/* * Copyright (c) 2018 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. * */ // EXTERNAL INCLUDES #include #include #include // uint32_t, uint16_t etc #include #include #include #include // INTERNAL INCLUDES #include "shared/utility.h" // DemoHelper::LoadTexture using namespace Dali; namespace // unnamed namespace for constants { const char * const BACKGROUND_IMAGE( DEMO_IMAGE_DIR "background-2.jpg" ); const float GRAVITY_X(0); const float GRAVITY_Y(-0.09); // number of metaballs constexpr uint32_t METABALL_NUMBER = 6; /** * Vertex shader for metaballs */ const char* const METABALL_VERTEX_SHADER = DALI_COMPOSE_SHADER ( attribute mediump vec2 aPosition;\n attribute mediump vec2 aTexture;\n uniform mediump mat4 uMvpMatrix;\n uniform mediump vec3 uSize;\n uniform lowp vec4 uColor;\n varying mediump vec2 vTexCoord;\n void main()\n {\n mediump vec4 vertexPosition = vec4(aPosition.x, aPosition.y, 0.0, 1.0);\n vertexPosition = uMvpMatrix * vertexPosition;\n gl_Position = vertexPosition;\n vTexCoord = aTexture;\n }\n ); /** * Fragment shader for metaballs */ const char* const METABALL_FRAG_SHADER = DALI_COMPOSE_SHADER ( precision mediump float;\n varying vec2 vTexCoord;\n uniform vec2 uPositionMetaball;\n uniform vec2 uPositionVar;\n uniform vec2 uGravityVector;\n uniform float uRadius;\n uniform float uRadiusVar;\n uniform float uAspect;\n void main()\n {\n vec2 adjustedCoords = vTexCoord * 2.0 - 1.0;\n vec2 finalMetaballPosition = uPositionMetaball + uGravityVector + uPositionVar;\n float distance = (adjustedCoords.x - finalMetaballPosition.x) * (adjustedCoords.x - finalMetaballPosition.x) + (adjustedCoords.y - finalMetaballPosition.y) * (adjustedCoords.y - finalMetaballPosition.y);\n float finalRadius = uRadius + uRadiusVar;\n float color = finalRadius / sqrt( distance );\n vec2 bordercolor = vec2(0.0,0.0);\n if (vTexCoord.x < 0.1)\n {\n bordercolor.x = (0.1 - vTexCoord.x) * 0.8;\n }\n if (vTexCoord.x > 0.9)\n {\n bordercolor.x = (vTexCoord.x - 0.9) * 0.8;\n }\n if (vTexCoord.y < 0.1)\n {\n bordercolor.y = (0.1 - vTexCoord.y) * 0.8;\n }\n if (vTexCoord.y > (0.9 * uAspect))\n {\n bordercolor.y = (vTexCoord.y - (0.9 * uAspect)) * 0.8;\n }\n float border = (bordercolor.x + bordercolor.y) * 0.5;\n gl_FragColor = vec4(color + border,color + border,color + border,1.0);\n }\n ); /** * Fragment shader code for metaball and background composition with refraction effect */ const char* const REFRACTION_FRAG_SHADER = DALI_COMPOSE_SHADER ( precision mediump float;\n varying vec2 vTexCoord;\n uniform sampler2D sTexture;\n uniform sampler2D sEffect;\n void main()\n {\n vec4 metaColor = texture2D(sEffect, vTexCoord);\n vec2 zoomCoords;\n float bright = 1.0;\n if (metaColor.r > 0.85)\n {\n zoomCoords = ((vTexCoord - 0.5) * 0.95) + 0.5;\n }\n else if (metaColor.r > 0.78)\n {\n float interpolation = mix(0.95, 1.05, (0.85 - metaColor.r) * 50.0);\n zoomCoords = ((vTexCoord - 0.5) * interpolation) + 0.5;\n bright = 1.2;\n }\n else\n {\n zoomCoords = vTexCoord;\n }\n gl_FragColor = texture2D(sTexture, zoomCoords) * bright;\n }\n ); /** * Fragment shader code when there's no effect */ const char* const FRAG_SHADER = DALI_COMPOSE_SHADER ( precision mediump float;\n varying vec2 vTexCoord;\n uniform sampler2D sTexture;\n void main()\n {\n gl_FragColor = texture2D(sTexture, vTexCoord);\n }\n ); /** * Metadata for each ball */ struct MetaballInfo { Actor actor; Vector2 position; float radius; float initRadius; //Properties needed for animations Property::Index positionIndex; Property::Index positionVarIndex; Property::Index gravityIndex; Property::Index radiusIndex; Property::Index radiusVarIndex; Property::Index aspectIndex; }; } // unnamed namespace /** * Demo using Metaballs * * When the metaball is clicked it starts to grow and fuses into the closest edge of screen */ class MetaballRefracController : public ConnectionTracker { public: /** * Constructor * @param application */ MetaballRefracController( Application& application ); /** * Destructor */ virtual ~MetaballRefracController(); /** * Creates the metaballs and initializes the scene */ void Create( Application& app ); /** * Touch handler, start the grow animation and creates additional metaballs */ bool OnTouch( Actor actor, const TouchData& touch ); /** * Key event callback to quit the application on escape or back key */ void OnKeyEvent( const KeyEvent& event ); private: // Data Application& mApplication; Vector2 mScreenSize; Texture mBackgroundTexture; FrameBuffer mMetaballFBO; Actor mMetaballRoot; MetaballInfo mMetaballs[METABALL_NUMBER]; Actor mCompositionActor; //Motion Vector2 mCurrentTouchPosition; Vector2 mMetaballPosVariation; Vector2 mMetaballPosVariationFrom; Vector2 mMetaballPosVariationTo; Vector2 mMetaballCenter; Vector2 mGravity; Vector2 mGravityVar; Renderer mRendererRefraction; TextureSet mTextureSetRefraction; Shader mShaderRefraction; TextureSet mTextureSetNormal; Shader mShaderNormal; // Animations Animation mGravityAnimation[METABALL_NUMBER]; Animation mRadiusDecAnimation[METABALL_NUMBER]; Animation mRadiusIncFastAnimation[METABALL_NUMBER]; Animation mRadiusIncSlowAnimation[METABALL_NUMBER]; Animation mRadiusVarAnimation[METABALL_NUMBER]; Animation mPositionVarAnimation[METABALL_NUMBER]; // Private Helper functions /** * Create a mesh data with the geometry for the metaball rendering * @param aspectMappedTexture whether texture coords should be mapped based on aspect ratio */ Geometry CreateGeometry( bool aspectMappedTexture = true ); /** * Create a actor for the metaballs */ void CreateMetaballActors(); /** * Create the render task and FBO to render the metaballs into a texture */ void CreateMetaballImage(); /** * Create the the final composition */ void CreateComposition(); /** * Create all the metaballs animations (gravity, movement, size, etc.) */ void CreateAnimations(); /** * Function to launch the grow slow radius for the metaballs, and also the small variations for metaball[2] and [3] */ void LaunchRadiusIncSlowAnimations( Animation& source ); /** * Function to launch the animation to get the metaball[1] back to the center */ void LaunchGetBackToPositionAnimation( Animation& source ); /** * Function to stop all animations related to the click of the user in the screen */ void StopClickAnimations(); /** * Function to stop all animations related to the after click of the user in the screen */ void StopAfterClickAnimations(); /** * Function that resets the sate of the different Metaballs */ void ResetMetaballsState(); /** * Function to set the actual position of the metaballs when the user clicks the screen */ void SetPositionToMetaballs( const Vector2& metaballCenter ); }; /** * Implementation */ MetaballRefracController::MetaballRefracController( Application& application ) : mApplication( application ) { // Connect to the Application's Init signal mApplication.InitSignal().Connect( this, &MetaballRefracController::Create ); } MetaballRefracController::~MetaballRefracController() { // Nothing to do here; } void MetaballRefracController::Create( Application& app ) { Stage stage = Stage::GetCurrent(); stage.KeyEventSignal().Connect( this, &MetaballRefracController::OnKeyEvent ); mScreenSize = stage.GetSize(); stage.SetBackgroundColor(Color::BLACK); // Load background texture mBackgroundTexture = DemoHelper::LoadTexture( BACKGROUND_IMAGE ); mGravity = Vector2(GRAVITY_X,GRAVITY_Y); mGravityVar = Vector2(0,0); CreateMetaballActors(); CreateMetaballImage(); CreateComposition(); CreateAnimations(); // Connect the callback to the touch signal on the mesh actor stage.GetRootLayer().TouchSignal().Connect( this, &MetaballRefracController::OnTouch ); } Geometry MetaballRefracController::CreateGeometry( bool aspectMappedTexture ) { const float aspect = mScreenSize.y / mScreenSize.x; // Create vertices and specify their color const float xsize = mScreenSize.x * 0.5; // Create the meshdata for the metaballs struct VertexPosition { Vector2 position; }; struct VertexTexture { Vector2 texture; }; VertexPosition vertices[] = { { Vector2( -xsize, -xsize * aspect ) }, { Vector2( xsize, -xsize * aspect ) }, { Vector2( -xsize, xsize * aspect ) }, { Vector2( xsize, xsize * aspect ) } }; const float textureAspect = (aspectMappedTexture) ? aspect : 1.0f; VertexTexture textures[] = { { Vector2( 0.0f, 0.0f ) }, { Vector2( 1.0f, 0.0f ) }, { Vector2( 0.0f, 1.0f * textureAspect ) }, { Vector2( 1.0f, 1.0f * textureAspect ) } }; uint32_t numberOfVertices = sizeof(vertices)/sizeof(VertexPosition); // Vertices Property::Map positionVertexFormat; positionVertexFormat["aPosition"] = Property::VECTOR2; PropertyBuffer positionVertices = PropertyBuffer::New( positionVertexFormat ); positionVertices.SetData( vertices, numberOfVertices ); // Textures Property::Map textureVertexFormat; textureVertexFormat["aTexture"] = Property::VECTOR2; PropertyBuffer textureVertices = PropertyBuffer::New( textureVertexFormat ); textureVertices.SetData( textures, numberOfVertices ); // Indices const uint16_t indices[] = { 0, 3, 1, 0, 2, 3 }; // Create the geometry object Geometry texturedQuadGeometry = Geometry::New(); texturedQuadGeometry.AddVertexBuffer( positionVertices ); texturedQuadGeometry.AddVertexBuffer( textureVertices ); texturedQuadGeometry.SetIndexBuffer ( &indices[0], sizeof( indices )/ sizeof( indices[0] ) ); return texturedQuadGeometry; } void MetaballRefracController::CreateMetaballActors() { const float aspect = mScreenSize.y / mScreenSize.x; // Create the renderer for the metaballs Shader shader = Shader::New( METABALL_VERTEX_SHADER, METABALL_FRAG_SHADER, Shader::Hint::MODIFIES_GEOMETRY ); Geometry metaballGeometry = CreateGeometry(); Renderer renderer = Renderer::New( metaballGeometry, shader ); renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON ); renderer.SetProperty( Renderer::Property::BLEND_FACTOR_SRC_RGB, BlendFactor::ONE ); renderer.SetProperty( Renderer::Property::BLEND_FACTOR_DEST_RGB, BlendFactor::ONE ); renderer.SetProperty( Renderer::Property::BLEND_FACTOR_SRC_ALPHA, BlendFactor::ONE ); renderer.SetProperty( Renderer::Property::BLEND_FACTOR_DEST_ALPHA, BlendFactor::ONE ); // Each metaball has a different radius mMetaballs[0].radius = mMetaballs[0].initRadius = 0.0145f; mMetaballs[1].radius = mMetaballs[1].initRadius = 0.012f; mMetaballs[2].radius = mMetaballs[2].initRadius = 0.0135f; mMetaballs[3].radius = mMetaballs[3].initRadius = 0.0135f; // Initialization of each of the metaballs for( uint32_t i = 0 ; i < METABALL_NUMBER ; i++ ) { mMetaballs[i].position = Vector2(0.0f, 0.0f); mMetaballs[i].actor = Actor::New(); mMetaballs[i].actor.SetName( "Metaball" ); mMetaballs[i].actor.SetScale( 1.0f ); mMetaballs[i].actor.SetParentOrigin( ParentOrigin::CENTER ); mMetaballs[i].actor.AddRenderer( renderer ); mMetaballs[i].positionIndex = mMetaballs[i].actor.RegisterProperty( "uPositionMetaball", mMetaballs[i].position ); mMetaballs[i].positionVarIndex = mMetaballs[i].actor.RegisterProperty( "uPositionVar", Vector2(0.f,0.f) ); mMetaballs[i].gravityIndex = mMetaballs[i].actor.RegisterProperty( "uGravityVector", Vector2(0.f,0.f) ); mMetaballs[i].radiusIndex = mMetaballs[i].actor.RegisterProperty( "uRadius", mMetaballs[i].radius ); mMetaballs[i].radiusVarIndex = mMetaballs[i].actor.RegisterProperty( "uRadiusVar", 0.f ); mMetaballs[i].aspectIndex = mMetaballs[i].actor.RegisterProperty( "uAspect", aspect ); } //Root creation mMetaballRoot = Actor::New(); mMetaballRoot.SetParentOrigin( ParentOrigin::CENTER ); for( uint32_t i = 0 ; i < METABALL_NUMBER ; i++ ) { mMetaballRoot.Add( mMetaballs[i].actor ); } } void MetaballRefracController::CreateMetaballImage() { // Create an FBO and a render task to create to render the metaballs with a fragment shader Stage stage = Stage::GetCurrent(); mMetaballFBO = FrameBuffer::New( mScreenSize.x, mScreenSize.y ); stage.Add(mMetaballRoot); //Creation of the render task used to render the metaballs RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList(); RenderTask task = taskList.CreateTask(); task.SetRefreshRate( RenderTask::REFRESH_ALWAYS ); task.SetSourceActor( mMetaballRoot ); task.SetExclusive( true ); task.SetClearColor( Color::BLACK ); task.SetClearEnabled( true ); task.SetFrameBuffer( mMetaballFBO ); } void MetaballRefracController::CreateComposition() { // Create Refraction shader and renderer mShaderRefraction = Shader::New( METABALL_VERTEX_SHADER, REFRACTION_FRAG_SHADER ); // Create new texture set mTextureSetRefraction = TextureSet::New(); mTextureSetRefraction.SetTexture( 0u, mBackgroundTexture ); mTextureSetRefraction.SetTexture( 1u, mMetaballFBO.GetColorTexture() ); // Create normal shader mShaderNormal = Shader::New( METABALL_VERTEX_SHADER, FRAG_SHADER ); // Create new texture set mTextureSetNormal = TextureSet::New(); mTextureSetNormal.SetTexture( 0u, mBackgroundTexture ); // Create actor mCompositionActor = Actor::New( ); mCompositionActor.SetParentOrigin(ParentOrigin::CENTER); mCompositionActor.SetPosition(Vector3(0.0f, 0.0f, 0.0f)); mCompositionActor.SetSize(mScreenSize.x, mScreenSize.y); // Create geometry Geometry metaballGeometry = CreateGeometry( false ); mRendererRefraction = Renderer::New( metaballGeometry, mShaderNormal ); mRendererRefraction.SetTextures( mTextureSetNormal ); mCompositionActor.AddRenderer( mRendererRefraction ); Stage stage = Stage::GetCurrent(); stage.Add( mCompositionActor ); } void MetaballRefracController::CreateAnimations() { uint32_t i = 0; float key; mPositionVarAnimation[1] = Animation::New( 2.f ); mPositionVarAnimation[1].SetLooping( false ); mPositionVarAnimation[1].Pause(); mPositionVarAnimation[1].FinishedSignal().Connect( this, &MetaballRefracController::LaunchGetBackToPositionAnimation ); KeyFrames keySinCosVariation = KeyFrames::New(); Vector2 sinCosVariation(0,0); for( i = 0 ; i < 360; i++ ) { sinCosVariation.x = 0.05f * ( -sinf(i * Math::PI_OVER_180) + cosf(i * Math::PI_OVER_180) ); sinCosVariation.y = 0.05f * ( sinf(i * Math::PI_OVER_180) - cosf(i * Math::PI_OVER_180) ); key = i/360.f; keySinCosVariation.Add(key, sinCosVariation); } mPositionVarAnimation[2] = Animation::New(6.f); mPositionVarAnimation[2].AnimateBetween(Property( mMetaballs[2].actor, mMetaballs[2].positionVarIndex ), keySinCosVariation); mPositionVarAnimation[2].SetLooping( true ); mPositionVarAnimation[2].Pause(); KeyFrames keyCosSinVariation = KeyFrames::New(); Vector2 cosSinVariation(0,0); for( i = 0 ; i < 360; i++ ) { cosSinVariation.x = 0.05f * ( -sinf(i * Math::PI_OVER_180) - cosf(i * Math::PI_OVER_180) ); cosSinVariation.y = 0.05f * ( sinf(i * Math::PI_OVER_180) + cosf(i * Math::PI_OVER_180) ); key = i/360.f; keyCosSinVariation.Add(key, cosSinVariation); } mPositionVarAnimation[3] = Animation::New(6.f); mPositionVarAnimation[3].AnimateBetween(Property( mMetaballs[3].actor, mMetaballs[3].positionVarIndex ), keyCosSinVariation); mPositionVarAnimation[3].SetLooping( true ); mPositionVarAnimation[3].Pause(); //Animations for gravity for( i = 0 ; i < METABALL_NUMBER; i++ ) { mGravityAnimation[i] = Animation::New( 25.f ); mGravityAnimation[i].AnimateBy( Property( mMetaballs[i].actor, mMetaballs[i].gravityIndex ), mGravity * 25.f * 3.f ); mGravityAnimation[i].SetLooping( false ); mGravityAnimation[i].Pause(); } //Animation to decrease size of metaballs when there is no click for( i = 0 ; i < METABALL_NUMBER; i++ ) { mRadiusDecAnimation[i] = Animation::New( 25.f ); mRadiusDecAnimation[i].AnimateBy( Property( mMetaballs[i].actor, mMetaballs[i].radiusIndex ), -0.004f * 25.f * 3.f ); mRadiusDecAnimation[i].SetLooping( false ); mRadiusDecAnimation[i].Pause(); } // Animation to grow the size of the metaballs the first second of the click for( i = 0 ; i < METABALL_NUMBER; i++ ) { mRadiusIncFastAnimation[i] = Animation::New( 0.3f ); mRadiusIncFastAnimation[i].AnimateBy( Property( mMetaballs[i].actor, mMetaballs[i].radiusIndex ), 0.06f ); mRadiusIncFastAnimation[i].SetLooping( false ); mRadiusIncFastAnimation[i].Pause(); } mRadiusIncFastAnimation[0].FinishedSignal().Connect( this, &MetaballRefracController::LaunchRadiusIncSlowAnimations ); // Animation to grow the size of the metaballs afterwards for( i = 0 ; i < METABALL_NUMBER; i++ ) { mRadiusIncSlowAnimation[i] = Animation::New( 20.f ); mRadiusIncSlowAnimation[i].AnimateBy( Property( mMetaballs[i].actor, mMetaballs[i].radiusIndex ), 0.04f ); mRadiusIncSlowAnimation[i].SetLooping( false ); mRadiusIncSlowAnimation[i].Pause(); } // Keyframes of a sin function KeyFrames keySin = KeyFrames::New(); float val; for( i = 0 ; i < 360; i++ ) { val = 0.01f * sin(i * Math::PI/180.f); key = i/360.f; keySin.Add(key, val); } //Animation to change the size of the metaball mRadiusVarAnimation[2] = Animation::New( 8.f ); mRadiusVarAnimation[2].AnimateBetween( Property( mMetaballs[2].actor, mMetaballs[2].radiusVarIndex ), keySin ); mRadiusVarAnimation[2].SetLooping( true ); // Keyframes of a cos function KeyFrames keyCos = KeyFrames::New(); for( i = 0 ; i < 360; i++ ) { val = 0.01f * cos(i * Math::PI/180.f); key = i/360.f; keyCos.Add(key, val); } //Animation to change the size of the metaball mRadiusVarAnimation[3] = Animation::New( 8.f ); mRadiusVarAnimation[3].AnimateBetween( Property( mMetaballs[3].actor, mMetaballs[3].radiusVarIndex ), keyCos ); mRadiusVarAnimation[3].SetLooping( true ); } void MetaballRefracController::LaunchGetBackToPositionAnimation( Animation& source ) { mMetaballPosVariationTo = Vector2(0,0); mPositionVarAnimation[1] = Animation::New( 1.f ); mPositionVarAnimation[1].SetLooping( false ); mPositionVarAnimation[1].AnimateTo(Property( mMetaballs[1].actor, mMetaballs[1].positionVarIndex ), Vector2(0,0) ); mPositionVarAnimation[1].Play(); } void MetaballRefracController::LaunchRadiusIncSlowAnimations( Animation& source ) { for( uint32_t i = 0 ; i < METABALL_NUMBER; i++ ) { mRadiusIncSlowAnimation[i].Play(); } mPositionVarAnimation[2].Play(); mPositionVarAnimation[3].Play(); } void MetaballRefracController::StopClickAnimations() { for( uint32_t i = 0 ; i < METABALL_NUMBER; i++ ) { mRadiusIncSlowAnimation[i].Stop(); mRadiusIncFastAnimation[i].Stop(); } mPositionVarAnimation[1].Stop(); mPositionVarAnimation[2].Stop(); mPositionVarAnimation[3].Stop(); } void MetaballRefracController::StopAfterClickAnimations() { for( uint32_t i = 0 ; i < METABALL_NUMBER; i++ ) { mGravityAnimation[i].Stop(); mRadiusDecAnimation[i].Stop(); mMetaballs[i].radius = mMetaballs[i].initRadius; mMetaballs[i].actor.SetProperty( mMetaballs[i].gravityIndex, Vector2(0,0) ); mMetaballs[i].actor.SetProperty( mMetaballs[i].radiusIndex, mMetaballs[i].radius ); mMetaballs[i].actor.SetProperty( mMetaballs[i].radiusVarIndex, 0.f ); } mRadiusVarAnimation[2].Stop(); mRadiusVarAnimation[3].Stop(); } void MetaballRefracController::ResetMetaballsState() { mRendererRefraction.SetTextures( mTextureSetNormal ); mRendererRefraction.SetShader( mShaderNormal ); for( uint32_t i = 0 ; i < METABALL_NUMBER; i++ ) { mMetaballs[i].radius = mMetaballs[i].initRadius; } mMetaballPosVariationTo = Vector2(0,0); mMetaballPosVariationFrom = Vector2(0,0); mMetaballPosVariation = Vector2(0,0); mGravityVar = Vector2(0,0); } void MetaballRefracController::SetPositionToMetaballs( const Vector2& metaballCenter ) { //We set the position for the metaballs based on click position for( uint32_t i = 0 ; i < METABALL_NUMBER; i++ ) { mMetaballs[i].position = metaballCenter; mMetaballs[i].actor.SetProperty( mMetaballs[i].positionIndex, mMetaballs[i].position ); } } bool MetaballRefracController::OnTouch( Actor actor, const TouchData& touch ) { const float aspect = mScreenSize.y / mScreenSize.x; switch( touch.GetState( 0 ) ) { case PointState::DOWN: { StopAfterClickAnimations(); for( uint32_t i = 0 ; i < METABALL_NUMBER; i++ ) { mRadiusIncFastAnimation[i].Play(); } mRadiusVarAnimation[2].Play(); mRadiusVarAnimation[3].Play(); //We draw with the refraction-composition shader mRendererRefraction.SetTextures( mTextureSetRefraction ); mRendererRefraction.SetShader( mShaderRefraction ); mCurrentTouchPosition = touch.GetScreenPosition( 0 ); //we use the click position for the metaballs Vector2 metaballCenter = Vector2( (mCurrentTouchPosition.x / mScreenSize.x) - 0.5f, (aspect * (mScreenSize.y - mCurrentTouchPosition.y) / mScreenSize.y) - 0.5f ) * 2.0f; SetPositionToMetaballs(metaballCenter); break; } case PointState::MOTION: { Vector2 screen = touch.GetScreenPosition( 0 ); Vector2 displacement = screen - mCurrentTouchPosition; mCurrentTouchPosition = screen; mMetaballPosVariationTo.x += ( displacement.x / mScreenSize.x ) * 2.2f; mMetaballPosVariationTo.y += (-displacement.y / mScreenSize.y ) * 2.2f; if (mPositionVarAnimation[1]) { mPositionVarAnimation[1].FinishedSignal().Disconnect( this, &MetaballRefracController::LaunchGetBackToPositionAnimation ); mPositionVarAnimation[1].Stop(); } mPositionVarAnimation[1] = Animation::New( 1.f ); mPositionVarAnimation[1].SetLooping( false ); mPositionVarAnimation[1].AnimateTo(Property( mMetaballs[1].actor, mMetaballs[1].positionVarIndex ), mMetaballPosVariationTo ); mPositionVarAnimation[1].FinishedSignal().Connect( this, &MetaballRefracController::LaunchGetBackToPositionAnimation ); mPositionVarAnimation[1].Play(); //we use the click position for the metaballs Vector2 metaballCenter = Vector2( (screen.x / mScreenSize.x) - 0.5f, (aspect * (mScreenSize.y - screen.y) / mScreenSize.y) - 0.5f) * 2.0f; SetPositionToMetaballs(metaballCenter); break; } case PointState::UP: case PointState::LEAVE: case PointState::INTERRUPTED: { //Stop click animations StopClickAnimations(); //Launch out of screen animations for( uint32_t i = 0 ; i < METABALL_NUMBER; i++ ) { mGravityAnimation[i].Play(); } for( uint32_t i = 0 ; i < METABALL_NUMBER; i++ ) { mRadiusDecAnimation[i].Play(); } break; } default: break; } return true; } void MetaballRefracController::OnKeyEvent(const KeyEvent& event) { if( event.state == KeyEvent::Down ) { if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) ) { mApplication.Quit(); } } } /** * Main entry point */ int32_t DALI_EXPORT_API main( int argc, char **argv ) { Application application = Application::New( &argc, &argv ); MetaballRefracController test( application ); application.MainLoop(); return 0; }