primitive-shapes-example.cpp
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/*
* Copyright (c) 2021 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-toolkit/devel-api/controls/table-view/table-view.h>
using namespace Dali;
using namespace Dali::Toolkit;
namespace
{
//Button image urls
const char* BUTTON_IMAGE_URL[] =
{
DEMO_IMAGE_DIR "sphere-button.png",
DEMO_IMAGE_DIR "cone-button.png",
DEMO_IMAGE_DIR "conical-frustum-button.png",
DEMO_IMAGE_DIR "cylinder-button.png",
DEMO_IMAGE_DIR "cube-button.png",
DEMO_IMAGE_DIR "bevelled-cube-button.png",
DEMO_IMAGE_DIR "octahedron-button.png"};
//Prefix of all shape titles.
const std::string SHAPE_TITLE_PREFIX = "Current Shape: ";
//Shape property defaults
const int DEFAULT_SLICES = 32;
const int DEFAULT_STACKS = 32;
const float DEFAULT_SCALE_HEIGHT = 16.0f;
const float DEFAULT_SCALE_BOTTOM_RADIUS = 8.0f;
const float DEFAULT_SCALE_TOP_RADIUS = 4.0f;
const float DEFAULT_SCALE_RADIUS = 8.0f;
const float DEFAULT_BEVEL_PERCENTAGE = 0.3f;
const float DEFAULT_BEVEL_SMOOTHNESS = 0.0f;
//Shape property limits
const int SLICES_LOWER_BOUND = 3;
const int SLICES_UPPER_BOUND = 16;
const int STACKS_LOWER_BOUND = 2;
const int STACKS_UPPER_BOUND = 16;
//Used to the control rate of rotation when panning an object.
const float X_ROTATION_DISPLACEMENT_FACTOR = 60.0f;
const float Y_ROTATION_DISPLACEMENT_FACTOR = 60.0f;
const int NUM_MODELS = 7; //Total number of possible base shapes.
const int MAX_PROPERTIES = 3; //Maximum number of properties a shape may require. (For displaying sliders.)
} //End namespace
class PrimitiveShapesController : public ConnectionTracker
{
public:
PrimitiveShapesController(Application& application)
: mApplication(application),
mColor(Vector4(0.3f, 0.7f, 1.0f, 1.0f))
{
// Connect to the Application's Init signal
mApplication.InitSignal().Connect(this, &PrimitiveShapesController::Create);
}
~PrimitiveShapesController()
{
}
// 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);
//Set up layer to place UI on.
Layer layer = Layer::New();
layer.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
layer.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
layer.SetResizePolicy(ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS);
layer.SetProperty(Layer::Property::BEHAVIOR, Layer::LAYER_UI); //We use a 2D layer as this is closer to UI work than full 3D scene creation.
layer.SetProperty(Layer::Property::DEPTH_TEST, true); //Enable depth testing, as otherwise the 2D layer would not do so.
window.Add(layer);
//Set up model selection buttons.
SetupButtons(layer);
//Set up model parameter sliders.
SetupSliders(layer);
//Set up 3D model.
SetupModel(layer);
//Allow for exiting of the application via key presses.
window.KeyEventSignal().Connect(this, &PrimitiveShapesController::OnKeyEvent);
}
//Place buttons on the top of the screen, which allow for selection of the shape to be displayed.
//A title above indicates the currently selected shape.
//The buttons are laid out like so:
//
// ^ +--------------------------------+
// | | Current Shape: ~~~~~ |
// | | |
// | | +----+ +----+ +----+ +----+ |
// | | | | | | | | | | |
// 30% | | +----+ +----+ +----+ +----+ |
// | | |
// | | +----+ +----+ +----+ |
// | | | | | | | | |
// v | +----+ +----+ +----+ |
// | |
// | |
// | |
// | |
// | |
// | |
// | |
// | |
// | |
// | |
// | |
// | |
// | |
// | |
// | |
// | |
// | |
// | |
// +--------------------------------+
//
void SetupButtons(Layer layer)
{
float containerPadding = 10.0f;
float elementPadding = 5.0f;
//Used to layout the title and the buttons below it.
Control topAlignment = Control::New();
topAlignment.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER);
topAlignment.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER);
topAlignment.SetResizePolicy(ResizePolicy::FILL_TO_PARENT, Dimension::WIDTH);
topAlignment.SetResizePolicy(ResizePolicy::FIT_TO_CHILDREN, Dimension::HEIGHT);
layer.Add(topAlignment);
//Add a title to indicate the currently selected shape.
mShapeTitle = TextLabel::New("DEFAULT");
mShapeTitle.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
mShapeTitle.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
mShapeTitle.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS);
mShapeTitle.SetProperty(Actor::Property::PADDING, Padding(elementPadding, elementPadding, elementPadding, elementPadding));
topAlignment.Add(mShapeTitle);
//Create a variable-length container that can wrap buttons around as more are added.
FlexContainer buttonContainer = FlexContainer::New();
buttonContainer.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_CENTER);
buttonContainer.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER);
buttonContainer.SetResizePolicy(ResizePolicy::FILL_TO_PARENT, Dimension::WIDTH);
buttonContainer.SetResizePolicy(ResizePolicy::FIXED, Dimension::HEIGHT);
buttonContainer.SetProperty(Actor::Property::PADDING, Padding(containerPadding, containerPadding, containerPadding, containerPadding));
buttonContainer.SetProperty(FlexContainer::Property::FLEX_DIRECTION, FlexContainer::ROW);
buttonContainer.SetProperty(FlexContainer::Property::FLEX_WRAP, FlexContainer::WRAP);
topAlignment.Add(buttonContainer);
//Create buttons and place them in the container.
for(int modelNumber = 0; modelNumber < NUM_MODELS; modelNumber++)
{
PushButton button = Toolkit::PushButton::New();
button.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
button.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
button.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS);
button.SetProperty(Actor::Property::PADDING, Padding(elementPadding, elementPadding, elementPadding, elementPadding));
button.SetProperty(Button::Property::UNSELECTED_BACKGROUND_VISUAL, BUTTON_IMAGE_URL[modelNumber]);
button.SetProperty(Button::Property::SELECTED_BACKGROUND_VISUAL, BUTTON_IMAGE_URL[modelNumber]);
button.RegisterProperty("modelNumber", Property::Value(modelNumber));
button.ClickedSignal().Connect(this, &PrimitiveShapesController::OnChangeShapeClicked);
buttonContainer.Add(button);
}
}
//Add sliders to the bottom of the screen, which allow for control of shape properties such as radius.
//Each slider is placed next to a label that states the property it affects.
//The sliders are laid out like so:
//
// +--------------------------------+
// | |
// | |
// | |
// | |
// | |
// | |
// | |
// | |
// | |
// | |
// | |
// | |
// | |
// | |
// | |
// | |
// | |
// | |
// | |
// ^ | Label +----------O-----------+ |
// | | |
// | | |
// | | Label +--O-------------------+ |
// 30% | | |
// | | |
// | | Label +----------------------O |
// | | |
// v +--------------------------------+
//
void SetupSliders(Layer layer)
{
//Create table to hold sliders and their corresponding labels.
mSliderTable = Toolkit::TableView::New(MAX_PROPERTIES, 2);
mSliderTable.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_CENTER);
mSliderTable.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER);
mSliderTable.SetResizePolicy(ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS);
mSliderTable.SetProperty(Actor::Property::SIZE_MODE_FACTOR, Vector3(0.9, 0.3, 0.0)); //90% of width, 30% of height.
mSliderTable.SetFitWidth(0); //Label column should fit to natural size of label.
mSliderTable.SetRelativeWidth(1, 1.0f); //Slider column should fill remaining space.
mSliderTable.SetCellPadding(Vector2(10.0f, 0.0f)); //Leave a gap between the slider and its label.
layer.Add(mSliderTable);
//Set up sliders, and place labels next to them.
for(int i = 0; i < MAX_PROPERTIES; i++)
{
//Create slider
Slider slider = Slider::New();
slider.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
slider.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
slider.SetResizePolicy(ResizePolicy::FILL_TO_PARENT, Dimension::WIDTH);
slider.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::HEIGHT);
slider.ValueChangedSignal().Connect(this, &PrimitiveShapesController::OnSliderValueChanged);
mSliders.push_back(slider);
//Setup slider cell properties
mSliderTable.AddChild(slider, TableView::CellPosition(i, 1));
mSliderTable.SetCellAlignment(TableView::CellPosition(i, 1), HorizontalAlignment::CENTER, VerticalAlignment::CENTER);
//Create slider label
TextLabel sliderLabel = TextLabel::New();
sliderLabel.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
sliderLabel.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
sliderLabel.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS);
mSliderLabels.push_back(sliderLabel);
//Setup slider-label cell properties
mSliderTable.AddChild(sliderLabel, TableView::CellPosition(i, 0));
mSliderTable.SetCellAlignment(TableView::CellPosition(i, 0), HorizontalAlignment::LEFT, VerticalAlignment::CENTER);
}
}
//Adds a control to the centre of the window to display the 3D shapes.
//The model is placed in the center of the screen, like so:
//
// +--------------------------------+
// | |
// | |
// | |
// | |
// | |
// | |
// | |
// | |
// | |
// ^ | ---------- |
// | | / \ |
// | | / \ |
// | | | | |
// 30% | | | | |
// | | | | |
// | | \ / |
// | | \ / |
// v | ---------- |
// | |
// | |
// | |
// | |
// | |
// | |
// | |
// | |
// | |
// +--------------------------------+
//
void SetupModel(Layer layer)
{
//Create a container to house the visual-holding actor, to provide a constant hitbox.
Actor container = Actor::New();
container.SetResizePolicy(ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS);
container.SetProperty(Actor::Property::SIZE_MODE_FACTOR, Vector3(0.9, 0.3, 0.0)); //90% of width, 30% of height.
container.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
container.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
layer.Add(container);
//Create control to display the 3D primitive.
mModel = Control::New();
mModel.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
mModel.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
mModel.SetResizePolicy(ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS);
container.Add(mModel);
//Load default shape.
LoadCube();
//Make model spin to demonstrate 3D.
mRotationAnimation = Animation::New(15.0f);
mRotationAnimation.AnimateBy(Property(mModel, Actor::Property::ORIENTATION),
Quaternion(Degree(0.0f), Degree(360.0f), Degree(0.0f)));
mRotationAnimation.SetLooping(true);
mRotationAnimation.Play();
//Attach gesture detector to pan models when rotated.
mPanGestureDetector = PanGestureDetector::New();
mPanGestureDetector.Attach(container);
mPanGestureDetector.DetectedSignal().Connect(this, &PrimitiveShapesController::OnPan);
}
//Clears all sliders and resets the primitive visual property map.
void InitialiseSlidersAndModel()
{
//Sliders
for(unsigned i = 0; i < mSliders.size(); i++)
{
mSliders.at(i).SetProperty(Slider::Property::MARKS, Property::Value(0)); //Remove marks
mSliders.at(i).SetProperty(Actor::Property::VISIBLE, false);
mSliderLabels.at(i).SetProperty(TextLabel::Property::TEXT, Property::Value("Default"));
mSliderLabels.at(i).SetProperty(Actor::Property::VISIBLE, false);
}
//Visual map for model
mVisualMap.Clear();
mVisualMap[Toolkit::Visual::Property::TYPE] = Visual::PRIMITIVE;
mVisualMap[PrimitiveVisual::Property::MIX_COLOR] = mColor;
mVisualMap[Visual::Property::TRANSFORM] =
Property::Map().Add(Visual::Transform::Property::ORIGIN, Align::CENTER).Add(Visual::Transform::Property::ANCHOR_POINT, Align::CENTER);
}
//Sets the 3D model to a sphere and modifies the sliders appropriately.
void LoadSphere()
{
InitialiseSlidersAndModel();
//Set up specific visual properties.
mVisualMap[PrimitiveVisual::Property::SHAPE] = PrimitiveVisual::Shape::SPHERE;
mVisualMap[PrimitiveVisual::Property::SLICES] = DEFAULT_SLICES;
mVisualMap[PrimitiveVisual::Property::STACKS] = DEFAULT_STACKS;
//Set up sliders.
SetupSlider(0, SLICES_LOWER_BOUND, SLICES_UPPER_BOUND, DEFAULT_STACKS, PrimitiveVisual::Property::SLICES, "slices");
SetupMarks(0, SLICES_LOWER_BOUND, SLICES_UPPER_BOUND);
mSliders.at(0).SetProperty(Slider::Property::VALUE_PRECISION, Property::Value(0));
SetupSlider(1, STACKS_LOWER_BOUND, STACKS_UPPER_BOUND, DEFAULT_STACKS, PrimitiveVisual::Property::STACKS, "stacks");
SetupMarks(1, STACKS_LOWER_BOUND, STACKS_UPPER_BOUND);
mSliders.at(1).SetProperty(Slider::Property::VALUE_PRECISION, Property::Value(0));
//Set model in control.
mModel.SetProperty(Control::Property::BACKGROUND, Property::Value(mVisualMap));
//Update title.
mShapeTitle.SetProperty(TextLabel::Property::TEXT, SHAPE_TITLE_PREFIX + "Sphere");
}
//Sets the 3D model to a cone and modifies the sliders appropriately.
void LoadCone()
{
InitialiseSlidersAndModel();
//Set up specific visual properties.
mVisualMap[PrimitiveVisual::Property::SHAPE] = PrimitiveVisual::Shape::CONE;
mVisualMap[PrimitiveVisual::Property::SCALE_HEIGHT] = DEFAULT_SCALE_HEIGHT;
mVisualMap[PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS] = DEFAULT_SCALE_BOTTOM_RADIUS;
mVisualMap[PrimitiveVisual::Property::SLICES] = DEFAULT_SLICES;
//Set up sliders.
SetupSlider(0, 1.0f, 32.0f, DEFAULT_SCALE_HEIGHT, PrimitiveVisual::Property::SCALE_HEIGHT, "scaleHeight");
mSliders.at(0).SetProperty(Slider::Property::VALUE_PRECISION, Property::Value(1));
SetupSlider(1, 1.0f, 32.0f, DEFAULT_SCALE_BOTTOM_RADIUS, PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, "scaleBottomRadius");
mSliders.at(1).SetProperty(Slider::Property::VALUE_PRECISION, Property::Value(1));
SetupSlider(2, SLICES_LOWER_BOUND, SLICES_UPPER_BOUND, DEFAULT_STACKS, PrimitiveVisual::Property::SLICES, "slices");
SetupMarks(2, SLICES_LOWER_BOUND, SLICES_UPPER_BOUND);
mSliders.at(2).SetProperty(Slider::Property::VALUE_PRECISION, Property::Value(0));
//Set model in control.
mModel.SetProperty(Control::Property::BACKGROUND, Property::Value(mVisualMap));
//Update title.
mShapeTitle.SetProperty(TextLabel::Property::TEXT, SHAPE_TITLE_PREFIX + "Cone");
}
//Sets the 3D model to a conical frustum and modifies the sliders appropriately.
void LoadConicalFrustum()
{
InitialiseSlidersAndModel();
//Set up specific visual properties.
mVisualMap[PrimitiveVisual::Property::SHAPE] = PrimitiveVisual::Shape::CONICAL_FRUSTUM;
mVisualMap[PrimitiveVisual::Property::SCALE_TOP_RADIUS] = DEFAULT_SCALE_TOP_RADIUS;
mVisualMap[PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS] = DEFAULT_SCALE_BOTTOM_RADIUS;
mVisualMap[PrimitiveVisual::Property::SCALE_HEIGHT] = DEFAULT_SCALE_HEIGHT;
mVisualMap[PrimitiveVisual::Property::SLICES] = DEFAULT_SLICES;
//Set up used sliders.
SetupSlider(0, 1.0f, 32.0f, DEFAULT_SCALE_HEIGHT, PrimitiveVisual::Property::SCALE_HEIGHT, "scaleHeight");
mSliders.at(0).SetProperty(Slider::Property::VALUE_PRECISION, Property::Value(1));
SetupSlider(1, 0.0f, 32.0f, DEFAULT_SCALE_BOTTOM_RADIUS, PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, "scaleBottomRadius");
mSliders.at(1).SetProperty(Slider::Property::VALUE_PRECISION, Property::Value(1));
SetupSlider(2, 0.0f, 32.0f, DEFAULT_SCALE_TOP_RADIUS, PrimitiveVisual::Property::SCALE_TOP_RADIUS, "scaleTopRadius");
mSliders.at(2).SetProperty(Slider::Property::VALUE_PRECISION, Property::Value(1));
//Set model in control.
mModel.SetProperty(Control::Property::BACKGROUND, Property::Value(mVisualMap));
//Update title.
mShapeTitle.SetProperty(TextLabel::Property::TEXT, SHAPE_TITLE_PREFIX + "Conical Frustum");
}
//Sets the 3D model to a cylinder and modifies the sliders appropriately.
void LoadCylinder()
{
InitialiseSlidersAndModel();
//Set up specific visual properties.
mVisualMap[PrimitiveVisual::Property::SHAPE] = PrimitiveVisual::Shape::CYLINDER;
mVisualMap[PrimitiveVisual::Property::SCALE_HEIGHT] = DEFAULT_SCALE_HEIGHT;
mVisualMap[PrimitiveVisual::Property::SCALE_RADIUS] = DEFAULT_SCALE_RADIUS;
mVisualMap[PrimitiveVisual::Property::SLICES] = DEFAULT_SLICES;
//Set up used sliders.
SetupSlider(0, 1.0f, 32.0f, DEFAULT_SCALE_HEIGHT, PrimitiveVisual::Property::SCALE_HEIGHT, "scaleHeight");
mSliders.at(0).SetProperty(Slider::Property::VALUE_PRECISION, Property::Value(1));
SetupSlider(1, 1.0f, 32.0f, DEFAULT_SCALE_RADIUS, PrimitiveVisual::Property::SCALE_RADIUS, "scaleRadius");
mSliders.at(1).SetProperty(Slider::Property::VALUE_PRECISION, Property::Value(1));
SetupSlider(2, SLICES_LOWER_BOUND, SLICES_UPPER_BOUND, DEFAULT_STACKS, PrimitiveVisual::Property::SLICES, "slices");
SetupMarks(2, SLICES_LOWER_BOUND, SLICES_UPPER_BOUND);
mSliders.at(2).SetProperty(Slider::Property::VALUE_PRECISION, Property::Value(0));
//Set model in control.
mModel.SetProperty(Control::Property::BACKGROUND, Property::Value(mVisualMap));
//Update title.
mShapeTitle.SetProperty(TextLabel::Property::TEXT, SHAPE_TITLE_PREFIX + "Cylinder");
}
//Sets the 3D model to a cube and modifies the sliders appropriately.
void LoadCube()
{
InitialiseSlidersAndModel();
//Set up specific visual properties.
mVisualMap[PrimitiveVisual::Property::SHAPE] = PrimitiveVisual::Shape::CUBE;
//Set model in control.
mModel.SetProperty(Control::Property::BACKGROUND, Property::Value(mVisualMap));
//Update title.
mShapeTitle.SetProperty(TextLabel::Property::TEXT, SHAPE_TITLE_PREFIX + "Cube");
}
//Sets the 3D model to a bevelled cube and modifies the sliders appropriately.
void LoadBevelledCube()
{
InitialiseSlidersAndModel();
//Set up specific visual properties.
mVisualMap[PrimitiveVisual::Property::SHAPE] = PrimitiveVisual::Shape::BEVELLED_CUBE;
mVisualMap[PrimitiveVisual::Property::BEVEL_PERCENTAGE] = DEFAULT_BEVEL_PERCENTAGE;
mVisualMap[PrimitiveVisual::Property::BEVEL_SMOOTHNESS] = DEFAULT_BEVEL_SMOOTHNESS;
//Set up used sliders.
SetupSlider(0, 0.0f, 1.0f, DEFAULT_BEVEL_PERCENTAGE, PrimitiveVisual::Property::BEVEL_PERCENTAGE, "bevelPercentage");
mSliders.at(0).SetProperty(Slider::Property::VALUE_PRECISION, Property::Value(2));
SetupSlider(1, 0.0f, 1.0f, DEFAULT_BEVEL_SMOOTHNESS, PrimitiveVisual::Property::BEVEL_SMOOTHNESS, "bevelSmoothness");
mSliders.at(1).SetProperty(Slider::Property::VALUE_PRECISION, Property::Value(2));
//Set model in control.
mModel.SetProperty(Control::Property::BACKGROUND, Property::Value(mVisualMap));
//Update title.
mShapeTitle.SetProperty(TextLabel::Property::TEXT, SHAPE_TITLE_PREFIX + "Bevelled Cube");
}
//Sets the 3D model to an octahedron and modifies the sliders appropriately.
void LoadOctahedron()
{
InitialiseSlidersAndModel();
//Set up specific visual properties.
mVisualMap[PrimitiveVisual::Property::SHAPE] = PrimitiveVisual::Shape::OCTAHEDRON;
//Set model in control.
mModel.SetProperty(Control::Property::BACKGROUND, Property::Value(mVisualMap));
//Update title.
mShapeTitle.SetProperty(TextLabel::Property::TEXT, SHAPE_TITLE_PREFIX + "Octahedron");
}
//Sets up the slider at the given index for the supplied property, and labels it appropriately.
// visualProperty is the property that will be set by this slider.
void SetupSlider(int sliderIndex, float lowerBound, float upperBound, float startPoint, Property::Index visualProperty, std::string visualPropertyLabel)
{
//Set up the slider itself.
mSliders.at(sliderIndex).RegisterProperty("visualProperty", Property::Value(visualProperty), Property::READ_WRITE);
mSliders.at(sliderIndex).SetProperty(Slider::Property::LOWER_BOUND, Property::Value(lowerBound));
mSliders.at(sliderIndex).SetProperty(Slider::Property::UPPER_BOUND, Property::Value(upperBound));
mSliders.at(sliderIndex).SetProperty(Slider::Property::VALUE, Property::Value(startPoint));
mSliders.at(sliderIndex).SetProperty(Actor::Property::VISIBLE, true);
//Label the slider with the property.
//We reset the TextLabel to force a relayout of the table.
mSliderTable.RemoveChildAt(TableView::CellPosition(sliderIndex, 0));
TextLabel sliderLabel = TextLabel::New(visualPropertyLabel);
sliderLabel.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
sliderLabel.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
sliderLabel.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS);
mSliderTable.AddChild(sliderLabel, TableView::CellPosition(sliderIndex, 0));
mSliderTable.SetCellAlignment(TableView::CellPosition(sliderIndex, 0), HorizontalAlignment::LEFT, VerticalAlignment::CENTER);
mSliderLabels.at(sliderIndex).SetProperty(Actor::Property::VISIBLE, true);
mSliderLabels.at(sliderIndex) = sliderLabel;
}
//Setup snapping to integer values between the two given values.
void SetupMarks(int sliderIndex, int lower, int upper)
{
Property::Array marks;
for(int mark = lower; mark <= upper; mark++)
{
marks.PushBack(Property::Value(mark));
}
mSliders.at(sliderIndex).SetProperty(Slider::Property::MARKS, Property::Value(marks));
mSliders.at(sliderIndex).SetProperty(Slider::Property::SNAP_TO_MARKS, Property::Value(true));
}
//When a shape button is tapped, switch to the corresponding shape.
bool OnChangeShapeClicked(Button button)
{
//Get the model number from the button.
int modelNumber;
button.GetProperty(button.GetPropertyIndex("modelNumber")).Get(modelNumber);
//Switch to the shape that corresponds to the model number.
switch(modelNumber)
{
case 0:
{
LoadSphere();
break;
}
case 1:
{
LoadCone();
break;
}
case 2:
{
LoadConicalFrustum();
break;
}
case 3:
{
LoadCylinder();
break;
}
case 4:
{
LoadCube();
break;
}
case 5:
{
LoadBevelledCube();
break;
}
case 6:
{
LoadOctahedron();
break;
}
}
return true;
}
//When the slider is adjusted, change the corresponding shape property accordingly.
bool OnSliderValueChanged(Slider slider, float value)
{
//Update property map to reflect the change to the specific visual property.
int visualProperty;
slider.GetProperty(slider.GetPropertyIndex("visualProperty")).Get(visualProperty);
mVisualMap[visualProperty] = value;
//Reload the model to display the change.
mModel.SetProperty(Control::Property::BACKGROUND, Property::Value(mVisualMap));
return true;
}
//Panning around the shape rotates it.
void OnPan(Actor actor, const PanGesture& gesture)
{
switch(gesture.GetState())
{
case GestureState::STARTED:
{
//Pause animation, as the gesture will be used to manually rotate the model
mRotationAnimation.Pause();
break;
}
case GestureState::CONTINUING:
{
//Rotate based off the gesture.
Vector2 displacement = gesture.GetDisplacement();
Vector2 rotation{
-displacement.y / X_ROTATION_DISPLACEMENT_FACTOR, // Y displacement rotates around X axis
displacement.x / Y_ROTATION_DISPLACEMENT_FACTOR // X displacement rotates around Y axis
};
Quaternion q = Quaternion(Radian(rotation.x), Radian(rotation.y), Radian(0.f));
Quaternion q0 = mModel.GetProperty(Actor::Property::ORIENTATION).Get<Quaternion>();
mModel.SetProperty(Actor::Property::ORIENTATION, q * q0);
break;
}
case GestureState::FINISHED:
{
//Return to automatic animation
mRotationAnimation.Play();
break;
}
case GestureState::CANCELLED:
{
//Return to automatic animation
mRotationAnimation.Play();
break;
}
default:
{
break;
}
}
}
//If escape or the back button is pressed, quit the application (and return to the launcher)
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;
std::vector<Slider> mSliders; ///< Holds the sliders on screen that each shape accesses.
std::vector<TextLabel> mSliderLabels; ///< Holds the labels to each slider.
TableView mSliderTable; ///< A table to layout the sliders next to their labels.
Property::Map mVisualMap; ///< Property map to create a primitive visual.
Control mModel; ///< Control to house the primitive visual.
TextLabel mShapeTitle; ///< Indicates what the currently selected shape is.
PanGestureDetector mPanGestureDetector; ///< Detects pan gestures for rotation of the model.
Animation mRotationAnimation; ///< Automatically rotates the model, unless it is being panned.
Vector4 mColor; ///< Color to set all shapes.
};
int DALI_EXPORT_API main(int argc, char** argv)
{
Application application = Application::New(&argc, &argv, DEMO_THEME_PATH);
PrimitiveShapesController test(application);
application.MainLoop();
return 0;
}