int UtcDaliHitTestAlgorithmOrtho02(void) { TestApplication application; tet_infoline("Testing Dali::HitTestAlgorithm with offset Ortho camera()"); Stage stage = Stage::GetCurrent(); RenderTaskList renderTaskList = stage.GetRenderTaskList(); RenderTask defaultRenderTask = renderTaskList.GetTask(0u); Dali::CameraActor cameraActor = defaultRenderTask.GetCameraActor(); Vector2 stageSize ( stage.GetSize() ); cameraActor.SetOrthographicProjection(-stageSize.x * 0.3f, stageSize.x * 0.7f, stageSize.y * 0.3f, -stageSize.y * 0.7f, 800.0f, 4895.0f); cameraActor.SetPosition(0.0f, 0.0f, 1600.0f); Vector2 actorSize( stageSize * 0.5f ); // Create two actors with half the size of the stage and set them to be partially overlapping Actor blue = Actor::New(); blue.SetName( "Blue" ); blue.SetAnchorPoint( AnchorPoint::TOP_LEFT ); blue.SetParentOrigin( Vector3(0.2f, 0.2f, 0.5f) ); blue.SetSize( actorSize ); blue.SetZ(30.0f); Actor green = Actor::New( ); green.SetName( "Green" ); green.SetAnchorPoint( AnchorPoint::TOP_LEFT ); green.SetParentOrigin( Vector3(0.4f, 0.4f, 0.5f) ); green.SetSize( actorSize ); // Add the actors to the view stage.Add( blue ); stage.Add( green ); // Render and notify application.SendNotification(); application.Render(0); application.Render(10); HitTestAlgorithm::Results results; HitTest(stage, Vector2( 240.0f, 400.0f ), results, &DefaultIsActorTouchableFunction); DALI_TEST_CHECK( results.actor == green ); DALI_TEST_EQUALS( results.actorCoordinates, actorSize * 0.6f, TEST_LOCATION ); HitTest(stage, Vector2::ZERO, results, &DefaultIsActorTouchableFunction); DALI_TEST_CHECK( results.actor == blue ); DALI_TEST_EQUALS( results.actorCoordinates, Vector2::ZERO, TEST_LOCATION ); HitTest(stage, stageSize, results, &DefaultIsActorTouchableFunction); DALI_TEST_CHECK( ! results.actor ); DALI_TEST_EQUALS( results.actorCoordinates, Vector2::ZERO, TEST_LOCATION ); // Just inside green HitTest(stage, stageSize*0.69f, results, &DefaultIsActorTouchableFunction); DALI_TEST_CHECK( results.actor == green ); DALI_TEST_EQUALS( results.actorCoordinates, actorSize * 0.98f, TEST_LOCATION ); END_TEST; }
void BubbleEmitter::SetBackground( Image bgImage, const Vector3& hsvDelta ) { mBackgroundImage = bgImage; mHSVDelta = hsvDelta; ImageActor sourceActor = ImageActor::New( bgImage ); sourceActor.SetSize( mMovementArea ); sourceActor.SetParentOrigin(ParentOrigin::CENTER); Stage::GetCurrent().Add( sourceActor ); ShaderEffect colorAdjuster = CreateColorAdjuster( hsvDelta, true /*ignore alpha to make bubble color always*/ ); sourceActor.SetShaderEffect( colorAdjuster ); RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList(); RenderTask task = taskList.CreateTask(); task.SetRefreshRate( RenderTask::REFRESH_ONCE ); task.SetSourceActor( sourceActor ); task.SetExclusive(true); task.SetCameraActor(mCameraActor); task.GetCameraActor().SetInvertYAxis(true); task.SetTargetFrameBuffer( mEffectImage ); task.FinishedSignal().Connect(this, &BubbleEmitter::OnRenderFinished); mRenderTaskRunning = true; }
void Magnifier::Initialize() { Actor self = Self(); mPropertySourcePosition = self.RegisterProperty( Toolkit::Magnifier::SOURCE_POSITION_PROPERTY_NAME, Vector3::ZERO ); Vector2 stageSize(Stage::GetCurrent().GetSize()); Layer dummyLayer = Layer::New(); Stage().GetCurrent().Add(dummyLayer); dummyLayer.SetParentOrigin(ParentOrigin::CENTER); // NOTE: // sourceActor is a dummy delegate actor that takes the source property position, // and generates a WORLD_POSITION, which is 1 frame behind the source property. // This way the constraints for determining the camera position (source) and those // for determining viewport position use the same 1 frame old values. // A simple i) CameraPos = f(B), ii) B = f(A) set of constraints wont suffice as // although CameraPos will use B, which is A's previous value. The constraint will // not realise that B is still dirty as far as constraint (i) is concerned. // Perhaps this is a bug in the way the constraint system factors into what is dirty // and what is not. mSourceActor = Actor::New(); dummyLayer.Add(mSourceActor); mSourceActor.SetParentOrigin(ParentOrigin::CENTER); Constraint constraint = Constraint::New<Vector3>( Actor::POSITION, Source( self, mPropertySourcePosition ), EqualToConstraint() ); mSourceActor.ApplyConstraint(constraint); // create the render task this will render content on top of everything // based on camera source position. InitializeRenderTask(); // set up some constraints to: // i) reposition (dest) frame actor based on magnifier actor's world position (this is 1 frame delayed) // ii) reposition and resize (dest) the render task's viewport based on magnifier actor's world position (1 frame delayed) & size. // iii) reposition (source) camera actor based on magnifier source actor's world position (this is 1 frame delayed) // Apply constraint to camera's position // Position our camera at the same distance from its target as the default camera is. // The camera position doesn't affect how we render, just what we render (due to near and far clip planes) // NOTE: We can't interrogate the default camera's position as it is not known initially (takes 1 frame // for value to update). // But we can determine the initial position using the same formula: // distance = stage.height * 0.5 / tan(FOV * 0.5) RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList(); RenderTask renderTask = taskList.GetTask(0u); float fov = renderTask.GetCameraActor().GetFieldOfView(); mDefaultCameraDistance = (stageSize.height * 0.5f) / tanf(fov * 0.5f); // Use a 1 frame delayed source position to determine the camera actor's position. // This is necessary as the viewport is determined by the Magnifier's Actor's World position (which is computed // at the end of the update cycle i.e. after constraints have been applied.) //Property::Index propertySourcePositionDelayed = mCameraActor.RegisterProperty("delayed-source-position", Vector3::ZERO); constraint = Constraint::New<Vector3>( Actor::POSITION, Source( mSourceActor, Actor::WORLD_POSITION ), CameraActorPositionConstraint(stageSize, mDefaultCameraDistance) ); mCameraActor.ApplyConstraint(constraint); // Apply constraint to render-task viewport position constraint = Constraint::New<Vector2>( RenderTask::VIEWPORT_POSITION, Source( self, Actor::WORLD_POSITION ),//mPropertySourcePosition ), Source( self, Actor::SIZE ), Source( self, Actor::WORLD_SCALE), RenderTaskViewportPositionConstraint(stageSize) ); mTask.ApplyConstraint(constraint); // Apply constraint to render-task viewport position constraint = Constraint::New<Vector2>( RenderTask::VIEWPORT_SIZE, Source( self, Actor::SIZE ), Source( self, Actor::WORLD_SCALE), RenderTaskViewportSizeConstraint() ); mTask.ApplyConstraint(constraint); }