Updated demos to use DALi clang-format
[platform/core/uifw/dali-demo.git] / examples / mesh-visual / mesh-visual-example.cpp
index b157f63..68e3ddf 100644 (file)
@@ -1,73 +1,84 @@
 #include <dali-toolkit/dali-toolkit.h>
-#include <dali/public-api/object/property-map.h>
 
 using namespace Dali;
 using namespace Dali::Toolkit;
 
 namespace
 {
-  //Keeps information about each model for access.
-  struct Model
-  {
-    Control control; // Control housing the mesh visual of the model.
-    Vector2 rotation; // Keeps track of rotation about x and y axis for manual rotation.
-    Animation rotationAnimation; // Automatically rotates when left alone.
-  };
+// Keeps information about each model for access.
+struct Model
+{
+  Control   control;           // Control housing the mesh visual of the model.
+  Vector2   rotation;          // Keeps track of rotation about x and y axis for manual rotation.
+  Animation rotationAnimation; // Automatically rotates when left alone.
+};
 
-  //Files for meshes
-  const char * const MODEL_FILE[] =
+// Files for meshes
+const char* const MODEL_FILE_TABLE[] =
   {
-      DEMO_MODEL_DIR "Dino.obj",
-      DEMO_MODEL_DIR "ToyRobot-Metal.obj",
-      DEMO_MODEL_DIR "Toyrobot-Plastic.obj"
-  };
+    DEMO_MODEL_DIR "Dino.obj",
+    DEMO_MODEL_DIR "ToyRobot-Metal.obj",
+    DEMO_MODEL_DIR "Toyrobot-Plastic.obj"};
 
-  const char * const MATERIAL_FILE[] =
+const char* const MATERIAL_FILE_TABLE[] =
   {
-      DEMO_MODEL_DIR "Dino.mtl",
-      DEMO_MODEL_DIR "ToyRobot-Metal.mtl",
-      DEMO_MODEL_DIR "Toyrobot-Plastic.mtl"
-  };
+    DEMO_MODEL_DIR "Dino.mtl",
+    DEMO_MODEL_DIR "ToyRobot-Metal.mtl",
+    DEMO_MODEL_DIR "Toyrobot-Plastic.mtl"};
 
-  const char * const TEXTURES_PATH( DEMO_IMAGE_DIR "" );
+const char* const TEXTURES_PATH(DEMO_IMAGE_DIR "");
 
-  //Possible shading modes.
-  MeshVisual::ShadingMode::Value SHADING_MODE_TABLE[] =
+// Possible shading modes.
+MeshVisual::ShadingMode::Value SHADING_MODE_TABLE[] =
   {
     MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING,
     MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING,
-    MeshVisual::ShadingMode::TEXTURELESS_WITH_DIFFUSE_LIGHTING
-  };
+    MeshVisual::ShadingMode::TEXTURELESS_WITH_DIFFUSE_LIGHTING};
 
-  //Files for background and toolbar
-  const char * const BACKGROUND_IMAGE( DEMO_IMAGE_DIR "background-1.jpg");
+// Button labels.
+const char* const PAUSE  = "  ||  ";
+const char* const PLAY   = "  >  ";
+const char* const FIXED  = "FIXED";
+const char* const MANUAL = "MANUAL";
+const char* const FRONT  = "FRONT";
+const char* const BACK   = "BACK";
 
-  const float X_ROTATION_DISPLACEMENT_FACTOR = 60.0f;
-  const float Y_ROTATION_DISPLACEMENT_FACTOR = 60.0f;
-  const float MODEL_SCALE = 0.75f;
-  const int NUM_MESHES = 3;
+// Image urls for the light.
+const char* const LIGHT_URL_FRONT = DEMO_IMAGE_DIR "light-icon-front.png";
+const char* const LIGHT_URL_BACK  = DEMO_IMAGE_DIR "light-icon-back.png";
 
-  //Used to identify actors.
-  const int MODEL_TAG = 0;
-  const int LIGHT_TAG = 1;
-  const int LAYER_TAG = 2;
+const float X_ROTATION_DISPLACEMENT_FACTOR = 60.0f;
+const float Y_ROTATION_DISPLACEMENT_FACTOR = 60.0f;
+const float MODEL_SCALE                    = 0.75f;
+const float LIGHT_SCALE                    = 0.15f;
+const float BUTTONS_OFFSET_BOTTOM          = 0.08f;
+const float BUTTONS_OFFSET_SIDE            = 0.2f;
+const int   NUM_MESHES                     = 2;
 
-} //End namespace
+// Used to identify actors.
+const int MODEL_TAG = 0;
+const int LIGHT_TAG = 1;
+const int LAYER_TAG = 2;
+
+const Vector4 WINDOW_COLOR(211.0f / 255.0f, 211.0f / 255.0f, 211.0f / 255.0f, 1.0f); ///< The color of the window
+
+} // unnamed namespace
 
 class MeshVisualController : public ConnectionTracker
 {
 public:
-
-  MeshVisualController( Application& application )
-  : mApplication( application ),   //Store handle to the application.
-    mModelIndex( 1 ),              //Start with metal robot.
-    mShadingModeIndex( 0 ),        //Start with textured with detailed specular lighting.
-    mTag( -1 ),                    //Non-valid default, which will get set to a correct value when used.
-    mSelectedModelIndex( -1 ),     //Non-valid default, which will get set to a correct value when used.
-    mPaused( false )               //Animations play by default.
+  MeshVisualController(Application& application)
+  : mApplication(application), //Store handle to the application.
+    mModelIndex(1),            //Start with metal robot.
+    mShadingModeIndex(0),      //Start with texture and detailed specular lighting.
+    mTag(-1),                  //Non-valid default, which will get set to a correct value when used.
+    mSelectedModelIndex(-1),   //Non-valid default, which will get set to a correct value when used.
+    mPaused(false),            //Animations play by default.
+    mLightFixed(true),         //The light is fixed by default.
+    mLightFront(true)          //The light is in front by default.
   {
     // Connect to the Application's Init signal
-    mApplication.InitSignal().Connect( this, &MeshVisualController::Create );
+    mApplication.InitSignal().Connect(this, &MeshVisualController::Create);
   }
 
   ~MeshVisualController()
@@ -75,165 +86,229 @@ public:
   }
 
   // The Init signal is received once (only) during the Application lifetime
-  void Create( Application& application )
+  void Create(Application& application)
   {
-    // Get a handle to the stage
-    Stage stage = Stage::GetCurrent();
+    // Get a handle to the window
+    Window window = application.GetWindow();
+    window.SetBackgroundColor(WINDOW_COLOR);
 
-    //Add background
-    ImageView backView = ImageView::New( BACKGROUND_IMAGE );
-    backView.SetAnchorPoint( AnchorPoint::TOP_LEFT );
-    stage.Add( backView );
+    //Set up root layer to receive touch gestures.
+    Layer rootLayer = window.GetRootLayer();
+    rootLayer.RegisterProperty("Tag", LAYER_TAG); //Used to differentiate between different kinds of actor.
+    rootLayer.TouchedSignal().Connect(this, &MeshVisualController::OnTouch);
 
-    //Setup and load the 3D models and buttons
-    LoadScene();
+    //Place models on the scene.
+    SetupModels(rootLayer);
+
+    //Place buttons on the scene.
+    SetupButtons(rootLayer);
+
+    //Add a light to the scene.
+    SetupLight(rootLayer);
 
     //Allow for exiting of the application via key presses.
-    stage.KeyEventSignal().Connect( this, &MeshVisualController::OnKeyEvent );
+    window.KeyEventSignal().Connect(this, &MeshVisualController::OnKeyEvent);
   }
 
-  //Sets up the on-screen elements.
-  void LoadScene()
+  //Loads and adds the models to the scene, inside containers for hit detection.
+  void SetupModels(Layer layer)
   {
-    Stage stage = Stage::GetCurrent();
-
-    //Set up layer to place objects on.
-    Layer baseLayer = Layer::New();
-    baseLayer.SetParentOrigin( ParentOrigin::CENTER );
-    baseLayer.SetAnchorPoint( AnchorPoint::CENTER );
-    baseLayer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
-    baseLayer.SetBehavior( Layer::LAYER_2D ); //We use a 2D layer as this is closer to UI work than full 3D scene creation.
-    baseLayer.SetDepthTestDisabled( false ); //Enable depth testing, as otherwise the 2D layer would not do so.
-    baseLayer.RegisterProperty( "Tag", LAYER_TAG ); //Used to differentiate between different kinds of actor.
-    baseLayer.TouchedSignal().Connect( this, &MeshVisualController::OnTouch );
-    stage.Add( baseLayer );
-
-    //Add containers to house each visual-holding-actor.
-    for( int i = 0; i < NUM_MESHES; i++ )
+    //Add containers to house each renderer-holding-actor.
+    for(int i = 0; i < NUM_MESHES; i++)
     {
       mContainers[i] = Actor::New();
-      mContainers[i].SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
-      mContainers[i].RegisterProperty( "Tag", MODEL_TAG ); //Used to differentiate between different kinds of actor.
-      mContainers[i].RegisterProperty( "Model", Property::Value( i ) ); //Used to index into the model.
+      mContainers[i].SetResizePolicy(ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS);
+      mContainers[i].RegisterProperty("Tag", MODEL_TAG);            //Used to differentiate between different kinds of actor.
+      mContainers[i].RegisterProperty("Model", Property::Value(i)); //Used to index into the model.
+      mContainers[i].TouchedSignal().Connect(this, &MeshVisualController::OnTouch);
+      layer.Add(mContainers[i]);
+    }
 
-      //Position each container on screen
-      if( i == 0 )
-      {
-        //Main, central model
-        mContainers[i].SetSizeModeFactor( Vector3( MODEL_SCALE, MODEL_SCALE, 0.0f ) );
-        mContainers[i].SetParentOrigin( ParentOrigin::CENTER );
-        mContainers[i].SetAnchorPoint( AnchorPoint::CENTER );
-      }
-      else if( i == 1 )
-      {
-        //Top left model
-        mContainers[i].SetSizeModeFactor( Vector3( MODEL_SCALE / 3.0f, MODEL_SCALE / 3.0f, 0.0f ) );
-        mContainers[i].SetParentOrigin( Vector3( 0.05, 0.03, 0.5 ) ); //Offset from top left
-        mContainers[i].SetAnchorPoint( AnchorPoint::TOP_LEFT );
-      }
-      else if( i == 2 )
-      {
-        //Top right model
-        mContainers[i].SetSizeModeFactor( Vector3( MODEL_SCALE / 3.0f, MODEL_SCALE / 3.0f, 0.0f ) );
-        mContainers[i].SetParentOrigin( Vector3( 0.95, 0.03, 0.5 ) ); //Offset from top right
-        mContainers[i].SetAnchorPoint( AnchorPoint::TOP_RIGHT );
-      }
+    //Position each container individually on screen
 
-      mContainers[i].TouchedSignal().Connect( this, &MeshVisualController::OnTouch );
-      baseLayer.Add( mContainers[i] );
-    }
+    //Main, central model
+    mContainers[0].SetProperty(Actor::Property::SIZE_MODE_FACTOR, Vector3(MODEL_SCALE, MODEL_SCALE, 0.0f));
+    mContainers[0].SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+    mContainers[0].SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+
+    //Top left model
+    mContainers[1].SetProperty(Actor::Property::SIZE_MODE_FACTOR, Vector3(MODEL_SCALE / 3.0f, MODEL_SCALE / 3.0f, 0.0f));
+    mContainers[1].SetProperty(Actor::Property::PARENT_ORIGIN, Vector3(0.05, 0.03, 0.5)); //Offset from top left
+    mContainers[1].SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
 
     //Set up models
-    for( int i = 0; i < NUM_MESHES; i++ )
+    for(int i = 0; i < NUM_MESHES; i++)
     {
       //Create control to display model
       Control control = Control::New();
-      control.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
-      control.SetParentOrigin( ParentOrigin::CENTER );
-      control.SetAnchorPoint( AnchorPoint::CENTER );
-      mContainers[i].Add( control );
+      control.SetResizePolicy(ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS);
+      control.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+      control.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+      mContainers[i].Add(control);
 
       //Make model spin to demonstrate 3D
-      Animation rotationAnimation = Animation::New( 15.0f );
-      float spin = i % 2 == 0 ? 1.0f : -1.0f; //Make actors spin in different directions to better show independence.
-      rotationAnimation.AnimateBy( Property( control, Actor::Property::ORIENTATION ),
-                                   Quaternion( Degree( 0.0f ), Degree( spin * 360.0f ), Degree( 0.0f ) ) );
-      rotationAnimation.SetLooping( true );
+      Animation rotationAnimation = Animation::New(15.0f);
+      float     spin              = i % 2 == 0 ? 1.0f : -1.0f; //Make actors spin in different directions to better show independence.
+      rotationAnimation.AnimateBy(Property(control, Actor::Property::ORIENTATION),
+                                  Quaternion(Degree(0.0f), Degree(spin * 360.0f), Degree(0.0f)));
+      rotationAnimation.SetLooping(true);
       rotationAnimation.Play();
 
       //Store model information in corresponding structs.
-      mModels[i].control = control;
-      mModels[i].rotation.x = 0.0f;
-      mModels[i].rotation.y = 0.0f;
+      mModels[i].control           = control;
+      mModels[i].rotation.x        = 0.0f;
+      mModels[i].rotation.y        = 0.0f;
       mModels[i].rotationAnimation = rotationAnimation;
     }
 
     //Calling this sets the model in the controls.
     ReloadModel();
+  }
 
-    //Create button for model changing
-    Toolkit::PushButton modelButton = Toolkit::PushButton::New();
-    modelButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
-    modelButton.ClickedSignal().Connect( this, &MeshVisualController::OnChangeModelClicked );
-    modelButton.SetParentOrigin( Vector3( 0.05, 0.95, 0.5 ) ); //Offset from bottom left
-    modelButton.SetAnchorPoint( AnchorPoint::BOTTOM_LEFT );
-    modelButton.SetLabelText( "Change Model" );
-    baseLayer.Add( modelButton );
-
-    //Create button for shader changing
-    Toolkit::PushButton shaderButton = Toolkit::PushButton::New();
-    shaderButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
-    shaderButton.ClickedSignal().Connect( this, &MeshVisualController::OnChangeShaderClicked );
-    shaderButton.SetParentOrigin( Vector3( 0.95, 0.95, 0.5 ) ); //Offset from bottom right
-    shaderButton.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
-    shaderButton.SetLabelText( "Change Shader" );
-    baseLayer.Add( shaderButton );
-
-    //Create button for pausing animations
-    Toolkit::PushButton pauseButton = Toolkit::PushButton::New();
-    pauseButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
-    pauseButton.ClickedSignal().Connect( this, &MeshVisualController::OnPauseClicked );
-    pauseButton.SetParentOrigin( Vector3( 0.5, 0.95, 0.5 ) ); //Offset from bottom center
-    pauseButton.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER );
-    pauseButton.SetLabelText( " || " );
-    baseLayer.Add( pauseButton );
+  //Place the various buttons on the bottom of the screen, with title labels where necessary.
+  void SetupButtons(Layer layer)
+  {
+    //Actor for positioning model and shading mode buttons.
+    Actor positionActorModel = Actor::New();
+    positionActorModel.SetProperty(Actor::Property::PARENT_ORIGIN, Vector3(BUTTONS_OFFSET_SIDE, 1.0 - BUTTONS_OFFSET_BOTTOM, 0.5));
+    positionActorModel.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER);
+    layer.Add(positionActorModel);
+
+    //Create button for model changing.
+    PushButton modelButton = Toolkit::PushButton::New();
+    modelButton.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS);
+    modelButton.ClickedSignal().Connect(this, &MeshVisualController::OnChangeModelClicked);
+    modelButton.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER);
+    modelButton.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER);
+    modelButton.SetProperty(Toolkit::Button::Property::LABEL, "Model");
+    positionActorModel.Add(modelButton);
+
+    //Create button for shading mode changing.
+    PushButton shadingModeButton = Toolkit::PushButton::New();
+    shadingModeButton.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS);
+    shadingModeButton.ClickedSignal().Connect(this, &MeshVisualController::OnChangeShadingModeClicked);
+    shadingModeButton.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_CENTER);
+    shadingModeButton.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER);
+    shadingModeButton.SetProperty(Toolkit::Button::Property::LABEL, "Shading Mode");
+    positionActorModel.Add(shadingModeButton);
+
+    //Text label title for changing model or shading mode.
+    TextLabel changeTitleLabel = TextLabel::New("Change");
+    changeTitleLabel.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS);
+    changeTitleLabel.SetProperty(TextLabel::Property::UNDERLINE, "{\"thickness\":\"2.0\"}");
+    changeTitleLabel.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER);
+    changeTitleLabel.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER);
+    modelButton.Add(changeTitleLabel);
+
+    //Create button for pausing animations.
+    PushButton pauseButton = Toolkit::PushButton::New();
+    pauseButton.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS);
+    pauseButton.ClickedSignal().Connect(this, &MeshVisualController::OnPauseClicked);
+    pauseButton.SetProperty(Actor::Property::PARENT_ORIGIN, Vector3(0.5, 1.0 - BUTTONS_OFFSET_BOTTOM, 0.5));
+    pauseButton.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+    pauseButton.SetProperty(Toolkit::Button::Property::LABEL, PAUSE);
+    layer.Add(pauseButton);
+
+    //Actor for positioning light position buttons.
+    Actor positionActorLight = Actor::New();
+    positionActorLight.SetProperty(Actor::Property::PARENT_ORIGIN, Vector3(1.0 - BUTTONS_OFFSET_SIDE, 1.0 - BUTTONS_OFFSET_BOTTOM, 0.5));
+    positionActorLight.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER);
+    layer.Add(positionActorLight);
+
+    //Create button for switching between manual and fixed light position.
+    PushButton lightModeButton = Toolkit::PushButton::New();
+    lightModeButton.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS);
+    lightModeButton.ClickedSignal().Connect(this, &MeshVisualController::OnChangeLightModeClicked);
+    lightModeButton.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER);
+    lightModeButton.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER);
+    lightModeButton.SetProperty(Toolkit::Button::Property::LABEL, FIXED);
+    positionActorLight.Add(lightModeButton);
+
+    //Create button for switching between front and back light position.
+    PushButton lightSideButton = Toolkit::PushButton::New();
+    lightSideButton.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS);
+    lightSideButton.ClickedSignal().Connect(this, &MeshVisualController::OnChangeLightSideClicked);
+    lightSideButton.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_CENTER);
+    lightSideButton.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER);
+    lightSideButton.SetProperty(Toolkit::Button::Property::LABEL, FRONT);
+    positionActorLight.Add(lightSideButton);
+
+    //Text label title for light position mode.
+    TextLabel lightTitleLabel = TextLabel::New("Light Position");
+    lightTitleLabel.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS);
+    lightTitleLabel.SetProperty(TextLabel::Property::UNDERLINE, "{\"thickness\":\"2.0\"}");
+    lightTitleLabel.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER);
+    lightTitleLabel.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER);
+    lightModeButton.Add(lightTitleLabel);
+  }
 
+  //Add a point light source the the scene, on a layer above the first.
+  void SetupLight(Layer baseLayer)
+  {
     //Create control to act as light source of scene.
     mLightSource = Control::New();
-    mLightSource.SetResizePolicy( ResizePolicy::FIT_TO_CHILDREN, Dimension::WIDTH );
-    mLightSource.SetResizePolicy( ResizePolicy::DIMENSION_DEPENDENCY, Dimension::HEIGHT );
-    mLightSource.RegisterProperty( "Tag", LIGHT_TAG );
+    mLightSource.RegisterProperty("Tag", LIGHT_TAG);
+
+    //Set size of control based on screen dimensions.
+    Window  window     = mApplication.GetWindow();
+    Vector2 windowSize = window.GetSize();
+    if(windowSize.width < windowSize.height)
+    {
+      //Scale to width.
+      mLightSource.SetResizePolicy(ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::WIDTH);
+      mLightSource.SetResizePolicy(ResizePolicy::DIMENSION_DEPENDENCY, Dimension::HEIGHT);
+      mLightSource.SetProperty(Actor::Property::SIZE_MODE_FACTOR, Vector3(LIGHT_SCALE, 0.0f, 0.0f));
+    }
+    else
+    {
+      //Scale to height.
+      mLightSource.SetResizePolicy(ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::HEIGHT);
+      mLightSource.SetResizePolicy(ResizePolicy::DIMENSION_DEPENDENCY, Dimension::WIDTH);
+      mLightSource.SetProperty(Actor::Property::SIZE_MODE_FACTOR, Vector3(0.0f, LIGHT_SCALE, 0.0f));
+    }
 
     //Set position relative to top left, as the light source property is also relative to the top left.
-    mLightSource.SetParentOrigin( ParentOrigin::TOP_LEFT );
-    mLightSource.SetAnchorPoint( AnchorPoint::CENTER );
-    mLightSource.SetPosition( Stage::GetCurrent().GetSize().x * 0.5f, Stage::GetCurrent().GetSize().y * 0.1f );
+    mLightSource.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
+    mLightSource.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+    mLightSource.SetProperty(Actor::Property::POSITION, Vector2(windowSize.width * 0.85f, windowSize.height * 0.125));
 
-    //Make white background.
-    Property::Map lightMap;
-    lightMap.Insert( Visual::Property::TYPE,  Visual::COLOR );
-    lightMap.Insert( ColorVisual::Property::MIX_COLOR, Color::WHITE );
-    mLightSource.SetProperty( Control::Property::BACKGROUND, Property::Value( lightMap ) );
-
-    //Label to show what this actor is for the user.
-    TextLabel lightLabel = TextLabel::New( "Light" );
-    lightLabel.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
-    lightLabel.SetParentOrigin( ParentOrigin::CENTER );
-    lightLabel.SetAnchorPoint( AnchorPoint::CENTER );
-    float padding = 5.0f;
-    lightLabel.SetPadding( Padding( padding, padding, padding, padding ) );
-    mLightSource.Add( lightLabel );
+    //Supply an image to represent the light.
+    SetLightImage();
 
     //Connect to touch signal for dragging.
-    mLightSource.TouchedSignal().Connect( this, &MeshVisualController::OnTouch );
+    mLightSource.TouchedSignal().Connect(this, &MeshVisualController::OnTouch);
 
     //Place the light source on a layer above the base, so that it is rendered above everything else.
     Layer upperLayer = Layer::New();
-    baseLayer.Add( upperLayer );
-    upperLayer.Add( mLightSource );
+    upperLayer.SetResizePolicy(ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS);
+    upperLayer.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+    upperLayer.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
 
-    //Calling this sets the light position of each model to that of the light source control.
-    UpdateLight();
+    baseLayer.Add(upperLayer);
+    upperLayer.Add(mLightSource);
+
+    //Decide which light to use to begin with.
+    SetLightMode();
+  }
+
+  //Sets the image to use for the light source depending on whether the light is in front or behind.
+  void SetLightImage()
+  {
+    std::string imageUrl;
+
+    if(mLightFront)
+    {
+      imageUrl = LIGHT_URL_FRONT;
+    }
+    else
+    {
+      imageUrl = LIGHT_URL_BACK;
+    }
+
+    Property::Map lightMap;
+    lightMap.Insert(Toolkit::Visual::Property::TYPE, Visual::IMAGE);
+    lightMap.Insert(ImageVisual::Property::URL, imageUrl);
+    mLightSource.SetProperty(Control::Property::BACKGROUND, Property::Value(lightMap));
   }
 
   //Updates the displayed models to account for parameter changes.
@@ -241,85 +316,125 @@ public:
   {
     //Create mesh property map
     Property::Map map;
-    map.Insert( Visual::Property::TYPE,  Visual::MESH );
-    map.Insert( MeshVisual::Property::OBJECT_URL, MODEL_FILE[mModelIndex] );
-    map.Insert( MeshVisual::Property::MATERIAL_URL, MATERIAL_FILE[mModelIndex] );
-    map.Insert( MeshVisual::Property::TEXTURES_PATH, TEXTURES_PATH );
-    map.Insert( MeshVisual::Property::SHADING_MODE, SHADING_MODE_TABLE[mShadingModeIndex] );
-    map.Insert( MeshVisual::Property::USE_SOFT_NORMALS, false );
+    map.Insert(Toolkit::Visual::Property::TYPE, Visual::MESH);
+    map.Insert(Visual::Property::TRANSFORM,
+               Property::Map().Add(Visual::Transform::Property::ORIGIN, Align::CENTER).Add(Visual::Transform::Property::ANCHOR_POINT, Align::CENTER));
+    map.Insert(MeshVisual::Property::OBJECT_URL, MODEL_FILE_TABLE[mModelIndex]);
+    map.Insert(MeshVisual::Property::MATERIAL_URL, MATERIAL_FILE_TABLE[mModelIndex]);
+    map.Insert(MeshVisual::Property::TEXTURES_PATH, TEXTURES_PATH);
+    map.Insert(MeshVisual::Property::SHADING_MODE, SHADING_MODE_TABLE[mShadingModeIndex]);
 
     //Set the two controls to use the mesh
-    for( int i = 0; i < NUM_MESHES; i++ )
+    for(int i = 0; i < NUM_MESHES; i++)
+    {
+      mModels[i].control.SetProperty(Control::Property::BACKGROUND, Property::Value(map));
+    }
+  }
+
+  //Set the mode used to light the models.
+  void SetLightMode()
+  {
+    if(mLightFixed)
     {
-      mModels[i].control.SetProperty( Control::Property::BACKGROUND, Property::Value( map ) );
+      UseFixedLight();
+    }
+    else
+    {
+      UseManualLight();
     }
   }
 
+  //Make the models use a fixed, invisible light above the center of the window.
+  void UseFixedLight()
+  {
+    //Hide draggable source
+    mLightSource.SetProperty(Actor::Property::VISIBLE, false);
+
+    //Use window dimensions to place light at center, offset in z axis.
+    Window  window        = mApplication.GetWindow();
+    float   width         = window.GetSize().GetWidth();
+    float   height        = window.GetSize().GetHeight();
+    Vector3 lightPosition = Vector3(width / 2.0f, height / 2.0f, (mLightFront ? 1 : -1) * std::max(width, height) * 5.0f);
+
+    //Set global light position
+    for(int i = 0; i < NUM_MESHES; ++i)
+    {
+      mModels[i].control.RegisterProperty("lightPosition", lightPosition, Property::ANIMATABLE);
+    }
+  }
+
+  //Make the models use a light source that the user can drag around.
+  void UseManualLight()
+  {
+    //Show draggable source
+    mLightSource.SetProperty(Actor::Property::VISIBLE, true);
+
+    //Update to switch light position of models to that of the source.
+    UpdateLight();
+  }
+
   //Updates the light position for each model to account for changes in the source on screen.
   void UpdateLight()
   {
-    //Set light position to the x and y of the light control, offset out of the screen.
-    Vector3 controlPosition = mLightSource.GetCurrentPosition();
-    Vector3 lightPosition = Vector3( controlPosition.x, controlPosition.y, Stage::GetCurrent().GetSize().x * 2.0f );
+    //Set light position to the x and y of the light control, offset into/out of the screen.
+    Vector3 controlPosition = mLightSource.GetCurrentProperty<Vector3>(Actor::Property::POSITION);
+    Vector3 lightPosition   = Vector3(controlPosition.x, controlPosition.y, (mLightFront ? 1 : -1) * mApplication.GetWindow().GetSize().GetWidth() / 2.0f);
 
-    for( int i = 0; i < NUM_MESHES; ++i )
+    for(int i = 0; i < NUM_MESHES; ++i)
     {
-      mModels[i].control.RegisterProperty( "lightPosition", lightPosition, Property::ANIMATABLE );
+      mModels[i].control.RegisterProperty("lightPosition", lightPosition, Property::ANIMATABLE);
     }
   }
 
   //If the light source is touched, move it by dragging it.
   //If a model is touched, rotate it by panning around.
-  bool OnTouch( Actor actor, const TouchEvent& event )
+  bool OnTouch(Actor actor, const TouchEvent& touch)
   {
-    //Get primary touch point.
-    const Dali::TouchPoint& point = event.GetPoint( 0 );
-
-    switch( point.state )
+    switch(touch.GetState(0))
     {
-      case TouchPoint::Down:
+      case PointState::DOWN:
       {
         //Determine what was touched.
-        actor.GetProperty( actor.GetPropertyIndex( "Tag" ) ).Get( mTag );
+        actor.GetProperty(actor.GetPropertyIndex("Tag")).Get(mTag);
 
-        if( mTag == MODEL_TAG )
+        if(mTag == MODEL_TAG)
         {
           //Find out which model has been selected
-          actor.GetProperty( actor.GetPropertyIndex( "Model" ) ).Get( mSelectedModelIndex );
+          actor.GetProperty(actor.GetPropertyIndex("Model")).Get(mSelectedModelIndex);
 
           //Pause current animation, as the touch gesture will be used to manually rotate the model
           mModels[mSelectedModelIndex].rotationAnimation.Pause();
 
           //Store start points.
-          mPanStart = point.screen;
+          mPanStart      = touch.GetScreenPosition(0);
           mRotationStart = mModels[mSelectedModelIndex].rotation;
         }
 
         break;
       }
-      case TouchPoint::Motion:
+      case PointState::MOTION:
       {
         //Switch on the kind of actor we're interacting with.
-        switch( mTag )
+        switch(mTag)
         {
           case MODEL_TAG: //Rotate model
           {
             //Calculate displacement and corresponding rotation.
-            Vector2 displacement = point.screen - mPanStart;
-            mModels[mSelectedModelIndex].rotation = Vector2( mRotationStart.x - displacement.y / Y_ROTATION_DISPLACEMENT_FACTOR,   // Y displacement rotates around X axis
-                                                             mRotationStart.y + displacement.x / X_ROTATION_DISPLACEMENT_FACTOR ); // X displacement rotates around Y axis
-            Quaternion rotation = Quaternion( Radian( mModels[mSelectedModelIndex].rotation.x ), Vector3::XAXIS) *
-                                  Quaternion( Radian( mModels[mSelectedModelIndex].rotation.y ), Vector3::YAXIS);
+            Vector2 displacement                  = touch.GetScreenPosition(0) - mPanStart;
+            mModels[mSelectedModelIndex].rotation = Vector2(mRotationStart.x - displacement.y / Y_ROTATION_DISPLACEMENT_FACTOR,  // Y displacement rotates around X axis
+                                                            mRotationStart.y + displacement.x / X_ROTATION_DISPLACEMENT_FACTOR); // X displacement rotates around Y axis
+            Quaternion rotation                   = Quaternion(Radian(mModels[mSelectedModelIndex].rotation.x), Vector3::XAXIS) *
+                                  Quaternion(Radian(mModels[mSelectedModelIndex].rotation.y), Vector3::YAXIS);
 
             //Apply rotation.
-            mModels[mSelectedModelIndex].control.SetOrientation( rotation );
+            mModels[mSelectedModelIndex].control.SetProperty(Actor::Property::ORIENTATION, rotation);
 
             break;
           }
           case LIGHT_TAG: //Drag light
           {
             //Set light source to new position and update the models accordingly.
-            mLightSource.SetPosition( Vector3( point.screen ) );
+            mLightSource.SetProperty(Actor::Property::POSITION, Vector3(touch.GetScreenPosition(0)));
             UpdateLight();
 
             break;
@@ -328,13 +443,13 @@ public:
 
         break;
       }
-      case TouchPoint::Interrupted: //Same as finished.
-      case TouchPoint::Finished:
+      case PointState::INTERRUPTED: //Same as finished.
+      case PointState::FINISHED:
       {
-        if( mTag == MODEL_TAG )
+        if(mTag == MODEL_TAG)
         {
           //Return to automatic animation
-          if( !mPaused )
+          if(!mPaused)
           {
             mModels[mSelectedModelIndex].rotationAnimation.Play();
           }
@@ -353,7 +468,7 @@ public:
   }
 
   //Cycle through the list of models.
-  bool OnChangeModelClicked( Toolkit::Button button )
+  bool OnChangeModelClicked(Toolkit::Button button)
   {
     ++mModelIndex %= 3;
 
@@ -362,8 +477,8 @@ public:
     return true;
   }
 
-  //Cycle through the list of shaders.
-  bool OnChangeShaderClicked( Toolkit::Button button )
+  //Cycle through the list of shading modes.
+  bool OnChangeShadingModeClicked(Toolkit::Button button)
   {
     ++mShadingModeIndex %= 3;
 
@@ -374,40 +489,84 @@ public:
 
   //Pause all animations, and keep them paused even after user panning.
   //This button is a toggle, so pressing again will start the animations again.
-  bool OnPauseClicked( Toolkit::Button button )
+  bool OnPauseClicked(Toolkit::Button button)
   {
     //Toggle pause state.
     mPaused = !mPaused;
 
     //If we wish to pause animations, do so and keep them paused.
-    if( mPaused )
+    if(mPaused)
     {
-      for( int i = 0; i < NUM_MESHES ; ++i )
+      for(int i = 0; i < NUM_MESHES; ++i)
       {
         mModels[i].rotationAnimation.Pause();
       }
 
-      button.SetLabelText( " > " );
+      button.SetProperty(Toolkit::Button::Property::LABEL, PLAY);
     }
     else //Unpause all animations again.
     {
-      for( int i = 0; i < NUM_MESHES ; ++i )
+      for(int i = 0; i < NUM_MESHES; ++i)
       {
         mModels[i].rotationAnimation.Play();
       }
 
-      button.SetLabelText( " || " );
+      button.SetProperty(Toolkit::Button::Property::LABEL, PAUSE);
     }
 
     return true;
   }
 
+  //Switch between a fixed light source above/behind the screen, and a light source the user can drag around.
+  bool OnChangeLightModeClicked(Toolkit::Button button)
+  {
+    //Toggle state.
+    mLightFixed = !mLightFixed;
+
+    if(mLightFixed)
+    {
+      button.SetProperty(Toolkit::Button::Property::LABEL, FIXED);
+    }
+    else
+    {
+      button.SetProperty(Toolkit::Button::Property::LABEL, MANUAL);
+    }
+
+    SetLightMode();
+
+    return true;
+  }
+
+  //Switch between the light being in front of and behind the models.
+  bool OnChangeLightSideClicked(Toolkit::Button button)
+  {
+    //Toggle state.
+    mLightFront = !mLightFront;
+
+    if(mLightFront)
+    {
+      button.SetProperty(Toolkit::Button::Property::LABEL, FRONT);
+    }
+    else
+    {
+      button.SetProperty(Toolkit::Button::Property::LABEL, BACK);
+    }
+
+    //Change light image.
+    SetLightImage();
+
+    //Update light to account for the change.
+    SetLightMode();
+
+    return true;
+  }
+
   //If escape or the back button is pressed, quit the application (and return to the launcher)
-  void OnKeyEvent( const KeyEvent& event )
+  void OnKeyEvent(const KeyEvent& event)
   {
-    if( event.state == KeyEvent::Down )
+    if(event.GetState() == KeyEvent::DOWN)
     {
-      if( IsKey( event, DALI_KEY_ESCAPE) || IsKey( event, DALI_KEY_BACK ) )
+      if(IsKey(event, DALI_KEY_ESCAPE) || IsKey(event, DALI_KEY_BACK))
       {
         mApplication.Quit();
       }
@@ -415,7 +574,7 @@ public:
   }
 
 private:
-  Application&  mApplication;
+  Application& mApplication;
 
   //The models displayed on screen, including information about rotation.
   Model mModels[NUM_MESHES];
@@ -428,19 +587,19 @@ private:
   Vector2 mPanStart;
   Vector2 mRotationStart;
 
-  int mModelIndex; //Index of model to load.
-  int mShadingModeIndex; //Index of shader type to use.
-  int mTag; //Identifies what kind of actor has been selected in OnTouch.
-  int mSelectedModelIndex; //Index of model selected on screen.
-  bool mPaused; //If true, all animations are paused and should stay so.
+  int  mModelIndex;         //Index of model to load.
+  int  mShadingModeIndex;   //Index of shading mode to use.
+  int  mTag;                //Identifies what kind of actor has been selected in OnTouch.
+  int  mSelectedModelIndex; //Index of model selected on screen.
+  bool mPaused;             //If true, all animations are paused and should stay so.
+  bool mLightFixed;         //If false, the light is in manual.
+  bool mLightFront;         //Bool for light being in front or behind the models.
 };
 
-// Entry point for Linux & Tizen applications
-//
-int main( int argc, char **argv )
+int DALI_EXPORT_API main(int argc, char** argv)
 {
-  Application application = Application::New( &argc, &argv );
-  MeshVisualController test( application );
+  Application          application = Application::New(&argc, &argv);
+  MeshVisualController test(application);
   application.MainLoop();
   return 0;
 }