022c15ac39256129a5e14827d4bfc4262b96df71
[platform/core/uifw/dali-demo.git] / examples / new-window / new-window-example.cpp
1 /*
2  * Copyright (c) 2014 Samsung Electronics Co., Ltd.
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16
17 // EXTERNAL INCLUDES
18 #include <dali/devel-api/rendering/renderer.h>
19 #include <dali-toolkit/dali-toolkit.h>
20 #include <dali-toolkit/devel-api/controls/bubble-effect/bubble-emitter.h>
21
22 #include <cstdio>
23 #include <iostream>
24
25 // INTERNAL INCLUDES
26 #include "shared/view.h"
27
28 using namespace Dali;
29 using namespace Dali::Toolkit;
30
31 class NewWindowController;
32
33 namespace
34 {
35 const char * const BACKGROUND_IMAGE( DEMO_IMAGE_DIR "background-2.jpg" );
36 const char * const TOOLBAR_IMAGE( DEMO_IMAGE_DIR "top-bar.png" );
37 const char * const LOSE_CONTEXT_IMAGE( DEMO_IMAGE_DIR "icon-cluster-wobble.png" );
38 const char * const LOSE_CONTEXT_IMAGE_SELECTED( DEMO_IMAGE_DIR "icon-cluster-wobble-selected.png" );
39 const char * const BASE_IMAGE( DEMO_IMAGE_DIR "gallery-large-14.jpg" );
40 const char * const EFFECT_IMAGE( DEMO_IMAGE_DIR "gallery-large-18.jpg" );
41 const char * const LOGO_IMAGE(DEMO_IMAGE_DIR "dali-logo.png");
42
43 const float EXPLOSION_DURATION(1.2f);
44 const unsigned int EMIT_INTERVAL_IN_MS(40);
45 const float TRACK_DURATION_IN_MS(970);
46
47 Application gApplication;
48 NewWindowController* gNewWindowController(NULL);
49
50 #define MAKE_SHADER(A)#A
51
52 const char* VERTEX_COLOR_MESH = MAKE_SHADER(
53 attribute mediump vec3  aPosition;\n
54 attribute lowp    vec3  aColor;\n
55 uniform   mediump mat4  uMvpMatrix;\n
56 uniform   mediump vec3  uSize;\n
57 varying   lowp    vec3  vColor;\n
58 \n
59 void main()\n
60 {\n
61   gl_Position = uMvpMatrix * vec4( aPosition*uSize, 1.0 );\n
62   vColor = aColor;\n
63 }\n
64 );
65
66 const char* FRAGMENT_COLOR_MESH = MAKE_SHADER(
67 uniform lowp vec4  uColor;\n
68 varying lowp vec3  vColor;\n
69 \n
70 void main()\n
71 {\n
72   gl_FragColor = vec4(vColor,1.0)*uColor;
73 }\n
74 );
75
76 const char* VERTEX_TEXTURE_MESH = MAKE_SHADER(
77 attribute mediump vec3  aPosition;\n
78 attribute highp   vec2  aTexCoord;\n
79 uniform   mediump mat4  uMvpMatrix;\n
80 uniform   mediump vec3  uSize;\n
81 varying   mediump vec2  vTexCoord;\n
82 \n
83 void main()\n
84 {\n
85   gl_Position = uMvpMatrix * vec4( aPosition*uSize, 1.0 );\n
86   vTexCoord = aTexCoord;\n
87 }\n
88 );
89
90 const char* FRAGMENT_TEXTURE_MESH = MAKE_SHADER(
91 varying mediump vec2  vTexCoord;\n
92 uniform lowp    vec4  uColor;\n
93 uniform sampler2D     sTexture;\n
94 \n
95 void main()\n
96 {\n
97   gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;
98 }\n
99 );
100
101 const char* FRAGMENT_BLEND_SHADER = MAKE_SHADER(
102 varying mediump vec2  vTexCoord;\n
103 uniform sampler2D sTexture;\n
104 uniform sampler2D sEffect;\n
105 uniform mediump float alpha;\n
106 \n
107 void main()\n
108 {\n
109   mediump vec4 fragColor = texture2D(sTexture, vTexCoord);\n
110   mediump vec4 fxColor   = texture2D(sEffect, vTexCoord);\n
111   gl_FragColor = mix(fragColor,fxColor, alpha);\n
112 }\n
113 );
114
115 }; // anonymous namespace
116
117
118 class NewWindowController : public ConnectionTracker
119 {
120 public:
121   NewWindowController( Application& app );
122   void Create( Application& app );
123   void Destroy( Application& app );
124
125   void AddBubbles( Actor& parentActor, const Vector2& stageSize);
126   void AddMeshActor( Actor& parentActor );
127   void AddBlendingImageActor( Actor& parentActor );
128   void AddTextLabel( Actor& parentActor );
129
130   ImageView CreateBlurredMirrorImage(const char* imageName);
131   FrameBufferImage CreateFrameBufferForImage( const char* imageName, Property::Map& shaderEffect, const Vector3& rgbDelta );
132   void SetUpBubbleEmission( const Vector2& emitPosition, const Vector2& direction );
133   Geometry CreateMeshGeometry();
134   Dali::Property::Map CreateColorModifierer();
135
136   static void NewWindow(void);
137
138   bool OnTrackTimerTick();
139   void OnKeyEvent(const KeyEvent& event);
140   bool OnLoseContextButtonClicked( Toolkit::Button button );
141   void OnContextLost();
142   void OnContextRegained();
143
144 private:
145   Application                mApplication;
146   TextLabel                  mTextActor;
147
148   Toolkit::Control           mView;                              ///< The View instance.
149   Toolkit::ToolBar           mToolBar;                           ///< The View's Toolbar.
150   TextLabel                  mTitleActor;                        ///< The Toolbar's Title.
151   Layer                      mContentLayer;                      ///< Content layer (scrolling cluster content)
152   Toolkit::PushButton        mLoseContextButton;
153
154   Toolkit::BubbleEmitter     mEmitter;
155   Timer                      mEmitTrackTimer;
156   bool                       mNeedNewAnimation;
157   unsigned int               mAnimateComponentCount;
158   Animation                  mEmitAnimation;
159 };
160
161
162 NewWindowController::NewWindowController( Application& application )
163 : mApplication(application),
164   mNeedNewAnimation(true)
165 {
166   mApplication.InitSignal().Connect(this, &NewWindowController::Create);
167   mApplication.TerminateSignal().Connect(this, &NewWindowController::Destroy);
168 }
169
170 void NewWindowController::Create( Application& app )
171 {
172   Stage stage = Stage::GetCurrent();
173   stage.SetBackgroundColor(Color::YELLOW);
174
175   stage.KeyEventSignal().Connect(this, &NewWindowController::OnKeyEvent);
176
177   // The Init signal is received once (only) during the Application lifetime
178
179   // Hide the indicator bar
180   mApplication.GetWindow().ShowIndicator( Dali::Window::INVISIBLE );
181
182   mContentLayer = DemoHelper::CreateView( app,
183                                           mView,
184                                           mToolBar,
185                                           "",
186                                           TOOLBAR_IMAGE,
187                                           "Context recovery" );
188
189   Size stageSize = stage.GetSize();
190   Image backgroundImage = ResourceImage::New( BACKGROUND_IMAGE, Dali::ImageDimensions( stageSize.x, stageSize.y ), Dali::FittingMode::SCALE_TO_FILL, Dali::SamplingMode::BOX_THEN_LINEAR );
191   ImageView backgroundActor = ImageView::New( backgroundImage );
192   backgroundActor.SetParentOrigin( ParentOrigin::CENTER );
193   mContentLayer.Add(backgroundActor);
194
195   // Point the default render task at the view
196   RenderTaskList taskList = stage.GetRenderTaskList();
197   RenderTask defaultTask = taskList.GetTask( 0u );
198   if ( defaultTask )
199   {
200     defaultTask.SetSourceActor( mView );
201   }
202
203   mLoseContextButton = Toolkit::PushButton::New();
204   mLoseContextButton.SetUnselectedImage( LOSE_CONTEXT_IMAGE );
205   mLoseContextButton.SetSelectedImage( LOSE_CONTEXT_IMAGE_SELECTED );
206   mLoseContextButton.ClickedSignal().Connect( this, &NewWindowController::OnLoseContextButtonClicked );
207   mToolBar.AddControl( mLoseContextButton, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HorizontalRight, DemoHelper::DEFAULT_MODE_SWITCH_PADDING );
208
209   Actor logoLayoutActor = Actor::New();
210   logoLayoutActor.SetParentOrigin(ParentOrigin::CENTER);
211   logoLayoutActor.SetPosition(0.0f, -200.0f, 0.0f);
212   logoLayoutActor.SetScale(0.5f);
213   backgroundActor.Add(logoLayoutActor);
214
215   Image image = ResourceImage::New(LOGO_IMAGE);
216   ImageView imageView = ImageView::New(image);
217   imageView.SetName("daliLogo");
218   imageView.SetParentOrigin(ParentOrigin::CENTER);
219   imageView.SetAnchorPoint(AnchorPoint::BOTTOM_CENTER);
220   logoLayoutActor.Add(imageView);
221
222   ImageView mirrorImageView = CreateBlurredMirrorImage(LOGO_IMAGE);
223   mirrorImageView.SetParentOrigin(ParentOrigin::CENTER);
224   mirrorImageView.SetAnchorPoint(AnchorPoint::TOP_CENTER);
225   logoLayoutActor.Add(mirrorImageView);
226
227   AddBubbles( backgroundActor, stage.GetSize());
228   AddMeshActor( backgroundActor );
229   AddBlendingImageActor( backgroundActor );
230   AddTextLabel( backgroundActor );
231
232   stage.ContextLostSignal().Connect(this, &NewWindowController::OnContextLost);
233   stage.ContextRegainedSignal().Connect(this, &NewWindowController::OnContextRegained);
234 }
235
236 void NewWindowController::Destroy( Application& app )
237 {
238   UnparentAndReset(mTextActor);
239 }
240
241 void NewWindowController::AddBubbles( Actor& parentActor, const Vector2& stageSize)
242 {
243   mEmitter = Toolkit::BubbleEmitter::New( stageSize,
244                                           ResourceImage::New( DEMO_IMAGE_DIR "bubble-ball.png" ),
245                                           200, Vector2( 5.0f, 5.0f ) );
246
247   Image background = ResourceImage::New(BACKGROUND_IMAGE);
248   mEmitter.SetBackground( background, Vector3(0.5f, 0.f,0.5f) );
249   mEmitter.SetBubbleDensity( 9.f );
250   Actor bubbleRoot = mEmitter.GetRootActor();
251   parentActor.Add( bubbleRoot );
252   bubbleRoot.SetParentOrigin(ParentOrigin::CENTER);
253   bubbleRoot.SetZ(0.1f);
254
255   mEmitTrackTimer = Timer::New( EMIT_INTERVAL_IN_MS );
256   mEmitTrackTimer.TickSignal().Connect(this, &NewWindowController::OnTrackTimerTick);
257   mEmitTrackTimer.Start();
258 }
259
260 void NewWindowController::AddMeshActor( Actor& parentActor )
261 {
262   Geometry meshGeometry = CreateMeshGeometry();
263
264   // Create a coloured mesh
265   Shader shaderColorMesh = Shader::New( VERTEX_COLOR_MESH, FRAGMENT_COLOR_MESH );
266   Renderer colorMeshRenderer = Renderer::New( meshGeometry, shaderColorMesh );
267
268   Actor colorMeshActor = Actor::New();
269   colorMeshActor.AddRenderer( colorMeshRenderer );
270   colorMeshActor.SetSize( 175.f,175.f, 175.f );
271   colorMeshActor.SetParentOrigin( ParentOrigin::CENTER );
272   colorMeshActor.SetAnchorPoint(AnchorPoint::TOP_CENTER);
273   colorMeshActor.SetPosition(Vector3(0.0f, 50.0f, 0.0f));
274   colorMeshActor.SetOrientation( Degree(75.f), Vector3::XAXIS );
275   colorMeshActor.SetName("ColorMeshActor");
276
277  // Create a textured mesh
278   Image effectImage = ResourceImage::New(EFFECT_IMAGE);
279   Shader shaderTextureMesh = Shader::New( VERTEX_TEXTURE_MESH, FRAGMENT_TEXTURE_MESH );
280   TextureSet textureSet = TextureSet::New();
281   textureSet.SetImage( 0u, effectImage );
282   Renderer textureMeshRenderer = Renderer::New( meshGeometry, shaderTextureMesh );
283   textureMeshRenderer.SetTextures( textureSet );
284
285   Actor textureMeshActor = Actor::New();
286   textureMeshActor.AddRenderer( textureMeshRenderer );
287   textureMeshActor.SetSize( 175.f,175.f, 175.f );
288   textureMeshActor.SetParentOrigin( ParentOrigin::CENTER );
289   textureMeshActor.SetAnchorPoint(AnchorPoint::TOP_CENTER);
290   textureMeshActor.SetPosition(Vector3(0.0f, 200.0f, 0.0f));
291   textureMeshActor.SetOrientation( Degree(75.f), Vector3::XAXIS );
292   textureMeshActor.SetName("TextureMeshActor");
293
294   Layer layer3d = Layer::New();
295   layer3d.SetParentOrigin( ParentOrigin::CENTER );
296   layer3d.SetAnchorPoint( AnchorPoint::CENTER );
297   layer3d.SetBehavior(Layer::LAYER_3D);
298
299   layer3d.Add( colorMeshActor );
300   layer3d.Add( textureMeshActor );
301   parentActor.Add(layer3d);
302 }
303
304 void NewWindowController::AddBlendingImageActor( Actor& parentActor )
305 {
306   Property::Map colorModifier = CreateColorModifierer();
307
308   FrameBufferImage fb2 = CreateFrameBufferForImage( EFFECT_IMAGE, colorModifier, Vector3( 0.5f, 0.5f, 0.5f ) );
309
310   ImageView tmpActor = ImageView::New(fb2);
311   parentActor.Add(tmpActor);
312   tmpActor.SetParentOrigin(ParentOrigin::CENTER_RIGHT);
313   tmpActor.SetAnchorPoint(AnchorPoint::TOP_RIGHT);
314   tmpActor.SetPosition(Vector3(0.0f, 150.0f, 0.0f));
315   tmpActor.SetScale(0.25f);
316
317   // create blending shader effect
318   Property::Map customShader;
319   customShader[ "fragmentShader" ] = FRAGMENT_BLEND_SHADER;
320   Property::Map map;
321   map[ "shader" ] = customShader;
322
323   Image baseImage = ResourceImage::New(BASE_IMAGE);
324   ImageView blendActor = ImageView::New( baseImage );
325   blendActor.SetProperty( ImageView::Property::IMAGE, map );
326   blendActor.RegisterProperty( "alpha", 0.5f );
327
328   blendActor.SetParentOrigin(ParentOrigin::CENTER_RIGHT);
329   blendActor.SetAnchorPoint(AnchorPoint::BOTTOM_RIGHT);
330   blendActor.SetPosition(Vector3(0.0f, 100.0f, 0.0f));
331   blendActor.SetSize(140, 140);
332   parentActor.Add(blendActor);
333
334   blendActor.GetRendererAt(0u).GetTextures().SetImage( 1u, fb2 );
335 }
336
337 void NewWindowController::AddTextLabel( Actor& parentActor )
338 {
339   mTextActor = TextLabel::New("Some text");
340   mTextActor.SetParentOrigin(ParentOrigin::CENTER);
341   mTextActor.SetColor(Color::RED);
342   mTextActor.SetName("PushMe text");
343   parentActor.Add( mTextActor );
344 }
345
346 ImageView NewWindowController::CreateBlurredMirrorImage(const char* imageName)
347 {
348   Image image = ResourceImage::New(imageName);
349
350   Uint16Pair intFboSize = ResourceImage::GetImageSize(imageName);
351   Vector2 FBOSize = Vector2( intFboSize.GetWidth(), intFboSize.GetHeight() );
352   FrameBufferImage fbo = FrameBufferImage::New( FBOSize.width, FBOSize.height, Pixel::RGBA8888);
353
354   GaussianBlurView gbv = GaussianBlurView::New(5, 2.0f, Pixel::RGBA8888, 0.5f, 0.5f, true);
355   gbv.SetBackgroundColor(Color::TRANSPARENT);
356   gbv.SetUserImageAndOutputRenderTarget( image, fbo );
357   gbv.SetSize(FBOSize);
358   Stage::GetCurrent().Add(gbv);
359   gbv.ActivateOnce();
360
361   ImageView blurredActor = ImageView::New(fbo);
362   blurredActor.SetSize(FBOSize);
363   blurredActor.SetScale(1.0f, -1.0f, 1.0f);
364   return blurredActor;
365 }
366
367 FrameBufferImage NewWindowController::CreateFrameBufferForImage(const char* imageName, Property::Map& shaderEffect, const Vector3& rgbDelta )
368 {
369   Stage stage = Stage::GetCurrent();
370   Uint16Pair intFboSize = ResourceImage::GetImageSize( imageName );
371   Vector2 FBOSize = Vector2(intFboSize.GetWidth(), intFboSize.GetHeight());
372
373   FrameBufferImage framebuffer = FrameBufferImage::New(FBOSize.x, FBOSize.y );
374
375   RenderTask renderTask = stage.GetRenderTaskList().CreateTask();
376
377   ImageView imageView = ImageView::New( imageName );
378   imageView.SetName("Source image actor");
379   imageView.SetProperty( ImageView::Property::IMAGE, shaderEffect );
380   imageView.RegisterProperty( "uRGBDelta", rgbDelta );
381
382   imageView.SetParentOrigin(ParentOrigin::CENTER);
383   imageView.SetAnchorPoint(AnchorPoint::CENTER);
384   imageView.SetScale(1.0f, -1.0f, 1.0f);
385   stage.Add(imageView); // Not in default image view
386
387   CameraActor cameraActor = CameraActor::New(FBOSize);
388   cameraActor.SetParentOrigin(ParentOrigin::CENTER);
389   cameraActor.SetFieldOfView(Math::PI*0.25f);
390   cameraActor.SetNearClippingPlane(1.0f);
391   cameraActor.SetAspectRatio(FBOSize.width / FBOSize.height);
392   cameraActor.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
393   cameraActor.SetPosition(0.0f, 0.0f, ((FBOSize.height * 0.5f) / tanf(Math::PI * 0.125f)));
394   stage.Add(cameraActor);
395
396   renderTask.SetSourceActor(imageView);
397   renderTask.SetInputEnabled(false);
398   renderTask.SetTargetFrameBuffer(framebuffer);
399   renderTask.SetCameraActor( cameraActor );
400   renderTask.SetClearColor( Color::TRANSPARENT );
401   renderTask.SetClearEnabled( true );
402   renderTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
403
404   return framebuffer;
405 }
406
407 void NewWindowController::SetUpBubbleEmission( const Vector2& emitPosition, const Vector2& direction)
408 {
409   if( mNeedNewAnimation )
410   {
411     float duration = Random::Range(1.f, 1.5f);
412     mEmitAnimation = Animation::New( duration );
413     mNeedNewAnimation = false;
414     mAnimateComponentCount = 0;
415   }
416
417   mEmitter.EmitBubble( mEmitAnimation, emitPosition, direction, Vector2(10,10) );
418
419   mAnimateComponentCount++;
420
421   if( mAnimateComponentCount % 6 ==0 )
422   {
423     mEmitAnimation.Play();
424     mNeedNewAnimation = true;
425   }
426 }
427
428 Geometry NewWindowController::CreateMeshGeometry()
429 {
430   // Create vertices and specify their color
431   struct Vertex
432   {
433     Vector3 position;
434     Vector2 textureCoordinates;
435     Vector3 color;
436   };
437
438   Vertex vertexData[5] = {
439     { Vector3(  0.0f,  0.0f, 0.5f ), Vector2(0.5f, 0.5f), Vector3(1.0f, 1.0f, 1.0f) },
440     { Vector3( -0.5f, -0.5f, 0.0f ), Vector2(0.0f, 0.0f), Vector3(1.0f, 0.0f, 0.0f) },
441     { Vector3(  0.5f, -0.5f, 0.0f ), Vector2(1.0f, 0.0f), Vector3(1.0f, 1.0f, 0.0f) },
442     { Vector3( -0.5f,  0.5f, 0.0f ), Vector2(0.0f, 1.0f), Vector3(0.0f, 1.0f, 0.0f) },
443     { Vector3(  0.5f,  0.5f, 0.0f ), Vector2(1.0f, 1.0f), Vector3(0.0f, 0.0f, 1.0f) }  };
444
445   Property::Map vertexFormat;
446   vertexFormat["aPosition"] = Property::VECTOR3;
447   vertexFormat["aTexCoord"] = Property::VECTOR2;
448   vertexFormat["aColor"] = Property::VECTOR3;
449   PropertyBuffer vertices = PropertyBuffer::New( vertexFormat );
450   vertices.SetData( vertexData, 5 );
451
452   // Specify all the faces
453   unsigned short indexData[12] = { 0,1,3,0,2,4,0,3,4,0,2,1 };
454
455   // Create the geometry object
456   Geometry geometry = Geometry::New();
457   geometry.AddVertexBuffer( vertices );
458   geometry.SetIndexBuffer( &indexData[0], 12 );
459
460   return geometry;
461 }
462
463 Dali::Property::Map NewWindowController::CreateColorModifierer()
464 {
465  const char* fragmentShader ( DALI_COMPOSE_SHADER (
466    precision highp float;\n
467    uniform vec3 uRGBDelta;\n
468    uniform float uIgnoreAlpha;\n
469    \n
470    varying mediump vec2 vTexCoord;\n
471    uniform sampler2D sTexture;\n
472    \n
473    float rand(vec2 co) \n
474    {\n
475      return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); \n}
476    \n
477    void main() {\n
478      vec4 color = texture2D(sTexture, vTexCoord); \n
479      // modify the hsv Value
480      color.rgb += uRGBDelta * rand(vTexCoord); \n
481      // if the new vale exceeds one, then decrease it
482      color.rgb -= max(color.rgb*2.0 - vec3(2.0), 0.0);\n
483      // if the new vale drops below zero, then increase it
484      color.rgb -= min(color.rgb*2.0, 0.0);\n
485      gl_FragColor = color; \n
486    }\n
487  ) );
488
489  Property::Map map;
490  Property::Map customShader;
491  customShader[ "fragmentShader" ] = fragmentShader;
492  map[ "shader" ] = customShader;
493
494  return map;
495 }
496
497 void NewWindowController::NewWindow(void)
498 {
499   PositionSize posSize(0, 0, 720, 1280);
500   gApplication.ReplaceWindow(posSize, "NewWindow"); // Generates a new window
501 }
502
503 bool NewWindowController::OnLoseContextButtonClicked( Toolkit::Button button )
504 {
505   // Add as an idle callback to avoid ProcessEvents being recursively called.
506   mApplication.AddIdle( MakeCallback( NewWindowController::NewWindow ) );
507   return true;
508 }
509
510 bool NewWindowController::OnTrackTimerTick()
511 {
512   static int time=0;
513   const float radius(250.0f);
514
515   time += EMIT_INTERVAL_IN_MS;
516   float modTime = time / TRACK_DURATION_IN_MS;
517   float angle = 2.0f*Math::PI*modTime;
518
519   Vector2 position(radius*cosf(angle), radius*-sinf(angle));
520   Vector2 aimPos(radius*2*sinf(angle), radius*2*-cosf(angle));
521   Vector2 direction = aimPos-position;
522   Vector2 stageSize = Stage::GetCurrent().GetSize();
523
524   SetUpBubbleEmission( stageSize*0.5f+position, direction );
525   SetUpBubbleEmission( stageSize*0.5f+position*0.75f, direction );
526   SetUpBubbleEmission( stageSize*0.5f+position*0.7f, direction );
527
528   return true;
529 }
530
531 void NewWindowController::OnKeyEvent(const KeyEvent& event)
532 {
533   if(event.state == KeyEvent::Down)
534   {
535     if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
536     {
537       mApplication.Quit();
538     }
539   }
540 }
541
542 void NewWindowController::OnContextLost()
543 {
544   printf("Stage reporting context loss\n");
545 }
546
547 void NewWindowController::OnContextRegained()
548 {
549   printf("Stage reporting context regain\n");
550 }
551
552 void RunTest(Application& app)
553 {
554   gNewWindowController = new NewWindowController(app);
555   app.MainLoop(Configuration::APPLICATION_DOES_NOT_HANDLE_CONTEXT_LOSS);
556 }
557
558 // Entry point for Linux & Tizen applications
559 //
560 int DALI_EXPORT_API main(int argc, char **argv)
561 {
562   gApplication = Application::New(&argc, &argv, DEMO_THEME_PATH);
563   RunTest(gApplication);
564
565   return 0;
566 }