本文整理汇总了C++中Application::GetWindow方法的典型用法代码示例。如果您正苦于以下问题:C++ Application::GetWindow方法的具体用法?C++ Application::GetWindow怎么用?C++ Application::GetWindow使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Application
的用法示例。
在下文中一共展示了Application::GetWindow方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: Create
/**
* Invoked upon creation of application
* @param[in] application The application instance
*/
void Create( Application& application )
{
Stage::GetCurrent().KeyEventSignal().Connect(this, &ExampleController::OnKeyEvent);
mStageSize = Stage::GetCurrent().GetSize();
// The Init signal is received once (only) during the Application lifetime
// Hide the indicator bar
application.GetWindow().ShowIndicator( Dali::Window::INVISIBLE );
// Creates a default view with a default tool bar.
// The view is added to the stage.
Toolkit::ToolBar toolBar;
mContent = DemoHelper::CreateView( application,
mView,
toolBar,
BACKGROUND_IMAGE,
TOOLBAR_IMAGE,
APPLICATION_TITLE );
mContent.SetLeaveRequired(true);
mContent.TouchSignal().Connect( this, &ExampleController::OnTouched );
// Create magnifier (controlled by human touch)
Layer overlay = Layer::New();
overlay.SetSensitive(false);
overlay.SetParentOrigin( ParentOrigin::CENTER );
overlay.SetSize(mStageSize);
Stage::GetCurrent().Add(overlay);
mMagnifier = Toolkit::Magnifier::New();
mMagnifier.SetSourceActor( mView );
mMagnifier.SetSize( MAGNIFIER_SIZE * mStageSize.width ); // Size of magnifier is in relation to stage width
mMagnifier.SetProperty( Toolkit::Magnifier::Property::MAGNIFICATION_FACTOR, MAGNIFICATION_FACTOR );
mMagnifier.SetScale(Vector3::ZERO);
overlay.Add( mMagnifier );
// Apply constraint to animate the position of the magnifier.
Constraint constraint = Constraint::New<Vector3>( mMagnifier, Actor::Property::POSITION, ConfinementConstraint(Vector3( 0.5f, 0.5f, 0.0f ), Vector2::ONE * MAGNIFIER_INDENT, Vector2::ONE * MAGNIFIER_INDENT) );
constraint.AddSource( LocalSource(Actor::Property::SIZE) );
constraint.AddSource( LocalSource(Actor::Property::PARENT_ORIGIN) );
constraint.AddSource( LocalSource(Actor::Property::ANCHOR_POINT) );
constraint.AddSource( ParentSource(Actor::Property::SIZE) );
constraint.SetRemoveAction(Constraint::Discard);
constraint.Apply();
// Create bouncing magnifier automatically bounces around screen.
mBouncingMagnifier = Toolkit::Magnifier::New();
mBouncingMagnifier.SetSourceActor( mView );
mBouncingMagnifier.SetSize( MAGNIFIER_SIZE * mStageSize.width ); // Size of magnifier is in relation to stage width
mBouncingMagnifier.SetProperty( Toolkit::Magnifier::Property::MAGNIFICATION_FACTOR, MAGNIFICATION_FACTOR );
overlay.Add( mBouncingMagnifier );
mAnimationTimeProperty = mBouncingMagnifier.RegisterProperty("animationTime", 0.0f);
ContinueAnimation();
// Apply constraint to animate the position of the magnifier.
constraint = Constraint::New<Vector3>( mBouncingMagnifier, Actor::Property::POSITION, MagnifierPathConstraint(mStageSize, mStageSize * 0.5f) );
constraint.AddSource( LocalSource(Actor::Property::SIZE) );
constraint.AddSource( LocalSource(mAnimationTimeProperty) );
constraint.Apply();
// Apply constraint to animate the source of the magnifier.
constraint = Constraint::New<Vector3>( mBouncingMagnifier, Toolkit::Magnifier::Property::SOURCE_POSITION, MagnifierPathConstraint(mStageSize) );
constraint.AddSource( LocalSource(Actor::Property::SIZE) );
constraint.AddSource( LocalSource(mAnimationTimeProperty) );
constraint.Apply();
}
示例2: OnInit
/**
* This method gets called once the main loop of application is up and running
*/
void OnInit(Application& app)
{
// The Init signal is received once (only) during the Application lifetime
Stage::GetCurrent().KeyEventSignal().Connect(this, &MotionStretchExampleApp::OnKeyEvent);
// Creates a default view with a default tool bar.
// The view is added to the stage.
mContentLayer = DemoHelper::CreateView( mApplication,
mView,
mToolBar,
BACKGROUND_IMAGE_PATH,
TOOLBAR_IMAGE,
APPLICATION_TITLE );
//Add an slideshow icon on the right of the title
mActorEffectsButton = Toolkit::PushButton::New();
mActorEffectsButton.SetUnselectedImage( EFFECTS_OFF_ICON );
mActorEffectsButton.SetSelectedImage( EFFECTS_OFF_ICON_SELECTED );
mActorEffectsButton.ClickedSignal().Connect( this, &MotionStretchExampleApp::OnEffectButtonClicked );
mToolBar.AddControl( mActorEffectsButton, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HorizontalCenter, DemoHelper::DEFAULT_PLAY_PADDING );
// Creates a mode button.
// Create a effect toggle button. (right of toolbar)
Toolkit::PushButton layoutButton = Toolkit::PushButton::New();
layoutButton.SetUnselectedImage( LAYOUT_IMAGE );
layoutButton.SetSelectedImage( LAYOUT_IMAGE_SELECTED );
layoutButton.ClickedSignal().Connect( this, &MotionStretchExampleApp::OnLayoutButtonClicked);
layoutButton.SetLeaveRequired( true );
mToolBar.AddControl( layoutButton, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HorizontalRight, DemoHelper::DEFAULT_MODE_SWITCH_PADDING );
// Input
mTapGestureDetector = TapGestureDetector::New();
mTapGestureDetector.Attach( mContentLayer );
mTapGestureDetector.DetectedSignal().Connect( this, &MotionStretchExampleApp::OnTap );
// set initial orientation
Dali::Window winHandle = app.GetWindow();
winHandle.AddAvailableOrientation( Dali::Window::PORTRAIT );
winHandle.AddAvailableOrientation( Dali::Window::LANDSCAPE );
winHandle.AddAvailableOrientation( Dali::Window::PORTRAIT_INVERSE );
winHandle.AddAvailableOrientation( Dali::Window::LANDSCAPE_INVERSE );
// winHandle.GetOrientation().ChangedSignal().Connect( this, &MotionStretchExampleApp::OnOrientationChanged );
unsigned int degrees = 0;
Rotate( static_cast< DeviceOrientation >( degrees ) );
///////////////////////////////////////////////////////
//
// Motion stretched actor
//
mMotionStretchImageView = ImageView::New( MOTION_STRETCH_ACTOR_IMAGE1 );
mMotionStretchImageView.SetParentOrigin( ParentOrigin::CENTER );
mMotionStretchImageView.SetAnchorPoint( AnchorPoint::CENTER );
mMotionStretchImageView.SetSize( MOTION_STRETCH_ACTOR_WIDTH, MOTION_STRETCH_ACTOR_HEIGHT );
mContentLayer.Add( mMotionStretchImageView );
// Create shader used for doing motion stretch
mMotionStretchEffect = Toolkit::CreateMotionStretchEffect();
Toolkit::SetMotionStretchProperties( mMotionStretchImageView );
mMotionStretchImageView.SetProperty( Toolkit::ImageView::Property::IMAGE, mMotionStretchEffect );
}
示例3: OnInit
/**
* This method gets called once the main loop of application is up and running
*/
void OnInit(Application& app)
{
// The Init signal is received once (only) during the Application lifetime
Stage::GetCurrent().KeyEventSignal().Connect(this, &MotionBlurExampleApp::OnKeyEvent);
// Creates a default view with a default tool bar.
// The view is added to the stage.
mContentLayer = DemoHelper::CreateView( mApplication,
mView,
mToolBar,
BACKGROUND_IMAGE_PATH,
TOOLBAR_IMAGE,
APPLICATION_TITLE );
//Add an effects icon on the right of the title
mActorEffectsButton = Toolkit::PushButton::New();
mActorEffectsButton.SetUnselectedImage( EFFECTS_OFF_ICON );
mActorEffectsButton.SetSelectedImage( EFFECTS_OFF_ICON_SELECTED );
mActorEffectsButton.ClickedSignal().Connect( this, &MotionBlurExampleApp::OnEffectButtonClicked );
mToolBar.AddControl( mActorEffectsButton, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HorizontalCenter, DemoHelper::DEFAULT_PLAY_PADDING );
// Creates a mode button.
// Create a effect toggle button. (right of toolbar)
Toolkit::PushButton layoutButton = Toolkit::PushButton::New();
layoutButton.SetUnselectedImage( LAYOUT_IMAGE );
layoutButton.SetSelectedImage( LAYOUT_IMAGE_SELECTED );
layoutButton.ClickedSignal().Connect( this, &MotionBlurExampleApp::OnLayoutButtonClicked);
layoutButton.SetLeaveRequired( true );
mToolBar.AddControl( layoutButton, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HorizontalRight, DemoHelper::DEFAULT_MODE_SWITCH_PADDING );
// Input
mTapGestureDetector = TapGestureDetector::New();
mTapGestureDetector.Attach( mContentLayer );
mTapGestureDetector.DetectedSignal().Connect( this, &MotionBlurExampleApp::OnTap );
Dali::Window winHandle = app.GetWindow();
winHandle.AddAvailableOrientation( Dali::Window::PORTRAIT );
winHandle.AddAvailableOrientation( Dali::Window::LANDSCAPE );
winHandle.AddAvailableOrientation( Dali::Window::PORTRAIT_INVERSE );
winHandle.AddAvailableOrientation( Dali::Window::LANDSCAPE_INVERSE );
// set initial orientation
unsigned int degrees = 0;
Rotate( static_cast< DeviceOrientation >( degrees ) );
///////////////////////////////////////////////////////
//
// Motion blurred actor
//
// Scale down actor to fit on very low resolution screens with space to interact:
Size stageSize = Stage::GetCurrent().GetSize();
mMotionBlurActorSize = Size( std::min( stageSize.x * 0.3f, MOTION_BLUR_ACTOR_WIDTH ), std::min( stageSize.y * 0.3f, MOTION_BLUR_ACTOR_HEIGHT ) );
mMotionBlurActorSize = Size( std::min( mMotionBlurActorSize.x, mMotionBlurActorSize.y ), std::min( mMotionBlurActorSize.x, mMotionBlurActorSize.y ) );
mMotionBlurEffect = CreateMotionBlurEffect();
mMotionBlurImageView = ImageView::New();
SetImageFittedInBox( mMotionBlurImageView, mMotionBlurEffect, MOTION_BLUR_ACTOR_IMAGE1, mMotionBlurActorSize.x, mMotionBlurActorSize.y );
mMotionBlurImageView.SetParentOrigin( ParentOrigin::CENTER );
mMotionBlurImageView.SetSize(mMotionBlurActorSize.x, mMotionBlurActorSize.y);
mContentLayer.Add( mMotionBlurImageView );
// Create shader used for doing motion blur
mMotionBlurEffect = CreateMotionBlurEffect();
// set actor shader to the blur one
Toolkit::SetMotionBlurProperties( mMotionBlurImageView, MOTION_BLUR_NUM_SAMPLES );
#ifdef MULTIPLE_MOTION_BLURRED_ACTORS
///////////////////////////////////////////////////////
//
// Motion blurred actor 2
//
mMotionBlurImageView2 = ImageView::New(image);
mMotionBlurImageView2.SetParentOrigin( ParentOrigin::CENTER );
mMotionBlurImageView2.SetSize(mMotionBlurActorSize.x, mMotionBlurActorSize.y);
mMotionBlurImageView2.SetPosition(mMotionBlurActorSize.x * 1.1f, 0.0f);
mMotionBlurImageView.Add( mMotionBlurImageView2 );
// set actor shader to the blur one
Toolkit::SetMotionBlurProperties( mMotionBlurImageView2, MOTION_BLUR_NUM_SAMPLES );
mMotionBlurImageView2.SetProperty( Toolkit::ImageView::Property::IMAGE, mMotionBlurEffect );
///////////////////////////////////////////////////////
//
// Motion blurred actor 3
//
mMotionBlurImageView3 = ImageView::New(image);
//.........这里部分代码省略.........