap.Find( "scaleDimensions", Property::VECTOR3 );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_EQUALS( value->Get<Vector3>(), dimensions, Math::MACHINE_EPSILON_100, TEST_LOCATION );
+
+ value = resultMap.Find( "bevelPercentage", Property::FLOAT );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_EQUALS( value->Get<float>(), 0.3f, Math::MACHINE_EPSILON_100, TEST_LOCATION );
+
+ value = resultMap.Find( "bevelSmoothness", Property::FLOAT );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_EQUALS( value->Get<float>(), 0.6f, Math::MACHINE_EPSILON_100, TEST_LOCATION );
+
+ value = resultMap.Find( "uLightPosition", Property::VECTOR3 );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_EQUALS( value->Get<Vector3>(), Vector3( 5.0f, 10.0f, 15.0f), Math::MACHINE_EPSILON_100, TEST_LOCATION );
END_TEST;
}
Property::Value* typeValue = propertyMap.Find( "rendererType", Property::STRING );
if ( typeValue )
{
- isDebugRendererType = ( typeValue->Get<std::string>() == "debug" );
+ isDebugRendererType = ( typeValue->Get<std::string>() == "DEBUG" );
}
Actor actor = Actor::New();
// Test that color renderer is replaced with debug renderer
Property::Map propertyMap1;
- propertyMap1.Insert("rendererType", "color");
+ propertyMap1.Insert("rendererType", "COLOR");
propertyMap1.Insert("mixColor", Color::BLUE);
ControlRenderer colorRenderer = factory.CreateControlRenderer(propertyMap1);
DALI_TEST_CHECK( colorRenderer );
// Test that border renderer is replaced with debug renderer
Property::Map propertyMap2;
- propertyMap2.Insert("rendererType", "border");
+ propertyMap2.Insert("rendererType", "BORDER");
propertyMap2.Insert("borderColor", Color::BLUE);
propertyMap2.Insert("borderSize", 2.f);
ControlRenderer borderRenderer = factory.CreateControlRenderer(propertyMap2);
// Test that gradient renderer is replaced with debug renderer
Property::Map propertyMap3;
- propertyMap3.Insert("rendererType", "gradient");
+ propertyMap3.Insert("rendererType", "GRADIENT");
Vector2 start(-1.f, -1.f);
Vector2 end(1.f, 1.f);
- propertyMap3.Insert("gradientStartPosition", start);
- propertyMap3.Insert("gradientEndPosition", end);
- propertyMap3.Insert("gradientSpreadMethod", "repeat");
+ propertyMap3.Insert("startPosition", start);
+ propertyMap3.Insert("endPosition", end);
+ propertyMap3.Insert("spreadMethod", "REPEAT");
Property::Array stopOffsets;
stopOffsets.PushBack( 0.2f );
stopOffsets.PushBack( 0.8f );
- propertyMap3.Insert("gradientStopOffset", stopOffsets);
+ propertyMap3.Insert("stopOffset", stopOffsets);
Property::Array stopColors;
stopColors.PushBack( Color::RED );
stopColors.PushBack( Color::GREEN );
- propertyMap3.Insert("gradientStopColor", stopColors);
+ propertyMap3.Insert("stopColor", stopColors);
ControlRenderer gradientRenderer = factory.CreateControlRenderer(propertyMap3);
DALI_TEST_CHECK( gradientRenderer );
DALI_TEST_CHECK( IsDebugRenderer( gradientRenderer ) );
// Test that image renderer is replaced with debug renderer
Property::Map propertyMap4;
- propertyMap4.Insert( "rendererType", "image" );
+ propertyMap4.Insert( "rendererType", "IMAGE" );
propertyMap4.Insert( "url", TEST_IMAGE_FILE_NAME );
ControlRenderer imageRenderer = factory.CreateControlRenderer( propertyMap4 );
DALI_TEST_CHECK( imageRenderer );
// Test that n patch renderer is replaced with debug renderer
Property::Map propertyMap5;
- propertyMap5.Insert( "rendererType", "image" );
+ propertyMap5.Insert( "rendererType", "IMAGE" );
propertyMap5.Insert( "url", TEST_NPATCH_FILE_NAME );
ControlRenderer nPatchRenderer = factory.CreateControlRenderer( propertyMap4 );
DALI_TEST_CHECK( nPatchRenderer );
// Test that color renderer is replaced with debug renderer
Dali::Property::Map map;
- map[ "rendererType" ] = "color";
+ map[ "rendererType" ] = "COLOR";
map[ "mixColor" ] = Color::CYAN;
ControlRenderer colorRenderer = factory.CreateControlRenderer( map);
// Test that border renderer is replaced with debug renderer
map.Clear();
- map[ "rendererType" ] = "border";
+ map[ "rendererType" ] = "BORDER";
map[ "borderColor" ] = Color::GREEN;
map[ "borderSize" ] = 2.f;
ControlRenderer borderRenderer = factory.CreateControlRenderer( map );
Property::Map propertyMap;
Vector4 testColor( 1.f, 0.5f, 0.3f, 0.2f );
- propertyMap.Insert("rendererType", "color");
+ propertyMap.Insert("rendererType", "COLOR");
propertyMap.Insert("mixColor", testColor);
ControlRenderer controlRenderer = factory.CreateControlRenderer(propertyMap);
Vector4 testColor( 1.f, 0.5f, 0.3f, 0.2f );
Dali::Property::Map map;
- map[ "rendererType" ] = "color";
+ map[ "rendererType" ] = "COLOR";
map[ "mixColor" ] = testColor;
ControlRenderer controlRenderer = factory.CreateControlRenderer( map );
DALI_TEST_CHECK( controlRenderer );
Property::Map propertyMap;
Vector4 testColor( 1.f, 0.5f, 0.3f, 0.2f );
float testSize = 5.f;
- propertyMap.Insert("rendererType", "border");
+ propertyMap.Insert("rendererType", "BORDER");
propertyMap.Insert("borderColor", testColor);
propertyMap.Insert("borderSize", testSize);
float testSize = 5.f;
Dali::Property::Map propertyMap;
- propertyMap[ "rendererType" ] = "border";
+ propertyMap[ "rendererType" ] = "BORDER";
propertyMap[ "borderColor" ] = testColor;
propertyMap[ "borderSize" ] = testSize;
ControlRenderer controlRenderer = factory.CreateControlRenderer( propertyMap );
// enable the anti-aliasing
Dali::Property::Map map;
- map[ "rendererType" ] = "border";
+ map[ "rendererType" ] = "BORDER";
map[ "borderColor" ] = testColor;
map[ "borderSize" ] = testSize;
map[ "antiAliasing" ] = true;
DALI_TEST_CHECK( factory );
Property::Map propertyMap;
- propertyMap.Insert("rendererType", "gradient");
+ propertyMap.Insert("rendererType", "GRADIENT");
Vector2 start(-1.f, -1.f);
Vector2 end(1.f, 1.f);
- propertyMap.Insert("startPosition", start);
- propertyMap.Insert("endPosition", end);
- propertyMap.Insert("spreadMethod", "repeat");
+ propertyMap.Insert("startPosition", start);
+ propertyMap.Insert("endPosition", end);
+ propertyMap.Insert("spreadMethod", "REPEAT");
Property::Array stopOffsets;
stopOffsets.PushBack( 0.2f );
stopOffsets.PushBack( 0.8f );
- propertyMap.Insert("stopOffset", stopOffsets);
+ propertyMap.Insert("stopOffset", stopOffsets);
Property::Array stopColors;
stopColors.PushBack( Color::RED );
stopColors.PushBack( Color::GREEN );
- propertyMap.Insert("stopColor", stopColors);
+ propertyMap.Insert("stopColor", stopColors);
ControlRenderer controlRenderer = factory.CreateControlRenderer(propertyMap);
DALI_TEST_CHECK( controlRenderer );
DALI_TEST_CHECK( factory );
Property::Map propertyMap;
- propertyMap.Insert("rendererType", "gradient");
+ propertyMap.Insert("rendererType", "GRADIENT");
Vector2 center(100.f, 100.f);
float radius = 100.f;
- propertyMap.Insert("units", "userSpace");
+ propertyMap.Insert("units", "USER_SPACE");
propertyMap.Insert("center", center);
propertyMap.Insert("radius", radius);
DALI_TEST_CHECK( factory );
Property::Map propertyMap;
- propertyMap.Insert("rendererType", "gradient");
+ propertyMap.Insert("rendererType", "GRADIENT");
Vector2 start(-1.f, -1.f);
Vector2 end(1.f, 1.f);
- propertyMap.Insert("startPosition", start);
- propertyMap.Insert("endPosition", end);
- propertyMap.Insert("spreadMethod", "repeat");
+ propertyMap.Insert("startPosition", start);
+ propertyMap.Insert("endPosition", end);
+ propertyMap.Insert("spreadMethod", "REPEAT");
Property::Array stopColors;
stopColors.PushBack( Color::RED );
stopColors.PushBack( Color::GREEN );
- propertyMap.Insert("stopColor", stopColors);
+ propertyMap.Insert("stopColor", stopColors);
ControlRenderer controlRenderer = factory.CreateControlRenderer(propertyMap);
DALI_TEST_CHECK( controlRenderer );
DALI_TEST_CHECK( factory );
Property::Map propertyMap;
- propertyMap.Insert( "rendererType", "image" );
+ propertyMap.Insert( "rendererType", "IMAGE" );
propertyMap.Insert( "url", TEST_IMAGE_FILE_NAME );
ControlRenderer controlRenderer = factory.CreateControlRenderer( propertyMap );
Integration::ResourcePointer ninePatchResource = CustomizeNinePatch( application, ninePatchImageWidth, ninePatchImageHeight, stretchRangesX, stretchRangesY );
Property::Map propertyMap;
- propertyMap.Insert( "rendererType", "image" );
+ propertyMap.Insert( "rendererType", "IMAGE" );
propertyMap.Insert( "url", TEST_NPATCH_FILE_NAME );
{
tet_infoline( "whole grid" );
Integration::ResourcePointer ninePatchResource = CustomizeNinePatch( application, ninePatchImageWidth, ninePatchImageHeight, stretchRangesX, stretchRangesY );
Property::Map propertyMap;
- propertyMap.Insert( "rendererType", "image" );
+ propertyMap.Insert( "rendererType", "IMAGE" );
propertyMap.Insert( "url", TEST_NPATCH_FILE_NAME );
{
ControlRenderer controlRenderer = factory.CreateControlRenderer( propertyMap );
//Set up renderer properties.
Property::Map propertyMap;
- propertyMap.Insert( "rendererType", "mesh" );
+ propertyMap.Insert( "rendererType", "MESH" );
propertyMap.Insert( "objectUrl", TEST_OBJ_FILE_NAME );
ControlRenderer controlRenderer = factory.CreateControlRenderer( propertyMap );
//Set up renderer properties.
Property::Map propertyMap;
- propertyMap.Insert( "rendererType", "mesh" );
+ propertyMap.Insert( "rendererType", "MESH" );
propertyMap.Insert( "objectUrl", TEST_OBJ_FILE_NAME );
propertyMap.Insert( "materialUrl", "" );
propertyMap.Insert( "texturesPath", "" );
//Set up renderer properties.
Property::Map propertyMap;
- propertyMap.Insert( "rendererType", "mesh" );
+ propertyMap.Insert( "rendererType", "MESH" );
propertyMap.Insert( "objectUrl", TEST_OBJ_FILE_NAME );
propertyMap.Insert( "materialUrl", TEST_MTL_FILE_NAME );
propertyMap.Insert( "texturesPath", TEST_RESOURCE_DIR "/" );
//Set up renderer properties.
Property::Map propertyMap;
- propertyMap.Insert( "rendererType", "mesh" );
+ propertyMap.Insert( "rendererType", "MESH" );
propertyMap.Insert( "objectUrl", TEST_OBJ_FILE_NAME );
propertyMap.Insert( "materialUrl", TEST_SIMPLE_MTL_FILE_NAME );
propertyMap.Insert( "texturesPath", TEST_RESOURCE_DIR "/" );
//Set up renderer properties.
Property::Map propertyMap;
- propertyMap.Insert( "rendererType", "mesh" );
+ propertyMap.Insert( "rendererType", "MESH" );
propertyMap.Insert( "materialUrl", TEST_MTL_FILE_NAME );
propertyMap.Insert( "texturesPath", TEST_RESOURCE_DIR "/" );
//Set up renderer properties.
Property::Map propertyMap;
- propertyMap.Insert( "rendererType", "mesh" );
+ propertyMap.Insert( "rendererType", "MESH" );
propertyMap.Insert( "objectUrl", TEST_OBJ_FILE_NAME );
propertyMap.Insert( "materialUrl", "invalid" );
propertyMap.Insert( "texturesPath", "also invalid" );
//Set up renderer properties.
Property::Map propertyMap;
- propertyMap.Insert( "rendererType", "mesh" );
+ propertyMap.Insert( "rendererType", "MESH" );
propertyMap.Insert( "objectUrl", "invalid" );
propertyMap.Insert( "materialUrl", TEST_MTL_FILE_NAME );
propertyMap.Insert( "texturesPath", TEST_RESOURCE_DIR "/" );
END_TEST;
}
+
+//Creates a primitive renderer with the given property map and tests to see if it correctly loads in the given application.
+void TestPrimitiveRendererWithProperties( Property::Map& propertyMap, ToolkitTestApplication& application )
+{
+ RendererFactory factory = RendererFactory::Get();
+ DALI_TEST_CHECK( factory );
+
+ //Create a primitive renderer.
+ ControlRenderer controlRenderer = factory.CreateControlRenderer( propertyMap );
+ DALI_TEST_CHECK( controlRenderer );
+
+ //Create an actor on stage to house the renderer.
+ Actor actor = Actor::New();
+ actor.SetSize( 200.f, 200.f );
+ Stage::GetCurrent().Add( actor );
+ controlRenderer.SetSize( Vector2( 200.f, 200.f ) );
+ controlRenderer.SetOnStage( actor );
+
+ //Ensure set on stage.
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+
+ //Tell test application to load the renderer.
+ application.SendNotification();
+ application.Render(0);
+
+ Matrix testScaleMatrix;
+ testScaleMatrix.SetIdentityAndScale( Vector3( 1.0, -1.0, 1.0 ) );
+ Matrix actualScaleMatrix;
+
+ //Test to see if the object has been successfully loaded.
+ DALI_TEST_CHECK( application.GetGlAbstraction().GetUniformValue<Matrix>( "uObjectMatrix", actualScaleMatrix ) );
+ DALI_TEST_EQUALS( actualScaleMatrix, testScaleMatrix, Math::MACHINE_EPSILON_100, TEST_LOCATION );
+
+ //Finish by setting off stage, and ensuring this was successful.
+ controlRenderer.SetOffStage( actor );
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+}
+
+//Test if primitive shape loads correctly when supplied with only the bare minimum requirements, the shape to use.
+int UtcDaliRendererFactoryGetPrimitiveRenderer1(void)
+{
+ //Set up test application first, so everything else can be handled.
+ ToolkitTestApplication application;
+
+ tet_infoline( "UtcDaliRendererFactoryGetPrimitiveRenderer1: Request primitive renderer with a shape only" );
+
+ //Set up renderer properties.
+ Property::Map propertyMap;
+ propertyMap.Insert( "rendererType", "PRIMITIVE" );
+ propertyMap.Insert( "shape", "CUBE" );
+
+ //Test to see if shape loads correctly.
+ TestPrimitiveRendererWithProperties( propertyMap, application );
+
+ END_TEST;
+}
+
+//Test if primitive shape loads correctly when supplied with all possible parameters
+int UtcDaliRendererFactoryGetPrimitiveRenderer2(void)
+{
+ //Set up test application first, so everything else can be handled.
+ ToolkitTestApplication application;
+
+ tet_infoline( "UtcDaliRendererFactoryGetPrimitiveRenderer2: Request primitive renderer with everything" );
+
+ //Set up renderer properties.
+ Property::Map propertyMap;
+ propertyMap.Insert( "rendererType", "PRIMITIVE" );
+ propertyMap.Insert( "shape", "CUBE" );
+ propertyMap.Insert( "color", Vector4( 0.5, 0.5, 0.5, 1.0 ) );
+ propertyMap.Insert( "slices", 10 );
+ propertyMap.Insert( "stacks", 20 );
+ propertyMap.Insert( "scaleTopRadius", 30.0f );
+ propertyMap.Insert( "scaleBottomRadius", 40.0f );
+ propertyMap.Insert( "scaleHeight", 50.0f );
+ propertyMap.Insert( "scaleRadius", 60.0f );
+ propertyMap.Insert( "bevelPercentage", 0.7f );
+
+ //Test to see if shape loads correctly.
+ TestPrimitiveRendererWithProperties( propertyMap, application );
+
+ END_TEST;
+}
+
+//Test if primitive shape loads a sphere correctly.
+int UtcDaliRendererFactoryGetPrimitiveRenderer3(void)
+{
+ //Set up test application first, so everything else can be handled.
+ ToolkitTestApplication application;
+
+ tet_infoline( "UtcDaliRendererFactoryGetPrimitiveRenderer3: Request primitive renderer to display a sphere" );
+
+ //Set up renderer properties.
+ Property::Map propertyMap;
+ propertyMap.Insert( "rendererType", "PRIMITIVE" );
+ propertyMap.Insert( "shape", "SPHERE" );
+ propertyMap.Insert( "color", Vector4( 0.5, 0.5, 0.5, 1.0 ) );
+ propertyMap.Insert( "slices", 10 );
+ propertyMap.Insert( "stacks", 20 );
+
+ //Test to see if shape loads correctly.
+ TestPrimitiveRendererWithProperties( propertyMap, application );
+
+ END_TEST;
+}
+
+//Test if primitive shape loads a conic section correctly.
+int UtcDaliRendererFactoryGetPrimitiveRenderer4(void)
+{
+ //Set up test application first, so everything else can be handled.
+ ToolkitTestApplication application;
+
+ tet_infoline( "UtcDaliRendererFactoryGetPrimitiveRenderer4: Request primitive renderer to display a conic section" );
+
+ //Set up renderer properties.
+ Property::Map propertyMap;
+ propertyMap.Insert( "rendererType", "PRIMITIVE" );
+ propertyMap.Insert( "shape", "CONICAL_FRUSTRUM" );
+ propertyMap.Insert( "color", Vector4( 0.5, 0.5, 0.5, 1.0 ) );
+ propertyMap.Insert( "slices", 10 );
+ propertyMap.Insert( "scaleTopRadius", 30.0f );
+ propertyMap.Insert( "scaleBottomRadius", 40.0f );
+ propertyMap.Insert( "scaleHeight", 50.0f );
+
+ //Test to see if shape loads correctly.
+ TestPrimitiveRendererWithProperties( propertyMap, application );
+
+ END_TEST;
+}
+
+//Test if primitive shape loads a bevelled cube correctly.
+int UtcDaliRendererFactoryGetPrimitiveRenderer5(void)
+{
+ //Set up test application first, so everything else can be handled.
+ ToolkitTestApplication application;
+
+ tet_infoline( "UtcDaliRendererFactoryGetPrimitiveRenderer5: Request primitive renderer to display a bevelled cube" );
+
+ //Set up renderer properties.
+ Property::Map propertyMap;
+ propertyMap.Insert( "rendererType", "PRIMITIVE" );
+ propertyMap.Insert( "shape", "BEVELLED_CUBE" );
+ propertyMap.Insert( "color", Vector4( 0.5, 0.5, 0.5, 1.0 ) );
+ propertyMap.Insert( "bevelPercentage", 0.7f );
+
+ //Test to see if shape loads correctly.
+ TestPrimitiveRendererWithProperties( propertyMap, application );
+
+ END_TEST;
+}
+
+//Test if primitive shape loads an octahedron correctly.
+int UtcDaliRendererFactoryGetPrimitiveRenderer6(void)
+{
+ //Set up test application first, so everything else can be handled.
+ ToolkitTestApplication application;
+
+ tet_infoline( "UtcDaliRendererFactoryGetPrimitiveRenderer6: Request primitive renderer to display an octahedron" );
+
+ //Set up renderer properties.
+ Property::Map propertyMap;
+ propertyMap.Insert( "rendererType", "PRIMITIVE" );
+ propertyMap.Insert( "shape", "OCTAHEDRON" );
+ propertyMap.Insert( "color", Vector4( 0.5, 0.5, 0.5, 1.0 ) );
+
+ //Test to see if shape loads correctly.
+ TestPrimitiveRendererWithProperties( propertyMap, application );
+
+ END_TEST;
+}
+
+//Test if primitive shape loads a cone correctly.
+int UtcDaliRendererFactoryGetPrimitiveRenderer7(void)
+{
+ //Set up test application first, so everything else can be handled.
+ ToolkitTestApplication application;
+
+ tet_infoline( "UtcDaliRendererFactoryGetPrimitiveRenderer7: Request primitive renderer to display a cone" );
+
+ //Set up renderer properties.
+ Property::Map propertyMap;
+ propertyMap.Insert( "rendererType", "PRIMITIVE" );
+ propertyMap.Insert( "shape", "CONE" );
+ propertyMap.Insert( "color", Vector4( 0.5, 0.5, 0.5, 1.0 ) );
+ propertyMap.Insert( "slices", 10 );
+ propertyMap.Insert( "scaleTopRadius", 30.0f );
+ propertyMap.Insert( "scaleHeight", 50.0f );
+
+ //Test to see if shape loads correctly.
+ TestPrimitiveRendererWithProperties( propertyMap, application );
+
+ END_TEST;
+}
+
+//Test if primitive shape loads correctly when light position is manually set.
+int UtcDaliRendererFactoryGetPrimitiveRenderer8(void)
+{
+ //Set up test application first, so everything else can be handled.
+ ToolkitTestApplication application;
+
+ tet_infoline( "UtcDaliRendererFactoryGetPrimitiveRenderer8: Request primitive renderer with set light position" );
+
+ //Set up renderer properties.
+ Property::Map propertyMap;
+ propertyMap.Insert( "rendererType", "PRIMITIVE" );
+ propertyMap.Insert( "shape", "SPHERE" );
+ propertyMap.Insert( "color", Vector4( 0.5, 0.5, 0.5, 1.0 ) );
+ propertyMap.Insert( "uLightPosition", Vector3( 0.0, 1.0, 2.0 ) );
+
+ //Test to see if shape loads correctly.
+ TestPrimitiveRendererWithProperties( propertyMap, application );
+
+ END_TEST;
+}
+
+//Test if primitive shape renderer handles the case of not being passed a specific shape to use.
+int UtcDaliRendererFactoryGetPrimitiveRendererN1(void)
+{
+ //Set up test application first, so everything else can be handled.
+ ToolkitTestApplication application;
+
+ tet_infoline( "UtcDaliRendererFactoryGetPrimitiveRendererN1: Request primitive renderer without shape" );
+
+ //Set up renderer properties, without supplying shape.
+ Property::Map propertyMap;
+ propertyMap.Insert( "rendererType", "PRIMITIVE" );
+
+ //Test to see if shape loads regardless of missing input.
+ TestPrimitiveRendererWithProperties( propertyMap, application );
+
+ END_TEST;
+}
{
Property::Map map;
- map["rendererType"] = "image";
+ map["rendererType"] = "IMAGE";
map["size"] = Vector2(200, 200);
map["url"] = "track2.png";
slider.SetProperty(Slider::Property::TRACK_VISUAL, map);
CameraActor camera = CameraActor::DownCast( offscreenRoot.GetChildAt( 0u ) );
DALI_TEST_CHECK( camera );
- Renderer renderer = offscreenRoot.GetChildAt( 1u ).GetRendererAt( 0u );
- DALI_TEST_CHECK( renderer );
+ // The offscreen root actor has a container with all the actors which contain the text renderers.
+ Actor container = offscreenRoot.GetChildAt( 1u );
+ for( unsigned int index = 0; index < container.GetChildCount(); ++index )
+ {
+ Renderer renderer = container.GetChildAt( index ).GetRendererAt( 0u );
+ DALI_TEST_CHECK( renderer );
+ }
// Move the cursor and check the position changes.
Vector3 position1 = cursor.GetCurrentPosition();
CameraActor camera = CameraActor::DownCast( offscreenRoot.GetChildAt( 0u ) );
DALI_TEST_CHECK( camera );
- Renderer renderer = offscreenRoot.GetChildAt( 1u ).GetRendererAt( 0u );
- DALI_TEST_CHECK( renderer );
+ // The offscreen root actor has a container with all the actors which contain the text renderers.
+ Actor container = offscreenRoot.GetChildAt( 1u );
+ for( unsigned int index = 0; index < container.GetChildCount(); ++index )
+ {
+ Renderer renderer = container.GetChildAt( index ).GetRendererAt( 0u );
+ DALI_TEST_CHECK( renderer );
+ }
Renderer highlight = offscreenRoot.GetChildAt( 2u ).GetRendererAt( 0u );
DALI_TEST_CHECK( highlight );
CameraActor camera = CameraActor::DownCast( offscreenRoot.GetChildAt( 0u ) );
DALI_TEST_CHECK( camera );
- Renderer renderer = offscreenRoot.GetChildAt( 1u ).GetRendererAt( 0u );
- DALI_TEST_CHECK( renderer );
+ // The offscreen root actor has a container with all the actors which contain the text renderers.
+ Actor container = offscreenRoot.GetChildAt( 1u );
+ for( unsigned int index = 0; index < container.GetChildCount(); ++index )
+ {
+ Renderer renderer = container.GetChildAt( index ).GetRendererAt( 0u );
+ DALI_TEST_CHECK( renderer );
+ }
// Move the cursor and check the position changes.
Vector3 position1 = cursor.GetCurrentPosition();
CameraActor camera = CameraActor::DownCast( offscreenRoot.GetChildAt( 0u ) );
DALI_TEST_CHECK( camera );
- Renderer renderer = offscreenRoot.GetChildAt( 1u ).GetRendererAt( 0u );
- DALI_TEST_CHECK( renderer );
+ // The offscreen root actor has a container with all the actors which contain the text renderers.
+ Actor container = offscreenRoot.GetChildAt( 1u );
+ for( unsigned int index = 0; index < container.GetChildCount(); ++index )
+ {
+ Renderer renderer = container.GetChildAt( index ).GetRendererAt( 0u );
+ DALI_TEST_CHECK( renderer );
+ }
Renderer highlight = offscreenRoot.GetChildAt( 2u ).GetRendererAt( 0u );
DALI_TEST_CHECK( highlight );
RendererFactory factory = RendererFactory::Get();
Dali::Property::Map map;
- map[ "rendererType" ] = "color";
+ map[ "rendererType" ] = "COLOR";
map[ "mixColor" ] = color;
ControlRenderer colorRenderer = factory.CreateControlRenderer( map );
colorRenderer.SetOnStage( solidColorActor );
# From lcov version 1.10 onwards, branch coverage is off by default and earlier versions do not support the rc option
LCOV_OPTS=`if [ \`printf "\\\`lcov --version | cut -d' ' -f4\\\`\n1.10\n" | sort -V | head -n 1\` = 1.10 ] ; then echo "--rc lcov_branch_coverage=1" ; fi`
-cov_data:
+rename_cov_data:
@test -z $(COVERAGE_DIR) || mkdir -p $(COVERAGE_DIR)
@rm -f $(COVERAGE_DIR)/*
@cp dali-toolkit/.libs/*.gcda dali-toolkit/.libs/*.gcno $(COVERAGE_DIR)
@for i in `find $(COVERAGE_DIR) -name "libdali_toolkit_la-*.gcda" -o -name "libdali_toolkit_la-*.gcno"` ;\
do mv $$i `echo $$i | sed s/libdali_toolkit_la-//` ; echo $$i ; done
+
+cov_data: rename_cov_data
@cd $(COVERAGE_DIR) ; lcov $(LCOV_OPTS) --base-directory . --directory . -c -o dali.info
@cd $(COVERAGE_DIR) ; lcov $(LCOV_OPTS) --remove dali.info "/usr/include/*" "*/dali-env/*" "*solid-color-actor*" "*/dali-toolkit/third-party/*" -o dali.info
@test -z $(COVERAGE_OUTPUT_DIR) || mkdir -p $(COVERAGE_OUTPUT_DIR)
# sections, marked by \if <section_label> ... \endif and \cond <section_label>
# ... \endcond blocks.
-ENABLED_SECTIONS =
+ENABLED_SECTIONS = show_tizen_feature
# The MAX_INITIALIZER_LINES tag determines the maximum number of lines that the
# initial value of a variable or macro / define can have for it to appear in the
void Button::SetColor( const Vector4& color, Button::PaintState selectedState )
{
- Actor& contentActor = mSelectedContent;
+ Actor* contentActor = NULL; // Using a pointer as SetupContent assigns the new Actor to this.
bool imageFileExists = false;
if ( selectedState == SelectedState || selectedState == DisabledSelectedState )
{
mSelectedColor = color;
+ contentActor = &mSelectedContent;
imageFileExists = !GetSelectedImageFilename().empty();
}
else
{
mUnselectedColor = color;
- contentActor = mUnselectedContent;
+ contentActor = &mUnselectedContent;
imageFileExists = !GetUnselectedImageFilename().empty();
}
- if( contentActor && imageFileExists )
+ if ( contentActor )
{
- // If there is existing unselected content, change the color on it directly.
- contentActor.SetColor( color );
- }
- else
- {
- // If there is no existing content, create a new actor to use for flat color.
- Actor placementActor = Actor::New();
- Toolkit::RendererFactory rendererFactory = Toolkit::RendererFactory::Get();
- Toolkit::ControlRenderer colorRenderer;
-
- Property::Map map;
- map["rendererType"] = "color";
- map["mixColor"] = color;
-
- colorRenderer = rendererFactory.CreateControlRenderer( map );
- colorRenderer.SetOnStage( placementActor );
- SetupContent( contentActor, placementActor );
- contentActor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
+ if( imageFileExists )
+ {
+ // If there is existing unselected content, change the color on it directly.
+ contentActor->SetColor( color );
+ }
+ else
+ {
+ // If there is no existing content, create a new actor to use for flat color.
+ Actor placementActor = Actor::New();
+ Toolkit::RendererFactory rendererFactory = Toolkit::RendererFactory::Get();
+ Toolkit::ControlRenderer colorRenderer;
+
+ Property::Map map;
+ map["rendererType"] = "COLOR";
+ map["mixColor"] = color;
+
+ colorRenderer = rendererFactory.CreateControlRenderer( map );
+ colorRenderer.SetOnStage( placementActor );
+
+ SetupContent( *contentActor, placementActor ); //
+ contentActor->SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
+ }
}
}
Actor self = Self();
Property::Map rendererMap;
- rendererMap.Insert( "rendererType", "image" );
+ rendererMap.Insert( "rendererType", "IMAGE" );
switch( type )
{
#include <dali-toolkit/internal/controls/renderers/renderer-factory-impl.h>
#include <dali-toolkit/internal/controls/renderers/renderer-factory-cache.h>
#include <dali-toolkit/internal/controls/renderers/control-renderer-data-impl.h>
+#include <dali-toolkit/internal/controls/renderers/renderer-string-constants.h>
namespace Dali
{
namespace
{
-const char * const RENDERER_TYPE("rendererType");
-const char * const RENDERER_TYPE_VALUE("debug");
-
const char * const POSITION_ATTRIBUTE_NAME("aPosition");
const char * const INDEX_NAME("indices");
void DebugRenderer::DoCreatePropertyMap( Property::Map& map ) const
{
map.Clear();
- map.Insert( RENDERER_TYPE, RENDERER_TYPE_VALUE );
+ map.Insert( RENDERER_TYPE, DEBUG_RENDERER );
}
void DebugRenderer::InitializeRenderer()
const char * const SPREAD_METHOD_NAME("spreadMethod"); // Property::String "pad | reflect | repeat"
// string values
-const char * const UNIT_USER_SPACE("userSpace");
-const char * const UNIT_BOUNDING_BOX("objectBoundingBox");
-const char * const SPREAD_PAD("pad");
-const char * const SPREAD_REFLECT("reflect");
-const char * const SPREAD_REPEAT("repeat");
+const char * const UNIT_USER_SPACE("USER_SPACE");
+const char * const UNIT_BOUNDING_BOX("OBJECT_BOUNDING_BOX");
+const char * const SPREAD_PAD("PAD");
+const char * const SPREAD_REFLECT("REFLECT");
+const char * const SPREAD_REPEAT("REPEAT");
// uniform names
const char * const UNIFORM_ALIGNMENT_MATRIX_NAME( "uAlignmentMatrix" );
Property::Value* unitsValue = propertyMap.Find( UNITS_NAME );
std::string units;
// The default unit is OBJECT_BOUNDING_BOX.
- // Only need to set new units if 'user-space'
+ // Only need to set new units if 'USER_SPACE'
if( unitsValue && unitsValue->Get( units ) && units == UNIT_USER_SPACE )
{
gradientUnits = Gradient::USER_SPACE_ON_USE;
*
* | %Property Name | Type |
* |-------------------------|------------------|
+ * | stopOffset | ARRAY of FLOAT |
* | units | STRING |
* | spreadMethod | STRING |
*
//INTERNAL INCLUDES
#include <dali-toolkit/internal/controls/renderers/renderer-string-constants.h>
-#include <dali-toolkit/internal/controls/renderers/renderer-factory-impl.h>
-#include <dali-toolkit/internal/controls/renderers/renderer-factory-cache.h>
#include <dali-toolkit/internal/controls/renderers/control-renderer-data-impl.h>
namespace Dali
GLOSS_INDEX = 2u
};
-const char * const RENDERER_TYPE_VALUE( "mesh" ); //String label for which type of control renderer this is.
const char * const LIGHT_POSITION( "uLightPosition" ); //Shader property
const char * const OBJECT_MATRIX( "uObjectMatrix" ); //Shader property
+const char * const SHADER_TYPE_TEXTURELESS( "TEXTURELESS" );
+const char * const SHADER_TYPE_DIFFUSE_TEXTURE( "DIFFUSE_TEXTURE" );
+const char * const SHADER_TYPE_ALL_TEXTURES( "ALL_TEXTURES" );
+
//Shaders
//If a shader requires certain textures, they must be listed in order,
//as detailed in the TextureIndex enum documentation.
//Illumination in Model-View space - Transform attributes and uniforms\n
vec4 vertPos = uModelView * vec4( aPosition.xyz, 1.0 );\n
vec3 normal = uNormalMatrix * mat3( uObjectMatrix ) * aNormal;\n
- vec4 centre = uModelView * vec4( 0.0, 0.0, 0.0, 1.0 );\n
- vec4 lightPos = vec4( centre.x, centre.y, uLightPosition.z, 1.0 );\n
+ vec4 center = uModelView * vec4( 0.0, 0.0, 0.0, 1.0 );\n
+ vec4 lightPos = vec4( center.x, center.y, uLightPosition.z, 1.0 );\n
vec3 vecToLight = normalize( lightPos.xyz - vertPos.xyz );\n
float lightDiffuse = max( dot( vecToLight, normal ), 0.0 );\n
//Illumination in Model-View space - Transform attributes and uniforms\n
vec4 vertPos = uModelView * vec4( aPosition.xyz, 1.0 );\n
- vec4 centre = uModelView * vec4( 0.0, 0.0, 0.0, 1.0 );\n
- vec4 lightPos = vec4( centre.x, centre.y, uLightPosition.z, 1.0 );\n
+ vec4 center = uModelView * vec4( 0.0, 0.0, 0.0, 1.0 );\n
+ vec4 lightPos = vec4( center.x, center.y, uLightPosition.z, 1.0 );\n
vec3 normal = normalize( uNormalMatrix * mat3( uObjectMatrix ) * aNormal );\n
vec3 vecToLight = normalize( lightPos.xyz - vertPos.xyz );\n
vertexPosition = uMvpMatrix * vertexPosition;\n
vec4 vertPos = uModelView * vec4( aPosition.xyz, 1.0 );\n
- vec4 centre = uModelView * vec4( 0.0, 0.0, 0.0, 1.0 );\n
- vec4 lightPos = vec4( centre.x, centre.y, uLightPosition.z, 1.0 );\n
+ vec4 center = uModelView * vec4( 0.0, 0.0, 0.0, 1.0 );\n
+ vec4 lightPos = vec4( center.x, center.y, uLightPosition.z, 1.0 );\n
vec3 tangent = normalize( uNormalMatrix * aTangent );
vec3 binormal = normalize( uNormalMatrix * aBiNormal );
}
Property::Value* shaderType = propertyMap.Find( SHADER_TYPE );
- if( shaderType && shaderType->Get( mShaderTypeString ) )
+ if( shaderType )
{
- if( mShaderTypeString == "textureless" )
- {
- mShaderType = TEXTURELESS;
- }
- else if( mShaderTypeString == "diffuseTexture" )
- {
- mShaderType = DIFFUSE_TEXTURE;
- }
- else if( mShaderTypeString == "allTextures" )
- {
- mShaderType = ALL_TEXTURES;
- }
- else
+ std::string shaderTypeString;
+ if( shaderType->Get( shaderTypeString ) )
{
- DALI_LOG_ERROR( "Unknown shader type provided to the MeshRenderer object.\n");
+ if( shaderTypeString == SHADER_TYPE_TEXTURELESS )
+ {
+ mShaderType = TEXTURELESS;
+ }
+ else if( shaderTypeString == SHADER_TYPE_DIFFUSE_TEXTURE )
+ {
+ mShaderType = DIFFUSE_TEXTURE;
+ }
+ else if( shaderTypeString == SHADER_TYPE_ALL_TEXTURES )
+ {
+ mShaderType = ALL_TEXTURES;
+ }
+ else
+ {
+ DALI_LOG_ERROR( "Unknown shader type provided to the MeshRenderer object.\n");
+ }
}
}
}
void MeshRenderer::DoCreatePropertyMap( Property::Map& map ) const
{
map.Clear();
- map.Insert( RENDERER_TYPE, RENDERER_TYPE_VALUE );
+ map.Insert( RENDERER_TYPE, MESH_RENDERER );
map.Insert( OBJECT_URL, mObjectUrl );
map.Insert( MATERIAL_URL, mMaterialUrl );
map.Insert( TEXTURES_PATH, mTexturesPath );
- map.Insert( SHADER_TYPE, mShaderTypeString );
+
+ std::string shaderTypeString;
+ switch( mShaderType )
+ {
+ case ALL_TEXTURES:
+ {
+ shaderTypeString = SHADER_TYPE_ALL_TEXTURES;
+ break;
+ }
+
+ case DIFFUSE_TEXTURE:
+ {
+ shaderTypeString = SHADER_TYPE_DIFFUSE_TEXTURE;
+ break;
+ }
+
+ case TEXTURELESS:
+ {
+ shaderTypeString = SHADER_TYPE_TEXTURELESS;
+ break;
+ }
+ }
+ map.Insert( SHADER_TYPE, shaderTypeString );
}
void MeshRenderer::InitializeRenderer()
std::string mGlossTextureUrl;
std::string mTexturesPath;
- std::string mShaderTypeString;
-
Shader mShader;
Geometry mGeometry;
TextureSet mTextureSet;
*
* | %Property Name | Type |
* |--------------------------|------------------|
- * | imageUrl | STRING |
+ * | url | STRING |
* | borderOnly | BOOLEAN
*
*/
--- /dev/null
+/*
+ * Copyright (c) 2016 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+
+// CLASS HEADER
+#include "primitive-renderer.h"
+
+// EXTERNAL INCLUDES
+#include <dali/integration-api/debug.h>
+#include <dali/public-api/common/stage.h>
+#include <dali/public-api/common/constants.h>
+
+//INTERNAL INCLUDES
+#include <dali-toolkit/internal/controls/renderers/renderer-string-constants.h>
+#include <dali-toolkit/internal/controls/renderers/control-renderer-data-impl.h>
+
+namespace Dali
+{
+
+namespace Toolkit
+{
+
+namespace Internal
+{
+
+namespace
+{
+
+//Primitive property defaults
+const int DEFAULT_SLICES = 128; ///< For spheres and conics
+const int DEFAULT_STACKS = 128; ///< For spheres and conics
+const float DEFAULT_SCALE_TOP_RADIUS = 1.0; ///< For conical frustrums
+const float DEFAULT_SCALE_BOTTOM_RADIUS = 1.5; ///< For cones and conical frustrums
+const float DEFAULT_SCALE_HEIGHT = 3.0; ///< For all conics
+const float DEFAULT_SCALE_RADIUS = 1.0; ///< For cylinders
+const float DEFAULT_BEVEL_PERCENTAGE = 0.0; ///< For bevelled cubes
+const float DEFAULT_BEVEL_SMOOTHNESS = 0.0; ///< For bevelled cubes
+const Vector4 DEFAULT_COLOR = Vector4( 0.5, 0.5, 0.5, 0.0 ); ///< Grey, for all.
+
+//Property limits
+const int MIN_SLICES = 1; ///< Minimum number of slices for spheres and conics
+const int MIN_STACKS = 1; ///< Minimum number of stacks for spheres and conics
+const int MAX_PARTITIONS = 255; ///< Maximum number of slices or stacks for spheres and conics
+const float MIN_BEVEL_PERCENTAGE = 0.0; ///< Minimum bevel percentage for bevelled cubes
+const float MAX_BEVEL_PERCENTAGE = 1.0; ///< Maximum bevel percentage for bevelled cubes
+const float MIN_SMOOTHNESS = 0.0; ///< Minimum bevel smoothness for bevelled cubes
+const float MAX_SMOOTHNESS = 1.0; ///< Maximum bevel smoothness for bevelled cubes
+
+const char * const RENDERER_TYPE_VALUE( "PRIMITIVE" );
+
+//Specific shape labels.
+const char * const SPHERE_LABEL( "SPHERE" );
+const char * const CONE_LABEL( "CONE" );
+const char * const CONICAL_FRUSTRUM_LABEL( "CONICAL_FRUSTRUM" );
+const char * const CYLINDER_LABEL( "CYLINDER" );
+const char * const CUBE_LABEL( "CUBE" );
+const char * const OCTAHEDRON_LABEL( "OCTAHEDRON" );
+const char * const BEVELLED_CUBE_LABEL( "BEVELLED_CUBE" );
+
+//Shader properties
+const char * const OBJECT_MATRIX_UNIFORM_NAME( "uObjectMatrix" );
+const char * const COLOR_UNIFORM_NAME( "uColor" );
+const char * const OBJECT_DIMENSIONS_UNIFORM_NAME( "uObjectDimensions" );
+const char * const STAGE_SIZE_UNIFORM_NAME( "uStageSize" );
+
+//Vertex properties
+const char * const POSITION( "aPosition");
+const char * const NORMAL( "aNormal" );
+const char * const INDICES( "aIndices" );
+
+//A simple shader that applies diffuse lighting to a mono-coloured object.
+const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
+ attribute highp vec3 aPosition;\n
+ attribute highp vec2 aTexCoord;\n
+ attribute highp vec3 aNormal;\n
+ varying mediump vec3 vIllumination;\n
+ uniform mediump vec3 uSize;\n
+ uniform mediump vec3 uObjectDimensions;\n
+ uniform mediump mat4 uMvpMatrix;\n
+ uniform mediump mat4 uModelView;\n
+ uniform mediump mat4 uViewMatrix;\n
+ uniform mediump mat3 uNormalMatrix;\n
+ uniform mediump mat4 uObjectMatrix;\n
+ uniform mediump vec3 uLightPosition;\n
+ uniform mediump vec3 uStageSize;\n
+
+ void main()\n
+ {\n
+ float xRatio = uSize.x / uObjectDimensions.x;\n
+ float yRatio = uSize.y / uObjectDimensions.y;\n
+ float scaleFactor = min( xRatio, yRatio );\n
+
+ vec4 normalisedVertexPosition = vec4( aPosition * scaleFactor, 1.0 );\n
+ vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n
+ vertexPosition = uMvpMatrix * vertexPosition;\n
+
+ //Illumination in Model-View space - Transform attributes and uniforms\n
+ vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n
+ vec3 normal = uNormalMatrix * mat3( uObjectMatrix ) * aNormal;\n
+
+ vec3 stageOffset = vec3( uStageSize.xy, 0 ) / 2.0;\n
+ vec4 lightPosition = vec4( ( uLightPosition - stageOffset ), 1.0 );\n
+ lightPosition = uViewMatrix * lightPosition;\n
+ vec3 vectorToLight = normalize( lightPosition.xyz - mvVertexPosition.xyz );\n
+
+ float lightDiffuse = max( dot( vectorToLight, normal ), 0.0 );\n
+ vIllumination = vec3( lightDiffuse * 0.5 + 0.5 );\n
+
+ gl_Position = vertexPosition;\n
+ }\n
+);
+
+//Very simple fragment shader that merely applies the vertex shading to the color at each fragment.
+const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
+ precision mediump float;\n
+ varying mediump vec3 vIllumination;\n
+ uniform lowp vec4 uColor;\n
+
+ void main()\n
+ {\n
+ gl_FragColor = vec4( vIllumination.rgb * uColor.rgb, uColor.a );\n
+ }\n
+);
+
+} // namespace
+
+PrimitiveRenderer::PrimitiveRenderer( RendererFactoryCache& factoryCache )
+: ControlRenderer( factoryCache ),
+ mColor( DEFAULT_COLOR ),
+ mScaleDimensions( Vector3::ONE ),
+ mScaleTopRadius( DEFAULT_SCALE_TOP_RADIUS ),
+ mScaleBottomRadius( DEFAULT_SCALE_BOTTOM_RADIUS ),
+ mScaleHeight( DEFAULT_SCALE_HEIGHT ),
+ mScaleRadius( DEFAULT_SCALE_RADIUS ),
+ mBevelPercentage( DEFAULT_BEVEL_PERCENTAGE ),
+ mBevelSmoothness( DEFAULT_BEVEL_SMOOTHNESS ),
+ mSlices( DEFAULT_SLICES ),
+ mStacks( DEFAULT_STACKS ),
+ mPrimitiveType( SPHERE )
+{
+}
+
+PrimitiveRenderer::~PrimitiveRenderer()
+{
+}
+
+void PrimitiveRenderer::DoInitialize( Actor& actor, const Property::Map& propertyMap )
+{
+ //Find out which shape to renderer.
+ Property::Value* primitiveType = propertyMap.Find( PRIMITIVE_SHAPE );
+ if( primitiveType )
+ {
+ if( primitiveType->Get( mShape ) )
+ {
+ //Set property type as an enum.
+ if( mShape == SPHERE_LABEL )
+ {
+ mPrimitiveType = SPHERE;
+ }
+ else if( mShape == CONE_LABEL )
+ {
+ mPrimitiveType = CONE;
+ }
+ else if( mShape == CONICAL_FRUSTRUM_LABEL )
+ {
+ mPrimitiveType = CONICAL_FRUSTRUM;
+ }
+ else if( mShape == CYLINDER_LABEL )
+ {
+ mPrimitiveType = CYLINDER;
+ }
+ else if( mShape == CUBE_LABEL )
+ {
+ mPrimitiveType = CUBE;
+ }
+ else if( mShape == OCTAHEDRON_LABEL )
+ {
+ mPrimitiveType = OCTAHEDRON;
+ }
+ else if( mShape == BEVELLED_CUBE_LABEL )
+ {
+ mPrimitiveType = BEVELLED_CUBE;
+ }
+ else
+ {
+ DALI_LOG_ERROR( "No known shape in PrimitiveRenderer.\n" );
+ }
+ }
+ else
+ {
+ DALI_LOG_ERROR( "Invalid type for shape in PrimitiveRenderer.\n" );
+ }
+ }
+ else
+ {
+ DALI_LOG_ERROR( "Fail to provide shape to the PrimitiveRenderer object.\n" );
+ }
+
+ //Read in other potential properties.
+
+ Property::Value* color = propertyMap.Find( SHAPE_COLOR );
+ if( color && !color->Get( mColor ) )
+ {
+ DALI_LOG_ERROR( "Invalid type for color in PrimitiveRenderer.\n" );
+ }
+
+ Property::Value* slices = propertyMap.Find( SLICES );
+ if( slices )
+ {
+ if( slices->Get( mSlices ) )
+ {
+ //Clamp value.
+ if( mSlices > MAX_PARTITIONS )
+ {
+ mSlices = MAX_PARTITIONS;
+ }
+ else if ( mSlices < MIN_SLICES )
+ {
+ mSlices = MIN_SLICES;
+ }
+ }
+ else
+ {
+ DALI_LOG_ERROR( "Invalid type for slices in PrimitiveRenderer.\n" );
+ }
+ }
+
+ Property::Value* stacks = propertyMap.Find( STACKS );
+ if( stacks )
+ {
+ if( stacks->Get( mStacks ) )
+ {
+ //Clamp value.
+ if( mStacks > MAX_PARTITIONS )
+ {
+ mStacks = MAX_PARTITIONS;
+ }
+ else if ( mStacks < MIN_STACKS )
+ {
+ mStacks = MIN_STACKS;
+ }
+ }
+ else
+ {
+ DALI_LOG_ERROR( "Invalid type for stacks in PrimitiveRenderer.\n" );
+ }
+ }
+
+ Property::Value* scaleTop = propertyMap.Find( SCALE_TOP_RADIUS );
+ if( scaleTop && !scaleTop->Get( mScaleTopRadius ) )
+ {
+ DALI_LOG_ERROR( "Invalid type for scale top radius in PrimitiveRenderer.\n" );
+ }
+
+ Property::Value* scaleBottom = propertyMap.Find( SCALE_BOTTOM_RADIUS );
+ if( scaleBottom && !scaleBottom->Get( mScaleBottomRadius ) )
+ {
+ DALI_LOG_ERROR( "Invalid type for scale bottom radius in PrimitiveRenderer.\n" );
+ }
+
+ Property::Value* scaleHeight = propertyMap.Find( SCALE_HEIGHT );
+ if( scaleHeight && !scaleHeight->Get( mScaleHeight ) )
+ {
+ DALI_LOG_ERROR( "Invalid type for scale height in PrimitiveRenderer.\n" );
+ }
+
+ Property::Value* scaleRadius = propertyMap.Find( SCALE_RADIUS );
+ if( scaleRadius && !scaleRadius->Get( mScaleRadius ) )
+ {
+ DALI_LOG_ERROR( "Invalid type for scale radius in PrimitiveRenderer.\n" );
+ }
+
+ Property::Value* dimensions = propertyMap.Find( SCALE_DIMENSIONS );
+ if( dimensions )
+ {
+ if( dimensions->Get( mScaleDimensions ) )
+ {
+ //If any dimension is invalid, set it to a sensible default.
+ if( mScaleDimensions.x <= 0.0 )
+ {
+ mScaleDimensions.x = 1.0;
+ }
+ if( mScaleDimensions.y <= 0.0 )
+ {
+ mScaleDimensions.y = 1.0;
+ }
+ if( mScaleDimensions.z <= 0.0 )
+ {
+ mScaleDimensions.z = 1.0;
+ }
+ }
+ else
+ {
+ DALI_LOG_ERROR( "Invalid type for scale dimensions in PrimitiveRenderer.\n" );
+ }
+ }
+
+ Property::Value* bevel = propertyMap.Find( BEVEL_PERCENTAGE );
+ if( bevel )
+ {
+ if( bevel->Get( mBevelPercentage ) )
+ {
+ //Clamp value.
+ if( mBevelPercentage < MIN_BEVEL_PERCENTAGE )
+ {
+ mBevelPercentage = MIN_BEVEL_PERCENTAGE;
+ }
+ else if( mBevelPercentage > MAX_BEVEL_PERCENTAGE )
+ {
+ mBevelPercentage = MAX_BEVEL_PERCENTAGE;
+ }
+ }
+ else
+ {
+ DALI_LOG_ERROR( "Invalid type for bevel percentage in PrimitiveRenderer.\n" );
+ }
+ }
+
+ Property::Value* smoothness = propertyMap.Find( BEVEL_SMOOTHNESS );
+ if( smoothness )
+ {
+ if( smoothness->Get( mBevelSmoothness ) )
+ {
+ //Clamp value.
+ if( mBevelSmoothness < MIN_SMOOTHNESS )
+ {
+ mBevelSmoothness = MIN_SMOOTHNESS;
+ }
+ else if( mBevelSmoothness > MAX_SMOOTHNESS )
+ {
+ mBevelSmoothness = MAX_SMOOTHNESS;
+ }
+ }
+ else
+ {
+ DALI_LOG_ERROR( "Invalid type for bevel smoothness in PrimitiveRenderer.\n" );
+ }
+ }
+
+ //Read in light position.
+ Property::Value* lightPosition = propertyMap.Find( LIGHT_POSITION_UNIFORM_NAME );
+ if( lightPosition )
+ {
+ if( !lightPosition->Get( mLightPosition ) )
+ {
+ DALI_LOG_ERROR( "Invalid value passed for light position in MeshRenderer object.\n" );
+ mLightPosition = Vector3::ZERO;
+ }
+ }
+ else
+ {
+ //Default behaviour is to place the light directly in front of the object,
+ // at a reasonable distance to light everything on screen.
+ Stage stage = Stage::GetCurrent();
+
+ mLightPosition = Vector3( stage.GetSize().width / 2, stage.GetSize().height / 2, stage.GetSize().width * 5 );
+ }
+}
+
+void PrimitiveRenderer::SetSize( const Vector2& size )
+{
+ ControlRenderer::SetSize( size );
+
+ // ToDo: renderer responds to the size change
+}
+
+void PrimitiveRenderer::SetClipRect( const Rect<int>& clipRect )
+{
+ ControlRenderer::SetClipRect( clipRect );
+
+ //ToDo: renderer responds to the clipRect change
+}
+
+void PrimitiveRenderer::SetOffset( const Vector2& offset )
+{
+ //ToDo: renderer applies the offset
+}
+
+void PrimitiveRenderer::DoSetOnStage( Actor& actor )
+{
+ InitializeRenderer();
+}
+
+void PrimitiveRenderer::DoCreatePropertyMap( Property::Map& map ) const
+{
+ map.Clear();
+ map.Insert( RENDERER_TYPE, RENDERER_TYPE_VALUE );
+ map.Insert( PRIMITIVE_SHAPE, mShape );
+ map.Insert( SHAPE_COLOR, mColor );
+ map.Insert( SLICES, mSlices );
+ map.Insert( STACKS, mStacks );
+ map.Insert( SCALE_TOP_RADIUS, mScaleTopRadius );
+ map.Insert( SCALE_BOTTOM_RADIUS, mScaleBottomRadius );
+ map.Insert( SCALE_HEIGHT, mScaleHeight );
+ map.Insert( SCALE_RADIUS, mScaleRadius );
+ map.Insert( SCALE_DIMENSIONS, mScaleDimensions );
+ map.Insert( BEVEL_PERCENTAGE, mBevelPercentage );
+ map.Insert( BEVEL_SMOOTHNESS, mBevelSmoothness );
+ map.Insert( LIGHT_POSITION_UNIFORM_NAME, mLightPosition );
+}
+
+void PrimitiveRenderer::InitializeRenderer()
+{
+ if( !mGeometry )
+ {
+ CreateGeometry();
+ }
+
+ if( !mShader )
+ {
+ CreateShader();
+ }
+
+ mImpl->mRenderer = Renderer::New( mGeometry, mShader );
+}
+
+void PrimitiveRenderer::UpdateShaderUniforms()
+{
+ Stage stage = Stage::GetCurrent();
+ float width = stage.GetSize().width;
+ float height = stage.GetSize().height;
+
+ //Flip model to account for DALi starting with (0, 0) at the top left.
+ Matrix scaleMatrix;
+ scaleMatrix.SetIdentityAndScale( Vector3( 1.0, -1.0, 1.0 ) );
+
+ mShader.RegisterProperty( STAGE_SIZE_UNIFORM_NAME, Vector3( width, height, std::min( width, height ) ) );
+ mShader.RegisterProperty( LIGHT_POSITION_UNIFORM_NAME, mLightPosition );
+ mShader.RegisterProperty( OBJECT_MATRIX_UNIFORM_NAME, scaleMatrix );
+ mShader.RegisterProperty( COLOR_UNIFORM_NAME, mColor );
+ mShader.RegisterProperty( OBJECT_DIMENSIONS_UNIFORM_NAME, mObjectDimensions );
+}
+
+void PrimitiveRenderer::CreateShader()
+{
+ mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
+ UpdateShaderUniforms();
+}
+
+void PrimitiveRenderer::CreateGeometry()
+{
+ Dali::Vector<Vertex> vertices;
+ Dali::Vector<unsigned short> indices;
+
+ switch( mPrimitiveType )
+ {
+ case SPHERE:
+ {
+ CreateSphere( vertices, indices, mSlices, mStacks );
+ break;
+ }
+ case CONE:
+ {
+ //Create a conic with zero top radius.
+ CreateConic( vertices, indices, 0, mScaleBottomRadius, mScaleHeight, mSlices );
+ break;
+ }
+ case CONICAL_FRUSTRUM:
+ {
+ CreateConic( vertices, indices, mScaleTopRadius, mScaleBottomRadius, mScaleHeight, mSlices );
+ break;
+ }
+ case CYLINDER:
+ {
+ //Create a conic with equal radii on the top and bottom.
+ CreateConic( vertices, indices, mScaleRadius, mScaleRadius, mScaleHeight, mSlices );
+ break;
+ }
+ case CUBE:
+ {
+ //Create a cube by creating a bevelled cube with minimum bevel.
+ CreateBevelledCube( vertices, indices, mScaleDimensions, 0.0, 0.0 );
+ break;
+ }
+ case OCTAHEDRON:
+ {
+ //Create an octahedron by creating a bevelled cube with maximum bevel.
+ CreateBevelledCube( vertices, indices, mScaleDimensions, 1.0, mBevelSmoothness );
+ break;
+ }
+ case BEVELLED_CUBE:
+ {
+ CreateBevelledCube( vertices, indices, mScaleDimensions, mBevelPercentage, mBevelSmoothness );
+ break;
+ }
+ }
+
+ mGeometry = Geometry::New();
+
+ //Vertices
+ Property::Map vertexFormat;
+ vertexFormat[POSITION] = Property::VECTOR3;
+ vertexFormat[NORMAL] = Property::VECTOR3;
+ PropertyBuffer surfaceVertices = PropertyBuffer::New( vertexFormat );
+ surfaceVertices.SetData( &vertices[0], vertices.Size() );
+
+ mGeometry.AddVertexBuffer( surfaceVertices );
+
+ //Indices for triangle formulation
+ mGeometry.SetIndexBuffer( &indices[0], indices.Size() );
+}
+
+void PrimitiveRenderer::CreateSphere( Vector<Vertex>& vertices, Vector<unsigned short>& indices, int slices, int stacks )
+{
+ ComputeSphereVertices( vertices, slices, stacks );
+ FormSphereTriangles( indices, slices, stacks );
+
+ mObjectDimensions = Vector3::ONE;
+}
+
+void PrimitiveRenderer::CreateConic( Vector<Vertex>& vertices, Vector<unsigned short>& indices, float scaleTopRadius,
+ float scaleBottomRadius, float scaleHeight, int slices )
+{
+ ComputeConicVertices( vertices, scaleTopRadius, scaleBottomRadius, scaleHeight, slices );
+ FormConicTriangles( indices, scaleTopRadius, scaleBottomRadius, slices );
+
+ //Determine object dimensions, and scale them to be between 0.0 and 1.0.
+ float xDimension = std::max( scaleTopRadius, scaleBottomRadius ) * 2.0f;
+ float yDimension = scaleHeight;
+ float largestDimension = std::max( xDimension, yDimension );
+
+ mObjectDimensions = Vector3( xDimension / largestDimension, yDimension / largestDimension,
+ xDimension / largestDimension );
+}
+
+void PrimitiveRenderer::CreateBevelledCube( Vector<Vertex>& vertices, Vector<unsigned short>& indices,
+ Vector3 dimensions, float bevelPercentage, float bevelSmoothness )
+{
+ dimensions.Normalize();
+
+ if( bevelPercentage <= MIN_BEVEL_PERCENTAGE ) //No bevel, form a cube.
+ {
+ ComputeCubeVertices( vertices, dimensions );
+ FormCubeTriangles( indices );
+ }
+ else if( bevelPercentage >= MAX_BEVEL_PERCENTAGE ) //Max bevel, form an octahedron.
+ {
+ ComputeOctahedronVertices( vertices, dimensions, bevelSmoothness );
+ FormOctahedronTriangles( indices );
+ }
+ else //In between, form a bevelled cube.
+ {
+ ComputeBevelledCubeVertices( vertices, dimensions, bevelPercentage, bevelSmoothness );
+ FormBevelledCubeTriangles( indices );
+ }
+
+ mObjectDimensions = dimensions;
+}
+
+void PrimitiveRenderer::ComputeCircleTables( Vector<float>& sinTable, Vector<float>& cosTable, int divisions,
+ bool halfCircle )
+{
+ if( divisions < 0 )
+ {
+ return;
+ }
+
+ const float angleDivision = ( halfCircle ? 1.0f : 2.0f ) * Dali::Math::PI / ( float ) divisions;
+
+ sinTable.Resize( divisions );
+ cosTable.Resize( divisions );
+
+ for( int i = 0; i < divisions; i++ )
+ {
+ sinTable[i] = sin( angleDivision * i );
+ cosTable[i] = cos( angleDivision * i );
+ }
+}
+
+void PrimitiveRenderer::ComputeSphereVertices( Vector<Vertex>& vertices, int slices, int stacks )
+{
+ //Tables for calculating slices angles and stacks angles, respectively.
+ Vector<float> sinTable1;
+ Vector<float> cosTable1;
+ Vector<float> sinTable2;
+ Vector<float> cosTable2;
+
+ ComputeCircleTables( sinTable1, cosTable1, slices, false );
+ ComputeCircleTables( sinTable2, cosTable2, stacks, true );
+
+ int numVertices = slices * ( stacks - 1 ) + 2;
+ vertices.Resize( numVertices );
+
+ int vertexIndex = 0; //Track progress through vertices.
+ float x;
+ float y;
+ float z;
+
+ //Top stack.
+ vertices[vertexIndex].position = Vector3( 0.0, 0.0, 0.5 );
+ vertices[vertexIndex].normal = Vector3( 0.0, 0.0, 1.0 );
+ vertexIndex++;
+
+ //Middle stacks.
+ for( int i = 1; i < stacks; i++ )
+ {
+ for( int j = 0; j < slices; j++, vertexIndex++ )
+ {
+ x = cosTable1[j] * sinTable2[i];
+ y = sinTable1[j] * sinTable2[i];
+ z = cosTable2[i];
+
+ vertices[vertexIndex].position = Vector3( x / 2.0f, y / 2.0f, z / 2.0f );
+ vertices[vertexIndex].normal = Vector3( x, y, z );
+ }
+ }
+
+ //Bottom stack.
+ vertices[vertexIndex].position = Vector3( 0.0, 0.0, -0.5 );
+ vertices[vertexIndex].normal = Vector3( 0.0, 0.0, -1.0 );
+}
+
+void PrimitiveRenderer::FormSphereTriangles( Vector<unsigned short>& indices, int slices, int stacks )
+{
+ if( stacks <= 1 )
+ {
+ //Set indices to placeholder "error" values.
+ //This will display nothing, which is the expected behaviour for this edge case.
+ indices.Resize( 3 );
+ return;
+ }
+
+ int numTriangles = 2 * slices * ( stacks - 1 );
+
+ indices.Resize( 3 * numTriangles );
+
+ int indiceIndex = 0; //Used to keep track of progress through indices.
+ int previousCycleBeginning = 1; //Stores the index of the vertex that started the cycle of the previous stack.
+ int currentCycleBeginning = 1 + slices;
+
+ //Top stack. Loop from index 1 to index slices, as not counting the very first vertex.
+ for( int i = 1; i <= slices; i++, indiceIndex += 3 )
+ {
+ indices[indiceIndex] = 0;
+ indices[indiceIndex + 1] = i;
+ if( i == slices )
+ {
+ //End, so loop around.
+ indices[indiceIndex + 2] = 1;
+ }
+ else
+ {
+ indices[indiceIndex + 2] = i + 1;
+ }
+ }
+
+ //Middle Stacks. Want to form triangles between the top and bottom stacks, so loop up to the number of stacks - 2.
+ for( int i = 0; i < stacks - 2; i++, previousCycleBeginning += slices, currentCycleBeginning += slices )
+ {
+ for( int j = 0; j < slices; j++, indiceIndex += 6 )
+ {
+ if( j == slices - 1 )
+ {
+ //End, so loop around.
+ indices[indiceIndex] = previousCycleBeginning + j;
+ indices[indiceIndex + 1] = currentCycleBeginning + j;
+ indices[indiceIndex + 2] = previousCycleBeginning;
+ indices[indiceIndex + 3] = currentCycleBeginning + j;
+ indices[indiceIndex + 4] = currentCycleBeginning;
+ indices[indiceIndex + 5] = previousCycleBeginning;
+ }
+ else
+ {
+ indices[indiceIndex] = previousCycleBeginning + j;
+ indices[indiceIndex + 1] = currentCycleBeginning + j;
+ indices[indiceIndex + 2] = previousCycleBeginning + 1 + j;
+ indices[indiceIndex + 3] = currentCycleBeginning + j;
+ indices[indiceIndex + 4] = currentCycleBeginning + 1 + j;
+ indices[indiceIndex + 5] = previousCycleBeginning + 1 + j;
+ }
+ }
+ }
+
+ //Bottom stack. Loop around the last stack from the previous loop, and go up to the penultimate vertex.
+ for( int i = 0; i < slices; i++, indiceIndex += 3 )
+ {
+ indices[indiceIndex] = previousCycleBeginning + slices;
+ indices[indiceIndex + 1] = previousCycleBeginning + i;
+ if( i == slices - 1 )
+ {
+ //End, so loop around.
+ indices[indiceIndex + 2] = previousCycleBeginning;
+ }
+ else
+ {
+ indices[indiceIndex + 2] = previousCycleBeginning + i + 1;
+ }
+ }
+}
+
+void PrimitiveRenderer::ComputeConicVertices( Vector<Vertex>& vertices, float scaleTopRadius,
+ float scaleBottomRadius, float scaleHeight, int slices )
+{
+ int vertexIndex = 0; //Track progress through vertices.
+ Vector<float> sinTable;
+ Vector<float> cosTable;
+
+ ComputeCircleTables( sinTable, cosTable, slices, false );
+
+ int numVertices = 2; //Always will have one at the top and one at the bottom.
+
+ //Add vertices for each circle. Need two per point for different face normals.
+ if( scaleTopRadius > 0.0 )
+ {
+ numVertices += 2 * slices;
+ }
+ if( scaleBottomRadius > 0.0 )
+ {
+ numVertices += 2 * slices;
+ }
+
+ vertices.Resize( numVertices );
+
+
+ //Scale to bounding region of -0.5 to 0.5 (i.e range of 1).
+ float biggestObjectDimension = std::max( std::max( scaleTopRadius * 2.0f, scaleBottomRadius * 2.0f ), scaleHeight );
+ scaleTopRadius = scaleTopRadius / biggestObjectDimension;
+ scaleBottomRadius = scaleBottomRadius / biggestObjectDimension;
+
+ //Dimensions for vertex coordinates. Y is constant, and so can be initialised now.
+ float x;
+ float y = scaleHeight / biggestObjectDimension / 2.0f;
+ float z;
+
+ //Top center.
+ vertices[0].position = Vector3( 0, y, 0 );
+ vertices[0].normal = Vector3( 0, 1, 0 );
+ vertexIndex++;
+
+ //Top circle.
+ if( scaleTopRadius > 0.0 )
+ {
+ //Loop around the circle.
+ for( int i = 0; i < slices; i++, vertexIndex++ )
+ {
+ x = sinTable[i] * scaleTopRadius;
+ z = cosTable[i] * scaleTopRadius;
+
+ //Upward-facing normal.
+ vertices[vertexIndex].position = Vector3( x, y, z );
+ vertices[vertexIndex].normal = Vector3( 0, 1, 0 );
+
+ //Outward-facing normal.
+ vertices[vertexIndex + slices].position = Vector3( x, y, z );
+ vertices[vertexIndex + slices].normal = Vector3( x, 0, z );
+ }
+
+ vertexIndex += slices;
+ }
+
+ //Bottom circle.
+ if( scaleBottomRadius > 0.0 )
+ {
+ //Loop around the circle.
+ for( int i = 0; i < slices; i++, vertexIndex++ )
+ {
+ x = sinTable[i] * scaleBottomRadius;
+ z = cosTable[i] * scaleBottomRadius;
+
+ //Outward-facing normal.
+ vertices[vertexIndex].position = Vector3( x, -y, z );
+ vertices[vertexIndex].normal = Vector3( x, 0, z );
+
+ //Downward-facing normal.
+ vertices[vertexIndex + slices].position = Vector3( x, -y, z );
+ vertices[vertexIndex + slices].normal = Vector3( 0, -1, 0 );
+ }
+
+ vertexIndex += slices;
+ }
+
+ //Bottom center.
+ vertices[vertexIndex].position = Vector3( 0, -y, 0 );
+ vertices[vertexIndex].normal = Vector3( 0, -1, 0 );
+ vertexIndex++;
+}
+
+void PrimitiveRenderer::FormConicTriangles( Vector<unsigned short>& indices, float scaleTopRadius,
+ float scaleBottomRadius, int slices )
+{
+ int indiceIndex = 0; //Track progress through indices.
+ int numTriangles = 0;
+ bool coneTop = scaleTopRadius <= 0.0;
+ bool coneBottom = scaleBottomRadius <= 0.0;
+
+ if( coneTop && coneBottom )
+ {
+ //Set indices to placeholder "error" values.
+ //This will display nothing, which is the expected behaviour for this edge case.
+ indices.Resize( 3 );
+ return;
+ }
+
+ if( !coneTop )
+ {
+ numTriangles += 2 * slices;
+ }
+ if( !coneBottom )
+ {
+ numTriangles += 2 * slices;
+ }
+
+ indices.Resize( 3 * numTriangles );
+
+ //Switch on the type of conic we have.
+ if( !coneTop && !coneBottom )
+ {
+ //Top circle. Start at index of first outer point and go around.
+ for( int i = 1; i <= slices; i++, indiceIndex += 3 )
+ {
+ indices[indiceIndex] = 0;
+ indices[indiceIndex + 1] = i;
+ if( i == slices )
+ {
+ //End, so loop around.
+ indices[indiceIndex + 2] = 1;
+ }
+ else
+ {
+ indices[indiceIndex + 2] = i + 1;
+ }
+ }
+
+ int topCycleBeginning = slices + 1;
+ int bottomCycleBeginning = topCycleBeginning + slices;
+
+ //Vertical edges.
+ for( int i = 0; i < slices; i++, indiceIndex += 6 )
+ {
+ if( i == slices - 1 )
+ {
+ //End, so loop around.
+ indices[indiceIndex] = topCycleBeginning + i;
+ indices[indiceIndex + 1] = bottomCycleBeginning + i;
+ indices[indiceIndex + 2] = topCycleBeginning;
+ indices[indiceIndex + 3] = bottomCycleBeginning + i;
+ indices[indiceIndex + 4] = bottomCycleBeginning;
+ indices[indiceIndex + 5] = topCycleBeginning;
+ }
+ else
+ {
+ indices[indiceIndex] = topCycleBeginning + i;
+ indices[indiceIndex + 1] = bottomCycleBeginning + i;
+ indices[indiceIndex + 2] = topCycleBeginning + 1 + i;
+ indices[indiceIndex + 3] = bottomCycleBeginning + i;
+ indices[indiceIndex + 4] = bottomCycleBeginning + 1 + i;
+ indices[indiceIndex + 5] = topCycleBeginning + 1 + i;
+ }
+ }
+
+ int bottomFaceCycleBeginning = bottomCycleBeginning + slices;
+
+ //Bottom circle.
+ for( int i = 0; i < slices; i++, indiceIndex += 3 )
+ {
+ indices[indiceIndex] = bottomFaceCycleBeginning;
+ indices[indiceIndex + 1] = bottomFaceCycleBeginning + i;
+ if( i == slices - 1 )
+ {
+ //End, so loop around.
+ indices[indiceIndex + 2] = bottomFaceCycleBeginning;
+ }
+ else
+ {
+ indices[indiceIndex + 2] = bottomFaceCycleBeginning + i + 1;
+ }
+ }
+ }
+ else if( !coneTop || !coneBottom )
+ {
+ //Top circle/edges. Start at index of first outer point and go around.
+ for( int i = 1; i <= slices; i++, indiceIndex += 3 )
+ {
+ indices[indiceIndex] = 0;
+ indices[indiceIndex + 1] = i;
+ if( i == slices )
+ {
+ //End, so loop around.
+ indices[indiceIndex + 2] = 1;
+ }
+ else
+ {
+ indices[indiceIndex + 2] = i + 1;
+ }
+ }
+
+ //Bottom circle/edges. Start at index of first outer point and go around.
+ for( int i = 1; i <= slices; i++, indiceIndex += 3 )
+ {
+ indices[indiceIndex] = 2 * slices + 1;
+ indices[indiceIndex + 1] = slices + i;
+ if( i == slices )
+ {
+ //End, so loop around.
+ indices[indiceIndex + 2] = slices + 1;
+ }
+ else
+ {
+ indices[indiceIndex + 2] = slices + i + 1;
+ }
+ }
+ }
+}
+
+void PrimitiveRenderer::ComputeCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions )
+{
+ int numVertices = 4 * 6; //Four per face.
+ int vertexIndex = 0; //Tracks progress through vertices.
+ float scaledX = 0.5 * dimensions.x;
+ float scaledY = 0.5 * dimensions.y;
+ float scaledZ = 0.5 * dimensions.z;
+
+ vertices.Resize( numVertices );
+
+ Vector<Vector3> positions; //Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
+ positions.Resize(8);
+ Vector<Vector3> normals; //Stores normals, which are shared between vertexes of the same face.
+ normals.Resize(6);
+
+ positions[0] = Vector3( -scaledX, scaledY, -scaledZ );
+ positions[1] = Vector3( scaledX, scaledY, -scaledZ );
+ positions[2] = Vector3( scaledX, scaledY, scaledZ );
+ positions[3] = Vector3( -scaledX, scaledY, scaledZ );
+ positions[4] = Vector3( -scaledX, -scaledY, -scaledZ );
+ positions[5] = Vector3( scaledX, -scaledY, -scaledZ );
+ positions[6] = Vector3( scaledX, -scaledY, scaledZ );
+ positions[7] = Vector3( -scaledX, -scaledY, scaledZ );
+
+ normals[0] = Vector3( 0, 1, 0 );
+ normals[1] = Vector3( 0, 0, -1 );
+ normals[2] = Vector3( 1, 0, 0 );
+ normals[3] = Vector3( 0, 0, 1 );
+ normals[4] = Vector3( -1, 0, 0 );
+ normals[5] = Vector3( 0, -1, 0 );
+
+ //Top face, upward normals.
+ for( int i = 0; i < 4; i++, vertexIndex++ )
+ {
+ vertices[vertexIndex].position = positions[i];
+ vertices[vertexIndex].normal = normals[0];
+ }
+
+ //Top face, outward normals.
+ for( int i = 0; i < 4; i++, vertexIndex += 2 )
+ {
+ vertices[vertexIndex].position = positions[i];
+ vertices[vertexIndex].normal = normals[i + 1];
+
+ if( i == 3 )
+ {
+ //End, so loop around.
+ vertices[vertexIndex + 1].position = positions[0];
+ }
+ else
+ {
+ vertices[vertexIndex + 1].position = positions[i + 1];
+ }
+ vertices[vertexIndex + 1].normal = normals[i + 1];
+ }
+
+ //Bottom face, outward normals.
+ for( int i = 0; i < 4; i++, vertexIndex += 2 )
+ {
+ vertices[vertexIndex].position = positions[i + 4];
+ vertices[vertexIndex].normal = normals[i + 1];
+
+ if( i == 3 )
+ {
+ //End, so loop around.
+ vertices[vertexIndex + 1].position = positions[4];
+ }
+ else
+ {
+ vertices[vertexIndex + 1].position = positions[i + 5];
+ }
+ vertices[vertexIndex + 1].normal = normals[i + 1];
+ }
+
+ //Bottom face, downward normals.
+ for( int i = 0; i < 4; i++, vertexIndex++ )
+ {
+ vertices[vertexIndex].position = positions[i + 4];
+ vertices[vertexIndex].normal = normals[5];
+ }
+
+}
+
+void PrimitiveRenderer::FormCubeTriangles( Vector<unsigned short>& indices )
+{
+ int numTriangles = 12;
+ int triangleIndex = 0; //Track progress through indices.
+
+ indices.Resize( 3 * numTriangles );
+
+ //Top face.
+ indices[triangleIndex] = 0;
+ indices[triangleIndex + 1] = 1;
+ indices[triangleIndex + 2] = 2;
+ indices[triangleIndex + 3] = 2;
+ indices[triangleIndex + 4] = 3;
+ indices[triangleIndex + 5] = 0;
+ triangleIndex += 6;
+
+ int topFaceStart = 4;
+ int bottomFaceStart = 12;
+
+ //Side faces.
+ for( int i = 0; i < 8; i += 2, triangleIndex += 6 )
+ {
+ indices[triangleIndex ] = i + topFaceStart;
+ indices[triangleIndex + 1] = i + bottomFaceStart + 1;
+ indices[triangleIndex + 2] = i + topFaceStart + 1;
+ indices[triangleIndex + 3] = i + topFaceStart;
+ indices[triangleIndex + 4] = i + bottomFaceStart;
+ indices[triangleIndex + 5] = i + bottomFaceStart + 1;
+ }
+
+ //Bottom face.
+ indices[triangleIndex] = 20;
+ indices[triangleIndex + 1] = 21;
+ indices[triangleIndex + 2] = 22;
+ indices[triangleIndex + 3] = 22;
+ indices[triangleIndex + 4] = 23;
+ indices[triangleIndex + 5] = 20;
+}
+
+void PrimitiveRenderer::ComputeOctahedronVertices( Vector<Vertex>& vertices, Vector3 dimensions, float smoothness )
+{
+ int numVertices = 3 * 8; //Three per face
+ int vertexIndex = 0; //Tracks progress through vertices.
+ float scaledX = 0.5 * dimensions.x;
+ float scaledY = 0.5 * dimensions.y;
+ float scaledZ = 0.5 * dimensions.z;
+
+ vertices.Resize( numVertices );
+
+ Vector<Vector3> positions; //Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
+ positions.Resize(6);
+ Vector<Vector3> normals; //Stores normals, which are shared between vertexes of the same face.
+ normals.Resize(8);
+ Vector<Vector3> outerNormals; //Holds normals that point outwards at each vertex.
+ outerNormals.Resize( 6 );
+
+ positions[0] = Vector3( 0.0, scaledY, 0.0 );
+ positions[1] = Vector3( -scaledX, 0.0, 0.0 );
+ positions[2] = Vector3( 0.0, 0.0, -scaledZ );
+ positions[3] = Vector3( scaledX, 0.0, 0.0 );
+ positions[4] = Vector3( 0.0, 0.0, scaledZ );
+ positions[5] = Vector3( 0.0, -scaledY, 0.0 );
+
+ normals[0] = Vector3( -1, 1, -1 );
+ normals[1] = Vector3( 1, 1, -1 );
+ normals[2] = Vector3( 1, 1, 1 );
+ normals[3] = Vector3( -1, 1, 1 );
+ normals[4] = Vector3( -1, -1, -1 );
+ normals[5] = Vector3( 1, -1, -1 );
+ normals[6] = Vector3( 1, -1, 1 );
+ normals[7] = Vector3( -1, -1, 1 );
+
+ outerNormals[0] = Vector3( 0, 1, 0 );
+ outerNormals[1] = Vector3( -1, 0, 0 );
+ outerNormals[2] = Vector3( 0, 0, -1 );
+ outerNormals[3] = Vector3( 1, 0, 0 );
+ outerNormals[4] = Vector3( 0, 0, 1 );
+ outerNormals[5] = Vector3( 0, -1, 0 );
+
+ //Loop through top faces.
+ for( int i = 0; i < 4; i++, vertexIndex += 3 )
+ {
+ if( i == 3 )
+ {
+ //End, so loop around.
+ vertices[vertexIndex ].position = positions[0];
+ vertices[vertexIndex ].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
+ vertices[vertexIndex + 1].position = positions[i + 1];
+ vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
+ vertices[vertexIndex + 2].position = positions[1];
+ vertices[vertexIndex + 2].normal = outerNormals[1] * smoothness + normals[i] * (1 - smoothness);
+ }
+ else
+ {
+ vertices[vertexIndex ].position = positions[0];
+ vertices[vertexIndex ].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
+ vertices[vertexIndex + 1].position = positions[i + 1];
+ vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
+ vertices[vertexIndex + 2].position = positions[i + 2];
+ vertices[vertexIndex + 2].normal = outerNormals[i + 2] * smoothness + normals[i] * (1 - smoothness);
+ }
+ }
+
+ //Loop through bottom faces.
+ for( int i = 0; i < 4; i++, vertexIndex += 3 )
+ {
+ if( i == 3 )
+ {
+ //End, so loop around.
+ vertices[vertexIndex ].position = positions[5];
+ vertices[vertexIndex ].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
+ vertices[vertexIndex + 1].position = positions[i + 1];
+ vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
+ vertices[vertexIndex + 2].position = positions[1];
+ vertices[vertexIndex + 2].normal = outerNormals[1] * smoothness + normals[i + 4] * (1 - smoothness);
+ }
+ else
+ {
+ vertices[vertexIndex ].position = positions[5];
+ vertices[vertexIndex ].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
+ vertices[vertexIndex + 1].position = positions[i + 1];
+ vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
+ vertices[vertexIndex + 2].position = positions[i + 2];
+ vertices[vertexIndex + 2].normal = outerNormals[i + 2] * smoothness + normals[i + 4] * (1 - smoothness);
+ }
+ }
+}
+
+void PrimitiveRenderer::FormOctahedronTriangles( Vector<unsigned short>& indices )
+{
+ int numTriangles = 8;
+ int numIndices = numTriangles * 3;
+
+ indices.Resize( numIndices );
+
+ for( unsigned short i = 0; i < numIndices; i++ )
+ {
+ indices[i] = i;
+ }
+}
+
+void PrimitiveRenderer::ComputeBevelledCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions,
+ float bevelPercentage, float bevelSmoothness )
+{
+ int numPositions = 24;
+ int numFaces = 26;
+ int numOuterFaces = 6;
+ int numVertices = 6 * 4 + 12 * 4 + 8 * 3; //Six outer faces, 12 slanting rectangles, 8 slanting triangles.
+ int vertexIndex = 0; //Track progress through vertices.
+ int normalIndex = 0; //Track progress through normals, as vertices are calculated per face.
+
+ float minDimension = std::min( std::min( dimensions.x, dimensions.y ), dimensions.z );
+ float bevelScale = 1.0 - bevelPercentage;
+ float bevelAmount = 0.5 * bevelScale * minDimension;
+
+ float outerX = 0.5 * dimensions.x;
+ float outerY = 0.5 * dimensions.y;
+ float outerZ = 0.5 * dimensions.z;
+
+ float bevelX = outerX - ( 0.5 * minDimension - bevelAmount );
+ float bevelY = outerY - ( 0.5 * minDimension - bevelAmount );
+ float bevelZ = outerZ - ( 0.5 * minDimension - bevelAmount );
+
+ Vector<Vector3> positions; //Holds object points, to be shared between vertexes.
+ positions.Resize( numPositions );
+ Vector<Vector3> normals; //Holds face normals, to be shared between vertexes.
+ normals.Resize( numFaces );
+ Vector<Vector3> outerNormals; //Holds normals of the outermost faces specifically.
+ outerNormals.Resize( numOuterFaces );
+ vertices.Resize( numVertices );
+
+ //Topmost face positions.
+ positions[0 ] = Vector3( -bevelX, outerY, -bevelZ );
+ positions[1 ] = Vector3( bevelX, outerY, -bevelZ );
+ positions[2 ] = Vector3( bevelX, outerY, bevelZ );
+ positions[3 ] = Vector3( -bevelX, outerY, bevelZ );
+
+ //Second layer positions.
+ positions[4 ] = Vector3( -outerX, bevelY, -bevelZ );
+ positions[5 ] = Vector3( -bevelX, bevelY, -outerZ );
+ positions[6 ] = Vector3( bevelX, bevelY, -outerZ );
+ positions[7 ] = Vector3( outerX, bevelY, -bevelZ );
+ positions[8 ] = Vector3( outerX, bevelY, bevelZ );
+ positions[9 ] = Vector3( bevelX, bevelY, outerZ );
+ positions[10] = Vector3( -bevelX, bevelY, outerZ );
+ positions[11] = Vector3( -outerX, bevelY, bevelZ );
+
+ //Third layer positions.
+ positions[12] = Vector3( -outerX, -bevelY, -bevelZ );
+ positions[13] = Vector3( -bevelX, -bevelY, -outerZ );
+ positions[14] = Vector3( bevelX, -bevelY, -outerZ );
+ positions[15] = Vector3( outerX, -bevelY, -bevelZ );
+ positions[16] = Vector3( outerX, -bevelY, bevelZ );
+ positions[17] = Vector3( bevelX, -bevelY, outerZ );
+ positions[18] = Vector3( -bevelX, -bevelY, outerZ );
+ positions[19] = Vector3( -outerX, -bevelY, bevelZ );
+
+ //Bottom-most face positions.
+ positions[20] = Vector3( -bevelX, -outerY, -bevelZ );
+ positions[21] = Vector3( bevelX, -outerY, -bevelZ );
+ positions[22] = Vector3( bevelX, -outerY, bevelZ );
+ positions[23] = Vector3( -bevelX, -outerY, bevelZ );
+
+ //Top face normal.
+ normals[0 ] = Vector3( 0, 1, 0 );
+
+ //Top slope normals.
+ normals[1 ] = Vector3( -1, 1, -1 );
+ normals[2 ] = Vector3( 0, 1, -1 );
+ normals[3 ] = Vector3( 1, 1, -1 );
+ normals[4 ] = Vector3( 1, 1, 0 );
+ normals[5 ] = Vector3( 1, 1, 1 );
+ normals[6 ] = Vector3( 0, 1, 1 );
+ normals[7 ] = Vector3( -1, 1, 1 );
+ normals[8 ] = Vector3( -1, 1, 0 );
+
+ //Side normals.
+ normals[9 ] = Vector3( -1, 0, -1 );
+ normals[10] = Vector3( 0, 0, -1 );
+ normals[11] = Vector3( 1, 0, -1 );
+ normals[12] = Vector3( 1, 0, 0 );
+ normals[13] = Vector3( 1, 0, 1 );
+ normals[14] = Vector3( 0, 0, 1 );
+ normals[15] = Vector3( -1, 0, 1 );
+ normals[16] = Vector3( -1, 0, 0 );
+
+ //Bottom slope normals.
+ normals[17] = Vector3( -1, -1, -1 );
+ normals[18] = Vector3( 0, -1, -1 );
+ normals[19] = Vector3( 1, -1, -1 );
+ normals[20] = Vector3( 1, -1, 0 );
+ normals[21] = Vector3( 1, -1, 1 );
+ normals[22] = Vector3( 0, -1, 1 );
+ normals[23] = Vector3( -1, -1, 1 );
+ normals[24] = Vector3( -1, -1, 0 );
+
+ //Bottom face normal.
+ normals[25] = Vector3( 0, -1, 0 );
+
+ //Top, back, right, front, left and bottom faces, respectively.
+ outerNormals[0] = Vector3( 0, 1, 0 );
+ outerNormals[1] = Vector3( 0, 0, -1 );
+ outerNormals[2] = Vector3( 1, 0, 0 );
+ outerNormals[3] = Vector3( 0, 0, 1 );
+ outerNormals[4] = Vector3( -1, 0, 0 );
+ outerNormals[5] = Vector3( 0, -1, 0 );
+
+ //Topmost face vertices.
+ for( int i = 0; i < 4; i++, vertexIndex++ )
+ {
+ vertices[vertexIndex].position = positions[i];
+ vertices[vertexIndex].normal = normals[normalIndex];
+ }
+
+ normalIndex++;
+
+ //Top slope vertices.
+ for( int i = 0; i < 4; i++, vertexIndex += 7, normalIndex += 2 )
+ {
+ //Triangle part
+ vertices[vertexIndex ].position = positions[i];
+ vertices[vertexIndex ].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 1].position = positions[2 * i + 4];
+ vertices[vertexIndex + 1].normal = outerNormals[( i == 0 ) ? 4 : i] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 2].position = positions[2 * i + 5];
+ vertices[vertexIndex + 2].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
+
+ //Rectangle part
+ if( i == 3 )
+ {
+ //End, so loop around.
+ vertices[vertexIndex + 3].position = positions[i];
+ vertices[vertexIndex + 3].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 4].position = positions[0];
+ vertices[vertexIndex + 4].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 5].position = positions[2 * i + 5];
+ vertices[vertexIndex + 5].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 6].position = positions[4];
+ vertices[vertexIndex + 6].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ }
+ else
+ {
+ vertices[vertexIndex + 3].position = positions[i];
+ vertices[vertexIndex + 3].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 4].position = positions[i + 1];
+ vertices[vertexIndex + 4].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 5].position = positions[2 * i + 5];
+ vertices[vertexIndex + 5].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 6].position = positions[2 * i + 6];
+ vertices[vertexIndex + 6].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ }
+ }
+
+ int secondCycleBeginning = 4;
+ int thirdCycleBeginning = secondCycleBeginning + 8;
+ int bottomCycleBeginning = thirdCycleBeginning + 8;
+
+ //Side vertices.
+ for( int i = 0; i < 8; i++, vertexIndex += 4, normalIndex++ )
+ {
+ if( i == 7 )
+ {
+ //End, so loop around.
+ vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
+ vertices[vertexIndex ].normal = normals[normalIndex];
+ vertices[vertexIndex + 1].position = positions[secondCycleBeginning];
+ vertices[vertexIndex + 1].normal = normals[normalIndex];
+ vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
+ vertices[vertexIndex + 2].normal = normals[normalIndex];
+ vertices[vertexIndex + 3].position = positions[thirdCycleBeginning];
+ vertices[vertexIndex + 3].normal = normals[normalIndex];
+ }
+ else if( (i % 2) == 0 )
+ {
+ //'even' faces are corner ones, and need smoothing.
+ vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
+ vertices[vertexIndex ].normal = outerNormals[( i == 0 ) ? 4 : i / 2] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 1].position = positions[secondCycleBeginning + i + 1];
+ vertices[vertexIndex + 1].normal = outerNormals[i / 2 + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
+ vertices[vertexIndex + 2].normal = outerNormals[( i == 0 ) ? 4 : i / 2] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + i + 1];
+ vertices[vertexIndex + 3].normal = outerNormals[i / 2 + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
+ }
+ else
+ {
+ //'odd' faces are outer ones, and so don't need smoothing.
+ vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
+ vertices[vertexIndex ].normal = normals[normalIndex];
+ vertices[vertexIndex + 1].position = positions[secondCycleBeginning + i + 1];
+ vertices[vertexIndex + 1].normal = normals[normalIndex];
+ vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
+ vertices[vertexIndex + 2].normal = normals[normalIndex];
+ vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + i + 1];
+ vertices[vertexIndex + 3].normal = normals[normalIndex];
+ }
+ }
+
+ //Bottom slope vertices.
+ for( int i = 0; i < 4; i++, vertexIndex += 7, normalIndex += 2 )
+ {
+ //Triangle part
+ vertices[vertexIndex ].position = positions[thirdCycleBeginning + 2 * i];
+ vertices[vertexIndex ].normal = outerNormals[( i == 0 ) ? 4 : i] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 1].position = positions[thirdCycleBeginning + 2 * i + 1];
+ vertices[vertexIndex + 1].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 2].position = positions[bottomCycleBeginning + i];
+ vertices[vertexIndex + 2].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
+
+ //Rectangle part
+ if( i == 3 )
+ {
+ //End, so loop around.
+ vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + 2 * i + 1];
+ vertices[vertexIndex + 3].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 4].position = positions[thirdCycleBeginning];
+ vertices[vertexIndex + 4].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 5].position = positions[bottomCycleBeginning + i];
+ vertices[vertexIndex + 5].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 6].position = positions[bottomCycleBeginning];
+ vertices[vertexIndex + 6].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ }
+ else
+ {
+ vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + 2 * i + 1];
+ vertices[vertexIndex + 3].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 4].position = positions[thirdCycleBeginning + 2 * i + 2];
+ vertices[vertexIndex + 4].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 5].position = positions[bottomCycleBeginning + i];
+ vertices[vertexIndex + 5].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 6].position = positions[bottomCycleBeginning + i + 1];
+ vertices[vertexIndex + 6].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ }
+ }
+
+ //Bottom-most face vertices.
+ for( int i = 0; i < 4; i++, vertexIndex++ )
+ {
+ vertices[vertexIndex].position = positions[ bottomCycleBeginning + i];
+ vertices[vertexIndex].normal = normals[normalIndex];
+ }
+
+ normalIndex++;
+}
+
+void PrimitiveRenderer::FormBevelledCubeTriangles( Vector<unsigned short>& indices )
+{
+ int numTriangles = 44; //(Going from top to bottom, that's 2 + 12 + 16 + 12 + 2)
+ int indiceIndex = 0; //Track progress through indices.
+ int vertexIndex = 0; //Track progress through vertices as they're processed.
+
+ indices.Resize( 3 * numTriangles );
+
+ //Top face.
+ indices[indiceIndex ] = vertexIndex;
+ indices[indiceIndex + 1] = vertexIndex + 1;
+ indices[indiceIndex + 2] = vertexIndex + 2;
+ indices[indiceIndex + 3] = vertexIndex + 0;
+ indices[indiceIndex + 4] = vertexIndex + 2;
+ indices[indiceIndex + 5] = vertexIndex + 3;
+ indiceIndex += 6;
+ vertexIndex += 4;
+
+ //Top slopes.
+ for( int i = 0; i < 4; i++, indiceIndex += 9, vertexIndex += 7 )
+ {
+ //Triangle part.
+ indices[indiceIndex ] = vertexIndex;
+ indices[indiceIndex + 1] = vertexIndex + 1;
+ indices[indiceIndex + 2] = vertexIndex + 2;
+
+ //Rectangle part.
+ indices[indiceIndex + 3] = vertexIndex + 3;
+ indices[indiceIndex + 4] = vertexIndex + 4;
+ indices[indiceIndex + 5] = vertexIndex + 5;
+ indices[indiceIndex + 6] = vertexIndex + 4;
+ indices[indiceIndex + 7] = vertexIndex + 5;
+ indices[indiceIndex + 8] = vertexIndex + 6;
+ }
+
+ //Side faces.
+ for( int i = 0; i < 8; i++, indiceIndex += 6, vertexIndex += 4 )
+ {
+ indices[indiceIndex ] = vertexIndex;
+ indices[indiceIndex + 1] = vertexIndex + 1;
+ indices[indiceIndex + 2] = vertexIndex + 2;
+ indices[indiceIndex + 3] = vertexIndex + 1;
+ indices[indiceIndex + 4] = vertexIndex + 2;
+ indices[indiceIndex + 5] = vertexIndex + 3;
+ }
+
+ //Bottom slopes.
+ for( int i = 0; i < 4; i++, indiceIndex += 9, vertexIndex += 7 )
+ {
+ //Triangle part.
+ indices[indiceIndex ] = vertexIndex;
+ indices[indiceIndex + 1] = vertexIndex + 1;
+ indices[indiceIndex + 2] = vertexIndex + 2;
+
+ //Rectangle part.
+ indices[indiceIndex + 3] = vertexIndex + 3;
+ indices[indiceIndex + 4] = vertexIndex + 4;
+ indices[indiceIndex + 5] = vertexIndex + 5;
+ indices[indiceIndex + 6] = vertexIndex + 4;
+ indices[indiceIndex + 7] = vertexIndex + 5;
+ indices[indiceIndex + 8] = vertexIndex + 6;
+ }
+
+ //Bottom face.
+ indices[indiceIndex ] = vertexIndex;
+ indices[indiceIndex + 1] = vertexIndex + 1;
+ indices[indiceIndex + 2] = vertexIndex + 2;
+ indices[indiceIndex + 3] = vertexIndex + 0;
+ indices[indiceIndex + 4] = vertexIndex + 2;
+ indices[indiceIndex + 5] = vertexIndex + 3;
+ indiceIndex += 6;
+ vertexIndex += 4;
+}
+
+} // namespace Internal
+
+} // namespace Toolkit
+
+} // namespace Dali
--- /dev/null
+#ifndef DALI_TOOLKIT_INTERNAL_PRIMITIVE_RENDERER_H
+#define DALI_TOOLKIT_INTERNAL_PRIMITIVE_RENDERER_H
+
+/*
+ * Copyright (c) 2016 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+
+/*
+ * The geometry creation logic was based off similar methods provided by freeGLUT.
+ * Original copyright and licence information:
+ *
+ * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
+ * Written by Pawel W. Olszta, <olszta@sourceforge.net>
+ * Creation date: Fri Dec 3 1999
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
+ * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/internal/controls/renderers/control-renderer-impl.h>
+
+namespace Dali
+{
+
+namespace Toolkit
+{
+
+namespace Internal
+{
+
+/**
+ * The renderer which renders a simple 3D shape to the control's quad
+ *
+ * The following properties are required to create a PrimitiveRender
+ *
+ * | %Property Name | Type |
+ * |-----------------|-------------|
+ * | shape | STRING |
+ *
+ * In addition, the following properties can be (optionally) supplied to modify the shape's parameters
+ *
+ * | %Property Name | Type | Shapes Affected |
+ * |-------------------|-------------|------------------------------------------|
+ * | color | VECTOR4 | all |
+ * | slices | INTEGER | sphere, cone, conical frustrum, cylinder |
+ * | stacks | INTEGER | sphere |
+ * | scaleTopRadius | FLOAT | conical frustrum |
+ * | scaleBottomRadius | FLOAT | cone, conical frustrum |
+ * | scaleHeight | FLOAT | cone, conical frustrum, cylinder |
+ * | scaleRadius | FLOAT | cylinder |
+ * | scaleDimensions | VECTOR3 | cube, octahedron, bevelled cube |
+ * | bevelPercentage | FLOAT | bevelled cube |
+ * | bevelSmoothness | FLOAT | bevelled cube |
+ *
+ * Note: slices and stacks both have an upper limit of 255.
+ *
+ * Finally, the following can be used to affect the renderer's shader
+ *
+ * | %Property Name | Type | Representing |
+ * |-----------------|-------------|-----------------------------------------|
+ * | uLightPosition | VECTOR3 | The position (on stage) of the light |
+ */
+class PrimitiveRenderer: public ControlRenderer
+{
+public:
+
+ /**
+ * @brief Constructor.
+ *
+ * @param[in] factoryCache A pointer pointing to the RendererFactoryCache object
+ */
+ PrimitiveRenderer( RendererFactoryCache& factoryCache );
+
+ /**
+ * @brief A reference counted object may only be deleted by calling Unreference().
+ */
+ virtual ~PrimitiveRenderer();
+
+public: // from ControlRenderer
+
+ /**
+ * @copydoc ControlRenderer::SetSize
+ */
+ virtual void SetSize( const Vector2& size );
+
+ /**
+ * @copydoc ControlRenderer::SetClipRect
+ */
+ virtual void SetClipRect( const Rect<int>& clipRect );
+
+ /**
+ * @copydoc ControlRenderer::SetOffset
+ */
+ virtual void SetOffset( const Vector2& offset );
+
+ /**
+ * @copydoc ControlRenderer::CreatePropertyMap
+ */
+ virtual void DoCreatePropertyMap( Property::Map& map ) const;
+
+protected:
+
+ /**
+ * @copydoc ControlRenderer::DoInitialize
+ */
+ virtual void DoInitialize( Actor& actor, const Property::Map& propertyMap );
+
+ /**
+ * @copydoc ControlRenderer::DoSetOnStage
+ */
+ virtual void DoSetOnStage( Actor& actor );
+
+private:
+
+ enum PrimitiveType
+ {
+ SPHERE,
+ CONE,
+ CONICAL_FRUSTRUM,
+ CYLINDER,
+ CUBE,
+ OCTAHEDRON,
+ BEVELLED_CUBE
+ };
+
+ //Simple struct to store the position and normal of a single vertex.
+ struct Vertex
+ {
+ Vertex()
+ {}
+
+ Vertex( const Vector3& position, const Vector3& normal, const Vector2& textureCoord )
+ : position( position ), normal( normal )
+ {}
+
+ Vector3 position;
+ Vector3 normal;
+ };
+
+ /**
+ * @brief Initialize the renderer with the geometry and shader from the cache, if not available, create and save to the cache for sharing.
+ */
+ void InitializeRenderer();
+
+ /**
+ * @brief Create a shader for the object to use.
+ */
+ void CreateShader();
+
+ /**
+ * @brief Update shader related info, uniforms, etc. for the new shader.
+ */
+ void UpdateShaderUniforms();
+
+ /**
+ * @brief Create the geometry of the given primitive type.
+ */
+ void CreateGeometry();
+
+ /**
+ * @brief Compute the vertices and the triangles for a sphere.
+ * @param[in, out] vertices The vector of vertices.
+ * @param[in, out] indices The vector of triangles, consisting of groups of three vertex indices.
+ * @param[in] slices The number of slices as you go around the sphere. Affects the smoothness of the surface.
+ * @param[in] stacks The number of stacks as you go down the sphere. Affects the smoothness of the surface.
+ */
+ void CreateSphere( Vector<Vertex>& vertices, Vector<unsigned short>& indices, int slices, int stacks );
+
+ /**
+ * @brief Compute the vertices and the triangles for a conic shape.
+ * @param[in, out] vertices The vector of vertices.
+ * @param[in, out] indices The vector of triangles, consisting of groups of three vertex indices.
+ * @param[in] scaleTopRadius The scale of the radius of the top circle, compared to the other dimensions.
+ * @param[in] scaleBottomRadius The scale of the radius of the bottom circle, compared to the other dimensions.
+ * @param[in] scaleHeight The scale of the height of the object, compared to the other dimensions.
+ * @param[in] slices The number of slices as you go around the conic shape. Affects the smoothness of the surface.
+ */
+ void CreateConic( Vector<Vertex>& vertices, Vector<unsigned short>& indices, float scaleTopRadius,
+ float scaleBottomRadius, float scaleHeight, int slices );
+
+ /**
+ * @brief Compute the vertices and the triangles for a bevelled cube.
+ * @param[in, out] vertices The vector of vertices.
+ * @param[in, out] indices The vector of triangles, consisting of groups of three vertex indices.
+ * @Param[in] dimensions The dimensions of the object. Scales in the same fashion as a 9-patch image.
+ * @param[in] bevelPercentage The ratio of the outer face widths to the cube's width. Between 0.0 and 1.0.
+ * @param[in] bevelSmoothness The smoothness of the bevelled edges. Between 0.0 and 1.0.
+ */
+ void CreateBevelledCube( Vector<Vertex>& vertices, Vector<unsigned short>& indices, Vector3 dimensions,
+ float bevelPercentage, float bevelSmoothness );
+
+ /**
+ * @brief Computes look-up tables for sin and cos, over angle divisions of (2 * Pi) / divisions
+ * @param[in, out] sinTable The table of sin values.
+ * @param[in, out] cosTable The table of cos values.
+ * @param[in] divisions Determines the angle coverage of the table. E.g divisions of '4' will have the sin values 0 = sin(0), 1 = sin(Pi/2), 2 = sin(Pi), 3 = sin(3Pi/2)
+ * @Param[in] halfCircle If true, go from 0 to Pi instead of 0 to 2Pi.
+ */
+ void ComputeCircleTables( Vector<float>& sinTable, Vector<float>& cosTable, int divisions, bool halfCircle );
+
+ /**
+ * @brief Compute the vertices for a sphere.
+ * @param[in, out] vertices The vector of vertices.
+ * @param[in] slices The number of slices as you go around the sphere. Affects the smoothness of the surface.
+ * @param[in] stacks The number of stacks as you go down the sphere. Affects the smoothness of the surface.
+ */
+ void ComputeSphereVertices( Vector<Vertex>& vertices, int slices, int stacks );
+
+ /**
+ * @brief Compute the triangles for a sphere.
+ * @param[in, out] indices The vector of triangles, consisting of groups of three vertex indices.
+ * @param[in] slices The number of slices as you go around the sphere. Affects the smoothness of the surface.
+ * @param[in] stacks The number of stacks as you go down the sphere. Affects the smoothness of the surface.
+ */
+ void FormSphereTriangles( Vector<unsigned short>& indices, int slices, int stacks );
+
+ /**
+ * @brief Compute the vertices for a conical.
+ * @param[in, out] vertices The vector of vertices.
+ * @param[in] scaleTopRadius The scale of the radius of the top circle, compared to the other dimensions.
+ * @param[in] scaleBottomRadius The scale of the radius of the bottom circle, compared to the other dimensions.
+ * @param[in] scaleHeight The scale of the height of the object, compared to the other dimensions.
+ * @param[in] slices The number of slices as you go around the conical. Affects the smoothness of the surface.
+ */
+ void ComputeConicVertices( Vector<Vertex>& vertices, float scaleTopRadius, float scaleBottomRadius,
+ float scaleHeight, int slices );
+
+ /**
+ * @brief Compute the triangles for a conic.
+ * @param[in, out] indices The vector of triangles, consisting of groups of three vertex indices.
+ * @param[in] coneTop True if the top circle has a radius of zero, i.e. the object is a complete cone.
+ * @param[in] coneBottom True if the bottom circle has a radius of zero, i.e. the object is an inverted complete cone.
+ * @param[in] slices The number of slices as you go around the conic. Affects the smoothness of the surface.
+ */
+ void FormConicTriangles( Vector<unsigned short>& indices, float scaleTopRadius, float scaleBottomRadius,
+ int slices );
+
+ /**
+ * @brief Compute the vertices for a cube.
+ * @param[in, out] vertices The vector of vertices.
+ * @Param[in] dimensions The dimensions of the object.
+ */
+ void ComputeCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions );
+
+ /**
+ * @brief Compute the triangles for a cube.
+ * @param[in, out] indices The vector of triangles, consisting of groups of three vertex indices.
+ */
+ void FormCubeTriangles( Vector<unsigned short>& indices );
+
+ /**
+ * @brief Compute the vertices for an octahedron (maximumly bevelled cube).
+ * @param[in, out] vertices The vector of vertices.
+ * @Param[in] dimensions The dimensions of the object.
+ * @Param[in] smoothness Defines how rounded the edges appear under lighting. Between 0.0 and 1.0.
+ */
+ void ComputeOctahedronVertices( Vector<Vertex>& vertices, Vector3 dimensions, float smoothness );
+
+ /**
+ * @brief Compute the triangles for an octahedron.
+ * @param[in, out] indices The vector of triangles, consisting of groups of three vertex indices.
+ */
+ void FormOctahedronTriangles( Vector<unsigned short>& indices );
+
+ /**
+ * @brief Compute the vertices for a bevelled cube.
+ * @param[in, out] vertices The vector of vertices.
+ * @Param[in] dimensions The dimensions of the object. Scales in the same fashion as a 9-patch image.
+ * @param[in] bevelPercentage The ratio of the outer face widths to the cube's width. Between 0.0 and 1.0.
+ * @param[in] bevelSmoothness The smoothness of the bevelled edges. Between 0.0 and 1.0.
+ */
+ void ComputeBevelledCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions, float bevelPercentage,
+ float bevelSmoothness );
+
+ /**
+ * @brief Compute the triangles for a bevelled cube.
+ * @param[in, out] indices The vector of triangles, consisting of groups of three vertex indices.
+ */
+ void FormBevelledCubeTriangles( Vector<unsigned short>& indices );
+
+private:
+
+ // Undefined
+ PrimitiveRenderer( const PrimitiveRenderer& PrimitiveRenderer );
+
+ // Undefined
+ PrimitiveRenderer& operator=( const PrimitiveRenderer& PrimitiveRenderer );
+
+private:
+ Shader mShader;
+ Geometry mGeometry;
+
+ std::string mShape; //Shape to render, as string.
+ Vector4 mColor; //Color of shape.
+ Vector3 mObjectDimensions; //Dimensions of shape, scaled to be between 0.0 and 1.0.
+
+ Vector3 mSceneCenter;
+ Vector3 mSceneSize;
+
+ //Shader properties.
+ Vector3 mLightPosition;
+
+ //Shape properties.
+ Vector3 mScaleDimensions; ///< Scale of dimensions of bevelled cube and sub-shapes.
+ float mScaleTopRadius; ///< Scale of radius of top circle, to use when creating certain objects.
+ float mScaleBottomRadius; ///< Scale of radius of bottom circle, to use when creating certain objects.
+ float mScaleHeight; ///< Scale of height, to use when creating certain objects.
+ float mScaleRadius; ///< Scale of radius, to use when creating certain objects.
+ float mBevelPercentage; ///< Used to determine bevel amount when creating certain objects.
+ float mBevelSmoothness; ///< Used to determine the smoothness of bevelled edges.
+ int mSlices; ///< Number of slices to use when creating certain objects.
+ int mStacks; ///< Number of stacks to use when creating certain objects.
+
+ PrimitiveType mPrimitiveType; //Shape to render, as enum.
+};
+
+} // namespace Internal
+
+} // namespace Toolkit
+
+} // namespace Dali
+
+#endif /* DALI_TOOLKIT_INTERNAL_PRIMITIVE_RENDERER_H */
#include <dali-toolkit/internal/controls/renderers/image/image-renderer.h>
#include <dali-toolkit/internal/controls/renderers/svg/svg-renderer.h>
#include <dali-toolkit/internal/controls/renderers/mesh/mesh-renderer.h>
+#include <dali-toolkit/internal/controls/renderers/primitive/primitive-renderer.h>
#include <dali-toolkit/internal/controls/renderers/renderer-factory-cache.h>
#include <dali-toolkit/internal/controls/renderers/renderer-string-constants.h>
#include <dali-toolkit/internal/controls/renderers/image-atlas-manager.h>
{
rendererType = MESH;
}
+ else if( typeValue == PRIMITIVE_RENDERER )
+ {
+ rendererType = PRIMITIVE;
+ }
}
// check the url if exist, to decide the renderer type
rendererPtr = new MeshRenderer( *( mFactoryCache.Get() ) );
break;
}
+ case PRIMITIVE:
+ {
+ rendererPtr = new PrimitiveRenderer( *( mFactoryCache.Get() ) );
+ break;
+ }
case UNDEFINED:
default:
{
N_PATCH,
SVG,
MESH,
+ PRIMITIVE,
UNDEFINED
};
{
const char * const RENDERER_TYPE("rendererType");
-const char * const COLOR_RENDERER("color");
-const char * const BORDER_RENDERER("border");
-const char * const GRADIENT_RENDERER("gradient");
-const char * const IMAGE_RENDERER("image");
-const char * const MESH_RENDERER("mesh");
+const char * const COLOR_RENDERER("COLOR");
+const char * const BORDER_RENDERER("BORDER");
+const char * const GRADIENT_RENDERER("GRADIENT");
+const char * const IMAGE_RENDERER("IMAGE");
+const char * const MESH_RENDERER("MESH");
+const char * const PRIMITIVE_RENDERER( "PRIMITIVE" );
+const char * const DEBUG_RENDERER("DEBUG");
const char * const IMAGE_URL_NAME("url");
const char * const ATLAS_RECT_UNIFORM_NAME ( "uAtlasRect" );
-const char * const COLOR( "color" );
+const char * const LIGHT_POSITION_UNIFORM_NAME( "uLightPosition" );
//Mesh properties
const char * const OBJECT_URL( "objectUrl" );
const char * const SHADER_TYPE( "shaderType" );
const char * const USE_MIPMAPPING( "useMipmapping" );
+//Primitive shape properties
+const char * const PRIMITIVE_SHAPE( "shape" );
+const char * const SHAPE_COLOR( "color" );
+const char * const SLICES( "slices" );
+const char * const STACKS( "stacks" );
+const char * const SCALE_TOP_RADIUS( "scaleTopRadius" );
+const char * const SCALE_BOTTOM_RADIUS( "scaleBottomRadius" );
+const char * const SCALE_HEIGHT( "scaleHeight" );
+const char * const SCALE_RADIUS( "scaleRadius" );
+const char * const SCALE_DIMENSIONS( "scaleDimensions" );
+const char * const BEVEL_PERCENTAGE( "bevelPercentage" );
+const char * const BEVEL_SMOOTHNESS( "bevelSmoothness" );
+
} // namespace Internal
} // namespace Toolkit
extern const char * const GRADIENT_RENDERER;
extern const char * const IMAGE_RENDERER;
extern const char * const MESH_RENDERER;
+extern const char * const PRIMITIVE_RENDERER;
+extern const char * const DEBUG_RENDERER;
extern const char * const IMAGE_URL_NAME;
extern const char * const ATLAS_RECT_UNIFORM_NAME;
-extern const char * const COLOR;
+extern const char * const LIGHT_POSITION_UNIFORM_NAME;
//Mesh properties
extern const char * const OBJECT_URL;
extern const char * const SHADER_TYPE;
extern const char * const USE_MIPMAPPING;
+//Primitive shape properties
+extern const char * const PRIMITIVE_SHAPE;
+extern const char * const SHAPE_COLOR;
+extern const char * const SLICES;
+extern const char * const STACKS;
+extern const char * const SCALE_TOP_RADIUS;
+extern const char * const SCALE_BOTTOM_RADIUS;
+extern const char * const SCALE_HEIGHT;
+extern const char * const SCALE_RADIUS;
+extern const char * const SCALE_DIMENSIONS;
+extern const char * const BEVEL_PERCENTAGE;
+extern const char * const BEVEL_SMOOTHNESS;
+
} // namespace Internal
} // namespace Toolkit
*
* | %Property Name | Type |
* |--------------------------|------------------|
- * | imageUrl | STRING |
+ * | url | STRING |
*
*/
class SvgRenderer: public ControlRenderer
$(toolkit_src_dir)/controls/renderers/svg/svg-rasterize-thread.cpp \
$(toolkit_src_dir)/controls/renderers/svg/svg-renderer.cpp \
$(toolkit_src_dir)/controls/renderers/mesh/mesh-renderer.cpp \
+ $(toolkit_src_dir)/controls/renderers/primitive/primitive-renderer.cpp \
$(toolkit_src_dir)/controls/alignment/alignment-impl.cpp \
$(toolkit_src_dir)/controls/bloom-view/bloom-view-impl.cpp \
$(toolkit_src_dir)/controls/bubble-effect/bubble-emitter-impl.cpp \
customShader[ "fragmentShader" ] = COMPOSITE_FRAGMENT_SOURCE;
rendererMap[ "shader"] = customShader;
- rendererMap[ "rendererType"] = "image";
+ rendererMap[ "rendererType"] = "IMAGE";
mRootActor.Add( mActorForComposite );
const Dali::Toolkit::Text::CharacterDirection LTR = false; ///< Left To Right direction.
+struct FindWordData
+{
+ FindWordData( const Dali::Toolkit::Text::Character* const textBuffer,
+ Dali::Toolkit::Text::Length totalNumberOfCharacters,
+ Dali::Toolkit::Text::CharacterIndex hitCharacter,
+ bool isWhiteSpace,
+ bool isNewParagraph )
+ : textBuffer( textBuffer ),
+ totalNumberOfCharacters( totalNumberOfCharacters ),
+ hitCharacter( hitCharacter ),
+ foundIndex( 0u ),
+ isWhiteSpace( isWhiteSpace ),
+ isNewParagraph( isNewParagraph )
+ {}
+
+ ~FindWordData()
+ {}
+
+ const Dali::Toolkit::Text::Character* const textBuffer;
+ Dali::Toolkit::Text::Length totalNumberOfCharacters;
+ Dali::Toolkit::Text::CharacterIndex hitCharacter;
+ Dali::Toolkit::Text::CharacterIndex foundIndex;
+ bool isWhiteSpace : 1u;
+ bool isNewParagraph : 1u;
+};
+
+bool IsWhiteSpaceOrNewParagraph( Dali::Toolkit::Text::Character character,
+ bool isHitWhiteSpace,
+ bool isHitWhiteSpaceOrNewParagraph )
+{
+ bool isWhiteSpaceOrNewParagraph = false;
+ if( isHitWhiteSpaceOrNewParagraph )
+ {
+ if( isHitWhiteSpace )
+ {
+ // Whether the current character is a white space. Note a new paragraph character is a white space as well but here is not wanted.
+ isWhiteSpaceOrNewParagraph = Dali::TextAbstraction::IsWhiteSpace( character ) && !Dali::TextAbstraction::IsNewParagraph( character );
+ }
+ else
+ {
+ // Whether the current character is a new paragraph character.
+ isWhiteSpaceOrNewParagraph = Dali::TextAbstraction::IsNewParagraph( character );
+ }
+ }
+ else
+ {
+ // Whether the current character is a white space or a new paragraph character (note the new paragraph character is a white space as well).
+ isWhiteSpaceOrNewParagraph = Dali::TextAbstraction::IsWhiteSpace( character );
+ }
+
+ return isWhiteSpaceOrNewParagraph;
+}
+
+void FindStartOfWord( FindWordData& data )
+{
+ const bool isHitWhiteSpaceOrNewParagraph = data.isWhiteSpace || data.isNewParagraph;
+
+ for( data.foundIndex = data.hitCharacter; data.foundIndex > 0; --data.foundIndex )
+ {
+ const Dali::Toolkit::Text::Character character = *( data.textBuffer + data.foundIndex - 1u );
+
+ const bool isWhiteSpaceOrNewParagraph = IsWhiteSpaceOrNewParagraph( character,
+ data.isWhiteSpace,
+ isHitWhiteSpaceOrNewParagraph );
+
+ if( isHitWhiteSpaceOrNewParagraph != isWhiteSpaceOrNewParagraph )
+ {
+ break;
+ }
+ }
+}
+
+void FindEndOfWord( FindWordData& data )
+{
+ const bool isHitWhiteSpaceOrNewParagraph = data.isWhiteSpace || data.isNewParagraph;
+
+ for( data.foundIndex = data.hitCharacter + 1u; data.foundIndex < data.totalNumberOfCharacters; ++data.foundIndex )
+ {
+ const Dali::Toolkit::Text::Character character = *( data.textBuffer + data.foundIndex );
+
+ const bool isWhiteSpaceOrNewParagraph = IsWhiteSpaceOrNewParagraph( character,
+ data.isWhiteSpace,
+ isHitWhiteSpaceOrNewParagraph );
+
+ if( isHitWhiteSpaceOrNewParagraph != isWhiteSpaceOrNewParagraph )
+ {
+ break;
+ }
+ }
+}
+
} //namespace
namespace Dali
CharacterIndex logicalIndex = 0u;
- const Length numberOfGlyphs = visualModel->mGlyphs.Count();
- const Length numberOfLines = visualModel->mLines.Count();
- if( ( 0 == numberOfGlyphs ) ||
- ( 0 == numberOfLines ) )
+ const Length totalNumberOfGlyphs = visualModel->mGlyphs.Count();
+ const Length totalNumberOfLines = visualModel->mLines.Count();
+ if( ( 0 == totalNumberOfGlyphs ) ||
+ ( 0 == totalNumberOfLines ) )
{
return logicalIndex;
}
// Get the position of the first glyph.
const Vector2& position = *( positionsBuffer + firstLogicalGlyphIndex );
- // Whether the glyph can be split, like Latin ligatures fi, ff or Arabic ﻻ.
- const Length numberOfCharacters = *( charactersPerGlyphBuffer + firstLogicalGlyphIndex );
+ // Whether the glyph can be split, like Latin ligatures fi, ff or Arabic (ل + ا).
+ Length numberOfCharacters = *( charactersPerGlyphBuffer + firstLogicalGlyphIndex );
if( direction != LTR )
{
// As characters are being traversed in visual order,
// for right to left ligatures, the character which contains the
// number of glyphs in the table is found first.
// Jump the number of characters to the next glyph is needed.
+
+ if( 0u == numberOfCharacters )
+ {
+ // TODO: This is a workaround to fix an issue with complex characters in the arabic
+ // script like i.e. رّ or الأَبْجَدِيَّة العَرَبِيَّة
+ // There are characters that are not shaped in one glyph but in combination with
+ // the next one generates two of them.
+ // The visual to logical conversion table have characters in different order than
+ // expected even if all of them are arabic.
+
+ // The workaround doesn't fix the issue completely but it prevents the application
+ // to hang in an infinite loop.
+
+ // Find the number of characters.
+ for( GlyphIndex index = firstLogicalGlyphIndex + 1u;
+ ( 0u == numberOfCharacters ) && ( index < totalNumberOfGlyphs ) ;
+ ++index )
+ {
+ numberOfCharacters = *( charactersPerGlyphBuffer + index );
+ }
+
+ if( 2u > numberOfCharacters )
+ {
+ continue;
+ }
+
+ --numberOfCharacters;
+ }
+
visualIndex += numberOfCharacters - 1u;
}
{
// The paragraph direction is right to left.
- if( ( lineIndex != numberOfLines - 1u ) && // is not the last line.
+ if( ( lineIndex != totalNumberOfLines - 1u ) && // is not the last line.
( visualIndex == startCharacter ) )
{
// It places the cursor just after the first character in visual order.
// This branch checks if the closest line is the one with the last '\n'. If it is, it decrements the visual index to place
// the cursor just before the last '\n'.
- if( ( lineIndex != numberOfLines - 1u ) &&
+ if( ( lineIndex != totalNumberOfLines - 1u ) &&
TextAbstraction::IsNewParagraph( *( logicalModel->mText.Begin() + visualIndex - 1u ) ) )
{
--visualIndex;
}
}
-void FindSelectionIndices( VisualModelPtr visualModel,
+bool FindSelectionIndices( VisualModelPtr visualModel,
LogicalModelPtr logicalModel,
MetricsPtr metrics,
float visualX,
CharacterIndex& startIndex,
CharacterIndex& endIndex )
{
+
+/*
+ Hit character Select
+|-------------------------------------------------------|------------------------------------------|
+| On a word | The word |
+| On a single white space between words | The word before or after the white space |
+| On one of the multiple contiguous white spaces | The white spaces |
+| On a single white space which is in the position zero | The white space and the next word |
+| On a new paragraph character | The word or group of white spaces before |
+|-------------------------------------------------------|------------------------------------------|
+*/
+
CharacterIndex hitCharacter = Text::GetClosestCursorIndex( visualModel,
logicalModel,
metrics,
visualX,
visualY );
- DALI_ASSERT_DEBUG( hitCharacter <= logicalModel->mText.Count() && "GetClosestCursorIndex returned out of bounds index" );
- if( logicalModel->mText.Count() == 0 )
+ const Length totalNumberOfCharacters = logicalModel->mText.Count();
+
+ DALI_ASSERT_DEBUG( ( hitCharacter <= totalNumberOfCharacters ) && "GetClosestCursorIndex returned out of bounds index" );
+
+ if( 0u == totalNumberOfCharacters )
{
- return; // if model empty
+ // Nothing to do if the model is empty.
+ return false;
}
- if( hitCharacter >= logicalModel->mText.Count() )
+ if( hitCharacter >= totalNumberOfCharacters )
{
// Closest hit character is the last character.
- if( hitCharacter == logicalModel->mText.Count() )
+ if( hitCharacter == totalNumberOfCharacters )
{
hitCharacter--; //Hit character index set to last character in logical model
}
else
{
// hitCharacter is out of bounds
- return;
+ return false;
}
}
+ const Character* const textBuffer = logicalModel->mText.Begin();
+
startIndex = hitCharacter;
endIndex = hitCharacter;
- bool isHitCharacterWhitespace = TextAbstraction::IsWhiteSpace( logicalModel->mText[hitCharacter] );
- // Find the start and end of the text
- for( startIndex = hitCharacter; startIndex > 0; --startIndex )
+ // Whether the hit character is a new paragraph character.
+ const bool isHitCharacterNewParagraph = TextAbstraction::IsNewParagraph( *( textBuffer + hitCharacter ) );
+
+ // Whether the hit character is a white space. Note a new paragraph character is a white space as well but here is not wanted.
+ const bool isHitCharacterWhiteSpace = TextAbstraction::IsWhiteSpace( *( textBuffer + hitCharacter ) ) && !isHitCharacterNewParagraph;
+
+ FindWordData data( textBuffer,
+ totalNumberOfCharacters,
+ hitCharacter,
+ isHitCharacterWhiteSpace,
+ isHitCharacterNewParagraph );
+
+ if( isHitCharacterNewParagraph )
{
- if( isHitCharacterWhitespace != TextAbstraction::IsWhiteSpace( logicalModel->mText[ startIndex-1 ] ) )
+ // Find the first character before the hit one which is not a new paragraph character.
+
+ if( hitCharacter > 0u )
{
- break;
+ endIndex = hitCharacter - 1u;
+ for( ; endIndex > 0; --endIndex )
+ {
+ const Dali::Toolkit::Text::Character character = *( data.textBuffer + endIndex );
+
+ if( !Dali::TextAbstraction::IsNewParagraph( character ) )
+ {
+ break;
+ }
+ }
}
+
+ data.hitCharacter = endIndex;
+ data.isNewParagraph = false;
+ data.isWhiteSpace = TextAbstraction::IsWhiteSpace( *( textBuffer + data.hitCharacter ) );
}
- const CharacterIndex pastTheEnd = logicalModel->mText.Count();
- for( endIndex = hitCharacter + 1u; endIndex < pastTheEnd; ++endIndex )
+
+ // Find the start of the word.
+ FindStartOfWord( data );
+ startIndex = data.foundIndex;
+
+ // Find the end of the word.
+ FindEndOfWord( data );
+ endIndex = data.foundIndex;
+
+ if( 1u == ( endIndex - startIndex ) )
{
- if( isHitCharacterWhitespace != TextAbstraction::IsWhiteSpace( logicalModel->mText[ endIndex ] ) )
+ if( isHitCharacterWhiteSpace )
{
- break;
+ // Select the word before or after the white space
+
+ if( 0u == hitCharacter )
+ {
+ data.isWhiteSpace = false;
+ FindEndOfWord( data );
+ endIndex = data.foundIndex;
+ }
+ else if( hitCharacter > 0u )
+ {
+ // Find the start of the word.
+ data.hitCharacter = hitCharacter - 1u;
+ data.isWhiteSpace = false;
+ FindStartOfWord( data );
+ startIndex = data.foundIndex;
+
+ --endIndex;
+ }
}
}
+
+ return true;
}
} // namespace Text
* @param[in] visualY The touch point 'y' in text's coords.
* @param[out] startIndex Index to the first character of the selected word.
* @param[out] endIndex Index to the last character of the selected word.
+ *
+ * @return @e true if the indices are found.
*/
-void FindSelectionIndices( VisualModelPtr visualModel,
+bool FindSelectionIndices( VisualModelPtr visualModel,
LogicalModelPtr logicalModel,
MetricsPtr metrics,
float visualX,
const char* VERTEX_SHADER = MAKE_SHADER(
attribute mediump vec2 aPosition;
uniform mediump mat4 uMvpMatrix;
-uniform mediump vec3 uSize;
void main()
{
mediump vec4 position = vec4( aPosition, 0.0, 1.0 );
- position.xyz *= uSize;
gl_Position = uMvpMatrix * position;
}
);
#ifdef DECORATOR_DEBUG
mHighlightActor.SetName( "HighlightActor" );
#endif
+ mHighlightActor.SetParentOrigin( ParentOrigin::TOP_LEFT );
mHighlightActor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
- mHighlightActor.SetSize( 1.0f, 1.0f );
mHighlightActor.SetColor( mHighlightColor );
mHighlightActor.SetColorMode( USE_OWN_COLOR );
}
{
if ( mHighlightActor )
{
- if( !mHighlightQuadList.empty() )
+ // Sets the position of the highlight actor inside the decorator.
+ mHighlightActor.SetPosition( mHighlightPosition.x,
+ mHighlightPosition.y );
+
+ const unsigned int numberOfQuads = mHighlightQuadList.size();
+ if( 0u != numberOfQuads )
{
- Vector< Vector2 > vertices;
- Vector< unsigned short> indices;
- Vector2 vertex;
+ // Set the size of the highlighted text to the actor.
+ mHighlightActor.SetSize( mHighlightSize );
+
+ // Used to translate the vertices given in decorator's coords to the mHighlightActor's local coords.
+ const float offsetX = mHighlightPosition.x + 0.5f * mHighlightSize.width;
+ const float offsetY = mHighlightPosition.y + 0.5f * mHighlightSize.height;
- std::vector<QuadCoordinates>::iterator iter = mHighlightQuadList.begin();
- std::vector<QuadCoordinates>::iterator endIter = mHighlightQuadList.end();
+ Vector<Vector2> vertices;
+ Vector<unsigned short> indices;
- for( std::size_t v = 0; iter != endIter; ++iter,v+=4 )
+ vertices.Reserve( 4u * numberOfQuads );
+ indices.Reserve( 6u * numberOfQuads );
+
+ // Index to the vertex.
+ unsigned int v = 0u;
+
+ // Traverse all quads.
+ for( std::vector<QuadCoordinates>::iterator it = mHighlightQuadList.begin(),
+ endIt = mHighlightQuadList.end();
+ it != endIt;
+ ++it, v += 4u )
{
- QuadCoordinates& quad = *iter;
+ QuadCoordinates& quad = *it;
+
+ Vector2 vertex;
// top-left (v+0)
- vertex.x = quad.min.x;
- vertex.y = quad.min.y;
+ vertex.x = quad.min.x - offsetX;
+ vertex.y = quad.min.y - offsetY;
vertices.PushBack( vertex );
// top-right (v+1)
- vertex.x = quad.max.x;
- vertex.y = quad.min.y;
+ vertex.x = quad.max.x - offsetX;
+ vertex.y = quad.min.y - offsetY;
vertices.PushBack( vertex );
// bottom-left (v+2)
- vertex.x = quad.min.x;
- vertex.y = quad.max.y;
+ vertex.x = quad.min.x - offsetX;
+ vertex.y = quad.max.y - offsetY;
vertices.PushBack( vertex );
// bottom-right (v+3)
- vertex.x = quad.max.x;
- vertex.y = quad.max.y;
+ vertex.x = quad.max.x - offsetX;
+ vertex.y = quad.max.y - offsetY;
vertices.PushBack( vertex );
// triangle A (3, 1, 0)
}
}
- mHighlightActor.SetPosition( mHighlightPosition.x,
- mHighlightPosition.y );
-
mHighlightQuadList.clear();
if( mHighlightRenderer )
Vector4 mBoundingBox; ///< The bounding box in world coords.
Vector4 mHighlightColor; ///< Color of the highlight
Vector2 mHighlightPosition; ///< The position of the highlight actor.
- Vector2 mControlSize; ///< The control's size. Set by the Relayout.
+ Size mHighlightSize; ///< The size of the highlighted text.
+ Size mControlSize; ///< The control's size. Set by the Relayout.
unsigned int mActiveCursor;
unsigned int mCursorBlinkInterval;
mImpl->mHighlightQuadList.push_back( QuadCoordinates(x1, y1, x2, y2) );
}
+void Decorator::SetHighLightBox( const Vector2& position, const Size& size )
+{
+ mImpl->mHighlightPosition = position;
+ mImpl->mHighlightSize = size;
+}
+
void Decorator::ClearHighlights()
{
mImpl->mHighlightQuadList.clear();
void SetSelectionHandleFlipState( bool indicesSwapped, bool left, bool right );
/**
- * @brief Adds a quad to the existing selection highlights.
+ * @brief Adds a quad to the existing selection highlights. Vertices are in decorator's coordinates.
*
* @param[in] x1 The top-left x position.
* @param[in] y1 The top-left y position.
void AddHighlight( float x1, float y1, float x2, float y2 );
/**
+ * @brief Sets the min 'x,y' coordinates and the size of the highlighted box.
+ *
+ * It's used to set the size and position of the highlight's actor and to translate each highlight quad from
+ * decorator's coordinates to the local coords of the highlight's actor.
+ *
+ * @param[in] position The position of the highlighted text in decorator's coords.
+ * @param[in] size The size of the highlighted text.
+ */
+ void SetHighLightBox( const Vector2& position,
+ const Size& size );
+
+ /**
* @brief Removes all of the previously added highlights.
*/
void ClearHighlights();
}
}
+ // Calculates the layout size.
+ UpdateLayoutSize( lines,
+ layoutSize );
+
// Nothing else do if there are no glyphs to layout.
return false;
}
TextCacheEntry textCacheEntry;
mDepth = depth;
- const Vector2& actorSize( view.GetControlSize() );
const Vector2& textSize( view.GetLayoutSize() );
const Vector2 halfTextSize( textSize * 0.5f );
const Vector2& shadowOffset( view.GetShadowOffset() );
// For each MeshData object, create a mesh actor and add to the renderable actor
if( !meshContainer.empty() )
{
+ if( !mActor )
+ {
+ // Create a container actor to act as a common parent for text and shadow, to avoid color inheritence issues.
+ mActor = Actor::New();
+ mActor.SetParentOrigin( ParentOrigin::TOP_LEFT );
+ mActor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ mActor.SetSize( textSize );
+ }
+
for( std::vector< MeshRecord >::iterator it = meshContainer.begin(),
endIt = meshContainer.end();
it != endIt; ++it )
Actor actor = CreateMeshActor( meshRecord, textSize );
+ // Whether the actor has renderers.
+ const bool hasRenderer = actor.GetRendererCount() > 0u;
+
// Create an effect if necessary
- if( style == STYLE_DROP_SHADOW )
+ if( hasRenderer &&
+ ( style == STYLE_DROP_SHADOW ) )
{
// Change the color of the vertices.
for( Vector<AtlasManager::Vertex2D>::Iterator vIt = meshRecord.mMesh.mVertices.Begin(),
vertex.mColor = shadowColor;
}
- // Create a container actor to act as a common parent for text and shadow, to avoid color inheritence issues.
- Actor containerActor = Actor::New();
- containerActor.SetParentOrigin( ParentOrigin::CENTER );
- containerActor.SetSize( actorSize );
-
Actor shadowActor = CreateMeshActor( meshRecord, textSize );
#if defined(DEBUG_ENABLED)
shadowActor.SetName( "Text Shadow renderable actor" );
#endif
// Offset shadow in x and y
shadowActor.RegisterProperty("uOffset", shadowOffset );
- if( actor.GetRendererCount() )
- {
- Dali::Renderer renderer( shadowActor.GetRendererAt( 0 ) );
- int depthIndex = renderer.GetProperty<int>(Dali::Renderer::Property::DEPTH_INDEX);
- renderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, depthIndex - 1 );
- containerActor.Add( shadowActor );
- containerActor.Add( actor );
-#if defined(DEBUG_ENABLED)
- containerActor.SetName("TextContainer");
-#endif
- actor = containerActor;
- }
+ Dali::Renderer renderer( shadowActor.GetRendererAt( 0 ) );
+ int depthIndex = renderer.GetProperty<int>(Dali::Renderer::Property::DEPTH_INDEX);
+ renderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, depthIndex - 1 );
+ mActor.Add( shadowActor );
}
- if( mActor )
+ if( hasRenderer )
{
mActor.Add( actor );
}
- else
- {
- mActor = actor;
- }
}
}
#if defined(DEBUG_ENABLED)
// Calculates the logical position from the x,y coords.
RepositionSelectionHandles( xPosition,
yPosition );
-
- mEventData->mUpdateLeftSelectionPosition = true;
- mEventData->mUpdateRightSelectionPosition = true;
- mEventData->mUpdateHighlightBox = true;
- mEventData->mUpdateCursorPosition = false;
-
- mEventData->mScrollAfterUpdatePosition = ( mEventData->mLeftSelectionPosition != mEventData->mRightSelectionPosition );
}
}
if( mEventData->mSelectionEnabled )
{
+ ChangeState( EventData::SELECTING );
+
mEventData->mLeftSelectionPosition = 0u;
mEventData->mRightSelectionPosition = mLogicalModel->mText.Count();
selectionBoxInfo->minX = MAX_FLOAT;
selectionBoxInfo->maxX = MIN_FLOAT;
+ // Keep the min and max 'x' position to calculate the size and position of the highlighed text.
+ float minHighlightX = std::numeric_limits<float>::max();
+ float maxHighlightX = std::numeric_limits<float>::min();
+ Size highLightSize;
+ Vector2 highLightPosition; // The highlight position in decorator's coords.
+
// Retrieve the first line and get the line's vertical offset, the line's height and the index to the last glyph.
// The line's vertical offset of all the lines before the line where the first glyph is laid-out.
selectionBoxInfo->lineOffset = CalculateLineOffset( mVisualModel->mLines,
firstLineIndex );
+
+ // Transform to decorator's (control) coords.
selectionBoxInfo->lineOffset += mScrollPosition.y;
lineRun += firstLineIndex;
}
}
+ // Traverses all the lines and updates the min and max 'x' positions and the total height.
+ // The final width is calculated after 'boxifying' the selection.
+ for( Vector<SelectionBoxInfo>::ConstIterator it = selectionBoxLinesInfo.Begin(),
+ endIt = selectionBoxLinesInfo.End();
+ it != endIt;
+ ++it )
+ {
+ const SelectionBoxInfo& info = *it;
+
+ // Update the size of the highlighted text.
+ highLightSize.height += selectionBoxInfo->lineHeight;
+ minHighlightX = std::min( minHighlightX, info.minX );
+ maxHighlightX = std::max( maxHighlightX, info.maxX );
+ }
+
// Add extra geometry to 'boxify' the selection.
if( 1u < numberOfLines )
firstSelectionBoxLineInfo.lineOffset,
firstSelectionBoxLineInfo.minX,
firstSelectionBoxLineInfo.lineOffset + firstSelectionBoxLineInfo.lineHeight );
+
+ // Update the size of the highlighted text.
+ minHighlightX = 0.f;
}
if( boxifyEnd )
firstSelectionBoxLineInfo.lineOffset,
mVisualModel->mControlSize.width,
firstSelectionBoxLineInfo.lineOffset + firstSelectionBoxLineInfo.lineHeight );
+
+ // Update the size of the highlighted text.
+ maxHighlightX = mVisualModel->mControlSize.width;
}
// Boxify the central lines.
mVisualModel->mControlSize.width,
info.lineOffset + info.lineHeight );
}
+
+ // Update the size of the highlighted text.
+ minHighlightX = 0.f;
+ maxHighlightX = mVisualModel->mControlSize.width;
}
// Boxify the last line.
lastSelectionBoxLineInfo.lineOffset,
lastSelectionBoxLineInfo.minX,
lastSelectionBoxLineInfo.lineOffset + lastSelectionBoxLineInfo.lineHeight );
+
+ // Update the size of the highlighted text.
+ minHighlightX = 0.f;
}
if( boxifyEnd )
lastSelectionBoxLineInfo.lineOffset,
mVisualModel->mControlSize.width,
lastSelectionBoxLineInfo.lineOffset + lastSelectionBoxLineInfo.lineHeight );
+
+ // Update the size of the highlighted text.
+ maxHighlightX = mVisualModel->mControlSize.width;
}
}
+ // Sets the highlight's size and position. In decorator's coords.
+ // The highlight's height has been calculated above (before 'boxifying' the highlight).
+ highLightSize.width = maxHighlightX - minHighlightX;
+
+ highLightPosition.x = minHighlightX;
+ const SelectionBoxInfo& firstSelectionBoxLineInfo = *( selectionBoxLinesInfo.Begin() );
+ highLightPosition.y = firstSelectionBoxLineInfo.lineOffset;
+
+ mEventData->mDecorator->SetHighLightBox( highLightPosition, highLightSize );
+
if( !mEventData->mDecorator->IsSmoothHandlePanEnabled() )
{
CursorInfo primaryCursorInfo;
// Find which word was selected
CharacterIndex selectionStart( 0 );
CharacterIndex selectionEnd( 0 );
- FindSelectionIndices( mVisualModel,
- mLogicalModel,
- mMetrics,
- visualX,
- visualY,
- selectionStart,
- selectionEnd );
+ const bool indicesFound = FindSelectionIndices( mVisualModel,
+ mLogicalModel,
+ mMetrics,
+ visualX,
+ visualY,
+ selectionStart,
+ selectionEnd );
DALI_LOG_INFO( gLogFilter, Debug::Verbose, "%p selectionStart %d selectionEnd %d\n", this, selectionStart, selectionEnd );
- if( selectionStart == selectionEnd )
+ if( indicesFound )
{
- ChangeState( EventData::EDITING );
- // Nothing to select. i.e. a white space, out of bounds
- return;
+ ChangeState( EventData::SELECTING );
+
+ mEventData->mLeftSelectionPosition = selectionStart;
+ mEventData->mRightSelectionPosition = selectionEnd;
+
+ mEventData->mUpdateLeftSelectionPosition = true;
+ mEventData->mUpdateRightSelectionPosition = true;
+ mEventData->mUpdateHighlightBox = true;
+
+ mEventData->mScrollAfterUpdatePosition = ( mEventData->mLeftSelectionPosition != mEventData->mRightSelectionPosition );
}
+ else
+ {
+ // Nothing to select. i.e. a white space, out of bounds
+ ChangeState( EventData::EDITING );
+
+ mEventData->mPrimaryCursorPosition = selectionEnd;
- mEventData->mLeftSelectionPosition = selectionStart;
- mEventData->mRightSelectionPosition = selectionEnd;
+ mEventData->mUpdateCursorPosition = true;
+ mEventData->mUpdateGrabHandlePosition = true;
+ mEventData->mScrollAfterUpdatePosition = true;
+ mEventData->mUpdateInputStyle = true;
+ }
}
void Controller::Impl::SetPopupButtons()
mEventData->mAllTextSelected = ( startOfSelection == 0 ) && ( endOfSelection == mLogicalModel->mText.Count() );
}
-void Controller::Impl::ClampHorizontalScroll( const Vector2& actualSize )
+void Controller::Impl::ClampHorizontalScroll( const Vector2& layoutSize )
{
// Clamp between -space & 0.
- if( actualSize.width > mVisualModel->mControlSize.width )
+ if( layoutSize.width > mVisualModel->mControlSize.width )
{
- const float space = ( actualSize.width - mVisualModel->mControlSize.width );
+ const float space = ( layoutSize.width - mVisualModel->mControlSize.width );
mScrollPosition.x = ( mScrollPosition.x < -space ) ? -space : mScrollPosition.x;
mScrollPosition.x = ( mScrollPosition.x > 0.f ) ? 0.f : mScrollPosition.x;
}
}
-void Controller::Impl::ClampVerticalScroll( const Vector2& actualSize )
+void Controller::Impl::ClampVerticalScroll( const Vector2& layoutSize )
{
// Clamp between -space & 0.
- if( actualSize.height > mVisualModel->mControlSize.height )
+ if( layoutSize.height > mVisualModel->mControlSize.height )
{
- const float space = ( actualSize.height - mVisualModel->mControlSize.height );
+ const float space = ( layoutSize.height - mVisualModel->mControlSize.height );
mScrollPosition.y = ( mScrollPosition.y < -space ) ? -space : mScrollPosition.y;
mScrollPosition.y = ( mScrollPosition.y > 0.f ) ? 0.f : mScrollPosition.y;
/**
* @biref Clamps the horizontal scrolling to get the control always filled with text.
*
- * @param[in] actualSize The size of the laid out text.
+ * @param[in] layoutSize The size of the laid out text.
*/
- void ClampHorizontalScroll( const Vector2& actualSize );
+ void ClampHorizontalScroll( const Vector2& layoutSize );
/**
* @biref Clamps the vertical scrolling to get the control always filled with text.
*
- * @param[in] actualSize The size of the laid out text.
+ * @param[in] layoutSize The size of the laid out text.
*/
- void ClampVerticalScroll( const Vector2& actualSize );
+ void ClampVerticalScroll( const Vector2& layoutSize );
/**
* @brief Scrolls the text to make a position visible.
mImpl->mOperationsPending = static_cast<OperationsMask>( mImpl->mOperationsPending |
LAYOUT |
ALIGN |
- UPDATE_ACTUAL_SIZE |
+ UPDATE_LAYOUT_SIZE |
UPDATE_DIRECTION |
REORDER );
mImpl->mOperationsPending = static_cast<OperationsMask>( mImpl->mOperationsPending |
LAYOUT |
ALIGN |
- UPDATE_ACTUAL_SIZE |
+ UPDATE_LAYOUT_SIZE |
REORDER );
}
SHAPE_TEXT |
GET_GLYPH_METRICS |
LAYOUT |
- UPDATE_ACTUAL_SIZE |
+ UPDATE_LAYOUT_SIZE |
REORDER |
ALIGN );
mImpl->mRecalculateNaturalSize = true;
SHAPE_TEXT |
GET_GLYPH_METRICS |
LAYOUT |
- UPDATE_ACTUAL_SIZE |
+ UPDATE_LAYOUT_SIZE |
REORDER |
ALIGN );
mImpl->mRecalculateNaturalSize = true;
SHAPE_TEXT |
GET_GLYPH_METRICS |
LAYOUT |
- UPDATE_ACTUAL_SIZE |
+ UPDATE_LAYOUT_SIZE |
REORDER |
ALIGN );
mImpl->mRecalculateNaturalSize = true;
SHAPE_TEXT |
GET_GLYPH_METRICS |
LAYOUT |
- UPDATE_ACTUAL_SIZE |
+ UPDATE_LAYOUT_SIZE |
REORDER |
ALIGN );
mImpl->mRecalculateNaturalSize = true;
SHAPE_TEXT |
GET_GLYPH_METRICS |
LAYOUT |
- UPDATE_ACTUAL_SIZE |
+ UPDATE_LAYOUT_SIZE |
REORDER |
ALIGN );
mImpl->mRecalculateNaturalSize = true;
mImpl->mOperationsPending = static_cast<OperationsMask>( mImpl->mOperationsPending |
LAYOUT |
ALIGN |
- UPDATE_ACTUAL_SIZE |
+ UPDATE_LAYOUT_SIZE |
REORDER );
// Set the update info to relayout the whole text.
mImpl->mTextUpdateInfo.mFullRelayoutNeeded = true;
const CharacterIndex startIndex = mImpl->mTextUpdateInfo.mParagraphCharacterIndex;
const Length requestedNumberOfCharacters = mImpl->mTextUpdateInfo.mRequestedNumberOfCharacters;
+ // Get the current layout size.
+ layoutSize = mImpl->mVisualModel->GetLayoutSize();
+
if( NO_OPERATION != ( LAYOUT & operations ) )
{
DALI_LOG_INFO( gLogFilter, Debug::Verbose, "-->Controller::DoRelayout LAYOUT & operations\n");
if( 0u == totalNumberOfGlyphs )
{
- if( NO_OPERATION != ( UPDATE_ACTUAL_SIZE & operations ) )
+ if( NO_OPERATION != ( UPDATE_LAYOUT_SIZE & operations ) )
{
mImpl->mVisualModel->SetLayoutSize( Size::ZERO );
}
layoutParameters.estimatedNumberOfLines = mImpl->mTextUpdateInfo.mEstimatedNumberOfLines;
// Update the visual model.
+ Size newLayoutSize;
viewUpdated = mImpl->mLayoutEngine.LayoutText( layoutParameters,
glyphPositions,
mImpl->mVisualModel->mLines,
- layoutSize );
+ newLayoutSize );
+ viewUpdated = viewUpdated || ( newLayoutSize != layoutSize );
if( viewUpdated )
{
+ layoutSize = newLayoutSize;
+
if ( NO_OPERATION != ( UPDATE_DIRECTION & operations ) )
{
mImpl->mAutoScrollDirectionRTL = false;
}
} // REORDER
- // Sets the actual size.
- if( NO_OPERATION != ( UPDATE_ACTUAL_SIZE & operations ) )
+ // Sets the layout size.
+ if( NO_OPERATION != ( UPDATE_LAYOUT_SIZE & operations ) )
{
mImpl->mVisualModel->SetLayoutSize( layoutSize );
}
// Store the size used to layout the text.
mImpl->mVisualModel->mControlSize = size;
}
- else
- {
- layoutSize = mImpl->mVisualModel->GetLayoutSize();
- }
if( NO_OPERATION != ( ALIGN & operations ) )
{
// Set the flags to redo the layout operations
const OperationsMask layoutOperations = static_cast<OperationsMask>( LAYOUT |
- UPDATE_ACTUAL_SIZE |
+ UPDATE_LAYOUT_SIZE |
ALIGN |
REORDER );
if( NULL != mImpl->mEventData )
{
- mImpl->ChangeState( EventData::SELECTING );
-
if( selectAll )
{
Event event( Event::SELECT_ALL );
SHAPE_TEXT |
GET_GLYPH_METRICS |
LAYOUT |
- UPDATE_ACTUAL_SIZE |
+ UPDATE_LAYOUT_SIZE |
REORDER |
ALIGN );
}
SHAPE_TEXT = 0x0040,
GET_GLYPH_METRICS = 0x0080,
LAYOUT = 0x0100,
- UPDATE_ACTUAL_SIZE = 0x0200,
+ UPDATE_LAYOUT_SIZE = 0x0200,
REORDER = 0x0400,
ALIGN = 0x0800,
COLOR = 0x1000,
const unsigned int TOOLKIT_MAJOR_VERSION = 1;
const unsigned int TOOLKIT_MINOR_VERSION = 1;
-const unsigned int TOOLKIT_MICRO_VERSION = 43;
+const unsigned int TOOLKIT_MICRO_VERSION = 44;
const char * const TOOLKIT_BUILD_DATE = __DATE__ " " __TIME__;
#ifdef DEBUG_ENABLED
"popupIconColor":[1.0,1.0,1.0,1.0],
"popupPressedColor":[0.24,0.72,0.8,0.11],
"background": {
- "rendererType": "image",
+ "rendererType": "IMAGE",
"url": "{DALI_IMAGE_DIR}selection-popup-bg.9.png"
},
"popupFadeInDuration":0.25,
"popupIconColor":[1.0,1.0,1.0,1.0],
"popupPressedColor":[0.24,0.72,0.8,0.11],
"background": {
- "rendererType": "image",
+ "rendererType": "IMAGE",
"url": "{DALI_IMAGE_DIR}selection-popup-bg.9.png"
},
"popupFadeInDuration":0.25,
* </tr>
* </table>
*
+ * \ifnot show_tizen_feature
+ *
+ * @section dali_toolkit_feature Related Features
+ * This API is related with the following features:\n
+ * - http://tizen.org/feature/opengles.version.2_0\n
+ *
+ * It is recommended to design feature related codes in your application for reliability.\n
+ *
+ * You can check if a device supports the related features for this API by using @ref CAPI_SYSTEM_SYSTEM_INFO_MODULE, thereby controlling the procedure of your application.\n
+ *
+ * To ensure your application is only running on the device with specific features, please define the features in your manifest file using the manifest editor in the SDK.\n
+ *
+ * More details on featuring your application can be found from <a href="https://developer.tizen.org/development/tools/native-tools/manifest-text-editor#feature"><b>Feature Element</b>.</a>
+ *
+ * \endif
+ *
* @ingroup dali
* @{
* @defgroup dali_toolkit_controls Controls
// Set another property to set the image-map
Property::Map imageMap;
- imageMap[ "rendererType" ] = "image";
+ imageMap[ "rendererType" ] = "IMAGE";
imageMap[ "url" ] = IMAGE_CARDS;
imageMap[ "desiredWidth" ] = 100;
imageMap[ "desiredHeight" ] = 100;
The background can be set to use a specified renderer, e.g the border renderer
@code
Property::Map renderer;
-renderer.Insert("rendererType","border");
+renderer.Insert("rendererType","BORDER");
renderer.Insert("borderColor",COLOR::RED);
renderer.Insert("borderSize",20.f);
*
* @code
* Property::Map renderer;
- * renderer.Insert("rendererType","border");
+ * renderer.Insert("rendererType","BORDER");
* renderer.Insert("borderColor",COLOR::RED);
* renderer.Insert("borderSize",20.f);
*
// Set an image view property
imageView.image = {
- "rendererType" : "image",
+ "rendererType" : "IMAGE",
"url": "images/icon-0.png",
"desiredWidth" : 100,
"desiredHeight" : 100
"position": [0, 0, 0],
"image":
{
- "rendererType" : "image",
+ "rendererType" : "IMAGE",
"url" : "images/icon-0.png",
"desiredWidth" : 100,
"desiredHeight" : 100
+ [Image](@ref image-renderers)
+ [Border](@ref border-renderer)
+ [Mesh](@ref mesh-renderer)
+ + [Primitive](@ref primitive-renderer)
Controls can provide properties that allow users to specify the renderer type.
Setting renderer properties are done via a property map.
### Properties Supported
-**RendererType:** "color"
+**RendererType:** "COLOR"
| Property Name | Type | Required | Description |
|---------------|:-------:|:--------:|---------------------------|
Dali::Toolkit::Control control = Dali::Toolkit::Control::New();
Dali::Property::Map map;
-map[ "rendererType" ] = "color";
+map[ "rendererType" ] = "COLOR";
map[ "mixColor" ] = Color::RED;
control.SetProperty( Dali::Toolkit::Control::Property::BACKGROUND, map );
control.background =
{
- rendererType : "color",
+ rendererType : "COLOR",
mixColor : dali.COLOR_RED
};
~~~
### Properties Supported
-**RendererType:** "gradient"
+**RendererType:** "GRADIENT"
-| Property Name | Type | Required | Description |
-|--------------------------------------------------------------|:----------------:|:----------:|-------------------------------------------------------------------------|
-| startPosition | VECTOR2 | For Linear | The start position of the linear gradient. |
-| endPosition | VECTOR2 | For Linear | The end position of the linear gradient. |
-| center | VECTOR2 | For Radial | The center point of the gradient. |
-| radius | FLOAT | For Radial | The size of the radius. |
-| stopOffset | ARRAY of FLOAT | No | All the stop offsets. If not supplied default is 0.0 and 1.0 |
-| stopColor | ARRAY of VECTOR4 | Yes | The color at those stop offsets. At least 2 required to show a gradient |
-| [gradientUnits](@ref gradient-renderer-units) | STRING | No | *objectBoundingBox* or *userSpace*. Default: *objectBoundingBox*. |
-| [gradientSpreadMethod](@ref gradient-renderer-spread-method) | STRING | No | *pad*, *repeat* or *reflect*. Default: *pad* |
+| Property Name | Type | Required | Description |
+|------------------------------------------------------|:----------------:|:----------:|--------------------------------------------------------------------------|
+| startPosition | VECTOR2 | For Linear | The start position of the linear gradient. |
+| endPosition | VECTOR2 | For Linear | The end position of the linear gradient. |
+| center | VECTOR2 | For Radial | The center point of the gradient. |
+| radius | FLOAT | For Radial | The size of the radius. |
+| stopOffset | ARRAY of FLOAT | No | All the stop offsets. If not supplied default is 0.0 and 1.0. |
+| stopColor | ARRAY of VECTOR4 | Yes | The color at those stop offsets. At least 2 required to show a gradient. |
+| [units](@ref gradient-renderer-units) | STRING | No | *OBJECT_BOUNDING_BOX* or *USER_SPACE*. Default: *OBJECT_BOUNDING_BOX*. |
+| [spreadMethod](@ref gradient-renderer-spread-method) | STRING | No | *PAD*, *REFLECT* or *REPEAT*. Default: *PAD*. |
If the *stopOffset* and *stopColor* arrays do not have the same number of elements, then the minimum of the two is used as the stop points.
+ Start (x1, y1) and End (x2 and y2) points of a line if using a linear gradient.
+ Center point (cx, cy) and radius (r) of a circle if using a radial gradient.
-| Value | Description |
-|-------------------|------------------------------------------------------------------------------------------------------------------------------------------------|
-| objectBoundingBox | *Default*. Uses the normals for the start, end & center points, i.e. top-left is (-0.5, -0.5) and bottom-right it (0.5, 0.5). |
-| userSpace | Uses the user coordinates for the start, end & center points, i.e. in a 200 by 200 control, top-left is (0, 0) and bottom-right is (200, 200). |
+| Value | Description |
+|---------------------|------------------------------------------------------------------------------------------------------------------------------------------------|
+| OBJECT_BOUNDING_BOX | *Default*. Uses the normals for the start, end & center points, i.e. top-left is (-0.5, -0.5) and bottom-right is (0.5, 0.5). |
+| USER_SPACE | Uses the user coordinates for the start, end & center points, i.e. in a 200 by 200 control, top-left is (0, 0) and bottom-right is (200, 200). |
### Spread Method {#gradient-renderer-spread-method}
| Value | Description |
|---------|------------------------------------------------------------------------------------------------------|
-| pad | *Default*. Uses the terminal colors of the gradient to fill the remainder of the quad. |
-| reflect | Reflect the gradient pattern start-to-end, end-to-start, start-to-end etc. until the quad is filled. |
-| repeat | Repeat the gradient pattern start-to-end, start-to-end, start-to-end until the quad is filled. |
+| PAD | *Default*. Uses the terminal colors of the gradient to fill the remainder of the quad. |
+| REFLECT | Reflect the gradient pattern start-to-end, end-to-start, start-to-end etc. until the quad is filled. |
+| REPEAT | Repeat the gradient pattern start-to-end, start-to-end, start-to-end etc. until the quad is filled. |
### Usage
Dali::Toolkit::Control control = Dali::Toolkit::Control::New();
Dali::Property::Map map;
-map[ "rendererType" ] = "gradient";
+map[ "rendererType" ] = "GRADIENT";
map[ "startPosition" ] = Vector2( 0.5f, 0.5f );
map[ "endPosition" ] = Vector2( -0.5f, -0.5f );
control.background =
{
- rendererType : "gradient",
+ rendererType : "GRADIENT",
startPosition : [ 0.5, 0.5 ],
endPosition : [ -0.5, -0.5 ],
stopOffset : [ 0.0, 0.3, 0.6, 0.8, 1.0 ],
Dali::Toolkit::Control control = Dali::Toolkit::Control::New();
Dali::Property::Map map;
-map[ "rendererType" ] = "gradient";
+map[ "rendererType" ] = "GRADIENT";
map[ "center" ] = Vector2( 0.5f, 0.5f );
map[ "radius" ] = 1.414f;
control.background =
{
- rendererType : "gradient",
+ rendererType : "GRADIENT",
center : [ 0.5, 0.5 ],
radius : 1.414,
stopOffset : [ 0.0, 0.3, 0.6, 0.8, 1.0 ],
#### Properties Supported
-**RendererType:** "image"
+**RendererType:** "IMAGE"
-| Property Name | Type | Required | Description |
-|--------------------|:--------:|:--------:|-------------------------------------------------------------------------------------------------------------------------------------------------|
-| url | STRING | Yes | The URL of the image. |
-| [fittingMode](@ref resourceimagescaling-fittingmode) | STRING | No | *SHRINK_TO_FIT*, *SCALE_TO_FILL*, *FIT_WIDTH* or *FIT_HEIGHT*. Default: *SHRINK_TO_FIT*. |
-| [samplingMode](@ref resourceimagescaling-scaling) | STRING | No | *BOX*, *NEAREST*, *LINEAR*, *BOX_THEN_NEAREST*, *BOX_THEN_LINEAR*, *NO_FILTERr* or *DONT_CARE*. Default: *BOX*. |
-| desiredWidth | INT | No | The desired image width. Will use actual image width if not specified. |
-| desiredHeight | INT | No | The desired image height. Will use actual image height if not specified. |
+| Property Name | Type | Required | Description |
+|------------------------------------------------------|:--------:|:--------:|----------------------------------------------------------------------------------------------------------------|
+| url | STRING | Yes | The URL of the image. |
+| [fittingMode](@ref resourceimagescaling-fittingmode) | STRING | No | *SHRINK_TO_FIT*, *SCALE_TO_FILL*, *FIT_WIDTH* or *FIT_HEIGHT*. Default: *SHRINK_TO_FIT*. |
+| [samplingMode](@ref resourceimagescaling-scaling) | STRING | No | *BOX*, *NEAREST*, *LINEAR*, *BOX_THEN_NEAREST*, *BOX_THEN_LINEAR*, *NO_FILTER* or *DONT_CARE*. Default: *BOX*. |
+| desiredWidth | INT | No | The desired image width. Will use actual image width if not specified. |
+| desiredHeight | INT | No | The desired image height. Will use actual image height if not specified. |
#### Usage
Dali::Toolkit::Control control = Dali::Toolkit::Control::New();
Dali::Property::Map map;
-map[ "rendererType" ] = "image";
+map[ "rendererType" ] = "IMAGE";
map[ "url" ] = "path-to-image.jpg";
control.SetProperty( Dali::Toolkit::Control::Property::BACKGROUND, map );
control.background =
{
- rendererType : "image",
+ rendererType : "IMAGE",
url : "path-to-image.jpg"
};
~~~
#### Properties Supported
-**RendererType:** "image"
+**RendererType:** "IMAGE"
| Property Name | Type | Required | Description |
|---------------|:-------:|:--------:|----------------------------------|
Dali::Property::Map map;
-map[ "rendererType" ] = "image";
+map[ "rendererType" ] = "IMAGE";
map[ "url" ] = "path-to-image.9.png";
control.SetProperty( Dali::Toolkit::Control::Property::BACKGROUND, map );
control.background =
{
- rendererType : "image",
+ rendererType : "IMAGE",
url : "path-to-image.9.png"
};
~~~
#### Properties Supported
-**RendererType:** "image"
+**RendererType:** "IMAGE"
| Property Name | Type | Required | Description |
|---------------|:-------:|:--------:|----------------------------------|
Dali::Property::Map map;
-map[ "rendererType" ] = "image";
+map[ "rendererType" ] = "IMAGE";
map[ "url" ] = "path-to-image.svg";
control.SetSize( 200.f, 200.f );
control.background =
{
- rendererType : "image",
+ rendererType : "IMAGE",
url : "path-to-image.svg"
};
~~~
### Properties Supported
-**RendererType:** "border"
+**RendererType:** "BORDER"
| Property Name | Type | Required | Description |
|---------------|:-------:|:--------:|--------------------------------------------------|
Dali::Property::Map map;
-map[ "rendererType" ] = "border";
+map[ "rendererType" ] = "BORDER";
map[ "borderColor" ] = Color::BLUE;
map[ "borderSize" ] = 5.0f;
control.background =
{
- rendererType : "border",
+ rendererType : "BORDER",
borderColor : dali.COLOR_BLUE,
borderSize = 5
};
### Properties Supported
-**RendererType** "mesh"
+**RendererType** "MESH"
-| Property Name | Type | Required | Description |
-|---------------|:-------:|:------------------:|----------------------------------------------------------------------|
-| objectUrl | STRING | Yes | The location of the .obj file. |
-| materialUrl | STRING | No | The location of the .mtl file. Leave blank for a textureless object. |
-| texturesPath | STRING | If using material | Path to the directory textures (including gloss and normal) are stored in. |
-| shaderType | STRING | No | Sets the type of shader to be used with the mesh. Note that if anything the shader requires is missing, it will use a simpler one that it can handle with what has been supplied.\n Possible values: "textureless", "diffuseTexture", "allTextures". |
+| Property Name | Type | Required | Description |
+|----------------------------------------------|:-------:|:------------------:|--------------------------------------------------------------------------------|
+| objectUrl | STRING | Yes | The location of the ".obj" file. |
+| materialUrl | STRING | No | The location of the ".mtl" file. Leave blank for a textureless object. |
+| texturesPath | STRING | If using material | Path to the directory the textures (including gloss and normal) are stored in. |
+| [shaderType](@ref mesh-renderer-shader-type) | STRING | No | Sets the type of shader to be used with the mesh. |
+
+### Shader Type {#mesh-renderer-shader-type}
+
+When specifying the shader type, if anything the shader requires is missing, a simpler type that can be handled with what has been supplied will be used instead.
+
+**Possible values:**
+
+| String Value | Description |
+|-----------------|------------------------------------------------|
+| TEXTURELESS | *Simplest*. A flat color with shading is used. |
+| DIFFUSE_TEXTURE | Textured. |
+| ALL_TEXTURES | Has a gloss, normal map and texture map. |
### Usage
Dali::Property::Map map;
-map[ "rendererType" ] = "mesh";
+map[ "rendererType" ] = "MESH";
map[ "objectUrl" ] = "home/models/Dino.obj";
map[ "materialUrl" ] = "home/models/Dino.mtl";
map[ "texturesPath" ] = "home/images/";
control.SetProperty( Dali::Toolkit::Control::Property::BACKGROUND, map );
~~~
+___________________________________________________________________________________________________
+
+## Primitive Renderer {#primitive-renderer}
+
+Renders a simple 3D shape, such as a cube or sphere. Scaled to fit the control.
+
+![ ](../assets/img/renderers/cube.png)
+![ ](renderers/cube.png)
+
+### Properties Supported
+
+**RendererType** "PRIMITIVE"
+
+| Property Name | Type | Description | Default Value | Range |
+|---------------------------------------|:-------:|---------------------------------------------------------------------------------|:--------------------:|:------------------------------:|
+| [shape](@ref shape-details) | STRING | The specific shape to render. | "SPHERE" | [See list](@ref shape-details) |
+| color | VECTOR4 | The color of the shape. | (0.5, 0.5, 0.5, 1.0) | 0.0 - 1.0 for each |
+| [slices](@ref slices-details) | INT | The number of slices as you go around the shape. | 128 | 1 - 255 |
+| [stacks](@ref stacks-details) | INT | The number of stacks as you go down the shape. | 128 | 1 - 255 |
+| scaleTopRadius | FLOAT | The scale of the radius of the top circle of a conical frustrum. | 1.0 | ≥ 0.0 |
+| scaleBottomRadius | FLOAT | The scale of the radius of the bottom circle of a conical frustrum. | 1.5 | ≥ 0.0 |
+| scaleHeight | FLOAT | The scale of the height of a conic. | 3.0 | > 0.0 |
+| scaleRadius | FLOAT | The scale of the radius of a cylinder. | 1.0 | > 0.0 |
+| scaleDimensions | VECTOR3 | The dimensions of a cuboid. Scales in the same fashion as a 9-patch image. | (1.0, 1.0, 1.0) | > 0.0 for each |
+| [bevelPercentage](@ref bevel-details) | FLOAT | Determines how bevelled the cuboid should be, based off the smallest dimension. | 0.0 (no bevel) | 0.0 - 1.0 |
+| bevelSmoothness | FLOAT | Defines how smooth the bevelled edges should be. | 0.0 (sharp edges) | 0.0 - 1.0 |
+| uLightPosition | VECTOR3 | The position, in stage space, of the point light that applies lighting to the model. This is based off the stage's dimensions, so using the width and height of the stage halved will correspond to the center, and using all zeroes will place the light at the upper left back corner. Note that this corresponds to a shader property, so it can be registered and set in the actor as well. | (Offset outwards from the center of the screen.) | Unlimited |
+
+### Shapes {#shape-details}
+
+There are six shapes that can be chosen, some of which are simplified specialisations of another.
+
+| Value | Description | Parameters |
+|------------------|-----------------------------------------------------------------------------------|---------------------------------------------------------------|
+| SPHERE | *Default*. | color, slices, stacks |
+| CONICAL_FRUSTRUM | The area bound between two circles, i.e. a cone with the tip removed. | color, scaleTopRadius, scaleBottomRadius, scaleHeight, slices |
+| CONE | Equivalent to a conical frustrum with top radius of zero. | color, scaleBottomRadius, scaleHeight, slices |
+| CYLINDER | Equivalent to a conical frustrum with equal radii for the top and bottom circles. | color, scaleRadius, scaleHeight, slices |
+| CUBE | Equivalent to a bevelled cube with a bevel percentage of zero. | color, scaleDimensions |
+| OCTAHEDRON | Equivalent to a bevelled cube with a bevel percentage of one. | color, scaleDimensions |
+| BEVELLED_CUBE | A cube/cuboid with all edges flattened to some degree. | color, scaleDimensions, bevelPercentage, bevelSmoothness |
+
+Examples below:
+
+**sphere:**
+
+![ ](../assets/img/renderers/sphere.png)
+![ ](renderers/sphere.png)
+
+**conics:**
+
+| Frustrum | Cone | Cylinder |
+|----------|------|----------|
+| ![ ](../assets/img/renderers/conical-frustrum.png) ![ ](renderers/conical-frustrum.png) | ![ ](../assets/img/renderers/cone.png) ![ ](renderers/cone.png) | ![ ](../assets/img/renderers/cylinder.png) ![ ](renderers/cylinder.png) |
+
+### Bevel {#bevel-details}
+
+Bevel percentage ranges from 0.0 to 1.0. It affects the ratio of the outer face widths to the width of the overall cube, as shown:
+
+| 0.0 ( cube) | 0.3 | 0.7 | 1.0 (octahedron) |
+|-------------|-----|-----|------------------|
+| ![ ](../assets/img/renderers/cube.png) ![ ](renderers/cube.png) | ![ ](../assets/img/renderers/bevelled-cube-low.png) ![ ](renderers/bevelled-cube-low.png) | ![ ](../assets/img/renderers/bevelled-cube-high.png) ![ ](renderers/bevelled-cube-high.png) | ![ ](../assets/img/renderers/octahedron.png) ![ ](renderers/octahedron.png) |
+
+### Slices {#slices-details}
+
+For spheres and conical frustrums, 'slices' determines how many divisions there are as you go around the object. Note that spheres are rendered along the Z-axis, and so will appear rotated.
+
+![ ](../assets/img/renderers/slices.png)
+![ ](renderers/slices.png)
+
+### Stacks {#stacks-details}
+
+For spheres, 'stacks' determines how many layers there are as you go down the object. Note that spheres are rendered along the Z-axis, and so will appear rotated.
+
+![ ](../assets/img/renderers/stacks.png)
+![ ](renderers/stacks.png)
+
+### Usage
+
+**sphere**
+
+~~~{.cpp}
+// C++
+Dali::Toolkit::Control control = Dali::Toolkit::Control::New();
+
+Dali::Property::Map map;
+
+map[ "rendererType" ] = "PRIMITIVE";
+map[ "shape" ] = "SPHERE";
+map[ "color" ] = Vector4( 1.0, 0.5, 0.0, 1.0 );
+
+control.SetProperty( Dali::Toolkit::Control::Property::BACKGROUND, map );
+~~~
+
+**conical frustrum**
+
+~~~{.cpp}
+// C++
+Dali::Toolkit::Control control = Dali::Toolkit::Control::New();
+
+Dali::Property::Map map;
+
+map[ "rendererType" ] = "PRIMITIVE";
+map[ "shape" ] = "CONICAL_FRUSTRUM";
+map[ "color" ] = Vector4( 1.0, 0.5, 0.0, 1.0 );
+map[ "scaleTopRadius" ] = 1.0f;
+map[ "scaleBottomRadius" ] = 1.5f;
+map[ "scaleHeight" ] = 3.0f;
+
+control.SetProperty( Dali::Toolkit::Control::Property::BACKGROUND, map );
+~~~
+
+**bevelled cube**
+
+~~~{.cpp}
+// C++
+Dali::Toolkit::Control control = Dali::Toolkit::Control::New();
+
+Dali::Property::Map map;
+
+map[ "rendererType" ] = "PRIMITIVE";
+map[ "shape" ] = "BEVELLED_CUBE";
+map[ "color" ] = Vector4( 1.0, 0.5, 0.0, 1.0 );
+map[ "bevelPercentage" ] = 0.4f;
+
+control.SetProperty( Dali::Toolkit::Control::Property::BACKGROUND, map );
+~~~
+
@class _Guide_Control_Renderers
*/
"type":"ImageView",
"image":
{
- "rendererType" : "image",
+ "rendererType" : "IMAGE",
"url": "{icon_path}"
},
"position":[20.0, 0.0, 0.0],
"type":"ImageView",
"image":
{
- "rendererType" : "image",
+ "rendererType" : "IMAGE",
"url": "{icon_path}"
},
"position":[0.0, -10.0, 0.0],
"type":"ImageView",
"image":
{
- "rendererType" : "image",
+ "rendererType" : "IMAGE",
"url": "{icon_path}"
},
"position":[20.0, 0.0, 0.0],
"type":"ImageView",
"image":
{
- "rendererType" : "image",
+ "rendererType" : "IMAGE",
"url": "{icon_path}"
},
"position":[0.0, -10.0, 0.0],
Name: dali-toolkit
Summary: The OpenGLES Canvas Core Library Toolkit
-Version: 1.1.43
+Version: 1.1.44
Release: 1
Group: System/Libraries
License: Apache-2.0 and BSD-2-Clause and MIT
var shader = createColorShiftAndZoomEffect();
var image = {
- "rendererType" : "image",
+ "rendererType" : "IMAGE",
"url" : getImageDirectory()+"gallery-medium-50.jpg",
"shader" : shader
};
dali.stage.add( imageView );
var image = {
- "rendererType" : "image",
+ "rendererType" : "IMAGE",
"url" : "myImage.jpg",
"desiredWidth" : desiredWidth, // The desired image width while loading (optional but preferable to set for efficiency)
"desiredHeight" : desiredHeight, // The desired image height while loading (optional but preferable to set for efficiency)
"type":"ImageView",
"image":
{
- "rendererType" : "image",
+ "rendererType" : "IMAGE",
"url": "{icon_path}"
},
"position":[20.0, 0.0, 0.0],