Updated all files to new format
[platform/core/uifw/dali-demo.git] / examples / particles / utils.cpp
index 7f7432e..3d585ba 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
@@ -24,10 +24,10 @@ Vector3 ToHueSaturationLightness(Vector3 rgb)
   float max = std::max(rgb.r, std::max(rgb.g, rgb.b));
 
   Vector3 hsl(max - min, 0.f, (max + min) * .5f);
-  if (hsl.x * hsl.x > .0f)
+  if(hsl.x * hsl.x > .0f)
   {
     hsl.y = hsl.x / max;
-    if (max == rgb.r)
+    if(max == rgb.r)
     {
       hsl.x = (rgb.g - rgb.b) / hsl.x;
     }
@@ -40,7 +40,7 @@ Vector3 ToHueSaturationLightness(Vector3 rgb)
       hsl.x = 4.f + (rgb.r - rgb.g) / hsl.x;
     }
     hsl.x *= 60.f;
-    if (hsl.x < 0.f)
+    if(hsl.x < 0.f)
     {
       hsl.x += 360.f;
     }
@@ -56,7 +56,7 @@ Vector3 ToHueSaturationLightness(Vector3 rgb)
 Vector3 FromHueSaturationLightness(Vector3 hsl)
 {
   Vector3 rgb;
-  if (hsl.y * hsl.y > 0.f)
+  if(hsl.y * hsl.y > 0.f)
   {
     if(hsl.x >= 360.f)
     {
@@ -64,50 +64,50 @@ Vector3 FromHueSaturationLightness(Vector3 hsl)
     }
     hsl.x /= 60.f;
 
-    int i = FastFloor(hsl.x);
+    int   i  = FastFloor(hsl.x);
     float ff = hsl.x - i;
-    float p = hsl.z * (1.0 - hsl.y);
-    float q = hsl.z * (1.0 - (hsl.y * ff));
-    float t = hsl.z * (1.0 - (hsl.y * (1.f - ff)));
+    float p  = hsl.z * (1.0 - hsl.y);
+    float q  = hsl.z * (1.0 - (hsl.y * ff));
+    float t  = hsl.z * (1.0 - (hsl.y * (1.f - ff)));
 
-    switch (i)
+    switch(i)
     {
-    case 0:
-      rgb.r = hsl.z;
-      rgb.g = t;
-      rgb.b = p;
-      break;
-
-    case 1:
-      rgb.r = q;
-      rgb.g = hsl.z;
-      rgb.b = p;
-      break;
-
-    case 2:
-      rgb.r = p;
-      rgb.g = hsl.z;
-      rgb.b = t;
-      break;
-
-    case 3:
-      rgb.r = p;
-      rgb.g = q;
-      rgb.b = hsl.z;
-      break;
-
-    case 4:
-      rgb.r = t;
-      rgb.g = p;
-      rgb.b = hsl.z;
-      break;
-
-    case 5:
-    default:
-      rgb.r = hsl.z;
-      rgb.g = p;
-      rgb.b = q;
-      break;
+      case 0:
+        rgb.r = hsl.z;
+        rgb.g = t;
+        rgb.b = p;
+        break;
+
+      case 1:
+        rgb.r = q;
+        rgb.g = hsl.z;
+        rgb.b = p;
+        break;
+
+      case 2:
+        rgb.r = p;
+        rgb.g = hsl.z;
+        rgb.b = t;
+        break;
+
+      case 3:
+        rgb.r = p;
+        rgb.g = q;
+        rgb.b = hsl.z;
+        break;
+
+      case 4:
+        rgb.r = t;
+        rgb.g = p;
+        rgb.b = hsl.z;
+        break;
+
+      case 5:
+      default:
+        rgb.r = hsl.z;
+        rgb.g = p;
+        rgb.b = q;
+        break;
     }
   }
   else
@@ -120,38 +120,35 @@ Vector3 FromHueSaturationLightness(Vector3 hsl)
 
 Geometry CreateCuboidWireframeGeometry()
 {
-//
-// 2---3
-// |-  |-
-// | 6---7
-// | | | |
-// 0-|-1 |
-//  -|  -|
-//   4---5
-//
+  //
+  // 2---3
+  // |-  |-
+  // | 6---7
+  // | | | |
+  // 0-|-1 |
+  //  -|  -|
+  //   4---5
+  //
   Vector3 vertexData[] = {
     Vector3(-.5, -.5, -.5),
-       Vector3( .5, -.5, -.5),
-       Vector3(-.5,  .5, -.5),
-       Vector3( .5,  .5, -.5),
-       Vector3(-.5, -.5,  .5),
-       Vector3( .5, -.5,  .5),
-       Vector3(-.5,  .5,  .5),
-       Vector3( .5,  .5,  .5),
+    Vector3(.5, -.5, -.5),
+    Vector3(-.5, .5, -.5),
+    Vector3(.5, .5, -.5),
+    Vector3(-.5, -.5, .5),
+    Vector3(.5, -.5, .5),
+    Vector3(-.5, .5, .5),
+    Vector3(.5, .5, .5),
   };
 
   uint16_t indices[] = {
-    0, 1, 1, 3, 3, 2, 2, 0,
-       0, 4, 1, 5, 3, 7, 2, 6,
-       4, 5, 5, 7, 7, 6, 6, 4
-  };
-  VertexBuffer vertexBuffer = VertexBuffer::New( Property::Map()
-    .Add( "aPosition", Property::VECTOR3));
-  vertexBuffer.SetData(vertexData, std::extent<decltype(vertexData)>::value );
+    0, 1, 1, 3, 3, 2, 2, 0, 0, 4, 1, 5, 3, 7, 2, 6, 4, 5, 5, 7, 7, 6, 6, 4};
+  VertexBuffer vertexBuffer = VertexBuffer::New(Property::Map()
+                                                  .Add("aPosition", Property::VECTOR3));
+  vertexBuffer.SetData(vertexData, std::extent<decltype(vertexData)>::value);
 
   Geometry geometry = Geometry::New();
-  geometry.AddVertexBuffer( vertexBuffer );
-  geometry.SetIndexBuffer( indices, std::extent<decltype(indices)>::value );
+  geometry.AddVertexBuffer(vertexBuffer);
+  geometry.SetIndexBuffer(indices, std::extent<decltype(indices)>::value);
   geometry.SetType(Geometry::LINES);
   return geometry;
 }
@@ -160,14 +157,14 @@ Renderer CreateRenderer(TextureSet textures, Geometry geometry, Shader shader, u
 {
   Renderer renderer = Renderer::New(geometry, shader);
   renderer.SetProperty(Renderer::Property::BLEND_MODE,
-                 (options & OPTION_BLEND) ? BlendMode::ON : BlendMode::OFF);
+                       (options & OPTION_BLEND) ? BlendMode::ON : BlendMode::OFF);
   renderer.SetProperty(Renderer::Property::DEPTH_TEST_MODE,
-                 (options & OPTION_DEPTH_TEST) ? DepthTestMode::ON : DepthTestMode::OFF);
+                       (options & OPTION_DEPTH_TEST) ? DepthTestMode::ON : DepthTestMode::OFF);
   renderer.SetProperty(Renderer::Property::DEPTH_WRITE_MODE,
-                 (options & OPTION_DEPTH_WRITE) ? DepthWriteMode::ON : DepthWriteMode::OFF);
+                       (options & OPTION_DEPTH_WRITE) ? DepthWriteMode::ON : DepthWriteMode::OFF);
   renderer.SetProperty(Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK);
 
-  if (!textures)
+  if(!textures)
   {
     textures = TextureSet::New();
   }
@@ -178,8 +175,8 @@ Renderer CreateRenderer(TextureSet textures, Geometry geometry, Shader shader, u
 
 void CenterActor(Actor actor)
 {
-  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 }
 
 Actor CreateActor()
@@ -191,15 +188,15 @@ Actor CreateActor()
 
 Renderer CloneRenderer(Renderer original)
 {
-  Geometry geom = original.GetGeometry();
-  Shader shader = original.GetShader();
-  Renderer clone = Renderer::New(geom, shader);
+  Geometry geom   = original.GetGeometry();
+  Shader   shader = original.GetShader();
+  Renderer clone  = Renderer::New(geom, shader);
 
   // Copy properties.
   Property::IndexContainer indices;
   original.GetPropertyIndices(indices);
 
-  for (auto& i: indices)
+  for(auto& i : indices)
   {
     auto actualIndex = PropertyRanges::DEFAULT_RENDERER_PROPERTY_START_INDEX + i;
     clone.SetProperty(actualIndex, original.GetProperty(actualIndex));
@@ -223,17 +220,17 @@ Actor CloneActor(Actor original)
   // Don't copy every single one of them.
   // Definitely don't copy resize policy related things, which will internally enable
   // relayout, which in turn will result in losing the ability to set Z size.
-  for (auto i : {
-    Actor::Property::PARENT_ORIGIN,
-    Actor::Property::ANCHOR_POINT,
-    Actor::Property::SIZE,
-    Actor::Property::POSITION,
-    Actor::Property::ORIENTATION,
-    Actor::Property::SCALE,
-    Actor::Property::VISIBLE,
-    Actor::Property::COLOR,
-    Actor::Property::NAME,
-  })
+  for(auto i : {
+        Actor::Property::PARENT_ORIGIN,
+        Actor::Property::ANCHOR_POINT,
+        Actor::Property::SIZE,
+        Actor::Property::POSITION,
+        Actor::Property::ORIENTATION,
+        Actor::Property::SCALE,
+        Actor::Property::VISIBLE,
+        Actor::Property::COLOR,
+        Actor::Property::NAME,
+      })
   {
     clone.SetProperty(i, original.GetProperty(i));
   }