/* * Copyright (c) 2021 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 "generated/rendering-line-frag.h" #include "generated/rendering-line-vert.h" using namespace Dali; using namespace Toolkit; // 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 window Window window = application.GetWindow(); window.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 window window.GetRootLayer().TouchedSignal().Connect(this, &DrawLineController::OnTouch); // Respond to key events window.KeyEventSignal().Connect(this, &DrawLineController::OnKeyEvent); } bool OnTouch(Actor actor, const TouchEvent& 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.GetState() == 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)}; VertexBuffer vertexBuffer = VertexBuffer::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 SHADER_RENDERING_LINE_VERT and SHADER_RENDERING_LINE_FRAG * * Shaders are very basic and all they do is transforming vertices and applying actor's colour. */ void CreateLineShader() { mShader = Shader::New(SHADER_RENDERING_LINE_VERT, SHADER_RENDERING_LINE_FRAG); } /** * Function creates renderer. */ void CreateRenderer() { mRenderer = Renderer::New(mGeometry, mShader); } /** * Creates new actor and attaches renderer. */ void CreateActor() { Window window = mApplication.GetWindow(); Size size = Vector2(window.GetSize()) * 0.25f; mActor = Actor::New(); mActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER); mActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER); mActor.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f)); mActor.SetProperty(Actor::Property::COLOR, Color::BLACK); mActor.SetProperty(Actor::Property::SIZE, Vector3(size.x, size.x, size.x)); mActor.AddRenderer(mRenderer); window.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; }