示例#1
0
int UtcDaliStageAssignmentOperatorP(void)
{
  TestApplication application;
  const Stage stage = Stage::GetCurrent();

  Stage copyStage = stage;

  DALI_TEST_CHECK( copyStage );
  DALI_TEST_CHECK( copyStage.GetRootLayer() == stage.GetRootLayer() );

  END_TEST;
}
示例#2
0
int UtcDaliStageRemoveN3(void)
{
  TestApplication application;

  Stage stage = Stage::GetCurrent();

  // Initially we have a default layer
  DALI_TEST_EQUALS( stage.GetLayerCount(), 1u, TEST_LOCATION );

  // Check we cannot remove the root layer from the stage.
  Layer layer = stage.GetRootLayer();
  bool asserted = true;
  try
  {
    stage.Remove( layer );
  }
  catch( Dali::DaliException& e )
  {
    DALI_TEST_PRINT_ASSERT( e );
    DALI_TEST_ASSERT( e, "this != &child && \"Cannot remove actor from itself\"", TEST_LOCATION );
    asserted = true;
  }

  DALI_TEST_CHECK( asserted );
  DALI_TEST_EQUALS( stage.GetLayerCount(), 1u, TEST_LOCATION );
  END_TEST;
}
int UtcDaliHitTestAlgorithmStencil(void)
{
  TestApplication application;
  tet_infoline("Testing Dali::HitTestAlgorithm with a stencil");

  Stage stage = Stage::GetCurrent();
  Actor rootLayer = stage.GetRootLayer();
  rootLayer.SetName( "RootLayer" );

  // Create a layer
  Layer layer = Layer::New();
  layer.SetAnchorPoint( AnchorPoint::TOP_LEFT );
  layer.SetParentOrigin( ParentOrigin::TOP_LEFT );
  layer.SetName( "layer" );
  stage.Add( layer );

  // Create a stencil and add that to the layer
  Actor stencil = ImageActor::New(Dali::BitmapImage::WHITE() );
  stencil.SetAnchorPoint( AnchorPoint::TOP_LEFT );
  stencil.SetParentOrigin( ParentOrigin::TOP_LEFT );
  stencil.SetSize( 50.0f, 50.0f );
  stencil.SetDrawMode( DrawMode::STENCIL );
  stencil.SetName( "stencil" );
  layer.Add( stencil );

  // Create an actor and add that to the layer
  Actor layerHitActor = Actor::New();
  layerHitActor.SetSize( 100.0f, 100.0f );
  layerHitActor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
  layerHitActor.SetParentOrigin( ParentOrigin::TOP_LEFT );
  layerHitActor.SetName( "layerHitActor" );
  layer.Add( layerHitActor );

  // Render and notify
  application.SendNotification();
  application.Render();

  // Hit within stencil and actor
  {
    HitTestAlgorithm::Results results;
    HitTest(stage, Vector2( 10.0f, 10.0f ), results, &DefaultIsActorTouchableFunction);
    DALI_TEST_CHECK( results.actor == layerHitActor );
    tet_printf( "Hit: %s\n", ( results.actor ? results.actor.GetName().c_str() : "NULL" ) );
  }

  // Hit within actor but outside of stencil, should hit the root-layer
  {
    HitTestAlgorithm::Results results;
    HitTest(stage, Vector2( 60.0f, 60.0f ), results, &DefaultIsActorTouchableFunction);
    DALI_TEST_CHECK( results.actor == rootLayer );
    tet_printf( "Hit: %s\n", ( results.actor ? results.actor.GetName().c_str() : "NULL" ) );
  }
  END_TEST;
}
示例#4
0
int UtcDaliStageCopyConstructorP(void)
{
  TestApplication application;
  Stage stage = Stage::GetCurrent();

  Stage copyStage( stage );

  DALI_TEST_CHECK( copyStage );
  DALI_TEST_CHECK( copyStage.GetRootLayer() == stage.GetRootLayer() );

  END_TEST;
}
示例#5
0
int UtcDaliStageGetRootLayerP(void)
{
  TestApplication application;

  Stage stage = Stage::GetCurrent();

  Layer layer = stage.GetLayer( 0 );
  DALI_TEST_CHECK( layer );

  // Check that GetRootLayer() correctly retreived layer 0.
  DALI_TEST_CHECK( stage.GetRootLayer() == layer );

  END_TEST;
}
示例#6
0
int UtcDaliStageGetRootLayerN(void)
{
  TestApplication application;

  Stage stage = Stage::GetCurrent();

  Layer rootLayer = stage.GetLayer( 0 );
  DALI_TEST_CHECK( rootLayer );
  DALI_TEST_CHECK( stage.GetRootLayer() == rootLayer );

  // Create a new layer and attempt to lower it below the root layer.
  Layer layer = Layer::New();
  stage.Add( layer );
  layer.LowerToBottom();

  // Check that GetRootLayer still retrieves the same original layer.
  DALI_TEST_CHECK( stage.GetRootLayer() == rootLayer );

  // Check modifying the root layer is also blocked.
  rootLayer.RaiseToTop();
  DALI_TEST_CHECK( stage.GetRootLayer() == rootLayer );

  END_TEST;
}
示例#7
0
文件: puyo.cpp 项目: jonghyunho/puyo
  // The Init signal is received once (only) during the Application lifetime
  void Create( Application& application )
  {
    //std::cout << "HelloWorldController::Create" << std::endl;

    // Get a handle to the stage
    Stage stage = Stage::GetCurrent();

    //ImageActor bgActor = ImageActor::New(CreateBitmapImage(480, 800));
    Control  bgActor = Control::New();
    bgActor.SetSize(64 * STAGE_COL, 64 * STAGE_ROW);
    //bgActor.SetBackgroundColor(Vector4(.125f, .125f, .125f, 1.f));
    bgActor.SetBackgroundColor(Vector4(1.f, 1.f, 1.f, 1.f));
    bgActor.SetParentOrigin(ParentOrigin::CENTER);
    bgActor.SetAnchorPoint(AnchorPoint::CENTER);
    bgActor.SetZ(0.1f);
    //stage.Add(bgActor);

    ResourceImage spriteImage = ResourceImage::New(PUYO_IMAGE);

    // background
    {
      ResourceImage image = ResourceImage::New(BACKGROUND_IMAGE);
      ImageActor actor = ImageActor::New(image);
      actor.SetParentOrigin(ParentOrigin::BOTTOM_LEFT);
      actor.SetAnchorPoint(AnchorPoint::BOTTOM_LEFT);
      stage.Add(actor);
    }

    // sprites
    {
      ImageActor actor[STAGE_COL * STAGE_ROW];

      for (int i = 0; i < STAGE_ROW; i++)
      {
        for (int j = 0; j < STAGE_COL; j++)
        {
          actor[i * STAGE_COL + j] = ImageActor::New(spriteImage, PUYO_OFFSET[int(Random::Range(0.f, NUM_PUYO))]);
          actor[i * STAGE_COL + j].SetParentOrigin(ParentOrigin::BOTTOM_LEFT);
          actor[i * STAGE_COL + j].SetAnchorPoint(AnchorPoint::BOTTOM_LEFT);
          actor[i * STAGE_COL + j].SetX(i * 60.f);
          actor[i * STAGE_COL + j].SetY(j * -1.f * 60.f);
          actor[i * STAGE_COL + j].SetZ(0.1f);
          stage.Add(actor[i * STAGE_COL + j]);
        }
      }

#if 0
      Animation anim = Animation::New(1.f);

      for (int i = 0; i < STAGE_ROW; i++)
      {
        for (int j = 0; j < STAGE_COL; j++)
        {
          anim.MoveBy(actor[i * STAGE_COL + j], Vector3(0.f, j * _(7), 0.1f), AlphaFunctions::Bounce);
          anim.Resize(actor[i * STAGE_COL + j], _(32), _(25), AlphaFunctions::Bounce);
          anim.SetLooping(true);
        }
      }
      anim.Play();
#endif
    }

    {
      ImageActor actor = ImageActor::New(spriteImage, ImageActor::PixelArea(0, 224, 64, 64));
      actor.SetParentOrigin(ParentOrigin::CENTER);
      actor.SetAnchorPoint(AnchorPoint::CENTER);
      actor.SetSize(_(32), _(32));
      actor.SetZ(0.1f);
      //stage.Add(actor);
    }

    // Respond to a click anywhere on the stage
    stage.GetRootLayer().TouchedSignal().Connect( this, &HelloWorldController::OnTouch );
  }
  /**
   * @brief This is the main scene setup method for this demo.
   * This is called via the Init signal which is received once (only) during the Application lifetime.
   * @param[in] application The DALi application object
   */
  void Create( Application& application )
  {
    Stage stage = Stage::GetCurrent();

    // Creates a default view with a default tool-bar.
    // The view is added to the stage.
    Toolkit::ToolBar toolBar;
    Layer toolBarLayer = DemoHelper::CreateView( application, mView, toolBar, BACKGROUND_IMAGE, TOOLBAR_IMAGE, APPLICATION_TITLE );
    stage.Add( toolBarLayer );

    // Layer to hold the 3D scene.
    Layer layer = Layer::New();
    layer.SetAnchorPoint( AnchorPoint::CENTER );
    // Set the parent origin to a small percentage below the center (so the demo will scale for different resolutions).
    layer.SetParentOrigin( Vector3( 0.5f, 0.58f, 0.5f ) );
    layer.SetBehavior( Layer::LAYER_2D );
    layer.SetDepthTestDisabled( false );
    stage.Add( layer );

    // Main cube:
    // Make the demo scalable with different resolutions by basing
    // the cube size on a percentage of the stage size.
    float scaleSize( std::min( stage.GetSize().width, stage.GetSize().height ) );
    float cubeWidth( scaleSize * CUBE_WIDTH_SCALE );
    Vector3 cubeSize( cubeWidth, cubeWidth, cubeWidth );
    // Create the geometry for the cube, and the texture.
    Geometry cubeGeometry = CreateCubeVertices( Vector3::ONE, false );
    TextureSet cubeTextureSet = CreateTextureSet( CUBE_TEXTURE );
    // Create the cube object and add it.
    // Note: The cube is anchored around its base for animation purposes, so the position can be zero.
    mCubes[ MAIN_CUBE ] = CreateMainCubeObject( cubeGeometry, cubeSize, cubeTextureSet );
    layer.Add( mCubes[ MAIN_CUBE ] );

    // Floor:
    float floorWidth( scaleSize * FLOOR_DIMENSION_SCALE.x );
    Vector3 floorSize( floorWidth, scaleSize * FLOOR_DIMENSION_SCALE.y, floorWidth );
    // Create the floor object using the cube geometry with a new size, and add it.
    Actor floorObject( CreateFloorObject( cubeGeometry, floorSize ) );
    layer.Add( floorObject );

    // Stencil:
    Vector3 planeSize( floorWidth, floorWidth, 0.0f );
    // Create the stencil plane object, and add it.
    Actor stencilPlaneObject( CreateStencilPlaneObject( planeSize ) );
    layer.Add( stencilPlaneObject );

    // Reflection cube:
    // Create the reflection cube object and add it.
    // Note: The cube is anchored around its base for animation purposes, so the position can be zero.
    mCubes[ REFLECTION_CUBE ] = CreateReflectionCubeObject( cubeSize, cubeTextureSet );
    layer.Add( mCubes[ REFLECTION_CUBE ] );

    // Rotate the layer so we can see some of the top of the cube for a more 3D effect.
    layer.SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree( -24.0f ), Degree( 0.0f ), Degree( 0.0f ) ) );

    // Set up the rotation on the Y axis.
    mRotationAnimation = Animation::New( ANIMATION_ROTATION_DURATION );
    float fullRotation = 360.0f;
    mRotationAnimation.AnimateBy( Property( mCubes[ MAIN_CUBE ], Actor::Property::ORIENTATION ),
                                 Quaternion( Degree( 0.0f ), Degree( fullRotation ), Degree( 0.0f ) ) );
    mRotationAnimation.AnimateBy( Property( floorObject, Actor::Property::ORIENTATION ),
                                 Quaternion( Degree( 0.0f ), Degree( fullRotation ), Degree( 0.0f ) ) );
    // Note the stencil is pre-rotated by 90 degrees on X, so we rotate relatively on its Z axis for an equivalent Y rotation.
    mRotationAnimation.AnimateBy( Property( stencilPlaneObject, Actor::Property::ORIENTATION ),
                                 Quaternion( Degree( 0.0f ), Degree( 0.0f ), Degree( fullRotation ) ) );
    mRotationAnimation.AnimateBy( Property( mCubes[ REFLECTION_CUBE ], Actor::Property::ORIENTATION ),
                                 Quaternion( Degree( 0.0f ), Degree( fullRotation ), Degree( 0.0f ) ) );
    mRotationAnimation.SetLooping( true );

    // Set up the cube bouncing animation.
    float totalTime = ANIMATION_BOUNCE_TOTAL_TIME;
    float deformationTime = ANIMATION_BOUNCE_DEFORMATION_TIME;
    // Percentage based amounts allows the bounce and deformation to scale for different resolution screens.
    float deformationAmount = ANIMATION_BOUNCE_DEFORMATION_PERCENT / 100.0f;
    float heightChange = ( cubeSize.y * ANIMATION_BOUNCE_HEIGHT_PERCENT ) / 100.0f;

    // Animation pre-calculations:
    float halfTime = totalTime / 2.0f;
    float halfDeformationTime = deformationTime / 2.0f;

    // First position the cubes at the top of the animation cycle.
    mCubes[ MAIN_CUBE ].SetProperty(       Actor::Property::POSITION_Y, -heightChange );
    mCubes[ REFLECTION_CUBE ].SetProperty( Actor::Property::POSITION_Y,  heightChange );

    mBounceAnimation = Animation::New( totalTime );

    // The animations for the main and reflected cubes are almost identical, so we combine the code to do both.
    for( int cube = 0; cube < 2; ++cube )
    {
      // If iterating on the reflection cube, adjust the heightChange variable so the below code can be reused.
      if( cube == 1 )
      {
        heightChange = -heightChange;
      }

      // 1st TimePeriod: Start moving down with increasing speed, until it is time to distort the cube due to impact.
      mBounceAnimation.AnimateBy( Property( mCubes[ cube ], Actor::Property::POSITION_Y ),  heightChange, AlphaFunction::EASE_IN_SQUARE, TimePeriod( 0.0f, halfTime - halfDeformationTime ) );

      // 2nd TimePeriod: The cube is touching the floor, start deforming it - then un-deform it again.
      mBounceAnimation.AnimateBy( Property( mCubes[ cube ], Actor::Property::SCALE_X ),  deformationAmount, AlphaFunction::BOUNCE, TimePeriod( halfTime - halfDeformationTime, deformationTime ) );
      mBounceAnimation.AnimateBy( Property( mCubes[ cube ], Actor::Property::SCALE_Z ),  deformationAmount, AlphaFunction::BOUNCE, TimePeriod( halfTime - halfDeformationTime, deformationTime ) );
      mBounceAnimation.AnimateBy( Property( mCubes[ cube ], Actor::Property::SCALE_Y ), -deformationAmount, AlphaFunction::BOUNCE, TimePeriod( halfTime - halfDeformationTime, deformationTime ) );

      // 3rd TimePeriod: Start moving up with decreasing speed, until at the apex of the animation.
      mBounceAnimation.AnimateBy( Property( mCubes[ cube ], Actor::Property::POSITION_Y ), -heightChange, AlphaFunction::EASE_OUT_SQUARE, TimePeriod( halfTime + halfDeformationTime, halfTime - halfDeformationTime ) );
    }

    mBounceAnimation.SetLooping( true );

    // Start the animations.
    mRotationAnimation.Play();
    mBounceAnimation.Play();

    // Respond to a click anywhere on the stage
    stage.GetRootLayer().TouchSignal().Connect( this, &RendererStencilExample::OnTouch );
    // Connect signals to allow Back and Escape to exit.
    stage.KeyEventSignal().Connect( this, &RendererStencilExample::OnKeyEvent );
  }