/* * Copyright (c) 2020 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 using namespace Dali::Toolkit; namespace Dali { const char* SCENE_IMAGE_1(DEMO_IMAGE_DIR "gallery-small-10.jpg"); const char* SCENE_IMAGE_2(DEMO_IMAGE_DIR "gallery-small-42.jpg"); const char* SCENE_IMAGE_3(DEMO_IMAGE_DIR "gallery-small-48.jpg"); const char* ROTATE_TEXT("-\\|/"); const float TEXT_HEIGHT = 40.0f; void AddText(Control textContainer, std::string text, unsigned int yIndex) { auto label = TextLabel::New(text); label.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER); label.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT); label.SetProperty(Actor::Property::SIZE, Vector2(300, TEXT_HEIGHT)); label.SetProperty(Actor::Property::POSITION_Y, yIndex * TEXT_HEIGHT); textContainer.Add(label); } class PreRenderCallbackController : public ConnectionTracker { public: /** * @brief Constructor. * @param[in] application The application. */ PreRenderCallbackController(Application& application) : mApplication(application), mWindow(), mTapDetector(), mKeepPreRender(false), mRotateTextCharacter(0), mLastRTC(-1), mImageActor1(), mImageActor2(), mImageActor3(), mAngle1Index(Property::INVALID_INDEX), mAngle3Index(Property::INVALID_INDEX), mSceneActor(), mSceneAnimation(), mSpinner() { // Connect to the Application's Init signal mApplication.InitSignal().Connect(this, &PreRenderCallbackController::Create); } private: struct RotationConstraint { RotationConstraint(float sign) : mSign(sign) { } void operator()(Quaternion& current, const PropertyInputContainer& inputs) { Radian angle(inputs[0]->GetFloat()); current = Quaternion(angle * mSign, Vector3::YAXIS); } float mSign; }; /** * @brief Creates the scene. */ void Create(Application& application) { mWindow = application.GetWindow(); mWindow.SetBackgroundColor(Color::WHITE); mWindow.KeyEventSignal().Connect(this, &PreRenderCallbackController::OnKeyEvent); // Detect taps on the root layer. mTapDetector = TapGestureDetector::New(); mTapDetector.Attach(mWindow.GetRootLayer()); mTapDetector.DetectedSignal().Connect(this, &PreRenderCallbackController::OnTap); CreateAnimatingScene(); auto textContainer = Control::New(); textContainer.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT); AddText(textContainer, "Click to add callback", 1); AddText(textContainer, "Press 1 to add callback", 2); AddText(textContainer, "Press 2 to clear callback", 3); AddText(textContainer, "Press 3 to toggle keep alive", 4); mSpinner = TextLabel::New(""); mSpinner.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT); mSpinner.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT); mSpinner.SetProperty(Actor::Property::SIZE, Vector2(100, 100)); mWindow.Add(mSpinner); mWindow.Add(textContainer); DevelApplication::AddIdleWithReturnValue(application, MakeCallback(this, &PreRenderCallbackController::OnIdle)); } void CreateAnimatingScene() { mSceneActor = Layer::New(); mSceneActor.SetProperty(Layer::Property::BEHAVIOR, Layer::LAYER_3D); mSceneActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER); // Create and add images to the scene actor: mImageActor1 = ImageView::New(SCENE_IMAGE_1); mImageActor2 = ImageView::New(SCENE_IMAGE_2); mImageActor3 = ImageView::New(SCENE_IMAGE_3); mImageActor1.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS); mImageActor2.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS); mImageActor3.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS); mImageActor2.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER); mImageActor1.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT); mImageActor1.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_RIGHT); mImageActor3.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_RIGHT); mImageActor3.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT); mSceneActor.Add(mImageActor2); mImageActor2.Add(mImageActor1); mImageActor2.Add(mImageActor3); Property::Index angleIndex = mImageActor2.RegisterProperty("angle", Property::Value(Dali::ANGLE_30)); Source angleSrc(mImageActor2, angleIndex); Constraint constraint = Constraint::New(mImageActor1, Actor::Property::ORIENTATION, RotationConstraint(-1.0f)); constraint.AddSource(angleSrc); constraint.Apply(); constraint = Constraint::New(mImageActor3, Actor::Property::ORIENTATION, RotationConstraint(+1.0f)); constraint.AddSource(angleSrc); constraint.Apply(); mSceneAnimation = Animation::New(2.5f); // Want to animate angle from 30 => -30 and back again smoothly. mSceneAnimation.AnimateTo(Property(mImageActor2, angleIndex), Property::Value(-Dali::ANGLE_30), AlphaFunction::SIN); mSceneAnimation.SetLooping(true); mSceneAnimation.Play(); mSceneActor.SetProperty(Actor::Property::SIZE, Vector2(250.0f, 250.0f)); mSceneActor.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 130.0f)); Quaternion p(Degree(-6.0f), Vector3::XAXIS); Quaternion q(Degree(20.0f), Vector3::YAXIS); mSceneActor.SetProperty(Actor::Property::ORIENTATION, p * q); mWindow.Add(mSceneActor); } void OnTap(Actor /* actor */, const TapGesture& /* tap */) { Adaptor::Get().SetPreRenderCallback(MakeCallback(this, &PreRenderCallbackController::OnPreRender)); } /** * @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(); } else if(event.GetKeyName().compare("1") == 0) { Adaptor::Get().SetPreRenderCallback(MakeCallback(this, &PreRenderCallbackController::OnPreRender)); } else if(event.GetKeyName().compare("2") == 0) { Adaptor::Get().SetPreRenderCallback(NULL); } else if(event.GetKeyName().compare("3") == 0) { mKeepPreRender = !mKeepPreRender; } } } bool OnPreRender() { // Called from Update/Render thread printf("Pre-render callback\n"); ++mRotateTextCharacter; return mKeepPreRender; } bool OnIdle() { // Called from Event thread on main loop int rotation = mRotateTextCharacter; if(rotation != mLastRTC) { mLastRTC = rotation; mSpinner.SetProperty(TextLabel::Property::TEXT, std::string(1, ROTATE_TEXT[rotation % 4])); } return true; } private: Application& mApplication; Window mWindow; TapGestureDetector mTapDetector; ///< Tap detector to enable the PreRenderCallback bool mKeepPreRender; int mRotateTextCharacter; int mLastRTC; // Scene objects: ImageView mImageActor1; ImageView mImageActor2; ImageView mImageActor3; Property::Index mAngle1Index; Property::Index mAngle3Index; Layer mSceneActor; Animation mSceneAnimation; TextLabel mSpinner; }; } // namespace Dali int DALI_EXPORT_API main(int argc, char** argv) { Dali::Application application = Dali::Application::New(&argc, &argv); Dali::PreRenderCallbackController controller(application); application.MainLoop(); return 0; }