radial-progress.cpp
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/*
* Copyright (c) 2020 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* 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.
*
*/
#include <dali-toolkit/dali-toolkit.h>
#include <dali/dali.h>
#include "generated/radial-progress-basic-vert.h"
#include "generated/radial-progress-basic-frag.h"
#include "generated/radial-progress-textured-vert.h"
#include "generated/radial-progress-textured-frag.h"
using namespace Dali;
namespace // unnamed namespace
{
const char* TEXTURE_URL = DEMO_IMAGE_DIR "RadialEffect-280x280.png";
const unsigned int TEXTURE_WIDTH = 280;
const unsigned int TEXTURE_HEIGHT = 280;
const int NUMBER_OF_SIDES(64); // number of sides of the polygon used as a stencil
const float INITIAL_DELAY(2.0f); // initial delay before showing the circle
const float PROGRESS_DURATION(0.5f); // number of seconds to fully show the circle
} // unnamed namespace
// This example shows how to render a radial progress indicator
//
class RadialProgressController : public ConnectionTracker
{
public:
RadialProgressController(Application& application)
: mApplication(application)
{
// Connect to the Application's Init signal
mApplication.InitSignal().Connect(this, &RadialProgressController::Create);
}
~RadialProgressController()
{
// Nothing to do here
}
// The Init signal is received once (only) during the Application lifetime
void Create(Application& application)
{
Window window = application.GetWindow();
window.SetBackgroundColor(Color::BLACK);
// Connect to the window's key signal to allow Back and Escape to exit.
window.KeyEventSignal().Connect(this, &RadialProgressController::OnKeyEvent);
// 1. Create actor to show the effect
mActor = Actor::New();
mActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
mActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
mActor.SetProperty(Actor::Property::SIZE, Vector2(TEXTURE_WIDTH, TEXTURE_HEIGHT));
mActor.RegisterProperty("uProgress", float(1.0f));
window.Add(mActor);
// 1. Create stencil renderer i.e. a triangle fan in the shape of a circle
Renderer stencilRenderer = CreatePolygon(NUMBER_OF_SIDES);
mActor.AddRenderer(stencilRenderer);
// 2. Create textured quad renderer
Renderer texturedQuad = CreateTexturedQuad(TEXTURE_URL);
mActor.AddRenderer(texturedQuad);
// 5. Animate the progress uniform
Animation animation = Animation::New(PROGRESS_DURATION + INITIAL_DELAY);
animation.AnimateTo(Property(mActor, "uProgress"), float(NUMBER_OF_SIDES + 1), TimePeriod(INITIAL_DELAY, PROGRESS_DURATION));
animation.Play();
// 6. Exit the application when touched
window.GetRootLayer().TouchedSignal().Connect(this, &RadialProgressController::OnTouch);
}
bool OnTouch(Actor actor, const TouchEvent& touch)
{
// quit the application
mApplication.Quit();
return true;
}
/**
* Generates stencil mask geometry. Geometry is rendered as
* a triangle fan and occupies square 2.0x2.0.
* @param[in] numberOfSides The more subdivisions the more smooth mask animation.
*/
Renderer CreatePolygon(unsigned int numberOfSides)
{
float count(numberOfSides);
// compute radial step in radians
const float STEP((2.0f * M_PI) / count);
float angle(0.0f);
std::vector<Vector3> vertices;
vertices.push_back(Vector3::ZERO);
for(size_t i = 0; i <= numberOfSides; ++i)
{
vertices.push_back(Vector3(-0.5f * cos(angle), -0.5f * sin(angle), i + 1));
angle += STEP;
}
Property::Map vertexFormat;
vertexFormat["aPosition"] = Property::VECTOR3;
// describe vertex format ( only 2-dimensional positions )
VertexBuffer vertexBuffer = VertexBuffer::New(vertexFormat);
vertexBuffer.SetData(vertices.data(), vertices.size());
// create geometry
Geometry geometry = Geometry::New();
geometry.AddVertexBuffer(vertexBuffer);
geometry.SetType(Geometry::TRIANGLE_FAN);
Shader shader = Shader::New(SHADER_RADIAL_PROGRESS_BASIC_VERT, SHADER_RADIAL_PROGRESS_BASIC_FRAG);
Renderer renderer = Renderer::New(geometry, shader);
// Setting stencil data. We don't want to render to the color buffer so
// with use of RenderMode property we specify that only stencil buffer will
// be affected.
renderer.SetProperty(Renderer::Property::RENDER_MODE, RenderMode::STENCIL);
// Set stencil function
renderer.SetProperty(Renderer::Property::STENCIL_FUNCTION, StencilFunction::ALWAYS);
// Stencil function reference
renderer.SetProperty(Renderer::Property::STENCIL_FUNCTION_REFERENCE, 1);
// Stencil function mask
renderer.SetProperty(Renderer::Property::STENCIL_FUNCTION_MASK, 0xFF);
// Set stencil operations
renderer.SetProperty(Renderer::Property::STENCIL_OPERATION_ON_FAIL, StencilOperation::KEEP);
renderer.SetProperty(Renderer::Property::STENCIL_OPERATION_ON_Z_FAIL, StencilOperation::KEEP);
renderer.SetProperty(Renderer::Property::STENCIL_OPERATION_ON_Z_PASS, StencilOperation::REPLACE);
// Stencil mask to write
renderer.SetProperty(Renderer::Property::STENCIL_MASK, 0xFF);
// Set depth index lower than textured quad renderer, so stencil will render first
renderer.SetProperty(Renderer::Property::DEPTH_INDEX, 1);
return renderer;
}
/**
* Creates textured quad renderer
*/
Renderer CreateTexturedQuad(const char* url)
{
// Create shader & geometry needed by Renderer
Shader shader = Shader::New(SHADER_RADIAL_PROGRESS_TEXTURED_VERT, SHADER_RADIAL_PROGRESS_TEXTURED_FRAG);
Property::Map vertexFormat;
vertexFormat["aPosition"] = Property::VECTOR2;
VertexBuffer vertexBuffer = VertexBuffer::New(vertexFormat);
const float P(0.5f);
const Vector2 vertices[] = {
Vector2(-P, -P),
Vector2(+P, -P),
Vector2(-P, +P),
Vector2(+P, +P)};
vertexBuffer.SetData(vertices, 4);
// Instantiate quad geometry
Geometry geometry = Geometry::New();
geometry.AddVertexBuffer(vertexBuffer);
geometry.SetType(Geometry::TRIANGLE_STRIP);
// Load texture
PixelData pixelData = Toolkit::SyncImageLoader::Load(url);
Texture texture = Texture::New(TextureType::TEXTURE_2D, pixelData.GetPixelFormat(), pixelData.GetWidth(), pixelData.GetHeight());
texture.Upload(pixelData);
texture.GenerateMipmaps();
// Create texture set
TextureSet textureSet = TextureSet::New();
textureSet.SetTexture(0, texture);
// Create renderer
Renderer renderer = Renderer::New(geometry, shader);
renderer.SetTextures(textureSet);
// Set mode indicating we will use both stencil and color buffers
renderer.SetProperty(Renderer::Property::RENDER_MODE, RenderMode::COLOR_STENCIL);
// Stencil function - expecing drawing only when function mask matches exactly
renderer.SetProperty(Renderer::Property::STENCIL_FUNCTION, StencilFunction::EQUAL);
renderer.SetProperty(Renderer::Property::STENCIL_FUNCTION_REFERENCE, 1);
renderer.SetProperty(Renderer::Property::STENCIL_FUNCTION_MASK, 0xFF);
// We don't want to draw to the stencil, so setting stencil draw mask to 0
renderer.SetProperty(Renderer::Property::STENCIL_MASK, 0x00);
// Make sure the quad will render after drawing to stencil buffer
renderer.SetProperty(Renderer::Property::DEPTH_INDEX, 2);
return renderer;
}
/**
* @brief Called when any key event is received
*
* Will use this to quit the application if Back or the Escape key is received
* @param[in] event The key event information
*/
void OnKeyEvent(const KeyEvent& event)
{
if(event.GetState() == KeyEvent::DOWN)
{
if(IsKey(event, DALI_KEY_ESCAPE) || IsKey(event, DALI_KEY_BACK))
{
mApplication.Quit();
}
}
}
private:
Application& mApplication;
Actor mActor;
};
int DALI_EXPORT_API main(int argc, char** argv)
{
Application application = Application::New(&argc, &argv);
RadialProgressController test(application);
application.MainLoop();
return 0;
}