Updated demos to use DALi clang-format
[platform/core/uifw/dali-demo.git] / examples / sparkle / sparkle-effect-example.cpp
old mode 100755 (executable)
new mode 100644 (file)
index 61b6789..cac0e40
  *
  */
 
-#include <dali/dali.h>
 #include <dali-toolkit/dali-toolkit.h>
+#include <dali/dali.h>
 
-#include <sstream>
 #include <algorithm>
+#include <chrono> // std::chrono::system_clock
 #include <map>
-#include <random>       // std::default_random_engine
-#include <chrono>       // std::chrono::system_clock
+#include <random> // std::default_random_engine
+#include <sstream>
 
 #include "shared/utility.h"
 #include "sparkle-effect.h"
@@ -34,30 +34,29 @@ using namespace SparkleEffect;
 
 namespace // unnamed namespace
 {
-
 //background image for normal status
-const char * const CIRCLE_BACKGROUND_IMAGE( DEMO_IMAGE_DIR "sparkle_normal_background.png" );
+const char* const CIRCLE_BACKGROUND_IMAGE(DEMO_IMAGE_DIR "sparkle_normal_background.png");
 //particle shape image
-const char * const PARTICLE_IMAGE( DEMO_IMAGE_DIR "sparkle_particle.png" );
+const char* const PARTICLE_IMAGE(DEMO_IMAGE_DIR "sparkle_particle.png");
 
-float EaseOutSquare( float progress )
+float EaseOutSquare(float progress)
 {
-  return 1.0f - (1.0f-progress) * (1.0f-progress);
+  return 1.0f - (1.0f - progress) * (1.0f - progress);
 }
 
-float CustomBounce( float progress )
+float CustomBounce(float progress)
 {
-  float p = 1.f-progress;
-  p *=p;
-  return 17.68f*p*p*p*progress;
+  float p = 1.f - progress;
+  p *= p;
+  return 17.68f * p * p * p * progress;
 }
 
-float Mix( const Vector2& range, float a )
+float Mix(const Vector2& range, float a)
 {
-  return range.x * a + range.y*(1.f-a)-0.001f;
+  return range.x * a + range.y * (1.f - a) - 0.001f;
 }
 
-const Vector4 BACKGROUND_COLOR( 0.f, 0.f, 0.05f, 1.f );
+const Vector4 BACKGROUND_COLOR(0.f, 0.f, 0.05f, 1.f);
 
 } // unnamed namespace
 
@@ -66,55 +65,53 @@ const Vector4 BACKGROUND_COLOR( 0.f, 0.f, 0.05f, 1.f );
 class SparkleEffectExample : public ConnectionTracker
 {
 public:
-
   /**
    * Create the SparkleEffectExample
    * @param[in] application The DALi application instance
    */
-  SparkleEffectExample( Application& application )
-  : mApplication( application ),
-    mAnimationIndex( 0u ),
-    mShaking( false )
+  SparkleEffectExample(Application& application)
+  : mApplication(application),
+    mAnimationIndex(0u),
+    mShaking(false)
   {
-    mApplication.InitSignal().Connect( this, &SparkleEffectExample::OnInit );
+    mApplication.InitSignal().Connect(this, &SparkleEffectExample::OnInit);
   }
 
 private:
-
   /**
    * Initialize the SparkleEffectExample
    * @param[in] application The DALi application instance
    */
-  void OnInit( Application& application )
+  void OnInit(Application& application)
   {
     Window window = application.GetWindow();
     window.KeyEventSignal().Connect(this, &SparkleEffectExample::OnKeyEvent);
-    window.SetBackgroundColor( BACKGROUND_COLOR );
+    window.SetBackgroundColor(BACKGROUND_COLOR);
 
-    mCircleBackground = ImageView::New( CIRCLE_BACKGROUND_IMAGE );
-    mCircleBackground.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
-    mCircleBackground.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+    mCircleBackground = ImageView::New(CIRCLE_BACKGROUND_IMAGE);
+    mCircleBackground.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+    mCircleBackground.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
 
-    window.Add( mCircleBackground );
+    window.Add(mCircleBackground);
 
     mEffect = SparkleEffect::New();
 
     mMeshActor = CreateMeshActor();
 
-    window.Add( mMeshActor );
+    window.Add(mMeshActor);
 
-    mMeshActor.SetProperty( Actor::Property::POSITION, ACTOR_POSITION );
-    mMeshActor.SetProperty( Actor::Property::SCALE, ACTOR_SCALE );
+    mMeshActor.SetProperty(Actor::Property::POSITION, ACTOR_POSITION);
+    mMeshActor.SetProperty(Actor::Property::SCALE, ACTOR_SCALE);
 
     mTapDetector = TapGestureDetector::New();
     mTapDetector.Attach(mCircleBackground);
-    mTapDetector.DetectedSignal().Connect( this, &SparkleEffectExample::OnTap );
+    mTapDetector.DetectedSignal().Connect(this, &SparkleEffectExample::OnTap);
 
     mPanGestureDetector = PanGestureDetector::New();
-    mPanGestureDetector.DetectedSignal().Connect( this, &SparkleEffectExample::OnPan );
-    mPanGestureDetector.Attach( mCircleBackground );
+    mPanGestureDetector.DetectedSignal().Connect(this, &SparkleEffectExample::OnPan);
+    mPanGestureDetector.Attach(mCircleBackground);
 
-    PlayWanderAnimation( 35.f );
+    PlayWanderAnimation(35.f);
   }
 
   /**
@@ -124,28 +121,28 @@ private:
   {
     // shuffling to assign the color in random order
     unsigned int* shuffleArray = new unsigned int[NUM_PARTICLE];
-    for( unsigned int i = 0; i<NUM_PARTICLE; i++ )
+    for(unsigned int i = 0; i < NUM_PARTICLE; i++)
     {
       shuffleArray[i] = i;
     }
     const unsigned int seed = std::chrono::system_clock::now().time_since_epoch().count();
-    std::shuffle(&shuffleArray[0],&shuffleArray[NUM_PARTICLE], std::default_random_engine(seed));
+    std::shuffle(&shuffleArray[0], &shuffleArray[NUM_PARTICLE], std::default_random_engine(seed));
 
     // Create vertices
 
-    std::vector< Vertex > vertices;
-    std::vector< unsigned short > faces;
+    std::vector<Vertex>         vertices;
+    std::vector<unsigned short> faces;
 
-    for( unsigned int i = 0; i<NUM_PARTICLE; i++ )
+    for(unsigned int i = 0; i < NUM_PARTICLE; i++)
     {
-      float colorIndex = GetColorIndex( shuffleArray[i] );
-      AddParticletoMesh( vertices, faces, PATHS[i], colorIndex );
+      float colorIndex = GetColorIndex(shuffleArray[i]);
+      AddParticletoMesh(vertices, faces, PATHS[i], colorIndex);
     }
 
-    delete [] shuffleArray;
+    delete[] shuffleArray;
 
     Property::Map vertexFormat;
-    vertexFormat["aTexCoord"] = Property::VECTOR2;
+    vertexFormat["aTexCoord"]      = Property::VECTOR2;
     vertexFormat["aParticlePath0"] = Property::VECTOR2;
     vertexFormat["aParticlePath1"] = Property::VECTOR2;
     vertexFormat["aParticlePath2"] = Property::VECTOR2;
@@ -153,25 +150,25 @@ private:
     vertexFormat["aParticlePath4"] = Property::VECTOR2;
     vertexFormat["aParticlePath5"] = Property::VECTOR2;
 
-    VertexBuffer vertexBuffer = VertexBuffer::New( vertexFormat );
-    vertexBuffer.SetData( &vertices[0], vertices.size() );
+    VertexBuffer vertexBuffer = VertexBuffer::New(vertexFormat);
+    vertexBuffer.SetData(&vertices[0], vertices.size());
 
     Geometry geometry = Geometry::New();
-    geometry.AddVertexBuffer( vertexBuffer );
-    geometry.SetIndexBuffer( &faces[0], faces.size() );
-    geometry.SetType( Geometry::TRIANGLES );
+    geometry.AddVertexBuffer(vertexBuffer);
+    geometry.SetIndexBuffer(&faces[0], faces.size());
+    geometry.SetType(Geometry::TRIANGLES);
 
-    Texture particleTexture = DemoHelper::LoadTexture( PARTICLE_IMAGE );
-    TextureSet textureSet = TextureSet::New();
-    textureSet.SetTexture( 0u, particleTexture );
+    Texture    particleTexture = DemoHelper::LoadTexture(PARTICLE_IMAGE);
+    TextureSet textureSet      = TextureSet::New();
+    textureSet.SetTexture(0u, particleTexture);
 
-    Renderer renderer = Renderer::New( geometry, mEffect );
-    renderer.SetTextures( textureSet );
+    Renderer renderer = Renderer::New(geometry, mEffect);
+    renderer.SetTextures(textureSet);
 
     Actor meshActor = Actor::New();
-    meshActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
-    meshActor.SetProperty( Actor::Property::SIZE, Vector2( 1, 1 ) );
-    meshActor.AddRenderer( renderer );
+    meshActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+    meshActor.SetProperty(Actor::Property::SIZE, Vector2(1, 1));
+    meshActor.AddRenderer(renderer);
 
     return meshActor;
   }
@@ -179,18 +176,18 @@ private:
   /**
    * Defines a rule to assign particle with a color according to its index
    */
-  float GetColorIndex( unsigned int particleIndex )
+  float GetColorIndex(unsigned int particleIndex)
   {
     unsigned int thereshold = 0;
-    for( unsigned int i = 0; i<NUM_COLOR; i++ )
+    for(unsigned int i = 0; i < NUM_COLOR; i++)
     {
       thereshold += PARTICLE_COLORS[i].numParticle;
-      if( particleIndex < thereshold)
+      if(particleIndex < thereshold)
       {
-        return i + Mix( PARTICLE_COLORS[i].AlphaRange, static_cast<float>(thereshold-particleIndex)/PARTICLE_COLORS[i].numParticle );
+        return i + Mix(PARTICLE_COLORS[i].AlphaRange, static_cast<float>(thereshold - particleIndex) / PARTICLE_COLORS[i].numParticle);
       }
     }
-    return NUM_COLOR-1;
+    return NUM_COLOR - 1;
   }
 
   /**
@@ -212,35 +209,35 @@ private:
    *   color index, particle index and textureCoor( (0,0) or (1,0) or (0,1) or (1,1)  )
    *          ---- package these info into texCood attribute as: (+-colorIndex, +-particleIndex)
    */
-  void AddParticletoMesh( std::vector< Vertex >& vertices,
-                          std::vector< unsigned short >& faces,
-                          MovingPath& movingPath,
-                          float colorIndex )
+  void AddParticletoMesh(std::vector<Vertex>&         vertices,
+                         std::vector<unsigned short>& faces,
+                         MovingPath&                  movingPath,
+                         float                        colorIndex)
   {
     unsigned int idx = vertices.size();
 
     // store the path into position and normal, which would be decoded inside the shader
-    Vector2 particlePath0( movingPath[0],  movingPath[1] );
-    Vector2 particlePath1( movingPath[2],  movingPath[3] );
-    Vector2 particlePath2( movingPath[4],  movingPath[5] );
-    Vector2 particlePath3( movingPath[6],  movingPath[7] );
-    Vector2 particlePath4( movingPath[8],  movingPath[9] );
-    Vector2 particlePath5( movingPath[10], movingPath[11] );
-
-    float particleIdx = static_cast<float>(idx/4 + 1); // count from 1
-    float colorIdx = colorIndex+1.f; // count from 1
-    vertices.push_back( Vertex( Vector2(-colorIdx, -particleIdx), particlePath0, particlePath1, particlePath2, particlePath3, particlePath4, particlePath5 ) );
-    vertices.push_back( Vertex( Vector2(-colorIdx,  particleIdx), particlePath0, particlePath1, particlePath2, particlePath3, particlePath4, particlePath5 ) );
-    vertices.push_back( Vertex( Vector2( colorIdx,  particleIdx), particlePath0, particlePath1, particlePath2, particlePath3, particlePath4, particlePath5 ) );
-    vertices.push_back( Vertex( Vector2( colorIdx, -particleIdx), particlePath0, particlePath1, particlePath2, particlePath3, particlePath4, particlePath5 ) );
+    Vector2 particlePath0(movingPath[0], movingPath[1]);
+    Vector2 particlePath1(movingPath[2], movingPath[3]);
+    Vector2 particlePath2(movingPath[4], movingPath[5]);
+    Vector2 particlePath3(movingPath[6], movingPath[7]);
+    Vector2 particlePath4(movingPath[8], movingPath[9]);
+    Vector2 particlePath5(movingPath[10], movingPath[11]);
+
+    float particleIdx = static_cast<float>(idx / 4 + 1); // count from 1
+    float colorIdx    = colorIndex + 1.f;                // count from 1
+    vertices.push_back(Vertex(Vector2(-colorIdx, -particleIdx), particlePath0, particlePath1, particlePath2, particlePath3, particlePath4, particlePath5));
+    vertices.push_back(Vertex(Vector2(-colorIdx, particleIdx), particlePath0, particlePath1, particlePath2, particlePath3, particlePath4, particlePath5));
+    vertices.push_back(Vertex(Vector2(colorIdx, particleIdx), particlePath0, particlePath1, particlePath2, particlePath3, particlePath4, particlePath5));
+    vertices.push_back(Vertex(Vector2(colorIdx, -particleIdx), particlePath0, particlePath1, particlePath2, particlePath3, particlePath4, particlePath5));
 
     faces.push_back(idx);
-    faces.push_back(idx+1);
-    faces.push_back(idx+2);
+    faces.push_back(idx + 1);
+    faces.push_back(idx + 2);
 
     faces.push_back(idx);
-    faces.push_back(idx+2);
-    faces.push_back(idx+3);
+    faces.push_back(idx + 2);
+    faces.push_back(idx + 3);
   }
 
   /*
@@ -250,7 +247,7 @@ private:
   {
     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();
       }
@@ -260,7 +257,7 @@ private:
   /**
    * Callback of the TapGesture
    */
-  void OnTap( Actor actor, const TapGesture& tap )
+  void OnTap(Actor actor, const TapGesture& tap)
   {
     {
       PlayTapAnimation(5.f, tap.GetLocalPoint());
@@ -270,34 +267,34 @@ private:
   /**
    * Callback of the PanGesture
    */
-  void OnPan( Actor actor, const PanGesture& gesture )
+  void OnPan(Actor actor, const PanGesture& gesture)
   {
-    if( gesture.GetState() == GestureState::FINISHED )
+    if(gesture.GetState() == GestureState::FINISHED)
     {
       switch(mAnimationIndex)
       {
-      case 0:
-      {
-        PlayParticleFadeAnimation(0, NUM_PARTICLE, 0.f, 3.f );
-        break;
+        case 0:
+        {
+          PlayParticleFadeAnimation(0, NUM_PARTICLE, 0.f, 3.f);
+          break;
+        }
+        case 1:
+        {
+          PlayBreakAnimation(2.0f);
+          break;
+        }
+        case 2:
+        {
+          PlayShakeAnimation(0.5f, 2.5f);
+          break;
+        }
+        default:
+        {
+          break;
+        }
       }
-      case 1:
-      {
-        PlayBreakAnimation(2.0f);
-        break;
-      }
-      case 2:
-      {
-        PlayShakeAnimation(0.5f, 2.5f);
-        break;
-      }
-      default:
-      {
-        break;
-      }
-     }
 
-      mAnimationIndex = (mAnimationIndex+1)%3;
+      mAnimationIndex = (mAnimationIndex + 1) % 3;
     }
   }
 
@@ -306,10 +303,10 @@ private:
    * @param[in] duration The duration for the particle to move a cycle on the path. the bigger this value the slower the floating movement.
    * @param[in] looping Infinite playing or not
    */
-  void PlayWanderAnimation( float duration, bool looping = true )
+  void PlayWanderAnimation(float duration, bool looping = true)
   {
-    Animation wanderAnimation= Animation::New(duration);
-    wanderAnimation.AnimateTo( Property( mEffect, PERCENTAGE_UNIFORM_NAME ), 1.f );
+    Animation wanderAnimation = Animation::New(duration);
+    wanderAnimation.AnimateTo(Property(mEffect, PERCENTAGE_UNIFORM_NAME), 1.f);
     wanderAnimation.SetLooping(looping); // infinite playing
 
     wanderAnimation.Play();
@@ -320,19 +317,19 @@ private:
    * @param[in] cycle How many extra cycles to move during the animation
    * @param[in] duration The duration for the animation
    */
-  void PlayShakeAnimation(  float cycle, float duration )
+  void PlayShakeAnimation(float cycle, float duration)
   {
-    if( mShaking )
+    if(mShaking)
     {
       return;
     }
-    DestroyAnimation( mTapAnimationAux );
+    DestroyAnimation(mTapAnimationAux);
 
-    float accelaration = GetFloatUniformValue( ACCELARATION_UNIFORM_NAME );
-    mEffect.SetProperty( mEffect.GetPropertyIndex(ACCELARATION_UNIFORM_NAME), accelaration - int( accelaration) ); // Set the value as its fractional part
+    float accelaration = GetFloatUniformValue(ACCELARATION_UNIFORM_NAME);
+    mEffect.SetProperty(mEffect.GetPropertyIndex(ACCELARATION_UNIFORM_NAME), accelaration - int(accelaration)); // Set the value as its fractional part
     Animation shakeAnimation = Animation::New(duration);
-    shakeAnimation.AnimateBy( Property( mEffect, ACCELARATION_UNIFORM_NAME ), cycle, AlphaFunction::EASE_OUT );
-    shakeAnimation.FinishedSignal().Connect( this, &SparkleEffectExample::OnShakeAnimationFinished );
+    shakeAnimation.AnimateBy(Property(mEffect, ACCELARATION_UNIFORM_NAME), cycle, AlphaFunction::EASE_OUT);
+    shakeAnimation.FinishedSignal().Connect(this, &SparkleEffectExample::OnShakeAnimationFinished);
 
     shakeAnimation.Play();
     mShaking = true;
@@ -342,40 +339,40 @@ private:
    * Animate the particles to appear from center and spread all over around
    * @param[in] duration The duration for the animation
    */
-  void PlayBreakAnimation( float duration )
+  void PlayBreakAnimation(float duration)
   {
-    if( GetFloatUniformValue(BREAK_UNIFORM_NAME) > 0.f )
+    if(GetFloatUniformValue(BREAK_UNIFORM_NAME) > 0.f)
     {
       return;
     }
 
     // Stop the fading / tap animation before the breaking
-    DestroyAnimation( mFadeAnimation);
+    DestroyAnimation(mFadeAnimation);
     mTapIndices.x = mTapIndices.y;
-    mEffect.SetProperty( mEffect.GetPropertyIndex( TAP_INDICES_UNIFORM_NAME ), mTapIndices );
-    mEffect.SetProperty( mEffect.GetPropertyIndex( ACCELARATION_UNIFORM_NAME ), 0.f );
+    mEffect.SetProperty(mEffect.GetPropertyIndex(TAP_INDICES_UNIFORM_NAME), mTapIndices);
+    mEffect.SetProperty(mEffect.GetPropertyIndex(ACCELARATION_UNIFORM_NAME), 0.f);
 
     // prepare the animation by setting the uniform to the required value
-    mEffect.SetProperty( mEffect.GetPropertyIndex( BREAK_UNIFORM_NAME ), 1.f );
-    mMeshActor.SetProperty( Actor::Property::SCALE,0.01f);
-    mEffect.SetProperty( mEffect.GetPropertyIndex( "uScale" ), 0.01f );
-    mMeshActor.SetProperty( Actor::Property::POSITION, Vector3( 0.f, 0.f, 1.f ) );
-
-    Animation breakAnimation = Animation::New(duration*1.5f);
-    breakAnimation.AnimateTo( Property(mMeshActor, Actor::Property::SCALE), Vector3(ACTOR_SCALE,ACTOR_SCALE,ACTOR_SCALE), EaseOutSquare);
-    breakAnimation.AnimateTo( Property( mEffect, "uScale" ), ACTOR_SCALE, EaseOutSquare);
-    breakAnimation.AnimateTo( Property(mMeshActor, Actor::Property::POSITION), ACTOR_POSITION, EaseOutSquare);
-    breakAnimation.FinishedSignal().Connect( this, &SparkleEffectExample::OnBreakAnimationFinished );
-
-    float timeUnit = duration/ (NUM_PARTICLE+1) /(NUM_PARTICLE+1) ;
+    mEffect.SetProperty(mEffect.GetPropertyIndex(BREAK_UNIFORM_NAME), 1.f);
+    mMeshActor.SetProperty(Actor::Property::SCALE, 0.01f);
+    mEffect.SetProperty(mEffect.GetPropertyIndex("uScale"), 0.01f);
+    mMeshActor.SetProperty(Actor::Property::POSITION, Vector3(0.f, 0.f, 1.f));
+
+    Animation breakAnimation = Animation::New(duration * 1.5f);
+    breakAnimation.AnimateTo(Property(mMeshActor, Actor::Property::SCALE), Vector3(ACTOR_SCALE, ACTOR_SCALE, ACTOR_SCALE), EaseOutSquare);
+    breakAnimation.AnimateTo(Property(mEffect, "uScale"), ACTOR_SCALE, EaseOutSquare);
+    breakAnimation.AnimateTo(Property(mMeshActor, Actor::Property::POSITION), ACTOR_POSITION, EaseOutSquare);
+    breakAnimation.FinishedSignal().Connect(this, &SparkleEffectExample::OnBreakAnimationFinished);
+
+    float              timeUnit = duration / (NUM_PARTICLE + 1) / (NUM_PARTICLE + 1);
     std::ostringstream oss;
-    for(unsigned int i = 0; i<NUM_PARTICLE; i++)
+    for(unsigned int i = 0; i < NUM_PARTICLE; i++)
     {
       oss.str("");
-      oss<< OPACITY_UNIFORM_NAME<< i << "]";
-      mEffect.SetProperty( mEffect.GetPropertyIndex( oss.str() ), 0.01f);
-      float timeSlice = timeUnit*i*i;
-      breakAnimation.AnimateTo( Property( mEffect, oss.str() ), 1.f, AlphaFunction::EASE_IN_OUT_SINE, TimePeriod( timeSlice*0.5f, timeSlice ) );
+      oss << OPACITY_UNIFORM_NAME << i << "]";
+      mEffect.SetProperty(mEffect.GetPropertyIndex(oss.str()), 0.01f);
+      float timeSlice = timeUnit * i * i;
+      breakAnimation.AnimateTo(Property(mEffect, oss.str()), 1.f, AlphaFunction::EASE_IN_OUT_SINE, TimePeriod(timeSlice * 0.5f, timeSlice));
     }
 
     breakAnimation.Play();
@@ -389,31 +386,31 @@ private:
    * @param[in] targetValue The final opacity
    * @param[in] duration The duration for the animation
    */
-  void PlayParticleFadeAnimation( unsigned int startIndex, unsigned int numParticle, float targetValue, float duration )
+  void PlayParticleFadeAnimation(unsigned int startIndex, unsigned int numParticle, float targetValue, float duration)
   {
-    if( GetFloatUniformValue(BREAK_UNIFORM_NAME) > 0.f )
+    if(GetFloatUniformValue(BREAK_UNIFORM_NAME) > 0.f)
     {
       return;
     }
 
     // start the opacity animation one particle after another gradually
-    float timeSlice = duration / (numParticle+1);
-    float fadeDuration = timeSlice>0.5f ? timeSlice : 0.5f;
+    float timeSlice    = duration / (numParticle + 1);
+    float fadeDuration = timeSlice > 0.5f ? timeSlice : 0.5f;
 
-    Animation fadeAnimation= Animation::New(duration+fadeDuration*2.f);
+    Animation          fadeAnimation = Animation::New(duration + fadeDuration * 2.f);
     std::ostringstream oss;
-    for(unsigned int i = startIndex; i<numParticle; i++)
+    for(unsigned int i = startIndex; i < numParticle; i++)
     {
-      if( i>=NUM_PARTICLE ) break; // out of bound
+      if(i >= NUM_PARTICLE) break; // out of bound
 
       oss.str("");
-      oss<< OPACITY_UNIFORM_NAME<< i << "]";
-      fadeAnimation.AnimateTo(Property( mEffect, oss.str()), targetValue, TimePeriod( timeSlice*i, fadeDuration*2.f ));
+      oss << OPACITY_UNIFORM_NAME << i << "]";
+      fadeAnimation.AnimateTo(Property(mEffect, oss.str()), targetValue, TimePeriod(timeSlice * i, fadeDuration * 2.f));
     }
 
     fadeAnimation.Play();
     mFadeAnimation = fadeAnimation;
-    mFadeAnimation.FinishedSignal().Connect( this, &SparkleEffectExample::OnFadeAnimationFinished );
+    mFadeAnimation.FinishedSignal().Connect(this, &SparkleEffectExample::OnFadeAnimationFinished);
   }
 
   /**
@@ -421,44 +418,44 @@ private:
    * @param[in] duration The duration for the animation
    * @param[in] tapPoint The position of the tap point
    */
-  void PlayTapAnimation(float duration, const Vector2& tapPoint )
+  void PlayTapAnimation(float duration, const Vector2& tapPoint)
   {
-    if( mTapIndices.y > mTapIndices.x && mTapAnimation.GetCurrentProgress() < 0.2f)
+    if(mTapIndices.y > mTapIndices.x && mTapAnimation.GetCurrentProgress() < 0.2f)
     {
       return;
     }
 
-    Animation animation= Animation::New(duration);
-    int idx = int(mTapIndices.y)%MAXIMUM_ANIMATION_COUNT;
+    Animation animation = Animation::New(duration);
+    int       idx       = int(mTapIndices.y) % MAXIMUM_ANIMATION_COUNT;
     mTapIndices.y += 1.f;
 
     std::ostringstream oss;
-    oss<< TAP_OFFSET_UNIFORM_NAME<< idx << "]";
-    mEffect.SetProperty( mEffect.GetPropertyIndex( oss.str() ), 0.f);
-    animation.AnimateTo( Property( mEffect, oss.str() ), 0.75f, CustomBounce);
+    oss << TAP_OFFSET_UNIFORM_NAME << idx << "]";
+    mEffect.SetProperty(mEffect.GetPropertyIndex(oss.str()), 0.f);
+    animation.AnimateTo(Property(mEffect, oss.str()), 0.75f, CustomBounce);
 
     oss.str("");
-    oss<< TAP_POINT_UNIFORM_NAME<< idx << "]";
-    mEffect.SetProperty( mEffect.GetPropertyIndex( oss.str() ), tapPoint/ACTOR_SCALE);
+    oss << TAP_POINT_UNIFORM_NAME << idx << "]";
+    mEffect.SetProperty(mEffect.GetPropertyIndex(oss.str()), tapPoint / ACTOR_SCALE);
 
-    mEffect.SetProperty( mEffect.GetPropertyIndex( TAP_INDICES_UNIFORM_NAME ), mTapIndices);
+    mEffect.SetProperty(mEffect.GetPropertyIndex(TAP_INDICES_UNIFORM_NAME), mTapIndices);
 
     if(!mShaking)
     {
-      mTapAnimationAux = Animation::New(duration*0.2f);
-      mTapAnimationAux.AnimateBy( Property( mEffect, ACCELARATION_UNIFORM_NAME ), 0.15f, AlphaFunction::EASE_IN_OUT );
+      mTapAnimationAux = Animation::New(duration * 0.2f);
+      mTapAnimationAux.AnimateBy(Property(mEffect, ACCELARATION_UNIFORM_NAME), 0.15f, AlphaFunction::EASE_IN_OUT);
       mTapAnimationAux.Play();
     }
     animation.Play();
-    mTapAnimationIndexPair[animation] = static_cast<int>(mTapIndices.y -1.f);
-    animation.FinishedSignal().Connect( this, &SparkleEffectExample::OnTapAnimationFinished );
+    mTapAnimationIndexPair[animation] = static_cast<int>(mTapIndices.y - 1.f);
+    animation.FinishedSignal().Connect(this, &SparkleEffectExample::OnTapAnimationFinished);
     mTapAnimation = animation;
   }
 
   /**
    * Callback of the animation finished signal
    */
-  void OnShakeAnimationFinished( Animation& animation)
+  void OnShakeAnimationFinished(Animation& animation)
   {
     mShaking = false;
   }
@@ -466,7 +463,7 @@ private:
   /**
    * Callback of the animation finished signal
    */
-  void OnFadeAnimationFinished( Animation& animation)
+  void OnFadeAnimationFinished(Animation& animation)
   {
     mFadeAnimation.Clear();
     mFadeAnimation.Reset();
@@ -475,31 +472,31 @@ private:
   /**
    * Callback of the animation finished signal
    */
-  void OnBreakAnimationFinished( Animation& animation)
+  void OnBreakAnimationFinished(Animation& animation)
   {
-    mEffect.SetProperty( mEffect.GetPropertyIndex( BREAK_UNIFORM_NAME ), 0.f );
+    mEffect.SetProperty(mEffect.GetPropertyIndex(BREAK_UNIFORM_NAME), 0.f);
   }
 
   /**
    * Callback of the animation finished signal
    */
-  void OnTapAnimationFinished( Animation& animation )
+  void OnTapAnimationFinished(Animation& animation)
   {
-    if( mTapAnimationIndexPair[animation] ==  static_cast<int>(mTapIndices.x) )
+    if(mTapAnimationIndexPair[animation] == static_cast<int>(mTapIndices.x))
     {
       mTapIndices.x += 1.f;
-      if( mTapIndices.x >= mTapIndices.y )
+      if(mTapIndices.x >= mTapIndices.y)
       {
         mTapIndices = Vector2::ZERO;
       }
-      mEffect.SetProperty( mEffect.GetPropertyIndex( TAP_INDICES_UNIFORM_NAME ), mTapIndices);
+      mEffect.SetProperty(mEffect.GetPropertyIndex(TAP_INDICES_UNIFORM_NAME), mTapIndices);
     }
 
-    mTapAnimationIndexPair.erase( animation );
-    if( mTapAnimationIndexPair.size() < 1 && mTapIndices != Vector2::ZERO)
+    mTapAnimationIndexPair.erase(animation);
+    if(mTapAnimationIndexPair.size() < 1 && mTapIndices != Vector2::ZERO)
     {
       mTapIndices = Vector2::ZERO;
-      mEffect.SetProperty( mEffect.GetPropertyIndex( TAP_INDICES_UNIFORM_NAME ), mTapIndices);
+      mEffect.SetProperty(mEffect.GetPropertyIndex(TAP_INDICES_UNIFORM_NAME), mTapIndices);
     }
 
     animation.Clear();
@@ -511,7 +508,7 @@ private:
    * @param[in] uniformName The uniform
    * @return The float value
    */
-  float GetFloatUniformValue( const std::string& uniformName )
+  float GetFloatUniformValue(const std::string& uniformName)
   {
     float value;
     mEffect.GetProperty(mEffect.GetPropertyIndex(uniformName)).Get(value);
@@ -521,9 +518,9 @@ private:
   /**
    * Terminate the given animation
    */
-  void DestroyAnimation( Animation& animation )
+  void DestroyAnimation(Animation& animation)
   {
-    if( animation )
+    if(animation)
     {
       animation.Clear();
       animation.Reset();
@@ -531,30 +528,29 @@ private:
   }
 
 private:
-
-  Application&       mApplication;
-  Shader             mEffect;
-  ImageView          mCircleBackground;
-  Actor              mMeshActor;
+  Application& mApplication;
+  Shader       mEffect;
+  ImageView    mCircleBackground;
+  Actor        mMeshActor;
 
   PanGestureDetector mPanGestureDetector;
   TapGestureDetector mTapDetector;
 
-  Animation          mFadeAnimation;
-  Animation          mTapAnimation;
-  Animation          mTapAnimationAux;
+  Animation mFadeAnimation;
+  Animation mTapAnimation;
+  Animation mTapAnimationAux;
 
-  Vector2            mTapIndices;
-  unsigned int       mAnimationIndex;
-  bool               mShaking;
+  Vector2      mTapIndices;
+  unsigned int mAnimationIndex;
+  bool         mShaking;
 
-  std::map< Animation, int > mTapAnimationIndexPair;
+  std::map<Animation, int> mTapAnimationIndexPair;
 };
 
-int DALI_EXPORT_API main( int argc, char **argv )
+int DALI_EXPORT_API main(int argc, char** argv)
 {
-  Application application = Application::New( &argc, &argv );
-  SparkleEffectExample theApp( application );
+  Application          application = Application::New(&argc, &argv);
+  SparkleEffectExample theApp(application);
   application.MainLoop();
   return 0;
 }