Commit 12fd4d7a32767503adf87fba1178e5ac0c30d896

Authored by Andrew Poor
1 parent ea430be2

Implemented a primitive shape renderer to display simple shapes like cubes.

Change-Id: I2431290a111de586f6440f58d17ffb5473f400bf
com.samsung.dali-demo.xml
... ... @@ -160,7 +160,10 @@
160 160 <ui-application appid="video-view.example" exec="/usr/apps/com.samsung.dali-demo/bin/video-view.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true">
161 161 <label>Video View</label>
162 162 </ui-application>
163   - <ui-application appid="mesh-renderer.example" exec="/usr/apps/com.samsung.dali-demo/bin/mesh-renderer.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true">
164   - <label>Mesh Renderer</label>
165   - </ui-application>
  163 + <ui-application appid="mesh-renderer.example" exec="/usr/apps/com.samsung.dali-demo/bin/mesh-renderer.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true">
  164 + <label>Mesh Renderer</label>
  165 + </ui-application>
  166 + <ui-application appid="primitive-shapes.example" exec="/usr/apps/com.samsung.dali-demo/bin/primitive-shapes.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true">
  167 + <label>Primitive Shapes</label>
  168 + </ui-application>
166 169 </manifest>
... ...
demo/dali-demo.cpp
... ... @@ -79,6 +79,7 @@ int DALI_EXPORT_API main(int argc, char **argv)
79 79 demo.AddExample(Example("effects-view.example", DALI_DEMO_STR_TITLE_EFFECTS_VIEW));
80 80 demo.AddExample(Example("native-image-source.example", DALI_DEMO_STR_TITLE_NATIVE_IMAGE_SOURCE));
81 81 demo.AddExample(Example("mesh-renderer.example", DALI_DEMO_STR_TITLE_MESH_RENDERER));
  82 + demo.AddExample(Example("primitive-shapes.example", DALI_DEMO_STR_TITLE_PRIMITIVE_SHAPES));
82 83  
83 84 demo.SortAlphabetically( true );
84 85  
... ...
examples/primitive-shapes/primitive-shapes-example.cpp 0 → 100644
  1 +#include <dali-toolkit/dali-toolkit.h>
  2 +#include <dali/public-api/object/property-map.h>
  3 +#include <dali-toolkit/public-api/controls/slider/slider.h>
  4 +
  5 +using namespace Dali;
  6 +using namespace Dali::Toolkit;
  7 +
  8 +namespace
  9 +{
  10 + //Button image urls
  11 + const char* BUTTON_IMAGE_URL[] =
  12 + {
  13 + DEMO_IMAGE_DIR "sphere-button.png",
  14 + DEMO_IMAGE_DIR "cone-button.png",
  15 + DEMO_IMAGE_DIR "conical-frustrum-button.png",
  16 + DEMO_IMAGE_DIR "cylinder-button.png",
  17 + DEMO_IMAGE_DIR "cube-button.png",
  18 + DEMO_IMAGE_DIR "bevelled-cube-button.png",
  19 + DEMO_IMAGE_DIR "octahedron-button.png"
  20 + };
  21 +
  22 + //Shape names
  23 + const char * const SHAPE_SPHERE = "SPHERE";
  24 + const char * const SHAPE_CONE = "CONE";
  25 + const char * const SHAPE_CONICAL_FRUSTRUM = "CONICAL_FRUSTRUM";
  26 + const char * const SHAPE_CYLINDER = "CYLINDER";
  27 + const char * const SHAPE_CUBE = "CUBE";
  28 + const char * const SHAPE_BEVELLED_CUBE = "BEVELLED_CUBE";
  29 + const char * const SHAPE_OCTAHEDRON = "OCTAHEDRON";
  30 +
  31 + //Shape property defaults
  32 + const int DEFAULT_SLICES = 32;
  33 + const int DEFAULT_STACKS = 32;
  34 + const float DEFAULT_SCALE_HEIGHT = 16.0f;
  35 + const float DEFAULT_SCALE_BOTTOM_RADIUS = 8.0f;
  36 + const float DEFAULT_SCALE_TOP_RADIUS = 4.0f;
  37 + const float DEFAULT_SCALE_RADIUS = 8.0f;
  38 + const float DEFAULT_BEVEL_PERCENTAGE = 0.3f;
  39 + const float DEFAULT_BEVEL_SMOOTHNESS = 0.0f;
  40 +
  41 + //Shape property limits
  42 + const int SLICES_LOWER_BOUND = 3;
  43 + const int SLICES_UPPER_BOUND = 16;
  44 + const int STACKS_LOWER_BOUND = 2;
  45 + const int STACKS_UPPER_BOUND = 16;
  46 +
  47 + //Used to the control rate of rotation when panning an object.
  48 + const float X_ROTATION_DISPLACEMENT_FACTOR = 60.0f;
  49 + const float Y_ROTATION_DISPLACEMENT_FACTOR = 60.0f;
  50 +
  51 + const int NUM_MODELS = 7; //Total number of possible base shapes.
  52 + const int MAX_PROPERTIES = 3; //Maximum number of properties a shape may require. (For displaying sliders.)
  53 +
  54 +} //End namespace
  55 +
  56 +class PrimitiveShapesController : public ConnectionTracker
  57 +{
  58 +public:
  59 +
  60 + PrimitiveShapesController( Application& application )
  61 + : mApplication( application ),
  62 + mColor( Vector4( 0.3f, 0.7f, 1.0f, 1.0f ) ),
  63 + mRotation( Vector2::ZERO )
  64 + {
  65 + // Connect to the Application's Init signal
  66 + mApplication.InitSignal().Connect( this, &PrimitiveShapesController::Create );
  67 + }
  68 +
  69 + ~PrimitiveShapesController()
  70 + {
  71 + }
  72 +
  73 + // The Init signal is received once (only) during the Application lifetime
  74 + void Create( Application& application )
  75 + {
  76 + // Get a handle to the stage
  77 + Stage stage = Stage::GetCurrent();
  78 + stage.SetBackgroundColor( Color::WHITE );
  79 +
  80 + //Set up layer to place UI on.
  81 + Layer layer = Layer::New();
  82 + layer.SetParentOrigin( ParentOrigin::CENTER );
  83 + layer.SetAnchorPoint( AnchorPoint::CENTER );
  84 + layer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
  85 + layer.SetBehavior( Layer::LAYER_2D ); //We use a 2D layer as this is closer to UI work than full 3D scene creation.
  86 + layer.SetDepthTestDisabled( false ); //Enable depth testing, as otherwise the 2D layer would not do so.
  87 + stage.Add( layer );
  88 +
  89 + //Set up model selection buttons.
  90 + SetupButtons( layer );
  91 +
  92 + //Set up model parameter sliders.
  93 + SetupSliders( layer );
  94 +
  95 + //Set up 3D model.
  96 + SetupModel( layer );
  97 +
  98 + //Allow for exiting of the application via key presses.
  99 + stage.KeyEventSignal().Connect( this, &PrimitiveShapesController::OnKeyEvent );
  100 + }
  101 +
  102 + //Place buttons on the top of the screen, which allow for selection of the shape to be displayed.
  103 + //The buttons are laid out like so:
  104 + //
  105 + // ^ +--------------------------------+
  106 + // | | |
  107 + // | | +----+ +----+ +----+ +----+ |
  108 + // | | | | | | | | | | |
  109 + // 30% | | +----+ +----+ +----+ +----+ |
  110 + // | | |
  111 + // | | +----+ +----+ +----+ |
  112 + // | | | | | | | | |
  113 + // v | +----+ +----+ +----+ |
  114 + // | |
  115 + // | |
  116 + // | |
  117 + // | |
  118 + // | |
  119 + // | |
  120 + // | |
  121 + // | |
  122 + // | |
  123 + // | |
  124 + // | |
  125 + // | |
  126 + // | |
  127 + // | |
  128 + // | |
  129 + // | |
  130 + // | |
  131 + // | |
  132 + // | |
  133 + // +--------------------------------+
  134 + //
  135 + void SetupButtons( Layer layer )
  136 + {
  137 + float containerPadding = 10.0f;
  138 + float buttonPadding = 5.0f;
  139 +
  140 + //Create a variable-length container that can wrap buttons around as more are added.
  141 + FlexContainer buttonContainer = FlexContainer::New();
  142 + buttonContainer.SetParentOrigin( ParentOrigin::TOP_CENTER );
  143 + buttonContainer.SetAnchorPoint( AnchorPoint::TOP_CENTER );
  144 + buttonContainer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::WIDTH );
  145 + buttonContainer.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::HEIGHT );
  146 + buttonContainer.SetSizeModeFactor( Vector3( 0.0, 0.3, 0.0 ) ); //30% of height.
  147 + buttonContainer.SetPadding( Padding( containerPadding, containerPadding, containerPadding, containerPadding ) );
  148 + buttonContainer.SetProperty( FlexContainer::Property::FLEX_DIRECTION, FlexContainer::ROW );
  149 + buttonContainer.SetProperty( FlexContainer::Property::FLEX_WRAP, FlexContainer::WRAP );
  150 +
  151 + layer.Add( buttonContainer );
  152 +
  153 + //Create buttons and place them in the container.
  154 + for( int modelNumber = 0; modelNumber < NUM_MODELS; modelNumber++ )
  155 + {
  156 + PushButton button = Toolkit::PushButton::New();
  157 + button.SetParentOrigin( ParentOrigin::CENTER );
  158 + button.SetAnchorPoint( AnchorPoint::CENTER );
  159 + button.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
  160 + button.SetPadding( Padding( buttonPadding, buttonPadding, buttonPadding, buttonPadding ) );
  161 + button.SetProperty( Button::Property::UNSELECTED_STATE_IMAGE, Property::Value( BUTTON_IMAGE_URL[modelNumber] ) );
  162 + button.SetProperty( Button::Property::SELECTED_STATE_IMAGE, Property::Value( BUTTON_IMAGE_URL[modelNumber] ) );
  163 + button.RegisterProperty( "modelNumber", Property::Value( modelNumber ) );
  164 + button.ClickedSignal().Connect( this, &PrimitiveShapesController::OnChangeShapeClicked );
  165 +
  166 + buttonContainer.Add( button );
  167 + }
  168 + }
  169 +
  170 + //Add sliders to the bottom of the screen, which allow for control of shape properties such as radius.
  171 + //Each slider is placed next to a label that states the property it affects.
  172 + //The sliders are laid out like so:
  173 + //
  174 + // +--------------------------------+
  175 + // | |
  176 + // | |
  177 + // | |
  178 + // | |
  179 + // | |
  180 + // | |
  181 + // | |
  182 + // | |
  183 + // | |
  184 + // | |
  185 + // | |
  186 + // | |
  187 + // | |
  188 + // | |
  189 + // | |
  190 + // | |
  191 + // | |
  192 + // | |
  193 + // | |
  194 + // ^ | Label +----------O-----------+ |
  195 + // | | |
  196 + // | | |
  197 + // | | Label +--O-------------------+ |
  198 + // 30% | | |
  199 + // | | |
  200 + // | | Label +----------------------O |
  201 + // | | |
  202 + // v +--------------------------------+
  203 + //
  204 + void SetupSliders( Layer layer )
  205 + {
  206 + //Create table to hold sliders and their corresponding labels.
  207 + mSliderTable = Toolkit::TableView::New( MAX_PROPERTIES, 2 );
  208 + mSliderTable.SetParentOrigin( ParentOrigin::BOTTOM_CENTER );
  209 + mSliderTable.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER );
  210 + mSliderTable.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
  211 + mSliderTable.SetSizeModeFactor( Vector3( 0.9, 0.3, 0.0 ) ); //90% of width, 30% of height.
  212 + mSliderTable.SetFitWidth( 0 ); //Label column should fit to natural size of label.
  213 + mSliderTable.SetRelativeWidth( 1, 1.0f ); //Slider column should fill remaining space.
  214 + mSliderTable.SetCellPadding( Vector2( 10.0f, 0.0f ) ); //Leave a gap between the slider and its label.
  215 + layer.Add( mSliderTable );
  216 +
  217 + //Set up sliders, and place labels next to them.
  218 + for( int i = 0; i < MAX_PROPERTIES; i++ )
  219 + {
  220 + //Create slider
  221 + Slider slider = Slider::New();
  222 + slider.SetParentOrigin( ParentOrigin::CENTER );
  223 + slider.SetAnchorPoint( AnchorPoint::CENTER );
  224 + slider.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::WIDTH );
  225 + slider.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::HEIGHT );
  226 + slider.ValueChangedSignal().Connect( this, &PrimitiveShapesController::OnSliderValueChanged );
  227 + mSliders.push_back( slider );
  228 +
  229 + //Setup slider cell properties
  230 + mSliderTable.AddChild( slider, TableView::CellPosition( i, 1 ) );
  231 + mSliderTable.SetCellAlignment( TableView::CellPosition( i, 1 ), HorizontalAlignment::CENTER, VerticalAlignment::CENTER );
  232 +
  233 + //Create slider label
  234 + TextLabel sliderLabel = TextLabel::New();
  235 + sliderLabel.SetParentOrigin( ParentOrigin::CENTER );
  236 + sliderLabel.SetAnchorPoint( AnchorPoint::CENTER );
  237 + sliderLabel.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
  238 + mSliderLabels.push_back( sliderLabel );
  239 +
  240 + //Setup slider-label cell properties
  241 + mSliderTable.AddChild( sliderLabel, TableView::CellPosition( i, 0 ) );
  242 + mSliderTable.SetCellAlignment( TableView::CellPosition( i, 0 ), HorizontalAlignment::LEFT, VerticalAlignment::CENTER );
  243 + }
  244 + }
  245 +
  246 + //Adds a control to the centre of the stage to display the 3D shapes.
  247 + //The model is placed in the center of the screen, like so:
  248 + //
  249 + // +--------------------------------+
  250 + // | |
  251 + // | |
  252 + // | |
  253 + // | |
  254 + // | |
  255 + // | |
  256 + // | |
  257 + // | |
  258 + // | |
  259 + // ^ | ---------- |
  260 + // | | / \ |
  261 + // | | / \ |
  262 + // | | | | |
  263 + // 30% | | | | |
  264 + // | | | | |
  265 + // | | \ / |
  266 + // | | \ / |
  267 + // v | ---------- |
  268 + // | |
  269 + // | |
  270 + // | |
  271 + // | |
  272 + // | |
  273 + // | |
  274 + // | |
  275 + // | |
  276 + // | |
  277 + // +--------------------------------+
  278 + //
  279 + void SetupModel( Layer layer )
  280 + {
  281 + //Create a container to house the renderer-holding actor, to provide a constant hitbox.
  282 + Actor container = Actor::New();
  283 + container.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
  284 + container.SetSizeModeFactor( Vector3( 0.9, 0.3, 0.0 ) ); //90% of width, 30% of height.
  285 + container.SetParentOrigin( ParentOrigin::CENTER );
  286 + container.SetAnchorPoint( AnchorPoint::CENTER );
  287 + layer.Add( container );
  288 +
  289 + //Create control to display the 3D primitive.
  290 + mModel = Control::New();
  291 + mModel.SetParentOrigin( ParentOrigin::CENTER );
  292 + mModel.SetAnchorPoint( AnchorPoint::CENTER);
  293 + mModel.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
  294 + container.Add( mModel );
  295 +
  296 + //Load default shape.
  297 + LoadCube();
  298 +
  299 + //Make model spin to demonstrate 3D.
  300 + mRotationAnimation = Animation::New(15.0f);
  301 + mRotationAnimation.AnimateBy( Property( mModel, Actor::Property::ORIENTATION ),
  302 + Quaternion( Degree( 0.0f ), Degree( 360.0f ), Degree( 0.0f ) ) );
  303 + mRotationAnimation.SetLooping(true);
  304 + mRotationAnimation.Play();
  305 +
  306 + //Attach gesture detector to pan models when rotated.
  307 + mPanGestureDetector = PanGestureDetector::New();
  308 + mPanGestureDetector.Attach( container );
  309 + mPanGestureDetector.DetectedSignal().Connect( this, &PrimitiveShapesController::OnPan );
  310 + }
  311 +
  312 + //Clears all sliders and resets the primitive renderer property map.
  313 + void InitialiseSlidersAndModel()
  314 + {
  315 + //Sliders
  316 + for( unsigned i = 0; i < mSliders.size(); i++ )
  317 + {
  318 + mSliders.at( i ).SetProperty( Slider::Property::MARKS, Property::Value( 0 ) ); //Remove marks
  319 + mSliders.at( i ).SetVisible( false );
  320 + mSliderLabels.at( i ).SetProperty( TextLabel::Property::TEXT, Property::Value( "Default" ) );
  321 + mSliderLabels.at( i ).SetVisible( false );
  322 + }
  323 +
  324 + //Renderer map for model
  325 + mRendererMap.Clear();
  326 + mRendererMap[ "rendererType" ] = "PRIMITIVE";
  327 + mRendererMap[ "color" ] = mColor;
  328 + }
  329 +
  330 + //Sets the 3D model to a sphere and modifies the sliders appropriately.
  331 + void LoadSphere()
  332 + {
  333 + InitialiseSlidersAndModel();
  334 +
  335 + //Set up specific renderer properties.
  336 + mRendererMap[ "shape" ] = SHAPE_SPHERE;
  337 + mRendererMap[ "slices" ] = DEFAULT_SLICES;
  338 + mRendererMap[ "stacks" ] = DEFAULT_STACKS;
  339 +
  340 + //Set up sliders.
  341 + SetupSlider( 0, SLICES_LOWER_BOUND, SLICES_UPPER_BOUND, DEFAULT_STACKS, "slices" );
  342 + SetupMarks( mSliders.at( 0 ), SLICES_LOWER_BOUND, SLICES_UPPER_BOUND );
  343 + SetupSlider( 1, STACKS_LOWER_BOUND, STACKS_UPPER_BOUND, DEFAULT_STACKS, "stacks" );
  344 + SetupMarks( mSliders.at( 1 ), STACKS_LOWER_BOUND, STACKS_UPPER_BOUND );
  345 +
  346 + //Set model in control.
  347 + mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mRendererMap ) );
  348 + }
  349 +
  350 + //Sets the 3D model to a cone and modifies the sliders appropriately.
  351 + void LoadCone()
  352 + {
  353 + InitialiseSlidersAndModel();
  354 +
  355 + //Set up specific renderer properties.
  356 + mRendererMap[ "shape" ] = SHAPE_CONE;
  357 + mRendererMap[ "scaleHeight" ] = DEFAULT_SCALE_HEIGHT;
  358 + mRendererMap[ "scaleBottomRadius" ] = DEFAULT_SCALE_BOTTOM_RADIUS;
  359 + mRendererMap[ "slices" ] = DEFAULT_SLICES;
  360 +
  361 + //Set up sliders.
  362 + SetupSlider( 0, 1.0f, 32.0f, DEFAULT_SCALE_HEIGHT, "scaleHeight" );
  363 + SetupSlider( 1, 1.0f, 32.0f, DEFAULT_SCALE_BOTTOM_RADIUS, "scaleBottomRadius" );
  364 + SetupSlider( 2, SLICES_LOWER_BOUND, SLICES_UPPER_BOUND, DEFAULT_STACKS, "slices" );
  365 + SetupMarks( mSliders.at( 2 ), SLICES_LOWER_BOUND, SLICES_UPPER_BOUND );
  366 +
  367 + //Set model in control.
  368 + mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mRendererMap ) );
  369 + }
  370 +
  371 + //Sets the 3D model to a conical frustrum and modifies the sliders appropriately.
  372 + void LoadConicalFrustrum()
  373 + {
  374 + InitialiseSlidersAndModel();
  375 +
  376 + //Set up specific renderer properties.
  377 + mRendererMap[ "shape" ] = SHAPE_CONICAL_FRUSTRUM;
  378 + mRendererMap[ "scaleTopRadius" ] = DEFAULT_SCALE_TOP_RADIUS;
  379 + mRendererMap[ "scaleBottomRadius" ] = DEFAULT_SCALE_BOTTOM_RADIUS;
  380 + mRendererMap[ "scaleHeight" ] = DEFAULT_SCALE_HEIGHT;
  381 + mRendererMap[ "slices" ] = DEFAULT_SLICES;
  382 +
  383 + //Set up used sliders.
  384 + SetupSlider( 0, 1.0f, 32.0f, DEFAULT_SCALE_HEIGHT, "scaleHeight" );
  385 + SetupSlider( 1, 0.0f, 32.0f, DEFAULT_SCALE_BOTTOM_RADIUS, "scaleBottomRadius" );
  386 + SetupSlider( 2, 0.0f, 32.0f, DEFAULT_SCALE_TOP_RADIUS, "scaleTopRadius" );
  387 +
  388 + //Set model in control.
  389 + mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mRendererMap ) );
  390 + }
  391 +
  392 + //Sets the 3D model to a cylinder and modifies the sliders appropriately.
  393 + void LoadCylinder()
  394 + {
  395 + InitialiseSlidersAndModel();
  396 +
  397 + //Set up specific renderer properties.
  398 + mRendererMap[ "shape" ] = SHAPE_CYLINDER;
  399 + mRendererMap[ "scaleHeight" ] = DEFAULT_SCALE_HEIGHT;
  400 + mRendererMap[ "scaleRadius" ] = DEFAULT_SCALE_RADIUS;
  401 + mRendererMap[ "slices" ] = DEFAULT_SLICES;
  402 +
  403 + //Set up used sliders.
  404 + SetupSlider( 0, 1.0f, 32.0f, DEFAULT_SCALE_HEIGHT, "scaleHeight" );
  405 + SetupSlider( 1, 1.0f, 32.0f, DEFAULT_SCALE_RADIUS, "scaleRadius" );
  406 + SetupSlider( 2, SLICES_LOWER_BOUND, SLICES_UPPER_BOUND, DEFAULT_STACKS, "slices" );
  407 + SetupMarks( mSliders.at( 2 ), SLICES_LOWER_BOUND, SLICES_UPPER_BOUND );
  408 +
  409 + //Set model in control.
  410 + mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mRendererMap ) );
  411 + }
  412 +
  413 + //Sets the 3D model to a cube and modifies the sliders appropriately.
  414 + void LoadCube()
  415 + {
  416 + InitialiseSlidersAndModel();
  417 +
  418 + //Set up specific renderer properties.
  419 + mRendererMap[ "shape" ] = SHAPE_CUBE;
  420 +
  421 + //Set model in control.
  422 + mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mRendererMap ) );
  423 + }
  424 +
  425 + //Sets the 3D model to a bevelled cube and modifies the sliders appropriately.
  426 + void LoadBevelledCube()
  427 + {
  428 + InitialiseSlidersAndModel();
  429 +
  430 + //Set up specific renderer properties.
  431 + mRendererMap[ "shape" ] = SHAPE_BEVELLED_CUBE;
  432 + mRendererMap[ "bevelPercentage" ] = DEFAULT_BEVEL_PERCENTAGE;
  433 + mRendererMap[ "bevelSmoothness" ] = DEFAULT_BEVEL_SMOOTHNESS;
  434 +
  435 + //Set up used sliders.
  436 + SetupSlider( 0, 0.0f, 1.0f, DEFAULT_BEVEL_PERCENTAGE, "bevelPercentage" );
  437 + SetupSlider( 1, 0.0f, 1.0f, DEFAULT_BEVEL_SMOOTHNESS, "bevelSmoothness" );
  438 +
  439 + //Set model in control.
  440 + mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mRendererMap ) );
  441 + }
  442 +
  443 + //Sets the 3D model to an octahedron and modifies the sliders appropriately.
  444 + void LoadOctahedron()
  445 + {
  446 + InitialiseSlidersAndModel();
  447 +
  448 + //Set up specific renderer properties.
  449 + mRendererMap[ "shape" ] = SHAPE_OCTAHEDRON;
  450 +
  451 + //Set model in control.
  452 + mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mRendererMap ) );
  453 + }
  454 +
  455 + //Sets up the slider at the given index for the supplied property, and labels it appropriately.
  456 + // rendererPropertyLabel is the property that will be set by this slider.
  457 + void SetupSlider( int sliderIndex, float lowerBound, float upperBound, float startPoint,
  458 + std::string rendererPropertyLabel )
  459 + {
  460 + //Set up the slider itself.
  461 + mSliders.at( sliderIndex ).RegisterProperty( "rendererProperty", Property::Value( rendererPropertyLabel ), Property::READ_WRITE );
  462 + mSliders.at( sliderIndex ).SetProperty( Slider::Property::LOWER_BOUND, Property::Value( lowerBound ) );
  463 + mSliders.at( sliderIndex ).SetProperty( Slider::Property::UPPER_BOUND, Property::Value( upperBound ) );
  464 + mSliders.at( sliderIndex ).SetProperty( Slider::Property::VALUE, Property::Value( startPoint ) );
  465 + mSliders.at( sliderIndex ).SetVisible( true );
  466 +
  467 + //Label the slider with the property.
  468 + //We reset the TextLabel to force a relayout of the table.
  469 + mSliderTable.RemoveChildAt( TableView::CellPosition(sliderIndex, 0) );
  470 +
  471 + TextLabel sliderLabel = TextLabel::New( rendererPropertyLabel );
  472 + sliderLabel.SetParentOrigin( ParentOrigin::CENTER );
  473 + sliderLabel.SetAnchorPoint( AnchorPoint::CENTER );
  474 + sliderLabel.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
  475 +
  476 + mSliderTable.AddChild( sliderLabel, TableView::CellPosition( sliderIndex, 0 ) );
  477 + mSliderTable.SetCellAlignment( TableView::CellPosition( sliderIndex, 0 ), HorizontalAlignment::LEFT, VerticalAlignment::CENTER );
  478 +
  479 + mSliderLabels.at( sliderIndex ).SetVisible( true );
  480 + mSliderLabels.at( sliderIndex) = sliderLabel;
  481 + }
  482 +
  483 + //Setup snapping to integer values between the two given values.
  484 + void SetupMarks( Slider& slider, int lower, int upper )
  485 + {
  486 + Property::Array marks;
  487 +
  488 + for( int mark = lower; mark <= upper; mark++ )
  489 + {
  490 + marks.PushBack( Property::Value( mark ) );
  491 + }
  492 +
  493 + slider.SetProperty( Slider::Property::MARKS, Property::Value( marks ) );
  494 + slider.SetProperty( Slider::Property::SNAP_TO_MARKS, Property::Value( true ) );
  495 + }
  496 +
  497 + //When a shape button is tapped, switch to the corresponding shape.
  498 + bool OnChangeShapeClicked( Button button )
  499 + {
  500 + //Get the model number from the button.
  501 + int modelNumber;
  502 + button.GetProperty( button.GetPropertyIndex( "modelNumber" ) ).Get( modelNumber );
  503 +
  504 + //Switch to the shape that corresponds to the model number.
  505 + switch( modelNumber )
  506 + {
  507 + case 0:
  508 + {
  509 + LoadSphere();
  510 + break;
  511 + }
  512 + case 1:
  513 + {
  514 + LoadCone();
  515 + break;
  516 + }
  517 + case 2:
  518 + {
  519 + LoadConicalFrustrum();
  520 + break;
  521 + }
  522 + case 3:
  523 + {
  524 + LoadCylinder();
  525 + break;
  526 + }
  527 + case 4:
  528 + {
  529 + LoadCube();
  530 + break;
  531 + }
  532 + case 5:
  533 + {
  534 + LoadBevelledCube();
  535 + break;
  536 + }
  537 + case 6:
  538 + {
  539 + LoadOctahedron();
  540 + break;
  541 + }
  542 + }
  543 +
  544 + return true;
  545 + }
  546 +
  547 + //When the slider is adjusted, change the corresponding shape property accordingly.
  548 + bool OnSliderValueChanged( Slider slider, float value )
  549 + {
  550 + //Update property map to reflect the change to the specific renderer property.
  551 + std::string rendererPropertyLabel;
  552 + slider.GetProperty( slider.GetPropertyIndex( "rendererProperty" ) ).Get( rendererPropertyLabel );
  553 + mRendererMap[ rendererPropertyLabel ] = value;
  554 +
  555 + //Reload the model to display the change.
  556 + mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mRendererMap ) );
  557 +
  558 + return true;
  559 + }
  560 +
  561 + //Panning around the shape rotates it.
  562 + void OnPan( Actor actor, const PanGesture& gesture )
  563 + {
  564 + switch( gesture.state )
  565 + {
  566 + case Gesture::Started:
  567 + {
  568 + //Pause animation, as the gesture will be used to manually rotate the model
  569 + mRotationAnimation.Pause();
  570 +
  571 + break;
  572 + }
  573 + case Gesture::Continuing:
  574 + {
  575 + //Rotate based off the gesture.
  576 + mRotation.x -= gesture.displacement.y / X_ROTATION_DISPLACEMENT_FACTOR; // Y displacement rotates around X axis
  577 + mRotation.y += gesture.displacement.x / Y_ROTATION_DISPLACEMENT_FACTOR; // X displacement rotates around Y axis
  578 + Quaternion rotation = Quaternion( Radian( mRotation.x ), Vector3::XAXIS) *
  579 + Quaternion( Radian( mRotation.y ), Vector3::YAXIS);
  580 +
  581 + mModel.SetOrientation( rotation );
  582 +
  583 + break;
  584 + }
  585 + case Gesture::Finished:
  586 + {
  587 + //Return to automatic animation
  588 + mRotationAnimation.Play();
  589 +
  590 + break;
  591 + }
  592 + case Gesture::Cancelled:
  593 + {
  594 + //Return to automatic animation
  595 + mRotationAnimation.Play();
  596 +
  597 + break;
  598 + }
  599 + default:
  600 + {
  601 + break;
  602 + }
  603 + }
  604 + }
  605 +
  606 + //If escape or the back button is pressed, quit the application (and return to the launcher)
  607 + void OnKeyEvent( const KeyEvent& event )
  608 + {
  609 + if( event.state == KeyEvent::Down )
  610 + {
  611 + if( IsKey( event, DALI_KEY_ESCAPE) || IsKey( event, DALI_KEY_BACK ) )
  612 + {
  613 + mApplication.Quit();
  614 + }
  615 + }
  616 + }
  617 +
  618 +private:
  619 + Application& mApplication;
  620 +
  621 + std::vector<Slider> mSliders; ///< Holds the sliders on screen that each shape accesses.
  622 + std::vector<TextLabel> mSliderLabels; ///< Holds the labels to each slider.
  623 + TableView mSliderTable; ///< A table to layout the sliders next to their labels.
  624 +
  625 + Property::Map mRendererMap; ///< Property map to create a primitive renderer.
  626 + Control mModel; ///< Control to house the primitive renderer.
  627 +
  628 + PanGestureDetector mPanGestureDetector; ///< Detects pan gestures for rotation of the model.
  629 + Animation mRotationAnimation; ///< Automatically rotates the model, unless it is being panned.
  630 +
  631 + Vector4 mColor; ///< Color to set all shapes.
  632 + Vector2 mRotation; ///< Keeps track of model rotation.
  633 +};
  634 +
  635 +void RunTest( Application& application )
  636 +{
  637 + PrimitiveShapesController test( application );
  638 +
  639 + application.MainLoop();
  640 +}
  641 +
  642 +// Entry point for Linux & Tizen applications
  643 +//
  644 +int main( int argc, char **argv )
  645 +{
  646 + Application application = Application::New( &argc, &argv );
  647 +
  648 + RunTest( application );
  649 +
  650 + return 0;
  651 +}
... ...
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shared/dali-demo-strings.h
... ... @@ -108,6 +108,7 @@ extern &quot;C&quot;
108 108 #define DALI_DEMO_STR_TITLE_EFFECTS_VIEW "Effects View"
109 109 #define DALI_DEMO_STR_TITLE_NATIVE_IMAGE_SOURCE "Native Image Source"
110 110 #define DALI_DEMO_STR_TITLE_MESH_RENDERER "Mesh Renderer"
  111 +#define DALI_DEMO_STR_TITLE_PRIMITIVE_SHAPES "Primitive Shapes"
111 112  
112 113 #endif
113 114  
... ...