Removed scene-graph dependency from internal actor headers 29/251829/2
authorDavid Steele <david.steele@samsung.com>
Tue, 19 Jan 2021 15:11:18 +0000 (15:11 +0000)
committerDavid Steele <david.steele@samsung.com>
Wed, 20 Jan 2021 11:32:23 +0000 (11:32 +0000)
actor-impl.h unnecessarily included update-manager.h.

Modified header to remove dependency, and fixed up errors, moving
to use forward declarations where possible, and moving inline
dependencies into source files.

Change-Id: I330a70fc374eb11a414ae257e34858ab061d84ca
Signed-off-by: David Steele <david.steele@samsung.com>
21 files changed:
dali/integration-api/profiling.cpp
dali/internal/common/core-impl.h
dali/internal/event/actors/actor-impl.cpp
dali/internal/event/actors/actor-impl.h
dali/internal/event/actors/actor-relayouter.cpp
dali/internal/event/actors/camera-actor-impl.cpp
dali/internal/event/actors/layer-impl.cpp
dali/internal/event/animation/animation-playlist.cpp
dali/internal/event/animation/animation-playlist.h
dali/internal/event/common/scene-impl.h [changed mode: 0755->0644]
dali/internal/event/common/thread-local-storage.cpp
dali/internal/event/common/thread-local-storage.h
dali/internal/event/events/hit-test-algorithm-impl.cpp
dali/internal/event/events/pan-gesture/pan-gesture-processor.cpp
dali/internal/event/events/wheel-event-processor.cpp
dali/internal/render/common/render-manager.cpp
dali/internal/render/data-providers/render-data-provider.h
dali/internal/render/renderers/render-renderer.cpp
dali/internal/update/manager/update-manager.h
dali/internal/update/nodes/node-declarations.h
dali/internal/update/rendering/scene-graph-texture-set.cpp

index 036fcd5..6e2349d 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
 #include <dali/internal/event/actors/camera-actor-impl.h>
 #include <dali/internal/event/actors/layer-impl.h>
 
+#include <dali/internal/event/rendering/geometry-impl.h>
+#include <dali/internal/event/rendering/renderer-impl.h>
+#include <dali/internal/event/rendering/sampler-impl.h>
+#include <dali/internal/event/rendering/shader-impl.h>
+#include <dali/internal/event/rendering/texture-set-impl.h>
+#include <dali/internal/event/rendering/vertex-buffer-impl.h>
+
 #include <dali/internal/event/animation/animation-impl.h>
 #include <dali/internal/event/animation/animator-connector.h>
 #include <dali/internal/event/animation/constraint-impl.h>
index deaa184..3f0307d 100644 (file)
@@ -42,6 +42,7 @@ namespace Integration
 {
 class Processor;
 class RenderController;
+class GlAbstraction;
 class PlatformAbstraction;
 class UpdateStatus;
 class RenderStatus;
index 2eabd0c..7ecf2cc 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
@@ -51,7 +51,9 @@
 #include <dali/internal/event/events/actor-gesture-data.h>
 #include <dali/internal/event/render-tasks/render-task-impl.h>
 #include <dali/internal/event/render-tasks/render-task-list-impl.h>
+#include <dali/internal/event/rendering/renderer-impl.h>
 #include <dali/internal/event/size-negotiation/relayout-controller-impl.h>
+#include <dali/internal/update/manager/update-manager.h>
 #include <dali/internal/update/nodes/node-messages.h>
 
 using Dali::Internal::SceneGraph::AnimatableProperty;
@@ -800,12 +802,12 @@ void Actor::SetSizeInternal(const Vector3& size)
   // check that we have a node AND the new size width, height or depth is at least a little bit different from the old one
   Vector3 currentSize = GetCurrentSize();
 
-  if( ( fabsf( mTargetSize.width - size.width  ) > Math::MACHINE_EPSILON_1 )||
-      ( fabsf( mTargetSize.height- size.height ) > Math::MACHINE_EPSILON_1 )||
-      ( fabsf( mTargetSize.depth - size.depth  ) > Math::MACHINE_EPSILON_1 )||
-      ( fabsf( mTargetSize.width - currentSize.width  ) > Math::MACHINE_EPSILON_1 )||
-      ( fabsf( mTargetSize.height- currentSize.height ) > Math::MACHINE_EPSILON_1 )||
-      ( fabsf( mTargetSize.depth - currentSize.depth  ) > Math::MACHINE_EPSILON_1 ) )
+  if((fabsf(mTargetSize.width - size.width) > Math::MACHINE_EPSILON_1) ||
+     (fabsf(mTargetSize.height - size.height) > Math::MACHINE_EPSILON_1) ||
+     (fabsf(mTargetSize.depth - size.depth) > Math::MACHINE_EPSILON_1) ||
+     (fabsf(mTargetSize.width - currentSize.width) > Math::MACHINE_EPSILON_1) ||
+     (fabsf(mTargetSize.height - currentSize.height) > Math::MACHINE_EPSILON_1) ||
+     (fabsf(mTargetSize.depth - currentSize.depth) > Math::MACHINE_EPSILON_1))
   {
     mTargetSize = size;
 
@@ -1727,6 +1729,11 @@ int32_t Actor::GetPropertyComponentIndex(Property::Index index) const
   return componentIndex;
 }
 
+const SceneGraph::Node& Actor::GetNode() const
+{
+  return *static_cast<const SceneGraph::Node*>(mUpdateObject);
+}
+
 void Actor::Raise()
 {
   if(mParent)
index 7bd7e4a..a77237c 100644 (file)
@@ -2,7 +2,7 @@
 #define DALI_INTERNAL_ACTOR_H
 
 /*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
@@ -23,6 +23,7 @@
 
 // INTERNAL INCLUDES
 #include <dali/devel-api/actors/actor-devel.h>
+#include <dali/devel-api/rendering/renderer-devel.h>
 #include <dali/internal/common/internal-constants.h>
 #include <dali/internal/common/memory-pool-object-allocator.h>
 #include <dali/internal/event/actors/actor-declarations.h>
@@ -30,8 +31,6 @@
 #include <dali/internal/event/actors/actor-parent.h>
 #include <dali/internal/event/common/object-impl.h>
 #include <dali/internal/event/common/stage-def.h>
-#include <dali/internal/event/rendering/renderer-impl.h>
-#include <dali/internal/update/manager/update-manager.h>
 #include <dali/internal/update/nodes/node-declarations.h>
 #include <dali/public-api/actors/actor.h>
 #include <dali/public-api/common/dali-common.h>
@@ -57,6 +56,7 @@ class RenderTask;
 class Renderer;
 class Scene;
 
+using RendererPtr       = IntrusivePtr<Renderer>;
 using RendererContainer = std::vector<RendererPtr>;
 using RendererIter      = RendererContainer::iterator;
 
@@ -1713,10 +1713,7 @@ public:
    * Retrieve the actor's node.
    * @return The node used by this actor
    */
-  const SceneGraph::Node& GetNode() const
-  {
-    return *static_cast<const SceneGraph::Node*>(mUpdateObject);
-  }
+  const SceneGraph::Node& GetNode() const;
 
   /**
    * @copydoc Dali::DevelActor::Raise()
index 0e1fcf3..8cde6d5 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
 #include <dali/internal/event/actors/actor-relayouter.h>
 
 // INTERNAL INCLUDES
+#include <dali/integration-api/debug.h>
+#include <dali/internal/event/size-negotiation/relayout-controller-impl.h>
 #include <dali/public-api/math/vector2.h>
 #include <dali/public-api/math/vector3.h>
-#include <dali/internal/event/size-negotiation/relayout-controller-impl.h>
 
 namespace
 {
 #if defined(DEBUG_ENABLED)
-Debug::Filter* gLogRelayoutFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RELAYOUT_TIMER" );
+Debug::Filter* gLogRelayoutFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RELAYOUT_TIMER");
 #endif
 } // unnamed namespace
 
 namespace Dali
 {
-
 namespace Internal
 {
-
 Actor::Relayouter::Relayouter()
-: sizeModeFactor( DEFAULT_SIZE_MODE_FACTOR ),
-  preferredSize( DEFAULT_PREFERRED_SIZE ),
-  sizeSetPolicy( DEFAULT_SIZE_SCALE_POLICY ),
-  relayoutEnabled( false ),
-  insideRelayout( false )
+: sizeModeFactor(DEFAULT_SIZE_MODE_FACTOR),
+  preferredSize(DEFAULT_PREFERRED_SIZE),
+  sizeSetPolicy(DEFAULT_SIZE_SCALE_POLICY),
+  relayoutEnabled(false),
+  insideRelayout(false)
 {
   // Set size negotiation defaults
-  for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+  for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
   {
-    resizePolicies[ i ] = ResizePolicy::DEFAULT;
-    useAssignedSize[ i ] = false;
-    negotiatedDimensions[ i ] = 0.0f;
-    dimensionNegotiated[ i ] = false;
-    dimensionDirty[ i ] = false;
-    dimensionDependencies[ i ] = Dimension::ALL_DIMENSIONS;
-    dimensionPadding[ i ] = DEFAULT_DIMENSION_PADDING;
-    minimumSize[ i ] = 0.0f;
-    maximumSize[ i ] = FLT_MAX;
+    resizePolicies[i]        = ResizePolicy::DEFAULT;
+    useAssignedSize[i]       = false;
+    negotiatedDimensions[i]  = 0.0f;
+    dimensionNegotiated[i]   = false;
+    dimensionDirty[i]        = false;
+    dimensionDependencies[i] = Dimension::ALL_DIMENSIONS;
+    dimensionPadding[i]      = DEFAULT_DIMENSION_PADDING;
+    minimumSize[i]           = 0.0f;
+    maximumSize[i]           = FLT_MAX;
   }
 }
 
-ResizePolicy::Type Actor::Relayouter::GetResizePolicy( Dimension::Type dimension ) const
+ResizePolicy::Type Actor::Relayouter::GetResizePolicy(Dimension::Type dimension) const
 {
   // If more than one dimension is requested, just return the first one found
-  for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+  for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
   {
-    if( ( dimension & ( 1 << i ) ) )
+    if((dimension & (1 << i)))
     {
-      if( useAssignedSize[ i ] )
+      if(useAssignedSize[i])
       {
         return ResizePolicy::USE_ASSIGNED_SIZE;
       }
       else
       {
-        return resizePolicies[ i ];
+        return resizePolicies[i];
       }
     }
   }
@@ -79,33 +78,33 @@ ResizePolicy::Type Actor::Relayouter::GetResizePolicy( Dimension::Type dimension
   return ResizePolicy::DEFAULT;
 }
 
-void Actor::Relayouter::SetPadding( const Vector2& padding, Dimension::Type dimension )
+void Actor::Relayouter::SetPadding(const Vector2& padding, Dimension::Type dimension)
 {
-  for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+  for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
   {
-    if( dimension & ( 1 << i ) )
+    if(dimension & (1 << i))
     {
-      dimensionPadding[ i ] = padding;
+      dimensionPadding[i] = padding;
     }
   }
 }
 
-void Actor::Relayouter::SetLayoutNegotiated( bool negotiated, Dimension::Type dimension )
+void Actor::Relayouter::SetLayoutNegotiated(bool negotiated, Dimension::Type dimension)
 {
-  for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+  for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
   {
-    if( dimension & ( 1 << i ) )
+    if(dimension & (1 << i))
     {
-      dimensionNegotiated[ i ] = negotiated;
+      dimensionNegotiated[i] = negotiated;
     }
   }
 }
 
-bool Actor::Relayouter::IsLayoutNegotiated( Dimension::Type dimension ) const
+bool Actor::Relayouter::IsLayoutNegotiated(Dimension::Type dimension) const
 {
-  for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+  for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
   {
-    if( ( dimension & ( 1 << i ) ) && dimensionNegotiated[ i ] )
+    if((dimension & (1 << i)) && dimensionNegotiated[i])
     {
       return true;
     }
@@ -113,9 +112,9 @@ bool Actor::Relayouter::IsLayoutNegotiated( Dimension::Type dimension ) const
   return false;
 }
 
-Vector2 Actor::Relayouter::ApplySizeSetPolicy( Internal::Actor& actor, const Vector2& size )
+Vector2 Actor::Relayouter::ApplySizeSetPolicy(Internal::Actor& actor, const Vector2& size)
 {
-  switch( sizeSetPolicy )
+  switch(sizeSetPolicy)
   {
     case SizeScalePolicy::USE_SIZE_SET:
     {
@@ -126,18 +125,18 @@ Vector2 Actor::Relayouter::ApplySizeSetPolicy( Internal::Actor& actor, const Vec
     {
       // Scale size to fit within the original size bounds, keeping the natural size aspect ratio
       const Vector3 naturalSize = actor.GetNaturalSize();
-      if( naturalSize.width > 0.0f && naturalSize.height > 0.0f && size.width > 0.0f && size.height > 0.0f )
+      if(naturalSize.width > 0.0f && naturalSize.height > 0.0f && size.width > 0.0f && size.height > 0.0f)
       {
-        const float sizeRatio = size.width / size.height;
+        const float sizeRatio        = size.width / size.height;
         const float naturalSizeRatio = naturalSize.width / naturalSize.height;
 
-        if( naturalSizeRatio < sizeRatio )
+        if(naturalSizeRatio < sizeRatio)
         {
-          return Vector2( naturalSizeRatio * size.height, size.height );
+          return Vector2(naturalSizeRatio * size.height, size.height);
         }
-        else if( naturalSizeRatio > sizeRatio )
+        else if(naturalSizeRatio > sizeRatio)
         {
-          return Vector2( size.width, size.width / naturalSizeRatio );
+          return Vector2(size.width, size.width / naturalSizeRatio);
         }
         else
         {
@@ -152,18 +151,18 @@ Vector2 Actor::Relayouter::ApplySizeSetPolicy( Internal::Actor& actor, const Vec
     {
       // Scale size to fill the original size bounds, keeping the natural size aspect ratio. Potentially exceeding the original bounds.
       const Vector3 naturalSize = actor.GetNaturalSize();
-      if( naturalSize.width > 0.0f && naturalSize.height > 0.0f && size.width > 0.0f && size.height > 0.0f )
+      if(naturalSize.width > 0.0f && naturalSize.height > 0.0f && size.width > 0.0f && size.height > 0.0f)
       {
-        const float sizeRatio = size.width / size.height;
+        const float sizeRatio        = size.width / size.height;
         const float naturalSizeRatio = naturalSize.width / naturalSize.height;
 
-        if( naturalSizeRatio < sizeRatio )
+        if(naturalSizeRatio < sizeRatio)
         {
-          return Vector2( size.width, size.width / naturalSizeRatio );
+          return Vector2(size.width, size.width / naturalSizeRatio);
         }
-        else if( naturalSizeRatio > sizeRatio )
+        else if(naturalSizeRatio > sizeRatio)
         {
-          return Vector2( naturalSizeRatio * size.height, size.height );
+          return Vector2(naturalSizeRatio * size.height, size.height);
         }
         else
         {
@@ -182,110 +181,110 @@ Vector2 Actor::Relayouter::ApplySizeSetPolicy( Internal::Actor& actor, const Vec
   return size;
 }
 
-void Actor::Relayouter::SetUseAssignedSize( bool use, Dimension::Type dimension )
+void Actor::Relayouter::SetUseAssignedSize(bool use, Dimension::Type dimension)
 {
-  for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+  for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
   {
-    if( dimension & ( 1 << i ) )
+    if(dimension & (1 << i))
     {
-      useAssignedSize[ i ] = use;
+      useAssignedSize[i] = use;
     }
   }
 }
 
-bool Actor::Relayouter::GetUseAssignedSize( Dimension::Type dimension ) const
+bool Actor::Relayouter::GetUseAssignedSize(Dimension::Type dimension) const
 {
   // If more than one dimension is requested, just return the first one found
-  for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+  for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
   {
-    if( dimension & ( 1 << i ) )
+    if(dimension & (1 << i))
     {
-      return useAssignedSize[ i ];
+      return useAssignedSize[i];
     }
   }
 
   return false;
 }
 
-void Actor::Relayouter::SetMinimumSize( float size, Dimension::Type dimension )
+void Actor::Relayouter::SetMinimumSize(float size, Dimension::Type dimension)
 {
-  for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+  for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
   {
-    if( dimension & ( 1 << i ) )
+    if(dimension & (1 << i))
     {
-      minimumSize[ i ] = size;
+      minimumSize[i] = size;
     }
   }
 }
 
-float Actor::Relayouter::GetMinimumSize( Dimension::Type dimension ) const
+float Actor::Relayouter::GetMinimumSize(Dimension::Type dimension) const
 {
-  for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+  for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
   {
-    if( dimension & ( 1 << i ) )
+    if(dimension & (1 << i))
     {
-      return minimumSize[ i ];
+      return minimumSize[i];
     }
   }
 
-  return 0.0f;  // Default
+  return 0.0f; // Default
 }
 
-void Actor::Relayouter::SetMaximumSize( float size, Dimension::Type dimension )
+void Actor::Relayouter::SetMaximumSize(float size, Dimension::Type dimension)
 {
-  for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+  for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
   {
-    if( dimension & ( 1 << i ) )
+    if(dimension & (1 << i))
     {
-      maximumSize[ i ] = size;
+      maximumSize[i] = size;
     }
   }
 }
 
-float Actor::Relayouter::GetMaximumSize( Dimension::Type dimension ) const
+float Actor::Relayouter::GetMaximumSize(Dimension::Type dimension) const
 {
-  for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+  for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
   {
-    if( dimension & ( 1 << i ) )
+    if(dimension & (1 << i))
     {
-      return maximumSize[ i ];
+      return maximumSize[i];
     }
   }
 
-  return FLT_MAX;  // Default
+  return FLT_MAX; // Default
 }
 
-void Actor::Relayouter::SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension, Vector3& targetSize )
+void Actor::Relayouter::SetResizePolicy(ResizePolicy::Type policy, Dimension::Type dimension, Vector3& targetSize)
 {
-  ResizePolicy::Type originalWidthPolicy = GetResizePolicy(Dimension::WIDTH);
+  ResizePolicy::Type originalWidthPolicy  = GetResizePolicy(Dimension::WIDTH);
   ResizePolicy::Type originalHeightPolicy = GetResizePolicy(Dimension::HEIGHT);
 
-  for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+  for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
   {
-    if( dimension & ( 1 << i ) )
+    if(dimension & (1 << i))
     {
-      if ( policy == ResizePolicy::USE_ASSIGNED_SIZE )
+      if(policy == ResizePolicy::USE_ASSIGNED_SIZE)
       {
-        useAssignedSize[ i ] = true;
+        useAssignedSize[i] = true;
       }
       else
       {
-        resizePolicies[ i ] = policy;
-        useAssignedSize[ i ] = false;
+        resizePolicies[i]  = policy;
+        useAssignedSize[i] = false;
       }
     }
   }
 
-  if( policy == ResizePolicy::DIMENSION_DEPENDENCY )
+  if(policy == ResizePolicy::DIMENSION_DEPENDENCY)
   {
-    if( dimension & Dimension::WIDTH )
+    if(dimension & Dimension::WIDTH)
     {
-      SetDimensionDependency( Dimension::WIDTH, Dimension::HEIGHT );
+      SetDimensionDependency(Dimension::WIDTH, Dimension::HEIGHT);
     }
 
-    if( dimension & Dimension::HEIGHT )
+    if(dimension & Dimension::HEIGHT)
     {
-      SetDimensionDependency( Dimension::HEIGHT, Dimension::WIDTH );
+      SetDimensionDependency(Dimension::HEIGHT, Dimension::WIDTH);
     }
   }
 
@@ -296,72 +295,72 @@ void Actor::Relayouter::SetResizePolicy( ResizePolicy::Type policy, Dimension::T
   // should be overrided by the target size. Otherwise the target
   // size should be overrided by the preferred size.
 
-  if( dimension & Dimension::WIDTH )
+  if(dimension & Dimension::WIDTH)
   {
-    if( originalWidthPolicy != ResizePolicy::FIXED && policy == ResizePolicy::FIXED )
+    if(originalWidthPolicy != ResizePolicy::FIXED && policy == ResizePolicy::FIXED)
     {
       preferredSize.width = targetSize.width;
     }
-    else if( originalWidthPolicy == ResizePolicy::FIXED && policy != ResizePolicy::FIXED )
+    else if(originalWidthPolicy == ResizePolicy::FIXED && policy != ResizePolicy::FIXED)
     {
       targetSize.width = preferredSize.width;
     }
   }
 
-  if( dimension & Dimension::HEIGHT )
+  if(dimension & Dimension::HEIGHT)
   {
-    if( originalHeightPolicy != ResizePolicy::FIXED && policy == ResizePolicy::FIXED )
+    if(originalHeightPolicy != ResizePolicy::FIXED && policy == ResizePolicy::FIXED)
     {
       preferredSize.height = targetSize.height;
     }
-    else if( originalHeightPolicy == ResizePolicy::FIXED && policy != ResizePolicy::FIXED )
+    else if(originalHeightPolicy == ResizePolicy::FIXED && policy != ResizePolicy::FIXED)
     {
       targetSize.height = preferredSize.height;
     }
   }
 }
 
-void Actor::Relayouter::SetDimensionDependency( Dimension::Type dimension, Dimension::Type dependency )
+void Actor::Relayouter::SetDimensionDependency(Dimension::Type dimension, Dimension::Type dependency)
 {
-  for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+  for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
   {
-    if( dimension & ( 1 << i ) )
+    if(dimension & (1 << i))
     {
-      dimensionDependencies[ i ] = dependency;
+      dimensionDependencies[i] = dependency;
     }
   }
 }
 
-Dimension::Type Actor::Relayouter::GetDimensionDependency( Dimension::Type dimension ) const
+Dimension::Type Actor::Relayouter::GetDimensionDependency(Dimension::Type dimension) const
 {
   // If more than one dimension is requested, just return the first one found
-  for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+  for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
   {
-    if( ( dimension & ( 1 << i ) ) )
+    if((dimension & (1 << i)))
     {
-      return dimensionDependencies[ i ];
+      return dimensionDependencies[i];
     }
   }
 
-  return Dimension::ALL_DIMENSIONS;   // Default
+  return Dimension::ALL_DIMENSIONS; // Default
 }
 
-void Actor::Relayouter::SetLayoutDirty( bool dirty, Dimension::Type dimension )
+void Actor::Relayouter::SetLayoutDirty(bool dirty, Dimension::Type dimension)
 {
-  for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+  for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
   {
-    if( dimension & ( 1 << i ) )
+    if(dimension & (1 << i))
     {
-      dimensionDirty[ i ] = dirty;
+      dimensionDirty[i] = dirty;
     }
   }
 }
 
-bool Actor::Relayouter::IsLayoutDirty( Dimension::Type dimension ) const
+bool Actor::Relayouter::IsLayoutDirty(Dimension::Type dimension) const
 {
-  for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+  for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
   {
-    if( ( dimension & ( 1 << i ) ) && dimensionDirty[ i ] )
+    if((dimension & (1 << i)) && dimensionDirty[i])
     {
       return true;
     }
@@ -370,20 +369,20 @@ bool Actor::Relayouter::IsLayoutDirty( Dimension::Type dimension ) const
   return false;
 }
 
-void Actor::Relayouter::SetPreferredSize( Actor& actor, const Vector2& size )
+void Actor::Relayouter::SetPreferredSize(Actor& actor, const Vector2& size)
 {
   // If valid width or height, then set the resize policy to FIXED
   // A 0 width or height may also be required so if the resize policy has not been changed, i.e. is still set to DEFAULT,
   // then change to FIXED as well
 
-  if( size.width > 0.0f || GetResizePolicy( Dimension::WIDTH ) == ResizePolicy::DEFAULT )
+  if(size.width > 0.0f || GetResizePolicy(Dimension::WIDTH) == ResizePolicy::DEFAULT)
   {
-    actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::WIDTH );
+    actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::WIDTH);
   }
 
-  if( size.height > 0.0f || GetResizePolicy( Dimension::HEIGHT ) == ResizePolicy::DEFAULT )
+  if(size.height > 0.0f || GetResizePolicy(Dimension::HEIGHT) == ResizePolicy::DEFAULT)
   {
-    actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::HEIGHT );
+    actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::HEIGHT);
   }
 
   actor.mRelayoutData->preferredSize = size;
@@ -393,80 +392,80 @@ void Actor::Relayouter::SetPreferredSize( Actor& actor, const Vector2& size )
   actor.RelayoutRequest();
 }
 
-float Actor::Relayouter::ClampDimension( const Internal::Actor& actor, float size, Dimension::Type dimension )
+float Actor::Relayouter::ClampDimension(const Internal::Actor& actor, float size, Dimension::Type dimension)
 {
-  const float minSize = actor.GetMinimumSize( dimension );
-  const float maxSize = actor.GetMaximumSize( dimension );
+  const float minSize = actor.GetMinimumSize(dimension);
+  const float maxSize = actor.GetMaximumSize(dimension);
 
-  return std::max( minSize, std::min( size, maxSize ) );
+  return std::max(minSize, std::min(size, maxSize));
 }
 
-void Actor::Relayouter::NegotiateDimension( Actor& actor, Dimension::Type dimension, const Vector2& allocatedSize, Actor::ActorDimensionStack& recursionStack )
+void Actor::Relayouter::NegotiateDimension(Actor& actor, Dimension::Type dimension, const Vector2& allocatedSize, Actor::ActorDimensionStack& recursionStack)
 {
   // Check if it needs to be negotiated
-  if( actor.IsLayoutDirty( dimension ) && !actor.IsLayoutNegotiated( dimension ) )
+  if(actor.IsLayoutDirty(dimension) && !actor.IsLayoutNegotiated(dimension))
   {
     // Check that we havn't gotten into an infinite loop
-    Actor::ActorDimensionPair searchActor = Actor::ActorDimensionPair( &actor, dimension );
-    bool recursionFound = false;
-    for( auto& element : recursionStack )
+    Actor::ActorDimensionPair searchActor    = Actor::ActorDimensionPair(&actor, dimension);
+    bool                      recursionFound = false;
+    for(auto& element : recursionStack)
     {
-      if( element == searchActor )
+      if(element == searchActor)
       {
         recursionFound = true;
         break;
       }
     }
 
-    if( !recursionFound )
+    if(!recursionFound)
     {
       // Record the path that we have taken
-      recursionStack.push_back( Actor::ActorDimensionPair( &actor, dimension ) );
+      recursionStack.push_back(Actor::ActorDimensionPair(&actor, dimension));
 
       // Dimension dependency check
-      for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+      for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
       {
-        Dimension::Type dimensionToCheck = static_cast< Dimension::Type >( 1 << i );
+        Dimension::Type dimensionToCheck = static_cast<Dimension::Type>(1 << i);
 
-        if( actor.RelayoutDependentOnDimension( dimension, dimensionToCheck ) )
+        if(actor.RelayoutDependentOnDimension(dimension, dimensionToCheck))
         {
-          NegotiateDimension( actor, dimensionToCheck, allocatedSize, recursionStack );
+          NegotiateDimension(actor, dimensionToCheck, allocatedSize, recursionStack);
         }
       }
 
       // Parent dependency check
       Actor* parent = actor.GetParent();
-      if( parent && actor.RelayoutDependentOnParent( dimension ) )
+      if(parent && actor.RelayoutDependentOnParent(dimension))
       {
-        NegotiateDimension( *parent, dimension, allocatedSize, recursionStack );
+        NegotiateDimension(*parent, dimension, allocatedSize, recursionStack);
       }
 
       // Children dependency check
-      if( actor.RelayoutDependentOnChildren( dimension ) )
+      if(actor.RelayoutDependentOnChildren(dimension))
       {
-        for( uint32_t i = 0, count = actor.GetChildCount(); i < count; ++i )
+        for(uint32_t i = 0, count = actor.GetChildCount(); i < count; ++i)
         {
-          ActorPtr child = actor.GetChildAt( i );
+          ActorPtr child = actor.GetChildAt(i);
 
           // Only relayout child first if it is not dependent on this actor
-          if( !child->RelayoutDependentOnParent( dimension ) )
+          if(!child->RelayoutDependentOnParent(dimension))
           {
-            NegotiateDimension( *child, dimension, allocatedSize, recursionStack );
+            NegotiateDimension(*child, dimension, allocatedSize, recursionStack);
           }
         }
       }
 
       // For deriving classes
-      actor.OnCalculateRelayoutSize( dimension );
+      actor.OnCalculateRelayoutSize(dimension);
 
       // All dependencies checked, calculate the size and set negotiated flag
-      const float newSize = ClampDimension( actor, actor.CalculateSize( dimension, allocatedSize ), dimension );
+      const float newSize = ClampDimension(actor, actor.CalculateSize(dimension, allocatedSize), dimension);
 
-      actor.SetNegotiatedDimension( newSize, dimension );
-      actor.SetLayoutNegotiated( true, dimension );
+      actor.SetNegotiatedDimension(newSize, dimension);
+      actor.SetLayoutNegotiated(true, dimension);
 
       // For deriving classes
-      actor.OnLayoutNegotiated( newSize, dimension );
+      actor.OnLayoutNegotiated(newSize, dimension);
 
       // This actor has been successfully processed, pop it off the recursion stack
       recursionStack.pop_back();
@@ -474,7 +473,7 @@ void Actor::Relayouter::NegotiateDimension( Actor& actor, Dimension::Type dimens
     else
     {
       // TODO: Break infinite loop
-      actor.SetLayoutNegotiated( true, dimension );
+      actor.SetLayoutNegotiated(true, dimension);
     }
   }
 }
@@ -484,9 +483,9 @@ void Actor::Relayouter::NegotiateDimensions(Actor& actor, const Vector2& allocat
   // Negotiate all dimensions that require it
   ActorDimensionStack recursionStack;
 
-  for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+  for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
   {
-    const Dimension::Type dimension = static_cast< Dimension::Type >( 1 << i );
+    const Dimension::Type dimension = static_cast<Dimension::Type>(1 << i);
 
     // Negotiate
     NegotiateDimension(actor, dimension, allocatedSize, recursionStack);
@@ -502,49 +501,49 @@ void Actor::Relayouter::NegotiateSize(Actor& actor, const Vector2& allocatedSize
   // relayout container afterwards, the dirty flags would still be clear...
   // causing a relayout to be skipped. Here we force any actors added to the
   // container to be relayed out.
-  DALI_LOG_TIMER_START( NegSizeTimer1 );
+  DALI_LOG_TIMER_START(NegSizeTimer1);
 
-  if( actor.GetUseAssignedSize(Dimension::WIDTH ) )
+  if(actor.GetUseAssignedSize(Dimension::WIDTH))
   {
-    actor.SetLayoutNegotiated( false, Dimension::WIDTH );
+    actor.SetLayoutNegotiated(false, Dimension::WIDTH);
   }
-  if( actor.GetUseAssignedSize( Dimension::HEIGHT ) )
+  if(actor.GetUseAssignedSize(Dimension::HEIGHT))
   {
-    actor.SetLayoutNegotiated( false, Dimension::HEIGHT );
+    actor.SetLayoutNegotiated(false, Dimension::HEIGHT);
   }
 
   // Do the negotiation
   NegotiateDimensions(actor, allocatedSize);
 
   // Set the actor size
-  actor.SetNegotiatedSize( container );
+  actor.SetNegotiatedSize(container);
 
   // Negotiate down to children
-  for( uint32_t i = 0, count = actor.GetChildCount(); i < count; ++i )
+  for(uint32_t i = 0, count = actor.GetChildCount(); i < count; ++i)
   {
-    ActorPtr child = actor.GetChildAt( i );
+    ActorPtr child = actor.GetChildAt(i);
 
     // Forces children that have already been laid out to be relayed out
     // if they have assigned size during relayout.
-    if( child->GetUseAssignedSize(Dimension::WIDTH) )
+    if(child->GetUseAssignedSize(Dimension::WIDTH))
     {
       child->SetLayoutNegotiated(false, Dimension::WIDTH);
       child->SetLayoutDirty(true, Dimension::WIDTH);
     }
 
-    if( child->GetUseAssignedSize(Dimension::HEIGHT) )
+    if(child->GetUseAssignedSize(Dimension::HEIGHT))
     {
       child->SetLayoutNegotiated(false, Dimension::HEIGHT);
       child->SetLayoutDirty(true, Dimension::HEIGHT);
     }
 
     // Only relayout if required
-    if( child->RelayoutRequired() )
+    if(child->RelayoutRequired())
     {
-      container.Add( Dali::Actor( child.Get() ), actor.mTargetSize.GetVectorXY() );
+      container.Add(Dali::Actor(child.Get()), actor.mTargetSize.GetVectorXY());
     }
   }
-  DALI_LOG_TIMER_END( NegSizeTimer1, gLogRelayoutFilter, Debug::Concise, "NegotiateSize() took: ");
+  DALI_LOG_TIMER_END(NegSizeTimer1, gLogRelayoutFilter, Debug::Concise, "NegotiateSize() took: ");
 }
 
 } // namespace Internal
index b81341a..97affa3 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
 #include <cstring> // for strcmp
 
 // INTERNAL INCLUDES
-#include <dali/public-api/object/type-registry.h>
 #include <dali/devel-api/actors/camera-actor-devel.h>
-#include <dali/internal/event/common/property-helper.h>
 #include <dali/internal/event/common/projection.h>
+#include <dali/internal/event/common/property-helper.h>
 #include <dali/internal/event/common/thread-local-storage.h>
+#include <dali/public-api/object/type-registry.h>
+
+#include <dali/internal/update/manager/update-manager.h>
 
 namespace Dali
 {
-
 namespace Internal
 {
-
 namespace
 {
-
 // Properties
 
 /**
@@ -45,6 +44,7 @@ namespace
  * particularly for the default properties.
  *              Name                     Type   writable animatable constraint-input  enum for index-checking
  */
+// clang-format off
 DALI_PROPERTY_TABLE_BEGIN
 DALI_PROPERTY( "type",                   STRING,   true,    false,   true,   Dali::CameraActor::Property::TYPE                  )
 DALI_PROPERTY( "projectionMode",         STRING,   true,    false,   true,   Dali::CameraActor::Property::PROJECTION_MODE       )
@@ -61,13 +61,14 @@ DALI_PROPERTY( "projectionMatrix",       MATRIX,   false,   false,   true,   Dal
 DALI_PROPERTY( "viewMatrix",             MATRIX,   false,   false,   true,   Dali::CameraActor::Property::VIEW_MATRIX           )
 DALI_PROPERTY( "invertYAxis",            BOOLEAN,  true,    false,   true,   Dali::CameraActor::Property::INVERT_Y_AXIS         )
 DALI_PROPERTY_TABLE_END( DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX, CameraDefaultProperties )
+// clang-format on
 
 // calculate the far plane distance for a 16bit depth buffer with 4 bits per unit precision
-void CalculateClippingAndZ( float width, float height, float& nearClippingPlane, float& farClippingPlane, float& cameraZ )
+void CalculateClippingAndZ(float width, float height, float& nearClippingPlane, float& farClippingPlane, float& cameraZ)
 {
-  nearClippingPlane = std::max( width, height );
-  farClippingPlane = nearClippingPlane + static_cast<float>( 0xFFFF >> 4 );
-  cameraZ = 2.0f * nearClippingPlane;
+  nearClippingPlane = std::max(width, height);
+  farClippingPlane  = nearClippingPlane + static_cast<float>(0xFFFF >> 4);
+  cameraZ           = 2.0f * nearClippingPlane;
 }
 
 BaseHandle Create()
@@ -75,7 +76,7 @@ BaseHandle Create()
   return Dali::CameraActor::New();
 }
 
-TypeRegistration mType( typeid( Dali::CameraActor ), typeid( Dali::Actor ), Create, CameraDefaultProperties );
+TypeRegistration mType(typeid(Dali::CameraActor), typeid(Dali::Actor), Create, CameraDefaultProperties);
 
 /**
  * Builds the picking ray in the world reference system from an orthographic camera
@@ -83,14 +84,14 @@ TypeRegistration mType( typeid( Dali::CameraActor ), typeid( Dali::Actor ), Crea
  * plane at the camera origin. The ray direction is the direction the camera is facing
  * (i.e. Z=-1 in view space).
  */
-void BuildOrthoPickingRay( const Matrix& viewMatrix,
-                           const Matrix& projectionMatrix,
-                           const Viewport& viewport,
-                           float screenX,
-                           float screenY,
-                           Vector4& rayOrigin,
-                           Vector4& rayDir,
-                           float nearPlaneDistance )
+void BuildOrthoPickingRay(const Matrix&   viewMatrix,
+                          const Matrix&   projectionMatrix,
+                          const Viewport& viewport,
+                          float           screenX,
+                          float           screenY,
+                          Vector4&        rayOrigin,
+                          Vector4&        rayDir,
+                          float           nearPlaneDistance)
 {
   //          inv( modelMatrix )          inv( viewMatrix )    inv( projectionMatrix )           normalize
   //          <-----------------         <-----------------         <--------------           <-------------
@@ -101,29 +102,30 @@ void BuildOrthoPickingRay( const Matrix& viewMatrix,
   //             modelMatrix                 viewMatrix             projectionMatrix             viewport
 
   // Transforms the touch point from the screen reference system to the world reference system.
-  Matrix invViewProjection( false ); // Don't initialize.
-  Matrix::Multiply( invViewProjection, viewMatrix, projectionMatrix );
-  if( !invViewProjection.Invert() )
+  Matrix invViewProjection(false); // Don't initialize.
+  Matrix::Multiply(invViewProjection, viewMatrix, projectionMatrix);
+  if(!invViewProjection.Invert())
   {
-    DALI_ASSERT_DEBUG( false );
+    DALI_ASSERT_DEBUG(false);
   }
 
-  Vector4 near( screenX - static_cast<float>( viewport.x ),
-                static_cast<float>( viewport.height ) - (screenY - static_cast<float>( viewport.y ) ),
-                0.f, 1.f );
-  if( !Unproject( near, invViewProjection, static_cast<float>( viewport.width ), static_cast<float>( viewport.height ), rayOrigin ) )
+  Vector4 near(screenX - static_cast<float>(viewport.x),
+               static_cast<float>(viewport.height) - (screenY - static_cast<float>(viewport.y)),
+               0.f,
+               1.f);
+  if(!Unproject(near, invViewProjection, static_cast<float>(viewport.width), static_cast<float>(viewport.height), rayOrigin))
   {
-    DALI_ASSERT_DEBUG( false );
+    DALI_ASSERT_DEBUG(false);
   }
 
   Matrix invView = viewMatrix;
-  if( !invView.Invert() )
+  if(!invView.Invert())
   {
-    DALI_ASSERT_DEBUG( false );
+    DALI_ASSERT_DEBUG(false);
   }
 
-  Vector4 cameraOrigin = invView * Vector4( 0.f, 0.f, 0.f, 1.f );
-  Vector4 nearPlaneOrigin = invView * Vector4( 0.0f, 0.0f, -nearPlaneDistance, 1.0f);
+  Vector4 cameraOrigin    = invView * Vector4(0.f, 0.f, 0.f, 1.f);
+  Vector4 nearPlaneOrigin = invView * Vector4(0.0f, 0.0f, -nearPlaneDistance, 1.0f);
 
   // Vector pointing from the camera to the near plane
   rayDir = cameraOrigin - nearPlaneOrigin;
@@ -134,47 +136,47 @@ void BuildOrthoPickingRay( const Matrix& viewMatrix,
 
 } // namespace
 
-CameraActorPtr CameraActor::New( const Size& size )
+CameraActorPtr CameraActor::New(const Size& size)
 {
-  CameraActorPtr actor( new CameraActor( *CreateNode() ) );
+  CameraActorPtr actor(new CameraActor(*CreateNode()));
 
   // Second-phase construction
   actor->Initialize();
 
-  actor->SetName( "DefaultCamera" );
-  actor->SetPerspectiveProjection( size );
+  actor->SetName("DefaultCamera");
+  actor->SetPerspectiveProjection(size);
 
   // By default Actors face in the positive Z direction in world space
   // CameraActors should face in the negative Z direction, towards the other actors
-  actor->SetOrientation( Quaternion( Dali::ANGLE_180, Vector3::YAXIS ) );
+  actor->SetOrientation(Quaternion(Dali::ANGLE_180, Vector3::YAXIS));
 
   return actor;
 }
 
-CameraActor::CameraActor( const SceneGraph::Node& node )
-: Actor( Actor::BASIC, node ),
-  mSceneObject( nullptr ),
-  mTarget( SceneGraph::Camera::DEFAULT_TARGET_POSITION ),
-  mType( SceneGraph::Camera::DEFAULT_TYPE ),
-  mProjectionMode( SceneGraph::Camera::DEFAULT_MODE ),
-  mFieldOfView( SceneGraph::Camera::DEFAULT_FIELD_OF_VIEW ),
-  mAspectRatio( SceneGraph::Camera::DEFAULT_ASPECT_RATIO ),
-  mNearClippingPlane( SceneGraph::Camera::DEFAULT_NEAR_CLIPPING_PLANE ),
-  mFarClippingPlane( SceneGraph::Camera::DEFAULT_FAR_CLIPPING_PLANE ),
-  mLeftClippingPlane( SceneGraph::Camera::DEFAULT_LEFT_CLIPPING_PLANE ),
-  mRightClippingPlane( SceneGraph::Camera::DEFAULT_RIGHT_CLIPPING_PLANE ),
-  mTopClippingPlane( SceneGraph::Camera::DEFAULT_TOP_CLIPPING_PLANE ),
-  mBottomClippingPlane( SceneGraph::Camera::DEFAULT_BOTTOM_CLIPPING_PLANE ),
-  mInvertYAxis( SceneGraph::Camera::DEFAULT_INVERT_Y_AXIS )
+CameraActor::CameraActor(const SceneGraph::Node& node)
+: Actor(Actor::BASIC, node),
+  mSceneObject(nullptr),
+  mTarget(SceneGraph::Camera::DEFAULT_TARGET_POSITION),
+  mType(SceneGraph::Camera::DEFAULT_TYPE),
+  mProjectionMode(SceneGraph::Camera::DEFAULT_MODE),
+  mFieldOfView(SceneGraph::Camera::DEFAULT_FIELD_OF_VIEW),
+  mAspectRatio(SceneGraph::Camera::DEFAULT_ASPECT_RATIO),
+  mNearClippingPlane(SceneGraph::Camera::DEFAULT_NEAR_CLIPPING_PLANE),
+  mFarClippingPlane(SceneGraph::Camera::DEFAULT_FAR_CLIPPING_PLANE),
+  mLeftClippingPlane(SceneGraph::Camera::DEFAULT_LEFT_CLIPPING_PLANE),
+  mRightClippingPlane(SceneGraph::Camera::DEFAULT_RIGHT_CLIPPING_PLANE),
+  mTopClippingPlane(SceneGraph::Camera::DEFAULT_TOP_CLIPPING_PLANE),
+  mBottomClippingPlane(SceneGraph::Camera::DEFAULT_BOTTOM_CLIPPING_PLANE),
+  mInvertYAxis(SceneGraph::Camera::DEFAULT_INVERT_Y_AXIS)
 {
 }
 
 CameraActor::~CameraActor()
 {
-  if( EventThreadServices::IsCoreRunning() )
+  if(EventThreadServices::IsCoreRunning())
   {
     // Create scene-object and transfer ownership through message
-    RemoveCameraMessage( GetEventThreadServices().GetUpdateManager(), mSceneObject );
+    RemoveCameraMessage(GetEventThreadServices().GetUpdateManager(), mSceneObject);
   }
 }
 
@@ -184,39 +186,40 @@ void CameraActor::OnInitialize()
   SceneGraph::Camera* sceneGraphCamera = SceneGraph::Camera::New();
 
   // Store a pointer to this camera node inside the scene-graph camera.
-  sceneGraphCamera->SetNode( &GetNode() );
+  sceneGraphCamera->SetNode(&GetNode());
 
   mSceneObject = sceneGraphCamera;
-  OwnerPointer< SceneGraph::Camera > sceneGraphCameraOwner( sceneGraphCamera );
+  OwnerPointer<SceneGraph::Camera> sceneGraphCameraOwner(sceneGraphCamera);
 
   // Send message to inform update of this camera (and move ownership).
-  AddCameraMessage( GetEventThreadServices().GetUpdateManager(), sceneGraphCameraOwner );
+  AddCameraMessage(GetEventThreadServices().GetUpdateManager(), sceneGraphCameraOwner);
 }
 
 void CameraActor::OnSceneConnectionInternal()
 {
   // If the canvas size has not been set, then use the size of the scene we've been added to to set up the perspective projection
-  if( ( mCanvasSize.width < Math::MACHINE_EPSILON_1000 ) || ( mCanvasSize.height < Math::MACHINE_EPSILON_1000 ) )
+  if((mCanvasSize.width < Math::MACHINE_EPSILON_1000) || (mCanvasSize.height < Math::MACHINE_EPSILON_1000))
   {
-    SetPerspectiveProjection( GetScene().GetSize() );
+    SetPerspectiveProjection(GetScene().GetSize());
   }
 }
 
-void CameraActor::SetReflectByPlane(const Vector4& plane) {
+void CameraActor::SetReflectByPlane(const Vector4& plane)
+{
   SceneGraph::Camera* cam = const_cast<SceneGraph::Camera*>(GetCamera());
-  if (cam)
+  if(cam)
   {
     cam->SetReflectByPlane(plane);
   }
 }
 
-void CameraActor::SetTarget( const Vector3& target )
+void CameraActor::SetTarget(const Vector3& target)
 {
-  if( target != mTarget ) // using range epsilon
+  if(target != mTarget) // using range epsilon
   {
     mTarget = target;
 
-    SetTargetPositionMessage( GetEventThreadServices(),  *mSceneObject, mTarget );
+    SetTargetPositionMessage(GetEventThreadServices(), *mSceneObject, mTarget);
   }
 }
 
@@ -225,14 +228,14 @@ Vector3 CameraActor::GetTarget() const
   return mTarget;
 }
 
-void CameraActor::SetType( Dali::Camera::Type type )
+void CameraActor::SetType(Dali::Camera::Type type)
 {
-  if( type != mType )
+  if(type != mType)
   {
     mType = type;
 
     // sceneObject is being used in a separate thread; queue a message to set
-    SetTypeMessage( GetEventThreadServices(), *mSceneObject, mType );
+    SetTypeMessage(GetEventThreadServices(), *mSceneObject, mType);
   }
 }
 
@@ -241,14 +244,14 @@ Dali::Camera::Type CameraActor::GetType() const
   return mType;
 }
 
-void CameraActor::SetProjectionMode( Dali::Camera::ProjectionMode mode )
+void CameraActor::SetProjectionMode(Dali::Camera::ProjectionMode mode)
 {
-  if( mode != mProjectionMode )
+  if(mode != mProjectionMode)
   {
     mProjectionMode = mode;
 
     // sceneObject is being used in a separate thread; queue a message to set
-    SetProjectionModeMessage( GetEventThreadServices(), *mSceneObject, mProjectionMode );
+    SetProjectionModeMessage(GetEventThreadServices(), *mSceneObject, mProjectionMode);
   }
 }
 
@@ -257,14 +260,14 @@ Dali::Camera::ProjectionMode CameraActor::GetProjectionMode() const
   return mProjectionMode;
 }
 
-void CameraActor::SetFieldOfView( float fieldOfView )
+void CameraActor::SetFieldOfView(float fieldOfView)
 {
-  if( ! Equals( fieldOfView, mFieldOfView ) )
+  if(!Equals(fieldOfView, mFieldOfView))
   {
     mFieldOfView = fieldOfView;
 
     // sceneObject is being used in a separate thread; queue a message to set
-    SetFieldOfViewMessage( GetEventThreadServices(), *mSceneObject, mFieldOfView );
+    SetFieldOfViewMessage(GetEventThreadServices(), *mSceneObject, mFieldOfView);
   }
 }
 
@@ -273,14 +276,14 @@ float CameraActor::GetFieldOfView() const
   return mFieldOfView;
 }
 
-void CameraActor::SetAspectRatio( float aspectRatio )
+void CameraActor::SetAspectRatio(float aspectRatio)
 {
-  if( ! Equals( aspectRatio, mAspectRatio ) )
+  if(!Equals(aspectRatio, mAspectRatio))
   {
     mAspectRatio = aspectRatio;
 
     // sceneObject is being used in a separate thread; queue a message to set
-    SetAspectRatioMessage( GetEventThreadServices(), *mSceneObject, mAspectRatio );
+    SetAspectRatioMessage(GetEventThreadServices(), *mSceneObject, mAspectRatio);
   }
 }
 
@@ -289,14 +292,14 @@ float CameraActor::GetAspectRatio() const
   return mAspectRatio;
 }
 
-void CameraActor::SetNearClippingPlane( float nearClippingPlane )
+void CameraActor::SetNearClippingPlane(float nearClippingPlane)
 {
-  if( ! Equals( nearClippingPlane, mNearClippingPlane ) )
+  if(!Equals(nearClippingPlane, mNearClippingPlane))
   {
     mNearClippingPlane = nearClippingPlane;
 
     // sceneObject is being used in a separate thread; queue a message to set
-    SetNearClippingPlaneMessage( GetEventThreadServices(), *mSceneObject, mNearClippingPlane );
+    SetNearClippingPlaneMessage(GetEventThreadServices(), *mSceneObject, mNearClippingPlane);
   }
 }
 
@@ -305,14 +308,14 @@ float CameraActor::GetNearClippingPlane() const
   return mNearClippingPlane;
 }
 
-void CameraActor::SetFarClippingPlane( float farClippingPlane )
+void CameraActor::SetFarClippingPlane(float farClippingPlane)
 {
-  if( ! Equals( farClippingPlane, mFarClippingPlane ) )
+  if(!Equals(farClippingPlane, mFarClippingPlane))
   {
     mFarClippingPlane = farClippingPlane;
 
     // sceneObject is being used in a separate thread; queue a message to set
-    SetFarClippingPlaneMessage( GetEventThreadServices(), *mSceneObject, mFarClippingPlane );
+    SetFarClippingPlaneMessage(GetEventThreadServices(), *mSceneObject, mFarClippingPlane);
   }
 }
 
@@ -321,58 +324,58 @@ float CameraActor::GetFarClippingPlane() const
   return mFarClippingPlane;
 }
 
-void CameraActor::SetLeftClippingPlane( float leftClippingPlane )
+void CameraActor::SetLeftClippingPlane(float leftClippingPlane)
 {
-  if( ! Equals( leftClippingPlane, mLeftClippingPlane ) )
+  if(!Equals(leftClippingPlane, mLeftClippingPlane))
   {
     mLeftClippingPlane = leftClippingPlane;
 
     // sceneObject is being used in a separate thread; queue a message to set
-    SetLeftClippingPlaneMessage( GetEventThreadServices(), *mSceneObject, mLeftClippingPlane );
+    SetLeftClippingPlaneMessage(GetEventThreadServices(), *mSceneObject, mLeftClippingPlane);
   }
 }
 
-void CameraActor::SetRightClippingPlane( float rightClippingPlane )
+void CameraActor::SetRightClippingPlane(float rightClippingPlane)
 {
-  if( ! Equals( rightClippingPlane, mRightClippingPlane ) )
+  if(!Equals(rightClippingPlane, mRightClippingPlane))
   {
     mRightClippingPlane = rightClippingPlane;
 
     // sceneObject is being used in a separate thread; queue a message to set
-    SetRightClippingPlaneMessage( GetEventThreadServices(), *mSceneObject, mRightClippingPlane );
+    SetRightClippingPlaneMessage(GetEventThreadServices(), *mSceneObject, mRightClippingPlane);
   }
 }
 
-void CameraActor::SetTopClippingPlane( float topClippingPlane )
+void CameraActor::SetTopClippingPlane(float topClippingPlane)
 {
-  if( ! Equals( topClippingPlane, mTopClippingPlane ) )
+  if(!Equals(topClippingPlane, mTopClippingPlane))
   {
     mTopClippingPlane = topClippingPlane;
 
     // sceneObject is being used in a separate thread; queue a message to set
-    SetTopClippingPlaneMessage( GetEventThreadServices(), *mSceneObject, mTopClippingPlane );
+    SetTopClippingPlaneMessage(GetEventThreadServices(), *mSceneObject, mTopClippingPlane);
   }
 }
 
-void CameraActor::SetBottomClippingPlane( float bottomClippingPlane )
+void CameraActor::SetBottomClippingPlane(float bottomClippingPlane)
 {
-  if( ! Equals( bottomClippingPlane, mBottomClippingPlane ) )
+  if(!Equals(bottomClippingPlane, mBottomClippingPlane))
   {
     mBottomClippingPlane = bottomClippingPlane;
 
     // sceneObject is being used in a separate thread; queue a message to set
-    SetBottomClippingPlaneMessage( GetEventThreadServices(), *mSceneObject, mBottomClippingPlane );
+    SetBottomClippingPlaneMessage(GetEventThreadServices(), *mSceneObject, mBottomClippingPlane);
   }
 }
 
 void CameraActor::SetInvertYAxis(bool invertYAxis)
 {
-  if( invertYAxis != mInvertYAxis )
+  if(invertYAxis != mInvertYAxis)
   {
     mInvertYAxis = invertYAxis;
 
     // sceneObject is being used in a separate thread; queue a message to set
-    SetInvertYAxisMessage( GetEventThreadServices(), *mSceneObject, mInvertYAxis );
+    SetInvertYAxisMessage(GetEventThreadServices(), *mSceneObject, mInvertYAxis);
   }
 }
 
@@ -381,14 +384,14 @@ bool CameraActor::GetInvertYAxis() const
   return mInvertYAxis;
 }
 
-void CameraActor::SetPerspectiveProjection( const Size& size )
+void CameraActor::SetPerspectiveProjection(const Size& size)
 {
   mCanvasSize = size;
 
-  if( ( size.width < Math::MACHINE_EPSILON_1000 ) || ( size.height < Math::MACHINE_EPSILON_1000 ) )
+  if((size.width < Math::MACHINE_EPSILON_1000) || (size.height < Math::MACHINE_EPSILON_1000))
   {
     // If the size given is invalid, i.e. ZERO, then check if we've been added to a scene
-    if( OnScene() )
+    if(OnScene())
     {
       // We've been added to a scene already, set the canvas size to the scene's size
       mCanvasSize = GetScene().GetSize();
@@ -401,20 +404,20 @@ void CameraActor::SetPerspectiveProjection( const Size& size )
     }
   }
 
-  float width = mCanvasSize.width;
+  float width  = mCanvasSize.width;
   float height = mCanvasSize.height;
 
   float nearClippingPlane;
   float farClippingPlane;
   float cameraZ;
-  CalculateClippingAndZ( width, height, nearClippingPlane, farClippingPlane, cameraZ );
+  CalculateClippingAndZ(width, height, nearClippingPlane, farClippingPlane, cameraZ);
 
   // calculate the position of the camera to have the desired aspect ratio
-  const float fieldOfView = 2.0f * std::atan( height * 0.5f / cameraZ );
+  const float fieldOfView = 2.0f * std::atan(height * 0.5f / cameraZ);
 
   // unless it is too small, we want at least as much space to the back as we have torwards the front
   const float minClippingFarPlane = 2.f * nearClippingPlane;
-  if ( farClippingPlane < minClippingFarPlane )
+  if(farClippingPlane < minClippingFarPlane)
   {
     farClippingPlane = minClippingFarPlane;
   }
@@ -423,56 +426,55 @@ void CameraActor::SetPerspectiveProjection( const Size& size )
 
   // sceneObject is being used in a separate thread; queue a message to set
   SetProjectionMode(Dali::Camera::PERSPECTIVE_PROJECTION);
-  SetFieldOfView( fieldOfView );
-  SetNearClippingPlane( nearClippingPlane );
-  SetFarClippingPlane( farClippingPlane );
-  SetAspectRatio( aspectRatio );
-  SetZ( cameraZ );
+  SetFieldOfView(fieldOfView);
+  SetNearClippingPlane(nearClippingPlane);
+  SetFarClippingPlane(farClippingPlane);
+  SetAspectRatio(aspectRatio);
+  SetZ(cameraZ);
 }
 
-
-void CameraActor::SetOrthographicProjection( const Vector2& size )
+void CameraActor::SetOrthographicProjection(const Vector2& size)
 {
   // Choose near, far and Z parameters to match the SetPerspectiveProjection above.
   float nearClippingPlane;
   float farClippingPlane;
   float cameraZ;
-  CalculateClippingAndZ( size.width, size.height, nearClippingPlane, farClippingPlane, cameraZ );
-  SetOrthographicProjection( -size.x*0.5f, size.x*0.5f, size.y*0.5f, -size.y*0.5f,
-                             nearClippingPlane, farClippingPlane );
-  SetZ( cameraZ );
+  CalculateClippingAndZ(size.width, size.height, nearClippingPlane, farClippingPlane, cameraZ);
+  SetOrthographicProjection(-size.x * 0.5f, size.x * 0.5f, size.y * 0.5f, -size.y * 0.5f, nearClippingPlane, farClippingPlane);
+  SetZ(cameraZ);
 }
 
-void CameraActor::SetOrthographicProjection( float left, float right, float top, float bottom, float near, float far )
+void CameraActor::SetOrthographicProjection(float left, float right, float top, float bottom, float near, float far)
 {
-  SetLeftClippingPlane( left );
-  SetRightClippingPlane( right );
-  SetTopClippingPlane( top );
-  SetBottomClippingPlane( bottom );
-  SetNearClippingPlane( near );
-  SetFarClippingPlane( far );
-  SetProjectionMode( Dali::Camera::ORTHOGRAPHIC_PROJECTION );
+  SetLeftClippingPlane(left);
+  SetRightClippingPlane(right);
+  SetTopClippingPlane(top);
+  SetBottomClippingPlane(bottom);
+  SetNearClippingPlane(near);
+  SetFarClippingPlane(far);
+  SetProjectionMode(Dali::Camera::ORTHOGRAPHIC_PROJECTION);
 }
 
-bool CameraActor::BuildPickingRay( const Vector2& screenCoordinates,
-                                   const Viewport& viewport,
-                                   Vector4& rayOrigin,
-                                   Vector4& rayDirection )
+bool CameraActor::BuildPickingRay(const Vector2&  screenCoordinates,
+                                  const Viewport& viewport,
+                                  Vector4&        rayOrigin,
+                                  Vector4&        rayDirection)
 {
   bool success = true;
-  if( mProjectionMode == Dali::Camera::PERSPECTIVE_PROJECTION )
+  if(mProjectionMode == Dali::Camera::PERSPECTIVE_PROJECTION)
   {
     // Build a picking ray in the world reference system.
     // ray starts from the camera world position
-    rayOrigin = GetNode().GetWorldMatrix(0).GetTranslation();
+    rayOrigin   = GetNode().GetWorldMatrix(0).GetTranslation();
     rayOrigin.w = 1.0f;
 
     // Transform the touch point from the screen coordinate system to the world coordinates system.
-    Vector4 near( screenCoordinates.x - static_cast<float>(viewport.x),
-                  static_cast<float>( viewport.height ) - (screenCoordinates.y - static_cast<float>( viewport.y ) ),
-                  0.f, 1.f );
-    const Matrix& inverseViewProjection = mSceneObject->GetInverseViewProjectionMatrix( GetEventThreadServices().GetEventBufferIndex() );
-    success = Unproject( near, inverseViewProjection, static_cast<float>( viewport.width ), static_cast<float>( viewport.height ), near );
+    Vector4       near(screenCoordinates.x - static_cast<float>(viewport.x),
+                 static_cast<float>(viewport.height) - (screenCoordinates.y - static_cast<float>(viewport.y)),
+                 0.f,
+                 1.f);
+    const Matrix& inverseViewProjection = mSceneObject->GetInverseViewProjectionMatrix(GetEventThreadServices().GetEventBufferIndex());
+    success                             = Unproject(near, inverseViewProjection, static_cast<float>(viewport.width), static_cast<float>(viewport.height), near);
 
     // Compute the ray's director vector.
     rayDirection.x = near.x - rayOrigin.x;
@@ -484,13 +486,14 @@ bool CameraActor::BuildPickingRay( const Vector2& screenCoordinates,
   else
   {
     float nearPlaneDistance = GetNearClippingPlane();
-    BuildOrthoPickingRay( GetViewMatrix(),
-                          GetProjectionMatrix(),
-                          viewport, screenCoordinates.x,
-                          screenCoordinates.y,
-                          rayOrigin,
-                          rayDirection,
-                          nearPlaneDistance );
+    BuildOrthoPickingRay(GetViewMatrix(),
+                         GetProjectionMatrix(),
+                         viewport,
+                         screenCoordinates.x,
+                         screenCoordinates.y,
+                         rayOrigin,
+                         rayDirection,
+                         nearPlaneDistance);
   }
 
   return success;
@@ -498,9 +501,9 @@ bool CameraActor::BuildPickingRay( const Vector2& screenCoordinates,
 
 const Matrix& CameraActor::GetViewMatrix() const
 {
-  if ( OnScene() )
+  if(OnScene())
   {
-    return mSceneObject->GetViewMatrix( GetEventThreadServices().GetEventBufferIndex() );
+    return mSceneObject->GetViewMatrix(GetEventThreadServices().GetEventBufferIndex());
   }
   else
   {
@@ -510,9 +513,9 @@ const Matrix& CameraActor::GetViewMatrix() const
 
 const Matrix& CameraActor::GetProjectionMatrix() const
 {
-  if ( OnScene() )
+  if(OnScene())
   {
-    return mSceneObject->GetProjectionMatrix( GetEventThreadServices().GetEventBufferIndex() );
+    return mSceneObject->GetProjectionMatrix(GetEventThreadServices().GetEventBufferIndex());
   }
   else
   {
@@ -530,7 +533,7 @@ void CameraActor::RotateProjection(int rotationAngle)
   RotateProjectionMessage(GetEventThreadServices(), *mSceneObject, rotationAngle);
 }
 
-void CameraActor::SetDefaultProperty( Property::Index index, const Property::Value& propertyValue )
+void CameraActor::SetDefaultProperty(Property::Index index, const Property::Value& propertyValue)
 {
   if(index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT)
   {
@@ -542,99 +545,99 @@ void CameraActor::SetDefaultProperty( Property::Index index, const Property::Val
     {
       case Dali::CameraActor::Property::TYPE:
       {
-        std::string s( propertyValue.Get<std::string>() );
+        std::string s(propertyValue.Get<std::string>());
         if(s == "LOOK_AT_TARGET")
         {
-          SetType( Dali::Camera::LOOK_AT_TARGET );
+          SetType(Dali::Camera::LOOK_AT_TARGET);
         }
         else if(s == "FREE_LOOK")
         {
-          SetType( Dali::Camera::FREE_LOOK );
+          SetType(Dali::Camera::FREE_LOOK);
         }
         break;
       }
       case Dali::CameraActor::Property::PROJECTION_MODE:
       {
-        std::string s( propertyValue.Get<std::string>() );
-        if( s == "PERSPECTIVE_PROJECTION" )
+        std::string s(propertyValue.Get<std::string>());
+        if(s == "PERSPECTIVE_PROJECTION")
         {
-          SetProjectionMode( Dali::Camera::PERSPECTIVE_PROJECTION );
+          SetProjectionMode(Dali::Camera::PERSPECTIVE_PROJECTION);
         }
-        else if( s == "ORTHOGRAPHIC_PROJECTION" )
+        else if(s == "ORTHOGRAPHIC_PROJECTION")
         {
-          SetProjectionMode( Dali::Camera::ORTHOGRAPHIC_PROJECTION );
+          SetProjectionMode(Dali::Camera::ORTHOGRAPHIC_PROJECTION);
         }
         break;
       }
       case Dali::CameraActor::Property::FIELD_OF_VIEW:
       {
-        SetFieldOfView( propertyValue.Get<float>() ); // set to 0 in case property is not float
+        SetFieldOfView(propertyValue.Get<float>()); // set to 0 in case property is not float
         break;
       }
       case Dali::CameraActor::Property::ASPECT_RATIO:
       {
-        SetAspectRatio( propertyValue.Get<float>() ); // set to 0 in case property is not float
+        SetAspectRatio(propertyValue.Get<float>()); // set to 0 in case property is not float
         break;
       }
       case Dali::CameraActor::Property::NEAR_PLANE_DISTANCE:
       {
-        SetNearClippingPlane( propertyValue.Get<float>() ); // set to 0 in case property is not float
+        SetNearClippingPlane(propertyValue.Get<float>()); // set to 0 in case property is not float
         break;
       }
       case Dali::CameraActor::Property::FAR_PLANE_DISTANCE:
       {
-        SetFarClippingPlane( propertyValue.Get<float>() ); // set to 0 in case property is not float
+        SetFarClippingPlane(propertyValue.Get<float>()); // set to 0 in case property is not float
         break;
       }
       case Dali::CameraActor::Property::LEFT_PLANE_DISTANCE:
       {
-        SetLeftClippingPlane( propertyValue.Get<float>() ); // set to 0 in case property is not float
+        SetLeftClippingPlane(propertyValue.Get<float>()); // set to 0 in case property is not float
         break;
       }
       case Dali::CameraActor::Property::RIGHT_PLANE_DISTANCE:
       {
-        SetRightClippingPlane( propertyValue.Get<float>() ); // set to 0 in case property is not float
+        SetRightClippingPlane(propertyValue.Get<float>()); // set to 0 in case property is not float
         break;
       }
       case Dali::CameraActor::Property::TOP_PLANE_DISTANCE:
       {
-        SetTopClippingPlane( propertyValue.Get<float>() ); // set to 0 in case property is not float
+        SetTopClippingPlane(propertyValue.Get<float>()); // set to 0 in case property is not float
         break;
       }
       case Dali::CameraActor::Property::BOTTOM_PLANE_DISTANCE:
       {
-        SetBottomClippingPlane( propertyValue.Get<float>() ); // set to 0 in case property is not float
+        SetBottomClippingPlane(propertyValue.Get<float>()); // set to 0 in case property is not float
         break;
       }
       case Dali::CameraActor::Property::TARGET_POSITION:
       {
-        SetTarget( propertyValue.Get<Vector3>() ); // set to 0 in case property is not Vector3
+        SetTarget(propertyValue.Get<Vector3>()); // set to 0 in case property is not Vector3
         break;
       }
       case Dali::CameraActor::Property::PROJECTION_MATRIX:
       {
-        DALI_LOG_WARNING( "projection-matrix is read-only\n" );
+        DALI_LOG_WARNING("projection-matrix is read-only\n");
         break;
       }
       case Dali::CameraActor::Property::VIEW_MATRIX:
       {
-        DALI_LOG_WARNING( "view-matrix is read-only\n" );
+        DALI_LOG_WARNING("view-matrix is read-only\n");
         break;
       }
       case Dali::CameraActor::Property::INVERT_Y_AXIS:
       {
-        SetInvertYAxis( propertyValue.Get<bool>() ); // set to false in case property is not bool
+        SetInvertYAxis(propertyValue.Get<bool>()); // set to false in case property is not bool
         break;
       }
       case Dali::DevelCameraActor::Property::REFLECTION_PLANE:
       {
-        SetReflectByPlane( propertyValue.Get<Vector4>() );
+        SetReflectByPlane(propertyValue.Get<Vector4>());
         break;
       }
 
       default:
       {
-        DALI_LOG_WARNING( "Unknown property (%d)\n", index );
+        DALI_LOG_WARNING("Unknown property (%d)\n", index);
         break;
       }
     } // switch(index)
@@ -642,10 +645,10 @@ void CameraActor::SetDefaultProperty( Property::Index index, const Property::Val
   } // else
 }
 
-Property::Value CameraActor::GetDefaultProperty( Property::Index index ) const
+Property::Value CameraActor::GetDefaultProperty(Property::Index index) const
 {
   Property::Value ret;
-  if( index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT )
+  if(index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT)
   {
     ret = Actor::GetDefaultProperty(index);
   }
@@ -655,11 +658,11 @@ Property::Value CameraActor::GetDefaultProperty( Property::Index index ) const
     {
       case Dali::CameraActor::Property::TYPE:
       {
-        if( Dali::Camera::LOOK_AT_TARGET == mType )
+        if(Dali::Camera::LOOK_AT_TARGET == mType)
         {
           ret = "LOOK_AT_TARGET";
         }
-        else if( Dali::Camera::FREE_LOOK == mType )
+        else if(Dali::Camera::FREE_LOOK == mType)
         {
           ret = "FREE_LOOK";
         }
@@ -667,11 +670,11 @@ Property::Value CameraActor::GetDefaultProperty( Property::Index index ) const
       }
       case Dali::CameraActor::Property::PROJECTION_MODE:
       {
-        if( Dali::Camera::PERSPECTIVE_PROJECTION == mProjectionMode )
+        if(Dali::Camera::PERSPECTIVE_PROJECTION == mProjectionMode)
         {
           ret = "PERSPECTIVE_PROJECTION";
         }
-        else if( Dali::Camera::ORTHOGRAPHIC_PROJECTION == mProjectionMode )
+        else if(Dali::Camera::ORTHOGRAPHIC_PROJECTION == mProjectionMode)
         {
           ret = "ORTHOGRAPHIC_PROJECTION";
         }
@@ -743,26 +746,26 @@ Property::Value CameraActor::GetDefaultProperty( Property::Index index ) const
   return ret;
 }
 
-Property::Value CameraActor::GetDefaultPropertyCurrentValue( Property::Index index ) const
+Property::Value CameraActor::GetDefaultPropertyCurrentValue(Property::Index index) const
 {
   Property::Value ret;
-  if( index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT )
+  if(index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT)
   {
     ret = Actor::GetDefaultPropertyCurrentValue(index);
   }
   else
   {
-    ret = GetDefaultProperty( index ); // Most are event-side properties, the scene-graph properties are only on the scene-graph
+    ret = GetDefaultProperty(index); // Most are event-side properties, the scene-graph properties are only on the scene-graph
   }
 
   return ret;
 }
 
-const PropertyInputImpl* CameraActor::GetSceneObjectInputProperty( Property::Index index ) const
+const PropertyInputImpl* CameraActor::GetSceneObjectInputProperty(Property::Index index) const
 {
-  const PropertyInputImpl* property( nullptr );
+  const PropertyInputImpl* property(nullptr);
 
-  switch( index )
+  switch(index)
   {
     case Dali::CameraActor::Property::PROJECTION_MATRIX:
     {
@@ -774,11 +777,11 @@ const PropertyInputImpl* CameraActor::GetSceneObjectInputProperty( Property::Ind
       property = mSceneObject->GetViewMatrix();
       break;
     }
-    // no default on purpose as we chain method up to actor
+      // no default on purpose as we chain method up to actor
   }
-  if( !property )
+  if(!property)
   {
-    property = Actor::GetSceneObjectInputProperty( index );
+    property = Actor::GetSceneObjectInputProperty(index);
   }
 
   return property;
index fd380a8..bc0ad28 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
@@ -30,6 +30,9 @@
 #include <dali/internal/event/common/property-helper.h>
 #include <dali/internal/event/common/scene-impl.h>
 
+#include <dali/internal/update/manager/update-manager.h>
+#include <dali/internal/update/nodes/scene-graph-layer.h>
+
 using Dali::Internal::SceneGraph::UpdateManager;
 
 namespace Dali
index d48d28d..17e47ff 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
 // CLASS HEADER
 #include <dali/internal/event/animation/animation-playlist.h>
 
-
 // INTERNAL INCLUDES
-#include <dali/public-api/common/vector-wrapper.h>
+#include <dali/integration-api/debug.h>
 #include <dali/internal/event/animation/animation-impl.h>
-
+#include <dali/public-api/common/vector-wrapper.h>
 
 namespace Dali
 {
-
 namespace Internal
 {
-
 AnimationPlaylist* AnimationPlaylist::New()
 {
   return new AnimationPlaylist();
@@ -39,60 +36,60 @@ AnimationPlaylist::AnimationPlaylist() = default;
 
 AnimationPlaylist::~AnimationPlaylist() = default;
 
-void AnimationPlaylist::AnimationCreated( Animation& animation )
+void AnimationPlaylist::AnimationCreated(Animation& animation)
 {
-  mAnimations.PushBack( &animation );
+  mAnimations.PushBack(&animation);
 }
 
-void AnimationPlaylist::AnimationDestroyed( Animation& animation )
+void AnimationPlaylist::AnimationDestroyed(Animation& animation)
 {
-  Dali::Vector< Animation* >::Iterator iter = std::find( mAnimations.Begin(), mAnimations.End(), &animation );
-  DALI_ASSERT_ALWAYS( iter != mAnimations.End() && "Animation not found" );
+  Dali::Vector<Animation*>::Iterator iter = std::find(mAnimations.Begin(), mAnimations.End(), &animation);
+  DALI_ASSERT_ALWAYS(iter != mAnimations.End() && "Animation not found");
 
-  mAnimations.Remove( iter );
+  mAnimations.Remove(iter);
 }
 
-void AnimationPlaylist::OnPlay( Animation& animation )
+void AnimationPlaylist::OnPlay(Animation& animation)
 {
-  mPlaylist.push_back( Dali::Animation(&animation) );
+  mPlaylist.push_back(Dali::Animation(&animation));
 }
 
-void AnimationPlaylist::OnClear( Animation& animation )
+void AnimationPlaylist::OnClear(Animation& animation)
 {
-  std::vector< Dali::Animation >::iterator iter = std::find( mPlaylist.begin(), mPlaylist.end(), Dali::Animation(&animation) );
-  std::vector< Dali::Animation >::iterator last = mPlaylist.end();
-  if( iter != last )
+  std::vector<Dali::Animation>::iterator iter = std::find(mPlaylist.begin(), mPlaylist.end(), Dali::Animation(&animation));
+  std::vector<Dali::Animation>::iterator last = mPlaylist.end();
+  if(iter != last)
   {
-    --last; // move to real last
-    std::swap( *iter, *last ); // swap
-    mPlaylist.resize( mPlaylist.size() - 1u );
+    --last;                  // move to real last
+    std::swap(*iter, *last); // swap
+    mPlaylist.resize(mPlaylist.size() - 1u);
   }
 }
 
 void AnimationPlaylist::NotifyCompleted()
 {
-  std::vector< Dali::Animation > finishedAnimations;
+  std::vector<Dali::Animation> finishedAnimations;
 
   // Since animations can be unreferenced during the signal emissions, iterators into animationPointers may be invalidated.
   // First copy and reference the finished animations, then emit signals
-  for ( Dali::Vector< Animation* >::Iterator iter = mAnimations.Begin(); iter != mAnimations.End(); ++iter )
+  for(Dali::Vector<Animation*>::Iterator iter = mAnimations.Begin(); iter != mAnimations.End(); ++iter)
   {
     Animation* animation = *iter;
 
-    if ( animation->HasFinished() )
+    if(animation->HasFinished())
     {
-      finishedAnimations.push_back( Dali::Animation(animation) );
+      finishedAnimations.push_back(Dali::Animation(animation));
 
       // The animation may be present in mPlaylist - remove if necessary
       // Note that the animation "Finish" signal is emitted after Stop() has been called
-      std::vector< Dali::Animation >::iterator iter = std::find( mPlaylist.begin(), mPlaylist.end(), Dali::Animation(animation) );
+      std::vector<Dali::Animation>::iterator iter = std::find(mPlaylist.begin(), mPlaylist.end(), Dali::Animation(animation));
       DALI_ASSERT_DEBUG(iter != mPlaylist.end());
-      mPlaylist.erase( iter );
+      mPlaylist.erase(iter);
     }
   }
 
   // Now it's safe to emit the signals
-  for ( std::vector< Dali::Animation >::iterator iter = finishedAnimations.begin(); iter != finishedAnimations.end(); ++iter )
+  for(std::vector<Dali::Animation>::iterator iter = finishedAnimations.begin(); iter != finishedAnimations.end(); ++iter)
   {
     Dali::Animation& handle = *iter;
 
@@ -100,22 +97,22 @@ void AnimationPlaylist::NotifyCompleted()
   }
 }
 
-void AnimationPlaylist::NotifyProgressReached( const SceneGraph::Animation* sceneGraphAnimation )
+void AnimationPlaylist::NotifyProgressReached(const SceneGraph::Animation* sceneGraphAnimation)
 {
-  std::vector< Dali::Animation > notifyProgressAnimations; // Will own animations until all emits have been done
+  std::vector<Dali::Animation> notifyProgressAnimations; // Will own animations until all emits have been done
 
-  for ( Dali::Vector< Animation* >::Iterator iter = mAnimations.Begin(); iter != mAnimations.End(); ++iter )
+  for(Dali::Vector<Animation*>::Iterator iter = mAnimations.Begin(); iter != mAnimations.End(); ++iter)
   {
     Animation* animation = *iter;
 
-    if ( ( animation->GetSceneObject() ) == sceneGraphAnimation )
+    if((animation->GetSceneObject()) == sceneGraphAnimation)
     {
       // Store handles to animations that need signals emitted in the case of an animation being cleared in-between emits
-      notifyProgressAnimations.push_back(  Dali::Animation( animation ) );
+      notifyProgressAnimations.push_back(Dali::Animation(animation));
     }
   }
 
-  for ( std::vector< Dali::Animation >::iterator iter = notifyProgressAnimations.begin(); iter != notifyProgressAnimations.end(); ++iter )
+  for(std::vector<Dali::Animation>::iterator iter = notifyProgressAnimations.begin(); iter != notifyProgressAnimations.end(); ++iter)
   {
     Dali::Animation& handle = *iter;
 
@@ -128,14 +125,14 @@ uint32_t AnimationPlaylist::GetAnimationCount()
   return mAnimations.Size();
 }
 
-Dali::Animation AnimationPlaylist::GetAnimationAt( uint32_t index )
+Dali::Animation AnimationPlaylist::GetAnimationAt(uint32_t index)
 {
-  if( index >= mAnimations.Size() )
+  if(index >= mAnimations.Size())
   {
-    DALI_LOG_ERROR( "Animation index is out of bounds.\n" );
+    DALI_LOG_ERROR("Animation index is out of bounds.\n");
     return Dali::Animation();
   }
-  return Dali::Animation( mAnimations[index] );
+  return Dali::Animation(mAnimations[index]);
 }
 
 } // namespace Internal
index 170d23d..ad3e3d7 100644 (file)
@@ -2,7 +2,7 @@
 #define DALI_INTERNAL_ANIMATION_PLAYLIST_H
 
 /*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
  */
 
 // INTERNAL INCLUDES
+#include <dali/internal/common/message.h>
+#include <dali/internal/event/common/complete-notification-interface.h>
 #include <dali/public-api/animation/animation.h>
 #include <dali/public-api/common/dali-vector.h>
 #include <dali/public-api/common/vector-wrapper.h>
-#include <dali/internal/common/message.h>
-#include <dali/internal/event/common/complete-notification-interface.h>
-#include <dali/internal/update/animation/scene-graph-animation.h>
 
 namespace Dali
 {
-
 namespace Internal
 {
+namespace SceneGraph
+{
+class Animation;
+}
 
 class Animation;
 
@@ -41,7 +43,6 @@ class Animation;
 class AnimationPlaylist : public CompleteNotificationInterface
 {
 public:
-
   /**
    * Create an AnimationPlaylist.
    * @return A newly allocated animation playlist.
@@ -56,30 +57,30 @@ public:
   /**
    * Called when an animation is constructed.
    */
-  void AnimationCreated( Animation& animation );
+  void AnimationCreated(Animation& animation);
 
   /**
    * Called when an animation is destroyed.
    */
-  void AnimationDestroyed( Animation& animation );
+  void AnimationDestroyed(Animation& animation);
 
   /**
    * Called when an animation is playing.
    * @post The animation will be referenced by AnimationPlaylist, until the "Finished" signal is emitted.
    */
-  void OnPlay( Animation& animation );
+  void OnPlay(Animation& animation);
 
   /**
    * Called when an animation is cleared.
    * @post The animation will no longer be referenced by AnimationPlaylist.
    */
-  void OnClear( Animation& animation );
+  void OnClear(Animation& animation);
 
   /**
    * @brief Notify that an animation has reached a progress marker
    * @param[in] sceneGraphAnimation scene graph animation that has reached progress
    */
-  void NotifyProgressReached( const SceneGraph::Animation* sceneGraphAnimation );
+  void NotifyProgressReached(const SceneGraph::Animation* sceneGraphAnimation);
 
   /**
    * @brief Retrive the number of Animations.
@@ -94,10 +95,9 @@ public:
    * @param[in] index The index of the Animation to retrieve
    * @return The Dali::Animation for the given index or empty handle
    */
-  Dali::Animation GetAnimationAt( uint32_t index );
+  Dali::Animation GetAnimationAt(uint32_t index);
 
 private:
-
   /**
    * Create an AnimationPlaylist.
    */
@@ -110,17 +110,14 @@ private:
   AnimationPlaylist& operator=(const AnimationPlaylist& rhs);
 
 private: // from CompleteNotificationInterface
-
   /**
    * @copydoc CompleteNotificationInterface::NotifyCompleted()
    */
   void NotifyCompleted() override;
 
 private:
-
-  Dali::Vector< Animation* > mAnimations; ///< All existing animations (not owned)
-  std::vector< Dali::Animation > mPlaylist; ///< The currently playing animations (owned through handle)
-
+  Dali::Vector<Animation*>     mAnimations; ///< All existing animations (not owned)
+  std::vector<Dali::Animation> mPlaylist;   ///< The currently playing animations (owned through handle)
 };
 
 /**
@@ -128,9 +125,9 @@ private:
  *
  * Note animationPlaylist is of type CompleteNotificationInterface because of updateManager only knowing about the interface not actual playlist
  */
-inline MessageBase* NotifyProgressReachedMessage( CompleteNotificationInterface& animationPlaylist, const SceneGraph::Animation* animation )
+inline MessageBase* NotifyProgressReachedMessage(CompleteNotificationInterface& animationPlaylist, const SceneGraph::Animation* animation)
 {
-  return new MessageValue1< AnimationPlaylist, const SceneGraph::Animation* >( static_cast<AnimationPlaylist*>(&animationPlaylist), &AnimationPlaylist::NotifyProgressReached, animation );
+  return new MessageValue1<AnimationPlaylist, const SceneGraph::Animation*>(static_cast<AnimationPlaylist*>(&animationPlaylist), &AnimationPlaylist::NotifyProgressReached, animation);
 }
 
 } // namespace Internal
@@ -138,4 +135,3 @@ inline MessageBase* NotifyProgressReachedMessage( CompleteNotificationInterface&
 } // namespace Dali
 
 #endif // DALI_INTERNAL_ANIMATION_PLAYLIST_H
-
old mode 100755 (executable)
new mode 100644 (file)
index 44a5e3b..01e4b47
@@ -2,7 +2,7 @@
 #define DALI_INTERNAL_SCENE_H
 
 /*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
 
 // INTERNAL INCLUDES
 #include <dali/integration-api/scene.h>
-#include <dali/public-api/math/vector2.h>
-#include <dali/public-api/actors/layer.h>
-#include <dali/public-api/render-tasks/render-task-list.h>
 #include <dali/internal/common/owner-pointer.h>
 #include <dali/internal/event/actors/layer-impl.h>
 #include <dali/internal/event/events/event-processor.h>
 #include <dali/internal/event/render-tasks/render-task-defaults.h>
+#include <dali/public-api/actors/layer.h>
+#include <dali/public-api/math/vector2.h>
+#include <dali/public-api/render-tasks/render-task-list.h>
 
 namespace Dali
 {
-
 namespace Integration
 {
-
 struct Event;
 
 }
 
 namespace Internal
 {
+//@todo Break this dependence somehow.
+namespace Render
+{
+class Renderer;
+}
 
 namespace SceneGraph
 {
@@ -67,9 +70,9 @@ struct DirtyRect
 
   bool operator<(const DirtyRect& rhs) const
   {
-    if (node == rhs.node)
+    if(node == rhs.node)
     {
-      if (renderer == rhs.renderer)
+      if(renderer == rhs.renderer)
       {
         return frame > rhs.frame; // Most recent rects come first
       }
@@ -84,15 +87,15 @@ struct DirtyRect
     }
   }
 
-  Node* node;
+  Node*             node;
   Render::Renderer* renderer;
-  int frame;
+  int               frame;
 
   Rect<int> rect;
-  bool visited;
+  bool      visited;
 };
 
-}
+} // namespace SceneGraph
 
 class EventProcessor;
 class Layer;
@@ -102,14 +105,13 @@ class RenderTaskList;
 class FrameBuffer;
 
 using FrameBufferPtr = IntrusivePtr<FrameBuffer>;
-using ScenePtr = IntrusivePtr<Scene>;
+using ScenePtr       = IntrusivePtr<Scene>;
 
 /**
  * @brief Scene creates a "world" that can be bound to a surface for rendering.
  */
 class Scene : public BaseObject, public RenderTaskDefaults
 {
-
 public:
   /**
    * @copydoc Dali::Integration::Scene::New
@@ -139,7 +141,7 @@ public:
   /**
    * @copydoc Dali::Integration::Scene::SetDpi
    */
-  void SetDpi( Vector2 dpi );
+  void SetDpi(Vector2 dpi);
 
   /**
    * @copydoc Dali::Integration::Scene::GetDpi
@@ -172,7 +174,7 @@ public:
    * @param[in] width The new width of the set surface
    * @param[in] height The new height of the set surface
    */
-  void SurfaceResized( float width, float height );
+  void SurfaceResized(float width, float height);
 
   /**
    * @copydoc Dali::Integration::Scene::SurfaceReplaced
@@ -199,7 +201,7 @@ public:
    * This function is called when an event is queued.
    * @param[in] event A event to queue.
    */
-  void QueueEvent( const Integration::Event& event );
+  void QueueEvent(const Integration::Event& event);
 
   /**
    * This function is called by Core when events are processed.
@@ -216,7 +218,7 @@ public:
    * @brief Sets the background color of the render surface.
    * @param[in] color The new background color
    */
-  void SetBackgroundColor( const Vector4& color );
+  void SetBackgroundColor(const Vector4& color);
 
   /**
    * @brief Gets the background color of the render surface.
@@ -273,40 +275,40 @@ public:
    * Emits the touched signal.
    * @param[in] touch The touch event details.
    */
-  void EmitTouchedSignal( const Dali::TouchEvent& touch );
+  void EmitTouchedSignal(const Dali::TouchEvent& touch);
 
   /**
    * Used by the EventProcessor to emit wheel event signals.
    * @param[in] event The wheel event.
    */
-  void EmitWheelEventSignal( const Dali::WheelEvent& event );
+  void EmitWheelEventSignal(const Dali::WheelEvent& event);
 
   /**
    * @copydoc Dali::Integration::Scene::AddFrameRenderedCallback
    */
-  void AddFrameRenderedCallback( std::unique_ptr< CallbackBase > callback, int32_t frameId );
+  void AddFrameRenderedCallback(std::unique_ptr<CallbackBase> callback, int32_t frameId);
 
   /**
    * @copydoc Dali::Integration::Scene::AddFramePresentedCallback
    */
-  void AddFramePresentedCallback( std::unique_ptr< CallbackBase > callback, int32_t frameId );
+  void AddFramePresentedCallback(std::unique_ptr<CallbackBase> callback, int32_t frameId);
 
   /**
    * @copydoc Dali::Integration::Scene::GetFrameRenderedCallback
    */
-  void GetFrameRenderedCallback( Dali::Integration::Scene::FrameCallbackContainer& callbacks );
+  void GetFrameRenderedCallback(Dali::Integration::Scene::FrameCallbackContainer& callbacks);
 
   /**
    * @copydoc Dali::Integration::Scene::GetFramePresentedCallback
    */
-  void GetFramePresentedCallback( Dali::Integration::Scene::FrameCallbackContainer& callbacks );
+  void GetFramePresentedCallback(Dali::Integration::Scene::FrameCallbackContainer& callbacks);
 
   /**
    * @copydoc Integration::Scene::KeyEventSignal()
    */
   Integration::Scene::KeyEventSignalType& KeyEventSignal();
 
-    /**
+  /**
    * @copydoc Integration::Scene::KeyEventGeneratedSignal()
    */
   Integration::Scene::KeyEventGeneratedSignalType& KeyEventGeneratedSignal();
@@ -334,7 +336,6 @@ public:
   std::vector<Dali::Internal::SceneGraph::DirtyRect>& GetItemsDirtyRects();
 
 public:
-
   /**
    * From RenderTaskDefaults; retrieve the default root actor.
    * @return The default root actor.
@@ -348,7 +349,6 @@ public:
   CameraActor& GetDefaultCameraActor() override;
 
 private:
-
   // Constructor
   Scene();
 
@@ -394,7 +394,7 @@ private:
   // The list of render-tasks
   IntrusivePtr<RenderTaskList> mRenderTaskList;
 
-  bool mDepthTreeDirty:1;  ///< True if the depth tree needs recalculating
+  bool mDepthTreeDirty : 1; ///< True if the depth tree needs recalculating
 
   EventProcessor mEventProcessor;
 
@@ -402,8 +402,8 @@ private:
   int mSurfaceOrientation;
 
   // The key event signal
-  Integration::Scene::KeyEventSignalType mKeyEventSignal;
-  Integration::Scene::KeyEventGeneratedSignalType   mKeyEventGeneratedSignal;
+  Integration::Scene::KeyEventSignalType          mKeyEventSignal;
+  Integration::Scene::KeyEventGeneratedSignalType mKeyEventGeneratedSignal;
 
   // The event processing finished signal
   Integration::Scene::EventProcessingFinishedSignalType mEventProcessingFinishedSignal;
@@ -414,26 +414,26 @@ private:
   // The wheel event signal
   Integration::Scene::WheelEventSignalType mWheelEventSignal;
 
-  std::vector<Dali::Internal::SceneGraph::DirtyRect>                    mItemsDirtyRects;
+  std::vector<Dali::Internal::SceneGraph::DirtyRect> mItemsDirtyRects;
 };
 
-} // Internal
+} // namespace Internal
 
 // Get impl of handle
 inline Internal::Scene& GetImplementation(Dali::Integration::Scene& scene)
 {
-  DALI_ASSERT_ALWAYS( scene && "Scene handle is empty" );
+  DALI_ASSERT_ALWAYS(scene && "Scene handle is empty");
   Dali::RefObject& object = scene.GetBaseObject();
   return static_cast<Internal::Scene&>(object);
 }
 
 inline const Internal::Scene& GetImplementation(const Dali::Integration::Scene& scene)
 {
-  DALI_ASSERT_ALWAYS( scene && "Scene handle is empty" );
+  DALI_ASSERT_ALWAYS(scene && "Scene handle is empty");
   const Dali::RefObject& object = scene.GetBaseObject();
   return static_cast<const Internal::Scene&>(object);
 }
 
-} // Dali
+} // namespace Dali
 
 #endif // DALI_INTERNAL_SCENE_H
index 0628fbe..aca21f4 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
 #include <dali/internal/event/common/thread-local-storage.h>
 
 // INTERNAL INCLUDES
+#include <dali/integration-api/gl-abstraction.h>
+#include <dali/integration-api/processor-interface.h>
 #include <dali/internal/common/core-impl.h>
-#include <dali/public-api/common/dali-common.h>
 #include <dali/internal/event/common/event-thread-services.h>
-#include <dali/integration-api/processor-interface.h>
+#include <dali/public-api/common/dali-common.h>
 
 #if defined(DEBUG_ENABLED)
 #include <dali/integration-api/debug.h>
-Debug::Filter* gSingletonServiceLogFilter = Debug::Filter::New( Debug::NoLogging, false, "LOG_SINGLETON_SERVICE" );
+Debug::Filter* gSingletonServiceLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_SINGLETON_SERVICE");
 
 // Need to define own macro as the log function is not installed when this object is created so no logging is shown with DALI_LOG_INFO at construction and destruction
-#define DALI_LOG_SINGLETON_SERVICE_DIRECT(level, message)                        \
-    if(gSingletonServiceLogFilter && gSingletonServiceLogFilter->IsEnabledFor(level)) { std::string string(message); Dali::TizenPlatform::LogMessage( Debug::DebugInfo, string );  }
+#define DALI_LOG_SINGLETON_SERVICE_DIRECT(level, message)                           \
+  if(gSingletonServiceLogFilter && gSingletonServiceLogFilter->IsEnabledFor(level)) \
+  {                                                                                 \
+    std::string string(message);                                                    \
+    Dali::TizenPlatform::LogMessage(Debug::DebugInfo, string);                      \
+  }
 
-#define DALI_LOG_SINGLETON_SERVICE(level, format, ...) DALI_LOG_INFO(gSingletonServiceLogFilter, level, format, ## __VA_ARGS__ )
+#define DALI_LOG_SINGLETON_SERVICE(level, format, ...) DALI_LOG_INFO(gSingletonServiceLogFilter, level, format, ##__VA_ARGS__)
 #else
 
 #define DALI_LOG_SINGLETON_SERVICE_DIRECT(level, message)
@@ -42,19 +47,17 @@ Debug::Filter* gSingletonServiceLogFilter = Debug::Filter::New( Debug::NoLogging
 
 namespace Dali
 {
-
 namespace Internal
 {
-
 namespace
 {
 thread_local ThreadLocalStorage* threadLocal = nullptr;
 }
 
 ThreadLocalStorage::ThreadLocalStorage(Core* core)
-: mCore( core )
+: mCore(core)
 {
-  DALI_ASSERT_ALWAYS( threadLocal == nullptr && "Cannot create more than one ThreadLocalStorage object" );
+  DALI_ASSERT_ALWAYS(threadLocal == nullptr && "Cannot create more than one ThreadLocalStorage object");
 
   threadLocal = this;
 }
@@ -76,9 +79,9 @@ ThreadLocalStorage& ThreadLocalStorage::Get()
 Dali::SingletonService ThreadLocalStorage::GetSingletonService()
 {
   Dali::SingletonService singletonService;
-  if ( threadLocal )
+  if(threadLocal)
   {
-    singletonService = Dali::SingletonService( threadLocal );
+    singletonService = Dali::SingletonService(threadLocal);
   }
   return singletonService;
 }
@@ -149,9 +152,9 @@ AnimationPlaylist& ThreadLocalStorage::GetAnimationPlaylist()
   return mCore->GetAnimationPlaylist();
 }
 
-bool ThreadLocalStorage::IsBlendEquationSupported( DevelBlendEquation::Type blendEquation )
+bool ThreadLocalStorage::IsBlendEquationSupported(DevelBlendEquation::Type blendEquation)
 {
-  return mCore->GetGlAbstraction().IsBlendEquationSupported( blendEquation );
+  return mCore->GetGlAbstraction().IsBlendEquationSupported(blendEquation);
 }
 
 std::string ThreadLocalStorage::GetShaderVersionPrefix()
@@ -169,47 +172,47 @@ std::string ThreadLocalStorage::GetFragmentShaderPrefix()
   return mCore->GetGlAbstraction().GetFragmentShaderPrefix();
 }
 
-void ThreadLocalStorage::AddScene( Scene* scene )
+void ThreadLocalStorage::AddScene(Scene* scene)
 {
-  mCore->AddScene( scene );
+  mCore->AddScene(scene);
 }
 
-void ThreadLocalStorage::RemoveScene( Scene* scene )
+void ThreadLocalStorage::RemoveScene(Scene* scene)
 {
-  mCore->RemoveScene( scene );
+  mCore->RemoveScene(scene);
 }
 
-void ThreadLocalStorage::Register( const std::type_info& info, BaseHandle singleton )
+void ThreadLocalStorage::Register(const std::type_info& info, BaseHandle singleton)
 {
-  if( singleton )
+  if(singleton)
   {
-    DALI_LOG_SINGLETON_SERVICE( Debug::General, "Singleton Added: %s\n", info.name() );
-    mSingletonContainer.push_back( SingletonPair( info.name(), singleton ) );
+    DALI_LOG_SINGLETON_SERVICE(Debug::General, "Singleton Added: %s\n", info.name());
+    mSingletonContainer.push_back(SingletonPair(info.name(), singleton));
 
-    Integration::Processor* processor = dynamic_cast<Integration::Processor*>( &singleton.GetBaseObject() );
-    if( processor )
+    Integration::Processor* processor = dynamic_cast<Integration::Processor*>(&singleton.GetBaseObject());
+    if(processor)
     {
-      mCore->RegisterProcessor( *processor );
+      mCore->RegisterProcessor(*processor);
     }
   }
 }
 
-void ThreadLocalStorage::UnregisterAll( )
+void ThreadLocalStorage::UnregisterAll()
 {
   mSingletonContainer.clear();
 }
 
-BaseHandle ThreadLocalStorage::GetSingleton( const std::type_info& info ) const
+BaseHandle ThreadLocalStorage::GetSingleton(const std::type_info& info) const
 {
   BaseHandle object;
 
   const SingletonContainer::const_iterator end = mSingletonContainer.end();
-  for( SingletonContainer::const_iterator iter = mSingletonContainer.begin(); iter != end; ++iter )
+  for(SingletonContainer::const_iterator iter = mSingletonContainer.begin(); iter != end; ++iter)
   {
     // comparing the addresses as these are allocated statically per library
-    if( ( *iter ).first == info.name() )
+    if((*iter).first == info.name())
     {
-      object = ( *iter ).second;
+      object = (*iter).second;
     }
   }
 
index 052b438..16f3876 100644 (file)
@@ -2,7 +2,7 @@
 #define DALI_INTERNAL_THREAD_LOCAL_STORAGE_H
 
 /*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
 
 // INTERNAL INCLUDES
 #include <dali/devel-api/common/singleton-service.h>
-#include <dali/internal/event/common/stage-def.h>
 #include <dali/internal/event/common/scene-impl.h>
+#include <dali/internal/event/common/stage-def.h>
 
 namespace Dali
 {
-
 struct Vector2;
 
 namespace Integration
@@ -38,7 +37,6 @@ class PlatformAbstraction;
 
 namespace Internal
 {
-
 class Core;
 class NotificationManager;
 class ShaderFactory;
@@ -46,6 +44,8 @@ class GestureEventProcessor;
 class RelayoutController;
 class ObjectRegistry;
 class EventThreadServices;
+class PropertyNotificationManager;
+class AnimationPlaylist;
 
 namespace SceneGraph
 {
@@ -59,7 +59,6 @@ class UpdateManager;
 class ThreadLocalStorage : public Dali::BaseObject
 {
 public:
-
   /**
    * Constructor
    * Creates the TLS and adds a pointer to core
@@ -167,7 +166,7 @@ public:
    * @param[in] blendEquation blend equation to be checked.
    * @return True if the blend equation supported.
    */
-  bool IsBlendEquationSupported( DevelBlendEquation::Type blendEquation );
+  bool IsBlendEquationSupported(DevelBlendEquation::Type blendEquation);
 
   /**
    * @brief Returns shader prefix of shading language version.
@@ -189,19 +188,19 @@ public:
    * This is only used by the Scene to add itself to the core when the Scene is created.
    * @param[in] scene The Scene.
    */
-  void AddScene( Scene* scene );
+  void AddScene(Scene* scene);
 
   /**
    * Remove a Scene from the Core.
    * This is only used by the Scene to remove itself from the core when the Scene is destroyed.
    * @param[in] scene The Scene.
    */
-  void RemoveScene( Scene* scene );
+  void RemoveScene(Scene* scene);
 
   /**
    * @copydoc Dali::SingletonService::Register()
    */
-  void Register( const std::type_info& info, BaseHandle singleton );
+  void Register(const std::type_info& info, BaseHandle singleton);
 
   /**
    * @copydoc Dali::SingletonService::UnregisterAll()
@@ -211,22 +210,20 @@ public:
   /**
    * @copydoc Dali::SingletonService::GetSingleton()
    */
-  BaseHandle GetSingleton( const std::type_info& info ) const;
+  BaseHandle GetSingleton(const std::type_info& info) const;
 
 private:
-
   /**
    * Virtual Destructor
    */
   ~ThreadLocalStorage() override;
 
   // Undefined
-  ThreadLocalStorage( const ThreadLocalStorage& );
-  ThreadLocalStorage& operator=( ThreadLocalStorage& );
+  ThreadLocalStorage(const ThreadLocalStorage&);
+  ThreadLocalStorage& operator=(ThreadLocalStorage&);
 
 private:
-
-  Core* mCore;                                              ///< reference to core
+  Core* mCore; ///< reference to core
 
   // using the address of the type name string as compiler will allocate these once per library
   // and we don't support un/re-loading of dali libraries while singleton service is alive
@@ -235,7 +232,6 @@ private:
   using SingletonConstIter = SingletonContainer::const_iterator;
 
   SingletonContainer mSingletonContainer; ///< The container to look up singleton by its type name
-
 };
 
 } // namespace Internal
@@ -244,7 +240,7 @@ private:
 
 inline Internal::ThreadLocalStorage& GetImplementation(Dali::SingletonService& service)
 {
-  DALI_ASSERT_ALWAYS( service && "SingletonService handle is empty" );
+  DALI_ASSERT_ALWAYS(service && "SingletonService handle is empty");
 
   BaseObject& handle = service.GetBaseObject();
 
@@ -253,7 +249,7 @@ inline Internal::ThreadLocalStorage& GetImplementation(Dali::SingletonService& s
 
 inline const Internal::ThreadLocalStorage& GetImplementation(const Dali::SingletonService& service)
 {
-  DALI_ASSERT_ALWAYS( service && "SingletonService handle is empty" );
+  DALI_ASSERT_ALWAYS(service && "SingletonService handle is empty");
 
   const BaseObject& handle = service.GetBaseObject();
 
index 25d6a42..2dcc339 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
@@ -19,9 +19,6 @@
 #include <dali/internal/event/events/hit-test-algorithm-impl.h>
 
 // INTERNAL INCLUDES
-#include <dali/public-api/actors/layer.h>
-#include <dali/public-api/math/vector2.h>
-#include <dali/public-api/math/vector4.h>
 #include <dali/integration-api/debug.h>
 #include <dali/internal/event/actors/actor-impl.h>
 #include <dali/internal/event/actors/camera-actor-impl.h>
 #include <dali/internal/event/events/ray-test.h>
 #include <dali/internal/event/render-tasks/render-task-impl.h>
 #include <dali/internal/event/render-tasks/render-task-list-impl.h>
+#include <dali/internal/event/rendering/renderer-impl.h>
+#include <dali/public-api/actors/layer.h>
+#include <dali/public-api/math/vector2.h>
+#include <dali/public-api/math/vector4.h>
 
 namespace Dali
 {
-
 namespace Internal
 {
-
 namespace HitTestAlgorithm
 {
-
 namespace
 {
-
 struct HitActor
 {
   HitActor()
-  : actor( nullptr ),
-    distance( std::numeric_limits<float>::max() ),
-    depth( std::numeric_limits<int>::min() )
+  : actor(nullptr),
+    distance(std::numeric_limits<float>::max()),
+    depth(std::numeric_limits<int>::min())
   {
   }
 
-  Actor *actor;        ///< The actor hit (if actor is hit, then this is initialised).
+  Actor*  actor;       ///< The actor hit (if actor is hit, then this is initialised).
   Vector2 hitPosition; ///< Position of hit (only valid if actor valid).
-  float distance;      ///< Distance from ray origin to hit actor.
+  float   distance;    ///< Distance from ray origin to hit actor.
   int32_t depth;       ///< Depth index of this actor.
 };
 
@@ -69,22 +66,22 @@ struct HitTestFunctionWrapper : public HitTestInterface
    *
    * @param[in] func HitTestFunction to call with an Actor handle.
    */
-  HitTestFunctionWrapper( Dali::HitTestAlgorithm::HitTestFunction func )
-  : mFunc( func )
+  HitTestFunctionWrapper(Dali::HitTestAlgorithm::HitTestFunction func)
+  : mFunc(func)
   {
   }
 
-  bool IsActorHittable( Actor* actor ) override
+  bool IsActorHittable(Actor* actor) override
   {
-    return mFunc( Dali::Actor( actor ), Dali::HitTestAlgorithm::CHECK_ACTOR );
+    return mFunc(Dali::Actor(actor), Dali::HitTestAlgorithm::CHECK_ACTOR);
   }
 
-  bool DescendActorHierarchy( Actor* actor ) override
+  bool DescendActorHierarchy(Actor* actor) override
   {
-    return mFunc( Dali::Actor( actor ), Dali::HitTestAlgorithm::DESCEND_ACTOR_TREE );
+    return mFunc(Dali::Actor(actor), Dali::HitTestAlgorithm::DESCEND_ACTOR_TREE);
   }
 
-  bool DoesLayerConsumeHit( Layer* layer ) override
+  bool DoesLayerConsumeHit(Layer* layer) override
   {
     // Layer::IsTouchConsumed() focuses on touch only. Here we are a wrapper for the public-api
     // where the caller may want to check for something completely different.
@@ -101,19 +98,19 @@ struct HitTestFunctionWrapper : public HitTestInterface
  */
 struct ActorTouchableCheck : public HitTestInterface
 {
-  bool IsActorHittable( Actor* actor ) override
+  bool IsActorHittable(Actor* actor) override
   {
     return actor->GetTouchRequired() && // Does the Application or derived actor type require a touch event?
            actor->IsHittable();         // Is actor sensitive, visible and on the scene?
   }
 
-  bool DescendActorHierarchy( Actor* actor ) override
+  bool DescendActorHierarchy(Actor* actor) override
   {
     return actor->IsVisible() && // Actor is visible, if not visible then none of its children are visible.
            actor->IsSensitive(); // Actor is sensitive, if insensitive none of its children should be hittable either.
   }
 
-  bool DoesLayerConsumeHit( Layer* layer ) override
+  bool DoesLayerConsumeHit(Layer* layer) override
   {
     return layer->IsTouchConsumed();
   }
@@ -122,16 +119,16 @@ struct ActorTouchableCheck : public HitTestInterface
 /**
  * Check to see if the actor we're about to hit test is exclusively owned by another rendertask?
  */
-bool IsActorExclusiveToAnotherRenderTask( const Actor& actor,
-                                          const RenderTask& renderTask,
-                                          const RenderTaskList::ExclusivesContainer& exclusives )
+bool IsActorExclusiveToAnotherRenderTask(const Actor&                               actor,
+                                         const RenderTask&                          renderTask,
+                                         const RenderTaskList::ExclusivesContainer& exclusives)
 
 {
-  if( exclusives.size() )
+  if(exclusives.size())
   {
-    for( const auto& exclusive : exclusives )
+    for(const auto& exclusive : exclusives)
     {
-      if( ( exclusive.renderTaskPtr != &renderTask ) && ( exclusive.actor.GetActor() == &actor ) )
+      if((exclusive.renderTaskPtr != &renderTask) && (exclusive.actor.GetActor() == &actor))
       {
         return true;
       }
@@ -149,23 +146,23 @@ bool IsActorExclusiveToAnotherRenderTask( const Actor& actor,
  * - When comparing against renderable parents, if Actor is the same distance
  * or closer than it's renderable parent, then it takes priority.
  */
-HitActor HitTestWithinLayer( Actor& actor,
-                             const RenderTask& renderTask,
-                             const RenderTaskList::ExclusivesContainer& exclusives,
-                             const Vector4& rayOrigin,
-                             const Vector4& rayDir,
-                             float& nearClippingPlane,
-                             float& farClippingPlane,
-                             HitTestInterface& hitCheck,
-                             bool& overlayHit,
-                             bool layerIs3d,
-                             uint32_t clippingDepth,
-                             uint32_t clippingBitPlaneMask,
-                             const RayTest& rayTest )
+HitActor HitTestWithinLayer(Actor&                                     actor,
+                            const RenderTask&                          renderTask,
+                            const RenderTaskList::ExclusivesContainer& exclusives,
+                            const Vector4&                             rayOrigin,
+                            const Vector4&                             rayDir,
+                            float&                                     nearClippingPlane,
+                            float&                                     farClippingPlane,
+                            HitTestInterface&                          hitCheck,
+                            bool&                                      overlayHit,
+                            bool                                       layerIs3d,
+                            uint32_t                                   clippingDepth,
+                            uint32_t                                   clippingBitPlaneMask,
+                            const RayTest&                             rayTest)
 {
   HitActor hit;
 
-  if( IsActorExclusiveToAnotherRenderTask( actor, renderTask, exclusives ) )
+  if(IsActorExclusiveToAnotherRenderTask(actor, renderTask, exclusives))
   {
     return hit;
   }
@@ -175,43 +172,43 @@ HitActor HitTestWithinLayer( Actor& actor,
   // This is used later to ensure all nested clipped children have hit
   // all clipping actors also for them to be counted as hit.
   uint32_t newClippingDepth = clippingDepth;
-  bool clippingActor = actor.GetClippingMode() != ClippingMode::DISABLED;
-  if( clippingActor )
+  bool     clippingActor    = actor.GetClippingMode() != ClippingMode::DISABLED;
+  if(clippingActor)
   {
     ++newClippingDepth;
   }
 
   // If we are a clipping actor or hittable...
-  if( clippingActor || hitCheck.IsActorHittable( &actor ) )
+  if(clippingActor || hitCheck.IsActorHittable(&actor))
   {
-    Vector3 size( actor.GetCurrentSize() );
+    Vector3 size(actor.GetCurrentSize());
 
     // Ensure the actor has a valid size.
     // If so, perform a quick ray sphere test to see if our ray is close to the actor.
-    if( size.x > 0.0f && size.y > 0.0f && rayTest.SphereTest( actor, rayOrigin, rayDir ) )
+    if(size.x > 0.0f && size.y > 0.0f && rayTest.SphereTest(actor, rayOrigin, rayDir))
     {
       Vector2 hitPointLocal;
-      float distance;
+      float   distance;
 
       // Finally, perform a more accurate ray test to see if our ray actually hits the actor.
-      if( rayTest.ActorTest( actor, rayOrigin, rayDir, hitPointLocal, distance ) )
+      if(rayTest.ActorTest(actor, rayOrigin, rayDir, hitPointLocal, distance))
       {
-        if( distance >= nearClippingPlane && distance <= farClippingPlane )
+        if(distance >= nearClippingPlane && distance <= farClippingPlane)
         {
           // If the hit has happened on a clipping actor, then add this clipping depth to the mask of hit clipping depths.
           // This mask shows all the actors that have been hit at different clipping depths.
-          if( clippingActor )
+          if(clippingActor)
           {
             clippingBitPlaneMask |= 1u << clippingDepth;
           }
 
-          if( overlayHit && !actor.IsOverlay() )
+          if(overlayHit && !actor.IsOverlay())
           {
             // If we have already hit an overlay and current actor is not an overlay ignore current actor.
           }
           else
           {
-            if( actor.IsOverlay() )
+            if(actor.IsOverlay())
             {
               overlayHit = true;
             }
@@ -223,7 +220,7 @@ HitActor HitTestWithinLayer( Actor& actor,
 
             // Check if we are performing clipping. IE. if any actors so far have clipping enabled - not necessarily this one.
             // We can do this by checking the clipping depth has a value 1 or above.
-            if( newClippingDepth >= 1u )
+            if(newClippingDepth >= 1u)
             {
               // Now for us to count this actor as hit, we must have also hit
               // all CLIPPING actors up to this point in the hierarchy as well.
@@ -232,31 +229,31 @@ HitActor HitTestWithinLayer( Actor& actor,
               // EG. a depth of 4 (10000 binary) = a mask of 1111 binary.
               // This allows us a fast way of comparing all bits are set up to this depth.
               // Note: If the current Actor has clipping, that is included in the depth mask too.
-              uint32_t clippingDepthMask = ( 1u << newClippingDepth ) - 1u;
+              uint32_t clippingDepthMask = (1u << newClippingDepth) - 1u;
 
               // The two masks must be equal to be a hit, as we are already assuming a hit
               // (for non-clipping mode) then they must be not-equal to disqualify the hit.
-              if( clippingBitPlaneMask != clippingDepthMask )
+              if(clippingBitPlaneMask != clippingDepthMask)
               {
                 haveHitActor = false;
               }
             }
 
-            if( haveHitActor )
+            if(haveHitActor)
             {
-              hit.actor = &actor;
+              hit.actor       = &actor;
               hit.hitPosition = hitPointLocal;
-              hit.distance = distance;
-              hit.depth = actor.GetSortingDepth() ;
+              hit.distance    = distance;
+              hit.depth       = actor.GetSortingDepth();
 
-              if( actor.GetRendererCount() > 0 )
+              if(actor.GetRendererCount() > 0)
               {
                 //Get renderer with maximum depth
-                int rendererMaxDepth(actor.GetRendererAt( 0 ).Get()->GetDepthIndex());
-                for( uint32_t i(1); i < actor.GetRendererCount(); ++i )
+                int rendererMaxDepth(actor.GetRendererAt(0).Get()->GetDepthIndex());
+                for(uint32_t i(1); i < actor.GetRendererCount(); ++i)
                 {
-                  int depth = actor.GetRendererAt( i ).Get()->GetDepthIndex();
-                  if( depth > rendererMaxDepth )
+                  int depth = actor.GetRendererAt(i).Get()->GetDepthIndex();
+                  if(depth > rendererMaxDepth)
                   {
                     rendererMaxDepth = depth;
                   }
@@ -272,42 +269,42 @@ HitActor HitTestWithinLayer( Actor& actor,
 
   // Find a child hit, until we run out of actors in the current layer.
   HitActor childHit;
-  if( actor.GetChildCount() > 0 )
+  if(actor.GetChildCount() > 0)
   {
-    childHit.distance = std::numeric_limits<float>::max();
-    childHit.depth = std::numeric_limits<int32_t>::min();
+    childHit.distance        = std::numeric_limits<float>::max();
+    childHit.depth           = std::numeric_limits<int32_t>::min();
     ActorContainer& children = actor.GetChildrenInternal();
 
     // Hit test ALL children and calculate their distance.
     bool parentIsRenderable = actor.IsRenderable();
 
-    for( ActorIter iter = children.begin(), endIter = children.end(); iter != endIter; ++iter )
+    for(ActorIter iter = children.begin(), endIter = children.end(); iter != endIter; ++iter)
     {
       // Descend tree only if...
-      if ( !( *iter )->IsLayer() &&                                 // Child is NOT a layer, hit testing current layer only
-            ( hitCheck.DescendActorHierarchy( ( *iter ).Get() ) ) ) // We can descend into child hierarchy
+      if(!(*iter)->IsLayer() &&                           // Child is NOT a layer, hit testing current layer only
+         (hitCheck.DescendActorHierarchy((*iter).Get()))) // We can descend into child hierarchy
       {
-        HitActor currentHit( HitTestWithinLayer( ( *iter->Get() ),
-                                                 renderTask,
-                                                 exclusives,
-                                                 rayOrigin,
-                                                 rayDir,
-                                                 nearClippingPlane,
-                                                 farClippingPlane,
-                                                 hitCheck,
-                                                 overlayHit,
-                                                 layerIs3d,
-                                                 newClippingDepth,
-                                                 clippingBitPlaneMask,
-                                                 rayTest ) );
+        HitActor currentHit(HitTestWithinLayer((*iter->Get()),
+                                               renderTask,
+                                               exclusives,
+                                               rayOrigin,
+                                               rayDir,
+                                               nearClippingPlane,
+                                               farClippingPlane,
+                                               hitCheck,
+                                               overlayHit,
+                                               layerIs3d,
+                                               newClippingDepth,
+                                               clippingBitPlaneMask,
+                                               rayTest));
 
         bool updateChildHit = false;
-        if( currentHit.distance >= 0.0f )
+        if(currentHit.distance >= 0.0f)
         {
-          if( layerIs3d )
+          if(layerIs3d)
           {
-            updateChildHit = ( ( currentHit.depth > childHit.depth ) ||
-                               ( ( currentHit.depth == childHit.depth ) && ( currentHit.distance < childHit.distance ) ) );
+            updateChildHit = ((currentHit.depth > childHit.depth) ||
+                              ((currentHit.depth == childHit.depth) && (currentHit.distance < childHit.distance)));
           }
           else
           {
@@ -315,10 +312,10 @@ HitActor HitTestWithinLayer( Actor& actor,
           }
         }
 
-        if( updateChildHit )
+        if(updateChildHit)
         {
-          if( !parentIsRenderable || currentHit.depth > hit.depth ||
-            ( layerIs3d && ( currentHit.depth == hit.depth && currentHit.distance < hit.distance )) )
+          if(!parentIsRenderable || currentHit.depth > hit.depth ||
+             (layerIs3d && (currentHit.depth == hit.depth && currentHit.distance < hit.distance)))
           {
             childHit = currentHit;
           }
@@ -327,23 +324,23 @@ HitActor HitTestWithinLayer( Actor& actor,
     }
   }
 
-  return ( childHit.actor ) ? childHit : hit;
+  return (childHit.actor) ? childHit : hit;
 }
 
 /**
  * Return true if actor is sourceActor or a descendent of sourceActor
  */
-bool IsWithinSourceActors( const Actor& sourceActor, const Actor& actor )
+bool IsWithinSourceActors(const Actor& sourceActor, const Actor& actor)
 {
-  if ( &sourceActor == &actor )
+  if(&sourceActor == &actor)
   {
     return true;
   }
 
   Actor* parent = actor.GetParent();
-  if ( parent )
+  if(parent)
   {
-    return IsWithinSourceActors( sourceActor, *parent );
+    return IsWithinSourceActors(sourceActor, *parent);
   }
 
   // Not within source actors
@@ -353,32 +350,32 @@ bool IsWithinSourceActors( const Actor& sourceActor, const Actor& actor )
 /**
  * Returns true if the layer and all of the layer's parents are visible and sensitive.
  */
-inline bool IsActuallyHittable( Layer& layer, const Vector2& screenCoordinates, const Vector2& stageSize, HitTestInterface& hitCheck )
+inline bool IsActuallyHittable(Layer& layer, const Vector2& screenCoordinates, const Vector2& stageSize, HitTestInterface& hitCheck)
 {
-  bool hittable( true );
+  bool hittable(true);
 
-  if( layer.IsClipping() )
+  if(layer.IsClipping())
   {
     ClippingBox box = layer.GetClippingBox();
 
-    if( screenCoordinates.x < static_cast<float>( box.x )||
-        screenCoordinates.x > static_cast<float>( box.x + box.width )||
-        screenCoordinates.y < stageSize.y - static_cast<float>( box.y + box.height ) ||
-        screenCoordinates.y > stageSize.y - static_cast<float>( box.y ) )
+    if(screenCoordinates.x < static_cast<float>(box.x) ||
+       screenCoordinates.x > static_cast<float>(box.x + box.width) ||
+       screenCoordinates.y < stageSize.y - static_cast<float>(box.y + box.height) ||
+       screenCoordinates.y > stageSize.y - static_cast<float>(box.y))
     {
       // Not touchable if clipping is enabled in the layer and the screen coordinate is outside the clip region.
       hittable = false;
     }
   }
 
-  if( hittable )
+  if(hittable)
   {
-    Actor* actor( &layer );
+    Actor* actor(&layer);
 
     // Ensure that we can descend into the layer's (or any of its parent's) hierarchy.
-    while( actor && hittable )
+    while(actor && hittable)
     {
-      if( ! hitCheck.DescendActorHierarchy( actor ) )
+      if(!hitCheck.DescendActorHierarchy(actor))
       {
         hittable = false;
         break;
@@ -393,112 +390,112 @@ inline bool IsActuallyHittable( Layer& layer, const Vector2& screenCoordinates,
 /**
  * Gets the near and far clipping planes of the camera from which the scene is viewed in the render task.
  */
-void GetCameraClippingPlane( RenderTask& renderTask, float& nearClippingPlane, float& farClippingPlane )
+void GetCameraClippingPlane(RenderTask& renderTask, float& nearClippingPlane, float& farClippingPlane)
 {
   CameraActor* cameraActor = renderTask.GetCameraActor();
-  nearClippingPlane = cameraActor->GetNearClippingPlane();
-  farClippingPlane = cameraActor->GetFarClippingPlane();
+  nearClippingPlane        = cameraActor->GetNearClippingPlane();
+  farClippingPlane         = cameraActor->GetFarClippingPlane();
 }
 
 /**
  * Hit test a RenderTask
  */
-bool HitTestRenderTask( const RenderTaskList::ExclusivesContainer& exclusives,
-                        const Vector2& sceneSize,
-                        LayerList& layers,
-                        RenderTask& renderTask,
-                        Vector2 screenCoordinates,
-                        Results& results,
-                        HitTestInterface& hitCheck,
-                        const RayTest& rayTest )
+bool HitTestRenderTask(const RenderTaskList::ExclusivesContainer& exclusives,
+                       const Vector2&                             sceneSize,
+                       LayerList&                                 layers,
+                       RenderTask&                                renderTask,
+                       Vector2                                    screenCoordinates,
+                       Results&                                   results,
+                       HitTestInterface&                          hitCheck,
+                       const RayTest&                             rayTest)
 {
-  if ( renderTask.IsHittable( screenCoordinates ) )
+  if(renderTask.IsHittable(screenCoordinates))
   {
     Viewport viewport;
-    renderTask.GetViewport( viewport );
-    if( screenCoordinates.x < static_cast<float>( viewport.x ) ||
-        screenCoordinates.x > static_cast<float>( viewport.x + viewport.width ) ||
-        screenCoordinates.y < static_cast<float>( viewport.y ) ||
-        screenCoordinates.y > static_cast<float>( viewport.y + viewport.height ) )
+    renderTask.GetViewport(viewport);
+    if(screenCoordinates.x < static_cast<float>(viewport.x) ||
+       screenCoordinates.x > static_cast<float>(viewport.x + viewport.width) ||
+       screenCoordinates.y < static_cast<float>(viewport.y) ||
+       screenCoordinates.y > static_cast<float>(viewport.y + viewport.height))
     {
       // The screen coordinate is outside the viewport of render task. The viewport clips all layers.
       return false;
     }
 
     float nearClippingPlane, farClippingPlane;
-    GetCameraClippingPlane( renderTask, nearClippingPlane, farClippingPlane );
+    GetCameraClippingPlane(renderTask, nearClippingPlane, farClippingPlane);
 
     // Determine the layer depth of the source actor
-    Actor* sourceActor( renderTask.GetSourceActor() );
-    if( sourceActor )
+    Actor* sourceActor(renderTask.GetSourceActor());
+    if(sourceActor)
     {
-      Dali::Layer layer( sourceActor->GetLayer() );
-      if( layer )
+      Dali::Layer layer(sourceActor->GetLayer());
+      if(layer)
       {
-        const uint32_t sourceActorDepth( layer.GetProperty< bool >( Dali::Layer::Property::DEPTH ) );
-
-        CameraActor* cameraActor = renderTask.GetCameraActor();
-        bool pickingPossible = cameraActor->BuildPickingRay(
-            screenCoordinates,
-            viewport,
-            results.rayOrigin,
-            results.rayDirection );
-        if( !pickingPossible )
+        const uint32_t sourceActorDepth(layer.GetProperty<bool>(Dali::Layer::Property::DEPTH));
+
+        CameraActor* cameraActor     = renderTask.GetCameraActor();
+        bool         pickingPossible = cameraActor->BuildPickingRay(
+          screenCoordinates,
+          viewport,
+          results.rayOrigin,
+          results.rayDirection);
+        if(!pickingPossible)
         {
           return false;
         }
 
         // Hit test starting with the top layer, working towards the bottom layer.
         HitActor hit;
-        bool overlayHit = false;
-        bool layerConsumesHit = false;
+        bool     overlayHit       = false;
+        bool     layerConsumesHit = false;
 
-        for( int32_t i = layers.GetLayerCount() - 1; i >= 0 && !( hit.actor ); --i )
+        for(int32_t i = layers.GetLayerCount() - 1; i >= 0 && !(hit.actor); --i)
         {
-          Layer* layer( layers.GetLayer( i ) );
+          Layer* layer(layers.GetLayer(i));
           overlayHit = false;
 
           // Ensure layer is touchable (also checks whether ancestors are also touchable)
-          if( IsActuallyHittable( *layer, screenCoordinates, sceneSize, hitCheck ) )
+          if(IsActuallyHittable(*layer, screenCoordinates, sceneSize, hitCheck))
           {
             // Always hit-test the source actor; otherwise test whether the layer is below the source actor in the hierarchy
-            if( sourceActorDepth == static_cast<uint32_t>( i ) )
+            if(sourceActorDepth == static_cast<uint32_t>(i))
             {
               // Recursively hit test the source actor & children, without crossing into other layers.
-              hit = HitTestWithinLayer( *sourceActor,
-                                        renderTask,
-                                        exclusives,
-                                        results.rayOrigin,
-                                        results.rayDirection,
-                                        nearClippingPlane,
-                                        farClippingPlane,
-                                        hitCheck,
-                                        overlayHit,
-                                        layer->GetBehavior() == Dali::Layer::LAYER_3D,
-                                        0u,
-                                        0u,
-                                        rayTest );
+              hit = HitTestWithinLayer(*sourceActor,
+                                       renderTask,
+                                       exclusives,
+                                       results.rayOrigin,
+                                       results.rayDirection,
+                                       nearClippingPlane,
+                                       farClippingPlane,
+                                       hitCheck,
+                                       overlayHit,
+                                       layer->GetBehavior() == Dali::Layer::LAYER_3D,
+                                       0u,
+                                       0u,
+                                       rayTest);
             }
-            else if( IsWithinSourceActors( *sourceActor, *layer ) )
+            else if(IsWithinSourceActors(*sourceActor, *layer))
             {
               // Recursively hit test all the actors, without crossing into other layers.
-              hit = HitTestWithinLayer( *layer,
-                                        renderTask,
-                                        exclusives,
-                                        results.rayOrigin,
-                                        results.rayDirection,
-                                        nearClippingPlane,
-                                        farClippingPlane,
-                                        hitCheck,
-                                        overlayHit,
-                                        layer->GetBehavior() == Dali::Layer::LAYER_3D,
-                                        0u,
-                                        0u,
-                                        rayTest );
+              hit = HitTestWithinLayer(*layer,
+                                       renderTask,
+                                       exclusives,
+                                       results.rayOrigin,
+                                       results.rayDirection,
+                                       nearClippingPlane,
+                                       farClippingPlane,
+                                       hitCheck,
+                                       overlayHit,
+                                       layer->GetBehavior() == Dali::Layer::LAYER_3D,
+                                       0u,
+                                       0u,
+                                       rayTest);
             }
 
             // If this layer is set to consume the hit, then do not check any layers behind it
-            if( hitCheck.DoesLayerConsumeHit( layer ) )
+            if(hitCheck.DoesLayerConsumeHit(layer))
             {
               layerConsumesHit = true;
               break;
@@ -506,16 +503,16 @@ bool HitTestRenderTask( const RenderTaskList::ExclusivesContainer& exclusives,
           }
         }
 
-        if( hit.actor )
+        if(hit.actor)
         {
-          results.renderTask = RenderTaskPtr( &renderTask );
-          results.actor = Dali::Actor( hit.actor );
+          results.renderTask       = RenderTaskPtr(&renderTask);
+          results.actor            = Dali::Actor(hit.actor);
           results.actorCoordinates = hit.hitPosition;
 
           return true; // Success
         }
 
-        if( layerConsumesHit )
+        if(layerConsumesHit)
         {
           return true; // Also success if layer is consuming the hit
         }
@@ -536,30 +533,30 @@ bool HitTestRenderTask( const RenderTaskList::ExclusivesContainer& exclusives,
  * @param[in] onScreen True to test on-screen, false to test off-screen
  * @return True if we have a hit, false otherwise
  */
-bool HitTestRenderTaskList( const Vector2& sceneSize,
-                            LayerList& layers,
-                            RenderTaskList& taskList,
-                            const Vector2& screenCoordinates,
-                            Results& results,
-                            HitTestInterface& hitCheck,
-                            bool onScreen )
+bool HitTestRenderTaskList(const Vector2&    sceneSize,
+                           LayerList&        layers,
+                           RenderTaskList&   taskList,
+                           const Vector2&    screenCoordinates,
+                           Results&          results,
+                           HitTestInterface& hitCheck,
+                           bool              onScreen)
 {
-  RenderTaskList::RenderTaskContainer& tasks = taskList.GetTasks();
-  RenderTaskList::RenderTaskContainer::reverse_iterator endIter = tasks.rend();
-  const auto& exclusives = taskList.GetExclusivesList();
-  RayTest rayTest;
+  RenderTaskList::RenderTaskContainer&                  tasks      = taskList.GetTasks();
+  RenderTaskList::RenderTaskContainer::reverse_iterator endIter    = tasks.rend();
+  const auto&                                           exclusives = taskList.GetExclusivesList();
+  RayTest                                               rayTest;
 
-  for( RenderTaskList::RenderTaskContainer::reverse_iterator iter = tasks.rbegin(); endIter != iter; ++iter )
+  for(RenderTaskList::RenderTaskContainer::reverse_iterator iter = tasks.rbegin(); endIter != iter; ++iter)
   {
-    RenderTask& renderTask = *iter->Get();
-    const bool isOffscreenRenderTask = renderTask.GetFrameBuffer();
-    if( (onScreen && isOffscreenRenderTask) || (!onScreen && !isOffscreenRenderTask) )
+    RenderTask& renderTask            = *iter->Get();
+    const bool  isOffscreenRenderTask = renderTask.GetFrameBuffer();
+    if((onScreen && isOffscreenRenderTask) || (!onScreen && !isOffscreenRenderTask))
     {
       // Skip to next task
       continue;
     }
 
-    if( HitTestRenderTask( exclusives, sceneSize, layers, renderTask, screenCoordinates, results, hitCheck, rayTest ) )
+    if(HitTestRenderTask(exclusives, sceneSize, layers, renderTask, screenCoordinates, results, hitCheck, rayTest))
     {
       // Return true when an actor is hit (or layer in our render-task consumes the hit)
       return true; // don't bother checking off screen tasks
@@ -580,19 +577,19 @@ bool HitTestRenderTaskList( const Vector2& sceneSize,
  * @param[in] onScreen True to test on-screen, false to test off-screen
  * @return True if we have a hit, false otherwise
  */
-bool HitTestForEachRenderTask( const Vector2& sceneSize,
-                               LayerList& layers,
-                               RenderTaskList& taskList,
-                               const Vector2& screenCoordinates,
-                               Results& results,
-                               HitTestInterface& hitCheck )
+bool HitTestForEachRenderTask(const Vector2&    sceneSize,
+                              LayerList&        layers,
+                              RenderTaskList&   taskList,
+                              const Vector2&    screenCoordinates,
+                              Results&          results,
+                              HitTestInterface& hitCheck)
 {
   bool result = false;
 
   // Check on-screen tasks before off-screen ones.
   // Hit test order should be reverse of draw order (see ProcessRenderTasks() where off-screen tasks are drawn first).
-  if( HitTestRenderTaskList( sceneSize, layers, taskList, screenCoordinates, results, hitCheck, true  ) ||
-      HitTestRenderTaskList( sceneSize, layers, taskList, screenCoordinates, results, hitCheck, false ) )
+  if(HitTestRenderTaskList(sceneSize, layers, taskList, screenCoordinates, results, hitCheck, true) ||
+     HitTestRenderTaskList(sceneSize, layers, taskList, screenCoordinates, results, hitCheck, false))
   {
     // Found hit.
     result = true;
@@ -605,37 +602,37 @@ bool HitTestForEachRenderTask( const Vector2& sceneSize,
 
 HitTestInterface::~HitTestInterface() = default;
 
-bool HitTest( const Vector2& sceneSize, RenderTaskList& taskList, LayerList& layerList, const Vector2& screenCoordinates, Dali::HitTestAlgorithm::Results& results, Dali::HitTestAlgorithm::HitTestFunction func )
+bool HitTest(const Vector2& sceneSize, RenderTaskList& taskList, LayerList& layerList, const Vector2& screenCoordinates, Dali::HitTestAlgorithm::Results& results, Dali::HitTestAlgorithm::HitTestFunction func)
 {
-  bool wasHit( false );
+  bool wasHit(false);
   // Hit-test the regular on-scene actors
-  Results hitTestResults;
-  HitTestFunctionWrapper hitTestFunctionWrapper( func );
-  if( HitTestForEachRenderTask( sceneSize, layerList, taskList, screenCoordinates, hitTestResults, hitTestFunctionWrapper ) )
+  Results                hitTestResults;
+  HitTestFunctionWrapper hitTestFunctionWrapper(func);
+  if(HitTestForEachRenderTask(sceneSize, layerList, taskList, screenCoordinates, hitTestResults, hitTestFunctionWrapper))
   {
-    results.actor = hitTestResults.actor;
+    results.actor            = hitTestResults.actor;
     results.actorCoordinates = hitTestResults.actorCoordinates;
-    wasHit = true;
+    wasHit                   = true;
   }
   return wasHit;
 }
 
-bool HitTest( const Vector2& sceneSize, RenderTaskList& renderTaskList, LayerList& layerList, const Vector2& screenCoordinates, Results& results, HitTestInterface& hitTestInterface )
+bool HitTest(const Vector2& sceneSize, RenderTaskList& renderTaskList, LayerList& layerList, const Vector2& screenCoordinates, Results& results, HitTestInterface& hitTestInterface)
 {
-  bool wasHit( false );
+  bool wasHit(false);
 
   // Hit-test the regular on-scene actors
-  if( !wasHit )
+  if(!wasHit)
   {
-    wasHit = HitTestForEachRenderTask( sceneSize, layerList, renderTaskList, screenCoordinates, results, hitTestInterface );
+    wasHit = HitTestForEachRenderTask(sceneSize, layerList, renderTaskList, screenCoordinates, results, hitTestInterface);
   }
   return wasHit;
 }
 
-bool HitTest( const Vector2& sceneSize, RenderTaskList& renderTaskList, LayerList& layerList, const Vector2& screenCoordinates, Results& results )
+bool HitTest(const Vector2& sceneSize, RenderTaskList& renderTaskList, LayerList& layerList, const Vector2& screenCoordinates, Results& results)
 {
   ActorTouchableCheck actorTouchableCheck;
-  return HitTest( sceneSize, renderTaskList, layerList, screenCoordinates, results, actorTouchableCheck );
+  return HitTest(sceneSize, renderTaskList, layerList, screenCoordinates, results, actorTouchableCheck);
 }
 
 } // namespace HitTestAlgorithm
index 370a29d..b1909dc 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
 #include <algorithm>
 
 // INTERNAL INCLUDES
-#include <dali/public-api/actors/actor.h>
-#include <dali/public-api/common/dali-common.h>
-#include <dali/public-api/events/pan-gesture.h>
-#include <dali/public-api/math/vector2.h>
-#include <dali/internal/event/events/pan-gesture/pan-gesture-event.h>
 #include <dali/integration-api/debug.h>
 #include <dali/internal/event/common/scene-impl.h>
-#include <dali/internal/event/render-tasks/render-task-impl.h>
-#include <dali/internal/update/gestures/scene-graph-pan-gesture.h>
+#include <dali/internal/event/events/gesture-requests.h>
 #include <dali/internal/event/events/multi-point-event-util.h>
-#include <dali/internal/event/events/pan-gesture/pan-gesture-recognizer.h>
+#include <dali/internal/event/events/pan-gesture/pan-gesture-event.h>
 #include <dali/internal/event/events/pan-gesture/pan-gesture-impl.h>
-#include <dali/internal/event/events/gesture-requests.h>
+#include <dali/internal/event/events/pan-gesture/pan-gesture-recognizer.h>
+#include <dali/internal/event/render-tasks/render-task-impl.h>
+#include <dali/internal/update/gestures/scene-graph-pan-gesture.h>
+#include <dali/internal/update/manager/update-manager.h>
+#include <dali/public-api/actors/actor.h>
+#include <dali/public-api/common/dali-common.h>
+#include <dali/public-api/events/pan-gesture.h>
+#include <dali/public-api/math/vector2.h>
 
 namespace Dali
 {
-
 namespace Internal
 {
-
 namespace // unnamed namespace
 {
-
 #if defined(DEBUG_ENABLED)
-Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_PAN_PROCESSOR" );
+Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_PAN_PROCESSOR");
 
-const char * GESTURE_STATES[ 6 ] =
-{
-  "CLEAR",
-  "STARTED",
-  "CONTINUING",
-  "FINISHED",
-  "CANCELLED",
-  "POSSIBLE"
-};
+const char* GESTURE_STATES[6] =
+  {
+    "CLEAR",
+    "STARTED",
+    "CONTINUING",
+    "FINISHED",
+    "CANCELLED",
+    "POSSIBLE"};
 
 #endif // defined(DEBUG_ENABLED)
 
-const unsigned long MAXIMUM_TIME_WITH_VALID_LAST_VELOCITY( 50u );
+const unsigned long MAXIMUM_TIME_WITH_VALID_LAST_VELOCITY(50u);
 
 /**
  * Functor which checks whether the specified actor is attached to the gesture detector.
@@ -99,14 +96,14 @@ struct IsNotAttachedAndOutsideTouchesRangeFunctor
   {
     bool remove(!detector->IsAttached(*actorToCheck));
 
-    if (!remove)
+    if(!remove)
     {
-      PanGestureDetector* panDetector( static_cast< PanGestureDetector* >( detector ) );
+      PanGestureDetector* panDetector(static_cast<PanGestureDetector*>(detector));
 
       // Ensure number of touch points is within the range of our emitter. If it isn't then remove
       // this emitter and add it to the outsideTouchesRangeEmitters container
-      if ( (numberOfTouches < panDetector->GetMinimumTouchesRequired()) ||
-           (numberOfTouches > panDetector->GetMaximumTouchesRequired()) )
+      if((numberOfTouches < panDetector->GetMinimumTouchesRequired()) ||
+         (numberOfTouches > panDetector->GetMaximumTouchesRequired()))
       {
         remove = true;
         outsideTouchesRangeEmitters.push_back(detector);
@@ -116,26 +113,26 @@ struct IsNotAttachedAndOutsideTouchesRangeFunctor
     return remove;
   }
 
-  Actor* actorToCheck; ///< The actor to check whether it is attached or not.
-  unsigned int numberOfTouches; ///< The number of touches in the pan event.
+  Actor*                    actorToCheck;                ///< The actor to check whether it is attached or not.
+  unsigned int              numberOfTouches;             ///< The number of touches in the pan event.
   GestureDetectorContainer& outsideTouchesRangeEmitters; ///< Emitters that are outside of the range of current pan.
 };
 
 } // unnamed namespace
 
-PanGestureProcessor::PanGestureProcessor( SceneGraph::UpdateManager& updateManager )
-: GestureProcessor( GestureType::PAN ),
+PanGestureProcessor::PanGestureProcessor(SceneGraph::UpdateManager& updateManager)
+: GestureProcessor(GestureType::PAN),
   mPanGestureDetectors(),
   mCurrentPanEmitters(),
   mCurrentRenderTask(),
   mPossiblePanPosition(),
-  mMinTouchesRequired( 1 ),
-  mMaxTouchesRequired( 1 ),
-  mCurrentPanEvent( nullptr ),
-  mSceneObject( SceneGraph::PanGesture::New() ) // Create scene object to store pan information.
+  mMinTouchesRequired(1),
+  mMaxTouchesRequired(1),
+  mCurrentPanEvent(nullptr),
+  mSceneObject(SceneGraph::PanGesture::New()) // Create scene object to store pan information.
 {
   // Pass ownership to scene-graph; scene object lives for the lifecycle of UpdateManager
-  updateManager.SetPanGestureProcessor( mSceneObject );
+  updateManager.SetPanGestureProcessor(mSceneObject);
 }
 
 PanGestureProcessor::~PanGestureProcessor()
@@ -143,19 +140,17 @@ PanGestureProcessor::~PanGestureProcessor()
   mSceneObject = nullptr; // mSceneObject is owned and destroyed by update manager (there is only one of these for now)
 }
 
-void PanGestureProcessor::Process( Scene& scene, const PanGestureEvent& panEvent )
+void PanGestureProcessor::Process(Scene& scene, const PanGestureEvent& panEvent)
 {
 #if defined(DEBUG_ENABLED)
-  DALI_LOG_TRACE_METHOD( gLogFilter );
+  DALI_LOG_TRACE_METHOD(gLogFilter);
 
-  DALI_LOG_INFO( gLogFilter, Debug::General, "    Pan Event\n");
-  DALI_LOG_INFO( gLogFilter, Debug::General, "      State: %s  Touches: %d  Time: %d  TimeDelta: %d\n",
-                                             GESTURE_STATES[static_cast<uint8_t>(panEvent.state)], panEvent.numberOfTouches, panEvent.time, panEvent.timeDelta);
-  DALI_LOG_INFO( gLogFilter, Debug::General, "      Positions: Current: (%.0f, %.0f), Previous: (%.0f, %.0f)\n",
-                                             panEvent.currentPosition.x, panEvent.currentPosition.y, panEvent.previousPosition.x, panEvent.previousPosition.y);
+  DALI_LOG_INFO(gLogFilter, Debug::General, "    Pan Event\n");
+  DALI_LOG_INFO(gLogFilter, Debug::General, "      State: %s  Touches: %d  Time: %d  TimeDelta: %d\n", GESTURE_STATES[static_cast<uint8_t>(panEvent.state)], panEvent.numberOfTouches, panEvent.time, panEvent.timeDelta);
+  DALI_LOG_INFO(gLogFilter, Debug::General, "      Positions: Current: (%.0f, %.0f), Previous: (%.0f, %.0f)\n", panEvent.currentPosition.x, panEvent.currentPosition.y, panEvent.previousPosition.x, panEvent.previousPosition.y);
 #endif
 
-  switch( panEvent.state )
+  switch(panEvent.state)
   {
     case GestureState::POSSIBLE:
     {
@@ -163,9 +158,9 @@ void PanGestureProcessor::Process( Scene& scene, const PanGestureEvent& panEvent
       ResetActor();
 
       HitTestAlgorithm::Results hitTestResults;
-      if( HitTest( scene, panEvent.currentPosition, hitTestResults ) )
+      if(HitTest(scene, panEvent.currentPosition, hitTestResults))
       {
-        SetActor( &GetImplementation( hitTestResults.actor ) );
+        SetActor(&GetImplementation(hitTestResults.actor));
         mPossiblePanPosition = panEvent.currentPosition;
       }
       break;
@@ -180,15 +175,15 @@ void PanGestureProcessor::Process( Scene& scene, const PanGestureEvent& panEvent
       // it can be told when the gesture ends as well.
 
       HitTestAlgorithm::Results hitTestResults;
-      HitTest( scene, panEvent.previousPosition, hitTestResults ); // Hit Test previous position
+      HitTest(scene, panEvent.previousPosition, hitTestResults); // Hit Test previous position
 
-      if ( hitTestResults.actor )
+      if(hitTestResults.actor)
       {
         // If the current hit actor is different from the one we touched down on then set accordingly & update initial pan position
-        if( &GetImplementation( hitTestResults.actor ) != GetCurrentGesturedActor() )
+        if(&GetImplementation(hitTestResults.actor) != GetCurrentGesturedActor())
         {
           mPossiblePanPosition = panEvent.previousPosition;
-          SetActor( &GetImplementation( hitTestResults.actor ) );
+          SetActor(&GetImplementation(hitTestResults.actor));
         }
 
         // Record the current render-task for Screen->Actor coordinate conversions
@@ -196,7 +191,7 @@ void PanGestureProcessor::Process( Scene& scene, const PanGestureEvent& panEvent
 
         // Set mCurrentPanEvent to use inside overridden methods called in ProcessAndEmit()
         mCurrentPanEvent = &panEvent;
-        ProcessAndEmit( hitTestResults );
+        ProcessAndEmit(hitTestResults);
         mCurrentPanEvent = nullptr;
       }
       else
@@ -222,37 +217,36 @@ void PanGestureProcessor::Process( Scene& scene, const PanGestureEvent& panEvent
       // Check if actor is still touchable.
 
       Actor* currentGesturedActor = GetCurrentGesturedActor();
-      if ( currentGesturedActor )
+      if(currentGesturedActor)
       {
-        if ( currentGesturedActor->IsHittable() && !mCurrentPanEmitters.empty() && mCurrentRenderTask )
+        if(currentGesturedActor->IsHittable() && !mCurrentPanEmitters.empty() && mCurrentRenderTask)
         {
           GestureDetectorContainer outsideTouchesRangeEmitters;
 
           // Removes emitters that no longer have the actor attached
           // Also remove emitters whose touches are outside the range of the current pan event and add them to outsideTouchesRangeEmitters
-          GestureDetectorContainer::iterator endIter = std::remove_if( mCurrentPanEmitters.begin(), mCurrentPanEmitters.end(),
-                                                                       IsNotAttachedAndOutsideTouchesRangeFunctor(currentGesturedActor, panEvent.numberOfTouches, outsideTouchesRangeEmitters) );
-          mCurrentPanEmitters.erase( endIter, mCurrentPanEmitters.end() );
+          GestureDetectorContainer::iterator endIter = std::remove_if(mCurrentPanEmitters.begin(), mCurrentPanEmitters.end(), IsNotAttachedAndOutsideTouchesRangeFunctor(currentGesturedActor, panEvent.numberOfTouches, outsideTouchesRangeEmitters));
+          mCurrentPanEmitters.erase(endIter, mCurrentPanEmitters.end());
 
           Vector2 actorCoords;
 
-          if ( !outsideTouchesRangeEmitters.empty() || !mCurrentPanEmitters.empty() )
+          if(!outsideTouchesRangeEmitters.empty() || !mCurrentPanEmitters.empty())
           {
-            currentGesturedActor->ScreenToLocal( *mCurrentRenderTask.Get(), actorCoords.x, actorCoords.y, panEvent.currentPosition.x, panEvent.currentPosition.y );
+            currentGesturedActor->ScreenToLocal(*mCurrentRenderTask.Get(), actorCoords.x, actorCoords.y, panEvent.currentPosition.x, panEvent.currentPosition.y);
 
             // EmitPanSignal checks whether we have a valid actor and whether the container we are passing in has emitters before it emits the pan.
-            EmitPanSignal( currentGesturedActor, outsideTouchesRangeEmitters, panEvent, actorCoords, GestureState::FINISHED, mCurrentRenderTask);
-            EmitPanSignal( currentGesturedActor, mCurrentPanEmitters, panEvent, actorCoords, panEvent.state, mCurrentRenderTask);
+            EmitPanSignal(currentGesturedActor, outsideTouchesRangeEmitters, panEvent, actorCoords, GestureState::FINISHED, mCurrentRenderTask);
+            EmitPanSignal(currentGesturedActor, mCurrentPanEmitters, panEvent, actorCoords, panEvent.state, mCurrentRenderTask);
           }
 
-          if ( mCurrentPanEmitters.empty() )
+          if(mCurrentPanEmitters.empty())
           {
             // If we have no emitters attached then clear pan actor as well.
             ResetActor();
           }
 
           // Clear current gesture detectors if pan gesture has ended or been cancelled.
-          if ( ( panEvent.state == GestureState::FINISHED ) || ( panEvent.state == GestureState::CANCELLED ) )
+          if((panEvent.state == GestureState::FINISHED) || (panEvent.state == GestureState::CANCELLED))
           {
             mCurrentPanEmitters.clear();
             ResetActor();
@@ -269,19 +263,19 @@ void PanGestureProcessor::Process( Scene& scene, const PanGestureEvent& panEvent
 
     case GestureState::CLEAR:
     {
-      DALI_ABORT( "Incorrect state received from Integration layer: CLEAR\n" );
+      DALI_ABORT("Incorrect state received from Integration layer: CLEAR\n");
       break;
     }
   }
 }
 
-void PanGestureProcessor::AddGestureDetector( PanGestureDetector* gestureDetector, Scene& scene, int32_t minDistance, int32_t minPanEvents )
+void PanGestureProcessor::AddGestureDetector(PanGestureDetector* gestureDetector, Scene& scene, int32_t minDistance, int32_t minPanEvents)
 {
   bool firstRegistration(mPanGestureDetectors.empty());
 
   mPanGestureDetectors.push_back(gestureDetector);
 
-  if (firstRegistration)
+  if(firstRegistration)
   {
     mMinTouchesRequired = gestureDetector->GetMinimumTouchesRequired();
     mMaxTouchesRequired = gestureDetector->GetMaximumTouchesRequired();
@@ -290,7 +284,7 @@ void PanGestureProcessor::AddGestureDetector( PanGestureDetector* gestureDetecto
     request.minTouches = mMinTouchesRequired;
     request.maxTouches = mMaxTouchesRequired;
 
-    Size size = scene.GetSize();
+    Size size          = scene.GetSize();
     mGestureRecognizer = new PanGestureRecognizer(*this, Vector2(size.width, size.height), static_cast<const PanGestureRequest&>(request), minDistance, minPanEvents);
   }
   else
@@ -299,29 +293,29 @@ void PanGestureProcessor::AddGestureDetector( PanGestureDetector* gestureDetecto
   }
 }
 
-void PanGestureProcessor::RemoveGestureDetector( PanGestureDetector* gestureDetector )
+void PanGestureProcessor::RemoveGestureDetector(PanGestureDetector* gestureDetector)
 {
-  if (!mCurrentPanEmitters.empty())
+  if(!mCurrentPanEmitters.empty())
   {
     // Check if the removed detector was one that is currently being panned and remove it from emitters.
-    GestureDetectorContainer::iterator endIter = std::remove( mCurrentPanEmitters.begin(), mCurrentPanEmitters.end(), gestureDetector );
-    mCurrentPanEmitters.erase( endIter, mCurrentPanEmitters.end() );
+    GestureDetectorContainer::iterator endIter = std::remove(mCurrentPanEmitters.begin(), mCurrentPanEmitters.end(), gestureDetector);
+    mCurrentPanEmitters.erase(endIter, mCurrentPanEmitters.end());
 
     // If we no longer have any emitters, then we should clear mCurrentGesturedActor as well
-    if ( mCurrentPanEmitters.empty() )
+    if(mCurrentPanEmitters.empty())
     {
       ResetActor();
     }
   }
 
   // Find the detector...
-  PanGestureDetectorContainer::iterator endIter = std::remove( mPanGestureDetectors.begin(), mPanGestureDetectors.end(), gestureDetector );
-  DALI_ASSERT_DEBUG( endIter != mPanGestureDetectors.end() );
+  PanGestureDetectorContainer::iterator endIter = std::remove(mPanGestureDetectors.begin(), mPanGestureDetectors.end(), gestureDetector);
+  DALI_ASSERT_DEBUG(endIter != mPanGestureDetectors.end());
 
   // ...and remove it
   mPanGestureDetectors.erase(endIter, mPanGestureDetectors.end());
 
-  if (mPanGestureDetectors.empty())
+  if(mPanGestureDetectors.empty())
   {
     mGestureRecognizer = nullptr;
   }
@@ -331,25 +325,25 @@ void PanGestureProcessor::RemoveGestureDetector( PanGestureDetector* gestureDete
   }
 }
 
-void PanGestureProcessor::GestureDetectorUpdated( PanGestureDetector* gestureDetector )
+void PanGestureProcessor::GestureDetectorUpdated(PanGestureDetector* gestureDetector)
 {
   DALI_ASSERT_DEBUG(find(mPanGestureDetectors.begin(), mPanGestureDetectors.end(), gestureDetector) != mPanGestureDetectors.end());
 
   UpdateDetection();
 }
 
-bool PanGestureProcessor::SetPanGestureProperties( const Dali::PanGesture& pan )
+bool PanGestureProcessor::SetPanGestureProperties(const Dali::PanGesture& pan)
 {
   // If we are currently processing a pan gesture then just ignore
-  if ( mCurrentPanEmitters.empty() && mSceneObject )
+  if(mCurrentPanEmitters.empty() && mSceneObject)
   {
-    const PanGesture& panImpl( GetImplementation(pan) );
+    const PanGesture& panImpl(GetImplementation(pan));
 
     // We update the scene object directly rather than sending a message.
     // Sending a message could cause unnecessary delays, the scene object ensure thread safe behaviour.
-    mSceneObject->AddGesture( panImpl );
+    mSceneObject->AddGesture(panImpl);
 
-    if( GestureState::STARTED == panImpl.GetState() || GestureState::CONTINUING == panImpl.GetState() )
+    if(GestureState::STARTED == panImpl.GetState() || GestureState::CONTINUING == panImpl.GetState())
     {
       mNeedsUpdate = true;
     }
@@ -365,8 +359,7 @@ void PanGestureProcessor::EnableProfiling()
 
 void PanGestureProcessor::SetPredictionMode(int mode)
 {
-  if( (mode < 0)
-      || (mode >= SceneGraph::PanGesture::NUM_PREDICTION_MODES) )
+  if((mode < 0) || (mode >= SceneGraph::PanGesture::NUM_PREDICTION_MODES))
   {
     mode = SceneGraph::PanGesture::DEFAULT_PREDICTION_MODE;
   }
@@ -396,8 +389,7 @@ void PanGestureProcessor::SetPredictionAmountAdjustment(unsigned int amount)
 
 void PanGestureProcessor::SetSmoothingMode(int mode)
 {
-  if( (mode < 0)
-      || (mode >= SceneGraph::PanGesture::NUM_SMOOTHING_MODES) )
+  if((mode < 0) || (mode >= SceneGraph::PanGesture::NUM_SMOOTHING_MODES))
   {
     mode = SceneGraph::PanGesture::DEFAULT_SMOOTHING_MODE;
   }
@@ -410,44 +402,44 @@ void PanGestureProcessor::SetSmoothingAmount(float amount)
   mSceneObject->SetSmoothingAmount(amount);
 }
 
-void PanGestureProcessor::SetUseActualTimes( bool value )
+void PanGestureProcessor::SetUseActualTimes(bool value)
 {
-  mSceneObject->SetUseActualTimes( value );
+  mSceneObject->SetUseActualTimes(value);
 }
 
-void PanGestureProcessor::SetInterpolationTimeRange( int value )
+void PanGestureProcessor::SetInterpolationTimeRange(int value)
 {
-  mSceneObject->SetInterpolationTimeRange( value );
+  mSceneObject->SetInterpolationTimeRange(value);
 }
 
-void PanGestureProcessor::SetScalarOnlyPredictionEnabled( bool value )
+void PanGestureProcessor::SetScalarOnlyPredictionEnabled(bool value)
 {
-  mSceneObject->SetScalarOnlyPredictionEnabled( value );
+  mSceneObject->SetScalarOnlyPredictionEnabled(value);
 }
 
-void PanGestureProcessor::SetTwoPointPredictionEnabled( bool value )
+void PanGestureProcessor::SetTwoPointPredictionEnabled(bool value)
 {
-  mSceneObject->SetTwoPointPredictionEnabled( value );
+  mSceneObject->SetTwoPointPredictionEnabled(value);
 }
 
-void PanGestureProcessor::SetTwoPointInterpolatePastTime( int value )
+void PanGestureProcessor::SetTwoPointInterpolatePastTime(int value)
 {
-  mSceneObject->SetTwoPointInterpolatePastTime( value );
+  mSceneObject->SetTwoPointInterpolatePastTime(value);
 }
 
-void PanGestureProcessor::SetTwoPointVelocityBias( float value )
+void PanGestureProcessor::SetTwoPointVelocityBias(float value)
 {
-  mSceneObject->SetTwoPointVelocityBias( value );
+  mSceneObject->SetTwoPointVelocityBias(value);
 }
 
-void PanGestureProcessor::SetTwoPointAccelerationBias( float value )
+void PanGestureProcessor::SetTwoPointAccelerationBias(float value)
 {
-  mSceneObject->SetTwoPointAccelerationBias( value );
+  mSceneObject->SetTwoPointAccelerationBias(value);
 }
 
-void PanGestureProcessor::SetMultitapSmoothingRange( int value )
+void PanGestureProcessor::SetMultitapSmoothingRange(int value)
 {
-  mSceneObject->SetMultitapSmoothingRange( value );
+  mSceneObject->SetMultitapSmoothingRange(value);
 }
 
 const SceneGraph::PanGesture& PanGestureProcessor::GetSceneObject() const
@@ -462,27 +454,27 @@ void PanGestureProcessor::UpdateDetection()
   unsigned int minimumRequired = UINT_MAX;
   unsigned int maximumRequired = 0;
 
-  for ( PanGestureDetectorContainer::iterator iter = mPanGestureDetectors.begin(), endIter = mPanGestureDetectors.end(); iter != endIter; ++iter )
+  for(PanGestureDetectorContainer::iterator iter = mPanGestureDetectors.begin(), endIter = mPanGestureDetectors.end(); iter != endIter; ++iter)
   {
     PanGestureDetector* detector(*iter);
 
-    if( detector )
+    if(detector)
     {
       unsigned int minimum = detector->GetMinimumTouchesRequired();
-      if (minimum < minimumRequired)
+      if(minimum < minimumRequired)
       {
         minimumRequired = minimum;
       }
 
       unsigned int maximum = detector->GetMaximumTouchesRequired();
-      if (maximum > maximumRequired)
+      if(maximum > maximumRequired)
       {
         maximumRequired = maximum;
       }
     }
   }
 
-  if ( (minimumRequired != mMinTouchesRequired)||(maximumRequired != mMaxTouchesRequired) )
+  if((minimumRequired != mMinTouchesRequired) || (maximumRequired != mMaxTouchesRequired))
   {
     mMinTouchesRequired = minimumRequired;
     mMaxTouchesRequired = maximumRequired;
@@ -494,79 +486,79 @@ void PanGestureProcessor::UpdateDetection()
   }
 }
 
-void PanGestureProcessor::EmitPanSignal( Actor* actor,
-                                         const GestureDetectorContainer& gestureDetectors,
-                                         const PanGestureEvent& panEvent,
-                                         Vector2 localCurrent,
-                                         GestureState state,
-                                         RenderTaskPtr renderTask )
+void PanGestureProcessor::EmitPanSignal(Actor*                          actor,
+                                        const GestureDetectorContainer& gestureDetectors,
+                                        const PanGestureEvent&          panEvent,
+                                        Vector2                         localCurrent,
+                                        GestureState                    state,
+                                        RenderTaskPtr                   renderTask)
 {
-  if ( actor && !gestureDetectors.empty() )
+  if(actor && !gestureDetectors.empty())
   {
-    Internal::PanGesturePtr pan( new Internal::PanGesture(state ) );
+    Internal::PanGesturePtr pan(new Internal::PanGesture(state));
 
-    pan->SetTime( panEvent.time );
+    pan->SetTime(panEvent.time);
 
-    pan->SetNumberOfTouches( panEvent.numberOfTouches );
-    pan->SetScreenPosition( panEvent.currentPosition );
-    pan->SetPosition( localCurrent );
+    pan->SetNumberOfTouches(panEvent.numberOfTouches);
+    pan->SetScreenPosition(panEvent.currentPosition);
+    pan->SetPosition(localCurrent);
 
-    RenderTask& renderTaskImpl( *renderTask.Get() );
+    RenderTask& renderTaskImpl(*renderTask.Get());
 
     Vector2 localPrevious;
-    actor->ScreenToLocal( renderTaskImpl, localPrevious.x, localPrevious.y, panEvent.previousPosition.x, panEvent.previousPosition.y );
+    actor->ScreenToLocal(renderTaskImpl, localPrevious.x, localPrevious.y, panEvent.previousPosition.x, panEvent.previousPosition.y);
 
-    pan->SetDisplacement( localCurrent - localPrevious );
-    Vector2 previousPos( panEvent.previousPosition );
-    if ( state == GestureState::STARTED )
+    pan->SetDisplacement(localCurrent - localPrevious);
+    Vector2 previousPos(panEvent.previousPosition);
+    if(state == GestureState::STARTED)
     {
       previousPos = mPossiblePanPosition;
     }
 
-    pan->SetScreenDisplacement( panEvent.currentPosition - previousPos );
+    pan->SetScreenDisplacement(panEvent.currentPosition - previousPos);
 
     // Avoid dividing by 0
-    if ( panEvent.timeDelta > 0 )
+    if(panEvent.timeDelta > 0)
     {
       Vector2 velocity;
-      velocity.x = pan->GetDisplacement().x / static_cast<float>( panEvent.timeDelta );
-      velocity.y = pan->GetDisplacement().y / static_cast<float>( panEvent.timeDelta );
-      pan->SetVelocity( velocity );
+      velocity.x = pan->GetDisplacement().x / static_cast<float>(panEvent.timeDelta);
+      velocity.y = pan->GetDisplacement().y / static_cast<float>(panEvent.timeDelta);
+      pan->SetVelocity(velocity);
 
       Vector2 screenVelocity;
-      screenVelocity.x = pan->GetScreenDisplacement().x / static_cast<float>( panEvent.timeDelta );
-      screenVelocity.y = pan->GetScreenDisplacement().y / static_cast<float>( panEvent.timeDelta );
-      pan->SetScreenVelocity( screenVelocity );
+      screenVelocity.x = pan->GetScreenDisplacement().x / static_cast<float>(panEvent.timeDelta);
+      screenVelocity.y = pan->GetScreenDisplacement().y / static_cast<float>(panEvent.timeDelta);
+      pan->SetScreenVelocity(screenVelocity);
     }
 
     // When the gesture ends, we may incorrectly get a ZERO velocity (as we have lifted our finger without any movement)
     // so we should use the last recorded velocity instead in this scenario.
-    if ( ( state == GestureState::FINISHED ) && ( pan->GetScreenVelocity() == Vector2::ZERO ) &&
-         ( panEvent.timeDelta < MAXIMUM_TIME_WITH_VALID_LAST_VELOCITY ) )
+    if((state == GestureState::FINISHED) && (pan->GetScreenVelocity() == Vector2::ZERO) &&
+       (panEvent.timeDelta < MAXIMUM_TIME_WITH_VALID_LAST_VELOCITY))
     {
-      pan->SetVelocity( mLastVelocity );
-      pan->SetScreenVelocity( mLastScreenVelocity );
+      pan->SetVelocity(mLastVelocity);
+      pan->SetScreenVelocity(mLastScreenVelocity);
     }
     else
     {
       // Store the current velocity for future iterations.
-      mLastVelocity = pan->GetVelocity();
+      mLastVelocity       = pan->GetVelocity();
       mLastScreenVelocity = pan->GetScreenVelocity();
     }
 
-    if ( mSceneObject )
+    if(mSceneObject)
     {
       // We update the scene object directly rather than sending a message.
       // Sending a message could cause unnecessary delays, the scene object ensure thread safe behaviour.
-      mSceneObject->AddGesture( *pan.Get() );
+      mSceneObject->AddGesture(*pan.Get());
     }
 
-    Dali::Actor actorHandle( actor );
+    Dali::Actor actorHandle(actor);
 
     const GestureDetectorContainer::const_iterator endIter = gestureDetectors.end();
-    for ( GestureDetectorContainer::const_iterator iter = gestureDetectors.begin(); iter != endIter; ++iter )
+    for(GestureDetectorContainer::const_iterator iter = gestureDetectors.begin(); iter != endIter; ++iter)
     {
-      static_cast< PanGestureDetector* >( *iter )->EmitPanGestureSignal( actorHandle, Dali::PanGesture( pan.Get() ) );
+      static_cast<PanGestureDetector*>(*iter)->EmitPanGestureSignal(actorHandle, Dali::PanGesture(pan.Get()));
     }
   }
 }
@@ -576,29 +568,29 @@ void PanGestureProcessor::OnGesturedActorStageDisconnection()
   mCurrentPanEmitters.clear();
 }
 
-bool PanGestureProcessor::CheckGestureDetector( GestureDetector* detector, Actor* actor )
+bool PanGestureProcessor::CheckGestureDetector(GestureDetector* detector, Actor* actor)
 {
-  DALI_ASSERT_DEBUG( mCurrentPanEvent );
+  DALI_ASSERT_DEBUG(mCurrentPanEvent);
 
-  bool retVal( false );
-  PanGestureDetector* panDetector( static_cast< PanGestureDetector* >( detector ) );
+  bool                retVal(false);
+  PanGestureDetector* panDetector(static_cast<PanGestureDetector*>(detector));
 
-  if ( ( mCurrentPanEvent->numberOfTouches >= panDetector->GetMinimumTouchesRequired() ) &&
-       ( mCurrentPanEvent->numberOfTouches <= panDetector->GetMaximumTouchesRequired() ) )
+  if((mCurrentPanEvent->numberOfTouches >= panDetector->GetMinimumTouchesRequired()) &&
+     (mCurrentPanEvent->numberOfTouches <= panDetector->GetMaximumTouchesRequired()))
   {
     // Check if the detector requires directional panning.
-    if ( panDetector->RequiresDirectionalPan() && mCurrentRenderTask )
+    if(panDetector->RequiresDirectionalPan() && mCurrentRenderTask)
     {
       // It does, calculate the angle of the pan in local actor coordinates and ensures it fits
       // the detector's criteria.
       RenderTask& renderTaskImpl = *mCurrentRenderTask.Get();
 
       Vector2 startPosition, currentPosition;
-      actor->ScreenToLocal( renderTaskImpl, startPosition.x,   startPosition.y,   mPossiblePanPosition.x,              mPossiblePanPosition.y );
-      actor->ScreenToLocal( renderTaskImpl, currentPosition.x, currentPosition.y, mCurrentPanEvent->currentPosition.x, mCurrentPanEvent->currentPosition.y );
-      Vector2 displacement( currentPosition - startPosition );
+      actor->ScreenToLocal(renderTaskImpl, startPosition.x, startPosition.y, mPossiblePanPosition.x, mPossiblePanPosition.y);
+      actor->ScreenToLocal(renderTaskImpl, currentPosition.x, currentPosition.y, mCurrentPanEvent->currentPosition.x, mCurrentPanEvent->currentPosition.y);
+      Vector2 displacement(currentPosition - startPosition);
 
-      Radian angle( atanf( displacement.y / displacement.x ) );
+      Radian angle(atanf(displacement.y / displacement.x));
 
       /////////////////////////////
       //            |            //
@@ -618,9 +610,9 @@ bool PanGestureProcessor::CheckGestureDetector( GestureDetector* detector, Actor
       // Quadrant 4: As is
       /////////////////////////////
 
-      if ( displacement.x < 0.0f )
+      if(displacement.x < 0.0f)
       {
-        if ( displacement.y >= 0.0f )
+        if(displacement.y >= 0.0f)
         {
           // Quadrant 2
           angle.radian += Math::PI;
@@ -632,7 +624,7 @@ bool PanGestureProcessor::CheckGestureDetector( GestureDetector* detector, Actor
         }
       }
 
-      if ( panDetector->CheckAngleAllowed( angle ) )
+      if(panDetector->CheckAngleAllowed(angle))
       {
         retVal = true;
       }
@@ -646,21 +638,21 @@ bool PanGestureProcessor::CheckGestureDetector( GestureDetector* detector, Actor
   return retVal;
 }
 
-void PanGestureProcessor::EmitGestureSignal( Actor* actor, const GestureDetectorContainer& gestureDetectors, Vector2 actorCoordinates )
+void PanGestureProcessor::EmitGestureSignal(Actor* actor, const GestureDetectorContainer& gestureDetectors, Vector2 actorCoordinates)
 {
-  DALI_ASSERT_DEBUG ( mCurrentPanEvent );
+  DALI_ASSERT_DEBUG(mCurrentPanEvent);
 
   mCurrentPanEmitters.clear();
   ResetActor();
 
-  actor->ScreenToLocal( *mCurrentRenderTask.Get(), actorCoordinates.x, actorCoordinates.y, mCurrentPanEvent->currentPosition.x, mCurrentPanEvent->currentPosition.y );
+  actor->ScreenToLocal(*mCurrentRenderTask.Get(), actorCoordinates.x, actorCoordinates.y, mCurrentPanEvent->currentPosition.x, mCurrentPanEvent->currentPosition.y);
 
-  EmitPanSignal( actor, gestureDetectors, *mCurrentPanEvent, actorCoordinates, mCurrentPanEvent->state, mCurrentRenderTask );
+  EmitPanSignal(actor, gestureDetectors, *mCurrentPanEvent, actorCoordinates, mCurrentPanEvent->state, mCurrentRenderTask);
 
-  if ( actor->OnScene() )
+  if(actor->OnScene())
   {
     mCurrentPanEmitters = gestureDetectors;
-    SetActor( actor );
+    SetActor(actor);
   }
 }
 
index 216102c..5d73dc3 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
 // INTERNAL INCLUDES
 #include <dali/public-api/events/wheel-event.h>
 
-#include <dali/public-api/math/vector2.h>
+#include <dali/integration-api/debug.h>
 #include <dali/integration-api/events/wheel-event-integ.h>
 #include <dali/internal/event/actors/actor-impl.h>
 #include <dali/internal/event/common/scene-impl.h>
 #include <dali/internal/event/events/hit-test-algorithm-impl.h>
 #include <dali/internal/event/events/wheel-event-impl.h>
+#include <dali/public-api/math/vector2.h>
 
 namespace Dali
 {
-
 namespace Internal
 {
-
 namespace
 {
-
 #if defined(DEBUG_ENABLED)
 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_WHEEL_PROCESSOR");
 #endif
@@ -44,40 +42,40 @@ Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_WHE
 /**
  *  Recursively deliver events to the actor and its parents, until the event is consumed or the stage is reached.
  */
-Dali::Actor EmitWheelSignals( Dali::Actor actor, const Dali::WheelEvent& event )
+Dali::Actor EmitWheelSignals(Dali::Actor actor, const Dali::WheelEvent& event)
 {
   Dali::Actor consumedActor;
 
-  if ( actor )
+  if(actor)
   {
-    Dali::Actor oldParent( actor.GetParent() );
+    Dali::Actor oldParent(actor.GetParent());
 
-    Actor& actorImpl( GetImplementation(actor) );
+    Actor& actorImpl(GetImplementation(actor));
 
-    bool consumed( false );
+    bool consumed(false);
 
     // Only do the conversion and emit the signal if the actor's wheel signal has connections.
-    if ( actorImpl.GetWheelEventRequired() )
+    if(actorImpl.GetWheelEventRequired())
     {
       // Emit the signal to the parent
-      consumed = actorImpl.EmitWheelEventSignal( event );
+      consumed = actorImpl.EmitWheelEventSignal(event);
     }
 
-    if ( consumed )
+    if(consumed)
     {
       // One of this actor's listeners has consumed the event so set this actor as the consumed actor.
-      consumedActor = Dali::Actor( &actorImpl );
+      consumedActor = Dali::Actor(&actorImpl);
     }
     else
     {
       // The actor may have been removed/reparented during the signal callbacks.
       Dali::Actor parent = actor.GetParent();
 
-      if ( parent &&
-           (parent == oldParent) )
+      if(parent &&
+         (parent == oldParent))
       {
         // One of the actor's parents may consumed the event and they should be set as the consumed actor.
-        consumedActor = EmitWheelSignals( parent, event );
+        consumedActor = EmitWheelSignals(parent, event);
       }
     }
   }
@@ -92,12 +90,12 @@ bool IsActorWheelableFunction(Dali::Actor actor, Dali::HitTestAlgorithm::Travers
 {
   bool hittable = false;
 
-  switch (type)
+  switch(type)
   {
     case Dali::HitTestAlgorithm::CHECK_ACTOR:
     {
-      if( GetImplementation(actor).GetWheelEventRequired() && // Does the Application or derived actor type require a wheel event?
-          GetImplementation(actor).IsHittable() )
+      if(GetImplementation(actor).GetWheelEventRequired() && // Does the Application or derived actor type require a wheel event?
+         GetImplementation(actor).IsHittable())
       {
         hittable = true;
       }
@@ -105,7 +103,7 @@ bool IsActorWheelableFunction(Dali::Actor actor, Dali::HitTestAlgorithm::Travers
     }
     case Dali::HitTestAlgorithm::DESCEND_ACTOR_TREE:
     {
-      if( actor.GetProperty< bool >( Dali::Actor::Property::VISIBLE ) ) // Actor is visible, if not visible then none of its children are visible.
+      if(actor.GetProperty<bool>(Dali::Actor::Property::VISIBLE)) // Actor is visible, if not visible then none of its children are visible.
       {
         hittable = true;
       }
@@ -122,40 +120,35 @@ bool IsActorWheelableFunction(Dali::Actor actor, Dali::HitTestAlgorithm::Travers
 
 } // unnamed namespace
 
-
-WheelEventProcessor::WheelEventProcessor( Scene& scene )
-: mScene( scene )
+WheelEventProcessor::WheelEventProcessor(Scene& scene)
+: mScene(scene)
 {
 }
 
 WheelEventProcessor::~WheelEventProcessor() = default;
 
-void WheelEventProcessor::ProcessWheelEvent( const Integration::WheelEvent& event )
+void WheelEventProcessor::ProcessWheelEvent(const Integration::WheelEvent& event)
 {
-  WheelEventPtr wheelEvent = WheelEvent::New( static_cast< Dali::WheelEvent::Type >( event.type ), event.direction, event.modifiers, event.point, event.delta, event.timeStamp );
-  Dali::WheelEvent wheelEventHandle( wheelEvent.Get() );
+  WheelEventPtr    wheelEvent = WheelEvent::New(static_cast<Dali::WheelEvent::Type>(event.type), event.direction, event.modifiers, event.point, event.delta, event.timeStamp);
+  Dali::WheelEvent wheelEventHandle(wheelEvent.Get());
 
-  if( wheelEvent->GetType() == Dali::WheelEvent::MOUSE_WHEEL )
+  if(wheelEvent->GetType() == Dali::WheelEvent::MOUSE_WHEEL)
   {
     Dali::HitTestAlgorithm::Results hitTestResults;
-    HitTestAlgorithm::HitTest( mScene.GetSize(), mScene.GetRenderTaskList(), mScene.GetLayerList(), event.point, hitTestResults, IsActorWheelableFunction );
+    HitTestAlgorithm::HitTest(mScene.GetSize(), mScene.GetRenderTaskList(), mScene.GetLayerList(), event.point, hitTestResults, IsActorWheelableFunction);
 
-    DALI_LOG_INFO( gLogFilter, Debug::General, "  Screen(%.0f, %.0f), HitActor(%p, %s), Local(%.2f, %.2f)\n",
-                   event.point.x, event.point.y,
-                   ( hitTestResults.actor ? reinterpret_cast< void* >( &hitTestResults.actor.GetBaseObject() ) : NULL ),
-                   ( hitTestResults.actor ? hitTestResults.actor.GetProperty< std::string >( Dali::Actor::Property::NAME ).c_str() : "" ),
-                   hitTestResults.actorCoordinates.x, hitTestResults.actorCoordinates.y );
+    DALI_LOG_INFO(gLogFilter, Debug::General, "  Screen(%.0f, %.0f), HitActor(%p, %s), Local(%.2f, %.2f)\n", event.point.x, event.point.y, (hitTestResults.actor ? reinterpret_cast<void*>(&hitTestResults.actor.GetBaseObject()) : NULL), (hitTestResults.actor ? hitTestResults.actor.GetProperty<std::string>(Dali::Actor::Property::NAME).c_str() : ""), hitTestResults.actorCoordinates.x, hitTestResults.actorCoordinates.y);
 
     // Recursively deliver events to the actor and its parents, until the event is consumed or the stage is reached.
-    Dali::Actor consumedActor = EmitWheelSignals( hitTestResults.actor, wheelEventHandle );
+    Dali::Actor consumedActor = EmitWheelSignals(hitTestResults.actor, wheelEventHandle);
 
-    DALI_LOG_INFO( gLogFilter, Debug::Concise, "HitActor:      (%p) %s\n", hitTestResults.actor ? reinterpret_cast< void* >( &hitTestResults.actor.GetBaseObject() ) : NULL, hitTestResults.actor ? hitTestResults.actor.GetProperty< std::string >( Dali::Actor::Property::NAME ).c_str() : "" );
-    DALI_LOG_INFO( gLogFilter, Debug::Concise, "ConsumedActor: (%p) %s\n", consumedActor ? reinterpret_cast< void* >( &consumedActor.GetBaseObject() ) : NULL, consumedActor ? consumedActor.GetProperty< std::string >( Dali::Actor::Property::NAME ).c_str() : "" );
+    DALI_LOG_INFO(gLogFilter, Debug::Concise, "HitActor:      (%p) %s\n", hitTestResults.actor ? reinterpret_cast<void*>(&hitTestResults.actor.GetBaseObject()) : NULL, hitTestResults.actor ? hitTestResults.actor.GetProperty<std::string>(Dali::Actor::Property::NAME).c_str() : "");
+    DALI_LOG_INFO(gLogFilter, Debug::Concise, "ConsumedActor: (%p) %s\n", consumedActor ? reinterpret_cast<void*>(&consumedActor.GetBaseObject()) : NULL, consumedActor ? consumedActor.GetProperty<std::string>(Dali::Actor::Property::NAME).c_str() : "");
   }
   else
   {
     // if CUSTOM_WHEEL, emit the wheel event signal from the scene.
-    mScene.EmitWheelEventSignal( wheelEventHandle );
+    mScene.EmitWheelEventSignal(wheelEventHandle);
   }
 }
 
index 5e775ae..f132736 100644 (file)
 #include <dali/devel-api/threading/thread-pool.h>
 #include <dali/integration-api/core.h>
 #include <dali/integration-api/gl-context-helper-abstraction.h>
+
 #include <dali/internal/event/common/scene-impl.h>
+
+#include <dali/internal/update/common/scene-graph-scene.h>
+#include <dali/internal/update/render-tasks/scene-graph-camera.h>
+
 #include <dali/internal/render/common/render-algorithms.h>
 #include <dali/internal/render/common/render-debug.h>
+#include <dali/internal/render/common/render-instruction.h>
 #include <dali/internal/render/common/render-tracker.h>
 #include <dali/internal/render/queue/render-queue.h>
+#include <dali/internal/render/renderers/render-frame-buffer.h>
+#include <dali/internal/render/renderers/render-texture.h>
 #include <dali/internal/render/shaders/program-controller.h>
 
 namespace Dali
index 8f61127..f828f2e 100644 (file)
@@ -2,7 +2,7 @@
 #define DALI_INTERNAL_SCENE_GRAPH_RENDER_DATA_PROVIDER_H
 
 /*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
  *
  */
 
-#include <dali/public-api/common/vector-wrapper.h>
-#include <dali/public-api/rendering/renderer.h>
 #include <dali/internal/render/data-providers/node-data-provider.h>
 #include <dali/internal/render/data-providers/uniform-map-data-provider.h>
-#include <dali/internal/render/renderers/render-sampler.h>
-#include <dali/internal/render/renderers/render-texture.h>
 #include <dali/internal/update/common/animatable-property.h>
+#include <dali/public-api/common/vector-wrapper.h>
+#include <dali/public-api/rendering/renderer.h>
 
 namespace Dali
 {
 namespace Internal
 {
-
 struct BlendingOptions;
 
+namespace Render
+{
+class Texture;
+class Sampler;
+} // namespace Render
+
 namespace SceneGraph
 {
 class Shader;
@@ -55,7 +58,7 @@ public:
    * The RendererAttachment that creates this object will initialize the members
    * directly.
    */
-  RenderDataProvider( AnimatableProperty< float >& opacity );
+  RenderDataProvider(AnimatableProperty<float>& opacity);
 
   /**
    * Destructor
@@ -63,7 +66,6 @@ public:
   ~RenderDataProvider();
 
 public:
-
   /**
    * Set the uniform map data provider
    * @param[in] uniformMapDataProvider The uniform map data provider
@@ -79,7 +81,7 @@ public:
    * Set the shader data provider
    * @param[in] shader The shader data provider
    */
-  void SetShader( Shader& shader );
+  void SetShader(Shader& shader);
 
   /**
    * Returns the shader
@@ -103,22 +105,21 @@ public:
    * Get the opacity
    * @return The opacity
    */
-  float GetOpacity( BufferIndex bufferIndex );
+  float GetOpacity(BufferIndex bufferIndex);
 
 private:
-
-  const UniformMapDataProvider*    mUniformMapDataProvider;
-  Shader*                          mShader;
-  std::vector<Render::Texture*>    mTextures;
-  Samplers                         mSamplers;
-  AnimatableProperty< float >&     mOpacity;
+  const UniformMapDataProvider* mUniformMapDataProvider;
+  Shader*                       mShader;
+  std::vector<Render::Texture*> mTextures;
+  Samplers                      mSamplers;
+  AnimatableProperty<float>&    mOpacity;
 
   // Give Renderer access to our private data to reduce copying vectors on construction.
   friend class Renderer;
 };
 
-} // SceneGraph
-} // Internal
-} // Dali
+} // namespace SceneGraph
+} // namespace Internal
+} // namespace Dali
 
 #endif // DALI_INTERNAL_SCENE_GRAPH_RENDER_DATA_PROVIDER_H
index 518c1de..cea62ab 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
 
 // INTERNAL INCLUDES
 #include <dali/internal/common/image-sampler.h>
+#include <dali/internal/render/common/render-instruction.h>
+#include <dali/internal/render/data-providers/node-data-provider.h>
+#include <dali/internal/render/data-providers/uniform-map-data-provider.h>
 #include <dali/internal/render/gl-resources/context.h>
 #include <dali/internal/render/renderers/render-sampler.h>
-#include <dali/internal/render/shaders/scene-graph-shader.h>
+#include <dali/internal/render/renderers/render-texture.h>
 #include <dali/internal/render/shaders/program.h>
-#include <dali/internal/render/data-providers/node-data-provider.h>
-#include <dali/internal/render/data-providers/uniform-map-data-provider.h>
-#include <dali/internal/render/common/render-instruction.h>
+#include <dali/internal/render/shaders/scene-graph-shader.h>
 
 namespace Dali
 {
-
 namespace Internal
 {
-
 namespace
 {
-
-
 /**
  * Helper to set view and projection matrices once per program
  * @param program to set the matrices to
@@ -47,147 +44,144 @@ namespace
  * @param modelViewMatrix to set
  * @param modelViewProjectionMatrix to set
  */
-inline void SetMatrices( Program& program,
-                         const Matrix& modelMatrix,
-                         const Matrix& viewMatrix,
-                         const Matrix& projectionMatrix,
-                         const Matrix& modelViewMatrix )
-{
-  GLint loc = program.GetUniformLocation( Program::UNIFORM_MODEL_MATRIX );
-  if( Program::UNIFORM_UNKNOWN != loc )
+inline void SetMatrices(Program&      program,
+                        const Matrix& modelMatrix,
+                        const Matrix& viewMatrix,
+                        const Matrix& projectionMatrix,
+                        const Matrix& modelViewMatrix)
+{
+  GLint loc = program.GetUniformLocation(Program::UNIFORM_MODEL_MATRIX);
+  if(Program::UNIFORM_UNKNOWN != loc)
   {
-    program.SetUniformMatrix4fv( loc, 1, modelMatrix.AsFloat() );
+    program.SetUniformMatrix4fv(loc, 1, modelMatrix.AsFloat());
   }
-  loc = program.GetUniformLocation( Program::UNIFORM_VIEW_MATRIX );
-  if( Program::UNIFORM_UNKNOWN != loc )
+  loc = program.GetUniformLocation(Program::UNIFORM_VIEW_MATRIX);
+  if(Program::UNIFORM_UNKNOWN != loc)
   {
-    if( program.GetViewMatrix() != &viewMatrix )
+    if(program.GetViewMatrix() != &viewMatrix)
     {
-      program.SetViewMatrix( &viewMatrix );
-      program.SetUniformMatrix4fv( loc, 1, viewMatrix.AsFloat() );
+      program.SetViewMatrix(&viewMatrix);
+      program.SetUniformMatrix4fv(loc, 1, viewMatrix.AsFloat());
     }
   }
   // set projection matrix if program has not yet received it this frame or if it is dirty
-  loc = program.GetUniformLocation( Program::UNIFORM_PROJECTION_MATRIX );
-  if( Program::UNIFORM_UNKNOWN != loc )
+  loc = program.GetUniformLocation(Program::UNIFORM_PROJECTION_MATRIX);
+  if(Program::UNIFORM_UNKNOWN != loc)
   {
-    if( program.GetProjectionMatrix() != &projectionMatrix )
+    if(program.GetProjectionMatrix() != &projectionMatrix)
     {
-      program.SetProjectionMatrix( &projectionMatrix );
-      program.SetUniformMatrix4fv( loc, 1, projectionMatrix.AsFloat() );
+      program.SetProjectionMatrix(&projectionMatrix);
+      program.SetUniformMatrix4fv(loc, 1, projectionMatrix.AsFloat());
     }
   }
   loc = program.GetUniformLocation(Program::UNIFORM_MODELVIEW_MATRIX);
-  if( Program::UNIFORM_UNKNOWN != loc )
+  if(Program::UNIFORM_UNKNOWN != loc)
   {
-    program.SetUniformMatrix4fv( loc, 1, modelViewMatrix.AsFloat() );
+    program.SetUniformMatrix4fv(loc, 1, modelViewMatrix.AsFloat());
   }
 
-  loc = program.GetUniformLocation( Program::UNIFORM_MVP_MATRIX );
-  if( Program::UNIFORM_UNKNOWN != loc )
+  loc = program.GetUniformLocation(Program::UNIFORM_MVP_MATRIX);
+  if(Program::UNIFORM_UNKNOWN != loc)
   {
     Matrix modelViewProjectionMatrix(false);
-    Matrix::Multiply( modelViewProjectionMatrix, modelViewMatrix, projectionMatrix );
-    program.SetUniformMatrix4fv( loc, 1, modelViewProjectionMatrix.AsFloat() );
+    Matrix::Multiply(modelViewProjectionMatrix, modelViewMatrix, projectionMatrix);
+    program.SetUniformMatrix4fv(loc, 1, modelViewProjectionMatrix.AsFloat());
   }
 
-  loc = program.GetUniformLocation( Program::UNIFORM_NORMAL_MATRIX );
-  if( Program::UNIFORM_UNKNOWN != loc )
+  loc = program.GetUniformLocation(Program::UNIFORM_NORMAL_MATRIX);
+  if(Program::UNIFORM_UNKNOWN != loc)
   {
     Matrix3 normalMatrix;
     normalMatrix = modelViewMatrix;
     normalMatrix.Invert();
     normalMatrix.Transpose();
-    program.SetUniformMatrix3fv( loc, 1, normalMatrix.AsFloat() );
+    program.SetUniformMatrix3fv(loc, 1, normalMatrix.AsFloat());
   }
 }
 
-}
+} // namespace
 
 namespace Render
 {
-
-Renderer* Renderer::New( SceneGraph::RenderDataProvider* dataProvider,
-                         Render::Geometry* geometry,
-                         uint32_t blendingBitmask,
-                         const Vector4& blendColor,
-                         FaceCullingMode::Type faceCullingMode,
-                         bool preMultipliedAlphaEnabled,
-                         DepthWriteMode::Type depthWriteMode,
-                         DepthTestMode::Type depthTestMode,
-                         DepthFunction::Type depthFunction,
-                         StencilParameters& stencilParameters )
-{
-  return new Renderer( dataProvider, geometry, blendingBitmask, blendColor,
-                       faceCullingMode, preMultipliedAlphaEnabled, depthWriteMode, depthTestMode,
-                       depthFunction, stencilParameters );
-}
-
-Renderer::Renderer( SceneGraph::RenderDataProvider* dataProvider,
-                    Render::Geometry* geometry,
-                    uint32_t blendingBitmask,
-                    const Vector4& blendColor,
-                    FaceCullingMode::Type faceCullingMode,
-                    bool preMultipliedAlphaEnabled,
-                    DepthWriteMode::Type depthWriteMode,
-                    DepthTestMode::Type depthTestMode,
-                    DepthFunction::Type depthFunction,
-                    StencilParameters& stencilParameters )
-: mRenderDataProvider( dataProvider ),
-  mContext( nullptr),
-  mGeometry( geometry ),
+Renderer* Renderer::New(SceneGraph::RenderDataProvider* dataProvider,
+                        Render::Geometry*               geometry,
+                        uint32_t                        blendingBitmask,
+                        const Vector4&                  blendColor,
+                        FaceCullingMode::Type           faceCullingMode,
+                        bool                            preMultipliedAlphaEnabled,
+                        DepthWriteMode::Type            depthWriteMode,
+                        DepthTestMode::Type             depthTestMode,
+                        DepthFunction::Type             depthFunction,
+                        StencilParameters&              stencilParameters)
+{
+  return new Renderer(dataProvider, geometry, blendingBitmask, blendColor, faceCullingMode, preMultipliedAlphaEnabled, depthWriteMode, depthTestMode, depthFunction, stencilParameters);
+}
+
+Renderer::Renderer(SceneGraph::RenderDataProvider* dataProvider,
+                   Render::Geometry*               geometry,
+                   uint32_t                        blendingBitmask,
+                   const Vector4&                  blendColor,
+                   FaceCullingMode::Type           faceCullingMode,
+                   bool                            preMultipliedAlphaEnabled,
+                   DepthWriteMode::Type            depthWriteMode,
+                   DepthTestMode::Type             depthTestMode,
+                   DepthFunction::Type             depthFunction,
+                   StencilParameters&              stencilParameters)
+: mRenderDataProvider(dataProvider),
+  mContext(nullptr),
+  mGeometry(geometry),
   mUniformIndexMap(),
   mAttributesLocation(),
   mUniformsHash(),
-  mStencilParameters( stencilParameters ),
+  mStencilParameters(stencilParameters),
   mBlendingOptions(),
-  mIndexedDrawFirstElement( 0 ),
-  mIndexedDrawElementsCount( 0 ),
-  mDepthFunction( depthFunction ),
-  mFaceCullingMode( faceCullingMode ),
-  mDepthWriteMode( depthWriteMode ),
-  mDepthTestMode( depthTestMode ),
-  mUpdateAttributesLocation( true ),
-  mPremultipledAlphaEnabled( preMultipliedAlphaEnabled ),
-  mShaderChanged( false ),
-  mUpdated( true )
-{
-  if( blendingBitmask != 0u )
+  mIndexedDrawFirstElement(0),
+  mIndexedDrawElementsCount(0),
+  mDepthFunction(depthFunction),
+  mFaceCullingMode(faceCullingMode),
+  mDepthWriteMode(depthWriteMode),
+  mDepthTestMode(depthTestMode),
+  mUpdateAttributesLocation(true),
+  mPremultipledAlphaEnabled(preMultipliedAlphaEnabled),
+  mShaderChanged(false),
+  mUpdated(true)
+{
+  if(blendingBitmask != 0u)
   {
-    mBlendingOptions.SetBitmask( blendingBitmask );
+    mBlendingOptions.SetBitmask(blendingBitmask);
   }
 
-  mBlendingOptions.SetBlendColor( blendColor );
+  mBlendingOptions.SetBlendColor(blendColor);
 }
 
-void Renderer::Initialize( Context& context )
+void Renderer::Initialize(Context& context)
 {
   mContext = &context;
 }
 
 Renderer::~Renderer() = default;
 
-void Renderer::SetGeometry( Render::Geometry* geometry )
+void Renderer::SetGeometry(Render::Geometry* geometry)
 {
-  mGeometry = geometry;
+  mGeometry                 = geometry;
   mUpdateAttributesLocation = true;
 }
-void Renderer::SetDrawCommands( Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size )
+void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
 {
   mDrawCommands.clear();
-  mDrawCommands.insert( mDrawCommands.end(), pDrawCommands, pDrawCommands+size );
+  mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
 }
 
-void Renderer::SetBlending( Context& context, bool blend )
+void Renderer::SetBlending(Context& context, bool blend)
 {
-  context.SetBlend( blend );
-  if( blend )
+  context.SetBlend(blend);
+  if(blend)
   {
     // Blend color is optional and rarely used
     const Vector4* blendColor = mBlendingOptions.GetBlendColor();
-    if( blendColor )
+    if(blendColor)
     {
-      context.SetCustomBlendColor( *blendColor );
+      context.SetCustomBlendColor(*blendColor);
     }
     else
     {
@@ -195,26 +189,26 @@ void Renderer::SetBlending( Context& context, bool blend )
     }
 
     // Set blend source & destination factors
-    context.BlendFuncSeparate( mBlendingOptions.GetBlendSrcFactorRgb(),
-                               mBlendingOptions.GetBlendDestFactorRgb(),
-                               mBlendingOptions.GetBlendSrcFactorAlpha(),
-                               mBlendingOptions.GetBlendDestFactorAlpha() );
+    context.BlendFuncSeparate(mBlendingOptions.GetBlendSrcFactorRgb(),
+                              mBlendingOptions.GetBlendDestFactorRgb(),
+                              mBlendingOptions.GetBlendSrcFactorAlpha(),
+                              mBlendingOptions.GetBlendDestFactorAlpha());
 
     // Set blend equations
     Dali::DevelBlendEquation::Type rgbEquation   = mBlendingOptions.GetBlendEquationRgb();
     Dali::DevelBlendEquation::Type alphaEquation = mBlendingOptions.GetBlendEquationAlpha();
 
-    if( mBlendingOptions.IsAdvancedBlendEquationApplied() && mPremultipledAlphaEnabled )
+    if(mBlendingOptions.IsAdvancedBlendEquationApplied() && mPremultipledAlphaEnabled)
     {
-      if( rgbEquation != alphaEquation )
+      if(rgbEquation != alphaEquation)
       {
-        DALI_LOG_ERROR( "Advanced Blend Equation have to be appried by using BlendEquation.\n" );
+        DALI_LOG_ERROR("Advanced Blend Equation have to be appried by using BlendEquation.\n");
       }
-      context.BlendEquation( rgbEquation );
+      context.BlendEquation(rgbEquation);
     }
     else
     {
-      context.BlendEquationSeparate( rgbEquation, alphaEquation );
+      context.BlendEquationSeparate(rgbEquation, alphaEquation);
     }
   }
 
@@ -230,133 +224,133 @@ void Renderer::GlCleanup()
 {
 }
 
-void Renderer::SetUniforms( BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program )
+void Renderer::SetUniforms(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program)
 {
   // Check if the map has changed
-  DALI_ASSERT_DEBUG( mRenderDataProvider && "No Uniform map data provider available" );
+  DALI_ASSERT_DEBUG(mRenderDataProvider && "No Uniform map data provider available");
 
   const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap();
 
-  if( uniformMapDataProvider.GetUniformMapChanged( bufferIndex ) ||
-      node.GetUniformMapChanged(bufferIndex) ||
-      mUniformIndexMap.Count() == 0 ||
-      mShaderChanged )
+  if(uniformMapDataProvider.GetUniformMapChanged(bufferIndex) ||
+     node.GetUniformMapChanged(bufferIndex) ||
+     mUniformIndexMap.Count() == 0 ||
+     mShaderChanged)
   {
     // Reset shader pointer
     mShaderChanged = false;
 
-    const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap( bufferIndex );
-    const SceneGraph::CollectedUniformMap& uniformMapNode = node.GetUniformMap( bufferIndex );
+    const SceneGraph::CollectedUniformMap& uniformMap     = uniformMapDataProvider.GetUniformMap(bufferIndex);
+    const SceneGraph::CollectedUniformMap& uniformMapNode = node.GetUniformMap(bufferIndex);
 
-    uint32_t maxMaps = static_cast<uint32_t>( uniformMap.Count() + uniformMapNode.Count() ); // 4,294,967,295 maps should be enough
-    mUniformIndexMap.Clear(); // Clear contents, but keep memory if we don't change size
-    mUniformIndexMap.Resize( maxMaps );
+    uint32_t maxMaps = static_cast<uint32_t>(uniformMap.Count() + uniformMapNode.Count()); // 4,294,967,295 maps should be enough
+    mUniformIndexMap.Clear();                                                              // Clear contents, but keep memory if we don't change size
+    mUniformIndexMap.Resize(maxMaps);
 
     uint32_t mapIndex = 0;
-    for(; mapIndex < uniformMap.Count() ; ++mapIndex )
+    for(; mapIndex < uniformMap.Count(); ++mapIndex)
     {
       mUniformIndexMap[mapIndex].propertyValue = uniformMap[mapIndex].propertyPtr;
       mUniformIndexMap[mapIndex].uniformIndex  = program.RegisterUniform(uniformMap[mapIndex].uniformName);
     }
 
-    for( uint32_t nodeMapIndex = 0; nodeMapIndex < uniformMapNode.Count() ; ++nodeMapIndex )
+    for(uint32_t nodeMapIndex = 0; nodeMapIndex < uniformMapNode.Count(); ++nodeMapIndex)
     {
       uint32_t uniformIndex = program.RegisterUniform(uniformMapNode[nodeMapIndex].uniformName);
-      bool found(false);
-      for( uint32_t i = 0; i<uniformMap.Count(); ++i )
+      bool     found(false);
+      for(uint32_t i = 0; i < uniformMap.Count(); ++i)
       {
-        if( mUniformIndexMap[i].uniformIndex == uniformIndex )
+        if(mUniformIndexMap[i].uniformIndex == uniformIndex)
         {
           mUniformIndexMap[i].propertyValue = uniformMapNode[nodeMapIndex].propertyPtr;
-          found = true;
+          found                             = true;
           break;
         }
       }
 
-      if( !found )
+      if(!found)
       {
         mUniformIndexMap[mapIndex].propertyValue = uniformMapNode[nodeMapIndex].propertyPtr;
-        mUniformIndexMap[mapIndex].uniformIndex = uniformIndex;
+        mUniformIndexMap[mapIndex].uniformIndex  = uniformIndex;
         ++mapIndex;
       }
     }
 
-    mUniformIndexMap.Resize( mapIndex );
+    mUniformIndexMap.Resize(mapIndex);
   }
 
   // Set uniforms in local map
-  for( UniformIndexMappings::Iterator iter = mUniformIndexMap.Begin(),
-         end = mUniformIndexMap.End() ;
-       iter != end ;
-       ++iter )
+  for(UniformIndexMappings::Iterator iter = mUniformIndexMap.Begin(),
+                                     end  = mUniformIndexMap.End();
+      iter != end;
+      ++iter)
   {
-    SetUniformFromProperty( bufferIndex, program, *iter );
+    SetUniformFromProperty(bufferIndex, program, *iter);
   }
 
-  GLint sizeLoc = program.GetUniformLocation( Program::UNIFORM_SIZE );
-  if( -1 != sizeLoc )
+  GLint sizeLoc = program.GetUniformLocation(Program::UNIFORM_SIZE);
+  if(-1 != sizeLoc)
   {
-    program.SetSizeUniform3f( sizeLoc, size.x, size.y, size.z );
+    program.SetSizeUniform3f(sizeLoc, size.x, size.y, size.z);
   }
 }
 
-void Renderer::SetUniformFromProperty( BufferIndex bufferIndex, Program& program, UniformIndexMap& map )
+void Renderer::SetUniformFromProperty(BufferIndex bufferIndex, Program& program, UniformIndexMap& map)
 {
   GLint location = program.GetUniformLocation(map.uniformIndex);
-  if( Program::UNIFORM_UNKNOWN != location )
+  if(Program::UNIFORM_UNKNOWN != location)
   {
     // switch based on property type to use correct GL uniform setter
-    switch ( map.propertyValue->GetType() )
+    switch(map.propertyValue->GetType())
     {
       case Property::INTEGER:
       {
-        program.SetUniform1i( location, map.propertyValue->GetInteger( bufferIndex ) );
+        program.SetUniform1i(location, map.propertyValue->GetInteger(bufferIndex));
         break;
       }
       case Property::FLOAT:
       {
-        program.SetUniform1f( location, map.propertyValue->GetFloat( bufferIndex ) );
+        program.SetUniform1f(location, map.propertyValue->GetFloat(bufferIndex));
         break;
       }
       case Property::VECTOR2:
       {
-        Vector2 value( map.propertyValue->GetVector2( bufferIndex ) );
-        program.SetUniform2f( location, value.x, value.y );
+        Vector2 value(map.propertyValue->GetVector2(bufferIndex));
+        program.SetUniform2f(location, value.x, value.y);
         break;
       }
 
       case Property::VECTOR3:
       {
-        Vector3 value( map.propertyValue->GetVector3( bufferIndex ) );
-        program.SetUniform3f( location, value.x, value.y, value.z );
+        Vector3 value(map.propertyValue->GetVector3(bufferIndex));
+        program.SetUniform3f(location, value.x, value.y, value.z);
         break;
       }
 
       case Property::VECTOR4:
       {
-        Vector4 value( map.propertyValue->GetVector4( bufferIndex ) );
-        program.SetUniform4f( location, value.x, value.y, value.z, value.w );
+        Vector4 value(map.propertyValue->GetVector4(bufferIndex));
+        program.SetUniform4f(location, value.x, value.y, value.z, value.w);
         break;
       }
 
       case Property::ROTATION:
       {
-        Quaternion value( map.propertyValue->GetQuaternion( bufferIndex ) );
-        program.SetUniform4f( location, value.mVector.x, value.mVector.y, value.mVector.z, value.mVector.w );
+        Quaternion value(map.propertyValue->GetQuaternion(bufferIndex));
+        program.SetUniform4f(location, value.mVector.x, value.mVector.y, value.mVector.z, value.mVector.w);
         break;
       }
 
       case Property::MATRIX:
       {
         const Matrix& value = map.propertyValue->GetMatrix(bufferIndex);
-        program.SetUniformMatrix4fv(location, 1, value.AsFloat() );
+        program.SetUniformMatrix4fv(location, 1, value.AsFloat());
         break;
       }
 
       case Property::MATRIX3:
       {
         const Matrix3& value = map.propertyValue->GetMatrix3(bufferIndex);
-        program.SetUniformMatrix3fv(location, 1, value.AsFloat() );
+        program.SetUniformMatrix3fv(location, 1, value.AsFloat());
         break;
       }
 
@@ -369,23 +363,23 @@ void Renderer::SetUniformFromProperty( BufferIndex bufferIndex, Program& program
   }
 }
 
-bool Renderer::BindTextures( Context& context, Program& program, Vector<GLuint>& boundTextures )
+bool Renderer::BindTextures(Context& context, Program& program, Vector<GLuint>& boundTextures)
 {
   uint32_t textureUnit = 0;
-  bool result = true;
+  bool     result      = true;
 
-  GLint uniformLocation(-1);
-  std::vector<Render::Sampler*>& samplers( mRenderDataProvider->GetSamplers() );
-  std::vector<Render::Texture*>& textures( mRenderDataProvider->GetTextures() );
-  for( uint32_t i = 0; i < static_cast<uint32_t>( textures.size() ) && result; ++i ) // not expecting more than uint32_t of textures
+  GLint                          uniformLocation(-1);
+  std::vector<Render::Sampler*>& samplers(mRenderDataProvider->GetSamplers());
+  std::vector<Render::Texture*>& textures(mRenderDataProvider->GetTextures());
+  for(uint32_t i = 0; i < static_cast<uint32_t>(textures.size()) && result; ++i) // not expecting more than uint32_t of textures
   {
-    if( textures[i] )
+    if(textures[i])
     {
-      result = textures[i]->Bind(context, textureUnit, samplers[i] );
-      boundTextures.PushBack( textures[i]->GetId() );
-      if( result && program.GetSamplerUniformLocation( i, uniformLocation ) )
+      result = textures[i]->Bind(context, textureUnit, samplers[i]);
+      boundTextures.PushBack(textures[i]->GetId());
+      if(result && program.GetSamplerUniformLocation(i, uniformLocation))
       {
-        program.SetUniform1i( uniformLocation, textureUnit );
+        program.SetUniform1i(uniformLocation, textureUnit);
         ++textureUnit;
       }
     }
@@ -394,52 +388,52 @@ bool Renderer::BindTextures( Context& context, Program& program, Vector<GLuint>&
   return result;
 }
 
-void Renderer::SetFaceCullingMode( FaceCullingMode::Type mode )
+void Renderer::SetFaceCullingMode(FaceCullingMode::Type mode)
 {
-  mFaceCullingMode =  mode;
-  mUpdated = true;
+  mFaceCullingMode = mode;
+  mUpdated         = true;
 }
 
-void Renderer::SetBlendingBitMask( uint32_t bitmask )
+void Renderer::SetBlendingBitMask(uint32_t bitmask)
 {
-  mBlendingOptions.SetBitmask( bitmask );
+  mBlendingOptions.SetBitmask(bitmask);
   mUpdated = true;
 }
 
-void Renderer::SetBlendColor( const Vector4& color )
+void Renderer::SetBlendColor(const Vector4& color)
 {
-  mBlendingOptions.SetBlendColor( color );
+  mBlendingOptions.SetBlendColor(color);
   mUpdated = true;
 }
 
-void Renderer::SetIndexedDrawFirstElement( uint32_t firstElement )
+void Renderer::SetIndexedDrawFirstElement(uint32_t firstElement)
 {
   mIndexedDrawFirstElement = firstElement;
-  mUpdated = true;
+  mUpdated                 = true;
 }
 
-void Renderer::SetIndexedDrawElementsCount( uint32_t elementsCount )
+void Renderer::SetIndexedDrawElementsCount(uint32_t elementsCount)
 {
   mIndexedDrawElementsCount = elementsCount;
-  mUpdated = true;
+  mUpdated                  = true;
 }
 
-void Renderer::EnablePreMultipliedAlpha( bool enable )
+void Renderer::EnablePreMultipliedAlpha(bool enable)
 {
   mPremultipledAlphaEnabled = enable;
-  mUpdated = true;
+  mUpdated                  = true;
 }
 
-void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
+void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode)
 {
   mDepthWriteMode = depthWriteMode;
-  mUpdated = true;
+  mUpdated        = true;
 }
 
-void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
+void Renderer::SetDepthTestMode(DepthTestMode::Type depthTestMode)
 {
   mDepthTestMode = depthTestMode;
-  mUpdated = true;
+  mUpdated       = true;
 }
 
 DepthWriteMode::Type Renderer::GetDepthWriteMode() const
@@ -452,10 +446,10 @@ DepthTestMode::Type Renderer::GetDepthTestMode() const
   return mDepthTestMode;
 }
 
-void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
+void Renderer::SetDepthFunction(DepthFunction::Type depthFunction)
 {
   mDepthFunction = depthFunction;
-  mUpdated = true;
+  mUpdated       = true;
 }
 
 DepthFunction::Type Renderer::GetDepthFunction() const
@@ -463,10 +457,10 @@ DepthFunction::Type Renderer::GetDepthFunction() const
   return mDepthFunction;
 }
 
-void Renderer::SetRenderMode( RenderMode::Type renderMode )
+void Renderer::SetRenderMode(RenderMode::Type renderMode)
 {
   mStencilParameters.renderMode = renderMode;
-  mUpdated = true;
+  mUpdated                      = true;
 }
 
 RenderMode::Type Renderer::GetRenderMode() const
@@ -474,10 +468,10 @@ RenderMode::Type Renderer::GetRenderMode() const
   return mStencilParameters.renderMode;
 }
 
-void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
+void Renderer::SetStencilFunction(StencilFunction::Type stencilFunction)
 {
   mStencilParameters.stencilFunction = stencilFunction;
-  mUpdated = true;
+  mUpdated                           = true;
 }
 
 StencilFunction::Type Renderer::GetStencilFunction() const
@@ -485,10 +479,10 @@ StencilFunction::Type Renderer::GetStencilFunction() const
   return mStencilParameters.stencilFunction;
 }
 
-void Renderer::SetStencilFunctionMask( int stencilFunctionMask )
+void Renderer::SetStencilFunctionMask(int stencilFunctionMask)
 {
   mStencilParameters.stencilFunctionMask = stencilFunctionMask;
-  mUpdated = true;
+  mUpdated                               = true;
 }
 
 int Renderer::GetStencilFunctionMask() const
@@ -496,10 +490,10 @@ int Renderer::GetStencilFunctionMask() const
   return mStencilParameters.stencilFunctionMask;
 }
 
-void Renderer::SetStencilFunctionReference( int stencilFunctionReference )
+void Renderer::SetStencilFunctionReference(int stencilFunctionReference)
 {
   mStencilParameters.stencilFunctionReference = stencilFunctionReference;
-  mUpdated = true;
+  mUpdated                                    = true;
 }
 
 int Renderer::GetStencilFunctionReference() const
@@ -507,10 +501,10 @@ int Renderer::GetStencilFunctionReference() const
   return mStencilParameters.stencilFunctionReference;
 }
 
-void Renderer::SetStencilMask( int stencilMask )
+void Renderer::SetStencilMask(int stencilMask)
 {
   mStencilParameters.stencilMask = stencilMask;
-  mUpdated = true;
+  mUpdated                       = true;
 }
 
 int Renderer::GetStencilMask() const
@@ -518,10 +512,10 @@ int Renderer::GetStencilMask() const
   return mStencilParameters.stencilMask;
 }
 
-void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail )
+void Renderer::SetStencilOperationOnFail(StencilOperation::Type stencilOperationOnFail)
 {
   mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
-  mUpdated = true;
+  mUpdated                                  = true;
 }
 
 StencilOperation::Type Renderer::GetStencilOperationOnFail() const
@@ -529,10 +523,10 @@ StencilOperation::Type Renderer::GetStencilOperationOnFail() const
   return mStencilParameters.stencilOperationOnFail;
 }
 
-void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail )
+void Renderer::SetStencilOperationOnZFail(StencilOperation::Type stencilOperationOnZFail)
 {
   mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
-  mUpdated = true;
+  mUpdated                                   = true;
 }
 
 StencilOperation::Type Renderer::GetStencilOperationOnZFail() const
@@ -540,10 +534,10 @@ StencilOperation::Type Renderer::GetStencilOperationOnZFail() const
   return mStencilParameters.stencilOperationOnZFail;
 }
 
-void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass )
+void Renderer::SetStencilOperationOnZPass(StencilOperation::Type stencilOperationOnZPass)
 {
   mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
-  mUpdated = true;
+  mUpdated                                   = true;
 }
 
 StencilOperation::Type Renderer::GetStencilOperationOnZPass() const
@@ -551,37 +545,37 @@ StencilOperation::Type Renderer::GetStencilOperationOnZPass() const
   return mStencilParameters.stencilOperationOnZPass;
 }
 
-void Renderer::Upload( Context& context )
+void Renderer::Upload(Context& context)
 {
-  mGeometry->Upload( context );
+  mGeometry->Upload(context);
 }
 
-void Renderer::Render( Context& context,
-                       BufferIndex bufferIndex,
-                       const SceneGraph::NodeDataProvider& node,
-                       const Matrix& modelMatrix,
-                       const Matrix& modelViewMatrix,
-                       const Matrix& viewMatrix,
-                       const Matrix& projectionMatrix,
-                       const Vector3& size,
-                       bool blend,
-                       Vector<GLuint>& boundTextures,
-                       const Dali::Internal::SceneGraph::RenderInstruction& instruction,
-                       uint32_t queueIndex )
+void Renderer::Render(Context&                                             context,
+                      BufferIndex                                          bufferIndex,
+                      const SceneGraph::NodeDataProvider&                  node,
+                      const Matrix&                                        modelMatrix,
+                      const Matrix&                                        modelViewMatrix,
+                      const Matrix&                                        viewMatrix,
+                      const Matrix&                                        projectionMatrix,
+                      const Vector3&                                       size,
+                      bool                                                 blend,
+                      Vector<GLuint>&                                      boundTextures,
+                      const Dali::Internal::SceneGraph::RenderInstruction& instruction,
+                      uint32_t                                             queueIndex)
 {
   // Before doing anything test if the call happens in the right queue
-  if( mDrawCommands.empty() && queueIndex > 0 )
+  if(mDrawCommands.empty() && queueIndex > 0)
   {
     return;
   }
 
   // Prepare commands
   std::vector<DevelRenderer::DrawCommand*> commands;
-  for( auto& cmd : mDrawCommands )
+  for(auto& cmd : mDrawCommands)
   {
     if(cmd.queue == queueIndex)
     {
-      commands.emplace_back( &cmd );
+      commands.emplace_back(&cmd);
     }
   }
 
@@ -593,18 +587,18 @@ void Renderer::Render( Context& context,
 
   // Get the program to use:
   Program* program = mRenderDataProvider->GetShader().GetProgram();
-  if( !program )
+  if(!program)
   {
-    DALI_LOG_ERROR( "Failed to get program for shader at address %p.\n", reinterpret_cast< void* >( &mRenderDataProvider->GetShader() ) );
+    DALI_LOG_ERROR("Failed to get program for shader at address %p.\n", reinterpret_cast<void*>(&mRenderDataProvider->GetShader()));
     return;
   }
 
   //Set cull face  mode
   const Dali::Internal::SceneGraph::Camera* cam = instruction.GetCamera();
-  if (cam->GetReflectionUsed())
+  if(cam->GetReflectionUsed())
   {
     auto adjFaceCullingMode = mFaceCullingMode;
-    switch( mFaceCullingMode )
+    switch(mFaceCullingMode)
     {
       case FaceCullingMode::Type::FRONT:
       {
@@ -621,72 +615,71 @@ void Renderer::Render( Context& context,
         // nothing to do, leave culling as it is
       }
     }
-    context.CullFace( adjFaceCullingMode );
+    context.CullFace(adjFaceCullingMode);
   }
   else
   {
-    context.CullFace( mFaceCullingMode );
+    context.CullFace(mFaceCullingMode);
   }
 
   // Take the program into use so we can send uniforms to it
   program->Use();
 
-  if( DALI_LIKELY( BindTextures( context, *program, boundTextures ) ) )
+  if(DALI_LIKELY(BindTextures(context, *program, boundTextures)))
   {
     // Only set up and draw if we have textures and they are all valid
 
     // set projection and view matrix if program has not yet received them yet this frame
-    SetMatrices( *program, modelMatrix, viewMatrix, projectionMatrix, modelViewMatrix );
+    SetMatrices(*program, modelMatrix, viewMatrix, projectionMatrix, modelViewMatrix);
 
     // set color uniform
-    GLint loc = program->GetUniformLocation( Program::UNIFORM_COLOR );
-    if( Program::UNIFORM_UNKNOWN != loc )
+    GLint loc = program->GetUniformLocation(Program::UNIFORM_COLOR);
+    if(Program::UNIFORM_UNKNOWN != loc)
     {
-      const Vector4& color = node.GetRenderColor( bufferIndex );
-      if( mPremultipledAlphaEnabled )
+      const Vector4& color = node.GetRenderColor(bufferIndex);
+      if(mPremultipledAlphaEnabled)
       {
-        float alpha = color.a * mRenderDataProvider->GetOpacity( bufferIndex );
-        program->SetUniform4f( loc, color.r * alpha, color.g * alpha, color.b * alpha, alpha );
+        float alpha = color.a * mRenderDataProvider->GetOpacity(bufferIndex);
+        program->SetUniform4f(loc, color.r * alpha, color.g * alpha, color.b * alpha, alpha);
       }
       else
       {
-        program->SetUniform4f( loc, color.r, color.g, color.b, color.a * mRenderDataProvider->GetOpacity( bufferIndex ) );
+        program->SetUniform4f(loc, color.r, color.g, color.b, color.a * mRenderDataProvider->GetOpacity(bufferIndex));
       }
     }
 
-    SetUniforms( bufferIndex, node, size, *program );
+    SetUniforms(bufferIndex, node, size, *program);
 
-    if( mUpdateAttributesLocation || mGeometry->AttributesChanged() )
+    if(mUpdateAttributesLocation || mGeometry->AttributesChanged())
     {
-      mGeometry->GetAttributeLocationFromProgram( mAttributesLocation, *program, bufferIndex );
+      mGeometry->GetAttributeLocationFromProgram(mAttributesLocation, *program, bufferIndex);
       mUpdateAttributesLocation = false;
     }
 
-    if( mBlendingOptions.IsAdvancedBlendEquationApplied() && mPremultipledAlphaEnabled )
+    if(mBlendingOptions.IsAdvancedBlendEquationApplied() && mPremultipledAlphaEnabled)
     {
       context.BlendBarrier();
     }
 
     if(mDrawCommands.empty())
     {
-      SetBlending( context, blend );
+      SetBlending(context, blend);
 
-      mGeometry->Draw( context,
-                       bufferIndex,
-                       mAttributesLocation,
-                       mIndexedDrawFirstElement,
-                       mIndexedDrawElementsCount );
+      mGeometry->Draw(context,
+                      bufferIndex,
+                      mAttributesLocation,
+                      mIndexedDrawFirstElement,
+                      mIndexedDrawElementsCount);
     }
     else
     {
-      for(auto& cmd : commands )
+      for(auto& cmd : commands)
       {
-        if(cmd->queue == queueIndex )
+        if(cmd->queue == queueIndex)
         {
           //Set blending mode
           SetBlending(context, cmd->queue == DevelRenderer::RENDER_QUEUE_OPAQUE ? false : blend);
-          mGeometry->Draw(context, bufferIndex, mAttributesLocation,
-                          cmd->firstIndex, cmd->elementCount);
+          mGeometry->Draw(context, bufferIndex, mAttributesLocation, cmd->firstIndex, cmd->elementCount);
         }
       }
     }
@@ -694,54 +687,54 @@ void Renderer::Render( Context& context,
   }
 }
 
-void Renderer::SetSortAttributes( BufferIndex bufferIndex,
-                                  SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes ) const
+void Renderer::SetSortAttributes(BufferIndex                                             bufferIndex,
+                                 SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes) const
 {
-  sortAttributes.shader = &( mRenderDataProvider->GetShader() );
+  sortAttributes.shader   = &(mRenderDataProvider->GetShader());
   sortAttributes.geometry = mGeometry;
 }
 
-void Renderer::SetShaderChanged( bool value )
+void Renderer::SetShaderChanged(bool value)
 {
   mShaderChanged = value;
 }
 
 bool Renderer::Updated(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider* node)
 {
-  if (mUpdated)
+  if(mUpdated)
   {
     mUpdated = false;
     return true;
   }
 
-  if (mShaderChanged || mUpdateAttributesLocation || mGeometry->AttributesChanged())
+  if(mShaderChanged || mUpdateAttributesLocation || mGeometry->AttributesChanged())
   {
     return true;
   }
 
-  for( const auto& texture : mRenderDataProvider->GetTextures() )
+  for(const auto& texture : mRenderDataProvider->GetTextures())
   {
-    if (texture && texture->IsNativeImage())
+    if(texture && texture->IsNativeImage())
     {
       return true;
     }
   }
 
-  uint64_t hash = 0xc70f6907UL;
-  const SceneGraph::CollectedUniformMap& uniformMapNode = node->GetUniformMap( bufferIndex );
+  uint64_t                               hash           = 0xc70f6907UL;
+  const SceneGraph::CollectedUniformMap& uniformMapNode = node->GetUniformMap(bufferIndex);
   for(const auto& uniformProperty : uniformMapNode)
   {
     hash = uniformProperty.propertyPtr->Hash(bufferIndex, hash);
   }
 
   const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap();
-  const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap( bufferIndex );
+  const SceneGraph::CollectedUniformMap&    uniformMap             = uniformMapDataProvider.GetUniformMap(bufferIndex);
   for(const auto& uniformProperty : uniformMap)
   {
     hash = uniformProperty.propertyPtr->Hash(bufferIndex, hash);
   }
 
-  if (mUniformsHash != hash)
+  if(mUniformsHash != hash)
   {
     mUniformsHash = hash;
     return true;
@@ -750,7 +743,7 @@ bool Renderer::Updated(BufferIndex bufferIndex, const SceneGraph::NodeDataProvid
   return false;
 }
 
-} // namespace SceneGraph
+} // namespace Render
 
 } // namespace Internal
 
index 4f2214a..b966cfc 100644 (file)
@@ -2,7 +2,7 @@
 #define DALI_INTERNAL_SCENE_GRAPH_UPDATE_MANAGER_H
 
 /*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
  */
 
 // INTERNAL INCLUDES
-#include <dali/public-api/common/vector-wrapper.h>
 #include <dali/public-api/common/dali-common.h>
+#include <dali/public-api/common/vector-wrapper.h>
 
 #include <dali/devel-api/common/stage-devel.h>
 
 #include <dali/internal/common/message.h>
-#include <dali/internal/common/type-abstraction-enums.h>
 #include <dali/internal/common/shader-saver.h>
+#include <dali/internal/common/type-abstraction-enums.h>
 #include <dali/internal/event/common/event-thread-services.h>
+#include <dali/internal/event/rendering/texture-impl.h>
+#include <dali/internal/render/renderers/render-texture.h> // For OwnerPointer<Render::Texture>
+#include <dali/internal/render/renderers/render-vertex-buffer.h>
+#include <dali/internal/render/shaders/scene-graph-shader.h> // for OwnerPointer< Shader >
 #include <dali/internal/update/animation/scene-graph-animation.h>
 #include <dali/internal/update/common/property-resetter.h>
 #include <dali/internal/update/common/scene-graph-buffers.h>
 #include <dali/internal/update/common/scene-graph-property-notification.h>
 #include <dali/internal/update/common/scene-graph-scene.h>
+#include <dali/internal/update/gestures/scene-graph-pan-gesture.h>
+#include <dali/internal/update/manager/scene-graph-frame-callback.h> // for OwnerPointer< FrameCallback >
 #include <dali/internal/update/nodes/node.h>
 #include <dali/internal/update/nodes/scene-graph-layer.h>
-#include <dali/internal/update/manager/scene-graph-frame-callback.h> // for OwnerPointer< FrameCallback >
-#include <dali/internal/update/rendering/scene-graph-renderer.h>  // for OwnerPointer< Renderer >
-#include <dali/internal/update/rendering/scene-graph-texture-set.h> // for OwnerPointer< TextureSet >
-#include <dali/internal/update/gestures/scene-graph-pan-gesture.h>
 #include <dali/internal/update/render-tasks/scene-graph-camera.h>
 #include <dali/internal/update/render-tasks/scene-graph-render-task-list.h>
-#include <dali/internal/render/shaders/scene-graph-shader.h>   // for OwnerPointer< Shader >
-#include <dali/internal/render/renderers/render-vertex-buffer.h>
-#include <dali/internal/event/rendering/texture-impl.h>
+#include <dali/internal/update/rendering/scene-graph-renderer.h>    // for OwnerPointer< Renderer >
+#include <dali/internal/update/rendering/scene-graph-texture-set.h> // for OwnerPointer< TextureSet >
 
 namespace Dali
 {
-
 class FrameCallbackInterface;
 
 namespace Integration
@@ -59,7 +59,6 @@ class RenderController;
 
 namespace Internal
 {
-
 class PropertyNotifier;
 class NotificationManager;
 class CompleteNotificationInterface;
@@ -69,14 +68,16 @@ namespace Render
 {
 struct Sampler;
 class FrameBuffer;
-}
+} // namespace Render
 // value types used by messages
-template <> struct ParameterType< PropertyNotification::NotifyMode >
-: public BasicType< PropertyNotification::NotifyMode > {};
+template<>
+struct ParameterType<PropertyNotification::NotifyMode>
+: public BasicType<PropertyNotification::NotifyMode>
+{
+};
 
 namespace SceneGraph
 {
-
 class Animation;
 class DiscardQueue;
 class RenderManager;
@@ -85,30 +86,6 @@ class RenderTaskProcessor;
 class RenderQueue;
 class VertexBuffer;
 
-struct NodeDepthPair
-{
-  SceneGraph::Node* node;
-  uint32_t sortedDepth;
-  NodeDepthPair( SceneGraph::Node* node, uint32_t sortedDepth )
-  : node(node),
-    sortedDepth(sortedDepth)
-  {
-  }
-};
-
-struct NodeDepths
-{
-  NodeDepths() = default;
-
-  void Add( SceneGraph::Node* node, uint32_t sortedDepth )
-  {
-    nodeDepths.push_back( NodeDepthPair( node, sortedDepth ) );
-  }
-
-  std::vector<NodeDepthPair> nodeDepths;
-};
-
-
 /**
  * UpdateManager maintains a scene graph i.e. a tree of nodes as well as
  * other scene graph property owning objects.
@@ -120,7 +97,6 @@ struct NodeDepths
 class UpdateManager : public ShaderSaver
 {
 public:
-
   /**
    * Construct a new UpdateManager.
    * @param[in] notificationManager This should be notified when animations have finished.
@@ -132,14 +108,14 @@ public:
    * @param[in] renderQueue Used to queue messages for the next render.
    * @param[in] renderTaskProcessor Handles RenderTasks and RenderInstrucitons.
    */
-  UpdateManager( NotificationManager& notificationManager,
-                 CompleteNotificationInterface& animationPlaylist,
-                 PropertyNotifier& propertyNotifier,
-                 DiscardQueue& discardQueue,
-                 Integration::RenderController& controller,
-                 RenderManager& renderManager,
-                 RenderQueue& renderQueue,
-                 RenderTaskProcessor& renderTaskProcessor );
+  UpdateManager(NotificationManager&           notificationManager,
+                CompleteNotificationInterface& animationPlaylist,
+                PropertyNotifier&              propertyNotifier,
+                DiscardQueue&                  discardQueue,
+                Integration::RenderController& controller,
+                RenderManager&                 renderManager,
+                RenderQueue&                   renderQueue,
+                RenderTaskProcessor&           renderTaskProcessor);
 
   /**
    * Destructor.
@@ -155,7 +131,7 @@ public:
    * @param[in] layer The new root node.
    * @post The node is owned by UpdateManager.
    */
-  void InstallRoot( OwnerPointer<Layer>& layer );
+  void InstallRoot(OwnerPointer<Layer>& layer);
 
   /**
    * Uninstalls the root node.
@@ -164,7 +140,7 @@ public:
    * @param[in] layer The root node.
    * @post The node is owned by UpdateManager.
    */
-  void UninstallRoot( Layer* layer );
+  void UninstallRoot(Layer* layer);
 
   /**
    * Add a Node; UpdateManager takes ownership.
@@ -172,7 +148,7 @@ public:
    * @note even though nodes are pool allocated, they also contain other heap allocated data, thus using OwnerPointer when transferring the data
    * @param[in] node The node to add.
    */
-  void AddNode( OwnerPointer<Node>& node );
+  void AddNode(OwnerPointer<Node>& node);
 
   /**
    * Connect a Node to the scene-graph.
@@ -180,7 +156,7 @@ public:
    * @pre The node does not already have a parent.
    * @param[in] parent The new parent node.
    */
-  void ConnectNode( Node* parent, Node* node );
+  void ConnectNode(Node* parent, Node* node);
 
   /**
    * Disconnect a Node from the scene-graph.
@@ -188,7 +164,7 @@ public:
    * @pre The node has a parent.
    * @param[in] node The node to disconnect.
    */
-  void DisconnectNode( Node* node );
+  void DisconnectNode(Node* node);
 
   /**
    * Destroy a Node owned by UpdateManager.
@@ -197,58 +173,58 @@ public:
    * @pre The node has been disconnected from the scene-graph i.e. has no parent or children.
    * @param[in] node The node to destroy.
    */
-  void DestroyNode( Node* node );
+  void DestroyNode(Node* node);
 
   /**
    * Add a camera on scene
    * @param[in] camera The camera to add
    */
-  void AddCamera( OwnerPointer< Camera >& camera );
+  void AddCamera(OwnerPointer<Camera>& camera);
 
   /**
    * Remove a camera from scene
    * @param[in] camera to remove
    */
-  void RemoveCamera( Camera* camera );
+  void RemoveCamera(Camera* camera);
 
   /**
    * Add a newly created object.
    * @param[in] object The object to add.
    * @post The object is owned by UpdateManager.
    */
-  void AddObject( OwnerPointer<PropertyOwner>& object );
+  void AddObject(OwnerPointer<PropertyOwner>& object);
 
   /**
    * Remove an object.
    * @param[in] object The object to remove.
    */
-  void RemoveObject( PropertyOwner* object );
+  void RemoveObject(PropertyOwner* object);
 
   /**
    * Add a newly created render task list.
    * @param[in] taskList The render task list to add.
    * @post The render task list is owned by UpdateManager.
    */
-  void AddRenderTaskList( OwnerPointer<RenderTaskList>& taskList );
+  void AddRenderTaskList(OwnerPointer<RenderTaskList>& taskList);
 
   /**
    * Remove a render task list.
    * @param[in] taskList The render task list to remove.
    */
-  void RemoveRenderTaskList( RenderTaskList* taskList );
+  void RemoveRenderTaskList(RenderTaskList* taskList);
 
   /**
    * Add a newly created scene.
    * @param[in] scene The scene to add.
    * @post The scene is owned by UpdateManager.
    */
-  void AddScene( OwnerPointer<Scene>& scene );
+  void AddScene(OwnerPointer<Scene>& scene);
 
   /**
    * Remove a scene.
    * @param[in] scene The scene to remove.
    */
-  void RemoveScene( Scene* scene );
+  void RemoveScene(Scene* scene);
 
   // Animations
 
@@ -257,19 +233,19 @@ public:
    * @param[in] animation The animation to add.
    * @post The animation is owned by UpdateManager.
    */
-  void AddAnimation( OwnerPointer< SceneGraph::Animation >& animation );
+  void AddAnimation(OwnerPointer<SceneGraph::Animation>& animation);
 
   /**
    * Stop an animation.
    * @param[in] animation The animation to stop.
    */
-  void StopAnimation( Animation* animation );
+  void StopAnimation(Animation* animation);
 
   /**
    * Remove an animation.
    * @param[in] animation The animation to remove.
    */
-  void RemoveAnimation( Animation* animation );
+  void RemoveAnimation(Animation* animation);
 
   /**
    * Query whether any animations are currently running.
@@ -282,7 +258,7 @@ public:
    * It will be killed by UpdateManager when the associated animator or
    * constraint has finished; or the property owner of the property is destroyed.
    */
-  void AddPropertyResetter( OwnerPointer<PropertyResetterBase>& propertyResetter );
+  void AddPropertyResetter(OwnerPointer<PropertyResetterBase>& propertyResetter);
 
   // Property Notification
 
@@ -291,20 +267,20 @@ public:
    * @param[in] propertyNotification The notification to add
    * @post The propertyNotification is owned by UpdateManager.
    */
-  void AddPropertyNotification( OwnerPointer< PropertyNotification >& propertyNotification );
+  void AddPropertyNotification(OwnerPointer<PropertyNotification>& propertyNotification);
 
   /**
    * Remove a property notification
    * @param[in] propertyNotification The notification to remove
    */
-  void RemovePropertyNotification( PropertyNotification* propertyNotification );
+  void RemovePropertyNotification(PropertyNotification* propertyNotification);
 
   /**
    * Set Notify state for PropertyNotification
    * @param[in] propertyNotification The notification to remove
    * @param[in] notifyMode The notification mode.
    */
-  void PropertyNotificationSetNotify( PropertyNotification* propertyNotification, PropertyNotification::NotifyMode notifyMode );
+  void PropertyNotificationSetNotify(PropertyNotification* propertyNotification, PropertyNotification::NotifyMode notifyMode);
 
   // Shaders
 
@@ -313,7 +289,7 @@ public:
    * @param[in] shader The shader to add.
    * @post The shader is owned by the UpdateManager.
    */
-  void AddShader( OwnerPointer< Shader >& shader );
+  void AddShader(OwnerPointer<Shader>& shader);
 
   /**
    * Remove a shader.
@@ -321,7 +297,7 @@ public:
    * @param[in] shader The shader to remove.
    * @post The shader is destroyed.
    */
-  void RemoveShader( Shader* shader );
+  void RemoveShader(Shader* shader);
 
   /**
    * Set the shader program for a Shader object
@@ -329,20 +305,20 @@ public:
    * @param[in] shaderData    Source code, hash over source, and optional compiled binary for the shader program
    * @param[in] modifiesGeometry True if the vertex shader modifies geometry
    */
-  void SetShaderProgram( Shader* shader, Internal::ShaderDataPtr shaderData, bool modifiesGeometry );
+  void SetShaderProgram(Shader* shader, Internal::ShaderDataPtr shaderData, bool modifiesGeometry);
 
   /**
    * @brief Accept compiled shaders passed back on render thread for saving.
    * @param[in] shaderData Source code, hash over source, and corresponding compiled binary to be saved.
    */
-  void SaveBinary( Internal::ShaderDataPtr shaderData ) override;
+  void SaveBinary(Internal::ShaderDataPtr shaderData) override;
 
   /**
    * @brief Set the destination for compiled shader binaries to be passed on to.
    * The dispatcher passed in will be called from the update thread.
    * @param[in] upstream A sink for ShaderDatas to be passed into.
    */
-  void SetShaderSaver( ShaderSaver& upstream );
+  void SetShaderSaver(ShaderSaver& upstream);
 
   // Renderers
 
@@ -350,13 +326,13 @@ public:
    * Add a new renderer to scene
    * @param renderer to add
    */
-  void AddRenderer( OwnerPointer< Renderer >& renderer );
+  void AddRenderer(OwnerPointer<Renderer>& renderer);
 
   /**
    * Add a renderer from scene
    * @param renderer to remove
    */
-  void RemoveRenderer( Renderer* renderer );
+  void RemoveRenderer(Renderer* renderer);
 
   // Gestures
 
@@ -366,7 +342,7 @@ public:
    * @param[in] gesture The gesture processor.
    * @post The gestureProcessor is owned by the UpdateManager.
    */
-  void SetPanGestureProcessor( PanGesture* gestureProcessor );
+  void SetPanGestureProcessor(PanGesture* gestureProcessor);
 
   // Textures
 
@@ -375,7 +351,7 @@ public:
    * @param[in] textureSet The texture set to add.
    * @post The TextureSet is owned by the UpdateManager.
    */
-  void AddTextureSet( OwnerPointer< TextureSet >& textureSet );
+  void AddTextureSet(OwnerPointer<TextureSet>& textureSet);
 
   /**
    * Remove a TextureSet.
@@ -383,7 +359,7 @@ public:
    * @param[in] textureSet The TextureSet to remove.
    * @post The TextureSet is destroyed.
    */
-  void RemoveTextureSet( TextureSet* textureSet );
+  void RemoveTextureSet(TextureSet* textureSet);
 
   // Render tasks
 
@@ -392,9 +368,9 @@ public:
    * @param[in] systemLevel True if using the system-level overlay.
    * @return The list of render tasks
    */
-  RenderTaskList* GetRenderTaskList( bool systemLevel );
+  RenderTaskList* GetRenderTaskList(bool systemLevel);
 
-// Message queue handling
+  // Message queue handling
 
   /**
    * Reserve space for another message in the queue; this must then be initialized by the caller.
@@ -405,7 +381,7 @@ public:
    * @note the default value of updateScene should match that in EventThreadServices::ReserveMessageSlot.
    * @return A pointer to the first char allocated for the message.
    */
-  uint32_t* ReserveMessageSlot( uint32_t size, bool updateScene = true );
+  uint32_t* ReserveMessageSlot(uint32_t size, bool updateScene = true);
 
   /**
    * @return the current event-buffer index.
@@ -436,14 +412,14 @@ public:
    * @post Sends a message to RenderManager to add the sampler.
    * The sampler will be owned by RenderManager
    */
-  void AddSampler( OwnerPointer< Render::Sampler >& sampler );
+  void AddSampler(OwnerPointer<Render::Sampler>& sampler);
 
   /**
    * Removes an existing sampler from RenderManager
    * @param[in] sampler The sampler to remove
    * @post The sampler will be destroyed in the render thread
    */
-  void RemoveSampler( Render::Sampler* sampler );
+  void RemoveSampler(Render::Sampler* sampler);
 
   /**
    * Sets the filter modes for an existing sampler
@@ -451,7 +427,7 @@ public:
    * @param[in] minFilterMode The filter to use under minification
    * @param[in] magFilterMode The filter to use under magnification
    */
-  void SetFilterMode( Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode );
+  void SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode);
 
   /**
    * Sets the wrap mode for an existing sampler
@@ -460,7 +436,7 @@ public:
    * @param[in] sWrapMode Wrapping mode in x direction
    * @param[in] tWrapMode Wrapping mode in y direction
    */
-  void SetWrapMode( Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode );
+  void SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode);
 
   /**
    * Add a new property buffer to RenderManager
@@ -468,14 +444,14 @@ public:
    * @post Sends a message to RenderManager to add the property buffer.
    * The property buffer will be owned by RenderManager
    */
-  void AddVertexBuffer( OwnerPointer< Render::VertexBuffer >& propertryBuffer );
+  void AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& propertryBuffer);
 
   /**
    * Removes an existing VertexBuffer from RenderManager
    * @param[in] propertryBuffer The property buffer to remove
    * @post The property buffer will be destroyed in the render thread
    */
-  void RemoveVertexBuffer( Render::VertexBuffer* propertryBuffer );
+  void RemoveVertexBuffer(Render::VertexBuffer* propertryBuffer);
 
   /**
    * Sets the format of an existing property buffer
@@ -483,7 +459,7 @@ public:
    * @param[in] format The new format of the buffer
    * @post Sends a message to RenderManager to set the new format to the property buffer.
    */
-  void SetVertexBufferFormat( Render::VertexBuffer* vertexBuffer, OwnerPointer< Render::VertexBuffer::Format>& format );
+  void SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format);
 
   /**
    * Sets the data of an existing property buffer
@@ -492,7 +468,7 @@ public:
    * @param[in] size The new size of the buffer
    * @post Sends a message to RenderManager to set the new data to the property buffer.
    */
-  void SetVertexBufferData( Render::VertexBuffer* vertexBuffer, OwnerPointer< Vector<uint8_t> >& data, uint32_t size );
+  void SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t> >& data, uint32_t size);
 
   /**
    * Adds a geometry to the RenderManager
@@ -500,56 +476,56 @@ public:
    * @post Sends a message to RenderManager to add the Geometry
    * The geometry will be owned by RenderManager
    */
-  void AddGeometry( OwnerPointer< Render::Geometry >& geometry );
+  void AddGeometry(OwnerPointer<Render::Geometry>& geometry);
 
   /**
    * Removes an existing Geometry from RenderManager
    * @param[in] geometry The geometry to remove
    * @post The geometry will be destroyed in the render thread
    */
-  void RemoveGeometry( Render::Geometry* geometry );
+  void RemoveGeometry(Render::Geometry* geometry);
 
   /**
    * Sets the geometry type of an existing Geometry
    * @param[in] geometry The geometry
    * @param[in] geometryType The type of the geometry
    */
-  void SetGeometryType( Render::Geometry* geometry, uint32_t geometryType );
+  void SetGeometryType(Render::Geometry* geometry, uint32_t geometryType);
 
   /**
    * Sets the index buffer to be used by a geometry
    * @param[in] geometry The geometry
    * @param[in] indices A vector containing the indices for the geometry
    */
-  void SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<uint16_t>& indices );
+  void SetIndexBuffer(Render::Geometry* geometry, Dali::Vector<uint16_t>& indices);
 
   /**
    * Adds a vertex buffer to a geometry
    * @param[in] geometry The geometry
    * @param[in] vertexBuffer The property buffer
    */
-  void AttachVertexBuffer( Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer );
+  void AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer);
 
   /**
    * Removes a vertex buffer from a geometry
    * @param[in] geometry The geometry
    * @param[in] vertexBuffer The property buffer
    */
-  void RemoveVertexBuffer( Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer );
+  void RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer);
 
   /**
    * Adds a texture to the render manager
    * @param[in] texture The texture to add
    * The texture will be owned by RenderManager
    */
-  void AddTexture( OwnerPointer< Render::Texture >& texture );
+  void AddTexture(OwnerPointer<Render::Texture>& texture);
 
   /**
    * Removes a texture from the render manager
    * @param[in] texture The texture to remove
    * @post The texture will be destroyed in the render thread
    */
-  void RemoveTexture( Render::Texture* texture );
+  void RemoveTexture(Render::Texture* texture);
 
   /**
    * Uploads data to a texture owned by the RenderManager
@@ -557,27 +533,27 @@ public:
    * @param[in] pixelData The pixel data object
    * @param[in] params The parameters for the upload
    */
-  void UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params );
+  void UploadTexture(Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params);
 
   /**
    * Generates mipmaps for a texture owned by the RenderManager
    * @param[in] texture The texture
    */
-  void GenerateMipmaps( Render::Texture* texture );
+  void GenerateMipmaps(Render::Texture* texture);
 
   /**
    * Adds a framebuffer to the render manager
    * @param[in] frameBuffer The framebuffer to add
    * The framebuffer will be owned by RenderManager
    */
-  void AddFrameBuffer( OwnerPointer< Render::FrameBuffer >& frameBuffer );
+  void AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer);
 
   /**
    * Removes a FrameBuffer from the render manager
    * @param[in] frameBuffer The FrameBuffer to remove
    * @post The FrameBuffer will be destroyed in the render thread
    */
-  void RemoveFrameBuffer( Render::FrameBuffer* frameBuffer );
+  void RemoveFrameBuffer(Render::FrameBuffer* frameBuffer);
 
   /**
    * Attach a texture as color output to an existing FrameBuffer
@@ -586,7 +562,7 @@ public:
    * @param[in] mipmapLevel The mipmap of the texture to be attached
    * @param[in] layer Indicates which layer of a cube map or array texture to attach. Unused for 2D textures
    */
-  void AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t face );
+  void AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t face);
 
   /**
    * Attach a texture as depth output to an existing FrameBuffer
@@ -594,7 +570,7 @@ public:
    * @param[in] texture The texture that will be used as output when rendering
    * @param[in] mipmapLevel The mipmap of the texture to be attached
    */
-  void AttachDepthTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel );
+  void AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel);
 
   /**
    * Attach a texture as depth/stencil output to an existing FrameBuffer
@@ -602,16 +578,15 @@ public:
    * @param[in] texture The texture that will be used as output when rendering
    * @param[in] mipmapLevel The mipmap of the texture to be attached
    */
-  void AttachDepthStencilTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel );
+  void AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel);
 
   /**
    * This is called when the surface of the scene has been replaced.
    * @param[in] scene The scene.
    */
-  void SurfaceReplaced( Scene* scene );
+  void SurfaceReplaced(Scene* scene);
 
 public:
-
   /**
    * Performs an Update traversal on the scene-graph.
    * @param[in] elapsedSeconds The elapsed time that should be applied to animations.
@@ -621,17 +596,17 @@ public:
    * @param[in] isRenderingToFbo   Whether this frame is being rendered into the Frame Buffer Object.
    * @return True if further updates are required e.g. during animations.
    */
-  uint32_t Update( float elapsedSeconds,
-                   uint32_t lastVSyncTimeMilliseconds,
-                   uint32_t nextVSyncTimeMilliseconds,
-                   bool renderToFboEnabled,
-                   bool isRenderingToFbo );
+  uint32_t Update(float    elapsedSeconds,
+                  uint32_t lastVSyncTimeMilliseconds,
+                  uint32_t nextVSyncTimeMilliseconds,
+                  bool     renderToFboEnabled,
+                  bool     isRenderingToFbo);
 
   /**
    * Set the default surface rect.
    * @param[in] rect The rect value representing the surface.
    */
-  void SetDefaultSurfaceRect( const Rect<int>& rect );
+  void SetDefaultSurfaceRect(const Rect<int>& rect);
 
   /**
    * Set the default surface orientation.
@@ -642,12 +617,12 @@ public:
   /**
    * @copydoc Dali::Stage::KeepRendering()
    */
-  void KeepRendering( float durationSeconds );
+  void KeepRendering(float durationSeconds);
 
   /**
    * @copydoc Dali::DevelStage::SetRenderingBehavior()
    */
-  void SetRenderingBehavior( DevelStage::Rendering renderingBehavior );
+  void SetRenderingBehavior(DevelStage::Rendering renderingBehavior);
 
   /**
    * Request to render the current frame
@@ -662,13 +637,13 @@ public:
    * @param layers The layers in depth order.
    * @param[in] rootLayer The root layer of the sorted layers.
    */
-  void SetLayerDepths( const std::vector< Layer* >& layers, const Layer* rootLayer );
+  void SetLayerDepths(const std::vector<Layer*>& layers, const Layer* rootLayer);
 
   /**
    * Set the depth indices of all nodes (in LayerUI's)
    * @param[in] nodeDepths A vector of nodes and associated depth indices
    */
-  void SetDepthIndices( OwnerPointer< NodeDepths >& nodeDepths );
+  void SetDepthIndices(OwnerPointer<NodeDepths>& nodeDepths);
 
   /**
    * Query wheter the default surface rect is changed or not.
@@ -681,16 +656,15 @@ public:
    * @param[in] frameCallback An OwnerPointer to the SceneGraph FrameCallback object
    * @param[in] rootNode A pointer to the root node to apply the FrameCallback to
    */
-  void AddFrameCallback( OwnerPointer< FrameCallback >& frameCallback, const Node* rootNode );
+  void AddFrameCallback(OwnerPointer<FrameCallback>& frameCallback, const Node* rootNode);
 
   /**
    * Removes the specified implementation of FrameCallbackInterface.
    * @param[in] frameCallback A pointer to the implementation of the FrameCallbackInterface to remove.
    */
-  void RemoveFrameCallback( FrameCallbackInterface* frameCallback );
+  void RemoveFrameCallback(FrameCallbackInterface* frameCallback);
 
 private:
-
   // Undefined
   UpdateManager(const UpdateManager&);
 
@@ -702,13 +676,13 @@ private:
    * @param[in] elapsedSeconds The time in seconds since the previous update.
    * @return True if the update-thread should keep going.
    */
-  uint32_t KeepUpdatingCheck( float elapsedSeconds ) const;
+  uint32_t KeepUpdatingCheck(float elapsedSeconds) const;
 
   /**
    * Helper to reset all Node properties
    * @param[in] bufferIndex to use
    */
-  void ResetProperties( BufferIndex bufferIndex );
+  void ResetProperties(BufferIndex bufferIndex);
 
   /**
    * Perform gesture updates.
@@ -717,7 +691,7 @@ private:
    * @param[in] nextVSyncTime  The estimated time of the next VSync in milliseconds.
    * @return true, if any properties were updated.
    */
-  bool ProcessGestures( BufferIndex bufferIndex, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds );
+  bool ProcessGestures(BufferIndex bufferIndex, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds);
 
   /**
    * Perform animation updates
@@ -725,31 +699,31 @@ private:
    * @param[in] elapsedSeconds time since last frame
    * @return true if at least one animations is currently active or false otherwise
    */
-  bool Animate( BufferIndex bufferIndex, float elapsedSeconds );
+  bool Animate(BufferIndex bufferIndex, float elapsedSeconds);
 
   /**
    * Applies constraints to CustomObjects
    * @param[in] bufferIndex to use
    */
-  void ConstrainCustomObjects( BufferIndex bufferIndex );
+  void ConstrainCustomObjects(BufferIndex bufferIndex);
 
   /**
    * Applies constraints to RenderTasks
    * @param[in] bufferIndex to use
    */
-  void ConstrainRenderTasks( BufferIndex bufferIndex );
+  void ConstrainRenderTasks(BufferIndex bufferIndex);
 
   /**
    * Applies constraints to Shaders
    * @param[in] bufferIndex to use
    */
-  void ConstrainShaders( BufferIndex bufferIndex );
+  void ConstrainShaders(BufferIndex bufferIndex);
 
   /**
    * Perform property notification updates
    * @param[in] bufferIndex to use
    */
-  void ProcessPropertyNotifications( BufferIndex bufferIndex );
+  void ProcessPropertyNotifications(BufferIndex bufferIndex);
 
   /**
    * Pass shader binaries queued here on to event thread.
@@ -760,345 +734,343 @@ private:
    * Update node shaders, opacity, geometry etc.
    * @param[in] bufferIndex to use
    */
-  void UpdateNodes( BufferIndex bufferIndex );
+  void UpdateNodes(BufferIndex bufferIndex);
 
   /**
    * Update Renderers
    * @param[in] bufferIndex to use
    */
-  void UpdateRenderers( BufferIndex bufferIndex );
+  void UpdateRenderers(BufferIndex bufferIndex);
 
 private:
-
   // needs to be direct member so that getter for event buffer can be inlined
   SceneGraphBuffers mSceneGraphBuffers;
 
   struct Impl;
   Impl* mImpl;
-
 };
 
 // Messages for UpdateManager
 
-inline void InstallRootMessage( UpdateManager& manager, OwnerPointer<Layer>& root )
+inline void InstallRootMessage(UpdateManager& manager, OwnerPointer<Layer>& root)
 {
   // Message has ownership of Layer while in transit from event -> update
   using LocalType = MessageValue1<UpdateManager, OwnerPointer<Layer> >;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::InstallRoot, root );
+  new(slot) LocalType(&manager, &UpdateManager::InstallRoot, root);
 }
 
-inline void UninstallRootMessage( UpdateManager& manager, const Layer* constRoot )
+inline void UninstallRootMessage(UpdateManager& manager, const Layer* constRoot)
 {
   // Scene graph thread can destroy this object.
-  Layer* root = const_cast< Layer* >( constRoot );
+  Layer* root = const_cast<Layer*>(constRoot);
 
   using LocalType = MessageValue1<UpdateManager, Layer*>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::UninstallRoot, root );
+  new(slot) LocalType(&manager, &UpdateManager::UninstallRoot, root);
 }
 
-inline void AddNodeMessage( UpdateManager& manager, OwnerPointer<Node>& node )
+inline void AddNodeMessage(UpdateManager& manager, OwnerPointer<Node>& node)
 {
   // Message has ownership of Node while in transit from event -> update
   using LocalType = MessageValue1<UpdateManager, OwnerPointer<Node> >;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::AddNode, node );
+  new(slot) LocalType(&manager, &UpdateManager::AddNode, node);
 }
 
-inline void ConnectNodeMessage( UpdateManager& manager, const Node& constParent, const Node& constChild )
+inline void ConnectNodeMessage(UpdateManager& manager, const Node& constParent, const Node& constChild)
 {
   // Update thread can edit the object
-  Node& parent = const_cast< Node& >( constParent );
-  Node& child = const_cast< Node& >( constChild );
+  Node& parent = const_cast<Node&>(constParent);
+  Node& child  = const_cast<Node&>(constChild);
 
   using LocalType = MessageValue2<UpdateManager, Node*, Node*>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::ConnectNode, &parent, &child );
+  new(slot) LocalType(&manager, &UpdateManager::ConnectNode, &parent, &child);
 }
 
-inline void DisconnectNodeMessage( UpdateManager& manager, const Node& constNode )
+inline void DisconnectNodeMessage(UpdateManager& manager, const Node& constNode)
 {
   // Scene graph thread can modify this object.
-  Node& node = const_cast< Node& >( constNode );
+  Node& node = const_cast<Node&>(constNode);
 
   using LocalType = MessageValue1<UpdateManager, Node*>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::DisconnectNode, &node );
+  new(slot) LocalType(&manager, &UpdateManager::DisconnectNode, &node);
 }
 
-inline void DestroyNodeMessage( UpdateManager& manager, const Node& constNode )
+inline void DestroyNodeMessage(UpdateManager& manager, const Node& constNode)
 {
   // Scene graph thread can destroy this object.
-  Node& node = const_cast< Node& >( constNode );
+  Node& node = const_cast<Node&>(constNode);
 
   using LocalType = MessageValue1<UpdateManager, Node*>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::DestroyNode, &node );
+  new(slot) LocalType(&manager, &UpdateManager::DestroyNode, &node);
 }
 
-inline void AddCameraMessage( UpdateManager& manager, OwnerPointer< Camera >& camera )
+inline void AddCameraMessage(UpdateManager& manager, OwnerPointer<Camera>& camera)
 {
   // Message has ownership of Camera while in transit from event -> update
   using LocalType = MessageValue1<UpdateManager, OwnerPointer<Camera> >;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::AddCamera, camera );
+  new(slot) LocalType(&manager, &UpdateManager::AddCamera, camera);
 }
 
-inline void RemoveCameraMessage( UpdateManager& manager, const Camera* camera )
+inline void RemoveCameraMessage(UpdateManager& manager, const Camera* camera)
 {
   using LocalType = MessageValue1<UpdateManager, Camera*>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::RemoveCamera, const_cast<Camera*>( camera ) );
+  new(slot) LocalType(&manager, &UpdateManager::RemoveCamera, const_cast<Camera*>(camera));
 }
 
-inline void AddObjectMessage( UpdateManager& manager, OwnerPointer<PropertyOwner>& object )
+inline void AddObjectMessage(UpdateManager& manager, OwnerPointer<PropertyOwner>& object)
 {
   // Message has ownership of object while in transit from event -> update
   using LocalType = MessageValue1<UpdateManager, OwnerPointer<PropertyOwner> >;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::AddObject, object );
+  new(slot) LocalType(&manager, &UpdateManager::AddObject, object);
 }
 
-inline void RemoveObjectMessage( UpdateManager& manager, const PropertyOwner* object )
+inline void RemoveObjectMessage(UpdateManager& manager, const PropertyOwner* object)
 {
   using LocalType = MessageValue1<UpdateManager, PropertyOwner*>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::RemoveObject, const_cast<PropertyOwner*>( object ) );
+  new(slot) LocalType(&manager, &UpdateManager::RemoveObject, const_cast<PropertyOwner*>(object));
 }
 
-inline void AddAnimationMessage( UpdateManager& manager, OwnerPointer< SceneGraph::Animation >& animation )
+inline void AddAnimationMessage(UpdateManager& manager, OwnerPointer<SceneGraph::Animation>& animation)
 {
   using LocalType = MessageValue1<UpdateManager, OwnerPointer<SceneGraph::Animation> >;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::AddAnimation, animation );
+  new(slot) LocalType(&manager, &UpdateManager::AddAnimation, animation);
 }
 
-inline void StopAnimationMessage( UpdateManager& manager, const Animation& constAnimation )
+inline void StopAnimationMessage(UpdateManager& manager, const Animation& constAnimation)
 {
   // The scene-graph thread owns this object so it can safely edit it.
-  Animation& animation = const_cast< Animation& >( constAnimation );
+  Animation& animation = const_cast<Animation&>(constAnimation);
 
   using LocalType = MessageValue1<UpdateManager, Animation*>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::StopAnimation, &animation );
+  new(slot) LocalType(&manager, &UpdateManager::StopAnimation, &animation);
 }
 
-inline void RemoveAnimationMessage( UpdateManager& manager, const Animation& constAnimation )
+inline void RemoveAnimationMessage(UpdateManager& manager, const Animation& constAnimation)
 {
   // The scene-graph thread owns this object so it can safely edit it.
-  Animation& animation = const_cast< Animation& >( constAnimation );
+  Animation& animation = const_cast<Animation&>(constAnimation);
 
   using LocalType = MessageValue1<UpdateManager, Animation*>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::RemoveAnimation, &animation );
+  new(slot) LocalType(&manager, &UpdateManager::RemoveAnimation, &animation);
 }
 
-inline void AddRenderTaskListMessage( UpdateManager& manager, OwnerPointer< SceneGraph::RenderTaskList >& taskList )
+inline void AddRenderTaskListMessage(UpdateManager& manager, OwnerPointer<SceneGraph::RenderTaskList>& taskList)
 {
   using LocalType = MessageValue1<UpdateManager, OwnerPointer<SceneGraph::RenderTaskList> >;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::AddRenderTaskList, taskList );
+  new(slot) LocalType(&manager, &UpdateManager::AddRenderTaskList, taskList);
 }
 
-inline void RemoveRenderTaskListMessage( UpdateManager& manager, const RenderTaskList& constTaskList )
+inline void RemoveRenderTaskListMessage(UpdateManager& manager, const RenderTaskList& constTaskList)
 {
   // The scene-graph thread owns this object so it can safely edit it.
-  RenderTaskList& taskList = const_cast< RenderTaskList& >( constTaskList );
+  RenderTaskList& taskList = const_cast<RenderTaskList&>(constTaskList);
 
   using LocalType = MessageValue1<UpdateManager, RenderTaskList*>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::RemoveRenderTaskList, &taskList );
+  new(slot) LocalType(&manager, &UpdateManager::RemoveRenderTaskList, &taskList);
 }
 
-inline void AddSceneMessage( UpdateManager& manager, OwnerPointer< SceneGraph::Scene >& scene )
+inline void AddSceneMessage(UpdateManager& manager, OwnerPointer<SceneGraph::Scene>& scene)
 {
   using LocalType = MessageValue1<UpdateManager, OwnerPointer<SceneGraph::Scene> >;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::AddScene, scene );
+  new(slot) LocalType(&manager, &UpdateManager::AddScene, scene);
 }
 
-inline void RemoveSceneMessage( UpdateManager& manager, const SceneGraph::Scene& constScene )
+inline void RemoveSceneMessage(UpdateManager& manager, const SceneGraph::Scene& constScene)
 {
   // The scene-graph thread owns this object so it can safely edit it.
-  Scene& scene = const_cast< Scene& >( constScene );
+  Scene& scene = const_cast<Scene&>(constScene);
 
   using LocalType = MessageValue1<UpdateManager, Scene*>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::RemoveScene, &scene );
+  new(slot) LocalType(&manager, &UpdateManager::RemoveScene, &scene);
 }
 
-inline void AddPropertyNotificationMessage( UpdateManager& manager, OwnerPointer< PropertyNotification >& propertyNotification )
+inline void AddPropertyNotificationMessage(UpdateManager& manager, OwnerPointer<PropertyNotification>& propertyNotification)
 {
   // Message has ownership of PropertyNotification while in transit from event -> update
   using LocalType = MessageValue1<UpdateManager, OwnerPointer<PropertyNotification> >;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::AddPropertyNotification, propertyNotification );
+  new(slot) LocalType(&manager, &UpdateManager::AddPropertyNotification, propertyNotification);
 }
 
-inline void RemovePropertyNotificationMessage( UpdateManager& manager, const PropertyNotification& constPropertyNotification )
+inline void RemovePropertyNotificationMessage(UpdateManager& manager, const PropertyNotification& constPropertyNotification)
 {
   // The scene-graph thread owns this object so it can safely edit it.
-  PropertyNotification& propertyNotification = const_cast< PropertyNotification& >( constPropertyNotification );
+  PropertyNotification& propertyNotification = const_cast<PropertyNotification&>(constPropertyNotification);
 
   using LocalType = MessageValue1<UpdateManager, PropertyNotification*>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::RemovePropertyNotification, &propertyNotification );
+  new(slot) LocalType(&manager, &UpdateManager::RemovePropertyNotification, &propertyNotification);
 }
 
-inline void PropertyNotificationSetNotifyModeMessage( UpdateManager& manager,
-                                                      const PropertyNotification* constPropertyNotification,
-                                                      PropertyNotification::NotifyMode notifyMode )
+inline void PropertyNotificationSetNotifyModeMessage(UpdateManager&                   manager,
+                                                     const PropertyNotification*      constPropertyNotification,
+                                                     PropertyNotification::NotifyMode notifyMode)
 {
   // The scene-graph thread owns this object so it can safely edit it.
-  PropertyNotification* propertyNotification = const_cast< PropertyNotification* >( constPropertyNotification );
+  PropertyNotification* propertyNotification = const_cast<PropertyNotification*>(constPropertyNotification);
 
   using LocalType = MessageValue2<UpdateManager, PropertyNotification*, PropertyNotification::NotifyMode>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::PropertyNotificationSetNotify, propertyNotification, notifyMode );
+  new(slot) LocalType(&manager, &UpdateManager::PropertyNotificationSetNotify, propertyNotification, notifyMode);
 }
 
 // The render thread can safely change the Shader
-inline void AddShaderMessage( UpdateManager& manager, OwnerPointer< Shader >& shader )
+inline void AddShaderMessage(UpdateManager& manager, OwnerPointer<Shader>& shader)
 {
   using LocalType = MessageValue1<UpdateManager, OwnerPointer<Shader> >;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::AddShader, shader );
+  new(slot) LocalType(&manager, &UpdateManager::AddShader, shader);
 }
 
 // The render thread can safely change the Shader
-inline void RemoveShaderMessage( UpdateManager& manager, const Shader* shader )
+inline void RemoveShaderMessage(UpdateManager& manager, const Shader* shader)
 {
   using LocalType = MessageValue1<UpdateManager, Shader*>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::RemoveShader, const_cast<Shader*>( shader ) );
+  new(slot) LocalType(&manager, &UpdateManager::RemoveShader, const_cast<Shader*>(shader));
 }
 
-inline void SetShaderProgramMessage( UpdateManager& manager,
-                                     const Shader& shader,
-                                     Internal::ShaderDataPtr shaderData,
-                                     bool modifiesGeometry )
+inline void SetShaderProgramMessage(UpdateManager&          manager,
+                                    const Shader&           shader,
+                                    Internal::ShaderDataPtr shaderData,
+                                    bool                    modifiesGeometry)
 {
   using LocalType = MessageValue3<UpdateManager, Shader*, Internal::ShaderDataPtr, bool>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::SetShaderProgram, const_cast<Shader*>( &shader ), shaderData, modifiesGeometry );
+  new(slot) LocalType(&manager, &UpdateManager::SetShaderProgram, const_cast<Shader*>(&shader), shaderData, modifiesGeometry);
 }
 
-inline void SetDefaultSurfaceRectMessage( UpdateManager& manager, const Rect<int32_t>& rect  )
+inline void SetDefaultSurfaceRectMessage(UpdateManager& manager, const Rect<int32_t>& rect)
 {
   using LocalType = MessageValue1<UpdateManager, Rect<int32_t> >;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::SetDefaultSurfaceRect, rect );
+  new(slot) LocalType(&manager, &UpdateManager::SetDefaultSurfaceRect, rect);
 }
 
-inline void SurfaceReplacedMessage( UpdateManager& manager, const SceneGraph::Scene& constScene )
+inline void SurfaceReplacedMessage(UpdateManager& manager, const SceneGraph::Scene& constScene)
 {
   // The scene-graph thread owns this object so it can safely edit it.
-  Scene& scene = const_cast< Scene& >( constScene );
+  Scene& scene = const_cast<Scene&>(constScene);
 
   using LocalType = MessageValue1<UpdateManager, Scene*>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::SurfaceReplaced, &scene );
+  new(slot) LocalType(&manager, &UpdateManager::SurfaceReplaced, &scene);
 }
 
 inline void SetDefaultSurfaceOrientationMessage(UpdateManager& manager, int orientation)
@@ -1112,37 +1084,37 @@ inline void SetDefaultSurfaceOrientationMessage(UpdateManager& manager, int orie
   new(slot) LocalType(&manager, &UpdateManager::SetDefaultSurfaceOrientation, orientation);
 }
 
-inline void KeepRenderingMessage( UpdateManager& manager, float durationSeconds )
+inline void KeepRenderingMessage(UpdateManager& manager, float durationSeconds)
 {
   using LocalType = MessageValue1<UpdateManager, float>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::KeepRendering, durationSeconds );
+  new(slot) LocalType(&manager, &UpdateManager::KeepRendering, durationSeconds);
 }
 
-inline void SetRenderingBehaviorMessage( UpdateManager& manager, DevelStage::Rendering renderingBehavior )
+inline void SetRenderingBehaviorMessage(UpdateManager& manager, DevelStage::Rendering renderingBehavior)
 {
   using LocalType = MessageValue1<UpdateManager, DevelStage::Rendering>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::SetRenderingBehavior, renderingBehavior );
+  new(slot) LocalType(&manager, &UpdateManager::SetRenderingBehavior, renderingBehavior);
 }
 
-inline void RequestRenderingMessage( UpdateManager& manager )
+inline void RequestRenderingMessage(UpdateManager& manager)
 {
   using LocalType = Message<UpdateManager>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::RequestRendering );
+  new(slot) LocalType(&manager, &UpdateManager::RequestRendering);
 }
 
 /**
@@ -1151,213 +1123,212 @@ inline void RequestRenderingMessage( UpdateManager& manager )
  * @param[in] layers list of layers
  * @param[in] rootLayer The rool layer
  */
-inline void SetLayerDepthsMessage( UpdateManager& manager, const std::vector< Layer* >& layers, const Layer* rootLayer )
+inline void SetLayerDepthsMessage(UpdateManager& manager, const std::vector<Layer*>& layers, const Layer* rootLayer)
 {
   using LocalType = MessageValue2<UpdateManager, std::vector<Layer*>, const Layer*>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::SetLayerDepths, layers, rootLayer );
+  new(slot) LocalType(&manager, &UpdateManager::SetLayerDepths, layers, rootLayer);
 }
 
-inline void AddRendererMessage( UpdateManager& manager, OwnerPointer< Renderer >& object )
+inline void AddRendererMessage(UpdateManager& manager, OwnerPointer<Renderer>& object)
 {
   using LocalType = MessageValue1<UpdateManager, OwnerPointer<Renderer> >;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::AddRenderer, object );
+  new(slot) LocalType(&manager, &UpdateManager::AddRenderer, object);
 }
 
-inline void RemoveRendererMessage( UpdateManager& manager, const Renderer& object )
+inline void RemoveRendererMessage(UpdateManager& manager, const Renderer& object)
 {
   using LocalType = MessageValue1<UpdateManager, Renderer*>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::RemoveRenderer, const_cast<Renderer*>( &object ) );
+  new(slot) LocalType(&manager, &UpdateManager::RemoveRenderer, const_cast<Renderer*>(&object));
 }
 
 // The render thread can safely change the Shader
-inline void AddTextureSetMessage( UpdateManager& manager, OwnerPointer< TextureSet >& textureSet )
+inline void AddTextureSetMessage(UpdateManager& manager, OwnerPointer<TextureSet>& textureSet)
 {
   using LocalType = MessageValue1<UpdateManager, OwnerPointer<TextureSet> >;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::AddTextureSet, textureSet );
+  new(slot) LocalType(&manager, &UpdateManager::AddTextureSet, textureSet);
 }
 
 // The render thread can safely change the Shader
-inline void RemoveTextureSetMessage( UpdateManager& manager, TextureSet& textureSet )
+inline void RemoveTextureSetMessage(UpdateManager& manager, TextureSet& textureSet)
 {
   using LocalType = MessageValue1<UpdateManager, TextureSet*>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::RemoveTextureSet, &textureSet );
+  new(slot) LocalType(&manager, &UpdateManager::RemoveTextureSet, &textureSet);
 }
 
-inline void AddSamplerMessage( UpdateManager& manager, OwnerPointer< Render::Sampler >& sampler )
+inline void AddSamplerMessage(UpdateManager& manager, OwnerPointer<Render::Sampler>& sampler)
 {
   // Message has ownership of Sampler while in transit from event -> update
   using LocalType = MessageValue1<UpdateManager, OwnerPointer<Render::Sampler> >;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::AddSampler, sampler );
+  new(slot) LocalType(&manager, &UpdateManager::AddSampler, sampler);
 }
 
-inline void RemoveSamplerMessage( UpdateManager& manager, Render::Sampler& sampler )
+inline void RemoveSamplerMessage(UpdateManager& manager, Render::Sampler& sampler)
 {
   using LocalType = MessageValue1<UpdateManager, Render::Sampler*>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::RemoveSampler, &sampler );
+  new(slot) LocalType(&manager, &UpdateManager::RemoveSampler, &sampler);
 }
 
-inline void SetFilterModeMessage( UpdateManager& manager, Render::Sampler& sampler, uint32_t minFilterMode, uint32_t magFilterMode )
+inline void SetFilterModeMessage(UpdateManager& manager, Render::Sampler& sampler, uint32_t minFilterMode, uint32_t magFilterMode)
 {
   using LocalType = MessageValue3<UpdateManager, Render::Sampler*, uint32_t, uint32_t>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::SetFilterMode, &sampler, minFilterMode, magFilterMode );
+  new(slot) LocalType(&manager, &UpdateManager::SetFilterMode, &sampler, minFilterMode, magFilterMode);
 }
 
-inline void SetWrapModeMessage( UpdateManager& manager, Render::Sampler& sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode )
+inline void SetWrapModeMessage(UpdateManager& manager, Render::Sampler& sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
 {
   using LocalType = MessageValue4<UpdateManager, Render::Sampler*, uint32_t, uint32_t, uint32_t>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::SetWrapMode, &sampler, rWrapMode, sWrapMode, tWrapMode );
+  new(slot) LocalType(&manager, &UpdateManager::SetWrapMode, &sampler, rWrapMode, sWrapMode, tWrapMode);
 }
 
-inline void AddVertexBuffer( UpdateManager& manager, OwnerPointer< Render::VertexBuffer >& vertexBuffer )
+inline void AddVertexBuffer(UpdateManager& manager, OwnerPointer<Render::VertexBuffer>& vertexBuffer)
 {
   // Message has ownership of vertexBuffer while in transit from event -> update
   using LocalType = MessageValue1<UpdateManager, OwnerPointer<Render::VertexBuffer> >;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::AddVertexBuffer, vertexBuffer );
+  new(slot) LocalType(&manager, &UpdateManager::AddVertexBuffer, vertexBuffer);
 }
 
-inline void RemoveVertexBuffer( UpdateManager& manager, Render::VertexBuffer& vertexBuffer )
+inline void RemoveVertexBuffer(UpdateManager& manager, Render::VertexBuffer& vertexBuffer)
 {
   using LocalType = MessageValue1<UpdateManager, Render::VertexBuffer*>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::RemoveVertexBuffer, &vertexBuffer );
+  new(slot) LocalType(&manager, &UpdateManager::RemoveVertexBuffer, &vertexBuffer);
 }
 
-inline void SetVertexBufferFormat( UpdateManager& manager, Render::VertexBuffer& vertexBuffer, OwnerPointer< Render::VertexBuffer::Format>& format )
+inline void SetVertexBufferFormat(UpdateManager& manager, Render::VertexBuffer& vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
 {
   // Message has ownership of VertexBuffer::Format while in transit from event -> update
   using LocalType = MessageValue2<UpdateManager, Render::VertexBuffer*, OwnerPointer<Render::VertexBuffer::Format> >;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::SetVertexBufferFormat, &vertexBuffer, format );
+  new(slot) LocalType(&manager, &UpdateManager::SetVertexBufferFormat, &vertexBuffer, format);
 }
 
-inline void SetVertexBufferData( UpdateManager& manager, Render::VertexBuffer& vertexBuffer, OwnerPointer< Vector<uint8_t> >& data, uint32_t size )
+inline void SetVertexBufferData(UpdateManager& manager, Render::VertexBuffer& vertexBuffer, OwnerPointer<Vector<uint8_t> >& data, uint32_t size)
 {
   // Message has ownership of VertexBuffer data while in transit from event -> update
   using LocalType = MessageValue3<UpdateManager, Render::VertexBuffer*, OwnerPointer<Vector<uint8_t> >, uint32_t>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::SetVertexBufferData, &vertexBuffer, data, size );
+  new(slot) LocalType(&manager, &UpdateManager::SetVertexBufferData, &vertexBuffer, data, size);
 }
 
-inline void AddGeometry( UpdateManager& manager, OwnerPointer< Render::Geometry >& geometry )
+inline void AddGeometry(UpdateManager& manager, OwnerPointer<Render::Geometry>& geometry)
 {
   // Message has ownership of Geometry while in transit from event -> update
   using LocalType = MessageValue1<UpdateManager, OwnerPointer<Render::Geometry> >;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::AddGeometry, geometry );
+  new(slot) LocalType(&manager, &UpdateManager::AddGeometry, geometry);
 }
 
-inline void RemoveGeometry( UpdateManager& manager, Render::Geometry& geometry )
+inline void RemoveGeometry(UpdateManager& manager, Render::Geometry& geometry)
 {
   using LocalType = MessageValue1<UpdateManager, Render::Geometry*>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::RemoveGeometry, &geometry );
+  new(slot) LocalType(&manager, &UpdateManager::RemoveGeometry, &geometry);
 }
 
-inline void AttachVertexBufferMessage( UpdateManager& manager, Render::Geometry& geometry, const Render::VertexBuffer& vertexBuffer )
+inline void AttachVertexBufferMessage(UpdateManager& manager, Render::Geometry& geometry, const Render::VertexBuffer& vertexBuffer)
 {
   using LocalType = MessageValue2<UpdateManager, Render::Geometry*, Render::VertexBuffer*>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::AttachVertexBuffer, &geometry, const_cast<Render::VertexBuffer*>(&vertexBuffer) );
+  new(slot) LocalType(&manager, &UpdateManager::AttachVertexBuffer, &geometry, const_cast<Render::VertexBuffer*>(&vertexBuffer));
 }
 
-inline void RemoveVertexBufferMessage( UpdateManager& manager, Render::Geometry& geometry, const Render::VertexBuffer& vertexBuffer )
+inline void RemoveVertexBufferMessage(UpdateManager& manager, Render::Geometry& geometry, const Render::VertexBuffer& vertexBuffer)
 {
   using LocalType = MessageValue2<UpdateManager, Render::Geometry*, Render::VertexBuffer*>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::RemoveVertexBuffer, &geometry, const_cast<Render::VertexBuffer*>(&vertexBuffer) );
+  new(slot) LocalType(&manager, &UpdateManager::RemoveVertexBuffer, &geometry, const_cast<Render::VertexBuffer*>(&vertexBuffer));
 }
 
 // Custom message type for SetIndexBuffer() used to move data with Vector::Swap()
-template< typename T >
+template<typename T>
 class IndexBufferMessage : public MessageBase
 {
 public:
-
   /**
    * Constructor which does a Vector::Swap()
    */
-  IndexBufferMessage( T* manager, Render::Geometry* geometry, Dali::Vector<uint16_t>& indices )
+  IndexBufferMessage(T* manager, Render::Geometry* geometry, Dali::Vector<uint16_t>& indices)
   : MessageBase(),
-    mManager( manager ),
-    mRenderGeometry( geometry )
+    mManager(manager),
+    mRenderGeometry(geometry)
   {
-    mIndices.Swap( indices );
+    mIndices.Swap(indices);
   }
 
   /**
@@ -1368,184 +1339,182 @@ public:
   /**
    * @copydoc MessageBase::Process
    */
-  void Process( BufferIndex /*bufferIndex*/ ) override
+  void Process(BufferIndex /*bufferIndex*/) override
   {
-    DALI_ASSERT_DEBUG( mManager && "Message does not have an object" );
-    mManager->SetIndexBuffer( mRenderGeometry, mIndices );
+    DALI_ASSERT_DEBUG(mManager && "Message does not have an object");
+    mManager->SetIndexBuffer(mRenderGeometry, mIndices);
   }
 
 private:
-
-  T* mManager;
-  Render::Geometry* mRenderGeometry;
+  T*                     mManager;
+  Render::Geometry*      mRenderGeometry;
   Dali::Vector<uint16_t> mIndices;
 };
 
-inline void SetIndexBufferMessage( UpdateManager& manager, Render::Geometry& geometry, Dali::Vector<uint16_t>& indices )
+inline void SetIndexBufferMessage(UpdateManager& manager, Render::Geometry& geometry, Dali::Vector<uint16_t>& indices)
 {
   using LocalType = IndexBufferMessage<UpdateManager>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &geometry, indices );
+  new(slot) LocalType(&manager, &geometry, indices);
 }
 
-inline void SetGeometryTypeMessage( UpdateManager& manager, Render::Geometry& geometry, uint32_t geometryType )
+inline void SetGeometryTypeMessage(UpdateManager& manager, Render::Geometry& geometry, uint32_t geometryType)
 {
   using LocalType = MessageValue2<UpdateManager, Render::Geometry*, uint32_t>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::SetGeometryType, &geometry, geometryType );
+  new(slot) LocalType(&manager, &UpdateManager::SetGeometryType, &geometry, geometryType);
 }
 
-inline void AddTexture( UpdateManager& manager, OwnerPointer< Render::Texture >& texture )
+inline void AddTexture(UpdateManager& manager, OwnerPointer<Render::Texture>& texture)
 {
   // Message has ownership of Texture while in transit from event -> update
   using LocalType = MessageValue1<UpdateManager, OwnerPointer<Render::Texture> >;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::AddTexture, texture );
+  new(slot) LocalType(&manager, &UpdateManager::AddTexture, texture);
 }
 
-inline void RemoveTexture( UpdateManager& manager, Render::Texture& texture )
+inline void RemoveTexture(UpdateManager& manager, Render::Texture& texture)
 {
   using LocalType = MessageValue1<UpdateManager, Render::Texture*>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::RemoveTexture, &texture );
+  new(slot) LocalType(&manager, &UpdateManager::RemoveTexture, &texture);
 }
 
-inline void UploadTextureMessage( UpdateManager& manager, Render::Texture& texture, PixelDataPtr pixelData, const Texture::UploadParams& params )
+inline void UploadTextureMessage(UpdateManager& manager, Render::Texture& texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
 {
   using LocalType = MessageValue3<UpdateManager, Render::Texture*, PixelDataPtr, Texture::UploadParams>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::UploadTexture, &texture, pixelData, params );
+  new(slot) LocalType(&manager, &UpdateManager::UploadTexture, &texture, pixelData, params);
 }
 
-inline void GenerateMipmapsMessage( UpdateManager& manager, Render::Texture& texture )
+inline void GenerateMipmapsMessage(UpdateManager& manager, Render::Texture& texture)
 {
   using LocalType = MessageValue1<UpdateManager, Render::Texture*>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::GenerateMipmaps, &texture );
+  new(slot) LocalType(&manager, &UpdateManager::GenerateMipmaps, &texture);
 }
 
-
-inline void AddFrameBuffer( UpdateManager& manager, OwnerPointer< Render::FrameBuffer >& frameBuffer )
+inline void AddFrameBuffer(UpdateManager& manager, OwnerPointer<Render::FrameBuffer>& frameBuffer)
 {
   using LocalType = MessageValue1<UpdateManager, OwnerPointer<Render::FrameBuffer> >;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::AddFrameBuffer, frameBuffer );
+  new(slot) LocalType(&manager, &UpdateManager::AddFrameBuffer, frameBuffer);
 }
 
-inline void RemoveFrameBuffer( UpdateManager& manager, Render::FrameBuffer& frameBuffer )
+inline void RemoveFrameBuffer(UpdateManager& manager, Render::FrameBuffer& frameBuffer)
 {
   using LocalType = MessageValue1<UpdateManager, Render::FrameBuffer*>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::RemoveFrameBuffer, &frameBuffer );
+  new(slot) LocalType(&manager, &UpdateManager::RemoveFrameBuffer, &frameBuffer);
 }
 
-inline void AttachColorTextureToFrameBuffer( UpdateManager& manager, Render::FrameBuffer& frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer )
+inline void AttachColorTextureToFrameBuffer(UpdateManager& manager, Render::FrameBuffer& frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
 {
   using LocalType = MessageValue4<UpdateManager, Render::FrameBuffer*, Render::Texture*, uint32_t, uint32_t>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::AttachColorTextureToFrameBuffer, &frameBuffer, texture, mipmapLevel, layer );
+  new(slot) LocalType(&manager, &UpdateManager::AttachColorTextureToFrameBuffer, &frameBuffer, texture, mipmapLevel, layer);
 }
 
-inline void AttachDepthTextureToFrameBuffer( UpdateManager& manager, Render::FrameBuffer& frameBuffer, Render::Texture* texture, uint32_t mipmapLevel )
+inline void AttachDepthTextureToFrameBuffer(UpdateManager& manager, Render::FrameBuffer& frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
 {
   using LocalType = MessageValue3<UpdateManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::AttachDepthTextureToFrameBuffer, &frameBuffer, texture, mipmapLevel );
+  new(slot) LocalType(&manager, &UpdateManager::AttachDepthTextureToFrameBuffer, &frameBuffer, texture, mipmapLevel);
 }
 
-inline void AttachDepthStencilTextureToFrameBuffer( UpdateManager& manager, Render::FrameBuffer& frameBuffer, Render::Texture* texture, uint32_t mipmapLevel )
+inline void AttachDepthStencilTextureToFrameBuffer(UpdateManager& manager, Render::FrameBuffer& frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
 {
   using LocalType = MessageValue3<UpdateManager, Render::FrameBuffer*, Render::Texture*, uint32_t>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::AttachDepthStencilTextureToFrameBuffer, &frameBuffer, texture, mipmapLevel );
+  new(slot) LocalType(&manager, &UpdateManager::AttachDepthStencilTextureToFrameBuffer, &frameBuffer, texture, mipmapLevel);
 }
 
-inline void SetDepthIndicesMessage( UpdateManager& manager, OwnerPointer< NodeDepths >& nodeDepths )
+inline void SetDepthIndicesMessage(UpdateManager& manager, OwnerPointer<NodeDepths>& nodeDepths)
 {
   using LocalType = MessageValue1<UpdateManager, OwnerPointer<NodeDepths> >;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::SetDepthIndices, nodeDepths );
+  new(slot) LocalType(&manager, &UpdateManager::SetDepthIndices, nodeDepths);
 }
 
-inline void AddResetterMessage( UpdateManager& manager, OwnerPointer<PropertyResetterBase> resetter )
+inline void AddResetterMessage(UpdateManager& manager, OwnerPointer<PropertyResetterBase> resetter)
 {
   using LocalType = MessageValue1<UpdateManager, OwnerPointer<PropertyResetterBase> >;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::AddPropertyResetter, resetter );
+  new(slot) LocalType(&manager, &UpdateManager::AddPropertyResetter, resetter);
 }
 
-inline void AddFrameCallbackMessage( UpdateManager& manager, OwnerPointer< FrameCallback >& frameCallback, const Node& rootNode )
+inline void AddFrameCallbackMessage(UpdateManager& manager, OwnerPointer<FrameCallback>& frameCallback, const Node& rootNode)
 {
   using LocalType = MessageValue2<UpdateManager, OwnerPointer<FrameCallback>, const Node*>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::AddFrameCallback, frameCallback, &rootNode );
+  new(slot) LocalType(&manager, &UpdateManager::AddFrameCallback, frameCallback, &rootNode);
 }
 
-inline void RemoveFrameCallbackMessage( UpdateManager& manager, FrameCallbackInterface& frameCallback )
+inline void RemoveFrameCallbackMessage(UpdateManager& manager, FrameCallbackInterface& frameCallback)
 {
   using LocalType = MessageValue1<UpdateManager, FrameCallbackInterface*>;
 
   // Reserve some memory inside the message queue
-  uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+  uint32_t* slot = manager.ReserveMessageSlot(sizeof(LocalType));
 
   // Construct message in the message queue memory; note that delete should not be called on the return value
-  new (slot) LocalType( &manager, &UpdateManager::RemoveFrameCallback, &frameCallback );
+  new(slot) LocalType(&manager, &UpdateManager::RemoveFrameCallback, &frameCallback);
 }
 
 } // namespace SceneGraph
index affd44f..9fea1de 100644 (file)
@@ -2,7 +2,7 @@
 #define DALI_INTERNAL_SCENE_GRAPH_NODE_DECLARATIONS_H
 
 /*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
  */
 
 // INTERNAL INCLUDES
-#include <dali/public-api/common/dali-vector.h>
 #include <dali/devel-api/common/bitwise-enum.h>
 #include <dali/devel-api/common/owner-container.h>
 #include <dali/internal/common/owner-pointer.h>
+#include <dali/public-api/common/dali-vector.h>
+#include <dali/public-api/common/vector-wrapper.h>
 
 namespace Dali
 {
-
 namespace Internal
 {
-
 namespace SceneGraph
 {
-
 class Node;
 
-using NodeContainer = Dali::Vector<Node *>;
+using NodeContainer = Dali::Vector<Node*>;
 using NodeIter      = NodeContainer::Iterator;
 using NodeConstIter = NodeContainer::ConstIterator;
 
@@ -45,12 +43,35 @@ using NodeConstIter = NodeContainer::ConstIterator;
 enum class NodePropertyFlags : uint8_t
 // 8 bits is enough for 4 flags (compiler will check it)
 {
-  NOTHING          = 0x000,
-  TRANSFORM        = 0x001,
-  VISIBLE          = 0x002,
-  COLOR            = 0x004,
-  CHILD_DELETED    = 0x008,
-  ALL = ( CHILD_DELETED << 1 ) - 1 // all the flags
+  NOTHING       = 0x000,
+  TRANSFORM     = 0x001,
+  VISIBLE       = 0x002,
+  COLOR         = 0x004,
+  CHILD_DELETED = 0x008,
+  ALL           = (CHILD_DELETED << 1) - 1 // all the flags
+};
+
+struct NodeDepthPair
+{
+  Node*    node;
+  uint32_t sortedDepth;
+  NodeDepthPair(Node* node, uint32_t sortedDepth)
+  : node(node),
+    sortedDepth(sortedDepth)
+  {
+  }
+};
+
+struct NodeDepths
+{
+  NodeDepths() = default;
+
+  void Add(Node* node, uint32_t sortedDepth)
+  {
+    nodeDepths.push_back(NodeDepthPair(node, sortedDepth));
+  }
+
+  std::vector<NodeDepthPair> nodeDepths;
 };
 
 } // namespace SceneGraph
@@ -58,7 +79,11 @@ enum class NodePropertyFlags : uint8_t
 } // namespace Internal
 
 // specialization has to be done in the same namespace
-template<> struct EnableBitMaskOperators< Internal::SceneGraph::NodePropertyFlags > { static const bool ENABLE = true; };
+template<>
+struct EnableBitMaskOperators<Internal::SceneGraph::NodePropertyFlags>
+{
+  static const bool ENABLE = true;
+};
 
 } // namespace Dali
 
index e2e7e4b..876b1da 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
 // INTERNAL HEADERS
 #include <dali/internal/common/internal-constants.h>
 #include <dali/internal/common/memory-pool-object-allocator.h>
+#include <dali/internal/render/renderers/render-texture.h>
 #include <dali/internal/update/rendering/scene-graph-renderer.h>
 
 namespace //Unnamed namespace
 {
 //Memory pool used to allocate new texture sets. Memory used by this pool will be released when shutting down DALi
 Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::TextureSet> gTextureSetMemoryPool;
-}
+} // namespace
 
 namespace Dali
 {
-
 namespace Internal
 {
-
 namespace SceneGraph
 {
-
 TextureSet* TextureSet::New()
 {
-  return new ( gTextureSetMemoryPool.AllocateRawThreadSafe() ) TextureSet();
+  return new(gTextureSetMemoryPool.AllocateRawThreadSafe()) TextureSet();
 }
 
 TextureSet::TextureSet()
 : mSamplers(),
   mRenderers(),
-  mHasAlpha( false )
+  mHasAlpha(false)
 {
 }
 
 TextureSet::~TextureSet()
 {
-  for( auto&& renderer : mRenderers )
+  for(auto&& renderer : mRenderers)
   {
     renderer->TextureSetDeleted();
   }
 }
 
-void TextureSet::operator delete( void* ptr )
+void TextureSet::operator delete(void* ptr)
 {
-  gTextureSetMemoryPool.FreeThreadSafe( static_cast<TextureSet*>( ptr ) );
+  gTextureSetMemoryPool.FreeThreadSafe(static_cast<TextureSet*>(ptr));
 }
 
-void TextureSet::SetSampler( uint32_t index, Render::Sampler* sampler )
+void TextureSet::SetSampler(uint32_t index, Render::Sampler* sampler)
 {
-  const uint32_t samplerCount = static_cast<uint32_t>( mSamplers.Size() );
-  if( samplerCount < index + 1 )
+  const uint32_t samplerCount = static_cast<uint32_t>(mSamplers.Size());
+  if(samplerCount < index + 1)
   {
-    mSamplers.Resize( index + 1 );
-    for( uint32_t i(samplerCount); i<=index; ++i )
+    mSamplers.Resize(index + 1);
+    for(uint32_t i(samplerCount); i <= index; ++i)
     {
       mSamplers[i] = nullptr;
     }
@@ -78,25 +76,25 @@ void TextureSet::SetSampler( uint32_t index, Render::Sampler* sampler )
   NotifyChangeToRenderers();
 }
 
-void TextureSet::SetTexture( uint32_t index, Render::Texture* texture )
+void TextureSet::SetTexture(uint32_t index, Render::Texture* texture)
 {
-  const uint32_t textureCount = static_cast<uint32_t>( mTextures.Size() );
-  if( textureCount < index + 1 )
+  const uint32_t textureCount = static_cast<uint32_t>(mTextures.Size());
+  if(textureCount < index + 1)
   {
-    mTextures.Resize( index + 1 );
+    mTextures.Resize(index + 1);
 
     bool samplerExist = true;
-    if( mSamplers.Size() < index + 1 )
+    if(mSamplers.Size() < index + 1)
     {
-      mSamplers.Resize( index + 1 );
+      mSamplers.Resize(index + 1);
       samplerExist = false;
     }
 
-    for( uint32_t i(textureCount); i<=index; ++i )
+    for(uint32_t i(textureCount); i <= index; ++i)
     {
       mTextures[i] = nullptr;
 
-      if( !samplerExist )
+      if(!samplerExist)
       {
         mSamplers[i] = nullptr;
       }
@@ -104,7 +102,7 @@ void TextureSet::SetTexture( uint32_t index, Render::Texture* texture )
   }
 
   mTextures[index] = texture;
-  if( texture )
+  if(texture)
   {
     mHasAlpha |= texture->HasAlphaChannel();
   }
@@ -117,27 +115,27 @@ bool TextureSet::HasAlpha() const
   return mHasAlpha;
 }
 
-void TextureSet::AddObserver( Renderer* renderer )
+void TextureSet::AddObserver(Renderer* renderer)
 {
-  for( auto&& element : mRenderers )
+  for(auto&& element : mRenderers)
   {
-    if( element == renderer )
+    if(element == renderer)
     {
       //Renderer already in the list
       return;
     }
   }
 
-  mRenderers.PushBack( renderer );
+  mRenderers.PushBack(renderer);
 }
 
-void TextureSet::RemoveObserver( Renderer* renderer )
+void TextureSet::RemoveObserver(Renderer* renderer)
 {
-  for( auto&& iter = mRenderers.Begin(), end = mRenderers.End(); iter != end; ++iter )
+  for(auto &&iter = mRenderers.Begin(), end = mRenderers.End(); iter != end; ++iter)
   {
-    if( *iter == renderer )
+    if(*iter == renderer)
     {
-      mRenderers.Remove( iter );
+      mRenderers.Remove(iter);
       return;
     }
   }
@@ -145,7 +143,7 @@ void TextureSet::RemoveObserver( Renderer* renderer )
 
 void TextureSet::NotifyChangeToRenderers()
 {
-  for( auto&& element : mRenderers )
+  for(auto&& element : mRenderers)
   {
     element->TextureSetChanged();
   }