rendering-line.cpp
4.4 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
/*
* 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/dali.h>
#include "generated/rendering-line-frag.h"
#include "generated/rendering-line-vert.h"
using namespace Dali;
using namespace Toolkit;
// This example shows how to draw a line in actor's color
//
class DrawLineController : public ConnectionTracker
{
public:
DrawLineController(Application& application)
: mApplication(application)
{
// Connect to the Application's Init signal
mApplication.InitSignal().Connect(this, &DrawLineController::Create);
}
~DrawLineController()
{
// Nothing to do here;
}
// 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);
// Step 1. Create shader
CreateLineShader();
// Step 2. Prepare geometry
CreateLineGeometry();
// Step 3. Create a renderer
CreateRenderer();
// Step 4. Create an Actor
CreateActor();
// Respond to a click anywhere on the window
window.GetRootLayer().TouchedSignal().Connect(this, &DrawLineController::OnTouch);
// Respond to key events
window.KeyEventSignal().Connect(this, &DrawLineController::OnKeyEvent);
}
bool OnTouch(Actor actor, const TouchEvent& touch)
{
// quit the application
mApplication.Quit();
return true;
}
/**
* @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::DALI_KEY_ESCAPE) || IsKey(event, Dali::DALI_KEY_BACK))
{
mApplication.Quit();
}
}
}
/**
* This function creates a line geometry made of two vertices in order
* to draw a diagonal line.
*/
void CreateLineGeometry()
{
Vector2 vertices[] = {
Vector2(-1.0f, -1.0f),
Vector2(1.0f, 1.0f)};
VertexBuffer vertexBuffer = VertexBuffer::New(Property::Map()
.Add("aPosition", Property::VECTOR2));
vertexBuffer.SetData(vertices, sizeof(vertices) / sizeof(Vector2));
mGeometry = Geometry::New();
mGeometry.AddVertexBuffer(vertexBuffer);
mGeometry.SetType(Geometry::LINES);
}
/**
* Creates a shader using inlined variable SHADER_RENDERING_LINE_VERT and SHADER_RENDERING_LINE_FRAG
*
* Shaders are very basic and all they do is transforming vertices and applying actor's colour.
*/
void CreateLineShader()
{
mShader = Shader::New(SHADER_RENDERING_LINE_VERT, SHADER_RENDERING_LINE_FRAG);
}
/**
* Function creates renderer.
*/
void CreateRenderer()
{
mRenderer = Renderer::New(mGeometry, mShader);
}
/**
* Creates new actor and attaches renderer.
*/
void CreateActor()
{
Window window = mApplication.GetWindow();
Size size = Vector2(window.GetSize()) * 0.25f;
mActor = Actor::New();
mActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
mActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
mActor.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f));
mActor.SetProperty(Actor::Property::COLOR, Color::BLACK);
mActor.SetProperty(Actor::Property::SIZE, Vector3(size.x, size.x, size.x));
mActor.AddRenderer(mRenderer);
window.Add(mActor);
}
private:
Application& mApplication;
Renderer mRenderer;
Shader mShader;
Geometry mGeometry;
Actor mActor;
};
int DALI_EXPORT_API main(int argc, char** argv)
{
Application application = Application::New(&argc, &argv);
DrawLineController test(application);
application.MainLoop();
return 0;
}