/* * Copyright (c) 2019 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 #include using namespace Dali; using namespace Dali::Toolkit; namespace // unnamed namespace { //////////////////////////////////////////////////// // // Demo setup parameters // const float MOTION_STRETCH_ACTOR_WIDTH = 256; // actor size on screen const float MOTION_STRETCH_ACTOR_HEIGHT = 256; // "" const int MOTION_STRETCH_NUM_ACTOR_IMAGES = 5; const char* MOTION_STRETCH_ACTOR_IMAGE1( DEMO_IMAGE_DIR "image-with-border-1.jpg" ); const char* MOTION_STRETCH_ACTOR_IMAGE2( DEMO_IMAGE_DIR "image-with-border-2.jpg" ); const char* MOTION_STRETCH_ACTOR_IMAGE3( DEMO_IMAGE_DIR "image-with-border-3.jpg" ); const char* MOTION_STRETCH_ACTOR_IMAGE4( DEMO_IMAGE_DIR "image-with-border-4.jpg" ); const char* MOTION_STRETCH_ACTOR_IMAGE5( DEMO_IMAGE_DIR "image-with-border-5.jpg" ); const char* MOTION_STRETCH_ACTOR_IMAGES[] = { MOTION_STRETCH_ACTOR_IMAGE1, MOTION_STRETCH_ACTOR_IMAGE2, MOTION_STRETCH_ACTOR_IMAGE3, MOTION_STRETCH_ACTOR_IMAGE4, MOTION_STRETCH_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 Stretch" ); 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" ); // These values depend on the button background image const Vector4 BUTTON_IMAGE_BORDER( Vector4::ONE * 3.0f ); const float UI_MARGIN = 4.0f; ///< Screen Margin for placement of UI buttons const Vector3 BUTTON_SIZE_CONSTRAINT( 0.24f, 0.09f, 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 MotionStretchExampleApp : 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 */ MotionStretchExampleApp(Application &app) : mApplication(app), mActorEffectsEnabled(false), mCurrentActorAnimation(0), mCurrentImage(0), mOrientation( PORTRAIT ) { // Connect to the Application's Init signal app.InitSignal().Connect(this, &MotionStretchExampleApp::OnInit); } ~MotionStretchExampleApp() { // 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, &MotionStretchExampleApp::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 ); // Ensure the content layer is a square so the touch area works in all orientations Vector2 stageSize = Stage::GetCurrent().GetSize(); float size = std::max( stageSize.width, stageSize.height ); mContentLayer.SetSize( size, size ); //Add an slideshow 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, &MotionStretchExampleApp::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) 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, &MotionStretchExampleApp::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, &MotionStretchExampleApp::OnTap ); // set initial orientation 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 ); winHandle.ResizedSignal().Connect( this, &MotionStretchExampleApp::OnWindowResized ); // set initial orientation Rotate( PORTRAIT ); /////////////////////////////////////////////////////// // // Motion stretched actor // mMotionStretchEffect = Toolkit::CreateMotionStretchEffect(); mMotionStretchEffect["url"] = MOTION_STRETCH_ACTOR_IMAGE1; mMotionStretchImageView = ImageView::New(); mMotionStretchImageView.SetProperty( Toolkit::ImageView::Property::IMAGE, mMotionStretchEffect ); mMotionStretchImageView.SetParentOrigin( ParentOrigin::CENTER ); mMotionStretchImageView.SetAnchorPoint( AnchorPoint::CENTER ); mMotionStretchImageView.SetSize( MOTION_STRETCH_ACTOR_WIDTH, MOTION_STRETCH_ACTOR_HEIGHT ); mContentLayer.Add( mMotionStretchImageView ); // Create shader used for doing motion stretch Toolkit::SetMotionStretchProperties( mMotionStretchImageView ); } ////////////////////////////////////////////////////////////// // // Device Orientation Support // // void OnWindowResized( Window::WindowSize size ) { Rotate( size.GetWidth() > size.GetHeight() ? LANDSCAPE : PORTRAIT ); } void Rotate( DeviceOrientation orientation ) { // Resize the root actor const Vector2 targetSize = Stage::GetCurrent().GetSize(); 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.AnimateTo( Property( mView, Actor::Property::SIZE_WIDTH ), targetSize.width ); mRotateAnimation.AnimateTo( Property( mView, Actor::Property::SIZE_HEIGHT ), targetSize.height ); mRotateAnimation.Play(); } else { 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, const 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 ( mMotionStretchImageView ) { mActorTapMovementAnimation.AnimateTo( Property(mMotionStretchImageView, Actor::Property::POSITION), destPos, AlphaFunction::EASE_IN_OUT_SINE, 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.AnimateBy( Property( mMotionStretchImageView, 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( mMotionStretchImageView, 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( mMotionStretchImageView, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(360.0f) ), Vector3::YAXIS ), AlphaFunction::EASE_IN_OUT ); mActorAnimation.AnimateBy( Property( mMotionStretchImageView, 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( mMotionStretchImageView, 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.state == KeyEvent::Down) { if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) ) { mApplication.Quit(); } } } ////////////////////////////////////////////////////////////// // // Misc // // void ChangeImage() { mCurrentImage++; if(MOTION_STRETCH_NUM_ACTOR_IMAGES == mCurrentImage) { mCurrentImage = 0; } mMotionStretchEffect["url"] = MOTION_STRETCH_ACTOR_IMAGES[mCurrentImage]; mMotionStretchImageView.SetProperty( Toolkit::ImageView::Property::IMAGE, mMotionStretchEffect ); } private: Application& mApplication; ///< Application instance Toolkit::Control mView; Toolkit::ToolBar mToolBar; Layer mContentLayer; ///< Content layer (contains actor for this stretch demo) PushButton mActorEffectsButton; ///< The actor effects toggling Button. // Motion stretch Property::Map mMotionStretchEffect; ImageView mMotionStretchImageView; // animate actor to position where user taps screen Animation mActorTapMovementAnimation; // show different animations to demonstrate stretch 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); MotionStretchExampleApp test(app); app.MainLoop(); return 0; }