/* * 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 #include #include #include #include #include #include "effects/particle-effect.h" using namespace Dali; using namespace Dali::Toolkit::ParticleSystem; using namespace Dali::Toolkit; using Dali::Toolkit::TextLabel; using namespace Dali::ParticleEffect; constexpr uint16_t NUMBER_OF_EFFECTS = 3; constexpr float TEXT_LABEL_ANIMATION_TIME = 5.0f; const TimePeriod TEXT_LABEL_ANIMATION_TIME_PERIOD(3.0, 2.0f); /** * This example shows Particle System feature */ class ParticleEffectController : public ConnectionTracker { public: ParticleEffectController(Application& application) : mApplication(application) { // Connect to the Application's Init signal mApplication.InitSignal().Connect(this, &ParticleEffectController::Create); } ~ParticleEffectController() = default; // Nothing to do in destructor private: // The Init signal is received once (only) during the Application lifetime void Create(Application& application) { Window window = application.GetWindow(); window.SetBackgroundColor(Color::BLACK); auto windowSize = window.GetSize(); // Set up emitter actor to be the full size of the window as some particles may be outside a particular size mEmitterActor = Handle::New({{Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER}, {Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER}, {Actor::Property::POSITION, Vector2::ZERO}, {Actor::Property::SIZE, Vector2(windowSize.GetWidth(), windowSize.GetHeight())}}); window.Add(mEmitterActor); // Create a tap gesture detector, attach the actor & connect mTapDetector = TapGestureDetector::New(); mTapDetector.Attach(mEmitterActor); mTapDetector.DetectedSignal().Connect(this, [&](Actor actor, const TapGesture& tap) { NextEffect(); }); // Respond to key events window.KeyEventSignal().Connect(this, &ParticleEffectController::OnKeyEvent); // Create a Text Label at the bottom of the screen mTextLabel = Handle::New({{Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER}, {Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_CENTER}, {TextLabel::Property::MULTI_LINE, true}, {TextLabel::Property::HORIZONTAL_ALIGNMENT, HorizontalAlignment::CENTER}, {TextLabel::Property::TEXT_COLOR, Color::WHITE}}); window.Add(mTextLabel); // Create a fade out animation for the text label after a few seconds mTextLabelAnimation = Animation::New(TEXT_LABEL_ANIMATION_TIME); mTextLabelAnimation.AnimateTo(Property(mTextLabel, Actor::Property::COLOR_ALPHA), 0.0f, TEXT_LABEL_ANIMATION_TIME_PERIOD); mTextLabelAnimation.Play(); // Start the default effect StartEffect(EffectType(mCurrentEffectType)); // Add extra line to text for further instructions only the first time std::string label = mTextLabel[TextLabel::Property::TEXT]; label += "\nTap to change particle effect"; mTextLabel[TextLabel::Property::TEXT] = label; } void StartEffect(EffectType effectType) { if(mCurrentEmitter) { mCurrentEmitter.Stop(); mCurrentEmitter.Reset(); } ParticleEffectParams params{}; std::string effectName; switch(effectType) { case EffectType::FIRE_RING: params.particleCount = 5000; params.emissionRate = 1000; params.initialParticleCount = 0; params.sourceSize = Vector2(200, 10); params.strTexture = "sparkle-part1.png"; effectName = "Fire Effect"; break; case EffectType::SPARKLES: params.particleCount = 10000; params.emissionRate = 500; params.initialParticleCount = 0; params.sourceSize = Vector2(10, 10); params.strTexture = "blue-part2.png"; effectName = "Sparkle Effect"; break; case EffectType::IMAGE_EXPLOSION: params.particleCount = 20000; params.emissionRate = 0; params.initialParticleCount = 10; params.sourceSize = Vector2(64, 64); params.strImageSourceName = "particle-image-source.jpg"; effectName = "Image Source Effect"; break; } mCurrentEmitter = mParticleSystem->CreateEffectEmitter(effectType, mEmitterActor, params); mCurrentEmitter.Start(); // Set text and reset TextLabel properties and animation mTextLabel[Toolkit::TextLabel::Property::TEXT] = effectName; mTextLabel[Actor::Property::COLOR_ALPHA] = 1.0f; mTextLabelAnimation.SetCurrentProgress(0.0f); mTextLabelAnimation.Play(); } void NextEffect() { StartEffect(EffectType(++mCurrentEffectType %= NUMBER_OF_EFFECTS)); } 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(); } else { NextEffect(); } } } private: using ParticleEffectPtr = std::unique_ptr; Application& mApplication; ParticleEffectPtr mParticleSystem; ParticleEmitter mCurrentEmitter; Actor mEmitterActor; TapGestureDetector mTapDetector; uint32_t mCurrentEffectType{0u}; Actor mTextLabel; Animation mTextLabelAnimation; }; int DALI_EXPORT_API main(int argc, char** argv) { Application application = Application::New(&argc, &argv); ParticleEffectController test(application); application.MainLoop(); return 0; }