Updated demos to use DALi clang-format
[platform/core/uifw/dali-demo.git] / examples / metaball-explosion / metaball-explosion-example.cpp
index 92209c3..0c65e00 100644 (file)
  */
 
 // EXTERNAL INCLUDES
+#include <cstdint> // uint32_t, uint16_t etc
 #include <cstdio>
 #include <string>
-#include <cstdint> // uint32_t, uint16_t etc
 
+#include <dali/public-api/math/random.h>
+#include <dali/public-api/rendering/frame-buffer.h>
 #include <dali/public-api/rendering/renderer.h>
-#include <dali/public-api/rendering/texture.h>
 #include <dali/public-api/rendering/texture-set.h>
-#include <dali/public-api/rendering/frame-buffer.h>
-#include <dali/public-api/math/random.h>
+#include <dali/public-api/rendering/texture.h>
 
 // INTERNAL INCLUDES
 #include "shared/utility.h" // DemoHelper::LoadTexture
@@ -34,7 +34,7 @@ using namespace Dali;
 namespace // unnamed namespace for constants
 {
 // background image
-const char * const BACKGROUND_IMAGE( DEMO_IMAGE_DIR "background-2.jpg" );
+const char* const BACKGROUND_IMAGE(DEMO_IMAGE_DIR "background-2.jpg");
 
 // number of metaballs
 constexpr uint32_t METABALL_NUMBER = 6;
@@ -42,6 +42,7 @@ constexpr uint32_t METABALL_NUMBER = 6;
 /**
  * Vertex shader code for metaball
  */
+// clang-format off
 const char* const METABALL_VERTEX_SHADER = DALI_COMPOSE_SHADER (
     attribute mediump vec2    aPosition;\n
     attribute mediump vec2    aTexture;\n
@@ -157,16 +158,17 @@ const char* const REFRACTION_FRAG_SHADER = DALI_COMPOSE_SHADER (
     gl_FragColor.a = 1.0;
   }\n
  );
+// clang-format on
 
 /**
  * Metadata for each ball
  */
 struct MetaballInfo
 {
-  Actor         actor;
-  Vector2       position;
-  float         radius;
-  float         initRadius;
+  Actor   actor;
+  Vector2 position;
+  float   radius;
+  float   initRadius;
 
   //new shader stuff
   Property::Index positionIndex;
@@ -183,12 +185,11 @@ struct MetaballInfo
 class MetaballExplosionController : public ConnectionTracker
 {
 public:
-
   /**
    * Constructor
    * @param application
    */
-  MetaballExplosionController( Application& application );
+  MetaballExplosionController(Application& application);
 
   /**
    * Destructor
@@ -198,13 +199,13 @@ public:
   /**
    * Creates the metaballs and initializes the scene
    */
-  void Create( Application& app );
+  void Create(Application& app);
 
   /**
    * Touch event handler to center metaballs at touch position
    * and start explosion animation on release
    */
-  bool OnTouch( Actor actor, const TouchEvent& touch );
+  bool OnTouch(Actor actor, const TouchEvent& touch);
 
   /**
    * Key event handler to quit application on escape or back key
@@ -212,35 +213,34 @@ public:
   void OnKeyEvent(const KeyEvent& event);
 
 private: // Data
+  Application& mApplication;
+  Vector2      mScreenSize;
 
-  Application&      mApplication;
-  Vector2           mScreenSize;
+  Texture     mBackgroundTexture;
+  FrameBuffer mMetaballFBO;
 
-  Texture           mBackgroundTexture;
-  FrameBuffer       mMetaballFBO;
+  Actor        mMetaballRoot;
+  MetaballInfo mMetaballs[METABALL_NUMBER];
 
-  Actor             mMetaballRoot;
-  MetaballInfo      mMetaballs[METABALL_NUMBER];
-
-  Property::Index   mPositionIndex;
-  Actor             mCompositionActor;
+  Property::Index mPositionIndex;
+  Actor           mCompositionActor;
 
   //Motion
-  Vector2           mCurrentTouchPosition;
-  Vector2           mMetaballPosVariation;
-  Vector2           mMetaballPosVariationFrom;
-  Vector2           mMetaballPosVariationTo;
-  Vector2           mMetaballCenter;
+  Vector2 mCurrentTouchPosition;
+  Vector2 mMetaballPosVariation;
+  Vector2 mMetaballPosVariationFrom;
+  Vector2 mMetaballPosVariationTo;
+  Vector2 mMetaballCenter;
 
   //Animations
-  Animation         mPositionVarAnimation[METABALL_NUMBER];
+  Animation mPositionVarAnimation[METABALL_NUMBER];
 
-  uint32_t          mDispersion;
-  Animation         mDispersionAnimation[METABALL_NUMBER];
+  uint32_t  mDispersion;
+  Animation mDispersionAnimation[METABALL_NUMBER];
 
-  Timer             mTimerDispersion;
+  Timer mTimerDispersion;
 
-  float             mTimeMultiplier;
+  float mTimeMultiplier;
 
   // Private helper functions
 
@@ -248,7 +248,7 @@ private: // Data
    * Create a mesh data with the geometry for the metaball rendering
    * @param aspectMappedTexture whether texture coords should be mapped based on aspect ratio
    */
-  Geometry CreateGeometry( bool aspectMappedTexture = true );
+  Geometry CreateGeometry(bool aspectMappedTexture = true);
 
   /**
    * Create a actors and renderers for the metaballs
@@ -273,22 +273,22 @@ private: // Data
   /**
    * Function to reset metaball state
    */
-  void ResetMetaballs( bool resetAnims );
+  void ResetMetaballs(bool resetAnims);
 
   /**
    * Function to create disperse each of the ball that compose the metaball when exploding
    */
-  void DisperseBallAnimation( uint32_t ball );
+  void DisperseBallAnimation(uint32_t ball);
 
   /**
    * Function to make metaballs come back to reset position
    */
-  void LaunchResetMetaballPosition( Animation& source );
+  void LaunchResetMetaballPosition(Animation& source);
 
   /**
    * Function to set things at the end of the animation
    */
-  void EndDisperseAnimation( Animation& source );
+  void EndDisperseAnimation(Animation& source);
 
   /**
    * Function to init dispersion of the metaballs one by one using a timer
@@ -299,15 +299,15 @@ private: // Data
   /**
    * Function to set the actual position of the metaballs when the user clicks the screen
    */
-  void SetPositionToMetaballs( const Vector2& metaballCenter );
+  void SetPositionToMetaballs(const Vector2& metaballCenter);
 };
 
 /**
  * Implementation
  */
 
-MetaballExplosionController::MetaballExplosionController( Application& application )
-: mApplication( application ),
+MetaballExplosionController::MetaballExplosionController(Application& application)
+: mApplication(application),
   mScreenSize(),
   mBackgroundTexture(),
   mMetaballFBO(),
@@ -321,13 +321,13 @@ MetaballExplosionController::MetaballExplosionController( Application& applicati
   mMetaballPosVariationTo(),
   mMetaballCenter(),
   mPositionVarAnimation(),
-  mDispersion( 0 ),
+  mDispersion(0),
   mDispersionAnimation(),
   mTimerDispersion(),
-  mTimeMultiplier( 1.0f )
+  mTimeMultiplier(1.0f)
 {
   // Connect to the Application's Init signal
-  mApplication.InitSignal().Connect( this, &MetaballExplosionController::Create );
+  mApplication.InitSignal().Connect(this, &MetaballExplosionController::Create);
 }
 
 MetaballExplosionController::~MetaballExplosionController()
@@ -335,11 +335,11 @@ MetaballExplosionController::~MetaballExplosionController()
   // Nothing to do here;
 }
 
-void MetaballExplosionController::Create( Application& app )
+void MetaballExplosionController::Create(Application& app)
 {
   Window window = app.GetWindow();
 
-  window.KeyEventSignal().Connect( this, &MetaballExplosionController::OnKeyEvent );
+  window.KeyEventSignal().Connect(this, &MetaballExplosionController::OnKeyEvent);
 
   mScreenSize = window.GetSize();
 
@@ -348,9 +348,9 @@ void MetaballExplosionController::Create( Application& app )
   window.SetBackgroundColor(Color::BLACK);
 
   // Load background texture
-  mBackgroundTexture = DemoHelper::LoadTexture( BACKGROUND_IMAGE );
+  mBackgroundTexture = DemoHelper::LoadTexture(BACKGROUND_IMAGE);
 
-  srand( static_cast<uint32_t>( time(0) ) );
+  srand(static_cast<uint32_t>(time(0)));
 
   //Create internal data
   CreateMetaballActors();
@@ -359,15 +359,15 @@ void MetaballExplosionController::Create( Application& app )
 
   CreateAnimations();
 
-  mDispersion = 0;
-  mTimerDispersion = Timer::New( 150 );
-  mTimerDispersion.TickSignal().Connect( this, &MetaballExplosionController::OnTimerDispersionTick );
+  mDispersion      = 0;
+  mTimerDispersion = Timer::New(150);
+  mTimerDispersion.TickSignal().Connect(this, &MetaballExplosionController::OnTimerDispersionTick);
 
   // Connect the callback to the touch signal on the mesh actor
-  window.GetRootLayer().TouchedSignal().Connect( this, &MetaballExplosionController::OnTouch );
+  window.GetRootLayer().TouchedSignal().Connect(this, &MetaballExplosionController::OnTouch);
 }
 
-Geometry MetaballExplosionController::CreateGeometry( bool aspectMappedTexture )
+Geometry MetaballExplosionController::CreateGeometry(bool aspectMappedTexture)
 {
   const float aspect = mScreenSize.y / mScreenSize.x;
 
@@ -375,49 +375,53 @@ Geometry MetaballExplosionController::CreateGeometry( bool aspectMappedTexture )
   const float xsize = mScreenSize.x * 0.5;
 
   // Create the meshdata for the metaballs
-  struct VertexPosition { Vector2 position; };
-  struct VertexTexture { Vector2 texture; };
-
-  VertexPosition vertices[] =
+  struct VertexPosition
   {
-    { Vector2( -xsize, -xsize * aspect ) },
-    { Vector2(  xsize, -xsize * aspect ) },
-    { Vector2( -xsize,  xsize * aspect ) },
-    { Vector2(  xsize,  xsize * aspect ) }
+    Vector2 position;
   };
-
-  const float textureAspect = (aspectMappedTexture) ? aspect : 1.0f;
-  VertexTexture textures[] =
+  struct VertexTexture
   {
-    { Vector2( 0.0f, 0.0f ) },
-    { Vector2( 1.0f, 0.0f ) },
-    { Vector2( 0.0f, 1.0f * textureAspect ) },
-    { Vector2( 1.0f, 1.0f * textureAspect ) }
+    Vector2 texture;
   };
 
-  uint32_t numberOfVertices = sizeof(vertices)/sizeof(VertexPosition);
+  VertexPosition vertices[] =
+    {
+      {Vector2(-xsize, -xsize * aspect)},
+      {Vector2(xsize, -xsize * aspect)},
+      {Vector2(-xsize, xsize * aspect)},
+      {Vector2(xsize, xsize * aspect)}};
+
+  const float   textureAspect = (aspectMappedTexture) ? aspect : 1.0f;
+  VertexTexture textures[] =
+    {
+      {Vector2(0.0f, 0.0f)},
+      {Vector2(1.0f, 0.0f)},
+      {Vector2(0.0f, 1.0f * textureAspect)},
+      {Vector2(1.0f, 1.0f * textureAspect)}};
+
+  uint32_t numberOfVertices = sizeof(vertices) / sizeof(VertexPosition);
 
   // Vertices
   Property::Map positionVertexFormat;
   positionVertexFormat["aPosition"] = Property::VECTOR2;
-  VertexBuffer positionVertices = VertexBuffer::New( positionVertexFormat );
-  positionVertices.SetData( vertices, numberOfVertices );
+  VertexBuffer positionVertices     = VertexBuffer::New(positionVertexFormat);
+  positionVertices.SetData(vertices, numberOfVertices);
 
   // Textures
   Property::Map textureVertexFormat;
   textureVertexFormat["aTexture"] = Property::VECTOR2;
-  VertexBuffer textureVertices = VertexBuffer::New( textureVertexFormat );
-  textureVertices.SetData( textures, numberOfVertices );
+  VertexBuffer textureVertices    = VertexBuffer::New(textureVertexFormat);
+  textureVertices.SetData(textures, numberOfVertices);
 
   // Indices
-  const uint16_t indices[] = { 0, 3, 1, 0, 2, 3 };
+  const uint16_t indices[] = {0, 3, 1, 0, 2, 3};
 
   // Create the geometry object
   Geometry texturedQuadGeometry = Geometry::New();
-  texturedQuadGeometry.AddVertexBuffer( positionVertices );
-  texturedQuadGeometry.AddVertexBuffer( textureVertices );
+  texturedQuadGeometry.AddVertexBuffer(positionVertices);
+  texturedQuadGeometry.AddVertexBuffer(textureVertices);
 
-  texturedQuadGeometry.SetIndexBuffer ( &indices[0], sizeof( indices )/ sizeof( indices[0] ) );
+  texturedQuadGeometry.SetIndexBuffer(&indices[0], sizeof(indices) / sizeof(indices[0]));
 
   return texturedQuadGeometry;
 }
@@ -425,46 +429,45 @@ Geometry MetaballExplosionController::CreateGeometry( bool aspectMappedTexture )
 void MetaballExplosionController::CreateMetaballActors()
 {
   // Create the shader for the metaballs, tell DALi that shader modifies geometry so we dont need to set a meaningless size
-  Shader shader = Shader::New( METABALL_VERTEX_SHADER, METABALL_FRAG_SHADER, Shader::Hint::MODIFIES_GEOMETRY );
+  Shader shader = Shader::New(METABALL_VERTEX_SHADER, METABALL_FRAG_SHADER, Shader::Hint::MODIFIES_GEOMETRY);
 
   Geometry metaballGeom = CreateGeometry();
   // Reuse same renderer for each actor
-  Renderer renderer = Renderer::New( metaballGeom, shader );
-  renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
-  renderer.SetProperty( Renderer::Property::BLEND_FACTOR_SRC_RGB,    BlendFactor::ONE );
-  renderer.SetProperty( Renderer::Property::BLEND_FACTOR_DEST_RGB,   BlendFactor::ONE );
-  renderer.SetProperty( Renderer::Property::BLEND_FACTOR_SRC_ALPHA,  BlendFactor::ONE );
-  renderer.SetProperty( Renderer::Property::BLEND_FACTOR_DEST_ALPHA, BlendFactor::ONE  );
+  Renderer renderer = Renderer::New(metaballGeom, shader);
+  renderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
+  renderer.SetProperty(Renderer::Property::BLEND_FACTOR_SRC_RGB, BlendFactor::ONE);
+  renderer.SetProperty(Renderer::Property::BLEND_FACTOR_DEST_RGB, BlendFactor::ONE);
+  renderer.SetProperty(Renderer::Property::BLEND_FACTOR_SRC_ALPHA, BlendFactor::ONE);
+  renderer.SetProperty(Renderer::Property::BLEND_FACTOR_DEST_ALPHA, BlendFactor::ONE);
 
   //Initialization of each of the metaballs
-  for( uint32_t i = 0; i < METABALL_NUMBER; i++ )
+  for(uint32_t i = 0; i < METABALL_NUMBER; i++)
   {
     mMetaballs[i].position = Vector2(0.0f, 0.0f);
-    mMetaballs[i].radius = mMetaballs[i].initRadius = Random::Range(0.05f,0.07f);
+    mMetaballs[i].radius = mMetaballs[i].initRadius = Random::Range(0.05f, 0.07f);
 
-    mMetaballs[i].actor = Actor::New( );
-    mMetaballs[i].actor.SetProperty( Dali::Actor::Property::NAME, "Metaball" );
-    mMetaballs[i].actor.SetProperty( Actor::Property::SCALE, 1.0f );
-    mMetaballs[i].actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
-    mMetaballs[i].actor.AddRenderer( renderer );
+    mMetaballs[i].actor = Actor::New();
+    mMetaballs[i].actor.SetProperty(Dali::Actor::Property::NAME, "Metaball");
+    mMetaballs[i].actor.SetProperty(Actor::Property::SCALE, 1.0f);
+    mMetaballs[i].actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+    mMetaballs[i].actor.AddRenderer(renderer);
 
-    mMetaballs[i].positionIndex = mMetaballs[i].actor.RegisterProperty( "uPositionMetaball", mMetaballs[i].position );
+    mMetaballs[i].positionIndex = mMetaballs[i].actor.RegisterProperty("uPositionMetaball", mMetaballs[i].position);
 
-    mMetaballs[i].positionVarIndex = mMetaballs[i].actor.RegisterProperty( "uPositionVar", Vector2(0.f,0.f) );
+    mMetaballs[i].positionVarIndex = mMetaballs[i].actor.RegisterProperty("uPositionVar", Vector2(0.f, 0.f));
 
-    mMetaballs[i].actor.RegisterProperty( "uGravityVector", Vector2(Random::Range(-0.2,0.2),Random::Range(-0.2,0.2)) );
-    mMetaballs[i].actor.RegisterProperty( "uRadius", mMetaballs[i].radius );
-    mMetaballs[i].actor.RegisterProperty( "uRadiusVar", 0.f );
+    mMetaballs[i].actor.RegisterProperty("uGravityVector", Vector2(Random::Range(-0.2, 0.2), Random::Range(-0.2, 0.2)));
+    mMetaballs[i].actor.RegisterProperty("uRadius", mMetaballs[i].radius);
+    mMetaballs[i].actor.RegisterProperty("uRadiusVar", 0.f);
   }
 
   // Root creation
   mMetaballRoot = Actor::New();
-  mMetaballRoot.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
-  for( uint32_t i = 0; i < METABALL_NUMBER; i++ )
+  mMetaballRoot.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  for(uint32_t i = 0; i < METABALL_NUMBER; i++)
   {
-    mMetaballRoot.Add( mMetaballs[i].actor );
+    mMetaballRoot.Add(mMetaballs[i].actor);
   }
-
 }
 
 void MetaballExplosionController::CreateMetaballImage()
@@ -472,183 +475,183 @@ void MetaballExplosionController::CreateMetaballImage()
   // Create an FBO and a render task to create to render the metaballs with a fragment shader
   Window window = mApplication.GetWindow();
 
-  mMetaballFBO = FrameBuffer::New( mScreenSize.x, mScreenSize.y );
+  mMetaballFBO = FrameBuffer::New(mScreenSize.x, mScreenSize.y);
 
   window.Add(mMetaballRoot);
 
   // Create the render task used to render the metaballs
   RenderTaskList taskList = window.GetRenderTaskList();
-  RenderTask task = taskList.CreateTask();
-  task.SetRefreshRate( RenderTask::REFRESH_ALWAYS );
-  task.SetSourceActor( mMetaballRoot );
-  task.SetExclusive( true );
-  task.SetClearColor( Color::BLACK );
-  task.SetClearEnabled( true );
-  task.SetFrameBuffer( mMetaballFBO );
+  RenderTask     task     = taskList.CreateTask();
+  task.SetRefreshRate(RenderTask::REFRESH_ALWAYS);
+  task.SetSourceActor(mMetaballRoot);
+  task.SetExclusive(true);
+  task.SetClearColor(Color::BLACK);
+  task.SetClearEnabled(true);
+  task.SetFrameBuffer(mMetaballFBO);
 }
 
 void MetaballExplosionController::CreateComposition()
 {
   //Create new shader
-  Shader shader = Shader::New( METABALL_VERTEX_SHADER, REFRACTION_FRAG_SHADER );
+  Shader shader = Shader::New(METABALL_VERTEX_SHADER, REFRACTION_FRAG_SHADER);
 
   // Create new texture set
   auto textureSet = TextureSet::New();
-  textureSet.SetTexture( 0u, mBackgroundTexture  );
-  textureSet.SetTexture( 1u, mMetaballFBO.GetColorTexture() );
+  textureSet.SetTexture(0u, mBackgroundTexture);
+  textureSet.SetTexture(1u, mMetaballFBO.GetColorTexture());
 
   // Create geometry
-  Geometry metaballGeom = CreateGeometry( false );
+  Geometry metaballGeom = CreateGeometry(false);
 
-  Renderer mRenderer = Renderer::New( metaballGeom, shader );
-  mRenderer.SetTextures( textureSet );
+  Renderer mRenderer = Renderer::New(metaballGeom, shader);
+  mRenderer.SetTextures(textureSet);
 
   // Create actor
-  mCompositionActor = Actor::New( );
-  mCompositionActor.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
-  mCompositionActor.SetProperty( Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f));
-  mCompositionActor.SetProperty( Actor::Property::SIZE, Vector2(mScreenSize.x, mScreenSize.y) );
-  mCompositionActor.AddRenderer( mRenderer );
+  mCompositionActor = Actor::New();
+  mCompositionActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  mCompositionActor.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f));
+  mCompositionActor.SetProperty(Actor::Property::SIZE, Vector2(mScreenSize.x, mScreenSize.y));
+  mCompositionActor.AddRenderer(mRenderer);
 
-  Vector2 metaballCenter(0.0,0);
+  Vector2 metaballCenter(0.0, 0);
   metaballCenter.x = metaballCenter.x * 0.5;
   metaballCenter.y = metaballCenter.y * 0.5;
-  mPositionIndex = mCompositionActor.RegisterProperty( "uPositionMetaball", metaballCenter );
+  mPositionIndex   = mCompositionActor.RegisterProperty("uPositionMetaball", metaballCenter);
 
-  SetPositionToMetaballs( metaballCenter );
+  SetPositionToMetaballs(metaballCenter);
 
-  mCompositionActor.SetProperty( Actor::Property::SIZE, Vector2(mScreenSize.x, mScreenSize.y) );
+  mCompositionActor.SetProperty(Actor::Property::SIZE, Vector2(mScreenSize.x, mScreenSize.y));
 
   Window window = mApplication.GetWindow();
-  window.Add( mCompositionActor );
+  window.Add(mCompositionActor);
 }
 
 void MetaballExplosionController::CreateAnimations()
 {
   Vector2 direction;
 
-  for( uint32_t i = 0; i < METABALL_NUMBER; i++ )
+  for(uint32_t i = 0; i < METABALL_NUMBER; i++)
   {
     KeyFrames keySinCosVariation = KeyFrames::New();
-    Vector2 sinCosVariation( 0,0 );
+    Vector2   sinCosVariation(0, 0);
 
-    direction.x = Random::Range( -100.f,100.f );
-    direction.y = Random::Range( -100.f,100.f );
+    direction.x = Random::Range(-100.f, 100.f);
+    direction.y = Random::Range(-100.f, 100.f);
 
     direction.Normalize();
     direction *= 0.1f;
 
-    for( uint32_t j = 0; j < 360; j++ )
+    for(uint32_t j = 0; j < 360; j++)
     {
-      sinCosVariation.x = sinf( j * Math::PI/180.f ) * direction.x;
-      sinCosVariation.y = cosf( j * Math::PI/180.f ) * direction.y;
-      float key = j/360.f;
-      keySinCosVariation.Add( key, sinCosVariation );
+      sinCosVariation.x = sinf(j * Math::PI / 180.f) * direction.x;
+      sinCosVariation.y = cosf(j * Math::PI / 180.f) * direction.y;
+      float key         = j / 360.f;
+      keySinCosVariation.Add(key, sinCosVariation);
     }
 
-    mPositionVarAnimation[i] = Animation::New( 3.f );
-    mPositionVarAnimation[i].AnimateBetween( Property( mMetaballs[i].actor, mMetaballs[i].positionVarIndex ), keySinCosVariation );
-    mPositionVarAnimation[i].SetLooping( true );
+    mPositionVarAnimation[i] = Animation::New(3.f);
+    mPositionVarAnimation[i].AnimateBetween(Property(mMetaballs[i].actor, mMetaballs[i].positionVarIndex), keySinCosVariation);
+    mPositionVarAnimation[i].SetLooping(true);
     mPositionVarAnimation[i].Play();
   }
 }
 
-void MetaballExplosionController::ResetMetaballs( bool resetAnims )
+void MetaballExplosionController::ResetMetaballs(bool resetAnims)
 {
-  for( uint32_t i = 0; i < METABALL_NUMBER; i++ )
+  for(uint32_t i = 0; i < METABALL_NUMBER; i++)
   {
-    if( mDispersionAnimation[i] )
+    if(mDispersionAnimation[i])
     {
       mDispersionAnimation[i].Clear();
     }
 
-    mMetaballs[i].position = Vector2( 0.0f, 0.0f );
-    mMetaballs[i].actor.SetProperty( mMetaballs[i].positionIndex, mMetaballs[i].position );
+    mMetaballs[i].position = Vector2(0.0f, 0.0f);
+    mMetaballs[i].actor.SetProperty(mMetaballs[i].positionIndex, mMetaballs[i].position);
   }
   mTimerDispersion.Stop();
   mDispersion = 0;
 
-  mCompositionActor.SetProperty( mPositionIndex, Vector2(0,0) );
+  mCompositionActor.SetProperty(mPositionIndex, Vector2(0, 0));
 }
 
-void MetaballExplosionController::DisperseBallAnimation( uint32_t ball )
+void MetaballExplosionController::DisperseBallAnimation(uint32_t ball)
 {
   Vector2 position;
-  position.x = Random::Range(-1.5f,1.5f);
-  position.y = Random::Range(-1.5f,1.5f);
+  position.x = Random::Range(-1.5f, 1.5f);
+  position.y = Random::Range(-1.5f, 1.5f);
 
   mDispersionAnimation[ball] = Animation::New(2.0f * mTimeMultiplier);
-  mDispersionAnimation[ball].AnimateTo( Property(mMetaballs[ball].actor, mMetaballs[ball].positionIndex), position);
+  mDispersionAnimation[ball].AnimateTo(Property(mMetaballs[ball].actor, mMetaballs[ball].positionIndex), position);
   mDispersionAnimation[ball].Play();
 
-  if( ball == METABALL_NUMBER - 1 )
+  if(ball == METABALL_NUMBER - 1)
   {
-    mDispersionAnimation[ball].FinishedSignal().Connect( this, &MetaballExplosionController::LaunchResetMetaballPosition );
+    mDispersionAnimation[ball].FinishedSignal().Connect(this, &MetaballExplosionController::LaunchResetMetaballPosition);
   }
 }
 
-void MetaballExplosionController::LaunchResetMetaballPosition( Animation& source )
+void MetaballExplosionController::LaunchResetMetaballPosition(Animation& source)
 {
-  for( uint32_t i = 0; i < METABALL_NUMBER; i++ )
+  for(uint32_t i = 0; i < METABALL_NUMBER; i++)
   {
-    mDispersionAnimation[i] = Animation::New( 1.5f + i * 0.25f * mTimeMultiplier );
-    mDispersionAnimation[i].AnimateTo(Property( mMetaballs[i].actor, mMetaballs[i].positionIndex), Vector2(0,0) );
+    mDispersionAnimation[i] = Animation::New(1.5f + i * 0.25f * mTimeMultiplier);
+    mDispersionAnimation[i].AnimateTo(Property(mMetaballs[i].actor, mMetaballs[i].positionIndex), Vector2(0, 0));
     mDispersionAnimation[i].Play();
 
-    if( i == METABALL_NUMBER - 1 )
+    if(i == METABALL_NUMBER - 1)
     {
-      mDispersionAnimation[i].FinishedSignal().Connect( this, &MetaballExplosionController::EndDisperseAnimation );
+      mDispersionAnimation[i].FinishedSignal().Connect(this, &MetaballExplosionController::EndDisperseAnimation);
     }
   }
 }
 
-void MetaballExplosionController::EndDisperseAnimation( Animation& source )
+void MetaballExplosionController::EndDisperseAnimation(Animation& source)
 {
-  mCompositionActor.SetProperty( mPositionIndex, Vector2(0,0) );
+  mCompositionActor.SetProperty(mPositionIndex, Vector2(0, 0));
 }
 
 bool MetaballExplosionController::OnTimerDispersionTick()
 {
-  if( mDispersion < METABALL_NUMBER )
+  if(mDispersion < METABALL_NUMBER)
   {
-    DisperseBallAnimation( mDispersion );
+    DisperseBallAnimation(mDispersion);
     mDispersion++;
   }
   return true;
 }
 
-void MetaballExplosionController::SetPositionToMetaballs( const Vector2& metaballCenter )
+void MetaballExplosionController::SetPositionToMetaballs(const Vector2& metaballCenter)
 {
   //We set the position for the metaballs based on click position
-  for( uint32_t i = 0; i < METABALL_NUMBER; i++ )
+  for(uint32_t i = 0; i < METABALL_NUMBER; i++)
   {
     mMetaballs[i].position = metaballCenter;
-    mMetaballs[i].actor.SetProperty( mMetaballs[i].positionIndex, mMetaballs[i].position );
+    mMetaballs[i].actor.SetProperty(mMetaballs[i].positionIndex, mMetaballs[i].position);
   }
 
-  mCompositionActor.SetProperty( mPositionIndex, metaballCenter );
+  mCompositionActor.SetProperty(mPositionIndex, metaballCenter);
 }
 
-bool MetaballExplosionController::OnTouch( Actor actor, const TouchEvent& touch )
+bool MetaballExplosionController::OnTouch(Actor actor, const TouchEvent& touch)
 {
   float aspectR = mScreenSize.y / mScreenSize.x;
 
-  switch( touch.GetState( 0 ) )
+  switch(touch.GetState(0))
   {
     case PointState::DOWN:
     {
       ResetMetaballs(true);
 
-      const Vector2 screen = touch.GetScreenPosition( 0 );
-      Vector2 metaballCenter = Vector2( (screen.x / mScreenSize.x) - 0.5f, (aspectR * (mScreenSize.y - screen.y) / mScreenSize.y) - 0.5f ) * 2.0f;
+      const Vector2 screen         = touch.GetScreenPosition(0);
+      Vector2       metaballCenter = Vector2((screen.x / mScreenSize.x) - 0.5f, (aspectR * (mScreenSize.y - screen.y) / mScreenSize.y) - 0.5f) * 2.0f;
       SetPositionToMetaballs(metaballCenter);
 
       break;
     }
     case PointState::MOTION:
     {
-      const Vector2 screen = touch.GetScreenPosition( 0 );
-      Vector2 metaballCenter = Vector2( (screen.x / mScreenSize.x) - 0.5f, (aspectR * (mScreenSize.y - screen.y) / mScreenSize.y) - 0.5f ) * 2.0f;
+      const Vector2 screen         = touch.GetScreenPosition(0);
+      Vector2       metaballCenter = Vector2((screen.x / mScreenSize.x) - 0.5f, (aspectR * (mScreenSize.y - screen.y) / mScreenSize.y) - 0.5f) * 2.0f;
       SetPositionToMetaballs(metaballCenter);
       break;
     }
@@ -661,7 +664,7 @@ bool MetaballExplosionController::OnTouch( Actor actor, const TouchEvent& touch
     }
     default:
       break;
-    }
+  }
   return true;
 }
 
@@ -669,7 +672,7 @@ void MetaballExplosionController::OnKeyEvent(const KeyEvent& event)
 {
   if(event.GetState() == KeyEvent::DOWN)
   {
-    if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
+    if(IsKey(event, Dali::DALI_KEY_ESCAPE) || IsKey(event, Dali::DALI_KEY_BACK))
     {
       mApplication.Quit();
     }
@@ -679,11 +682,11 @@ void MetaballExplosionController::OnKeyEvent(const KeyEvent& event)
 /**
  * Main entry point
  */
-int32_t DALI_EXPORT_API main( int argc, char **argv )
+int32_t DALI_EXPORT_API main(int argc, char** argv)
 {
-  Application application = Application::New( &argc, &argv );
+  Application application = Application::New(&argc, &argv);
 
-  MetaballExplosionController test( application );
+  MetaballExplosionController test(application);
 
   application.MainLoop();