/* * Copyright (c) 2023 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 "native-renderer.h" // Include the GLES header #include #include #include using TextLabel = Dali::Toolkit::TextLabel; using namespace Dali; // This example shows DrawableActor using native GL code to clear screen to red // and renders TextLabel on top of it. // class DrawableActorExampleController : public ConnectionTracker { public: explicit DrawableActorExampleController(Application& application) : mApplication(application) { // Connect to the Application's Init signal mApplication.InitSignal().Connect(this, &DrawableActorExampleController::Create); } ~DrawableActorExampleController() override = default; // Nothing to do in destructor // 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); // Create native renderer mRenderer = std::make_unique(window.GetSize().GetWidth(), window.GetSize().GetHeight()); // Create render callback mRenderCallback = RenderCallback::New(mRenderer.get(), &NativeRenderer::OnRender); // Create drawable actor mGLActor = DrawableActor::New(*mRenderCallback); mGLActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT); mGLActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT); // Set size on the actor (half the window size to show that glClear() and scissor test work together) mGLActor.SetProperty(Actor::Property::SIZE, Size(window.GetSize()) * 0.75f); mGLActor[Actor::Property::POSITION] = Vector3(50.0f, 50.0f, 0.0f); // Add actor to the scene window.Add(mGLActor); // Create TextLabel mTextLabel = TextLabel::New("This text overlays DrawableActor"); mTextLabel.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT); mTextLabel.SetProperty(Dali::Actor::Property::NAME, "SomeTextLabel"); window.Add(mTextLabel); // Respond to a touch anywhere on the window window.GetRootLayer().TouchedSignal().Connect(this, &DrawableActorExampleController::OnTouch); // Respond to key events window.KeyEventSignal().Connect(this, &DrawableActorExampleController::OnKeyEvent); } bool OnTouch(Actor actor, const TouchEvent& touch) { // quit the application mApplication.Quit(); return true; } 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(); } } } TextLabel mTextLabel; DrawableActor mGLActor; std::unique_ptr mRenderCallback; std::unique_ptr mRenderer{nullptr}; private: Application& mApplication; }; int DALI_EXPORT_API main(int argc, char** argv) { Application application = Application::New(&argc, &argv); DrawableActorExampleController test(application); application.MainLoop(); return 0; }