Updated demos to use DALi clang-format
[platform/core/uifw/dali-demo.git] / examples / fpp-game / game-camera.cpp
index 0b7255b..ce05083 100644 (file)
@@ -17,9 +17,9 @@
 
 #include "game-camera.h"
 
+#include <dali/public-api/events/touch-event.h>
 #include <dali/public-api/render-tasks/render-task-list.h>
 #include <dali/public-api/render-tasks/render-task.h>
-#include <dali/public-api/events/touch-event.h>
 
 using namespace Dali;
 
@@ -27,55 +27,55 @@ namespace
 {
 // Input sensitivity, the larger value, the more sensitive input
 // Default value has been chosen empirically
-const float   CAMERA_SENSITIVITY        ( 90.0f );
+const float CAMERA_SENSITIVITY(90.0f);
 
 // Vertical angle limit of the camera
-const float   CAMERA_VERTICAL_LIMIT     ( 80.0f );
+const float CAMERA_VERTICAL_LIMIT(80.0f);
 
 // Position where camera is instantiated by default
-const Vector3 CAMERA_DEFAULT_POSITION   ( 1.0f, -1.5f, -3.0f );
+const Vector3 CAMERA_DEFAULT_POSITION(1.0f, -1.5f, -3.0f);
 
 // Field-of-View in degrees
-const float   CAMERA_DEFAULT_FOV        ( 60.0f );
+const float CAMERA_DEFAULT_FOV(60.0f);
 
 // Near plane
-const float   CAMERA_DEFAULT_NEAR       ( 0.1f );
+const float CAMERA_DEFAULT_NEAR(0.1f);
 
 // Far plane
-const float   CAMERA_DEFAULT_FAR        ( 100.0f );
+const float CAMERA_DEFAULT_FAR(100.0f);
 
 // Default forward vector
-const Vector3 CAMERA_FORWARD            ( 0.0f, 0.0f, 1.0f );
+const Vector3 CAMERA_FORWARD(0.0f, 0.0f, 1.0f);
 
 // Default up vector
-const Vector3 CAMERA_UP                 ( Vector3::YAXIS );
-}
+const Vector3 CAMERA_UP(Vector3::YAXIS);
+} // namespace
 
 GameCamera::GameCamera()
-: mFovY( CAMERA_DEFAULT_FOV ),
-  mNear( CAMERA_DEFAULT_NEAR ),
-  mFar( CAMERA_DEFAULT_FAR ),
-  mWalkingTouchId( -1 ),
-  mLookingTouchId( -1 ),
-  mPortraitMode( false )
+: mFovY(CAMERA_DEFAULT_FOV),
+  mNear(CAMERA_DEFAULT_NEAR),
+  mFar(CAMERA_DEFAULT_FAR),
+  mWalkingTouchId(-1),
+  mLookingTouchId(-1),
+  mPortraitMode(false)
 {
 }
 
 GameCamera::~GameCamera()
 {
   mTimer.Stop();
-  mCameraActor.Remove( mInterceptorActor );
+  mCameraActor.Remove(mInterceptorActor);
 }
 
-void GameCamera::Initialise( CameraActor defaultCamera, float fovY, float near, float far, const Vector2& sceneSize )
+void GameCamera::Initialise(CameraActor defaultCamera, float fovY, float near, float far, const Vector2& sceneSize)
 {
   mCameraActor = defaultCamera;
 
   mFovY = fovY;
   mNear = near;
-  mFar = far;
+  mFar  = far;
 
-  mSceneSize = sceneSize;
+  mSceneSize    = sceneSize;
   mPortraitMode = mSceneSize.x < mSceneSize.y ? true : false;
 
   // Initialise default camera
@@ -85,8 +85,8 @@ void GameCamera::Initialise( CameraActor defaultCamera, float fovY, float near,
   CreateInterceptorActor();
 
   // Start timer
-  mTimer = Timer::New( 16 );
-  mTimer.TickSignal().Connect( this, &GameCamera::OnTick );
+  mTimer = Timer::New(16);
+  mTimer.TickSignal().Connect(this, &GameCamera::OnTick);
   mTimer.Start();
 }
 
@@ -94,52 +94,52 @@ bool GameCamera::OnTick()
 {
   // ---------------------------------------------------------------------
   // update rotation
-  Vector2 tmp( mScreenLookDelta );
+  Vector2 tmp(mScreenLookDelta);
   mScreenLookDelta = Vector2::ZERO;
 
-  if( mPortraitMode )
+  if(mPortraitMode)
   {
-    float yaw = ( (tmp.y / mSceneSize.y ) * CAMERA_SENSITIVITY );
-    float pitch = ( (tmp.x / mSceneSize.x ) * CAMERA_SENSITIVITY );
+    float yaw   = ((tmp.y / mSceneSize.y) * CAMERA_SENSITIVITY);
+    float pitch = ((tmp.x / mSceneSize.x) * CAMERA_SENSITIVITY);
     mCameraYawPitch.y -= yaw;
     mCameraYawPitch.x -= pitch;
-    if( abs( mCameraYawPitch.y ) > CAMERA_VERTICAL_LIMIT )
+    if(abs(mCameraYawPitch.y) > CAMERA_VERTICAL_LIMIT)
     {
-      mCameraYawPitch.y = CAMERA_VERTICAL_LIMIT * ((mCameraYawPitch.y < 0) ? -1.0f : 1.0f );
+      mCameraYawPitch.y = CAMERA_VERTICAL_LIMIT * ((mCameraYawPitch.y < 0) ? -1.0f : 1.0f);
     }
   }
   else
   {
-    float yaw = ( (tmp.y / mSceneSize.x ) * CAMERA_SENSITIVITY );
-    float pitch = ( (tmp.x / mSceneSize.y ) * CAMERA_SENSITIVITY );
+    float yaw   = ((tmp.y / mSceneSize.x) * CAMERA_SENSITIVITY);
+    float pitch = ((tmp.x / mSceneSize.y) * CAMERA_SENSITIVITY);
     mCameraYawPitch.x -= yaw;
     mCameraYawPitch.y -= pitch;
-    if( abs( mCameraYawPitch.x ) > CAMERA_VERTICAL_LIMIT )
+    if(abs(mCameraYawPitch.x) > CAMERA_VERTICAL_LIMIT)
     {
-      mCameraYawPitch.x = CAMERA_VERTICAL_LIMIT * ((mCameraYawPitch.x < 0) ? -1.0f : 1.0f );
+      mCameraYawPitch.x = CAMERA_VERTICAL_LIMIT * ((mCameraYawPitch.x < 0) ? -1.0f : 1.0f);
     }
   }
 
   Quaternion rotation;
-  Quaternion rotX( Degree( mCameraYawPitch.x), Vector3( 1.0f, 0.0f, 0.0f ) );
-  Quaternion rotY( Degree( mCameraYawPitch.y), Vector3( 0.0f, 1.0f, 0.0f ) );
-  if (mPortraitMode )
+  Quaternion rotX(Degree(mCameraYawPitch.x), Vector3(1.0f, 0.0f, 0.0f));
+  Quaternion rotY(Degree(mCameraYawPitch.y), Vector3(0.0f, 1.0f, 0.0f));
+  if(mPortraitMode)
   {
-    Quaternion rotZ( Degree( mPortraitMode ? 90.0 : 0.0f), Vector3( 0.0f, 0.0f, 1.0f ) );
-    rotation = ( rotZ * rotX * rotY );
+    Quaternion rotZ(Degree(mPortraitMode ? 90.0 : 0.0f), Vector3(0.0f, 0.0f, 1.0f));
+    rotation = (rotZ * rotX * rotY);
   }
   else
   {
-    rotation = ( rotY * rotX );
+    rotation = (rotY * rotX);
   }
-  mCameraActor.SetProperty( Actor::Property::ORIENTATION, rotation );
+  mCameraActor.SetProperty(Actor::Property::ORIENTATION, rotation);
 
   // ---------------------------------------------------------------------
   // update position
-  Vector3 position( mCameraPosition );
+  Vector3 position(mCameraPosition);
 
   // Rotate CAMERA_FORWARD vector
-  Vector3 forwardVector = rotation.Rotate( CAMERA_FORWARD );
+  Vector3 forwardVector = rotation.Rotate(CAMERA_FORWARD);
 
   // Cancel vertical movement
   forwardVector.y = 0.0f;
@@ -148,15 +148,15 @@ bool GameCamera::OnTick()
   forwardVector.Normalize();
 
   // compute sideways vector
-  Vector3 sidewaysVector = forwardVector.Cross( CAMERA_UP );
+  Vector3 sidewaysVector = forwardVector.Cross(CAMERA_UP);
 
   sidewaysVector.Normalize();
 
-  const float forwardSpeed( mScreenWalkDelta.y / mSceneSize.y );
-  const float sidewaysSpeed( mScreenWalkDelta.x / mSceneSize.x );
+  const float forwardSpeed(mScreenWalkDelta.y / mSceneSize.y);
+  const float sidewaysSpeed(mScreenWalkDelta.x / mSceneSize.x);
 
   // Adjust walking speed
-  if ( mPortraitMode )
+  if(mPortraitMode)
   {
     position += forwardVector * (forwardSpeed * 0.5f);
   }
@@ -167,7 +167,7 @@ bool GameCamera::OnTick()
 
   position += sidewaysVector * (sidewaysSpeed * 0.5f);
 
-  mCameraActor.SetProperty( Actor::Property::POSITION, position );
+  mCameraActor.SetProperty(Actor::Property::POSITION, position);
 
   mCameraPosition = position;
 
@@ -176,15 +176,15 @@ bool GameCamera::OnTick()
 
 void GameCamera::InitialiseDefaultCamera()
 {
-  mCameraActor.SetProperty( Dali::Actor::Property::NAME, "GameCamera" );
-  mCameraActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  mCameraActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
-  mCameraActor.SetFieldOfView( Radian( Degree( mFovY ) ) );
+  mCameraActor.SetProperty(Dali::Actor::Property::NAME, "GameCamera");
+  mCameraActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  mCameraActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  mCameraActor.SetFieldOfView(Radian(Degree(mFovY)));
 
   // should be read from file
-  mCameraActor.SetNearClippingPlane( mNear );
-  mCameraActor.SetFarClippingPlane( mFar );
-  mCameraActor.SetProperty( Actor::Property::POSITION, CAMERA_DEFAULT_POSITION );
+  mCameraActor.SetNearClippingPlane(mNear);
+  mCameraActor.SetFarClippingPlane(mFar);
+  mCameraActor.SetProperty(Actor::Property::POSITION, CAMERA_DEFAULT_POSITION);
 
   // Camera position is shadowed in order to avoid using.GetCurrentProperty< Vector3 >( Actor::Property::POSITION )
   mCameraPosition = CAMERA_DEFAULT_POSITION;
@@ -193,89 +193,88 @@ void GameCamera::InitialiseDefaultCamera()
 void GameCamera::CreateInterceptorActor()
 {
   mInterceptorActor = Actor::New();
-  mInterceptorActor.SetProperty( Dali::Actor::Property::NAME, "GameInputInterceptor" );
-  mInterceptorActor.SetProperty( Actor::Property::SIZE, Vector3( mSceneSize.x, mSceneSize.y, 1 ) );
-  mInterceptorActor.SetProperty( Actor::Property::POSITION, Vector3( 0.0, 0.0, 1.0  ) );
-  mInterceptorActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  mInterceptorActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
-  mCameraActor.Add( mInterceptorActor );
+  mInterceptorActor.SetProperty(Dali::Actor::Property::NAME, "GameInputInterceptor");
+  mInterceptorActor.SetProperty(Actor::Property::SIZE, Vector3(mSceneSize.x, mSceneSize.y, 1));
+  mInterceptorActor.SetProperty(Actor::Property::POSITION, Vector3(0.0, 0.0, 1.0));
+  mInterceptorActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  mInterceptorActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  mCameraActor.Add(mInterceptorActor);
 
   // Connect TouchedSignal to interceptor actor
-  mInterceptorActor.TouchedSignal().Connect( this, &GameCamera::OnTouch );
+  mInterceptorActor.TouchedSignal().Connect(this, &GameCamera::OnTouch);
 }
 
-bool GameCamera::OnTouch( Actor actor, const TouchEvent& touch )
+bool GameCamera::OnTouch(Actor actor, const TouchEvent& touch)
 {
-  for( int i = 0; i < (int)touch.GetPointCount() && i < 3; ++i )
+  for(int i = 0; i < (int)touch.GetPointCount() && i < 3; ++i)
   {
-    int id = touch.GetDeviceId( i );
-    Vector2 tmp( touch.GetScreenPosition( i ) );
+    int     id = touch.GetDeviceId(i);
+    Vector2 tmp(touch.GetScreenPosition(i));
     Vector2 position;
-    float halfWindowSize;
-    if( mPortraitMode )
+    float   halfWindowSize;
+    if(mPortraitMode)
     {
-      position.x = tmp.y;
-      position.y = tmp.x;
+      position.x     = tmp.y;
+      position.y     = tmp.x;
       halfWindowSize = mSceneSize.y / 2;
     }
     else
     {
-      position.x = tmp.x;
-      position.y = tmp.y;
+      position.x     = tmp.x;
+      position.y     = tmp.y;
       halfWindowSize = mSceneSize.x / 2;
     }
 
     // touch started
-    if( touch.GetState( i ) == PointState::STARTED )
+    if(touch.GetState(i) == PointState::STARTED)
     {
       // start looking
-      if( position.x > halfWindowSize && mLookingTouchId < 0 )
+      if(position.x > halfWindowSize && mLookingTouchId < 0)
       {
-        mLookingTouchId = id;
+        mLookingTouchId       = id;
         mOldTouchLookPosition = position;
       }
       // start walking
-      else if( position.x < halfWindowSize && mWalkingTouchId < 0 )
+      else if(position.x < halfWindowSize && mWalkingTouchId < 0)
       {
-        mWalkingTouchId = id;
+        mWalkingTouchId       = id;
         mOldTouchWalkPosition = position;
-        mScreenWalkDelta = Vector2::ZERO;
+        mScreenWalkDelta      = Vector2::ZERO;
       }
     }
-    else if( touch.GetState( i ) == PointState::FINISHED ||
-             touch.GetState( i ) == PointState::LEAVE ||
-             touch.GetState( i ) == PointState::INTERRUPTED
-             )
+    else if(touch.GetState(i) == PointState::FINISHED ||
+            touch.GetState(i) == PointState::LEAVE ||
+            touch.GetState(i) == PointState::INTERRUPTED)
     {
       // terminate look
-      if( mLookingTouchId == id )
+      if(mLookingTouchId == id)
       {
-        mScreenLookDelta = Vector2::ZERO;
+        mScreenLookDelta      = Vector2::ZERO;
         mOldTouchLookPosition = Vector2::ZERO;
-        mLookingTouchId = -1;
+        mLookingTouchId       = -1;
       }
       // terminate walking
-      else if( mWalkingTouchId == id )
+      else if(mWalkingTouchId == id)
       {
-        mScreenWalkDelta = Vector2::ZERO;
+        mScreenWalkDelta      = Vector2::ZERO;
         mOldTouchWalkPosition = Vector2::ZERO;
-        mWalkingTouchId = -1;
+        mWalkingTouchId       = -1;
       }
     }
     else // on motion
     {
       // update looking
-      if( mLookingTouchId == id )
+      if(mLookingTouchId == id)
       {
-        mScreenLookDelta.x += ( position.x - mOldTouchLookPosition.x );
-        mScreenLookDelta.y += ( position.y - mOldTouchLookPosition.y );
+        mScreenLookDelta.x += (position.x - mOldTouchLookPosition.x);
+        mScreenLookDelta.y += (position.y - mOldTouchLookPosition.y);
         mOldTouchLookPosition = position;
       }
       // update walking
-      else if ( mWalkingTouchId == id )
+      else if(mWalkingTouchId == id)
       {
-        mScreenWalkDelta.x += ( position.x - mOldTouchWalkPosition.x );
-        mScreenWalkDelta.y += ( position.y - mOldTouchWalkPosition.y );
+        mScreenWalkDelta.x += (position.x - mOldTouchWalkPosition.x);
+        mScreenWalkDelta.y += (position.y - mOldTouchWalkPosition.y);
         mOldTouchWalkPosition = position;
       }
     }