X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-demo.git;a=blobdiff_plain;f=examples%2Frendering-line%2Frendering-line.cpp;h=892504754f8db62754d48679fee96e44d53a1940;hp=cd60254de22e270f8ea333185e76924d48afc5f1;hb=1b19fd140ff139b5854a1a62447faf31b175d8f6;hpb=b26d446b0cb6a316abc3a79d4fc70d0ae1b7994c diff --git a/examples/rendering-line/rendering-line.cpp b/examples/rendering-line/rendering-line.cpp index cd60254..8925047 100644 --- a/examples/rendering-line/rendering-line.cpp +++ b/examples/rendering-line/rendering-line.cpp @@ -15,14 +15,15 @@ * */ -#include #include +#include using namespace Dali; using namespace Toolkit; namespace { +// clang-format off /* * Vertex shader @@ -51,20 +52,20 @@ void main()\n gl_FragColor = uColor;\n }\n ); +// clang-format on -} +} // namespace // This example shows how to draw a line in actor's color // class DrawLineController : public ConnectionTracker { public: - - DrawLineController( Application& application ) - : mApplication( application ) + DrawLineController(Application& application) + : mApplication(application) { // Connect to the Application's Init signal - mApplication.InitSignal().Connect( this, &DrawLineController::Create ); + mApplication.InitSignal().Connect(this, &DrawLineController::Create); } ~DrawLineController() @@ -73,11 +74,11 @@ 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.SetBackgroundColor( Color::WHITE ); + window.SetBackgroundColor(Color::WHITE); // Step 1. Create shader CreateLineShader(); @@ -92,13 +93,13 @@ public: CreateActor(); // Respond to a click anywhere on the window - window.GetRootLayer().TouchedSignal().Connect( this, &DrawLineController::OnTouch ); + window.GetRootLayer().TouchedSignal().Connect(this, &DrawLineController::OnTouch); // Respond to key events - window.KeyEventSignal().Connect( this, &DrawLineController::OnKeyEvent ); + window.KeyEventSignal().Connect(this, &DrawLineController::OnKeyEvent); } - bool OnTouch( Actor actor, const TouchEvent& touch ) + bool OnTouch(Actor actor, const TouchEvent& touch) { // quit the application mApplication.Quit(); @@ -111,11 +112,11 @@ public: * Will use this to quit the application if Back or the Escape key is received * @param[in] event The key event information */ - void OnKeyEvent( const KeyEvent& event ) + void OnKeyEvent(const KeyEvent& event) { - if( event.GetState() == KeyEvent::DOWN ) + 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(); } @@ -129,17 +130,16 @@ public: void CreateLineGeometry() { Vector2 vertices[] = { - Vector2( -1.0f, -1.0f ), - Vector2( 1.0f, 1.0f ) - }; + Vector2(-1.0f, -1.0f), + Vector2(1.0f, 1.0f)}; - VertexBuffer vertexBuffer = VertexBuffer::New( Property::Map() - .Add( "aPosition", Property::VECTOR2 ) ); - vertexBuffer.SetData( vertices, sizeof(vertices) / sizeof(Vector2) ); + VertexBuffer vertexBuffer = VertexBuffer::New(Property::Map() + .Add("aPosition", Property::VECTOR2)); + vertexBuffer.SetData(vertices, sizeof(vertices) / sizeof(Vector2)); mGeometry = Geometry::New(); - mGeometry.AddVertexBuffer( vertexBuffer ); - mGeometry.SetType( Geometry::LINES ); + mGeometry.AddVertexBuffer(vertexBuffer); + mGeometry.SetType(Geometry::LINES); } /** @@ -149,7 +149,7 @@ public: */ void CreateLineShader() { - mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ); + mShader = Shader::New(VERTEX_SHADER, FRAGMENT_SHADER); } /** @@ -157,7 +157,7 @@ public: */ void CreateRenderer() { - mRenderer = Renderer::New( mGeometry, mShader ); + mRenderer = Renderer::New(mGeometry, mShader); } /** @@ -166,30 +166,30 @@ public: void CreateActor() { Window window = mApplication.GetWindow(); - Size size = Vector2(window.GetSize()) * 0.25f; - mActor = Actor::New(); - mActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER ); - mActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER ); - mActor.SetProperty( Actor::Property::POSITION, Vector3( 0.0f, 0.0f, 0.0f ) ); - mActor.SetProperty( Actor::Property::COLOR, Color::BLACK ); - mActor.SetProperty( Actor::Property::SIZE, Vector3( size.x, size.x, size.x ) ); - mActor.AddRenderer( mRenderer ); - window.Add( mActor ); + Size size = Vector2(window.GetSize()) * 0.25f; + mActor = Actor::New(); + mActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER); + mActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER); + mActor.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f)); + mActor.SetProperty(Actor::Property::COLOR, Color::BLACK); + mActor.SetProperty(Actor::Property::SIZE, Vector3(size.x, size.x, size.x)); + mActor.AddRenderer(mRenderer); + window.Add(mActor); } private: - Application& mApplication; + Application& mApplication; Renderer mRenderer; - Shader mShader; + Shader mShader; Geometry mGeometry; - Actor mActor; + Actor mActor; }; -int DALI_EXPORT_API main( int argc, char **argv ) +int DALI_EXPORT_API main(int argc, char** argv) { - Application application = Application::New( &argc, &argv ); - DrawLineController test( application ); + Application application = Application::New(&argc, &argv); + DrawLineController test(application); application.MainLoop(); return 0; }