drawable-actor-example.cpp
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/*
* Copyright (c) 2023 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/public-api/actors/drawable-actor.h>
#include "native-renderer.h"
// Include the GLES header
#include <GLES3/gl3.h>
#include <dali/graphics-api/graphics-buffer-create-info.h>
#include <dali/devel-api/common/stage-devel.h>
using TextLabel = Dali::Toolkit::TextLabel;
using namespace Dali;
// This example shows DrawableActor using native GL code to clear screen to red
// and renders TextLabel on top of it.
//
class DrawableActorExampleController : public ConnectionTracker
{
public:
explicit DrawableActorExampleController(Application& application)
: mApplication(application)
{
// Connect to the Application's Init signal
mApplication.InitSignal().Connect(this, &DrawableActorExampleController::Create);
}
~DrawableActorExampleController() override = default; // Nothing to do in destructor
// The Init signal is received once (only) during the Application lifetime
void Create(Application& application)
{
// Get a handle to the window
Window window = application.GetWindow();
window.SetBackgroundColor(Color::WHITE);
// Create native renderer
mRenderer = std::make_unique<NativeRenderer>(window.GetSize().GetWidth(), window.GetSize().GetHeight());
// Create render callback
mRenderCallback = RenderCallback::New<NativeRenderer>(mRenderer.get(), &NativeRenderer::OnRender);
// Create drawable actor
mGLActor = DrawableActor::New(*mRenderCallback);
mGLActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
mGLActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
// Set size on the actor (half the window size to show that glClear() and scissor test work together)
mGLActor.SetProperty(Actor::Property::SIZE, Size(window.GetSize()) * 0.75f);
mGLActor[Actor::Property::POSITION] = Vector3(50.0f, 50.0f, 0.0f);
// Add actor to the scene
window.Add(mGLActor);
// Create TextLabel
mTextLabel = TextLabel::New("This text overlays DrawableActor");
mTextLabel.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
mTextLabel.SetProperty(Dali::Actor::Property::NAME, "SomeTextLabel");
window.Add(mTextLabel);
// Respond to a touch anywhere on the window
window.GetRootLayer().TouchedSignal().Connect(this, &DrawableActorExampleController::OnTouch);
// Respond to key events
window.KeyEventSignal().Connect(this, &DrawableActorExampleController::OnKeyEvent);
}
bool OnTouch(Actor actor, const TouchEvent& touch)
{
// quit the application
mApplication.Quit();
return true;
}
void OnKeyEvent(const KeyEvent& event)
{
if(event.GetState() == KeyEvent::DOWN)
{
if(IsKey(event, Dali::DALI_KEY_ESCAPE) || IsKey(event, Dali::DALI_KEY_BACK))
{
mApplication.Quit();
}
}
}
TextLabel mTextLabel;
DrawableActor mGLActor;
std::unique_ptr<RenderCallback> mRenderCallback;
std::unique_ptr<NativeRenderer> mRenderer{nullptr};
private:
Application& mApplication;
};
int DALI_EXPORT_API main(int argc, char** argv)
{
Application application = Application::New(&argc, &argv);
DrawableActorExampleController test(application);
application.MainLoop();
return 0;
}