/* * Copyright (c) 2017 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 using namespace Dali; using namespace Toolkit; namespace { /* * Vertex shader */ const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( attribute mediump vec2 aPosition;\n // DALi shader builtin uniform mediump mat4 uMvpMatrix;\n // DALi shader builtin uniform mediump vec3 uSize;\n // DALi shader builtin \n void main()\n {\n mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n vertexPosition.xyz *= uSize;\n gl_Position = uMvpMatrix * vertexPosition;\n }\n ); /* * Fragment shader */ const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( uniform mediump vec4 uColor;\n \n void main()\n {\n gl_FragColor = uColor;\n }\n ); } // This example shows how to draw a line in actor's color // class DrawLineController : public ConnectionTracker { public: DrawLineController( Application& application ) : mApplication( application ) { // Connect to the Application's Init signal mApplication.InitSignal().Connect( this, &DrawLineController::Create ); } ~DrawLineController() { // Nothing to do here; } // The Init signal is received once (only) during the Application lifetime void Create( Application& application ) { // Get a handle to the stage Stage stage = Stage::GetCurrent(); stage.SetBackgroundColor( Color::WHITE ); // Step 1. Create shader CreateLineShader(); // Step 2. Prepare geometry CreateLineGeometry(); // Step 3. Create a renderer CreateRenderer(); // Step 4. Create an Actor CreateActor(); // Respond to a click anywhere on the stage stage.GetRootLayer().TouchSignal().Connect( this, &DrawLineController::OnTouch ); // Respond to key events stage.KeyEventSignal().Connect( this, &DrawLineController::OnKeyEvent ); } bool OnTouch( Actor actor, const TouchData& touch ) { // quit the application mApplication.Quit(); return true; } /** * @brief Called when any key event is received * * Will use this to quit the application if Back or the Escape key is received * @param[in] event The key event information */ 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(); } } } /** * This function creates a line geometry made of two vertices in order * to draw a diagonal line. */ void CreateLineGeometry() { Vector2 vertices[] = { Vector2( -1.0f, -1.0f ), Vector2( 1.0f, 1.0f ) }; PropertyBuffer vertexBuffer = PropertyBuffer::New( Property::Map() .Add( "aPosition", Property::VECTOR2 ) ); vertexBuffer.SetData( vertices, sizeof(vertices) / sizeof(Vector2) ); mGeometry = Geometry::New(); mGeometry.AddVertexBuffer( vertexBuffer ); mGeometry.SetType( Geometry::LINES ); } /** * Creates a shader using inlined variable VERTEX_SHADER and FRAGMENT_SHADER * * Shaders are very basic and all they do is transforming vertices and applying actor's colour. */ void CreateLineShader() { mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ); } /** * Function creates renderer. */ void CreateRenderer() { mRenderer = Renderer::New( mGeometry, mShader ); } /** * Creates new actor and attaches renderer. */ void CreateActor() { Stage stage = Stage::GetCurrent(); Size size = stage.GetSize() * 0.25f; mActor = Actor::New(); mActor.SetAnchorPoint( AnchorPoint::CENTER ); mActor.SetParentOrigin( ParentOrigin::CENTER ); mActor.SetPosition( Vector3( 0.0f, 0.0f, 0.0f ) ); mActor.SetColor( Color::BLACK ); mActor.SetSize( Vector3( size.x, size.x, size.x ) ); mActor.AddRenderer( mRenderer ); stage.Add( mActor ); } private: Application& mApplication; Renderer mRenderer; Shader mShader; Geometry mGeometry; Actor mActor; }; int DALI_EXPORT_API main( int argc, char **argv ) { Application application = Application::New( &argc, &argv ); DrawLineController test( application ); application.MainLoop(); return 0; }