mesh-visual-example.cpp
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#include <dali-toolkit/dali-toolkit.h>
using namespace Dali;
using namespace Dali::Toolkit;
namespace
{
// Keeps information about each model for access.
struct Model
{
Control control; // Control housing the mesh visual of the model.
Vector2 rotation; // Keeps track of rotation about x and y axis for manual rotation.
Animation rotationAnimation; // Automatically rotates when left alone.
};
// Files for meshes
const char * const MODEL_FILE_TABLE[] =
{
DEMO_MODEL_DIR "Dino.obj",
DEMO_MODEL_DIR "ToyRobot-Metal.obj",
DEMO_MODEL_DIR "Toyrobot-Plastic.obj"
};
const char * const MATERIAL_FILE_TABLE[] =
{
DEMO_MODEL_DIR "Dino.mtl",
DEMO_MODEL_DIR "ToyRobot-Metal.mtl",
DEMO_MODEL_DIR "Toyrobot-Plastic.mtl"
};
const char * const TEXTURES_PATH( DEMO_IMAGE_DIR "" );
// Possible shading modes.
MeshVisual::ShadingMode::Value SHADING_MODE_TABLE[] =
{
MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING,
MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING,
MeshVisual::ShadingMode::TEXTURELESS_WITH_DIFFUSE_LIGHTING
};
// Button labels.
const char * const PAUSE = " || ";
const char * const PLAY = " > ";
const char * const FIXED = "FIXED";
const char * const MANUAL = "MANUAL";
const char * const FRONT = "FRONT";
const char * const BACK = "BACK";
// Image urls for the light.
const char * const LIGHT_URL_FRONT = DEMO_IMAGE_DIR "light-icon-front.png";
const char * const LIGHT_URL_BACK = DEMO_IMAGE_DIR "light-icon-back.png";
const float X_ROTATION_DISPLACEMENT_FACTOR = 60.0f;
const float Y_ROTATION_DISPLACEMENT_FACTOR = 60.0f;
const float MODEL_SCALE = 0.75f;
const float LIGHT_SCALE = 0.15f;
const float BUTTONS_OFFSET_BOTTOM = 0.08f;
const float BUTTONS_OFFSET_SIDE = 0.2f;
const int NUM_MESHES = 2;
// Used to identify actors.
const int MODEL_TAG = 0;
const int LIGHT_TAG = 1;
const int LAYER_TAG = 2;
const Vector4 WINDOW_COLOR( 211.0f / 255.0f, 211.0f / 255.0f, 211.0f / 255.0f, 1.0f ); ///< The color of the window
} // unnamed namespace
class MeshVisualController : public ConnectionTracker
{
public:
MeshVisualController( Application& application )
: mApplication( application ), //Store handle to the application.
mModelIndex( 1 ), //Start with metal robot.
mShadingModeIndex( 0 ), //Start with texture and detailed specular lighting.
mTag( -1 ), //Non-valid default, which will get set to a correct value when used.
mSelectedModelIndex( -1 ), //Non-valid default, which will get set to a correct value when used.
mPaused( false ), //Animations play by default.
mLightFixed( true ), //The light is fixed by default.
mLightFront( true ) //The light is in front by default.
{
// Connect to the Application's Init signal
mApplication.InitSignal().Connect( this, &MeshVisualController::Create );
}
~MeshVisualController()
{
}
// 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( WINDOW_COLOR );
//Set up root layer to receive touch gestures.
Layer rootLayer = window.GetRootLayer();
rootLayer.RegisterProperty( "Tag", LAYER_TAG ); //Used to differentiate between different kinds of actor.
rootLayer.TouchSignal().Connect( this, &MeshVisualController::OnTouch );
//Place models on the scene.
SetupModels( rootLayer );
//Place buttons on the scene.
SetupButtons( rootLayer );
//Add a light to the scene.
SetupLight( rootLayer );
//Allow for exiting of the application via key presses.
window.KeyEventSignal().Connect( this, &MeshVisualController::OnKeyEvent );
}
//Loads and adds the models to the scene, inside containers for hit detection.
void SetupModels( Layer layer )
{
//Add containers to house each renderer-holding-actor.
for( int i = 0; i < NUM_MESHES; i++ )
{
mContainers[i] = Actor::New();
mContainers[i].SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
mContainers[i].RegisterProperty( "Tag", MODEL_TAG ); //Used to differentiate between different kinds of actor.
mContainers[i].RegisterProperty( "Model", Property::Value( i ) ); //Used to index into the model.
mContainers[i].TouchSignal().Connect( this, &MeshVisualController::OnTouch );
layer.Add( mContainers[i] );
}
//Position each container individually on screen
//Main, central model
mContainers[0].SetProperty( Actor::Property::SIZE_MODE_FACTOR, Vector3( MODEL_SCALE, MODEL_SCALE, 0.0f ) );
mContainers[0].SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
mContainers[0].SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
//Top left model
mContainers[1].SetProperty( Actor::Property::SIZE_MODE_FACTOR, Vector3( MODEL_SCALE / 3.0f, MODEL_SCALE / 3.0f, 0.0f ) );
mContainers[1].SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( 0.05, 0.03, 0.5 ) ); //Offset from top left
mContainers[1].SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
//Set up models
for( int i = 0; i < NUM_MESHES; i++ )
{
//Create control to display model
Control control = Control::New();
control.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
control.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
control.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
mContainers[i].Add( control );
//Make model spin to demonstrate 3D
Animation rotationAnimation = Animation::New( 15.0f );
float spin = i % 2 == 0 ? 1.0f : -1.0f; //Make actors spin in different directions to better show independence.
rotationAnimation.AnimateBy( Property( control, Actor::Property::ORIENTATION ),
Quaternion( Degree( 0.0f ), Degree( spin * 360.0f ), Degree( 0.0f ) ) );
rotationAnimation.SetLooping( true );
rotationAnimation.Play();
//Store model information in corresponding structs.
mModels[i].control = control;
mModels[i].rotation.x = 0.0f;
mModels[i].rotation.y = 0.0f;
mModels[i].rotationAnimation = rotationAnimation;
}
//Calling this sets the model in the controls.
ReloadModel();
}
//Place the various buttons on the bottom of the screen, with title labels where necessary.
void SetupButtons( Layer layer )
{
//Actor for positioning model and shading mode buttons.
Actor positionActorModel = Actor::New();
positionActorModel.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( BUTTONS_OFFSET_SIDE, 1.0 - BUTTONS_OFFSET_BOTTOM, 0.5 ) );
positionActorModel.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER );
layer.Add( positionActorModel );
//Create button for model changing.
PushButton modelButton = Toolkit::PushButton::New();
modelButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
modelButton.ClickedSignal().Connect( this, &MeshVisualController::OnChangeModelClicked );
modelButton.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER );
modelButton.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER );
modelButton.SetProperty( Toolkit::Button::Property::LABEL, "Model" );
positionActorModel.Add( modelButton );
//Create button for shading mode changing.
PushButton shadingModeButton = Toolkit::PushButton::New();
shadingModeButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
shadingModeButton.ClickedSignal().Connect( this, &MeshVisualController::OnChangeShadingModeClicked );
shadingModeButton.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_CENTER );
shadingModeButton.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER );
shadingModeButton.SetProperty( Toolkit::Button::Property::LABEL, "Shading Mode" );
positionActorModel.Add( shadingModeButton );
//Text label title for changing model or shading mode.
TextLabel changeTitleLabel = TextLabel::New( "Change" );
changeTitleLabel.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
changeTitleLabel.SetProperty( TextLabel::Property::UNDERLINE, "{\"thickness\":\"2.0\"}" );
changeTitleLabel.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER );
changeTitleLabel.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER );
modelButton.Add( changeTitleLabel );
//Create button for pausing animations.
PushButton pauseButton = Toolkit::PushButton::New();
pauseButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
pauseButton.ClickedSignal().Connect( this, &MeshVisualController::OnPauseClicked );
pauseButton.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( 0.5, 1.0 - BUTTONS_OFFSET_BOTTOM, 0.5 ) );
pauseButton.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
pauseButton.SetProperty( Toolkit::Button::Property::LABEL, PAUSE );
layer.Add( pauseButton );
//Actor for positioning light position buttons.
Actor positionActorLight = Actor::New();
positionActorLight.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( 1.0 - BUTTONS_OFFSET_SIDE, 1.0 - BUTTONS_OFFSET_BOTTOM, 0.5 ) );
positionActorLight.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER );
layer.Add( positionActorLight );
//Create button for switching between manual and fixed light position.
PushButton lightModeButton = Toolkit::PushButton::New();
lightModeButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
lightModeButton.ClickedSignal().Connect( this, &MeshVisualController::OnChangeLightModeClicked );
lightModeButton.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER );
lightModeButton.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER );
lightModeButton.SetProperty( Toolkit::Button::Property::LABEL, FIXED );
positionActorLight.Add( lightModeButton );
//Create button for switching between front and back light position.
PushButton lightSideButton = Toolkit::PushButton::New();
lightSideButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
lightSideButton.ClickedSignal().Connect( this, &MeshVisualController::OnChangeLightSideClicked );
lightSideButton.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_CENTER );
lightSideButton.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER );
lightSideButton.SetProperty( Toolkit::Button::Property::LABEL, FRONT );
positionActorLight.Add( lightSideButton );
//Text label title for light position mode.
TextLabel lightTitleLabel = TextLabel::New( "Light Position" );
lightTitleLabel.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
lightTitleLabel.SetProperty( TextLabel::Property::UNDERLINE, "{\"thickness\":\"2.0\"}" );
lightTitleLabel.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER );
lightTitleLabel.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER );
lightModeButton.Add( lightTitleLabel );
}
//Add a point light source the the scene, on a layer above the first.
void SetupLight( Layer baseLayer )
{
//Create control to act as light source of scene.
mLightSource = Control::New();
mLightSource.RegisterProperty( "Tag", LIGHT_TAG );
//Set size of control based on screen dimensions.
Window window = mApplication.GetWindow();
Vector2 windowSize = window.GetSize();
if( windowSize.width < windowSize.height )
{
//Scale to width.
mLightSource.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::WIDTH );
mLightSource.SetResizePolicy( ResizePolicy::DIMENSION_DEPENDENCY, Dimension::HEIGHT );
mLightSource.SetProperty( Actor::Property::SIZE_MODE_FACTOR, Vector3( LIGHT_SCALE, 0.0f, 0.0f ) );
}
else
{
//Scale to height.
mLightSource.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::HEIGHT );
mLightSource.SetResizePolicy( ResizePolicy::DIMENSION_DEPENDENCY, Dimension::WIDTH );
mLightSource.SetProperty( Actor::Property::SIZE_MODE_FACTOR, Vector3( 0.0f, LIGHT_SCALE, 0.0f ) );
}
//Set position relative to top left, as the light source property is also relative to the top left.
mLightSource.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
mLightSource.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
mLightSource.SetProperty( Actor::Property::POSITION, Vector2( windowSize.width * 0.85f, windowSize.height * 0.125 ));
//Supply an image to represent the light.
SetLightImage();
//Connect to touch signal for dragging.
mLightSource.TouchSignal().Connect( this, &MeshVisualController::OnTouch );
//Place the light source on a layer above the base, so that it is rendered above everything else.
Layer upperLayer = Layer::New();
upperLayer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
upperLayer.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
upperLayer.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
baseLayer.Add( upperLayer );
upperLayer.Add( mLightSource );
//Decide which light to use to begin with.
SetLightMode();
}
//Sets the image to use for the light source depending on whether the light is in front or behind.
void SetLightImage()
{
std::string imageUrl;
if( mLightFront )
{
imageUrl = LIGHT_URL_FRONT;
}
else
{
imageUrl = LIGHT_URL_BACK;
}
Property::Map lightMap;
lightMap.Insert( Toolkit::Visual::Property::TYPE, Visual::IMAGE );
lightMap.Insert( ImageVisual::Property::URL, imageUrl );
mLightSource.SetProperty( Control::Property::BACKGROUND, Property::Value( lightMap ) );
}
//Updates the displayed models to account for parameter changes.
void ReloadModel()
{
//Create mesh property map
Property::Map map;
map.Insert( Toolkit::Visual::Property::TYPE, Visual::MESH );
map.Insert( Visual::Property::TRANSFORM,
Property::Map().Add( Visual::Transform::Property::ORIGIN, Align::CENTER )
.Add( Visual::Transform::Property::ANCHOR_POINT, Align::CENTER ) );
map.Insert( MeshVisual::Property::OBJECT_URL, MODEL_FILE_TABLE[mModelIndex] );
map.Insert( MeshVisual::Property::MATERIAL_URL, MATERIAL_FILE_TABLE[mModelIndex] );
map.Insert( MeshVisual::Property::TEXTURES_PATH, TEXTURES_PATH );
map.Insert( MeshVisual::Property::SHADING_MODE, SHADING_MODE_TABLE[mShadingModeIndex] );
//Set the two controls to use the mesh
for( int i = 0; i < NUM_MESHES; i++ )
{
mModels[i].control.SetProperty( Control::Property::BACKGROUND, Property::Value( map ) );
}
}
//Set the mode used to light the models.
void SetLightMode()
{
if( mLightFixed )
{
UseFixedLight();
}
else
{
UseManualLight();
}
}
//Make the models use a fixed, invisible light above the center of the window.
void UseFixedLight()
{
//Hide draggable source
mLightSource.SetProperty( Actor::Property::VISIBLE, false );
//Use window dimensions to place light at center, offset in z axis.
Window window = mApplication.GetWindow();
float width = window.GetSize().GetWidth();
float height = window.GetSize().GetHeight();
Vector3 lightPosition = Vector3( width / 2.0f, height / 2.0f,
( mLightFront ? 1 : -1 ) * std::max( width, height ) * 5.0f );
//Set global light position
for( int i = 0; i < NUM_MESHES; ++i )
{
mModels[i].control.RegisterProperty( "lightPosition", lightPosition, Property::ANIMATABLE );
}
}
//Make the models use a light source that the user can drag around.
void UseManualLight()
{
//Show draggable source
mLightSource.SetProperty( Actor::Property::VISIBLE, true );
//Update to switch light position of models to that of the source.
UpdateLight();
}
//Updates the light position for each model to account for changes in the source on screen.
void UpdateLight()
{
//Set light position to the x and y of the light control, offset into/out of the screen.
Vector3 controlPosition = mLightSource.GetCurrentProperty< Vector3 >( Actor::Property::POSITION );
Vector3 lightPosition = Vector3( controlPosition.x, controlPosition.y,
( mLightFront ? 1 : -1 ) * mApplication.GetWindow().GetSize().GetWidth() / 2.0f );
for( int i = 0; i < NUM_MESHES; ++i )
{
mModels[i].control.RegisterProperty( "lightPosition", lightPosition, Property::ANIMATABLE );
}
}
//If the light source is touched, move it by dragging it.
//If a model is touched, rotate it by panning around.
bool OnTouch( Actor actor, const TouchEvent& touch )
{
switch( touch.GetState( 0 ) )
{
case PointState::DOWN:
{
//Determine what was touched.
actor.GetProperty( actor.GetPropertyIndex( "Tag" ) ).Get( mTag );
if( mTag == MODEL_TAG )
{
//Find out which model has been selected
actor.GetProperty( actor.GetPropertyIndex( "Model" ) ).Get( mSelectedModelIndex );
//Pause current animation, as the touch gesture will be used to manually rotate the model
mModels[mSelectedModelIndex].rotationAnimation.Pause();
//Store start points.
mPanStart = touch.GetScreenPosition( 0 );
mRotationStart = mModels[mSelectedModelIndex].rotation;
}
break;
}
case PointState::MOTION:
{
//Switch on the kind of actor we're interacting with.
switch( mTag )
{
case MODEL_TAG: //Rotate model
{
//Calculate displacement and corresponding rotation.
Vector2 displacement = touch.GetScreenPosition( 0 ) - mPanStart;
mModels[mSelectedModelIndex].rotation = Vector2( mRotationStart.x - displacement.y / Y_ROTATION_DISPLACEMENT_FACTOR, // Y displacement rotates around X axis
mRotationStart.y + displacement.x / X_ROTATION_DISPLACEMENT_FACTOR ); // X displacement rotates around Y axis
Quaternion rotation = Quaternion( Radian( mModels[mSelectedModelIndex].rotation.x ), Vector3::XAXIS) *
Quaternion( Radian( mModels[mSelectedModelIndex].rotation.y ), Vector3::YAXIS);
//Apply rotation.
mModels[mSelectedModelIndex].control.SetProperty( Actor::Property::ORIENTATION, rotation );
break;
}
case LIGHT_TAG: //Drag light
{
//Set light source to new position and update the models accordingly.
mLightSource.SetProperty( Actor::Property::POSITION, Vector3( touch.GetScreenPosition( 0 ) ) );
UpdateLight();
break;
}
}
break;
}
case PointState::INTERRUPTED: //Same as finished.
case PointState::FINISHED:
{
if( mTag == MODEL_TAG )
{
//Return to automatic animation
if( !mPaused )
{
mModels[mSelectedModelIndex].rotationAnimation.Play();
}
}
break;
}
default:
{
//Other touch states do nothing.
break;
}
}
return true;
}
//Cycle through the list of models.
bool OnChangeModelClicked( Toolkit::Button button )
{
++mModelIndex %= 3;
ReloadModel();
return true;
}
//Cycle through the list of shading modes.
bool OnChangeShadingModeClicked( Toolkit::Button button )
{
++mShadingModeIndex %= 3;
ReloadModel();
return true;
}
//Pause all animations, and keep them paused even after user panning.
//This button is a toggle, so pressing again will start the animations again.
bool OnPauseClicked( Toolkit::Button button )
{
//Toggle pause state.
mPaused = !mPaused;
//If we wish to pause animations, do so and keep them paused.
if( mPaused )
{
for( int i = 0; i < NUM_MESHES ; ++i )
{
mModels[i].rotationAnimation.Pause();
}
button.SetProperty( Toolkit::Button::Property::LABEL, PLAY );
}
else //Unpause all animations again.
{
for( int i = 0; i < NUM_MESHES ; ++i )
{
mModels[i].rotationAnimation.Play();
}
button.SetProperty( Toolkit::Button::Property::LABEL, PAUSE );
}
return true;
}
//Switch between a fixed light source above/behind the screen, and a light source the user can drag around.
bool OnChangeLightModeClicked( Toolkit::Button button )
{
//Toggle state.
mLightFixed = !mLightFixed;
if( mLightFixed )
{
button.SetProperty( Toolkit::Button::Property::LABEL, FIXED );
}
else
{
button.SetProperty( Toolkit::Button::Property::LABEL, MANUAL );
}
SetLightMode();
return true;
}
//Switch between the light being in front of and behind the models.
bool OnChangeLightSideClicked( Toolkit::Button button )
{
//Toggle state.
mLightFront = !mLightFront;
if( mLightFront )
{
button.SetProperty( Toolkit::Button::Property::LABEL, FRONT );
}
else
{
button.SetProperty( Toolkit::Button::Property::LABEL, BACK );
}
//Change light image.
SetLightImage();
//Update light to account for the change.
SetLightMode();
return true;
}
//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;
//The models displayed on screen, including information about rotation.
Model mModels[NUM_MESHES];
Actor mContainers[NUM_MESHES];
//Acts as a global light source, which can be dragged around.
Control mLightSource;
//Used to detect panning to rotate the selected model.
Vector2 mPanStart;
Vector2 mRotationStart;
int mModelIndex; //Index of model to load.
int mShadingModeIndex; //Index of shading mode to use.
int mTag; //Identifies what kind of actor has been selected in OnTouch.
int mSelectedModelIndex; //Index of model selected on screen.
bool mPaused; //If true, all animations are paused and should stay so.
bool mLightFixed; //If false, the light is in manual.
bool mLightFront; //Bool for light being in front or behind the models.
};
int DALI_EXPORT_API main( int argc, char **argv )
{
Application application = Application::New( &argc, &argv );
MeshVisualController test( application );
application.MainLoop();
return 0;
}