/* * Copyright (c) 2022 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 #include #include #include #include #include "shared/view.h" using namespace Dali; using namespace Dali::Toolkit; namespace // unnamed namespace { //////////////////////////////////////////////////// // // Demo setup parameters // const float MOTION_BLUR_ACTOR_WIDTH = 256; // actor size on screen const float MOTION_BLUR_ACTOR_HEIGHT = 256; // "" const unsigned int MOTION_BLUR_NUM_SAMPLES = 8; const int MOTION_BLUR_NUM_ACTOR_IMAGES = 5; const char* MOTION_BLUR_ACTOR_IMAGE1(DEMO_IMAGE_DIR "image-with-border-1.jpg"); const char* MOTION_BLUR_ACTOR_IMAGE2(DEMO_IMAGE_DIR "image-with-border-2.jpg"); const char* MOTION_BLUR_ACTOR_IMAGE3(DEMO_IMAGE_DIR "image-with-border-3.jpg"); const char* MOTION_BLUR_ACTOR_IMAGE4(DEMO_IMAGE_DIR "image-with-border-4.jpg"); const char* MOTION_BLUR_ACTOR_IMAGE5(DEMO_IMAGE_DIR "image-with-border-1.jpg"); const char* MOTION_BLUR_ACTOR_IMAGES[] = { MOTION_BLUR_ACTOR_IMAGE1, MOTION_BLUR_ACTOR_IMAGE2, MOTION_BLUR_ACTOR_IMAGE3, MOTION_BLUR_ACTOR_IMAGE4, MOTION_BLUR_ACTOR_IMAGE5, }; const int NUM_ACTOR_ANIMATIONS = 4; const int NUM_CAMERA_ANIMATIONS = 2; const char* BACKGROUND_IMAGE_PATH = DEMO_IMAGE_DIR "background-default.png"; const char* TOOLBAR_IMAGE(DEMO_IMAGE_DIR "top-bar.png"); const char* LAYOUT_IMAGE(DEMO_IMAGE_DIR "icon-change.png"); const char* LAYOUT_IMAGE_SELECTED(DEMO_IMAGE_DIR "icon-change-selected.png"); const char* APPLICATION_TITLE("Motion Blur"); const char* EFFECTS_OFF_ICON(DEMO_IMAGE_DIR "icon-effects-off.png"); const char* EFFECTS_OFF_ICON_SELECTED(DEMO_IMAGE_DIR "icon-effects-off-selected.png"); const char* EFFECTS_ON_ICON(DEMO_IMAGE_DIR "icon-effects-on.png"); const char* EFFECTS_ON_ICON_SELECTED(DEMO_IMAGE_DIR "icon-effects-on-selected.png"); const float UI_MARGIN = 4.0f; ///< Screen Margin for placement of UI buttons const Vector3 BUTTON_SIZE_CONSTRAINT(0.24f, 0.09f, 1.0f); const Vector3 BUTTON_TITLE_LABEL_TAP_HERE_SIZE_CONSTRAINT(0.55f, 0.06f, 1.0f); const Vector3 BUTTON_TITLE_LABEL_INSTRUCTIONS_POPUP_SIZE_CONSTRAINT(1.0f, 1.0f, 1.0f); // move this button down a bit so it is visible on target and not covered up by toolbar const float BUTTON_TITLE_LABEL_Y_OFFSET = 0.05f; const float ORIENTATION_DURATION = 0.5f; ///< Time to rotate to new orientation. /** * @brief Set an image to image view, scaled-down to no more than the dimensions passed in. * * Uses SHRINK_TO_FIT which ensures the resulting image is * smaller than or equal to the specified dimensions while preserving its original aspect ratio. */ void SetImageFittedInBox(ImageView& imageView, Property::Map& shaderEffect, const char* const imagePath, int maxWidth, int maxHeight) { Property::Map map; map[Visual::Property::TYPE] = Visual::IMAGE; map[ImageVisual::Property::URL] = imagePath; // Load the image nicely scaled-down to fit within the specified max width and height: map[ImageVisual::Property::DESIRED_WIDTH] = maxWidth; map[ImageVisual::Property::DESIRED_HEIGHT] = maxHeight; map[ImageVisual::Property::FITTING_MODE] = FittingMode::SHRINK_TO_FIT; map[ImageVisual::Property::SAMPLING_MODE] = SamplingMode::BOX_THEN_LINEAR; map.Merge(shaderEffect); imageView.SetProperty(ImageView::Property::IMAGE, map); } } // unnamed namespace // class MotionBlurExampleApp : public ConnectionTracker { public: /** * DeviceOrientation describes the four different * orientations the device can be in based on accelerometer reports. */ enum DeviceOrientation { PORTRAIT = 0, LANDSCAPE = 90, PORTRAIT_INVERSE = 180, LANDSCAPE_INVERSE = 270 }; /** * Constructor * @param application class, stored as reference */ MotionBlurExampleApp(Application& app) : mApplication(app), mActorEffectsEnabled(false), mCurrentActorAnimation(0), mCurrentImage(0), mOrientation(PORTRAIT) { // Connect to the Application's Init signal app.InitSignal().Connect(this, &MotionBlurExampleApp::OnInit); } ~MotionBlurExampleApp() { // Nothing to do here; everything gets deleted automatically } /** * This method gets called once the main loop of application is up and running */ void OnInit(Application& app) { // The Init signal is received once (only) during the Application lifetime Window window = app.GetWindow(); window.KeyEventSignal().Connect(this, &MotionBlurExampleApp::OnKeyEvent); // Creates a default view with a default tool bar. // The view is added to the window. mContentLayer = DemoHelper::CreateView(mApplication, mView, mToolBar, BACKGROUND_IMAGE_PATH, TOOLBAR_IMAGE, APPLICATION_TITLE); // Ensure the content layer is a square so the touch area works in all orientations Vector2 windowSize = window.GetSize(); float size = std::max(windowSize.width, windowSize.height); mContentLayer.SetProperty(Actor::Property::SIZE, Vector2(size, size)); //Add an effects icon on the right of the title mActorEffectsButton = Toolkit::PushButton::New(); mActorEffectsButton.SetProperty(Toolkit::Button::Property::UNSELECTED_BACKGROUND_VISUAL, EFFECTS_OFF_ICON); mActorEffectsButton.SetProperty(Toolkit::Button::Property::SELECTED_BACKGROUND_VISUAL, EFFECTS_OFF_ICON_SELECTED); mActorEffectsButton.ClickedSignal().Connect(this, &MotionBlurExampleApp::OnEffectButtonClicked); mToolBar.AddControl(mActorEffectsButton, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HORIZONTAL_CENTER, DemoHelper::DEFAULT_PLAY_PADDING); // Creates a mode button. // Create a effect toggle button. (right of toolbar) Toolkit::PushButton layoutButton = Toolkit::PushButton::New(); layoutButton.SetProperty(Toolkit::Button::Property::UNSELECTED_BACKGROUND_VISUAL, LAYOUT_IMAGE); layoutButton.SetProperty(Toolkit::Button::Property::SELECTED_BACKGROUND_VISUAL, LAYOUT_IMAGE_SELECTED); layoutButton.ClickedSignal().Connect(this, &MotionBlurExampleApp::OnLayoutButtonClicked); layoutButton.SetProperty(Actor::Property::LEAVE_REQUIRED, true); mToolBar.AddControl(layoutButton, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HORIZONTAL_RIGHT, DemoHelper::DEFAULT_MODE_SWITCH_PADDING); // Input mTapGestureDetector = TapGestureDetector::New(); mTapGestureDetector.Attach(mContentLayer); mTapGestureDetector.DetectedSignal().Connect(this, &MotionBlurExampleApp::OnTap); Dali::Window winHandle = app.GetWindow(); winHandle.AddAvailableOrientation(Dali::WindowOrientation::PORTRAIT); winHandle.AddAvailableOrientation(Dali::WindowOrientation::LANDSCAPE); winHandle.AddAvailableOrientation(Dali::WindowOrientation::PORTRAIT_INVERSE); winHandle.AddAvailableOrientation(Dali::WindowOrientation::LANDSCAPE_INVERSE); winHandle.ResizeSignal().Connect(this, &MotionBlurExampleApp::OnWindowResized); // set initial orientation Rotate(PORTRAIT); /////////////////////////////////////////////////////// // // Motion blurred actor // // Scale down actor to fit on very low resolution screens with space to interact: mMotionBlurActorSize = Size(std::min(windowSize.x * 0.3f, MOTION_BLUR_ACTOR_WIDTH), std::min(windowSize.y * 0.3f, MOTION_BLUR_ACTOR_HEIGHT)); mMotionBlurActorUpdateSize = Size(std::max(mMotionBlurActorSize.x, mMotionBlurActorSize.y), std::max(mMotionBlurActorSize.x, mMotionBlurActorSize.y)); mMotionBlurActorSize = Size(std::min(mMotionBlurActorSize.x, mMotionBlurActorSize.y), std::min(mMotionBlurActorSize.x, mMotionBlurActorSize.y)); mMotionBlurActorUpdateSize = mMotionBlurActorSize * 1.25f; mMotionBlurEffect = CreateMotionBlurEffect(); mMotionBlurImageView = ImageView::New(); SetImageFittedInBox(mMotionBlurImageView, mMotionBlurEffect, MOTION_BLUR_ACTOR_IMAGE1, mMotionBlurActorSize.x, mMotionBlurActorSize.y); mMotionBlurImageView.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER); mMotionBlurImageView.SetProperty(Actor::Property::SIZE, mMotionBlurActorSize); mMotionBlurImageView.SetProperty(Actor::Property::UPDATE_AREA_HINT, Vector4(0, 0, mMotionBlurActorUpdateSize.width, mMotionBlurActorUpdateSize.height)); mContentLayer.Add(mMotionBlurImageView); // Create shader used for doing motion blur mMotionBlurEffect = CreateMotionBlurEffect(); // set actor shader to the blur one Toolkit::SetMotionBlurProperties(mMotionBlurImageView, MOTION_BLUR_NUM_SAMPLES); } ////////////////////////////////////////////////////////////// // // Device Orientation Support // // void OnWindowResized(Window window, Window::WindowSize size) { Rotate(size.GetWidth() > size.GetHeight() ? LANDSCAPE : PORTRAIT); } void Rotate(DeviceOrientation orientation) { // Resize the root actor const Vector2 targetSize = mApplication.GetWindow().GetSize(); if(mOrientation != orientation) { mOrientation = orientation; // check if actor is on window if(mView.GetParent()) { // has parent so we expect it to be on window, start animation mRotateAnimation = Animation::New(ORIENTATION_DURATION); mRotateAnimation.AnimateTo(Property(mView, Actor::Property::SIZE_WIDTH), targetSize.width); mRotateAnimation.AnimateTo(Property(mView, Actor::Property::SIZE_HEIGHT), targetSize.height); mRotateAnimation.Play(); } else { mView.SetProperty(Actor::Property::SIZE, targetSize); } } else { // for first time just set size mView.SetProperty(Actor::Property::SIZE, targetSize); } } ////////////////////////////////////////////////////////////// // // Actor Animation // // // move to point on screen that was tapped void OnTap(Actor actor, const TapGesture& tapGesture) { Vector3 destPos; float originOffsetX, originOffsetY; // rotate offset (from top left origin to centre) into actor space Vector2 windowSize = mApplication.GetWindow().GetSize(); actor.ScreenToLocal(originOffsetX, originOffsetY, windowSize.width * 0.5f, windowSize.height * 0.5f); // get dest point in local actor space const Vector2& localPoint = tapGesture.GetLocalPoint(); destPos.x = localPoint.x - originOffsetX; destPos.y = localPoint.y - originOffsetY; destPos.z = 0.0f; float tapMovementAnimDuration = 0.5f; mActorTapMovementAnimation = Animation::New(tapMovementAnimDuration); if(mMotionBlurImageView) { mActorTapMovementAnimation.AnimateTo(Property(mMotionBlurImageView, Actor::Property::POSITION), destPos, AlphaFunction::EASE_IN_OUT_SINE, TimePeriod(tapMovementAnimDuration)); } mActorTapMovementAnimation.SetEndAction(Animation::BAKE); mActorTapMovementAnimation.Play(); // perform some spinning etc if(mActorEffectsEnabled) { switch(mCurrentActorAnimation) { // spin around y case 0: { float animDuration = 1.0f; mActorAnimation = Animation::New(animDuration); mActorAnimation.AnimateBy(Property(mMotionBlurImageView, Actor::Property::ORIENTATION), Quaternion(Radian(Degree(360.0f)), Vector3::YAXIS), AlphaFunction::EASE_IN_OUT); mActorAnimation.SetEndAction(Animation::BAKE); mActorAnimation.Play(); } break; // spin around z case 1: { float animDuration = 1.0f; mActorAnimation = Animation::New(animDuration); mActorAnimation.AnimateBy(Property(mMotionBlurImageView, Actor::Property::ORIENTATION), Quaternion(Radian(Degree(360.0f)), Vector3::ZAXIS), AlphaFunction::EASE_IN_OUT); mActorAnimation.SetEndAction(Animation::BAKE); mActorAnimation.Play(); } break; // spin around y and z case 2: { float animDuration = 1.0f; mActorAnimation = Animation::New(animDuration); mActorAnimation.AnimateBy(Property(mMotionBlurImageView, Actor::Property::ORIENTATION), Quaternion(Radian(Degree(360.0f)), Vector3::YAXIS), AlphaFunction::EASE_IN_OUT); mActorAnimation.AnimateBy(Property(mMotionBlurImageView, Actor::Property::ORIENTATION), Quaternion(Radian(Degree(360.0f)), Vector3::ZAXIS), AlphaFunction::EASE_IN_OUT); mActorAnimation.SetEndAction(Animation::BAKE); mActorAnimation.Play(); } break; // scale case 3: { float animDuration = 1.0f; mActorAnimation = Animation::New(animDuration); mActorAnimation.AnimateBy(Property(mMotionBlurImageView, Actor::Property::SCALE), Vector3(2.0f, 2.0f, 2.0f), AlphaFunction::BOUNCE, TimePeriod(0.0f, 1.0f)); mActorAnimation.SetEndAction(Animation::BAKE); mActorAnimation.Play(); } break; default: break; } mCurrentActorAnimation++; if(NUM_ACTOR_ANIMATIONS == mCurrentActorAnimation) { mCurrentActorAnimation = 0; } } } void ToggleActorEffects() { if(!mActorEffectsEnabled) { mActorEffectsEnabled = true; mActorEffectsButton.SetProperty(Toolkit::Button::Property::UNSELECTED_BACKGROUND_VISUAL, EFFECTS_ON_ICON); mActorEffectsButton.SetProperty(Toolkit::Button::Property::SELECTED_BACKGROUND_VISUAL, EFFECTS_ON_ICON_SELECTED); } else { mActorEffectsEnabled = false; mActorEffectsButton.SetProperty(Toolkit::Button::Property::UNSELECTED_BACKGROUND_VISUAL, EFFECTS_OFF_ICON); mActorEffectsButton.SetProperty(Toolkit::Button::Property::SELECTED_BACKGROUND_VISUAL, EFFECTS_OFF_ICON_SELECTED); } } ////////////////////////////////////////////////////////////// // // Input handlers // // bool OnLayoutButtonClicked(Toolkit::Button button) { ChangeImage(); return true; } bool OnEffectButtonClicked(Toolkit::Button button) { ToggleActorEffects(); 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)) { mApplication.Quit(); } } } ////////////////////////////////////////////////////////////// // // Misc // // void ChangeImage() { mCurrentImage++; if(MOTION_BLUR_NUM_ACTOR_IMAGES == mCurrentImage) { mCurrentImage = 0; } SetImageFittedInBox(mMotionBlurImageView, mMotionBlurEffect, MOTION_BLUR_ACTOR_IMAGES[mCurrentImage], mMotionBlurActorSize.x, mMotionBlurActorSize.y); } private: Application& mApplication; ///< Application instance Toolkit::Control mView; Toolkit::ToolBar mToolBar; Layer mContentLayer; ///< Content layer (contains actor for this blur demo) PushButton mActorEffectsButton; ///< The actor effects toggling Button. // Motion blur Property::Map mMotionBlurEffect; ImageView mMotionBlurImageView; Size mMotionBlurActorSize; Size mMotionBlurActorUpdateSize; // animate actor to position where user taps screen Animation mActorTapMovementAnimation; // show different animations to demonstrate blur effect working on an object only movement basis bool mActorEffectsEnabled; Animation mActorAnimation; int mCurrentActorAnimation; // offer a selection of images that user can cycle between int mCurrentImage; TapGestureDetector mTapGestureDetector; DeviceOrientation mOrientation; ///< Current Device orientation Animation mRotateAnimation; ///< Animation for rotating between landscape and portrait. }; int DALI_EXPORT_API main(int argc, char** argv) { Application app = Application::New(&argc, &argv, DEMO_THEME_PATH); MotionBlurExampleApp test(app); app.MainLoop(); return 0; }