/* * Copyright (c) 2014 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 "../shared/view.h" #include #include using namespace Dali; using namespace Dali::Toolkit; using namespace std; namespace // unnamed namespace { //////////////////////////////////////////////////// // // Demo setup parameters // //#define MULTIPLE_MOTION_BLURRED_ACTORS #ifndef MULTIPLE_MOTION_BLURRED_ACTORS const float MOTION_BLUR_ACTOR_WIDTH = 256; // actor size on screen const float MOTION_BLUR_ACTOR_HEIGHT = 256; // "" #else //#ifndef MULTIPLE_MOTION_BLURRED_ACTORS const float MOTION_BLUR_ACTOR_WIDTH = 150; // actor size on screen const float MOTION_BLUR_ACTOR_HEIGHT = 112; // "" #endif //#ifndef MULTIPLE_MOTION_BLURRED_ACTORS const unsigned int MOTION_BLUR_NUM_SAMPLES = 8; const int MOTION_BLUR_NUM_ACTOR_IMAGES = 5; const char* MOTION_BLUR_ACTOR_IMAGE1( DALI_IMAGE_DIR "image-with-border-1.jpg" ); const char* MOTION_BLUR_ACTOR_IMAGE2( DALI_IMAGE_DIR "image-with-border-2.jpg" ); const char* MOTION_BLUR_ACTOR_IMAGE3( DALI_IMAGE_DIR "image-with-border-3.jpg" ); const char* MOTION_BLUR_ACTOR_IMAGE4( DALI_IMAGE_DIR "image-with-border-4.jpg" ); const char* MOTION_BLUR_ACTOR_IMAGE5( DALI_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 = DALI_IMAGE_DIR "background-default.png"; const char* TOOLBAR_IMAGE( DALI_IMAGE_DIR "top-bar.png" ); const char* LAYOUT_IMAGE( DALI_IMAGE_DIR "icon-change.png" ); const char* APPLICATION_TITLE( "Motion Blur" ); const char* EFFECTS_OFF_ICON( DALI_IMAGE_DIR "icon-effects-off.png" ); const char* EFFECTS_ON_ICON( DALI_IMAGE_DIR "icon-effects-on.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. } // 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) { // 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 Stage::GetCurrent().KeyEventSignal().Connect(this, &MotionBlurExampleApp::OnKeyEvent); // Creates a default view with a default tool bar. // The view is added to the stage. mContentLayer = DemoHelper::CreateView( mApplication, mView, mToolBar, BACKGROUND_IMAGE_PATH, TOOLBAR_IMAGE, APPLICATION_TITLE); //Add an effects icon on the right of the title mIconEffectsOff = Image::New( EFFECTS_OFF_ICON ); mIconEffectsOn = Image::New( EFFECTS_ON_ICON ); mActorEffectsButton = Toolkit::PushButton::New(); mActorEffectsButton.SetBackgroundImage( mIconEffectsOff ); mActorEffectsButton.ClickedSignal().Connect( this, &MotionBlurExampleApp::OnEffectButtonClicked ); mToolBar.AddControl( mActorEffectsButton, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HorizontalCenter, DemoHelper::DEFAULT_PLAY_PADDING ); // Creates a mode button. // Create a effect toggle button. (right of toolbar) Image imageLayout = Image::New( LAYOUT_IMAGE ); Toolkit::PushButton layoutButton = Toolkit::PushButton::New(); layoutButton.SetBackgroundImage(imageLayout); layoutButton.ClickedSignal().Connect( this, &MotionBlurExampleApp::OnLayoutButtonClicked); layoutButton.SetLeaveRequired( true ); mToolBar.AddControl( layoutButton, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HorizontalRight, 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::Window::PORTRAIT ); winHandle.AddAvailableOrientation( Dali::Window::LANDSCAPE ); winHandle.AddAvailableOrientation( Dali::Window::PORTRAIT_INVERSE ); winHandle.AddAvailableOrientation( Dali::Window::LANDSCAPE_INVERSE ); // set initial orientation app.GetOrientation().ChangedSignal().Connect( this, &MotionBlurExampleApp::OnOrientationChanged ); unsigned int degrees = app.GetOrientation().GetDegrees(); Rotate( static_cast< DeviceOrientation >( degrees ) ); /////////////////////////////////////////////////////// // // Motion blurred actor // Image image = Image::New( MOTION_BLUR_ACTOR_IMAGE1 ); mMotionBlurImageActor = ImageActor::New(image); mMotionBlurImageActor.SetParentOrigin( ParentOrigin::CENTER ); mMotionBlurImageActor.SetSize(MOTION_BLUR_ACTOR_WIDTH, MOTION_BLUR_ACTOR_HEIGHT); mContentLayer.Add( mMotionBlurImageActor ); // Create shader used for doing motion blur mMotionBlurEffect = MotionBlurEffect::Apply(mMotionBlurImageActor); #ifdef MULTIPLE_MOTION_BLURRED_ACTORS /////////////////////////////////////////////////////// // // Motion blurred actor 2 // mMotionBlurImageActor2 = ImageActor::New(image); mMotionBlurImageActor2.SetParentOrigin( ParentOrigin::CENTER ); mMotionBlurImageActor2.SetSize(MOTION_BLUR_ACTOR_WIDTH, MOTION_BLUR_ACTOR_HEIGHT); mMotionBlurImageActor2.SetPosition(MOTION_BLUR_ACTOR_WIDTH * 1.1f, 0.0f); mMotionBlurImageActor.Add( mMotionBlurImageActor2 ); // Create shader used for doing motion blur mMotionBlurEffect2 = MotionBlurEffect::New(MOTION_BLUR_NUM_SAMPLES); // set actor shader to the blur one mMotionBlurImageActor2.SetShaderEffect( mMotionBlurEffect2 ); /////////////////////////////////////////////////////// // // Motion blurred actor 3 // mMotionBlurImageActor3 = ImageActor::New(image); mMotionBlurImageActor3.SetParentOrigin( ParentOrigin::CENTER ); mMotionBlurImageActor3.SetSize(MOTION_BLUR_ACTOR_WIDTH, MOTION_BLUR_ACTOR_HEIGHT); mMotionBlurImageActor3.SetPosition(-MOTION_BLUR_ACTOR_WIDTH * 1.1f, 0.0f); mMotionBlurImageActor.Add( mMotionBlurImageActor3 ); // Create shader used for doing motion blur mMotionBlurEffect3 = MotionBlurEffect::New(MOTION_BLUR_NUM_SAMPLES); // set actor shader to the blur one mMotionBlurImageActor3.SetShaderEffect( mMotionBlurEffect3 ); /////////////////////////////////////////////////////// // // Motion blurred actor 4 // mMotionBlurImageActor4 = ImageActor::New(image); mMotionBlurImageActor4.SetParentOrigin( ParentOrigin::CENTER ); mMotionBlurImageActor4.SetSize(MOTION_BLUR_ACTOR_WIDTH, MOTION_BLUR_ACTOR_HEIGHT); mMotionBlurImageActor4.SetPosition(0.0f, MOTION_BLUR_ACTOR_HEIGHT * 1.1f); mMotionBlurImageActor.Add( mMotionBlurImageActor4 ); // Create shader used for doing motion blur mMotionBlurEffect4 = MotionBlurEffect::New(MOTION_BLUR_NUM_SAMPLES); // set actor shader to the blur one mMotionBlurImageActor4.SetShaderEffect( mMotionBlurEffect4 ); /////////////////////////////////////////////////////// // // Motion blurred actor 5 // mMotionBlurImageActor5 = ImageActor::New(image); mMotionBlurImageActor5.SetParentOrigin( ParentOrigin::CENTER ); mMotionBlurImageActor5.SetSize(MOTION_BLUR_ACTOR_WIDTH, MOTION_BLUR_ACTOR_HEIGHT); mMotionBlurImageActor5.SetPosition(0.0f, -MOTION_BLUR_ACTOR_HEIGHT * 1.1f); mMotionBlurImageActor.Add( mMotionBlurImageActor5 ); // Create shader used for doing motion blur mMotionBlurEffect5 = MotionBlurEffect::New(MOTION_BLUR_NUM_SAMPLES); // set actor shader to the blur one mMotionBlurImageActor5.SetShaderEffect( mMotionBlurEffect5 ); #endif //#ifdef MULTIPLE_MOTION_BLURRED_ACTORS } ////////////////////////////////////////////////////////////// // // Device Orientation Support // // void OnOrientationChanged( Orientation orientation ) { unsigned int degrees = orientation.GetDegrees(); Rotate( static_cast< DeviceOrientation >( degrees ) ); } void Rotate( DeviceOrientation orientation ) { // Resize the root actor Vector2 stageSize = Stage::GetCurrent().GetSize(); Vector2 targetSize = stageSize; if( orientation == LANDSCAPE || orientation == LANDSCAPE_INVERSE ) { targetSize = Vector2( stageSize.y, stageSize.x ); } if( mOrientation != orientation ) { mOrientation = orientation; // check if actor is on stage if( mView.GetParent() ) { // has parent so we expect it to be on stage, start animation mRotateAnimation = Animation::New( ORIENTATION_DURATION ); mRotateAnimation.SetDestroyAction( Animation::Bake ); mRotateAnimation.RotateTo( mView, Degree( -orientation ), Vector3::ZAXIS, AlphaFunctions::EaseOut ); mRotateAnimation.Resize( mView, targetSize.width, targetSize.height ); mRotateAnimation.Play(); } else { // set the rotation to match the orientation mView.SetRotation( Degree( -orientation ), Vector3::ZAXIS ); mView.SetSize( targetSize ); } } else { // for first time just set size mView.SetSize( targetSize ); } } ////////////////////////////////////////////////////////////// // // Actor Animation // // // move to point on screen that was tapped void OnTap( Actor actor, TapGesture tapGesture ) { Vector3 destPos; float originOffsetX, originOffsetY; // rotate offset (from top left origin to centre) into actor space Vector2 stageSize = Dali::Stage::GetCurrent().GetSize(); actor.ScreenToLocal(originOffsetX, originOffsetY, stageSize.width * 0.5f, stageSize.height * 0.5f); // get dest point in local actor space destPos.x = tapGesture.localPoint.x - originOffsetX; destPos.y = tapGesture.localPoint.y - originOffsetY; destPos.z = 0.0f; float animDuration = 0.5f; mActorTapMovementAnimation = Animation::New( animDuration ); if ( mMotionBlurImageActor ) { mActorTapMovementAnimation.AnimateTo( Property(mMotionBlurImageActor, Actor::POSITION), destPos, AlphaFunctions::EaseInOutSine, TimePeriod(animDuration) ); } 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.RotateBy(mMotionBlurImageActor, Degree(720), Vector3::YAXIS, AlphaFunctions::EaseInOut); mActorAnimation.SetEndAction( Animation::Bake ); mActorAnimation.Play(); } break; // spin around z case 1: { float animDuration = 1.0f; mActorAnimation = Animation::New(animDuration); mActorAnimation.RotateBy(mMotionBlurImageActor, Degree(720), Vector3::ZAXIS, AlphaFunctions::EaseInOut); mActorAnimation.SetEndAction( Animation::Bake ); mActorAnimation.Play(); } break; // spin around y and z case 2: { float animDuration = 1.0f; mActorAnimation = Animation::New(animDuration); mActorAnimation.RotateBy(mMotionBlurImageActor, Degree(360), Vector3::YAXIS, AlphaFunctions::EaseInOut); mActorAnimation.RotateBy(mMotionBlurImageActor, Degree(360), Vector3::ZAXIS, AlphaFunctions::EaseInOut); mActorAnimation.SetEndAction( Animation::Bake ); mActorAnimation.Play(); } break; // scale case 3: { float animDuration = 1.0f; mActorAnimation = Animation::New(animDuration); mActorAnimation.ScaleBy(mMotionBlurImageActor, Vector3(2.0f, 2.0f, 2.0f), AlphaFunctions::Bounce, 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.SetBackgroundImage( mIconEffectsOn ); } else { mActorEffectsEnabled = false; mActorEffectsButton.SetBackgroundImage( mIconEffectsOff ); } } ////////////////////////////////////////////////////////////// // // 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.state == 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; } Image blurImage = Image::New( MOTION_BLUR_ACTOR_IMAGES[mCurrentImage] ); mMotionBlurImageActor.SetImage(blurImage); } private: Application& mApplication; ///< Application instance Toolkit::View mView; Toolkit::ToolBar mToolBar; TextView mTitleActor; ///< The Toolbar's Title. Image mIconEffectsOff; Image mIconEffectsOn; Layer mContentLayer; ///< Content layer (contains actor for this blur demo) PushButton mActorEffectsButton; ///< The actor effects toggling Button. // Motion blur MotionBlurEffect mMotionBlurEffect; ImageActor mMotionBlurImageActor; #ifdef MULTIPLE_MOTION_BLURRED_ACTORS MotionBlurEffect mMotionBlurEffect2; MotionBlurEffect mMotionBlurEffect3; MotionBlurEffect mMotionBlurEffect4; MotionBlurEffect mMotionBlurEffect5; ImageActor mMotionBlurImageActor2; ImageActor mMotionBlurImageActor3; ImageActor mMotionBlurImageActor4; ImageActor mMotionBlurImageActor5; #endif //#ifdef MULTIPLE_MOTION_BLURRED_ACTORS // 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. Popup mInstructionsPopup; ///< Info Popup }; void RunTest(Application& app) { MotionBlurExampleApp test(app); app.MainLoop(); } // Entry point for Linux & SLP applications // int main(int argc, char **argv) { Application app = Application::New(&argc, &argv); RunTest(app); return 0; }