Updated demos to use DALi clang-format
[platform/core/uifw/dali-demo.git] / examples / ray-marching / ray-marching-example.cpp
index 39caa42..ed481e6 100644 (file)
 
 #include <dali-toolkit/dali-toolkit.h>
 #include <dali-toolkit/devel-api/controls/tool-bar/tool-bar.h>
-#include "shared/view.h"
-#include "shared/utility.h"
-#include <stdio.h>
-#include <dali/integration-api/debug.h>
 #include <dali/devel-api/adaptor-framework/file-stream.h>
+#include <dali/integration-api/debug.h>
+#include <stdio.h>
+#include "shared/utility.h"
+#include "shared/view.h"
 
 using namespace Dali;
-using Dali::Toolkit::TextLabel;
 using Dali::Toolkit::Control;
+using Dali::Toolkit::TextLabel;
 using Dali::Toolkit::ToolBar;
 
-const char* BACKGROUND_IMAGE( "" );
-const char* TOOLBAR_IMAGE( DEMO_IMAGE_DIR "top-bar.png" );
-const char* APPLICATION_TITLE( "Ray Marching" );
+const char* BACKGROUND_IMAGE("");
+const char* TOOLBAR_IMAGE(DEMO_IMAGE_DIR "top-bar.png");
+const char* APPLICATION_TITLE("Ray Marching");
 const char* SHADER_NAME("raymarch_sphere_shaded");
 
 /**
@@ -39,31 +39,31 @@ const char* SHADER_NAME("raymarch_sphere_shaded");
  * @param output
  * @return
  */
-bool LoadShaderCode( const char* path, const char* filename, std::vector<char>& output )
+bool LoadShaderCode(const char* path, const char* filename, std::vector<char>& output)
 {
-  std::string fullpath( path );
+  std::string fullpath(path);
   fullpath += filename;
 
-  Dali::FileStream fileStream( fullpath, Dali::FileStream::READ | Dali::FileStream::BINARY );
-  FILE* file = fileStream.GetFile();
-  if( !file )
+  Dali::FileStream fileStream(fullpath, Dali::FileStream::READ | Dali::FileStream::BINARY);
+  FILE*            file = fileStream.GetFile();
+  if(!file)
   {
     return false;
   }
 
   bool retValue = false;
-  if( !fseek( file, 0, SEEK_END ) )
+  if(!fseek(file, 0, SEEK_END))
   {
-    long int size = ftell( file );
+    long int size = ftell(file);
 
-    if( ( size != -1L ) &&
-        ( ! fseek( file, 0, SEEK_SET ) ) )
+    if((size != -1L) &&
+       (!fseek(file, 0, SEEK_SET)))
     {
-      output.resize( size + 1 );
-      std::fill( output.begin(), output.end(), 0 );
-      ssize_t result = fread( output.data(), size, 1, file );
+      output.resize(size + 1);
+      std::fill(output.begin(), output.end(), 0);
+      ssize_t result = fread(output.data(), size, 1, file);
 
-      retValue = ( result >= 0 );
+      retValue = (result >= 0);
     }
   }
 
@@ -75,19 +75,19 @@ bool LoadShaderCode( const char* path, const char* filename, std::vector<char>&
  * @param shaderName
  * @return
  */
-Shader LoadShaders( const std::string& shaderName )
+Shader LoadShaders(const std::string& shaderName)
 {
   std::vector<char> bufV, bufF;
-  std::string shaderVSH( shaderName );
-  std::string shaderFSH( shaderName );
+  std::string       shaderVSH(shaderName);
+  std::string       shaderFSH(shaderName);
   shaderVSH += ".vsh";
   shaderFSH += ".fsh";
 
   Shader shader;
-  if( LoadShaderCode( DEMO_SHADER_DIR, shaderVSH.c_str(), bufV ) &&
-      LoadShaderCode( DEMO_SHADER_DIR, shaderFSH.c_str(), bufF ) )
+  if(LoadShaderCode(DEMO_SHADER_DIR, shaderVSH.c_str(), bufV) &&
+     LoadShaderCode(DEMO_SHADER_DIR, shaderFSH.c_str(), bufF))
   {
-    shader = Shader::New( bufV.data(), bufF.data() );
+    shader = Shader::New(bufV.data(), bufF.data());
   }
   return shader;
 }
@@ -97,12 +97,11 @@ Shader LoadShaders( const std::string& shaderName )
 class RayMarchingExample : public ConnectionTracker
 {
 public:
-
-  RayMarchingExample( Application& application )
-  : mApplication( application )
+  RayMarchingExample(Application& application)
+  : mApplication(application)
   {
     // Connect to the Application's Init signal
-    mApplication.InitSignal().Connect( this, &RayMarchingExample::Create );
+    mApplication.InitSignal().Connect(this, &RayMarchingExample::Create);
   }
 
   ~RayMarchingExample()
@@ -111,33 +110,32 @@ public:
   }
 
   // The Init signal is received once (only) during the Application lifetime
-  void Create( Application& application )
+  void Create(Application& application)
   {
     // Get a handle to the window
     Window window = application.GetWindow();
 
-    window.GetRootLayer().TouchedSignal().Connect( this, &RayMarchingExample::OnTouch );
+    window.GetRootLayer().TouchedSignal().Connect(this, &RayMarchingExample::OnTouch);
 
     window.KeyEventSignal().Connect(this, &RayMarchingExample::OnKeyEvent);
 
-    window.SetBackgroundColor( Color::YELLOW );
+    window.SetBackgroundColor(Color::YELLOW);
 
     // Creates a default view with a default tool bar.
     // The view is added to the window.
-    mContentLayer = DemoHelper::CreateView( application,
-                                            mView,
-                                            mToolBar,
-                                            BACKGROUND_IMAGE,
-                                            TOOLBAR_IMAGE,
-                                            APPLICATION_TITLE );
+    mContentLayer = DemoHelper::CreateView(application,
+                                           mView,
+                                           mToolBar,
+                                           BACKGROUND_IMAGE,
+                                           TOOLBAR_IMAGE,
+                                           APPLICATION_TITLE);
 
     // Add an extra space on the right to center the title text.
-    mToolBar.AddControl( Actor::New(), DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HORIZONTAL_RIGHT );
+    mToolBar.AddControl(Actor::New(), DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HORIZONTAL_RIGHT);
 
     AddContentLayer();
-
   }
-  bool OnTouch( Actor actor, const TouchEvent& touch )
+  bool OnTouch(Actor actor, const TouchEvent& touch)
   {
     // quit the application
     mApplication.Quit();
@@ -151,7 +149,7 @@ public:
   {
     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();
       }
@@ -164,38 +162,37 @@ public:
   Renderer CreateQuadRenderer()
   {
     // Create shader & geometry needed by Renderer
-    Shader shader = LoadShaders( SHADER_NAME );
+    Shader shader = LoadShaders(SHADER_NAME);
 
     Property::Map vertexFormat;
     vertexFormat["aPosition"] = Property::VECTOR2;
-    VertexBuffer vertexBuffer = VertexBuffer::New( vertexFormat );
+    VertexBuffer vertexBuffer = VertexBuffer::New(vertexFormat);
 
-    const float P( 0.5f );
+    const float   P(0.5f);
     const Vector2 vertices[] = {
-      Vector2( -P, -P ),
-      Vector2( +P, -P ),
-      Vector2( -P, +P ),
-      Vector2( +P, +P )
-    };
+      Vector2(-P, -P),
+      Vector2(+P, -P),
+      Vector2(-P, +P),
+      Vector2(+P, +P)};
 
-    vertexBuffer.SetData( vertices, 4 );
+    vertexBuffer.SetData(vertices, 4);
 
     // Instantiate quad geometry
     Geometry geometry = Geometry::New();
-    geometry.AddVertexBuffer( vertexBuffer );
-    geometry.SetType( Geometry::TRIANGLE_STRIP );
+    geometry.AddVertexBuffer(vertexBuffer);
+    geometry.SetType(Geometry::TRIANGLE_STRIP);
 
     // Create renderer
-    Renderer renderer = Renderer::New( geometry, shader );
+    Renderer renderer = Renderer::New(geometry, shader);
 
-    renderer.RegisterProperty("uRadius", 0.0f );
-    renderer.RegisterProperty("uAdjuster", -4.0f );
+    renderer.RegisterProperty("uRadius", 0.0f);
+    renderer.RegisterProperty("uAdjuster", -4.0f);
 
     //  Animate the sphere radius uniform and a generic uAdjust uniform currently used to move the light around
     Animation animation = Animation::New(8.0f);
-    animation.AnimateTo( Property(renderer,"uRadius"), 1.2f, AlphaFunction::BOUNCE);
-    animation.AnimateTo( Property(renderer,"uAdjuster"), 4.0f, AlphaFunction::BOUNCE);
-    animation.SetLooping( true );
+    animation.AnimateTo(Property(renderer, "uRadius"), 1.2f, AlphaFunction::BOUNCE);
+    animation.AnimateTo(Property(renderer, "uAdjuster"), 4.0f, AlphaFunction::BOUNCE);
+    animation.SetLooping(true);
     animation.Play();
 
     return renderer;
@@ -205,30 +202,30 @@ public:
   {
     Window window = mApplication.GetWindow();
 
-     //Create all the renderers
+    //Create all the renderers
     Renderer renderer = CreateQuadRenderer();
 
     Actor actor = Actor::New();
-    actor.AddRenderer( renderer );
+    actor.AddRenderer(renderer);
 
-    actor.SetProperty( Actor::Property::ANCHOR_POINT, Dali::AnchorPoint::CENTER );
-    actor.SetProperty( Actor::Property::PARENT_ORIGIN, Dali::ParentOrigin::CENTER );
-    actor.SetResizePolicy( Dali::ResizePolicy::FILL_TO_PARENT, Dali::Dimension::ALL_DIMENSIONS );
+    actor.SetProperty(Actor::Property::ANCHOR_POINT, Dali::AnchorPoint::CENTER);
+    actor.SetProperty(Actor::Property::PARENT_ORIGIN, Dali::ParentOrigin::CENTER);
+    actor.SetResizePolicy(Dali::ResizePolicy::FILL_TO_PARENT, Dali::Dimension::ALL_DIMENSIONS);
 
-    mContentLayer.Add( actor );
+    mContentLayer.Add(actor);
   }
 
 private:
-  Application&  mApplication;
-  Control mView;
-  Layer mContentLayer;
-  ToolBar mToolBar;
+  Application& mApplication;
+  Control      mView;
+  Layer        mContentLayer;
+  ToolBar      mToolBar;
 };
 
-int DALI_EXPORT_API main( int argc, char **argv )
+int DALI_EXPORT_API main(int argc, char** argv)
 {
-  Application application = Application::New( &argc, &argv );
-  RayMarchingExample test( application );
+  Application        application = Application::New(&argc, &argv);
+  RayMarchingExample test(application);
   application.MainLoop();
   return 0;
 }