X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=examples%2Fblocks%2Fblocks-example.cpp;h=28eb2864e0c1be3bf2fb4e39e22d924442ca5bab;hb=9761eb9aa92da3580f0560bada61a168214a7642;hp=3ff40d666ad1a67c6c9d2a4627af9da1be3b2751;hpb=145f09f65e74f7992451f82e4d787100a6bc1310;p=platform%2Fcore%2Fuifw%2Fdali-demo.git diff --git a/examples/blocks/blocks-example.cpp b/examples/blocks/blocks-example.cpp index 3ff40d6..28eb286 100644 --- a/examples/blocks/blocks-example.cpp +++ b/examples/blocks/blocks-example.cpp @@ -1,49 +1,47 @@ -// -// Copyright (c) 2014 Samsung Electronics Co., Ltd. -// -// Licensed under the Flora License, Version 1.0 (the License); -// you may not use this file except in compliance with the License. -// You may obtain a copy of the License at -// -// http://floralicense.org/license/ -// -// 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. -// +/* + * Copyright (c) 2014 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 +#include #include -#include -#include #include #include -#include "../shared/view.h" +#include "shared/view.h" -using namespace std; using namespace Dali; using namespace Dali::Toolkit; using namespace DemoHelper; namespace { -const char* BACKGROUND_IMAGE( DALI_IMAGE_DIR "background-default.png" ); -const char* TOOLBAR_IMAGE( DALI_IMAGE_DIR "top-bar.png" ); +const char* BACKGROUND_IMAGE( DEMO_IMAGE_DIR "background-blocks.jpg" ); +const char* TOOLBAR_IMAGE( DEMO_IMAGE_DIR "top-bar.png" ); const char* APPLICATION_TITLE( "DALi Blocks" ); -const char* BALL_IMAGE = DALI_IMAGE_DIR "blocks-ball.png"; -const char* PADDLE_IMAGE = DALI_IMAGE_DIR "blocks-paddle.png"; -const char* PADDLE_HANDLE_IMAGE = DALI_IMAGE_DIR "blocks-paddle-handle.png"; +const char* BALL_IMAGE = DEMO_IMAGE_DIR "blocks-ball.png"; +const char* PADDLE_IMAGE = DEMO_IMAGE_DIR "blocks-paddle.png"; +const char* PADDLE_HANDLE_IMAGE = DEMO_IMAGE_DIR "blocks-paddle-handle.png"; -const char* BRICK_IMAGE_PATH[] = { DALI_IMAGE_DIR "blocks-brick-1.png", - DALI_IMAGE_DIR "blocks-brick-2.png", - DALI_IMAGE_DIR "blocks-brick-3.png", - DALI_IMAGE_DIR "blocks-brick-4.png" }; +const char* BRICK_IMAGE_PATH[] = { DEMO_IMAGE_DIR "blocks-brick-1.png", + DEMO_IMAGE_DIR "blocks-brick-2.png", + DEMO_IMAGE_DIR "blocks-brick-3.png", + DEMO_IMAGE_DIR "blocks-brick-4.png" }; const int TOTAL_BRICKS(4); ///< Total bricks in game. const Vector3 ICON_SIZE(100.0f, 100.0f, 0.0f); @@ -58,8 +56,8 @@ const Vector3 PADDLE_COLLISION_MARGIN(0.0f, 0.0f, 0.0f); ///< const Vector3 BRICK_COLLISION_MARGIN(0.0f, 0.0f, 0.0f); ///< Collision margin for ball-brick detection. const Vector3 INITIAL_BALL_DIRECTION(1.0f, 1.0f, 0.0f); ///< Initial ball direction. -const std::string WOBBLE_PROPERTY_NAME("wobble-property"); ///< Wobble property name. -const std::string COLLISION_PROPERTY_NAME("collision-property"); ///< Collision property name. +const std::string WOBBLE_PROPERTY_NAME("wobbleProperty"); ///< Wobble property name. +const std::string COLLISION_PROPERTY_NAME("collisionProperty"); ///< Collision property name. const Vector2 BRICK_SIZE(0.1f, 0.05f ); ///< Brick size relative to width of stage. const Vector2 BALL_SIZE( 0.05f, 0.05f ); ///< Ball size relative to width of stage. @@ -75,65 +73,6 @@ const int TOTAL_LEVELS(3); ///< // constraints //////////////////////////////////////////////////////////////// /** - * CollisionConstraint generates a collision vector - * between two actors a and b, assuming they're rectangular - * based on their size. - */ -struct CollisionConstraint -{ - /** - * Collision Constraint constructor - * The adjust (optional) parameter can be used to add a margin - * to the actors. A +ve size will result in larger collisions, - * while a -ve size will result in tighter collisions. - * - * @param[in] adjust (optional) Adjusts the rectangular size detection - */ - CollisionConstraint(Vector3 adjust = Vector3::ZERO) - : mAdjust(adjust) - { - } - - /** - * Generates collision vector indicating whether Actor's A and B - * have overlapped eachother, and the relative position of Actor B to A. - * - * @param[in] current The current collision-property (ignored) - * @param[in] propertyA Actor A's Position property. - * @param[in] propertyB Actor B's Position property. - * @param[in] propertySizeA Actor A's Size property. - * @param[in] propertySizeB Actor B's Size property. - * @return The collision vector is returned. - */ - Vector3 operator()(const Vector3& current, - const PropertyInput& propertyA, - const PropertyInput& propertyB, - const PropertyInput& propertySizeA, - const PropertyInput& propertySizeB) - { - const Vector3& a = propertyA.GetVector3(); - const Vector3& b = propertyB.GetVector3(); - const Vector3& sizeA = propertySizeA.GetVector3(); - const Vector3& sizeB = propertySizeB.GetVector3(); - const Vector3 sizeComb = (sizeA + sizeB + mAdjust) * 0.5f; - - // get collision relative to a. - Vector3 delta = b - a; - - // Check if not overlapping Actors. - if( (fabsf(delta.x) > sizeComb.width) || - (fabsf(delta.y) > sizeComb.height) ) - { - delta = Vector3::ZERO; // not overlapping - } - - return delta; // overlapping, return overlap vector relative to actor a. - } - - const Vector3 mAdjust; ///< Size Adjustment value -}; - -/** * CollisionCircleRectangleConstraint generates a collision vector * between two actors a (circle) and b (rectangle) */ @@ -159,23 +98,20 @@ struct CollisionCircleRectangleConstraint * Generates collision vector indicating whether Actor's A and B * have overlapped eachother, and the relative position of Actor B to A. * - * @param[in] current The current collision-property (ignored) - * @param[in] propertyA Actor A's Position property. - * @param[in] propertyB Actor B's Position property. - * @param[in] propertySizeA Actor A's Size property. - * @param[in] propertySizeB Actor B's Size property. + * @param[in,out] current The current collision-property + * @param[in] inputs Contains: + * Actor A's Position property. + * Actor B's Position property. + * Actor A's Size property. + * Actor B's Size property. * @return The collision vector is returned. */ - Vector3 operator()(const Vector3& current, - const PropertyInput& propertyA, - const PropertyInput& propertyB, - const PropertyInput& propertySizeA, - const PropertyInput& propertySizeB) + void operator()( Vector3& current, const PropertyInputContainer& inputs ) { - const Vector3& a = propertyA.GetVector3(); - const Vector3 b = propertyB.GetVector3() + mAdjustPosition; - const Vector3& sizeA = propertySizeA.GetVector3(); - const Vector3& sizeB = propertySizeB.GetVector3(); + const Vector3& a = inputs[0]->GetVector3(); + const Vector3 b = inputs[1]->GetVector3() + mAdjustPosition; + const Vector3& sizeA = inputs[2]->GetVector3(); + const Vector3& sizeB = inputs[3]->GetVector3(); const Vector3 sizeA2 = sizeA * 0.5f; // circle radius const Vector3 sizeB2 = (sizeB + mAdjustSize) * 0.5f; // rectangle half rectangle. @@ -213,10 +149,12 @@ struct CollisionCircleRectangleConstraint if(delta.Length() < sizeA2.x) { delta.Normalize(); - return delta; + current = delta; + } + else + { + current = Vector3::ZERO; } - - return Vector3::ZERO; } const Vector3 mAdjustPosition; ///< Position Adjustment value @@ -238,30 +176,27 @@ struct WobbleConstraint * * @param[in] deviation The max. deviation of wobble effect in degrees. */ - WobbleConstraint(float deviation) - : mDeviation(Radian(Degree(deviation))) + WobbleConstraint( Degree deviation ) + : mDeviation( deviation ) { } /** - * @param[in] current The current rotation property (ignored) - * @param[in] propertyWobble The wobble property (value from 0.0f to 1.0f) + * @param[in,out] current The current rotation property + * @param[in] inputs Contains the wobble property (value from 0.0f to 1.0f) * @return The rotation (quaternion) is generated. */ - Quaternion operator()(const Quaternion& current, - const PropertyInput& propertyWobble) + void operator()( Quaternion& current, const PropertyInputContainer& inputs ) { - const float& wobble = propertyWobble.GetFloat(); + const float& wobble = inputs[0]->GetFloat(); float f = sinf(wobble * 10.0f) * (1.0f-wobble); - Quaternion q(mDeviation * f, Vector3::ZAXIS); - - return q; + current = Quaternion(mDeviation * f, Vector3::ZAXIS); } - const float mDeviation; ///< Deviation factor in radians. + Radian mDeviation; ///< Deviation factor in radians. }; } // unnamed namespace @@ -348,42 +283,40 @@ private: mPaddleImage.SetSize( mPaddleFullSize ); mWobbleProperty = mPaddle.RegisterProperty(WOBBLE_PROPERTY_NAME, 0.0f); - Constraint wobbleConstraint = Constraint::New( Actor::ROTATION, - LocalSource(mWobbleProperty), - WobbleConstraint(10.0f)); - mPaddle.ApplyConstraint(wobbleConstraint); + Constraint wobbleConstraint = Constraint::New( mPaddle, Actor::Property::ORIENTATION, WobbleConstraint(Degree( 10.0f ))); + wobbleConstraint.AddSource( LocalSource(mWobbleProperty) ); + wobbleConstraint.Apply(); mPaddle.SetPosition( stageSize * Vector3( PADDLE_START_POSITION ) ); mContentLayer.Add(mPaddle); - mPaddle.TouchedSignal().Connect(this, &ExampleController::OnTouchPaddle); - mContentLayer.TouchedSignal().Connect(this, &ExampleController::OnTouchLayer); + mPaddle.TouchSignal().Connect(this, &ExampleController::OnTouchPaddle); + mContentLayer.TouchSignal().Connect(this, &ExampleController::OnTouchLayer); const float margin(BALL_SIZE.width * stageSize.width * 0.5f); // Set up notifications for ball's collisions against walls. - PropertyNotification leftNotification = mBall.AddPropertyNotification( Actor::POSITION_X, LessThanCondition(margin) ); + PropertyNotification leftNotification = mBall.AddPropertyNotification( Actor::Property::POSITION_X, LessThanCondition(margin) ); leftNotification.NotifySignal().Connect( this, &ExampleController::OnHitLeftWall ); - PropertyNotification rightNotification = mBall.AddPropertyNotification( Actor::POSITION_X, GreaterThanCondition(stageSize.width - margin) ); + PropertyNotification rightNotification = mBall.AddPropertyNotification( Actor::Property::POSITION_X, GreaterThanCondition(stageSize.width - margin) ); rightNotification.NotifySignal().Connect( this, &ExampleController::OnHitRightWall ); - PropertyNotification topNotification = mBall.AddPropertyNotification( Actor::POSITION_Y, LessThanCondition(margin) ); + PropertyNotification topNotification = mBall.AddPropertyNotification( Actor::Property::POSITION_Y, LessThanCondition(margin) ); topNotification.NotifySignal().Connect( this, &ExampleController::OnHitTopWall ); - PropertyNotification bottomNotification = mBall.AddPropertyNotification( Actor::POSITION_Y, GreaterThanCondition(stageSize.height + margin) ); + PropertyNotification bottomNotification = mBall.AddPropertyNotification( Actor::Property::POSITION_Y, GreaterThanCondition(stageSize.height + margin) ); bottomNotification.NotifySignal().Connect( this, &ExampleController::OnHitBottomWall ); // Set up notification for ball colliding against paddle. Actor delegate = Actor::New(); stage.Add(delegate); Property::Index property = delegate.RegisterProperty(COLLISION_PROPERTY_NAME, Vector3::ZERO); - Constraint constraint = Constraint::New( property, - Source(mBall, Actor::POSITION), - Source(mPaddle, Actor::POSITION), - Source(mBall, Actor::SIZE), - Source(mPaddle, Actor::SIZE), - CollisionCircleRectangleConstraint( -Vector3(0.0f, mPaddleHitMargin.height * 0.575f, 0.0f),-Vector3(mPaddleHitMargin) )); - delegate.ApplyConstraint(constraint); + Constraint constraint = Constraint::New( delegate, property, CollisionCircleRectangleConstraint( -Vector3(0.0f, mPaddleHitMargin.height * 0.575f, 0.0f),-Vector3(mPaddleHitMargin) ) ); + constraint.AddSource( Source(mBall, Actor::Property::POSITION) ); + constraint.AddSource( Source(mPaddle, Actor::Property::POSITION) ); + constraint.AddSource( Source(mBall, Actor::Property::SIZE) ); + constraint.AddSource( Source(mPaddle, Actor::Property::SIZE) ); + constraint.Apply(); PropertyNotification paddleNotification = delegate.AddPropertyNotification( property, GreaterThanCondition(0.0f) ); paddleNotification.NotifySignal().Connect( this, &ExampleController::OnHitPaddle ); @@ -423,11 +356,23 @@ private: mLevelContainer = Actor::New(); mLevelContainer.SetAnchorPoint( AnchorPoint::CENTER ); mLevelContainer.SetParentOrigin( ParentOrigin::CENTER ); - mLevelContainer.ApplyConstraint( Constraint::New( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) ); + mLevelContainer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); + mContentLayer.Add( mLevelContainer ); mBrickCount = 0; + if( mBrickImageMap.Empty() ) + { + Vector2 stageSize(Stage::GetCurrent().GetSize()); + const Vector2 brickSize(BRICK_SIZE * Vector2(stageSize.x, stageSize.x)); + + mBrickImageMap["desiredWidth"] = static_cast( brickSize.width ); + mBrickImageMap["desiredHeight"] = static_cast( brickSize.height ); + mBrickImageMap["fittingMode"] = "SCALE_TO_FILL"; + mBrickImageMap["samplingMode"] = "BOX_THEN_LINEAR"; + } + switch(level%TOTAL_LEVELS) { case 0: @@ -563,7 +508,7 @@ private: if(turn) { // turn 90 degrees clockwise. - swap(di, dj); + std::swap(di, dj); di = -di; if (length<=1) { @@ -585,28 +530,21 @@ private: */ Actor CreateBrick( const Vector2& position, int type ) { - Vector2 stageSize(Stage::GetCurrent().GetSize()); - const Vector2 brickSize(BRICK_SIZE * Vector2(stageSize.x, stageSize.x)); - - ImageAttributes attr; - attr.SetSize( 128, 64 ); - attr.SetScalingMode( ImageAttributes::ScaleToFill ); - Image img = Image::New(BRICK_IMAGE_PATH[type], attr); - ImageActor brick = ImageActor::New(img); + mBrickImageMap["url"] = BRICK_IMAGE_PATH[type]; + ImageView brick = ImageView::New(); + brick.SetProperty( ImageView::Property::IMAGE, mBrickImageMap ); brick.SetParentOrigin(ParentOrigin::TOP_LEFT); brick.SetAnchorPoint(AnchorPoint::CENTER); - brick.SetSize( brickSize ); brick.SetPosition( Vector3( position ) ); // Add a constraint on the brick between it and the ball generating a collision-property Property::Index property = brick.RegisterProperty(COLLISION_PROPERTY_NAME, Vector3::ZERO); - Constraint constraint = Constraint::New( property, - Source(mBall, Actor::POSITION), - Source(brick, Actor::POSITION), - Source(mBall, Actor::SIZE), - Source(brick, Actor::SIZE), - CollisionCircleRectangleConstraint(BRICK_COLLISION_MARGIN)); - brick.ApplyConstraint(constraint); + Constraint constraint = Constraint::New( brick, property, CollisionCircleRectangleConstraint(BRICK_COLLISION_MARGIN) ); + constraint.AddSource( Source(mBall, Actor::Property::POSITION) ); + constraint.AddSource( Source(brick, Actor::Property::POSITION) ); + constraint.AddSource( Source(mBall, Actor::Property::SIZE) ); + constraint.AddSource( Source(brick, Actor::Property::SIZE) ); + constraint.Apply(); // Now add a notification on this collision-property @@ -621,10 +559,9 @@ private: * * @param[in] filename the path of the image. */ - ImageActor CreateImage(const std::string& filename) + ImageView CreateImage(const std::string& filename) { - Image img = Image::New(filename); - ImageActor actor = ImageActor::New(img); + ImageView actor = ImageView::New(filename); actor.SetParentOrigin(ParentOrigin::TOP_LEFT); actor.SetAnchorPoint(AnchorPoint::CENTER); return actor; @@ -641,7 +578,7 @@ private: } mBallAnimation = Animation::New(MAX_ANIMATION_DURATION); - mBallAnimation.AnimateBy( Property( mBall, Actor::POSITION ), mBallVelocity * MAX_ANIMATION_DURATION); + mBallAnimation.AnimateBy( Property( mBall, Actor::Property::POSITION ), mBallVelocity * MAX_ANIMATION_DURATION); mBallAnimation.Play(); } @@ -650,21 +587,21 @@ private: * @param[in] actor The actor touched * @param[in] event The touch event */ - bool OnTouchPaddle(Actor actor, const TouchEvent& event) + bool OnTouchPaddle(Actor actor, const TouchData& event) { if(event.GetPointCount()>0) { - const TouchPoint& point = event.GetPoint(0); - if(point.state==TouchPoint::Down) // Commence dragging + if( event.GetState( 0 ) == PointState::DOWN ) // Commence dragging { // Get point where user touched paddle (relative to paddle's center) - mRelativeDragPoint = Vector3(point.screen.x, point.screen.y, 0.0f); + Vector2 screenPoint = event.GetScreenPosition( 0 ); + mRelativeDragPoint = screenPoint; mRelativeDragPoint -= actor.GetCurrentPosition(); mDragActor = actor; mDragAnimation = Animation::New(0.25f); - mDragAnimation.AnimateTo( Property(mDragActor, Actor::SCALE), Vector3(1.1f, 1.1f, 1.0f), AlphaFunctions::EaseOut); - mDragAnimation.AnimateTo( Property(mPaddleHandle, Actor::COLOR), Vector4(1.0f, 1.0f, 1.0f, 0.0f), AlphaFunctions::EaseOut); + mDragAnimation.AnimateTo( Property(mDragActor, Actor::Property::SCALE), Vector3(1.1f, 1.1f, 1.0f), AlphaFunction::EASE_OUT); + mDragAnimation.AnimateTo( Property(mPaddleHandle, Actor::Property::COLOR), Vector4(1.0f, 1.0f, 1.0f, 0.0f), AlphaFunction::EASE_OUT); mDragAnimation.Play(); } } @@ -676,21 +613,20 @@ private: * @param[in] actor The actor touched * @param[in] event The touch event */ - bool OnTouchLayer(Actor actor, const TouchEvent& event) + bool OnTouchLayer(Actor actor, const TouchData& event) { if(event.GetPointCount()>0) { - const TouchPoint& point = event.GetPoint(0); if(mDragActor) { - Vector3 position(point.screen.x, point.screen.y, 0.0f); + Vector3 position( event.GetScreenPosition( 0 ) ); mPaddle.SetPosition( position - mRelativeDragPoint ); - if(point.state==TouchPoint::Up) // Stop dragging + if( event.GetState( 0 ) == PointState::UP ) // Stop dragging { mDragAnimation = Animation::New(0.25f); - mDragAnimation.AnimateTo( Property(mDragActor, Actor::SCALE), Vector3(1.0f, 1.0f, 1.0f), AlphaFunctions::EaseIn); - mDragAnimation.AnimateTo( Property(mPaddleHandle, Actor::COLOR), Vector4(1.0f, 1.0f, 1.0f, 1.0f), AlphaFunctions::EaseOut); + mDragAnimation.AnimateTo( Property(mDragActor, Actor::Property::SCALE), Vector3(1.0f, 1.0f, 1.0f), AlphaFunction::EASE_IN); + mDragAnimation.AnimateTo( Property(mPaddleHandle, Actor::Property::COLOR), Vector4(1.0f, 1.0f, 1.0f, 1.0f), AlphaFunction::EASE_OUT); mDragAnimation.Play(); mDragActor.Reset(); } @@ -747,8 +683,8 @@ private: mBallVelocity = Vector3::ZERO; Animation shrink = Animation::New(0.5f); - shrink.AnimateTo( Property(mPaddle, Actor::SIZE_WIDTH), mPaddleFullSize.x * f + mPaddleHitMargin.x); - shrink.AnimateTo( Property(mPaddleImage, Actor::SIZE_WIDTH), mPaddleFullSize.x * f ); + shrink.AnimateTo( Property(mPaddle, Actor::Property::SIZE_WIDTH), mPaddleFullSize.x * f + mPaddleHitMargin.x); + shrink.AnimateTo( Property(mPaddleImage, Actor::Property::SIZE_WIDTH), mPaddleFullSize.x * f ); shrink.FinishedSignal().Connect( this, &ExampleController::OnPaddleShrunk ); shrink.Play(); @@ -765,7 +701,7 @@ private: mBall.SetPosition( mBallStartPosition ); mBall.SetColor( Vector4(1.0f, 1.0f, 1.0f, 0.1f) ); Animation appear = Animation::New(0.5f); - appear.AnimateTo( Property(mBall, Actor::COLOR), Vector4(1.0f, 1.0f, 1.0f, 1.0f) ); + appear.AnimateTo( Property(mBall, Actor::Property::COLOR), Vector4(1.0f, 1.0f, 1.0f, 1.0f) ); appear.Play(); if(!mLives) @@ -832,7 +768,7 @@ private: // fade brick (destroy) Animation destroyAnimation = Animation::New(0.5f); - destroyAnimation.AnimateTo( Property( brick, Actor::COLOR_ALPHA ), 0.0f, AlphaFunctions::EaseIn ); + destroyAnimation.AnimateTo( Property( brick, Actor::Property::COLOR_ALPHA ), 0.0f, AlphaFunction::EASE_IN ); destroyAnimation.Play(); destroyAnimation.FinishedSignal().Connect( this, &ExampleController::OnBrickDestroyed ); mDestroyAnimationMap[destroyAnimation] = brick; @@ -874,19 +810,20 @@ private: private: Application& mApplication; ///< Application instance - Toolkit::View mView; ///< The View instance. + Toolkit::Control mView; ///< The View instance. Layer mContentLayer; ///< The content layer (contains game actors) - ImageActor mBall; ///< The Moving ball image. + ImageView mBall; ///< The Moving ball image. Vector3 mBallStartPosition; ///< Ball Start position Vector3 mBallVelocity; ///< Ball's current direction. Animation mBallAnimation; ///< Ball's animation Actor mPaddle; ///< The paddle including hit area. - ImageActor mPaddleImage; ///< The paddle's image. - ImageActor mPaddleHandle; ///< The paddle's handle (where the user touches) + ImageView mPaddleImage; ///< The paddle's image. + ImageView mPaddleHandle; ///< The paddle's handle (where the user touches) Vector2 mPaddleHitMargin; ///< The paddle hit margin. Animation mWobbleAnimation; ///< Paddle's animation when hit (wobbles) Property::Index mWobbleProperty; ///< The wobble property (generated from animation) Actor mLevelContainer; ///< The level container (contains bricks) + Property::Map mBrickImageMap; ///< The property map used to load the brick // actor - dragging functionality @@ -907,9 +844,9 @@ void RunTest(Application& app) app.MainLoop(); } -int main(int argc, char **argv) +int DALI_EXPORT_API main(int argc, char **argv) { - Application app = Application::New(&argc, &argv); + Application app = Application::New(&argc, &argv, DEMO_THEME_PATH); RunTest(app);