Updated demos to use DALi clang-format
[platform/core/uifw/dali-demo.git] / examples / animated-shapes / animated-shapes-example.cpp
index b4633cd..04c9bbd 100644 (file)
@@ -15,8 +15,8 @@
  *
  */
 
-#include <dali/dali.h>
 #include <dali-toolkit/dali-toolkit.h>
+#include <dali/dali.h>
 #include "shared/view.h"
 
 #include <sstream>
@@ -26,9 +26,9 @@ using namespace Dali::Toolkit;
 
 namespace
 {
-
 const char* APPLICATION_TITLE("Animated Shapes");
 
+// clang-format off
 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER
 (
   attribute mediump vec3 aCoefficient;
@@ -60,21 +60,25 @@ const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER
     gl_FragColor = vec4( uColor.rgb, uColor.a * alpha );
   }
 );
+// clang-format on
 
-Shader CreateShader( unsigned int pointCount )
+Shader CreateShader(unsigned int pointCount)
 {
   std::ostringstream vertexShader;
-  vertexShader << "#define MAX_POINT_COUNT "<< pointCount << "\n"<<VERTEX_SHADER;
+  vertexShader << "#define MAX_POINT_COUNT " << pointCount << "\n"
+               << VERTEX_SHADER;
 
   std::ostringstream fragmentShader;
-  fragmentShader << "#extension GL_OES_standard_derivatives : enable "<< "\n"<<FRAGMENT_SHADER;
+  fragmentShader << "#extension GL_OES_standard_derivatives : enable "
+                 << "\n"
+                 << FRAGMENT_SHADER;
 
-  Shader shader = Shader::New( vertexShader.str(), fragmentShader.str() );
-  for( unsigned int i(0); i<pointCount; ++i )
+  Shader shader = Shader::New(vertexShader.str(), fragmentShader.str());
+  for(unsigned int i(0); i < pointCount; ++i)
   {
     std::ostringstream propertyName;
-    propertyName << "uPosition["<<i<<"]";
-    shader.RegisterProperty(propertyName.str(),Vector3(0.0f,0.0f,0.0f) );
+    propertyName << "uPosition[" << i << "]";
+    shader.RegisterProperty(propertyName.str(), Vector3(0.0f, 0.0f, 0.0f));
   }
 
   return shader;
@@ -87,356 +91,353 @@ Shader CreateShader( unsigned int pointCount )
 class AnimatedShapesExample : public ConnectionTracker
 {
 public:
-
-  AnimatedShapesExample( Application& application )
-: mApplication( application )
-{
-  // Connect to the Application's Init signal
-  mApplication.InitSignal().Connect( this, &AnimatedShapesExample::Create );
-}
+  AnimatedShapesExample(Application& application)
+  : mApplication(application)
+  {
+    // Connect to the Application's Init signal
+    mApplication.InitSignal().Connect(this, &AnimatedShapesExample::Create);
+  }
 
   ~AnimatedShapesExample() = default;
 
   // The Init signal is received once (only) during the Application lifetime
-  void Create( Application& application )
+  void Create(Application& application)
   {
-    Window window = application.GetWindow();
+    Window        window     = application.GetWindow();
     const Vector2 windowSize = window.GetSize();
 
     // Creates the background gradient
-    Toolkit::Control background = Dali::Toolkit::Control::New();
+    Toolkit::Control background                = Dali::Toolkit::Control::New();
     background[Actor::Property::ANCHOR_POINT]  = Dali::AnchorPoint::CENTER;
     background[Actor::Property::PARENT_ORIGIN] = Dali::ParentOrigin::CENTER;
-    background.SetResizePolicy( Dali::ResizePolicy::FILL_TO_PARENT, Dali::Dimension::ALL_DIMENSIONS );
+    background.SetResizePolicy(Dali::ResizePolicy::FILL_TO_PARENT, Dali::Dimension::ALL_DIMENSIONS);
 
     Dali::Property::Map map;
-    map.Insert( Toolkit::Visual::Property::TYPE,  Visual::GRADIENT );
+    map.Insert(Toolkit::Visual::Property::TYPE, Visual::GRADIENT);
     Property::Array stopOffsets;
-    stopOffsets.PushBack( 0.0f );
-    stopOffsets.PushBack( 1.0f );
-    map.Insert( GradientVisual::Property::STOP_OFFSET, stopOffsets );
+    stopOffsets.PushBack(0.0f);
+    stopOffsets.PushBack(1.0f);
+    map.Insert(GradientVisual::Property::STOP_OFFSET, stopOffsets);
     Property::Array stopColors;
-    stopColors.PushBack( Vector4( 0.0f,0.0f,1.0f,1.0f ) );
-    stopColors.PushBack( Vector4( 1.0f,1.0f,1.0f,1.0f ) );
-    map.Insert( GradientVisual::Property::STOP_COLOR, stopColors );
+    stopColors.PushBack(Vector4(0.0f, 0.0f, 1.0f, 1.0f));
+    stopColors.PushBack(Vector4(1.0f, 1.0f, 1.0f, 1.0f));
+    map.Insert(GradientVisual::Property::STOP_COLOR, stopColors);
     Vector2 halfWindowSize = windowSize * 0.5f;
-    map.Insert( GradientVisual::Property::START_POSITION,  Vector2(0.0f,-halfWindowSize.y) );
-    map.Insert( GradientVisual::Property::END_POSITION,  Vector2(0.0f,halfWindowSize.y)  );
-    map.Insert( GradientVisual::Property::UNITS, GradientVisual::Units::USER_SPACE );
-    background[ Dali::Toolkit::Control::Property::BACKGROUND ] = map;
-    window.Add( background );
+    map.Insert(GradientVisual::Property::START_POSITION, Vector2(0.0f, -halfWindowSize.y));
+    map.Insert(GradientVisual::Property::END_POSITION, Vector2(0.0f, halfWindowSize.y));
+    map.Insert(GradientVisual::Property::UNITS, GradientVisual::Units::USER_SPACE);
+    background[Dali::Toolkit::Control::Property::BACKGROUND] = map;
+    window.Add(background);
 
     // Create a TextLabel for the application title.
-    Toolkit::TextLabel label = Toolkit::TextLabel::New( APPLICATION_TITLE );
-    label[ Actor::Property::ANCHOR_POINT] = AnchorPoint::TOP_CENTER ;
-    label[ Actor::Property::PARENT_ORIGIN] = Vector3( 0.5f, 0.0f, 0.5f );
-    label[ Toolkit::TextLabel::Property::HORIZONTAL_ALIGNMENT ] = "CENTER";
-    label[ Toolkit::TextLabel::Property::VERTICAL_ALIGNMENT] = "CENTER";
-    label[ Toolkit::TextLabel::Property::TEXT_COLOR ] = Color::WHITE;
-    window.Add( label );
-
-    CreateTriangleMorph(Vector3( windowSize.x*0.5f, windowSize.y*0.15f, 0.0f), 100.0f );
-    CreateCircleMorph( Vector3( windowSize.x*0.5f, windowSize.y*0.5f, 0.0f), 55.0f );
-    CreateQuadMorph( Vector3( windowSize.x*0.5f, windowSize.y*0.85f, 0.0f), 60.0f );
-
-    window.KeyEventSignal().Connect( this, &AnimatedShapesExample::OnKeyEvent );
+    Toolkit::TextLabel label                                  = Toolkit::TextLabel::New(APPLICATION_TITLE);
+    label[Actor::Property::ANCHOR_POINT]                      = AnchorPoint::TOP_CENTER;
+    label[Actor::Property::PARENT_ORIGIN]                     = Vector3(0.5f, 0.0f, 0.5f);
+    label[Toolkit::TextLabel::Property::HORIZONTAL_ALIGNMENT] = "CENTER";
+    label[Toolkit::TextLabel::Property::VERTICAL_ALIGNMENT]   = "CENTER";
+    label[Toolkit::TextLabel::Property::TEXT_COLOR]           = Color::WHITE;
+    window.Add(label);
+
+    CreateTriangleMorph(Vector3(windowSize.x * 0.5f, windowSize.y * 0.15f, 0.0f), 100.0f);
+    CreateCircleMorph(Vector3(windowSize.x * 0.5f, windowSize.y * 0.5f, 0.0f), 55.0f);
+    CreateQuadMorph(Vector3(windowSize.x * 0.5f, windowSize.y * 0.85f, 0.0f), 60.0f);
+
+    window.KeyEventSignal().Connect(this, &AnimatedShapesExample::OnKeyEvent);
   }
 
-  void CreateTriangleMorph( Vector3 center, float side )
+  void CreateTriangleMorph(Vector3 center, float side)
   {
-    float h = ( side *0.5f ) / 0.866f;
-
-    Vector3 v0 = Vector3( -h, h, 0.0f );
-    Vector3 v1 = Vector3( 0.0f, -side * 0.366f, 0.0f );
-    Vector3 v2 = Vector3( h, h, 0.0f );
+    float h = (side * 0.5f) / 0.866f;
 
-    Vector3 v3 = v0 + ( ( v1 - v0 ) * 0.5f );
-    Vector3 v4 = v1 + ( ( v2 - v1 ) * 0.5f );
-    Vector3 v5 = v2 + ( ( v0 - v2 ) * 0.5f );
+    Vector3 v0 = Vector3(-h, h, 0.0f);
+    Vector3 v1 = Vector3(0.0f, -side * 0.366f, 0.0f);
+    Vector3 v2 = Vector3(h, h, 0.0f);
 
-    Shader shader = CreateShader( 12 );
-    shader[ "uPosition[0]"] = v0;
-    shader[ "uPosition[1]"] = v3;
-    shader[ "uPosition[2]"] = v1;
+    Vector3 v3 = v0 + ((v1 - v0) * 0.5f);
+    Vector3 v4 = v1 + ((v2 - v1) * 0.5f);
+    Vector3 v5 = v2 + ((v0 - v2) * 0.5f);
 
-    shader[ "uPosition[3]"] = v1;
-    shader[ "uPosition[4]"] = v4;
-    shader[ "uPosition[5]"] = v2;
+    Shader shader          = CreateShader(12);
+    shader["uPosition[0]"] = v0;
+    shader["uPosition[1]"] = v3;
+    shader["uPosition[2]"] = v1;
 
-    shader[ "uPosition[6]"] = v2;
-    shader[ "uPosition[7]"] = v5;
-    shader[ "uPosition[8]"] = v0;
+    shader["uPosition[3]"] = v1;
+    shader["uPosition[4]"] = v4;
+    shader["uPosition[5]"] = v2;
 
-    shader[ "uPosition[9]"] =  v0;
-    shader[ "uPosition[10]"] = v1;
-    shader[ "uPosition[11]"] = v2;
+    shader["uPosition[6]"] = v2;
+    shader["uPosition[7]"] = v5;
+    shader["uPosition[8]"] = v0;
 
+    shader["uPosition[9]"]  = v0;
+    shader["uPosition[10]"] = v1;
+    shader["uPosition[11]"] = v2;
 
     //Create geometry
-    static const Vector3 vertexData[] = { Dali::Vector3( 0.0f, 0.0f, 0.0f ),
-                                          Dali::Vector3( 0.5f, 0.0f, 1.0f ),
-                                          Dali::Vector3( 1.0f, 1.0f, 2.0f ),
+    static const Vector3 vertexData[] = {Dali::Vector3(0.0f, 0.0f, 0.0f),
+                                         Dali::Vector3(0.5f, 0.0f, 1.0f),
+                                         Dali::Vector3(1.0f, 1.0f, 2.0f),
 
-                                          Dali::Vector3( 0.0f, 0.0f, 3.0f ),
-                                          Dali::Vector3( 0.5f, 0.0f, 4.0f ),
-                                          Dali::Vector3( 1.0f, 1.0f, 5.0f ),
+                                         Dali::Vector3(0.0f, 0.0f, 3.0f),
+                                         Dali::Vector3(0.5f, 0.0f, 4.0f),
+                                         Dali::Vector3(1.0f, 1.0f, 5.0f),
 
-                                          Dali::Vector3( 0.0f, 0.0f, 6.0f ),
-                                          Dali::Vector3( 0.5f, 0.0f, 7.0f ),
-                                          Dali::Vector3( 1.0f, 1.0f, 8.0f ),
+                                         Dali::Vector3(0.0f, 0.0f, 6.0f),
+                                         Dali::Vector3(0.5f, 0.0f, 7.0f),
+                                         Dali::Vector3(1.0f, 1.0f, 8.0f),
 
-                                          Dali::Vector3( 0.0f, 1.0f, 9.0f ),
-                                          Dali::Vector3( 0.0f, 1.0f, 10.0f ),
-                                          Dali::Vector3( 0.0f, 1.0f, 11.0f )
-    };
+                                         Dali::Vector3(0.0f, 1.0f, 9.0f),
+                                         Dali::Vector3(0.0f, 1.0f, 10.0f),
+                                         Dali::Vector3(0.0f, 1.0f, 11.0f)};
 
-    unsigned short indexData[] = { 0, 2, 1, 3, 5, 4, 6, 8, 7, 9, 11, 10 };
+    unsigned short indexData[] = {0, 2, 1, 3, 5, 4, 6, 8, 7, 9, 11, 10};
 
     //Create a vertex buffer for vertex positions and texture coordinates
     Dali::Property::Map vertexFormat;
-    vertexFormat["aCoefficient"] = Dali::Property::VECTOR3;
-    Dali::VertexBuffer vertexBuffer = Dali::VertexBuffer::New( vertexFormat );
-    vertexBuffer.SetData( vertexData, sizeof(vertexData)/sizeof(vertexData[0]));
+    vertexFormat["aCoefficient"]    = Dali::Property::VECTOR3;
+    Dali::VertexBuffer vertexBuffer = Dali::VertexBuffer::New(vertexFormat);
+    vertexBuffer.SetData(vertexData, sizeof(vertexData) / sizeof(vertexData[0]));
 
     //Create the geometry
     Dali::Geometry geometry = Dali::Geometry::New();
-    geometry.AddVertexBuffer( vertexBuffer );
-    geometry.SetIndexBuffer( indexData, sizeof(indexData)/sizeof(indexData[0]) );
+    geometry.AddVertexBuffer(vertexBuffer);
+    geometry.SetIndexBuffer(indexData, sizeof(indexData) / sizeof(indexData[0]));
 
-    Renderer renderer = Renderer::New( geometry, shader );
+    Renderer renderer                        = Renderer::New(geometry, shader);
     renderer[Renderer::Property::BLEND_MODE] = BlendMode::ON;
 
-    Actor actor = Actor::New();
-    actor[Actor::Property::SIZE ] = Vector2( 400.0f, 400.0f );
-    actor[Actor::Property::POSITION ] = center;
+    Actor actor                          = Actor::New();
+    actor[Actor::Property::SIZE]         = Vector2(400.0f, 400.0f);
+    actor[Actor::Property::POSITION]     = center;
     actor[Actor::Property::ANCHOR_POINT] = AnchorPoint::CENTER;
-    actor[Actor::Property::COLOR] = Color::YELLOW;
-    actor.AddRenderer( renderer );
+    actor[Actor::Property::COLOR]        = Color::YELLOW;
+    actor.AddRenderer(renderer);
 
     Window window = mApplication.GetWindow();
-    window.Add( actor );
+    window.Add(actor);
 
     //Animation
     Animation animation = Animation::New(5.0f);
-    KeyFrames k0 = KeyFrames::New();
-    k0.Add( 0.0f,v3  );
-    k0.Add( 0.5f, v3 + Vector3(-150.0f,-150.0f,0.0f));
-    k0.Add( 1.0f, v3 );
-    animation.AnimateBetween( Property(shader, "uPosition[1]"),k0, AlphaFunction::EASE_IN_OUT_SINE );
+    KeyFrames k0        = KeyFrames::New();
+    k0.Add(0.0f, v3);
+    k0.Add(0.5f, v3 + Vector3(-150.0f, -150.0f, 0.0f));
+    k0.Add(1.0f, v3);
+    animation.AnimateBetween(Property(shader, "uPosition[1]"), k0, AlphaFunction::EASE_IN_OUT_SINE);
 
     k0 = KeyFrames::New();
-    k0.Add( 0.0f,v4  );
-    k0.Add( 0.5f, v4 + Vector3(150.0f,-150.0f,0.0f));
-    k0.Add( 1.0f, v4 );
-    animation.AnimateBetween( Property(shader,"uPosition[4]"),k0, AlphaFunction::EASE_IN_OUT_SINE );
+    k0.Add(0.0f, v4);
+    k0.Add(0.5f, v4 + Vector3(150.0f, -150.0f, 0.0f));
+    k0.Add(1.0f, v4);
+    animation.AnimateBetween(Property(shader, "uPosition[4]"), k0, AlphaFunction::EASE_IN_OUT_SINE);
 
     k0 = KeyFrames::New();
-    k0.Add( 0.0f,v5  );
-    k0.Add( 0.5f, v5 + Vector3(0.0,150.0f,0.0f));
-    k0.Add( 1.0f, v5 );
-    animation.AnimateBetween( Property(shader, "uPosition[7]"),k0, AlphaFunction::EASE_IN_OUT_SINE );
-    animation.SetLooping( true );
+    k0.Add(0.0f, v5);
+    k0.Add(0.5f, v5 + Vector3(0.0, 150.0f, 0.0f));
+    k0.Add(1.0f, v5);
+    animation.AnimateBetween(Property(shader, "uPosition[7]"), k0, AlphaFunction::EASE_IN_OUT_SINE);
+    animation.SetLooping(true);
     animation.Play();
   }
 
-  void CreateCircleMorph( Vector3 center, float radius )
+  void CreateCircleMorph(Vector3 center, float radius)
   {
-    Shader shader = CreateShader( 16 );
-    shader["uPosition[0]"] = Vector3( -radius, -radius, 0.0f );
-    shader["uPosition[1]"] = Vector3( 0.0f, -radius, 0.0f );
-    shader["uPosition[2]"] = Vector3( radius, -radius, 0.0f );
+    Shader shader          = CreateShader(16);
+    shader["uPosition[0]"] = Vector3(-radius, -radius, 0.0f);
+    shader["uPosition[1]"] = Vector3(0.0f, -radius, 0.0f);
+    shader["uPosition[2]"] = Vector3(radius, -radius, 0.0f);
 
-    shader["uPosition[3]"] = Vector3( radius, -radius, 0.0f );
-    shader["uPosition[4]"] = Vector3( radius, 0.0f, 0.0f );
-    shader["uPosition[5]"] = Vector3( radius, radius, 0.0f );
+    shader["uPosition[3]"] = Vector3(radius, -radius, 0.0f);
+    shader["uPosition[4]"] = Vector3(radius, 0.0f, 0.0f);
+    shader["uPosition[5]"] = Vector3(radius, radius, 0.0f);
 
-    shader["uPosition[6]"] = Vector3( radius, radius, 0.0f );
-    shader["uPosition[7]"] = Vector3( 0.0f, radius, 0.0f );
-    shader["uPosition[8]"] = Vector3( -radius, radius, 0.0f );
+    shader["uPosition[6]"] = Vector3(radius, radius, 0.0f);
+    shader["uPosition[7]"] = Vector3(0.0f, radius, 0.0f);
+    shader["uPosition[8]"] = Vector3(-radius, radius, 0.0f);
 
-    shader["uPosition[9]"] =  Vector3( -radius, radius, 0.0f );
-    shader["uPosition[10]"] = Vector3( -radius, 0.0f, 0.0f );
-    shader["uPosition[11]"] = Vector3( -radius, -radius, 0.0f );
+    shader["uPosition[9]"]  = Vector3(-radius, radius, 0.0f);
+    shader["uPosition[10]"] = Vector3(-radius, 0.0f, 0.0f);
+    shader["uPosition[11]"] = Vector3(-radius, -radius, 0.0f);
 
-    shader["uPosition[12]"] = Vector3( -radius, -radius, 0.0f );
-    shader["uPosition[13]"] = Vector3( radius, -radius, 0.0f );
-    shader["uPosition[14]"] = Vector3( radius, radius, 0.0f );
-    shader["uPosition[15]"] = Vector3( -radius, radius, 0.0f );
+    shader["uPosition[12]"] = Vector3(-radius, -radius, 0.0f);
+    shader["uPosition[13]"] = Vector3(radius, -radius, 0.0f);
+    shader["uPosition[14]"] = Vector3(radius, radius, 0.0f);
+    shader["uPosition[15]"] = Vector3(-radius, radius, 0.0f);
 
     //shader["uLineWidth"), 2.0] ;
 
-    static const Vector3 vertexData[] = { Vector3( 0.0f, 0.0f, 0.0f ),
-                                          Vector3( 0.5f, 0.0f, 1.0f ),
-                                          Vector3( 1.0f, 1.0f, 2.0f ),
-                                          Vector3( 0.0f, 0.0f, 3.0f ),
-                                          Vector3( 0.5f, 0.0f, 4.0f ),
-                                          Vector3( 1.0f, 1.0f, 5.0f ),
-                                          Vector3( 0.0f, 0.0f, 6.0f ),
-                                          Vector3( 0.5f, 0.0f, 7.0f ),
-                                          Vector3( 1.0f, 1.0f, 8.0f ),
-                                          Vector3( 0.0f, 0.0f, 9.0f ),
-                                          Vector3( 0.5f, 0.0f, 10.0f ),
-                                          Vector3( 1.0f, 1.0f, 11.0f ),
-                                          Vector3( 0.0f, 1.0f, 12.0f ),
-                                          Vector3( 0.0f, 1.0f, 13.0f ),
-                                          Vector3( 0.0f, 1.0f, 14.0f ),
-                                          Vector3( 0.0f, 1.0f, 15.0f )};
-
-    short unsigned int indexData[] = { 0, 2, 1, 3, 5, 4, 6, 8, 7, 9, 11, 10, 12, 13, 14, 12, 14, 15 };
+    static const Vector3 vertexData[] = {Vector3(0.0f, 0.0f, 0.0f),
+                                         Vector3(0.5f, 0.0f, 1.0f),
+                                         Vector3(1.0f, 1.0f, 2.0f),
+                                         Vector3(0.0f, 0.0f, 3.0f),
+                                         Vector3(0.5f, 0.0f, 4.0f),
+                                         Vector3(1.0f, 1.0f, 5.0f),
+                                         Vector3(0.0f, 0.0f, 6.0f),
+                                         Vector3(0.5f, 0.0f, 7.0f),
+                                         Vector3(1.0f, 1.0f, 8.0f),
+                                         Vector3(0.0f, 0.0f, 9.0f),
+                                         Vector3(0.5f, 0.0f, 10.0f),
+                                         Vector3(1.0f, 1.0f, 11.0f),
+                                         Vector3(0.0f, 1.0f, 12.0f),
+                                         Vector3(0.0f, 1.0f, 13.0f),
+                                         Vector3(0.0f, 1.0f, 14.0f),
+                                         Vector3(0.0f, 1.0f, 15.0f)};
+
+    short unsigned int indexData[] = {0, 2, 1, 3, 5, 4, 6, 8, 7, 9, 11, 10, 12, 13, 14, 12, 14, 15};
 
     //Create a vertex buffer for vertex positions and texture coordinates
     Dali::Property::Map vertexFormat;
-    vertexFormat["aCoefficient"] = Dali::Property::VECTOR3;
-    Dali::VertexBuffer vertexBuffer = Dali::VertexBuffer::New( vertexFormat );
-    vertexBuffer.SetData( vertexData, sizeof(vertexData)/sizeof(vertexData[0]));
+    vertexFormat["aCoefficient"]    = Dali::Property::VECTOR3;
+    Dali::VertexBuffer vertexBuffer = Dali::VertexBuffer::New(vertexFormat);
+    vertexBuffer.SetData(vertexData, sizeof(vertexData) / sizeof(vertexData[0]));
 
     //Create the geometry
     Dali::Geometry geometry = Dali::Geometry::New();
-    geometry.AddVertexBuffer( vertexBuffer );
-    geometry.SetIndexBuffer( indexData, sizeof(indexData)/sizeof(indexData[0]) );
+    geometry.AddVertexBuffer(vertexBuffer);
+    geometry.SetIndexBuffer(indexData, sizeof(indexData) / sizeof(indexData[0]));
 
-    Renderer renderer = Renderer::New( geometry, shader );
-    renderer[ Renderer::Property::BLEND_MODE ] = BlendMode::ON;
+    Renderer renderer                        = Renderer::New(geometry, shader);
+    renderer[Renderer::Property::BLEND_MODE] = BlendMode::ON;
 
-    Actor actor = Actor::New();
-    actor[ Actor::Property::SIZE] = Vector2( 400.0f, 400.0f );
-    actor[ Actor::Property::POSITION] = center;
-    actor[ Actor::Property::ANCHOR_POINT] = AnchorPoint::CENTER;
-    actor.AddRenderer( renderer );
+    Actor actor                          = Actor::New();
+    actor[Actor::Property::SIZE]         = Vector2(400.0f, 400.0f);
+    actor[Actor::Property::POSITION]     = center;
+    actor[Actor::Property::ANCHOR_POINT] = AnchorPoint::CENTER;
+    actor.AddRenderer(renderer);
 
     Window window = mApplication.GetWindow();
-    window.Add( actor );
+    window.Add(actor);
 
     //Animation
     Animation animation = Animation::New(5.0f);
-    KeyFrames k0 = KeyFrames::New();
-    k0.Add( 0.0f, Vector3( 0.0f,-radius*1.85, 0.0f ) );
-    k0.Add( 0.5f, Vector3( -radius*1.85, -radius*3.0f, 0.0f ) );
-    k0.Add( 1.0f, Vector3( 0.0f,-radius*1.85, 0.0f ) );
-    animation.AnimateBetween( Property( shader, shader.GetPropertyIndex("uPosition[1]") ),k0, AlphaFunction::EASE_IN_OUT_SINE );
+    KeyFrames k0        = KeyFrames::New();
+    k0.Add(0.0f, Vector3(0.0f, -radius * 1.85, 0.0f));
+    k0.Add(0.5f, Vector3(-radius * 1.85, -radius * 3.0f, 0.0f));
+    k0.Add(1.0f, Vector3(0.0f, -radius * 1.85, 0.0f));
+    animation.AnimateBetween(Property(shader, shader.GetPropertyIndex("uPosition[1]")), k0, AlphaFunction::EASE_IN_OUT_SINE);
 
     k0 = KeyFrames::New();
-    k0.Add( 0.0f, Vector3( radius*1.85, 0.0f, 0.0f ) );
-    k0.Add( 0.5f, Vector3( radius*3.0f,-radius*1.85, 0.0f ) );
-    k0.Add( 1.0f, Vector3( radius*1.85,0.0f, 0.0f ) );
-    animation.AnimateBetween( Property(shader, shader.GetPropertyIndex("uPosition[4]")),k0, AlphaFunction::EASE_IN_OUT_SINE );
+    k0.Add(0.0f, Vector3(radius * 1.85, 0.0f, 0.0f));
+    k0.Add(0.5f, Vector3(radius * 3.0f, -radius * 1.85, 0.0f));
+    k0.Add(1.0f, Vector3(radius * 1.85, 0.0f, 0.0f));
+    animation.AnimateBetween(Property(shader, shader.GetPropertyIndex("uPosition[4]")), k0, AlphaFunction::EASE_IN_OUT_SINE);
 
     k0 = KeyFrames::New();
-    k0.Add( 0.0f, Vector3( 0.0f, radius*1.85, 0.0f ) );
-    k0.Add( 0.5f, Vector3( radius*1.85, radius*3.0f, 0.0f) );
-    k0.Add( 1.0f, Vector3( 0.0f, radius*1.85, 0.0f) );
-    animation.AnimateBetween( Property( shader, shader.GetPropertyIndex("uPosition[7]") ),k0, AlphaFunction::EASE_IN_OUT_SINE );
+    k0.Add(0.0f, Vector3(0.0f, radius * 1.85, 0.0f));
+    k0.Add(0.5f, Vector3(radius * 1.85, radius * 3.0f, 0.0f));
+    k0.Add(1.0f, Vector3(0.0f, radius * 1.85, 0.0f));
+    animation.AnimateBetween(Property(shader, shader.GetPropertyIndex("uPosition[7]")), k0, AlphaFunction::EASE_IN_OUT_SINE);
 
     k0 = KeyFrames::New();
-    k0.Add( 0.0f, Vector3( -radius*1.85, 0.0f, 0.0f) );
-    k0.Add( 0.5f, Vector3(-radius*3.0f, radius*1.85, 0.0f) );
-    k0.Add( 1.0f, Vector3( -radius*1.85, 0.0f, 0.0f) );
-    animation.AnimateBetween( Property( shader, shader.GetPropertyIndex("uPosition[10]") ),k0, AlphaFunction::EASE_IN_OUT_SINE );
+    k0.Add(0.0f, Vector3(-radius * 1.85, 0.0f, 0.0f));
+    k0.Add(0.5f, Vector3(-radius * 3.0f, radius * 1.85, 0.0f));
+    k0.Add(1.0f, Vector3(-radius * 1.85, 0.0f, 0.0f));
+    animation.AnimateBetween(Property(shader, shader.GetPropertyIndex("uPosition[10]")), k0, AlphaFunction::EASE_IN_OUT_SINE);
 
-    animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(-90.0f) ), Vector3::ZAXIS ) );
-    animation.SetLooping( true );
+    animation.AnimateBy(Property(actor, Actor::Property::ORIENTATION), Quaternion(Radian(Degree(-90.0f)), Vector3::ZAXIS));
+    animation.SetLooping(true);
     animation.Play();
   }
 
-  void CreateQuadMorph( Vector3 center, float radius )
+  void CreateQuadMorph(Vector3 center, float radius)
   {
-    Shader shader = CreateShader( 16 );
-    shader["uPosition[0]"] = Vector3( -radius, -radius, 0.0f );
-    shader["uPosition[1]"] = Vector3( 0.0f, -radius, 0.0f );
-    shader["uPosition[2]"] = Vector3( radius, -radius, 0.0f );
+    Shader shader          = CreateShader(16);
+    shader["uPosition[0]"] = Vector3(-radius, -radius, 0.0f);
+    shader["uPosition[1]"] = Vector3(0.0f, -radius, 0.0f);
+    shader["uPosition[2]"] = Vector3(radius, -radius, 0.0f);
 
-    shader["uPosition[3]"] = Vector3( radius, -radius, 0.0f );
-    shader["uPosition[4]"] = Vector3( radius, 0.0f, 0.0f );
-    shader["uPosition[5]"] = Vector3( radius, radius, 0.0f );
+    shader["uPosition[3]"] = Vector3(radius, -radius, 0.0f);
+    shader["uPosition[4]"] = Vector3(radius, 0.0f, 0.0f);
+    shader["uPosition[5]"] = Vector3(radius, radius, 0.0f);
 
-    shader["uPosition[6]"] = Vector3( radius, radius, 0.0f );
-    shader["uPosition[7]"] = Vector3( 0.0f, radius, 0.0f );
-    shader["uPosition[8]"] = Vector3( -radius, radius, 0.0f );
+    shader["uPosition[6]"] = Vector3(radius, radius, 0.0f);
+    shader["uPosition[7]"] = Vector3(0.0f, radius, 0.0f);
+    shader["uPosition[8]"] = Vector3(-radius, radius, 0.0f);
 
-    shader["uPosition[9]"] = Vector3( -radius, radius, 0.0f );
-    shader["uPosition[10]"] = Vector3( -radius, 0.0f, 0.0f );
-    shader["uPosition[11]"] = Vector3( -radius, -radius, 0.0f );
+    shader["uPosition[9]"]  = Vector3(-radius, radius, 0.0f);
+    shader["uPosition[10]"] = Vector3(-radius, 0.0f, 0.0f);
+    shader["uPosition[11]"] = Vector3(-radius, -radius, 0.0f);
 
-    shader["uPosition[12]"] = Vector3( -radius, -radius, 0.0f );
-    shader["uPosition[13]"] = Vector3( radius, -radius, 0.0f );
-    shader["uPosition[14]"] = Vector3( radius, radius, 0.0f );
-    shader["uPosition[15]"] = Vector3( -radius, radius, 0.0f );
+    shader["uPosition[12]"] = Vector3(-radius, -radius, 0.0f);
+    shader["uPosition[13]"] = Vector3(radius, -radius, 0.0f);
+    shader["uPosition[14]"] = Vector3(radius, radius, 0.0f);
+    shader["uPosition[15]"] = Vector3(-radius, radius, 0.0f);
 
-    static const Vector3 vertexData[] = { Dali::Vector3( 0.0f, 0.0f, 0.0f ),
-                                          Dali::Vector3( 0.5f, 0.0f, 1.0f ),
-                                          Dali::Vector3( 1.0f, 1.0f, 2.0f ),
+    static const Vector3 vertexData[] = {Dali::Vector3(0.0f, 0.0f, 0.0f),
+                                         Dali::Vector3(0.5f, 0.0f, 1.0f),
+                                         Dali::Vector3(1.0f, 1.0f, 2.0f),
 
-                                          Dali::Vector3( 0.0f, 0.0f, 3.0f ),
-                                          Dali::Vector3( 0.5f, 0.0f, 4.0f ),
-                                          Dali::Vector3( 1.0f, 1.0f, 5.0f ),
+                                         Dali::Vector3(0.0f, 0.0f, 3.0f),
+                                         Dali::Vector3(0.5f, 0.0f, 4.0f),
+                                         Dali::Vector3(1.0f, 1.0f, 5.0f),
 
-                                          Dali::Vector3( 0.0f, 0.0f, 6.0f ),
-                                          Dali::Vector3( 0.5f, 0.0f, 7.0f ),
-                                          Dali::Vector3( 1.0f, 1.0f, 8.0f ),
+                                         Dali::Vector3(0.0f, 0.0f, 6.0f),
+                                         Dali::Vector3(0.5f, 0.0f, 7.0f),
+                                         Dali::Vector3(1.0f, 1.0f, 8.0f),
 
-                                          Dali::Vector3( 0.0f, 0.0f, 9.0f ),
-                                          Dali::Vector3( 0.5f, 0.0f, 10.0f ),
-                                          Dali::Vector3( 1.0f, 1.0f, 11.0f ),
+                                         Dali::Vector3(0.0f, 0.0f, 9.0f),
+                                         Dali::Vector3(0.5f, 0.0f, 10.0f),
+                                         Dali::Vector3(1.0f, 1.0f, 11.0f),
 
-                                          Dali::Vector3( 0.0f, 1.0f, 12.0f ),
-                                          Dali::Vector3( 0.0f, 1.0f, 13.0f ),
-                                          Dali::Vector3( 0.0f, 1.0f, 14.0f ),
-                                          Dali::Vector3( 0.0f, 1.0f, 15.0f ) };
+                                         Dali::Vector3(0.0f, 1.0f, 12.0f),
+                                         Dali::Vector3(0.0f, 1.0f, 13.0f),
+                                         Dali::Vector3(0.0f, 1.0f, 14.0f),
+                                         Dali::Vector3(0.0f, 1.0f, 15.0f)};
 
-    short unsigned int indexData[] = { 0, 2, 1, 3, 5, 4, 6, 8, 7, 9, 11, 10, 12, 15, 14, 12, 14, 13 };
+    short unsigned int indexData[] = {0, 2, 1, 3, 5, 4, 6, 8, 7, 9, 11, 10, 12, 15, 14, 12, 14, 13};
 
     //Create a vertex buffer for vertex positions and texture coordinates
     Dali::Property::Map vertexFormat;
-    vertexFormat["aCoefficient"] = Dali::Property::VECTOR3;
-    Dali::VertexBuffer vertexBuffer = Dali::VertexBuffer::New( vertexFormat );
-    vertexBuffer.SetData( vertexData, sizeof(vertexData)/sizeof(vertexData[0]));
+    vertexFormat["aCoefficient"]    = Dali::Property::VECTOR3;
+    Dali::VertexBuffer vertexBuffer = Dali::VertexBuffer::New(vertexFormat);
+    vertexBuffer.SetData(vertexData, sizeof(vertexData) / sizeof(vertexData[0]));
 
     //Create the geometry
     Dali::Geometry geometry = Dali::Geometry::New();
-    geometry.AddVertexBuffer( vertexBuffer );
-    geometry.SetIndexBuffer( indexData, sizeof(indexData)/sizeof(indexData[0]) );
+    geometry.AddVertexBuffer(vertexBuffer);
+    geometry.SetIndexBuffer(indexData, sizeof(indexData) / sizeof(indexData[0]));
 
-    Renderer renderer = Renderer::New( geometry, shader );
+    Renderer renderer                        = Renderer::New(geometry, shader);
     renderer[Renderer::Property::BLEND_MODE] = BlendMode::ON;
 
-    Actor actor = Actor::New();
-    actor[Actor::Property::SIZE] = Vector2( 400.0f, 400.0f );
-    actor[Actor::Property::POSITION] = center;
+    Actor actor                          = Actor::New();
+    actor[Actor::Property::SIZE]         = Vector2(400.0f, 400.0f);
+    actor[Actor::Property::POSITION]     = center;
     actor[Actor::Property::ANCHOR_POINT] = AnchorPoint::CENTER;
-    actor[Actor::Property::COLOR] = Color::RED;
-    actor.AddRenderer( renderer );
+    actor[Actor::Property::COLOR]        = Color::RED;
+    actor.AddRenderer(renderer);
 
     Window window = mApplication.GetWindow();
-    window.Add( actor );
+    window.Add(actor);
 
     //Animation
-    Animation animation = Animation::New( 5.0f );
-    KeyFrames k0 = KeyFrames::New();
-    k0.Add( 0.0f, Vector3( 0.0f, -radius, 0.0f ) );
-    k0.Add( 0.5f, Vector3( 0.0f, -radius*4.0f, 0.0f ) );
-    k0.Add( 1.0f, Vector3( 0.0f, -radius, 0.0f ) );
-    animation.AnimateBetween( Property(shader, shader.GetPropertyIndex("uPosition[1]")),k0, AlphaFunction::EASE_IN_OUT_SINE );
+    Animation animation = Animation::New(5.0f);
+    KeyFrames k0        = KeyFrames::New();
+    k0.Add(0.0f, Vector3(0.0f, -radius, 0.0f));
+    k0.Add(0.5f, Vector3(0.0f, -radius * 4.0f, 0.0f));
+    k0.Add(1.0f, Vector3(0.0f, -radius, 0.0f));
+    animation.AnimateBetween(Property(shader, shader.GetPropertyIndex("uPosition[1]")), k0, AlphaFunction::EASE_IN_OUT_SINE);
 
     k0 = KeyFrames::New();
-    k0.Add( 0.0f, Vector3( radius, 0.0f, 0.0f ) );
-    k0.Add( 0.5f, Vector3( radius*4.0f, 0.0f, 0.0f ) );
-    k0.Add( 1.0f, Vector3( radius, 0.0f, 0.0f ) );
-    animation.AnimateBetween( Property(shader, shader.GetPropertyIndex("uPosition[4]")),k0, AlphaFunction::EASE_IN_OUT_SINE );
+    k0.Add(0.0f, Vector3(radius, 0.0f, 0.0f));
+    k0.Add(0.5f, Vector3(radius * 4.0f, 0.0f, 0.0f));
+    k0.Add(1.0f, Vector3(radius, 0.0f, 0.0f));
+    animation.AnimateBetween(Property(shader, shader.GetPropertyIndex("uPosition[4]")), k0, AlphaFunction::EASE_IN_OUT_SINE);
 
     k0 = KeyFrames::New();
-    k0.Add( 0.0f, Vector3( 0.0f, radius, 0.0f ) );
-    k0.Add( 0.5f, Vector3( 0.0f, radius*4.0f, 0.0f ) );
-    k0.Add( 1.0f, Vector3( 0.0f, radius, 0.0f ) );
-    animation.AnimateBetween( Property(shader, shader.GetPropertyIndex("uPosition[7]")),k0, AlphaFunction::EASE_IN_OUT_SINE );
+    k0.Add(0.0f, Vector3(0.0f, radius, 0.0f));
+    k0.Add(0.5f, Vector3(0.0f, radius * 4.0f, 0.0f));
+    k0.Add(1.0f, Vector3(0.0f, radius, 0.0f));
+    animation.AnimateBetween(Property(shader, shader.GetPropertyIndex("uPosition[7]")), k0, AlphaFunction::EASE_IN_OUT_SINE);
 
     k0 = KeyFrames::New();
-    k0.Add( 0.0f, Vector3( -radius, 0.0f, 0.0f ) );
-    k0.Add( 0.5f, Vector3( -radius*4.0f,0.0f, 0.0f ) );
-    k0.Add( 1.0f, Vector3( -radius,  0.0f, 0.0f ) );
-    animation.AnimateBetween( Property(shader, shader.GetPropertyIndex("uPosition[10]")),k0, AlphaFunction::EASE_IN_OUT_SINE );
+    k0.Add(0.0f, Vector3(-radius, 0.0f, 0.0f));
+    k0.Add(0.5f, Vector3(-radius * 4.0f, 0.0f, 0.0f));
+    k0.Add(1.0f, Vector3(-radius, 0.0f, 0.0f));
+    animation.AnimateBetween(Property(shader, shader.GetPropertyIndex("uPosition[10]")), k0, AlphaFunction::EASE_IN_OUT_SINE);
 
-    animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(90.0f) ), Vector3::ZAXIS ) );
-    animation.SetLooping( true );
+    animation.AnimateBy(Property(actor, Actor::Property::ORIENTATION), Quaternion(Radian(Degree(90.0f)), Vector3::ZAXIS));
+    animation.SetLooping(true);
     animation.Play();
   }
 
@@ -445,21 +446,20 @@ public:
    */
   void OnKeyEvent(const KeyEvent& event)
   {
-    if( event.GetState() == KeyEvent::DOWN && (IsKey( event, DALI_KEY_ESCAPE) || IsKey( event, DALI_KEY_BACK ))  )
+    if(event.GetState() == KeyEvent::DOWN && (IsKey(event, DALI_KEY_ESCAPE) || IsKey(event, DALI_KEY_BACK)))
     {
       mApplication.Quit();
     }
   }
 
 private:
-  Application&                mApplication;
-
+  Application& mApplication;
 };
 
-int DALI_EXPORT_API main( int argc, char **argv )
+int DALI_EXPORT_API main(int argc, char** argv)
 {
-  Application application = Application::New( &argc, &argv );
-  AnimatedShapesExample test( application );
+  Application           application = Application::New(&argc, &argv);
+  AnimatedShapesExample test(application);
   application.MainLoop();
   return 0;
 }