Updates following Button API changes
[platform/core/uifw/dali-demo.git] / examples / motion-blur / motion-blur-example.cpp
index 6fd9f0e..6972cf3 100644 (file)
@@ -1,29 +1,30 @@
-//
-// Copyright (c) 2014 Samsung Electronics Co., Ltd.
-//
-// Licensed under the Flora License, Version 1.0 (the License);
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-//     http://floralicense.org/license/
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an AS IS BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
+/*
+ * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
 
 #include <sstream>
 #include <iomanip>
 
-#include "../shared/view.h"
+#include "shared/view.h"
 #include <dali/dali.h>
 #include <dali-toolkit/dali-toolkit.h>
+#include <dali-toolkit/devel-api/shader-effects/motion-blur-effect.h>
 
 using namespace Dali;
 using namespace Dali::Toolkit;
-using namespace std;
 
 
 
@@ -35,28 +36,16 @@ namespace // unnamed namespace
 // Demo setup parameters
 //
 
-//#define MULTIPLE_MOTION_BLURRED_ACTORS
-#ifndef MULTIPLE_MOTION_BLURRED_ACTORS
-
 const float MOTION_BLUR_ACTOR_WIDTH = 256;                                          // actor size on screen
 const float MOTION_BLUR_ACTOR_HEIGHT = 256;                                         // ""
-
-#else //#ifndef MULTIPLE_MOTION_BLURRED_ACTORS
-
-const float MOTION_BLUR_ACTOR_WIDTH = 150;                                          // actor size on screen
-const float MOTION_BLUR_ACTOR_HEIGHT = 112;                                         // ""
-
-#endif //#ifndef MULTIPLE_MOTION_BLURRED_ACTORS
-
-
 const unsigned int MOTION_BLUR_NUM_SAMPLES = 8;
 
 const int MOTION_BLUR_NUM_ACTOR_IMAGES = 5;
-const char* MOTION_BLUR_ACTOR_IMAGE1( DALI_IMAGE_DIR "image-with-border-1.jpg" );
-const char* MOTION_BLUR_ACTOR_IMAGE2( DALI_IMAGE_DIR "image-with-border-2.jpg" );
-const char* MOTION_BLUR_ACTOR_IMAGE3( DALI_IMAGE_DIR "image-with-border-3.jpg" );
-const char* MOTION_BLUR_ACTOR_IMAGE4( DALI_IMAGE_DIR "image-with-border-4.jpg" );
-const char* MOTION_BLUR_ACTOR_IMAGE5( DALI_IMAGE_DIR "image-with-border-1.jpg" );
+const char* MOTION_BLUR_ACTOR_IMAGE1( DEMO_IMAGE_DIR "image-with-border-1.jpg" );
+const char* MOTION_BLUR_ACTOR_IMAGE2( DEMO_IMAGE_DIR "image-with-border-2.jpg" );
+const char* MOTION_BLUR_ACTOR_IMAGE3( DEMO_IMAGE_DIR "image-with-border-3.jpg" );
+const char* MOTION_BLUR_ACTOR_IMAGE4( DEMO_IMAGE_DIR "image-with-border-4.jpg" );
+const char* MOTION_BLUR_ACTOR_IMAGE5( DEMO_IMAGE_DIR "image-with-border-1.jpg" );
 
 const char* MOTION_BLUR_ACTOR_IMAGES[] = {
   MOTION_BLUR_ACTOR_IMAGE1,
@@ -70,13 +59,16 @@ const int NUM_ACTOR_ANIMATIONS = 4;
 const int NUM_CAMERA_ANIMATIONS = 2;
 
 
-const char* BACKGROUND_IMAGE_PATH = DALI_IMAGE_DIR "background-default.png";
+const char* BACKGROUND_IMAGE_PATH = DEMO_IMAGE_DIR "background-default.png";
 
-const char* TOOLBAR_IMAGE( DALI_IMAGE_DIR "top-bar.png" );
-const char* LAYOUT_IMAGE( DALI_IMAGE_DIR "icon_mode.png" );
+const char* TOOLBAR_IMAGE( DEMO_IMAGE_DIR "top-bar.png" );
+const char* LAYOUT_IMAGE( DEMO_IMAGE_DIR "icon-change.png" );
+const char* LAYOUT_IMAGE_SELECTED( DEMO_IMAGE_DIR "icon-change-selected.png" );
 const char* APPLICATION_TITLE( "Motion Blur" );
-const char* ANIM_START_ICON( DALI_IMAGE_DIR "icon_play_small.png" );
-const char* ANIM_STOP_ICON( DALI_IMAGE_DIR "icon_stop_small.png" );
+const char* EFFECTS_OFF_ICON( DEMO_IMAGE_DIR "icon-effects-off.png" );
+const char* EFFECTS_OFF_ICON_SELECTED( DEMO_IMAGE_DIR "icon-effects-off-selected.png" );
+const char* EFFECTS_ON_ICON( DEMO_IMAGE_DIR "icon-effects-on.png" );
+const char* EFFECTS_ON_ICON_SELECTED( DEMO_IMAGE_DIR "icon-effects-on-selected.png" );
 
 const float UI_MARGIN = 4.0f;                              ///< Screen Margin for placement of UI buttons
 
@@ -88,9 +80,29 @@ const Vector3 BUTTON_TITLE_LABEL_INSTRUCTIONS_POPUP_SIZE_CONSTRAINT( 1.0f, 1.0f,
 const float BUTTON_TITLE_LABEL_Y_OFFSET = 0.05f;
 
 const float ORIENTATION_DURATION = 0.5f;                  ///< Time to rotate to new orientation.
-} // unnamed namespace
 
+/**
+ * @brief Set an image to image view, scaled-down to no more than the dimensions passed in.
+ *
+ * Uses SHRINK_TO_FIT which ensures the resulting image is
+ * smaller than or equal to the specified dimensions while preserving its original aspect ratio.
+ */
+void SetImageFittedInBox( ImageView& imageView, Property::Map& shaderEffect, const char * const imagePath, int maxWidth, int maxHeight )
+{
+  Property::Map map;
+  map[Visual::Property::TYPE] = Visual::IMAGE;
+  map[ImageVisual::Property::URL] = imagePath;
+  // Load the image nicely scaled-down to fit within the specified max width and height:
+  map[ImageVisual::Property::DESIRED_WIDTH] = maxWidth;
+  map[ImageVisual::Property::DESIRED_HEIGHT] = maxHeight;
+  map[ImageVisual::Property::FITTING_MODE] = FittingMode::SHRINK_TO_FIT;
+  map[ImageVisual::Property::SAMPLING_MODE] = SamplingMode::BOX_THEN_LINEAR;
+  map.Merge( shaderEffect );
+
+  imageView.SetProperty( ImageView::Property::IMAGE, map );
+}
 
+} // unnamed namespace
 
 
 //
@@ -116,9 +128,10 @@ public:
    */
   MotionBlurExampleApp(Application &app)
   : mApplication(app),
-    mActorAnimationsEnabled(false),
+    mActorEffectsEnabled(false),
     mCurrentActorAnimation(0),
-    mCurrentImage(0)
+    mCurrentImage(0),
+    mOrientation( PORTRAIT )
   {
     // Connect to the Application's Init signal
     app.InitSignal().Connect(this, &MotionBlurExampleApp::OnInit);
@@ -146,21 +159,25 @@ public:
                                             mToolBar,
                                             BACKGROUND_IMAGE_PATH,
                                             TOOLBAR_IMAGE,
-                                            APPLICATION_TITLE);
+                                            APPLICATION_TITLE );
+
+    // Ensure the content layer is a square so the touch area works in all orientations
+    Vector2 stageSize = Stage::GetCurrent().GetSize();
+    float size = std::max( stageSize.width, stageSize.height );
+    mContentLayer.SetSize( size, size );
 
-    //Add an slideshow icon on the right of the title
-    mIconAnimsStart = Image::New( ANIM_START_ICON );
-    mIconAnimsStop = Image::New( ANIM_STOP_ICON );
-    mActorAnimsButton = Toolkit::PushButton::New();
-    mActorAnimsButton.SetBackgroundImage( mIconAnimsStart );
-    mActorAnimsButton.ClickedSignal().Connect( this, &MotionBlurExampleApp::OnAnimationButtonClicked );
-    mToolBar.AddControl( mActorAnimsButton, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HorizontalCenter, DemoHelper::DEFAULT_PLAY_PADDING);
+    //Add an effects icon on the right of the title
+    mActorEffectsButton = Toolkit::PushButton::New();
+    mActorEffectsButton.SetProperty( Toolkit::Button::Property::UNSELECTED_BACKGROUND_VISUAL, EFFECTS_OFF_ICON );
+    mActorEffectsButton.SetProperty( Toolkit::Button::Property::SELECTED_BACKGROUND_VISUAL, EFFECTS_OFF_ICON_SELECTED );
+    mActorEffectsButton.ClickedSignal().Connect( this, &MotionBlurExampleApp::OnEffectButtonClicked );
+    mToolBar.AddControl( mActorEffectsButton, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HorizontalCenter, DemoHelper::DEFAULT_PLAY_PADDING );
 
     // Creates a mode button.
     // Create a effect toggle button. (right of toolbar)
-    Image imageLayout = Image::New( LAYOUT_IMAGE );
     Toolkit::PushButton layoutButton = Toolkit::PushButton::New();
-    layoutButton.SetBackgroundImage(imageLayout);
+    layoutButton.SetProperty( Toolkit::Button::Property::UNSELECTED_BACKGROUND_VISUAL, LAYOUT_IMAGE );
+    layoutButton.SetProperty( Toolkit::Button::Property::SELECTED_BACKGROUND_VISUAL, LAYOUT_IMAGE_SELECTED );
     layoutButton.ClickedSignal().Connect( this, &MotionBlurExampleApp::OnLayoutButtonClicked);
     layoutButton.SetLeaveRequired( true );
     mToolBar.AddControl( layoutButton, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HorizontalRight, DemoHelper::DEFAULT_MODE_SWITCH_PADDING );
@@ -175,102 +192,34 @@ public:
     winHandle.AddAvailableOrientation( Dali::Window::LANDSCAPE );
     winHandle.AddAvailableOrientation( Dali::Window::PORTRAIT_INVERSE  );
     winHandle.AddAvailableOrientation( Dali::Window::LANDSCAPE_INVERSE );
+    winHandle.ResizedSignal().Connect( this, &MotionBlurExampleApp::OnWindowResized );
 
     // set initial orientation
-    app.GetOrientation().ChangedSignal().Connect( this, &MotionBlurExampleApp::OnOrientationChanged );
-    unsigned int degrees = app.GetOrientation().GetDegrees();
-    Rotate( static_cast< DeviceOrientation >( degrees ) );
-
+    Rotate( PORTRAIT );
 
     ///////////////////////////////////////////////////////
     //
     // Motion blurred actor
     //
 
-    Image image = Image::New( MOTION_BLUR_ACTOR_IMAGE1 );
-    mMotionBlurImageActor = ImageActor::New(image);
-    mMotionBlurImageActor.SetParentOrigin( ParentOrigin::CENTER );
-    mMotionBlurImageActor.SetSize(MOTION_BLUR_ACTOR_WIDTH, MOTION_BLUR_ACTOR_HEIGHT);
-
-    mContentLayer.Add( mMotionBlurImageActor );
-
-    // Create shader used for doing motion blur
-    mMotionBlurEffect = MotionBlurEffect::Apply(mMotionBlurImageActor);
-
-
-#ifdef MULTIPLE_MOTION_BLURRED_ACTORS
-
-    ///////////////////////////////////////////////////////
-    //
-    // Motion blurred actor 2
-    //
-
-    mMotionBlurImageActor2 = ImageActor::New(image);
-    mMotionBlurImageActor2.SetParentOrigin( ParentOrigin::CENTER );
-    mMotionBlurImageActor2.SetSize(MOTION_BLUR_ACTOR_WIDTH, MOTION_BLUR_ACTOR_HEIGHT);
-    mMotionBlurImageActor2.SetPosition(MOTION_BLUR_ACTOR_WIDTH * 1.1f, 0.0f);
-    mMotionBlurImageActor.Add( mMotionBlurImageActor2 );
-
-    // Create shader used for doing motion blur
-    mMotionBlurEffect2 = MotionBlurEffect::New(MOTION_BLUR_NUM_SAMPLES);
-
-    // set actor shader to the blur one
-    mMotionBlurImageActor2.SetShaderEffect( mMotionBlurEffect2 );
-
-
-    ///////////////////////////////////////////////////////
-    //
-    // Motion blurred actor 3
-    //
-
-    mMotionBlurImageActor3 = ImageActor::New(image);
-    mMotionBlurImageActor3.SetParentOrigin( ParentOrigin::CENTER );
-    mMotionBlurImageActor3.SetSize(MOTION_BLUR_ACTOR_WIDTH, MOTION_BLUR_ACTOR_HEIGHT);
-    mMotionBlurImageActor3.SetPosition(-MOTION_BLUR_ACTOR_WIDTH * 1.1f, 0.0f);
-    mMotionBlurImageActor.Add( mMotionBlurImageActor3 );
+    // Scale down actor to fit on very low resolution screens with space to interact:
+    mMotionBlurActorSize = Size( std::min( stageSize.x * 0.3f, MOTION_BLUR_ACTOR_WIDTH ), std::min( stageSize.y * 0.3f, MOTION_BLUR_ACTOR_HEIGHT ) );
+    mMotionBlurActorSize = Size( std::min( mMotionBlurActorSize.x, mMotionBlurActorSize.y ), std::min( mMotionBlurActorSize.x, mMotionBlurActorSize.y ) );
 
-    // Create shader used for doing motion blur
-    mMotionBlurEffect3 = MotionBlurEffect::New(MOTION_BLUR_NUM_SAMPLES);
-
-    // set actor shader to the blur one
-    mMotionBlurImageActor3.SetShaderEffect( mMotionBlurEffect3 );
+    mMotionBlurEffect = CreateMotionBlurEffect();
+    mMotionBlurImageView = ImageView::New();
+    SetImageFittedInBox( mMotionBlurImageView, mMotionBlurEffect, MOTION_BLUR_ACTOR_IMAGE1, mMotionBlurActorSize.x, mMotionBlurActorSize.y );
+    mMotionBlurImageView.SetParentOrigin( ParentOrigin::CENTER );
+    mMotionBlurImageView.SetSize(mMotionBlurActorSize.x, mMotionBlurActorSize.y);
 
-
-    ///////////////////////////////////////////////////////
-    //
-    // Motion blurred actor 4
-    //
-
-    mMotionBlurImageActor4 = ImageActor::New(image);
-    mMotionBlurImageActor4.SetParentOrigin( ParentOrigin::CENTER );
-    mMotionBlurImageActor4.SetSize(MOTION_BLUR_ACTOR_WIDTH, MOTION_BLUR_ACTOR_HEIGHT);
-    mMotionBlurImageActor4.SetPosition(0.0f, MOTION_BLUR_ACTOR_HEIGHT * 1.1f);
-    mMotionBlurImageActor.Add( mMotionBlurImageActor4 );
+    mContentLayer.Add( mMotionBlurImageView );
 
     // Create shader used for doing motion blur
-    mMotionBlurEffect4 = MotionBlurEffect::New(MOTION_BLUR_NUM_SAMPLES);
+    mMotionBlurEffect = CreateMotionBlurEffect();
 
     // set actor shader to the blur one
-    mMotionBlurImageActor4.SetShaderEffect( mMotionBlurEffect4 );
-
-
-    ///////////////////////////////////////////////////////
-    //
-    // Motion blurred actor 5
-    //
+    Toolkit::SetMotionBlurProperties( mMotionBlurImageView, MOTION_BLUR_NUM_SAMPLES );
 
-    mMotionBlurImageActor5 = ImageActor::New(image);
-    mMotionBlurImageActor5.SetParentOrigin( ParentOrigin::CENTER );
-    mMotionBlurImageActor5.SetSize(MOTION_BLUR_ACTOR_WIDTH, MOTION_BLUR_ACTOR_HEIGHT);
-    mMotionBlurImageActor5.SetPosition(0.0f, -MOTION_BLUR_ACTOR_HEIGHT * 1.1f);
-    mMotionBlurImageActor.Add( mMotionBlurImageActor5 );
-
-    // Create shader used for doing motion blur
-    mMotionBlurEffect5 = MotionBlurEffect::New(MOTION_BLUR_NUM_SAMPLES);
-
-    // set actor shader to the blur one
-    mMotionBlurImageActor5.SetShaderEffect( mMotionBlurEffect5 );
-#endif //#ifdef MULTIPLE_MOTION_BLURRED_ACTORS
   }
 
   //////////////////////////////////////////////////////////////
@@ -279,22 +228,15 @@ public:
   //
   //
 
-  void OnOrientationChanged( Orientation orientation )
+  void OnWindowResized( Window::WindowSize size )
   {
-    unsigned int degrees = orientation.GetDegrees();
-    Rotate( static_cast< DeviceOrientation >( degrees ) );
+    Rotate( size.GetWidth() > size.GetHeight() ? LANDSCAPE : PORTRAIT );
   }
 
   void Rotate( DeviceOrientation orientation )
   {
     // Resize the root actor
-    Vector2 stageSize = Stage::GetCurrent().GetSize();
-    Vector2 targetSize = stageSize;
-    if( orientation == LANDSCAPE ||
-        orientation == LANDSCAPE_INVERSE )
-    {
-      targetSize = Vector2( stageSize.y, stageSize.x );
-    }
+    const Vector2 targetSize = Stage::GetCurrent().GetSize();
 
     if( mOrientation != orientation )
     {
@@ -305,15 +247,12 @@ public:
       {
         // has parent so we expect it to be on stage, start animation
         mRotateAnimation = Animation::New( ORIENTATION_DURATION );
-        mRotateAnimation.SetDestroyAction( Animation::Bake );
-        mRotateAnimation.RotateTo( mView, Degree( -orientation ), Vector3::ZAXIS, AlphaFunctions::EaseOut );
-        mRotateAnimation.Resize( mView, targetSize.width, targetSize.height );
+        mRotateAnimation.AnimateTo( Property( mView, Actor::Property::SIZE_WIDTH ), targetSize.width );
+        mRotateAnimation.AnimateTo( Property( mView, Actor::Property::SIZE_HEIGHT ), targetSize.height );
         mRotateAnimation.Play();
       }
       else
       {
-        // set the rotation to match the orientation
-        mView.SetRotation( Degree( -orientation ), Vector3::ZAXIS );
         mView.SetSize( targetSize );
       }
     }
@@ -332,7 +271,7 @@ public:
   //
 
   // move to point on screen that was tapped
-  void OnTap( Actor actor, TapGesture tapGesture )
+  void OnTap( Actor actor, const TapGesture& tapGesture )
   {
     Vector3 destPos;
     float originOffsetX, originOffsetY;
@@ -348,16 +287,16 @@ public:
 
     float animDuration = 0.5f;
     mActorTapMovementAnimation = Animation::New( animDuration );
-    if ( mMotionBlurImageActor )
+    if ( mMotionBlurImageView )
     {
-      mActorTapMovementAnimation.AnimateTo( Property(mMotionBlurImageActor, Actor::POSITION), destPos, AlphaFunctions::EaseInOutSine, TimePeriod(animDuration) );
+      mActorTapMovementAnimation.AnimateTo( Property(mMotionBlurImageView, Actor::Property::POSITION), destPos, AlphaFunction::EASE_IN_OUT_SINE, TimePeriod(animDuration) );
     }
     mActorTapMovementAnimation.SetEndAction( Animation::Bake );
     mActorTapMovementAnimation.Play();
 
 
     // perform some spinning etc
-    if(mActorAnimationsEnabled)
+    if(mActorEffectsEnabled)
     {
       switch(mCurrentActorAnimation)
       {
@@ -366,7 +305,7 @@ public:
         {
           float animDuration = 1.0f;
           mActorAnimation = Animation::New(animDuration);
-          mActorAnimation.RotateBy(mMotionBlurImageActor, Degree(720), Vector3::YAXIS, AlphaFunctions::EaseInOut);
+          mActorAnimation.AnimateBy( Property( mMotionBlurImageView, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(360.0f) ), Vector3::YAXIS ), AlphaFunction::EASE_IN_OUT );
           mActorAnimation.SetEndAction( Animation::Bake );
           mActorAnimation.Play();
         }
@@ -377,7 +316,7 @@ public:
         {
           float animDuration = 1.0f;
           mActorAnimation = Animation::New(animDuration);
-          mActorAnimation.RotateBy(mMotionBlurImageActor, Degree(720), Vector3::ZAXIS, AlphaFunctions::EaseInOut);
+          mActorAnimation.AnimateBy( Property( mMotionBlurImageView, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(360.0f) ), Vector3::ZAXIS ), AlphaFunction::EASE_IN_OUT );
           mActorAnimation.SetEndAction( Animation::Bake );
           mActorAnimation.Play();
         }
@@ -388,8 +327,8 @@ public:
         {
           float animDuration = 1.0f;
           mActorAnimation = Animation::New(animDuration);
-          mActorAnimation.RotateBy(mMotionBlurImageActor, Degree(360), Vector3::YAXIS, AlphaFunctions::EaseInOut);
-          mActorAnimation.RotateBy(mMotionBlurImageActor, Degree(360), Vector3::ZAXIS, AlphaFunctions::EaseInOut);
+          mActorAnimation.AnimateBy( Property( mMotionBlurImageView, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(360.0f) ), Vector3::YAXIS ), AlphaFunction::EASE_IN_OUT );
+          mActorAnimation.AnimateBy( Property( mMotionBlurImageView, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(360.0f) ), Vector3::ZAXIS ), AlphaFunction::EASE_IN_OUT );
           mActorAnimation.SetEndAction( Animation::Bake );
           mActorAnimation.Play();
         }
@@ -400,7 +339,7 @@ public:
         {
           float animDuration = 1.0f;
           mActorAnimation = Animation::New(animDuration);
-          mActorAnimation.ScaleBy(mMotionBlurImageActor, Vector3(2.0f, 2.0f, 2.0f), AlphaFunctions::Bounce, 0.0f, 1.0f);
+          mActorAnimation.AnimateBy( Property( mMotionBlurImageView, Actor::Property::SCALE ), Vector3(2.0f, 2.0f, 2.0f), AlphaFunction::BOUNCE, TimePeriod( 0.0f, 1.0f ) );
           mActorAnimation.SetEndAction( Animation::Bake );
           mActorAnimation.Play();
         }
@@ -418,17 +357,19 @@ public:
     }
   }
 
-  void ToggleActorAnimations()
+  void ToggleActorEffects()
   {
-    if(!mActorAnimationsEnabled)
+    if(!mActorEffectsEnabled)
     {
-      mActorAnimationsEnabled = true;
-      mActorAnimsButton.SetBackgroundImage( mIconAnimsStop );
+      mActorEffectsEnabled = true;
+      mActorEffectsButton.SetProperty( Toolkit::Button::Property::UNSELECTED_BACKGROUND_VISUAL, EFFECTS_ON_ICON );
+      mActorEffectsButton.SetProperty( Toolkit::Button::Property::SELECTED_BACKGROUND_VISUAL, EFFECTS_ON_ICON_SELECTED );
     }
     else
     {
-      mActorAnimationsEnabled = false;
-      mActorAnimsButton.SetBackgroundImage( mIconAnimsStart );
+      mActorEffectsEnabled = false;
+      mActorEffectsButton.SetProperty( Toolkit::Button::Property::UNSELECTED_BACKGROUND_VISUAL, EFFECTS_OFF_ICON );
+      mActorEffectsButton.SetProperty( Toolkit::Button::Property::SELECTED_BACKGROUND_VISUAL, EFFECTS_OFF_ICON_SELECTED );
     }
   }
 
@@ -444,9 +385,9 @@ public:
     return true;
   }
 
-  bool OnAnimationButtonClicked( Toolkit::Button button )
+  bool OnEffectButtonClicked( Toolkit::Button button )
   {
-    ToggleActorAnimations();
+    ToggleActorEffects();
     return true;
   }
 
@@ -478,45 +419,30 @@ public:
     {
       mCurrentImage = 0;
     }
+    SetImageFittedInBox( mMotionBlurImageView, mMotionBlurEffect, MOTION_BLUR_ACTOR_IMAGES[mCurrentImage], mMotionBlurActorSize.x, mMotionBlurActorSize.y );
 
-    Image blurImage = Image::New( MOTION_BLUR_ACTOR_IMAGES[mCurrentImage] );
-    mMotionBlurImageActor.SetImage(blurImage);
   }
 
 
 private:
   Application&               mApplication;            ///< Application instance
-  Toolkit::View              mView;
+  Toolkit::Control           mView;
   Toolkit::ToolBar           mToolBar;
-  TextView                   mTitleActor;             ///< The Toolbar's Title.
-  Image                      mIconAnimsStart;
-  Image                      mIconAnimsStop;
 
   Layer                      mContentLayer;           ///< Content layer (contains actor for this blur demo)
 
-  PushButton                 mActorAnimsButton;       ///< The actor animation toggling Button.
+  PushButton                 mActorEffectsButton;     ///< The actor effects toggling Button.
 
   // Motion blur
-  MotionBlurEffect mMotionBlurEffect;
-  ImageActor mMotionBlurImageActor;
-
-#ifdef MULTIPLE_MOTION_BLURRED_ACTORS
-  MotionBlurEffect mMotionBlurEffect2;
-  MotionBlurEffect mMotionBlurEffect3;
-  MotionBlurEffect mMotionBlurEffect4;
-  MotionBlurEffect mMotionBlurEffect5;
-
-  ImageActor mMotionBlurImageActor2;
-  ImageActor mMotionBlurImageActor3;
-  ImageActor mMotionBlurImageActor4;
-  ImageActor mMotionBlurImageActor5;
-#endif //#ifdef MULTIPLE_MOTION_BLURRED_ACTORS
+  Property::Map mMotionBlurEffect;
+  ImageView mMotionBlurImageView;
+  Size mMotionBlurActorSize;
 
   // animate actor to position where user taps screen
   Animation mActorTapMovementAnimation;
 
   // show different animations to demonstrate blur effect working on an object only movement basis
-  bool mActorAnimationsEnabled;
+  bool mActorEffectsEnabled;
   Animation mActorAnimation;
   int mCurrentActorAnimation;
 
@@ -527,24 +453,12 @@ private:
 
   DeviceOrientation mOrientation;               ///< Current Device orientation
   Animation mRotateAnimation;                   ///< Animation for rotating between landscape and portrait.
-
-  Popup mInstructionsPopup;                     ///< Info Popup
 };
 
-void RunTest(Application& app)
+int DALI_EXPORT_API main(int argc, char **argv)
 {
+  Application app = Application::New(&argc, &argv, DEMO_THEME_PATH);
   MotionBlurExampleApp test(app);
-
   app.MainLoop();
-}
-
-// Entry point for Linux & SLP applications
-//
-int main(int argc, char **argv)
-{
-  Application app = Application::New(&argc, &argv);
-
-  RunTest(app);
-
   return 0;
 }