bubble-effect-example.cpp 10.9 KB
/*
 * 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-toolkit/devel-api/controls/bubble-effect/bubble-emitter.h>
#include <dali/dali.h>
#include "shared/utility.h"
#include "shared/view.h"

using namespace Dali;

namespace
{
const char* const TOOLBAR_IMAGE(DEMO_IMAGE_DIR "top-bar.png");
const char* const APPLICATION_TITLE("Bubble Effect");
const char* const CHANGE_BACKGROUND_ICON(DEMO_IMAGE_DIR "icon-change.png");
const char* const CHANGE_BACKGROUND_ICON_SELECTED(DEMO_IMAGE_DIR "icon-change-selected.png");
const char* const CHANGE_BUBBLE_SHAPE_ICON(DEMO_IMAGE_DIR "icon-replace.png");
const char* const CHANGE_BUBBLE_SHAPE_ICON_SELECTED(DEMO_IMAGE_DIR "icon-replace-selected.png");

const char* BACKGROUND_IMAGES[] =
  {
    DEMO_IMAGE_DIR "background-1.jpg",
    DEMO_IMAGE_DIR "background-2.jpg",
    DEMO_IMAGE_DIR "background-3.jpg",
    DEMO_IMAGE_DIR "background-4.jpg",
    DEMO_IMAGE_DIR "background-5.jpg",
};
const unsigned int NUM_BACKGROUND_IMAGES(sizeof(BACKGROUND_IMAGES) / sizeof(BACKGROUND_IMAGES[0]));

const char* BUBBLE_SHAPE_IMAGES[] =
  {
    DEMO_IMAGE_DIR "bubble-ball.png",
    DEMO_IMAGE_DIR "icon-effect-cross.png",
    DEMO_IMAGE_DIR "icon-item-view-layout-spiral.png",
    DEMO_IMAGE_DIR "icon-replace.png"};
const unsigned int NUM_BUBBLE_SHAPE_IMAGES(sizeof(BUBBLE_SHAPE_IMAGES) / sizeof(BUBBLE_SHAPE_IMAGES[0]));

const Vector2      DEFAULT_BUBBLE_SIZE(10.f, 30.f);
const unsigned int DEFAULT_NUMBER_OF_BUBBLES(1000);

} // namespace

// This example shows the usage of BubbleEmitter which displays lots of moving bubbles on the window.
class BubbleEffectExample : public ConnectionTracker
{
public:
  BubbleEffectExample(Application& app)
  : mApp(app),
    mBackground(),
    mBubbleEmitter(),
    mEmitAnimation(),
    mChangeBackgroundButton(),
    mChangeBubbleShapeButton(),
    mTimerForBubbleEmission(),
    mHSVDelta(Vector3(0.f, 0.f, 0.5f)),
    mCurrentTouchPosition(),
    mEmitPosition(),
    mAnimateComponentCount(0),
    mNonMovementCount(0),
    mTimerInterval(16),
    mCurrentBackgroundImageId(0),
    mCurrentBubbleShapeImageId(0),
    mNeedNewAnimation(true)
  {
    // Connect to the Application's Init signal
    app.InitSignal().Connect(this, &BubbleEffectExample::Create);
  }

  ~BubbleEffectExample()
  {
  }

private:
  // The Init signal is received once (only) during the Application lifetime
  void Create(Application& app)
  {
    Window  window     = app.GetWindow();
    Vector2 windowSize = window.GetSize();

    window.KeyEventSignal().Connect(this, &BubbleEffectExample::OnKeyEvent);

    // Creates a default view with a default tool bar.
    // The view is added to the window.
    Toolkit::ToolBar toolBar;
    Layer            content = DemoHelper::CreateView(app,
                                           mBackground,
                                           toolBar,
                                           "",
                                           TOOLBAR_IMAGE,
                                           APPLICATION_TITLE);

    // Add a button to change background. (right of toolbar)
    mChangeBackgroundButton = Toolkit::PushButton::New();
    mChangeBackgroundButton.SetProperty(Toolkit::Button::Property::UNSELECTED_BACKGROUND_VISUAL, CHANGE_BACKGROUND_ICON);
    mChangeBackgroundButton.SetProperty(Toolkit::Button::Property::SELECTED_BACKGROUND_VISUAL, CHANGE_BACKGROUND_ICON_SELECTED);
    mChangeBackgroundButton.ClickedSignal().Connect(this, &BubbleEffectExample::OnChangeIconClicked);
    toolBar.AddControl(mChangeBackgroundButton,
                       DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage,
                       Toolkit::Alignment::HORIZONTAL_RIGHT,
                       DemoHelper::DEFAULT_MODE_SWITCH_PADDING);
    // Add a button to change bubble shape. ( left of bar )
    mChangeBubbleShapeButton = Toolkit::PushButton::New();
    mChangeBubbleShapeButton.SetProperty(Toolkit::Button::Property::UNSELECTED_BACKGROUND_VISUAL, CHANGE_BUBBLE_SHAPE_ICON);
    mChangeBubbleShapeButton.SetProperty(Toolkit::Button::Property::SELECTED_BACKGROUND_VISUAL, CHANGE_BUBBLE_SHAPE_ICON_SELECTED);
    mChangeBubbleShapeButton.ClickedSignal().Connect(this, &BubbleEffectExample::OnChangeIconClicked);
    toolBar.AddControl(mChangeBubbleShapeButton,
                       DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage,
                       Toolkit::Alignment::HORIZONTAL_LEFT,
                       DemoHelper::DEFAULT_MODE_SWITCH_PADDING);

    // Create and initialize the BubbleEmitter object
    mBubbleEmitter = Toolkit::BubbleEmitter::New(windowSize,
                                                 DemoHelper::LoadTexture(BUBBLE_SHAPE_IMAGES[mCurrentBubbleShapeImageId]),
                                                 DEFAULT_NUMBER_OF_BUBBLES,
                                                 DEFAULT_BUBBLE_SIZE);

    mBubbleEmitter.SetBackground(DemoHelper::LoadWindowFillingTexture(window.GetSize(), BACKGROUND_IMAGES[mCurrentBackgroundImageId]), mHSVDelta);

    // Get the root actor of all bubbles, and add it to window.
    Actor bubbleRoot = mBubbleEmitter.GetRootActor();
    bubbleRoot.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
    bubbleRoot.SetProperty(Actor::Property::POSITION_Z, 0.1f); // Make sure the bubbles displayed on top og the background.
    content.Add(bubbleRoot);

    // Set the application background
    mBackground.SetProperty(Toolkit::Control::Property::BACKGROUND, BACKGROUND_IMAGES[mCurrentBackgroundImageId]);

    // Set up the timer to emit bubble regularly when the finger is touched down but not moved
    mTimerForBubbleEmission = Timer::New(mTimerInterval);
    mTimerForBubbleEmission.TickSignal().Connect(this, &BubbleEffectExample::OnTimerTick);

    // Connect the callback to the touch signal on the background
    mBackground.TouchedSignal().Connect(this, &BubbleEffectExample::OnTouch);
  }

  /***********
 * Emit bubbles
 *****************/

  // Set up the animation of emitting bubbles, to be efficient, every animation controls multiple emission ( 4 here )
  void SetUpAnimation(Vector2 emitPosition, Vector2 direction)
  {
    if(mNeedNewAnimation)
    {
      float duration         = Random::Range(1.f, 1.5f);
      mEmitAnimation         = Animation::New(duration);
      mNeedNewAnimation      = false;
      mAnimateComponentCount = 0;
    }

    mBubbleEmitter.EmitBubble(mEmitAnimation, emitPosition, direction + Vector2(0.f, 30.f) /* upwards */, Vector2(300, 600));

    mAnimateComponentCount++;

    if(mAnimateComponentCount % 4 == 0)
    {
      mEmitAnimation.Play();
      mNeedNewAnimation = true;
    }
  }

  // Emit bubbles when the finger touches down but keep stationary.
  // And stops emitting new bubble after being stationary for 2 seconds
  bool OnTimerTick()
  {
    if(mEmitPosition == mCurrentTouchPosition) // finger is not moving
    {
      mNonMovementCount++;
      if(mNonMovementCount < (1000 / mTimerInterval)) // 1 seconds
      {
        for(int i = 0; i < 4; i++) // emit 4 bubbles every timer tick
        {
          SetUpAnimation(mCurrentTouchPosition + Vector2(rand() % 5, rand() % 5), Vector2(rand() % 60 - 30, rand() % 100 - 50));
        }
      }
    }
    else
    {
      mNonMovementCount = 0;
      mEmitPosition     = mCurrentTouchPosition;
    }

    return true;
  }

  // Callback function of the touch signal on the background
  bool OnTouch(Dali::Actor actor, const Dali::TouchEvent& event)
  {
    switch(event.GetState(0))
    {
      case PointState::DOWN:
      {
        mCurrentTouchPosition = mEmitPosition = event.GetScreenPosition(0);
        mTimerForBubbleEmission.Start();
        mNonMovementCount = 0;

        break;
      }
      case PointState::MOTION:
      {
        Vector2 displacement  = event.GetScreenPosition(0) - mCurrentTouchPosition;
        mCurrentTouchPosition = event.GetScreenPosition(0);
        //emit multiple bubbles along the moving direction when the finger moves quickly
        float step = std::min(5.f, displacement.Length());
        for(float i = 0.25f; i < step; i = i + 1.f)
        {
          SetUpAnimation(mCurrentTouchPosition + displacement * (i / step), displacement);
        }
        break;
      }
      case PointState::UP:
      case PointState::LEAVE:
      case PointState::INTERRUPTED:
      {
        mTimerForBubbleEmission.Stop();
        mEmitAnimation.Play();
        mNeedNewAnimation      = true;
        mAnimateComponentCount = 0;
        break;
      }
      case PointState::STATIONARY:
      default:
      {
        break;
      }
    }
    return true;
  }

  bool OnChangeIconClicked(Toolkit::Button button)
  {
    if(button == mChangeBackgroundButton)
    {
      mCurrentBackgroundImageId = (mCurrentBackgroundImageId + 1) % NUM_BACKGROUND_IMAGES;

      //Update bubble emitter background
      mBubbleEmitter.SetBackground(DemoHelper::LoadWindowFillingTexture(mApp.GetWindow().GetSize(), BACKGROUND_IMAGES[mCurrentBackgroundImageId]), mHSVDelta);

      // Set the application background
      mBackground.SetProperty(Toolkit::Control::Property::BACKGROUND, BACKGROUND_IMAGES[mCurrentBackgroundImageId]);
    }
    else if(button == mChangeBubbleShapeButton)
    {
      mBubbleEmitter.SetBubbleShape(DemoHelper::LoadTexture(BUBBLE_SHAPE_IMAGES[++mCurrentBubbleShapeImageId % NUM_BUBBLE_SHAPE_IMAGES]));
    }
    return true;
  }

  /**
   * Main key event handler
   */
  void OnKeyEvent(const KeyEvent& event)
  {
    if(event.GetState() == KeyEvent::DOWN)
    {
      if(IsKey(event, Dali::DALI_KEY_ESCAPE) || IsKey(event, Dali::DALI_KEY_BACK))
      {
        mApp.Quit();
      }
    }
  }

private:
  Application&           mApp;
  Dali::Toolkit::Control mBackground;

  Toolkit::BubbleEmitter mBubbleEmitter;
  Animation              mEmitAnimation;
  Toolkit::PushButton    mChangeBackgroundButton;
  Toolkit::PushButton    mChangeBubbleShapeButton;
  Timer                  mTimerForBubbleEmission;

  Vector3 mHSVDelta;
  Vector2 mCurrentTouchPosition;
  Vector2 mEmitPosition;

  unsigned int mAnimateComponentCount;
  unsigned int mNonMovementCount;
  unsigned int mTimerInterval;
  unsigned int mCurrentBackgroundImageId;
  unsigned int mCurrentBubbleShapeImageId;

  bool mNeedNewAnimation;
};

/*****************************************************************************/

int DALI_EXPORT_API main(int argc, char** argv)
{
  Application         app = Application::New(&argc, &argv, DEMO_THEME_PATH);
  BubbleEffectExample theApp(app);
  app.MainLoop();
  return 0;
}