Remove examples using Deprecated SetImage( FrameBuffer ) API 28/115128/5
authorNick Holland <nick.holland@partner.samsung.com>
Thu, 16 Feb 2017 15:15:05 +0000 (15:15 +0000)
committerPaul Wisbey <p.wisbey@samsung.com>
Thu, 16 Feb 2017 16:40:30 +0000 (16:40 +0000)
Examples removed dali-examples:

super-blur-bloom-example
new-window-example
page-turn-view-example

Example removed from dali-demo

meta-ball-explosion & refrac

The meta ball demos will be reimplemented with the new rendering API

Change-Id: Ib3026a2dce5728c4adf28951fa8cd7b9139ec28b

18 files changed:
demo/dali-demo.cpp
examples-reel/dali-examples-reel.cpp
examples/metaball-explosion/metaball-explosion-example.cpp [deleted file]
examples/metaball-refrac/metaball-refrac-example.cpp [deleted file]
examples/new-window/new-window-example.cpp [deleted file]
examples/page-turn-view/page-turn-view-example.cpp [deleted file]
examples/super-blur-bloom/super-blur-bloom-example.cpp [deleted file]
resources/po/as.po
resources/po/de.po
resources/po/en_GB.po
resources/po/en_US.po
resources/po/es.po
resources/po/fi.po
resources/po/ko.po
resources/po/ml.po
resources/po/ur.po
resources/po/zn_CH.po
shared/dali-demo-strings.h

index b26291e..566c57e 100644 (file)
@@ -43,8 +43,6 @@ int DALI_EXPORT_API main(int argc, char **argv)
   demo.AddExample(Example("fpp-game.example", DALI_DEMO_STR_TITLE_FPP_GAME));
   demo.AddExample(Example("item-view.example", DALI_DEMO_STR_TITLE_ITEM_VIEW));
   demo.AddExample(Example("mesh-visual.example", DALI_DEMO_STR_TITLE_MESH_VISUAL));
-  demo.AddExample(Example("metaball-explosion.example", DALI_DEMO_STR_TITLE_METABALL_EXPLOSION));
-  demo.AddExample(Example("metaball-refrac.example", DALI_DEMO_STR_TITLE_METABALL_REFRAC));
   demo.AddExample(Example("motion-blur.example", DALI_DEMO_STR_TITLE_MOTION_BLUR));
   demo.AddExample(Example("refraction-effect.example", DALI_DEMO_STR_TITLE_REFRACTION));
   demo.AddExample(Example("renderer-stencil.example", DALI_DEMO_STR_TITLE_RENDERER_STENCIL));
index 3824596..9f29f97 100644 (file)
@@ -58,14 +58,12 @@ int DALI_EXPORT_API main(int argc, char **argv)
   demo.AddExample(Example("mesh-sorting.example", DALI_DEMO_STR_TITLE_MESH_SORTING));
   demo.AddExample(Example("motion-stretch.example", DALI_DEMO_STR_TITLE_MOTION_STRETCH));
   demo.AddExample(Example("native-image-source.example", DALI_DEMO_STR_TITLE_NATIVE_IMAGE_SOURCE));
-  demo.AddExample(Example("page-turn-view.example", DALI_DEMO_STR_TITLE_PAGE_TURN_VIEW));
   demo.AddExample(Example("popup.example", DALI_DEMO_STR_TITLE_POPUP));
   demo.AddExample(Example("primitive-shapes.example", DALI_DEMO_STR_TITLE_PRIMITIVE_SHAPES));
   demo.AddExample(Example("progress-bar.example", DALI_DEMO_STR_TITLE_PROGRESS_BAR));
   demo.AddExample(Example("scroll-view.example", DALI_DEMO_STR_TITLE_SCROLL_VIEW));
   demo.AddExample(Example("size-negotiation.example", DALI_DEMO_STR_TITLE_NEGOTIATE_SIZE));
   demo.AddExample(Example("styling.example", DALI_DEMO_STR_TITLE_STYLING));
-  demo.AddExample(Example("super-blur-bloom.example", DALI_DEMO_STR_TITLE_SUPER_BLUR_BLOOM));
   demo.AddExample(Example("text-editor.example", DALI_DEMO_STR_TITLE_TEXT_EDITOR));
   demo.AddExample(Example("text-field.example", DALI_DEMO_STR_TITLE_TEXT_FIELD));
   demo.AddExample(Example("text-label.example", DALI_DEMO_STR_TITLE_TEXT_LABEL));
diff --git a/examples/metaball-explosion/metaball-explosion-example.cpp b/examples/metaball-explosion/metaball-explosion-example.cpp
deleted file mode 100644 (file)
index fa701cc..0000000
+++ /dev/null
@@ -1,774 +0,0 @@
-/*
- * Copyright (c) 2016 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.
- *
- */
-
-// EXTERNAL INCLUDES
-#include <cstdio>
-#include <string>
-#include <dali/dali.h>
-#include <dali/devel-api/images/texture-set-image.h>
-#include <dali/public-api/rendering/renderer.h>
-#include <dali-toolkit/dali-toolkit.h>
-#include <dali-toolkit/devel-api/controls/gaussian-blur-view/gaussian-blur-view.h>
-
-// INTERNAL INCLUDES
-#include "shared/view.h"
-#include "shared/utility.h"
-
-using namespace Dali;
-using namespace Dali::Toolkit;
-
-namespace
-{
-const char * const BACKGROUND_IMAGE( DEMO_IMAGE_DIR "background-2.jpg" );
-const char * const TOOLBAR_IMAGE( DEMO_IMAGE_DIR "top-bar.png" );
-
-const float GRAVITY_X(0);
-const float GRAVITY_Y(-0.09);
-}
-
-#define METABALL_NUMBER 6
-
-
-const char*const METABALL_VERTEX_SHADER = DALI_COMPOSE_SHADER (
-    attribute mediump vec2    aPosition;\n
-    attribute mediump vec2    aTexture;\n
-    uniform   mediump mat4    uMvpMatrix;\n
-    uniform   mediump vec3    uSize;\n
-    uniform   lowp    vec4    uColor;\n
-    varying   mediump vec2    vTexCoord;\n
-
-    void main()\n
-    {\n
-      vTexCoord = aTexture;\n
-      mediump vec4 vertexPosition = vec4(aPosition.x, aPosition.y, 0.0, 1.0);\n
-      gl_Position = uMvpMatrix * vertexPosition;\n
-    }\n
-);
-
-
-const char*const METABALL_FRAG_SHADER = DALI_COMPOSE_SHADER (
-  precision mediump float;\n
-  varying vec2 vTexCoord;\n
-  uniform vec2 uPositionMetaball;\n
-  uniform vec2 uPositionVar;\n
-  uniform vec2 uGravityVector;\n
-  uniform float uRadius;\n
-  uniform float uRadiusVar;\n
-  void main()\n
-  {\n
-    vec2 adjustedCoords = vTexCoord * 2.0 - 1.0;\n
-    vec2 finalMetaballPosition = uPositionMetaball + uGravityVector + uPositionVar;\n
-    \n
-    float finalRadius = uRadius + uRadiusVar;\n
-    vec2 distanceVec = adjustedCoords - finalMetaballPosition;\n
-    float result = dot(distanceVec, distanceVec);\n
-    float color = inversesqrt(result) * finalRadius;\n
-    \n
-    gl_FragColor = vec4(color,color,color,1.0);\n
-  }\n
-);
-
-const char*const REFRACTION_FRAG_SHADER = DALI_COMPOSE_SHADER (
-  precision highp float;\n
-  varying vec2 vTexCoord;\n
-  uniform sampler2D sTexture;\n
-  uniform sampler2D sEffect;\n
-  uniform vec2 uPositionMetaball;\n
-  void main()\n
-  {\n
-    vec2 zoomCoords;\n
-    vec3 normal = vec3(0.0,0.0,1.0);\n
-    vec2 fakePos = vec2(0.0,0.0);\n
-    vec3 color = vec3(1.0, 1.0, 1.0);
-    float ambient = 0.2;
-    \n
-    vec4 metaColor = texture2D(sEffect, vTexCoord);\n
-    \n
-    vec2 adjustedCoords = vTexCoord.xy * vec2(2.0) - vec2(1.0);\n
-    fakePos = adjustedCoords.xy - vec2(uPositionMetaball.x, -uPositionMetaball.y);
-    float len = length(fakePos) + 0.01;\n
-    vec3 colorPos = vec3(0,0,1);
-    \n
-    if (metaColor.r > 0.85)\n
-    {\n
-      zoomCoords = ((vTexCoord - 0.5) * 0.9);\n
-      zoomCoords = zoomCoords + 0.5;\n
-      \n
-      float interpNormal = mix(0.7, 1.0, (metaColor.r - 0.85) * 4.);\n
-      normal.xyz = vec3(fakePos.x * (1.0 - interpNormal) / len, fakePos.y * (1.0 - interpNormal) / len, interpNormal);\n
-      normal.xyz = normalize(normal.xyz);\n
-      color = vec3(0.65, 1.0, 0);\n
-      colorPos = vec3(fakePos.x,fakePos.y,0);
-    }\n
-    else if (metaColor.r > 0.75)\n
-    {\n
-      float interpolation = mix(0.9, 1.15, (0.85 - metaColor.r) * 10.0);\n
-      zoomCoords = ((vTexCoord - 0.5) * interpolation);\n
-      zoomCoords = zoomCoords + 0.5;\n
-      \n
-      float interpNormal = mix(0.7, 0.0, (0.85 - metaColor.r) * 10.0);\n
-      normal.xyz = vec3(fakePos.x * (1.0 - interpNormal) / len, fakePos.y * (1.0 - interpNormal) / len, interpNormal);\n
-      normal.xyz = normalize(normal.xyz);\n
-      color = vec3(0.65, 1.0, 0);\n
-      colorPos = vec3(fakePos.x,fakePos.y,0);
-    }\n
-    else\n
-    {\n
-      zoomCoords = vTexCoord;\n
-      normal = vec3(0,0,0);\n
-      ambient = 0.5;\n
-    }\n
-    \n
-    vec3 lightPosition = vec3(-750.0,-1000.0,2000.0);\n
-    vec3 vertex = vec3(adjustedCoords.x,adjustedCoords.y,0.0);\n
-    \n
-    vec3 vecToLight = normalize( lightPosition - vertex );\n
-    \n
-    float lightDiffuse = dot( vecToLight, normal );\n
-    lightDiffuse = max(0.0,lightDiffuse);\n
-    lightDiffuse = lightDiffuse * 0.5 + 0.5;
-    \n
-    vec3 vertexToEye = vec3(0,0,1) - vertex;\n
-    vertexToEye = normalize(vertexToEye);
-    vec3 lightReflect = normalize(reflect(-vecToLight, normal));\n
-    float specularFactor = max(0.0,dot(vertexToEye, lightReflect));\n
-    specularFactor = pow(specularFactor, 32.0) * 0.7;
-    \n
-    vec4 texColor = texture2D(sTexture, zoomCoords);\n
-    gl_FragColor.rgb = texColor.rgb * ambient + color.rgb * texColor.rgb * lightDiffuse + vec3(specularFactor);\n
-    gl_FragColor.a = 1.0;
-  }\n
- );
-
-const char*const FRAG_SHADER = DALI_COMPOSE_SHADER (
-  precision mediump float;\n
-  void main()\n
-  {\n
-    gl_FragColor = texture2D(sTexture, vTexCoord);\n
-  }\n
-);
-
-
-struct MetaballInfo
-{
-  Actor         actor;
-  Vector2       position;
-  float         radius;
-  float         initRadius;
-
-  //new shader stuff
-  Property::Index positionIndex;
-  Property::Index positionVarIndex;
-};
-
-
-/**************************************************************************/
-/* Demo using Metaballs                                         ***********/
-/* When the metaball is clicked it explodes in different balls  ***********/
-/**************************************************************************/
-class MetaballExplosionController : public ConnectionTracker
-{
-public:
-  MetaballExplosionController( Application& application );
-  ~MetaballExplosionController();
-
-  /**
-   * Main create function, it creates the metaballs and all the related data
-   */
-  void Create( Application& app );
-
-  /**
-   * Touch event function
-   */
-  bool OnTouch( Actor actor, const TouchData& touch );
-
-  /**
-   * Key event function
-   */
-  void OnKeyEvent(const KeyEvent& event);
-
-
-private:
-  Application&      mApplication;
-  Vector2           mScreenSize;
-
-  Layer             mContentLayer;
-
-  Image             mBackImage;
-  FrameBufferImage  mMetaballFBO;
-
-  Actor             mMetaballRoot;
-  MetaballInfo      mMetaballs[METABALL_NUMBER];
-
-  Property::Index   mPositionIndex;
-  Actor             mCompositionActor;
-
-  //Motion
-  Vector2           mCurrentTouchPosition;
-  Vector2           mMetaballPosVariation;
-  Vector2           mMetaballPosVariationFrom;
-  Vector2           mMetaballPosVariationTo;
-  Vector2           mMetaballCenter;
-
-  //Animations
-  Animation         mPositionVarAnimation[METABALL_NUMBER];
-
-  int               mDispersion;
-  Animation         mDispersionAnimation[METABALL_NUMBER];
-
-  Timer             mTimerDispersion;
-
-  float             mTimeMult;
-
-  //Private functions
-
-  /**
-   * Create a mesh data with the geometry for the metaball rendering
-   */
-  Geometry          CreateGeometry();
-
-  /**
-   * Create a mesh data with the geometry for the final composition
-   */
-  Geometry          CreateGeometryComposition();
-
-  /**
-   * Create a mesh actor for the metaballs
-   */
-  void              CreateMetaballActors();
-
-  /**
-   * Create the render task and FBO to render the metaballs into a texture
-   */
-  void              CreateMetaballImage();
-
-  /**
-   * Create a mesh image to render the final composition
-   */
-  void              AddRefractionImage();
-
-  /**
-   * Function to create animations for the small variations of position inside the metaball
-   */
-  void              CreateAnimations();
-
-  /**
-   * Function to reset metaball state
-   */
-  void              ResetMetaballs(bool resetAnims);
-
-  /**
-   * Function to create disperse each of the ball that compose the metaball when exploding
-   */
-  void              DisperseBallAnimation(int ball);
-
-  /**
-   * Function to make metaballs come back to reset position
-   */
-  void              LaunchResetMetaballPosition(Animation &source);
-
-  /**
-   * Function to set things at the end of the animation
-   */
-  void              EndDisperseAnimation(Animation &source);
-
-  /**
-   * Function to init dispersion of the metaballs one by one using a timer
-   * (so not all the balls begin moving at the same time)
-   */
-  bool              OnTimerDispersionTick();
-
-  /**
-   * Function to set the actual position of the metaballs when the user clicks the screen
-   */
-  void              SetPositionToMetaballs(Vector2 & metaballCenter);
-};
-
-
-//-----------------------------------------------------------------------------------------------
-//
-//  IMPLEMENTATION
-//
-//----------------
-
-MetaballExplosionController::MetaballExplosionController( Application& application )
-: mApplication( application ),
-  mScreenSize(),
-  mContentLayer(),
-  mBackImage(),
-  mMetaballFBO(),
-  mMetaballRoot(),
-  mMetaballs(),
-  mPositionIndex(),
-  mCompositionActor(),
-  mCurrentTouchPosition(),
-  mMetaballPosVariation(),
-  mMetaballPosVariationFrom(),
-  mMetaballPosVariationTo(),
-  mMetaballCenter(),
-  mPositionVarAnimation(),
-  mDispersion( 0 ),
-  mDispersionAnimation(),
-  mTimerDispersion(),
-  mTimeMult( 1.0f )
-{
-  // Connect to the Application's Init signal
-  mApplication.InitSignal().Connect( this, &MetaballExplosionController::Create );
-}
-
-MetaballExplosionController::~MetaballExplosionController()
-{
-  // Nothing to do here;
-}
-
-void MetaballExplosionController::Create( Application& app )
-{
-  Stage stage = Stage::GetCurrent();
-
-  stage.KeyEventSignal().Connect(this, &MetaballExplosionController::OnKeyEvent);
-
-  mScreenSize = stage.GetSize();
-
-  mTimeMult = 1.0f;
-
-  stage.SetBackgroundColor(Color::BLACK);
-
-  //Set background image for the view
-  mBackImage = DemoHelper::LoadImage( BACKGROUND_IMAGE );
-
-  srand((unsigned)time(0));
-
-  //Create internal data
-  CreateMetaballActors();
-  CreateMetaballImage();
-  AddRefractionImage();
-
-  CreateAnimations();
-
-  mDispersion = 0;
-  mTimerDispersion = Timer::New( 150 );
-  mTimerDispersion.TickSignal().Connect(this, &MetaballExplosionController::OnTimerDispersionTick);
-
-  // Connect the callback to the touch signal on the mesh actor
-  stage.GetRootLayer().TouchSignal().Connect( this, &MetaballExplosionController::OnTouch );
-}
-
-Geometry MetaballExplosionController::CreateGeometry()
-{
-  float aspect = (float)mScreenSize.y / (float)mScreenSize.x;
-
-  // Create vertices and specify their color
-  float xsize = mScreenSize.x * 0.5;
-
-  //We create the meshdata for the metaballs
-  struct VertexPosition { Vector2 position; };
-  struct VertexTexture { Vector2 texture; };
-  struct VertexNormal { Vector3 normal; };
-
-  VertexPosition vertices[] = {
-    { Vector2( -xsize, -xsize * aspect) },
-    { Vector2(  xsize, -xsize * aspect) },
-    { Vector2( -xsize,  xsize * aspect) },
-    { Vector2(  xsize,  xsize * aspect) }
-  };
-
-  VertexTexture textures[] = {
-    { Vector2(0.0f, 0.0f) },
-    { Vector2(1.0f, 0.0f) },
-    { Vector2(0.0f, 1.0f * aspect) },
-    { Vector2(1.0f, 1.0f * aspect) }
-  };
-
-  unsigned int numberOfVertices = sizeof(vertices)/sizeof(VertexPosition);
-
-  //Vertices
-  Property::Map positionVertexFormat;
-  positionVertexFormat["aPosition"] = Property::VECTOR2;
-  PropertyBuffer positionVertices = PropertyBuffer::New( positionVertexFormat );
-  positionVertices.SetData( vertices, numberOfVertices );
-
-  //Textures
-  Property::Map textureVertexFormat;
-  textureVertexFormat["aTexture"] = Property::VECTOR2;
-  PropertyBuffer textureVertices = PropertyBuffer::New( textureVertexFormat );
-  textureVertices.SetData( textures, numberOfVertices );
-
-  //Indices
-  unsigned short indices[] = { 0, 3, 1, 0, 2, 3 };
-
-  // Create the geometry object
-  Geometry texturedQuadGeometry = Geometry::New();
-  texturedQuadGeometry.AddVertexBuffer( positionVertices );
-  texturedQuadGeometry.AddVertexBuffer( textureVertices );
-
-  texturedQuadGeometry.SetIndexBuffer ( &indices[0], sizeof( indices )/ sizeof( indices[0] ) );
-
-  return texturedQuadGeometry;
-}
-
-Geometry MetaballExplosionController::CreateGeometryComposition()
-{
-  float aspect = (float)mScreenSize.y / (float)mScreenSize.x;
-
-  // Create vertices and specify their color
-  float xsize = mScreenSize.x * 0.5;
-
-  //We create the meshdata for the metaballs
-  struct VertexPosition { Vector2 position; };
-  struct VertexTexture { Vector2 texture; };
-  struct VertexNormal { Vector3 normal; };
-
-  VertexPosition vertices[] = {
-    { Vector2( -xsize, -xsize * aspect) },
-    { Vector2(  xsize, -xsize * aspect) },
-    { Vector2( -xsize,  xsize * aspect) },
-    { Vector2(  xsize,  xsize * aspect) }
-  };
-
-  VertexTexture textures[] = {
-    { Vector2(0.0f, 0.0f) },
-    { Vector2(1.0f, 0.0f) },
-    { Vector2(0.0f, 1.0f) },
-    { Vector2(1.0f, 1.0f) }
-  };
-
-  unsigned int numberOfVertices = sizeof(vertices)/sizeof(VertexPosition);
-
-  //Vertices
-  Property::Map positionVertexFormat;
-  positionVertexFormat["aPosition"] = Property::VECTOR2;
-  PropertyBuffer positionVertices = PropertyBuffer::New( positionVertexFormat );
-  positionVertices.SetData( vertices, numberOfVertices );
-
-  //Textures
-  Property::Map textureVertexFormat;
-  textureVertexFormat["aTexture"] = Property::VECTOR2;
-  PropertyBuffer textureVertices = PropertyBuffer::New( textureVertexFormat );
-  textureVertices.SetData( textures, numberOfVertices );
-
-  //Indices
-  unsigned short indices[] = { 0, 3, 1, 0, 2, 3 };
-
-  // Create the geometry object
-  Geometry texturedQuadGeometry = Geometry::New();
-  texturedQuadGeometry.AddVertexBuffer( positionVertices );
-  texturedQuadGeometry.AddVertexBuffer( textureVertices );
-
-  texturedQuadGeometry.SetIndexBuffer ( &indices[0], sizeof( indices )/ sizeof( indices[0] ) );
-
-  return texturedQuadGeometry;
-}
-
-float randomNumber(float lowest, float highest)
-{
-  float range=(highest-lowest);
-  return lowest+range*rand()/RAND_MAX;
-}
-
-void MetaballExplosionController::CreateMetaballActors()
-{
-  //Create the shader for the metaballs
-  Shader shader = Shader::New( METABALL_VERTEX_SHADER, METABALL_FRAG_SHADER );
-
-  Geometry metaballGeom = CreateGeometry();
-  Renderer renderer = Renderer::New( metaballGeom, shader );
-  renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
-  renderer.SetProperty( Renderer::Property::BLEND_FACTOR_SRC_RGB,    BlendFactor::ONE );
-  renderer.SetProperty( Renderer::Property::BLEND_FACTOR_DEST_RGB,   BlendFactor::ONE );
-  renderer.SetProperty( Renderer::Property::BLEND_FACTOR_SRC_ALPHA,  BlendFactor::ONE );
-  renderer.SetProperty( Renderer::Property::BLEND_FACTOR_DEST_ALPHA, BlendFactor::ONE  );
-
-  //Initialization of each of the metaballs
-  for( int i = 0; i < METABALL_NUMBER; i++ )
-  {
-    mMetaballs[i].position = Vector2(0.0f, 0.0f);
-    mMetaballs[i].radius = mMetaballs[i].initRadius = randomNumber(0.05f,0.07f);
-
-    mMetaballs[i].actor = Actor::New( );
-    mMetaballs[i].actor.SetName("Metaball");
-    mMetaballs[i].actor.SetScale( 1.0f );
-    mMetaballs[i].actor.SetParentOrigin( ParentOrigin::CENTER );
-    mMetaballs[i].actor.AddRenderer( renderer );
-
-    mMetaballs[i].positionIndex = mMetaballs[i].actor.RegisterProperty( "uPositionMetaball", mMetaballs[i].position );
-
-    mMetaballs[i].positionVarIndex = mMetaballs[i].actor.RegisterProperty( "uPositionVar", Vector2(0.f,0.f) );
-
-    mMetaballs[i].actor.RegisterProperty( "uGravityVector", Vector2(randomNumber(-0.2,0.2),randomNumber(-0.2,0.2)) );
-
-    mMetaballs[i].actor.RegisterProperty( "uRadius", mMetaballs[i].radius );
-
-    mMetaballs[i].actor.RegisterProperty( "uRadiusVar", 0.f );
-
-    mMetaballs[i].actor.SetSize(400, 400);
-  }
-
-  //Root creation
-  mMetaballRoot = Actor::New();
-  mMetaballRoot.SetParentOrigin( ParentOrigin::CENTER );
-  for( int i = 0; i < METABALL_NUMBER; i++ )
-  {
-    mMetaballRoot.Add( mMetaballs[i].actor );
-  }
-
-  //Initialization of variables related to metaballs
-  mMetaballPosVariation = Vector2(0,0);
-  mMetaballPosVariationFrom = Vector2(0,0);
-  mMetaballPosVariationTo = Vector2(0,0);
-  mCurrentTouchPosition = Vector2(0,0);
-}
-
-void MetaballExplosionController::CreateMetaballImage()
-{
-  //We create an FBO and a render task to create to render the metaballs with a fragment shader
-  Stage stage = Stage::GetCurrent();
-  mMetaballFBO = FrameBufferImage::New(mScreenSize.x, mScreenSize.y, Pixel::RGBA8888, RenderBuffer::COLOR_DEPTH);
-
-
-  stage.Add(mMetaballRoot);
-
-  //Creation of the render task used to render the metaballs
-  RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
-  RenderTask task = taskList.CreateTask();
-  task.SetRefreshRate( RenderTask::REFRESH_ALWAYS );
-  task.SetSourceActor( mMetaballRoot );
-  task.SetExclusive(true);
-  task.SetClearColor( Color::BLACK );
-  task.SetClearEnabled( true );
-  task.SetTargetFrameBuffer( mMetaballFBO );
-}
-
-void MetaballExplosionController::AddRefractionImage()
-{
-  //Create Gaussian blur for the rendered image
-  FrameBufferImage fbo;
-  fbo = FrameBufferImage::New( mScreenSize.x, mScreenSize.y, Pixel::RGBA8888, RenderBuffer::COLOR_DEPTH);
-
-  GaussianBlurView gbv = GaussianBlurView::New(5, 2.0f, Pixel::RGBA8888, 0.5f, 0.5f, true);
-  gbv.SetBackgroundColor(Color::TRANSPARENT);
-  gbv.SetUserImageAndOutputRenderTarget( mMetaballFBO, fbo );
-  gbv.SetSize(mScreenSize.x, mScreenSize.y);
-  Stage::GetCurrent().Add(gbv);
-  gbv.Activate();
-
-  //Create new shader
-  Shader shader = Shader::New( METABALL_VERTEX_SHADER, REFRACTION_FRAG_SHADER );
-
-  //Create new texture set
-  TextureSet textureSet = TextureSet::New();
-  TextureSetImage( textureSet, 0u, mBackImage );
-  TextureSetImage( textureSet, 1u, fbo );
-
-  //Create geometry
-  Geometry metaballGeom = CreateGeometryComposition();
-
-  Renderer mRenderer = Renderer::New( metaballGeom, shader );
-  mRenderer.SetTextures( textureSet );
-
-  mCompositionActor = Actor::New( );
-  mCompositionActor.SetParentOrigin(ParentOrigin::CENTER);
-  mCompositionActor.SetPosition(Vector3(0.0f, 0.0f, 0.0f));
-  mCompositionActor.SetSize(mScreenSize.x, mScreenSize.y);
-
-  mCompositionActor.AddRenderer( mRenderer );
-
-  Vector2 metaballCenter(0.0,0);
-  metaballCenter.x = metaballCenter.x * 0.5;
-  metaballCenter.y = metaballCenter.y * 0.5;
-
-  mPositionIndex = mCompositionActor.RegisterProperty( "uPositionMetaball", metaballCenter );
-
-  SetPositionToMetaballs(metaballCenter);
-
-  mCompositionActor.SetSize(mScreenSize.x, mScreenSize.y);
-
-  Stage stage = Stage::GetCurrent();
-  stage.Add( mCompositionActor );
-}
-
-void MetaballExplosionController::CreateAnimations()
-{
-  Vector2 direction;
-
-  for( int i = 0; i < METABALL_NUMBER; i++ )
-  {
-    float key;
-    KeyFrames keySinCosVariation = KeyFrames::New();
-    Vector2 sinCosVariation(0,0);
-
-    direction.x = randomNumber(-100.f,100.f);
-    direction.y = randomNumber(-100.f,100.f);
-
-    direction.Normalize();
-    direction *= 0.1f;
-
-    for( int j = 0; j < 360; j++ )
-    {
-      sinCosVariation.x = sin(j * Math::PI/180.f) * direction.x;
-      sinCosVariation.y = cos(j * Math::PI/180.f) * direction.y;
-      key = j/360.f;
-      keySinCosVariation.Add(key, sinCosVariation);
-    }
-
-    mPositionVarAnimation[i] = Animation::New(3.f);
-    mPositionVarAnimation[i].AnimateBetween(Property( mMetaballs[i].actor, mMetaballs[i].positionVarIndex ), keySinCosVariation);
-    mPositionVarAnimation[i].SetLooping( true );
-    mPositionVarAnimation[i].Play();
-  }
-}
-
-void MetaballExplosionController::ResetMetaballs(bool resetAnims)
-{
-  for( int i = 0; i < METABALL_NUMBER; i++ )
-  {
-    if (mDispersionAnimation[i])
-      mDispersionAnimation[i].Clear();
-
-    mMetaballs[i].position = Vector2(0.0f, 0.0f);
-    mMetaballs[i].actor.SetProperty(mMetaballs[i].positionIndex, mMetaballs[i].position);
-  }
-  mTimerDispersion.Stop();
-  mDispersion = 0;
-
-  mCompositionActor.SetProperty( mPositionIndex, Vector2(0,0) );
-}
-
-void MetaballExplosionController::DisperseBallAnimation(int ball)
-{
-  Vector2 position;
-  position.x = randomNumber(-1.5f,1.5f);
-  position.y = randomNumber(-1.5f,1.5f);
-
-  mDispersionAnimation[ball] = Animation::New(2.0f * mTimeMult);
-  mDispersionAnimation[ball].AnimateTo( Property(mMetaballs[ball].actor, mMetaballs[ball].positionIndex), position);
-  mDispersionAnimation[ball].Play();
-
-  if( ball == METABALL_NUMBER - 1 )
-    mDispersionAnimation[ball].FinishedSignal().Connect( this, &MetaballExplosionController::LaunchResetMetaballPosition );
-}
-
-void MetaballExplosionController::LaunchResetMetaballPosition(Animation &source)
-{
-  for( int i = 0; i < METABALL_NUMBER; i++ )
-  {
-    mDispersionAnimation[i] = Animation::New(1.5f + i*0.25f*mTimeMult);
-    mDispersionAnimation[i].AnimateTo(Property(mMetaballs[i].actor, mMetaballs[i].positionIndex), Vector2(0,0));
-    mDispersionAnimation[i].Play();
-
-    if( i == METABALL_NUMBER - 1 )
-      mDispersionAnimation[i].FinishedSignal().Connect( this, &MetaballExplosionController::EndDisperseAnimation );
-  }
-}
-
-void MetaballExplosionController::EndDisperseAnimation(Animation &source)
-{
-  mCompositionActor.SetProperty( mPositionIndex, Vector2(0,0) );
-}
-
-bool MetaballExplosionController::OnTimerDispersionTick()
-{
-  if( mDispersion < METABALL_NUMBER )
-  {
-    DisperseBallAnimation(mDispersion);
-    mDispersion++;
-  }
-  return true;
-}
-
-void MetaballExplosionController::SetPositionToMetaballs(Vector2 & metaballCenter)
-{
-  //We set the position for the metaballs based on click position
-  for( int i = 0; i < METABALL_NUMBER; i++ )
-  {
-    mMetaballs[i].position = metaballCenter;
-    mMetaballs[i].actor.SetProperty(mMetaballs[i].positionIndex, mMetaballs[i].position);
-  }
-
-  mCompositionActor.SetProperty( mPositionIndex, metaballCenter );
-}
-
-bool MetaballExplosionController::OnTouch( Actor actor, const TouchData& touch )
-{
-  float aspectR = mScreenSize.y / mScreenSize.x;
-
-  switch( touch.GetState( 0 ) )
-  {
-    case PointState::DOWN:
-    {
-      ResetMetaballs(true);
-
-      const Vector2 screen = touch.GetScreenPosition( 0 );
-      Vector2 metaballCenter = Vector2((screen.x / mScreenSize.x) - 0.5, (aspectR * (mScreenSize.y - screen.y) / mScreenSize.y) - 0.5) * 2.0;
-      SetPositionToMetaballs(metaballCenter);
-
-      break;
-    }
-    case PointState::MOTION:
-    {
-      const Vector2 screen = touch.GetScreenPosition( 0 );
-      Vector2 metaballCenter = Vector2((screen.x / mScreenSize.x) - 0.5, (aspectR * (mScreenSize.y - screen.y) / mScreenSize.y) - 0.5) * 2.0;
-      SetPositionToMetaballs(metaballCenter);
-      break;
-    }
-    case PointState::UP:
-    case PointState::LEAVE:
-    case PointState::INTERRUPTED:
-    {
-      mTimerDispersion.Start();
-      break;
-    }
-    default:
-      break;
-    }
-  return true;
-}
-
-void MetaballExplosionController::OnKeyEvent(const KeyEvent& event)
-{
-  if(event.state == KeyEvent::Down)
-  {
-    if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
-    {
-      mApplication.Quit();
-    }
-  }
-}
-
-
-//-----------------------------------------------------------------------------------------------
-//
-//  Main functions
-//
-//-----------------------------------------------------------------------------------------------
-
-void RunTest( Application& application )
-{
-  MetaballExplosionController test( application );
-
-  application.MainLoop();
-}
-
-// Entry point for Linux & Tizen applications
-//
-int DALI_EXPORT_API main( int argc, char **argv )
-{
-  Application application = Application::New( &argc, &argv );
-
-  RunTest( application );
-
-  return 0;
-}
diff --git a/examples/metaball-refrac/metaball-refrac-example.cpp b/examples/metaball-refrac/metaball-refrac-example.cpp
deleted file mode 100644 (file)
index 713032d..0000000
+++ /dev/null
@@ -1,865 +0,0 @@
-/*
- * Copyright (c) 2016 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 <dali/dali.h>
-#include <dali/devel-api/images/texture-set-image.h>
-#include <dali/public-api/rendering/renderer.h>
-#include <dali-toolkit/dali-toolkit.h>
-
-#include <cstdio>
-#include <string>
-#include "shared/utility.h"
-
-using namespace Dali;
-using namespace Dali::Toolkit;
-
-namespace
-{
-const char * const BACKGROUND_IMAGE( DEMO_IMAGE_DIR "background-2.jpg" );
-const char * const TOOLBAR_IMAGE( DEMO_IMAGE_DIR "top-bar.png" );
-
-const float GRAVITY_X(0);
-const float GRAVITY_Y(-0.09);
-}
-
-#define METABALL_NUMBER 4
-
-const char*const METABALL_VERTEX_SHADER = DALI_COMPOSE_SHADER (
-    attribute mediump vec2    aPosition;\n
-    attribute mediump vec2    aTexture;\n
-    attribute mediump vec3    aNormal;\n
-    uniform   mediump mat4    uMvpMatrix;\n
-    uniform   mediump vec3    uSize;\n
-    uniform   lowp    vec4    uColor;\n
-    varying   mediump vec2    vTexCoord;\n
-
-    void main()\n
-    {\n
-      mediump vec4 vertexPosition = vec4(aPosition.x, aPosition.y, 0.0, 1.0);\n
-      vertexPosition = uMvpMatrix * vertexPosition;\n
-      gl_Position = vertexPosition;\n
-      vTexCoord = aTexture;\n
-    }\n
-);
-
-
-const char*const METABALL_FRAG_SHADER = DALI_COMPOSE_SHADER (
-  precision mediump float;\n
-  varying vec2 vTexCoord;\n
-  uniform vec2 uPositionMetaball;\n
-  uniform vec2 uPositionVar;\n
-  uniform vec2 uGravityVector;\n
-  uniform float uRadius;\n
-  uniform float uRadiusVar;\n
-  uniform float uAspect;\n
-  void main()\n
-  {\n
-    vec2 adjustedCoords = vTexCoord * 2.0 - 1.0;\n
-    vec2 finalMetaballPosition = uPositionMetaball + uGravityVector + uPositionVar;\n
-
-    float distance = (adjustedCoords.x - finalMetaballPosition.x) * (adjustedCoords.x - finalMetaballPosition.x) +
-                     (adjustedCoords.y - finalMetaballPosition.y) * (adjustedCoords.y - finalMetaballPosition.y);\n
-    float finalRadius = uRadius + uRadiusVar;\n
-    float color = finalRadius / sqrt( distance );\n
-    vec2 bordercolor = vec2(0.0,0.0);\n
-    if (vTexCoord.x < 0.1)\n
-    {\n
-      bordercolor.x = (0.1 - vTexCoord.x) * 0.8;\n
-    }\n
-    if (vTexCoord.x > 0.9)\n
-    {\n
-      bordercolor.x = (vTexCoord.x - 0.9) * 0.8;\n
-    }\n
-    if (vTexCoord.y < 0.1)\n
-    {\n
-      bordercolor.y = (0.1 - vTexCoord.y) * 0.8;\n
-    }\n
-    if (vTexCoord.y > (0.9 * uAspect))\n
-    {\n
-      bordercolor.y = (vTexCoord.y - (0.9 * uAspect)) * 0.8;\n
-    }\n
-    float border = (bordercolor.x + bordercolor.y) * 0.5;\n
-    gl_FragColor = vec4(color + border,color + border,color + border,1.0);\n
-  }\n
-);
-
-const char*const REFRACTION_FRAG_SHADER = DALI_COMPOSE_SHADER (
-  precision mediump float;\n
-  varying vec2 vTexCoord;\n
-  uniform sampler2D sTexture;\n
-  uniform sampler2D sEffect;\n
-  void main()\n
-  {\n
-    vec4 metaColor = texture2D(sEffect, vTexCoord);\n
-    vec2 zoomCoords;\n
-    float bright = 1.0;\n
-    if (metaColor.r > 0.85)\n
-    {\n
-      zoomCoords = ((vTexCoord - 0.5) * 0.95) + 0.5;\n
-    }\n
-    else if (metaColor.r > 0.81)\n
-    {\n
-      float interpolation = mix(0.95, 1.05, (0.85 - metaColor.r) * 50.0);\n
-      zoomCoords = ((vTexCoord - 0.5) * interpolation) + 0.5;\n
-      bright = 1.2;\n
-    }\n
-    else\n
-    {\n
-      zoomCoords = vTexCoord;\n
-    }\n
-
-    gl_FragColor = texture2D(sTexture, zoomCoords) * bright;\n
-  }\n
- );
-
-const char*const FRAG_SHADER = DALI_COMPOSE_SHADER (
-  precision mediump float;\n
-  varying vec2 vTexCoord;\n
-  uniform sampler2D sTexture;\n
-  void main()\n
-  {\n
-    gl_FragColor = texture2D(sTexture, vTexCoord);\n
-  }\n
-);
-
-
-struct MetaballInfo
-{
-  Actor   actor;
-  Vector2 position;
-  float   radius;
-  float   initRadius;
-
-  //Properties needed for animations
-  Property::Index positionIndex;
-  Property::Index positionVarIndex;
-  Property::Index gravityIndex;
-  Property::Index radiusIndex;
-  Property::Index radiusVarIndex;
-  Property::Index aspectIndex;
-};
-
-
-/***************************************************************************/
-/* Demo using Metaballs for Refraction when clicking the screen ************/
-/* The concept is similar to the Note 5 ScreenLock              ************/
-/***************************************************************************/
-class MetaballRefracController : public ConnectionTracker
-{
-public:
-  MetaballRefracController( Application& application );
-  ~MetaballRefracController();
-
-  void Create( Application& app );
-  bool OnTouch( Actor actor, const TouchData& touch );
-  void OnKeyEvent(const KeyEvent& event);
-
-  void SetGravity(const Vector2 & gravity);
-
-
-private:
-  Application&      mApplication;
-  Vector2           mScreenSize;
-
-  Layer             mContentLayer;
-
-  Image             mBackImage;
-  FrameBufferImage  mMetaballFBO;
-
-  Actor             mMetaballRoot;
-  MetaballInfo      mMetaballs[METABALL_NUMBER];
-
-  Actor             mCompositionActor;
-
-  //Motion
-  Vector2           mCurrentTouchPosition;
-  Vector2           mMetaballPosVariation;
-  Vector2           mMetaballPosVariationFrom;
-  Vector2           mMetaballPosVariationTo;
-  Vector2           mMetaballCenter;
-
-  Vector2           mGravity;
-  Vector2           mGravityVar;
-
-  Renderer          mRendererRefraction;
-  TextureSet        mTextureSetRefraction;
-  Shader            mShaderRefraction;
-  TextureSet        mTextureSetNormal;
-  Shader            mShaderNormal;
-
-  //Animations
-  Animation         mGravityAnimation[METABALL_NUMBER];
-  Animation         mRadiusDecAnimation[METABALL_NUMBER];
-  Animation         mRadiusIncFastAnimation[METABALL_NUMBER];
-  Animation         mRadiusIncSlowAnimation[METABALL_NUMBER];
-  Animation         mRadiusVarAnimation[METABALL_NUMBER];
-  Animation         mPositionVarAnimation[METABALL_NUMBER];
-
-  //Private functions
-  Geometry          CreateGeometry();
-  Geometry          CreateGeometryComposition();
-
-  void              CreateMetaballActors();
-  void              CreateMetaballImage();
-  void              AddRefractionImage();
-  void              CreateAnimations();
-
-  void              LaunchRadiusIncSlowAnimations(Animation &source);
-  void              LaunchGetBackToPositionAnimation(Animation &source);
-
-  void              StopClickAnimations();
-  void              StopAfterClickAnimations();
-
-  void              ResetMetaballsState();
-
-  void              SetPositionToMetaballs(Vector2 & metaballCenter);
-};
-
-
-//-----------------------------------------------------------------------------------------------
-//
-//  IMPLEMENTATION
-//
-//----------------
-
-MetaballRefracController::MetaballRefracController( Application& application )
-  : mApplication( application )
-{
-  // Connect to the Application's Init signal
-  mApplication.InitSignal().Connect( this, &MetaballRefracController::Create );
-}
-
-MetaballRefracController::~MetaballRefracController()
-{
-  // Nothing to do here;
-}
-
-/*
- * Setter function for gravity
- */
-void MetaballRefracController::SetGravity(const Vector2 & gravity)
-{
-  mGravity = gravity;
-}
-
-/**
- * Main create function, it creates the metaballs and all the
- */
-void MetaballRefracController::Create( Application& app )
-{
-  Stage stage = Stage::GetCurrent();
-
-  stage.KeyEventSignal().Connect(this, &MetaballRefracController::OnKeyEvent);
-
-  mScreenSize = stage.GetSize();
-
-  stage.SetBackgroundColor(Color::BLACK);
-
-  //Set background image for the view
-  mBackImage = DemoHelper::LoadImage( BACKGROUND_IMAGE );
-
-  mGravity = Vector2(GRAVITY_X,GRAVITY_Y);
-  mGravityVar = Vector2(0,0);
-
-  //Create internal data
-  CreateMetaballActors();
-  CreateMetaballImage();
-  AddRefractionImage();
-
-  CreateAnimations();
-
-  // Connect the callback to the touch signal on the mesh actor
-  stage.GetRootLayer().TouchSignal().Connect( this, &MetaballRefracController::OnTouch );
-}
-
-/**
- * Create a mesh data with the geometry for the metaball rendering
- */
-Geometry MetaballRefracController::CreateGeometry()
-{
-  float aspect = (float)mScreenSize.y / (float)mScreenSize.x;
-
-  // Create vertices and specify their color
-  float xsize = mScreenSize.x * 0.5;
-
-  //We create the meshdata for the metaballs
-  struct VertexPosition { Vector2 position; };
-  struct VertexTexture { Vector2 texture; };
-  struct VertexNormal { Vector3 normal; };
-
-  VertexPosition vertices[] = {
-    { Vector2( -xsize, -xsize * aspect) },
-    { Vector2(  xsize, -xsize * aspect) },
-    { Vector2( -xsize,  xsize * aspect) },
-    { Vector2(  xsize,  xsize * aspect) }
-  };
-
-  VertexTexture textures[] = {
-    { Vector2(0.0f, 0.0f) },
-    { Vector2(1.0f, 0.0f) },
-    { Vector2(0.0f, 1.0f * aspect) },
-    { Vector2(1.0f, 1.0f * aspect) }
-  };
-
-  VertexNormal normals [] = {
-    { Vector3(0.0f, 0.0f, 1.0f) },
-    { Vector3(0.0f, 0.0f, 1.0f) },
-    { Vector3(0.0f, 0.0f, 1.0f) },
-    { Vector3(0.0f, 0.0f, 1.0f) }
-  };
-
-  unsigned int numberOfVertices = sizeof(vertices)/sizeof(VertexPosition);
-
-  //Vertices
-  Property::Map positionVertexFormat;
-  positionVertexFormat["aPosition"] = Property::VECTOR2;
-  PropertyBuffer positionVertices = PropertyBuffer::New( positionVertexFormat );
-  positionVertices.SetData( vertices, numberOfVertices );
-
-  //Textures
-  Property::Map textureVertexFormat;
-  textureVertexFormat["aTexture"] = Property::VECTOR2;
-  PropertyBuffer textureVertices = PropertyBuffer::New( textureVertexFormat );
-  textureVertices.SetData( textures, numberOfVertices );
-
-  //Normals
-  Property::Map normalVertexFormat;
-  normalVertexFormat["aNormal"] = Property::VECTOR3;
-  PropertyBuffer normalVertices = PropertyBuffer::New( normalVertexFormat );
-  normalVertices.SetData( normals, numberOfVertices );
-
-  //Indices
-  unsigned short indices[] = { 0, 3, 1, 0, 2, 3 };
-
-  // Create the geometry object
-  Geometry texturedQuadGeometry = Geometry::New();
-  texturedQuadGeometry.AddVertexBuffer( positionVertices );
-  texturedQuadGeometry.AddVertexBuffer( textureVertices );
-  texturedQuadGeometry.AddVertexBuffer( normalVertices );
-
-  texturedQuadGeometry.SetIndexBuffer ( &indices[0], 6 );
-
-  return texturedQuadGeometry;
-}
-
-/**
- * Create a mesh data with the geometry for the metaball rendering
- */
-Geometry MetaballRefracController::CreateGeometryComposition()
-{
-  float aspect = (float)mScreenSize.y / (float)mScreenSize.x;
-
-  // Create vertices and specify their color
-  float xsize = mScreenSize.x * 0.5;
-
-  //We create the meshdata for the metaballs
-  struct VertexPosition { Vector2 position; };
-  struct VertexTexture { Vector2 texture; };
-  struct VertexNormal { Vector3 normal; };
-
-  VertexPosition vertices[] = {
-    { Vector2( -xsize, -xsize * aspect) },
-    { Vector2(  xsize, -xsize * aspect) },
-    { Vector2( -xsize,  xsize * aspect) },
-    { Vector2(  xsize,  xsize * aspect) }
-  };
-
-  VertexTexture textures[] = {
-    { Vector2(0.0f, 0.0f) },
-    { Vector2(1.0f, 0.0f) },
-    { Vector2(0.0f, 1.0f) },
-    { Vector2(1.0f, 1.0f) }
-  };
-
-  VertexNormal normals [] = {
-    { Vector3(0.0f, 0.0f, 1.0f) },
-    { Vector3(0.0f, 0.0f, 1.0f) },
-    { Vector3(0.0f, 0.0f, 1.0f) },
-    { Vector3(0.0f, 0.0f, 1.0f) }
-  };
-
-  unsigned int numberOfVertices = sizeof(vertices)/sizeof(VertexPosition);
-
-  //Vertices
-  Property::Map positionVertexFormat;
-  positionVertexFormat["aPosition"] = Property::VECTOR2;
-  PropertyBuffer positionVertices = PropertyBuffer::New( positionVertexFormat );
-  positionVertices.SetData( vertices, numberOfVertices );
-
-  //Textures
-  Property::Map textureVertexFormat;
-  textureVertexFormat["aTexture"] = Property::VECTOR2;
-  PropertyBuffer textureVertices = PropertyBuffer::New( textureVertexFormat );
-  textureVertices.SetData( textures, numberOfVertices );
-
-  //Normals
-  Property::Map normalVertexFormat;
-  normalVertexFormat["aNormal"] = Property::VECTOR3;
-  PropertyBuffer normalVertices = PropertyBuffer::New( normalVertexFormat );
-  normalVertices.SetData( normals, numberOfVertices );
-
-  //Indices
-  unsigned short indices[] = { 0, 3, 1, 0, 2, 3 };
-
-  // Create the geometry object
-  Geometry texturedQuadGeometry = Geometry::New();
-  texturedQuadGeometry.AddVertexBuffer( positionVertices );
-  texturedQuadGeometry.AddVertexBuffer( textureVertices );
-  texturedQuadGeometry.AddVertexBuffer( normalVertices );
-
-  texturedQuadGeometry.SetIndexBuffer ( &indices[0], sizeof( indices )/ sizeof( indices[0] ) );
-
-  return texturedQuadGeometry;
-}
-
-/**
- * Create a mesh actor for the metaballs
- */
-void MetaballRefracController::CreateMetaballActors()
-{
-  //We create metaball structures
-  //With MeshData Textured
-  float aspect = (float)mScreenSize.y / (float)mScreenSize.x;
-
-  //Create the renderer for the metaballs
-  Shader shader = Shader::New( METABALL_VERTEX_SHADER, METABALL_FRAG_SHADER );
-  Geometry metaballGeom = CreateGeometry();
-  Renderer renderer = Renderer::New( metaballGeom, shader );
-  renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
-  renderer.SetProperty( Renderer::Property::BLEND_FACTOR_SRC_RGB,    BlendFactor::ONE );
-  renderer.SetProperty( Renderer::Property::BLEND_FACTOR_DEST_RGB,   BlendFactor::ONE );
-  renderer.SetProperty( Renderer::Property::BLEND_FACTOR_SRC_ALPHA,  BlendFactor::ONE );
-  renderer.SetProperty( Renderer::Property::BLEND_FACTOR_DEST_ALPHA, BlendFactor::ONE  );
-
-  //Each metaball has a different radius
-  mMetaballs[0].radius = mMetaballs[0].initRadius = 0.0145f;
-  mMetaballs[1].radius = mMetaballs[1].initRadius = 0.012f;
-  mMetaballs[2].radius = mMetaballs[2].initRadius = 0.0135f;
-  mMetaballs[3].radius = mMetaballs[3].initRadius = 0.0135f;
-
-  //Initialization of each of the metaballs
-  for (int i = 0 ; i < METABALL_NUMBER ; i++)
-  {
-    mMetaballs[i].position = Vector2(0.0f, 0.0f);
-
-    mMetaballs[i].actor = Actor::New( );
-    mMetaballs[i].actor.SetName("Metaball");
-    mMetaballs[i].actor.SetScale( 1.0f );
-    mMetaballs[i].actor.SetParentOrigin( ParentOrigin::CENTER );
-
-
-    mMetaballs[i].actor.AddRenderer( renderer );
-
-    mMetaballs[i].positionIndex = mMetaballs[i].actor.RegisterProperty( "uPositionMetaball", mMetaballs[i].position );
-
-    mMetaballs[i].positionVarIndex = mMetaballs[i].actor.RegisterProperty( "uPositionVar", Vector2(0.f,0.f) );
-
-    mMetaballs[i].gravityIndex = mMetaballs[i].actor.RegisterProperty( "uGravityVector", Vector2(0.f,0.f) );
-
-    mMetaballs[i].radiusIndex = mMetaballs[i].actor.RegisterProperty( "uRadius", mMetaballs[i].radius );
-
-    mMetaballs[i].radiusVarIndex = mMetaballs[i].actor.RegisterProperty( "uRadiusVar", 0.f );
-
-    mMetaballs[i].aspectIndex = mMetaballs[i].actor.RegisterProperty( "uAspect", aspect );
-
-    mMetaballs[i].actor.SetSize(400, 400);
-  }
-
-  //Root creation
-  mMetaballRoot = Actor::New();
-  mMetaballRoot.SetParentOrigin( ParentOrigin::CENTER );
-  for (int i = 0 ; i < METABALL_NUMBER ; i++)
-  {
-    mMetaballRoot.Add( mMetaballs[i].actor );
-  }
-
-  //Initialization of variables related to metaballs
-  mMetaballPosVariation = Vector2(0,0);
-  mMetaballPosVariationFrom = Vector2(0,0);
-  mMetaballPosVariationTo = Vector2(0,0);
-  mCurrentTouchPosition = Vector2(0,0);
-}
-
-/**
- * Create the render task and FBO to render the metaballs into a texture
- */
-void MetaballRefracController::CreateMetaballImage()
-{
-  //We create an FBO and a render task to create to render the metaballs with a fragment shader
-  Stage stage = Stage::GetCurrent();
-  mMetaballFBO = FrameBufferImage::New(mScreenSize.x, mScreenSize.y );
-
-  stage.Add(mMetaballRoot);
-
-  //Creation of the render task used to render the metaballs
-  RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
-  RenderTask task = taskList.CreateTask();
-  task.SetRefreshRate( RenderTask::REFRESH_ALWAYS );
-  task.SetSourceActor( mMetaballRoot );
-  task.SetExclusive(true);
-  task.SetClearColor( Color::BLACK );
-  task.SetClearEnabled( true );
-  task.SetTargetFrameBuffer( mMetaballFBO );
-}
-
-/**
- * Create a mesh image to render the final composition
- */
-void MetaballRefracController::AddRefractionImage()
-{
-  //Creation of the composition image
-
-  //Create geometry
-  Geometry metaballGeom = CreateGeometryComposition();
-
-  //Create Refraction shader and renderer
-  mShaderRefraction = Shader::New( METABALL_VERTEX_SHADER, REFRACTION_FRAG_SHADER );
-
-  //Create new texture set
-  mTextureSetRefraction = TextureSet::New();
-  TextureSetImage( mTextureSetRefraction, 0u, mBackImage );
-  TextureSetImage( mTextureSetRefraction, 1u, mMetaballFBO );
-
-  //Create normal shader
-  mShaderNormal = Shader::New( METABALL_VERTEX_SHADER, FRAG_SHADER );
-
-  //Create new texture set
-  mTextureSetNormal = TextureSet::New();
-  TextureSetImage( mTextureSetNormal, 0u, mBackImage );
-
-  //Create actor
-  mCompositionActor = Actor::New( );
-  mCompositionActor.SetParentOrigin(ParentOrigin::CENTER);
-  mCompositionActor.SetPosition(Vector3(0.0f, 0.0f, 0.0f));
-  mCompositionActor.SetSize(mScreenSize.x, mScreenSize.y);
-
-  mRendererRefraction = Renderer::New( metaballGeom, mShaderNormal );
-  mRendererRefraction.SetTextures( mTextureSetNormal );
-  mCompositionActor.AddRenderer( mRendererRefraction );
-
-  Stage stage = Stage::GetCurrent();
-  stage.Add( mCompositionActor );
-}
-
-/**
- * Creation of all the metaballs animations (gravity, movement, size, etc.)
- */
-void MetaballRefracController::CreateAnimations()
-{
-  int i = 0;
-  float key;
-
-  mPositionVarAnimation[1] = Animation::New(2.f);
-  mPositionVarAnimation[1].SetLooping( false );
-  mPositionVarAnimation[1].Pause();
-  mPositionVarAnimation[1].FinishedSignal().Connect( this, &MetaballRefracController::LaunchGetBackToPositionAnimation );
-
-  KeyFrames keySinCosVariation = KeyFrames::New();
-  Vector2 sinCosVariation(0,0);
-  for ( i = 0 ; i < 360 ; i++)
-  {
-    sinCosVariation.x = 0.05f * (-sin(i * Math::PI/180.f) + cos(i * Math::PI/180.f));
-    sinCosVariation.y = 0.05f * (sin(i * Math::PI/180.f) - cos(i * Math::PI/180.f));
-    key = i/360.f;
-    keySinCosVariation.Add(key, sinCosVariation);
-  }
-
-  mPositionVarAnimation[2] = Animation::New(6.f);
-  mPositionVarAnimation[2].AnimateBetween(Property( mMetaballs[2].actor, mMetaballs[2].positionVarIndex ), keySinCosVariation);
-  mPositionVarAnimation[2].SetLooping( true );
-  mPositionVarAnimation[2].Pause();
-
-  KeyFrames keyCosSinVariation = KeyFrames::New();
-  Vector2 cosSinVariation(0,0);
-  for ( i = 0 ; i < 360 ; i++)
-  {
-    cosSinVariation.x = 0.05f * (-sin(i * Math::PI/180.f) - cos(i * Math::PI/180.f));
-    cosSinVariation.y = 0.05f * (sin(i * Math::PI/180.f) + cos(i * Math::PI/180.f));
-    key = i/360.f;
-    keyCosSinVariation.Add(key, cosSinVariation);
-  }
-
-  mPositionVarAnimation[3] = Animation::New(6.f);
-  mPositionVarAnimation[3].AnimateBetween(Property( mMetaballs[3].actor, mMetaballs[3].positionVarIndex ), keyCosSinVariation);
-  mPositionVarAnimation[3].SetLooping( true );
-  mPositionVarAnimation[3].Pause();
-
-  //Animations for gravity
-  for ( i = 0 ; i < METABALL_NUMBER ; i++)
-  {
-    mGravityAnimation[i] = Animation::New(25.f);
-    mGravityAnimation[i].AnimateBy( Property( mMetaballs[i].actor, mMetaballs[i].gravityIndex ), mGravity * 25.f * 3.f);
-    mGravityAnimation[i].SetLooping( false );
-    mGravityAnimation[i].Pause();
-  }
-
-  //Animation to decrease size of metaballs when there is no click
-  for ( i = 0 ; i < METABALL_NUMBER ; i++)
-  {
-    mRadiusDecAnimation[i] = Animation::New(25.f);
-    mRadiusDecAnimation[i].AnimateBy( Property( mMetaballs[i].actor, mMetaballs[i].radiusIndex ), -0.004f * 25.f * 3.f);
-    mRadiusDecAnimation[i].SetLooping( false );
-    mRadiusDecAnimation[i].Pause();
-  }
-
-  //Animation to grow the size of the metaballs the first second of the click
-  for ( i = 0 ; i < METABALL_NUMBER ; i++)
-  {
-    mRadiusIncFastAnimation[i] = Animation::New(0.3f);
-    mRadiusIncFastAnimation[i].AnimateBy( Property( mMetaballs[i].actor, mMetaballs[i].radiusIndex ), 0.06f);
-    mRadiusIncFastAnimation[i].SetLooping( false );
-    mRadiusIncFastAnimation[i].Pause();
-  }
-  mRadiusIncFastAnimation[0].FinishedSignal().Connect( this, &MetaballRefracController::LaunchRadiusIncSlowAnimations );
-
-  //Animation to grow the size of the metaballs afterwards
-  for ( i = 0 ; i < METABALL_NUMBER ; i++)
-  {
-    mRadiusIncSlowAnimation[i] = Animation::New(20.f);
-    mRadiusIncSlowAnimation[i].AnimateBy( Property( mMetaballs[i].actor, mMetaballs[i].radiusIndex ), 0.04f);
-    mRadiusIncSlowAnimation[i].SetLooping( false );
-    mRadiusIncSlowAnimation[i].Pause();
-  }
-
-  //keyframes of a sin function
-  KeyFrames keySin = KeyFrames::New();
-  float val;
-  for ( i = 0 ; i < 360 ; i++)
-  {
-    val = 0.01f * sin(i * Math::PI/180.f);
-    key = i/360.f;
-    keySin.Add(key, val);
-  }
-
-  //Animation to change the size of the metaball
-  mRadiusVarAnimation[2] = Animation::New(8.f);
-  mRadiusVarAnimation[2].AnimateBetween(Property( mMetaballs[2].actor, mMetaballs[2].radiusVarIndex ), keySin);
-  mRadiusVarAnimation[2].SetLooping( true );
-
-  //keyframes of a cos function
-  KeyFrames keyCos = KeyFrames::New();
-  for ( i = 0 ; i < 360 ; i++)
-  {
-    val = 0.01f * cos(i * Math::PI/180.f);
-    key = i/360.f;
-    keyCos.Add(key, val);
-  }
-
-  //Animation to change the size of the metaball
-  mRadiusVarAnimation[3] = Animation::New(8.f);
-  mRadiusVarAnimation[3].AnimateBetween(Property( mMetaballs[3].actor, mMetaballs[3].radiusVarIndex ), keyCos);
-  mRadiusVarAnimation[3].SetLooping( true );
-}
-
-/**
- * Function to launch the animation to get the metaball[1] back to the center
- */
-void MetaballRefracController::LaunchGetBackToPositionAnimation(Animation &source)
-{
-  mMetaballPosVariationTo = Vector2(0,0);
-
-  mPositionVarAnimation[1] = Animation::New(1.f);
-  mPositionVarAnimation[1].SetLooping( false );
-  mPositionVarAnimation[1].AnimateTo(Property( mMetaballs[1].actor, mMetaballs[1].positionVarIndex ), Vector2(0,0));
-  mPositionVarAnimation[1].Play();
-}
-
-/**
- * Function to launch the gro slow radius for the metaballs, and also the small variations for metaball[2] and [3]
- */
-void MetaballRefracController::LaunchRadiusIncSlowAnimations(Animation &source)
-{
-  for (int i = 0 ; i < METABALL_NUMBER ; i++)
-  {
-    mRadiusIncSlowAnimation[i].Play();
-  }
-  mPositionVarAnimation[2].Play();
-  mPositionVarAnimation[3].Play();
-}
-
-/**
- * Function to stop all animations related to the click of the user in the screen
- */
-void MetaballRefracController::StopClickAnimations()
-{
-  for (int i = 0 ; i < METABALL_NUMBER ; i++)
-  {
-    mRadiusIncSlowAnimation[i].Stop();
-    mRadiusIncFastAnimation[i].Stop();
-  }
-  mPositionVarAnimation[1].Stop();
-  mPositionVarAnimation[2].Stop();
-  mPositionVarAnimation[3].Stop();
-}
-
-/**
- * Function to stop all animations related to the after click of the user in the screen
- */
-void MetaballRefracController::StopAfterClickAnimations()
-{
-  for (int i = 0 ; i < METABALL_NUMBER ; i++)
-  {
-    mGravityAnimation[i].Stop();
-    mRadiusDecAnimation[i].Stop();
-
-    mMetaballs[i].radius = mMetaballs[i].initRadius;
-
-    mMetaballs[i].actor.SetProperty(mMetaballs[i].gravityIndex, Vector2(0,0));
-    mMetaballs[i].actor.SetProperty(mMetaballs[i].radiusIndex, mMetaballs[i].radius);
-    mMetaballs[i].actor.SetProperty(mMetaballs[i].radiusVarIndex, 0.f);
-  }
-  mRadiusVarAnimation[2].Stop();
-  mRadiusVarAnimation[3].Stop();
-}
-
-/*
- * Function that resets the sate of the different Metaballs
- */
-void MetaballRefracController::ResetMetaballsState()
-{
-  mRendererRefraction.SetTextures(mTextureSetNormal);
-  mRendererRefraction.SetShader( mShaderNormal );
-
-  for (int i = 0 ; i < METABALL_NUMBER ; i++)
-  {
-    mMetaballs[i].radius = mMetaballs[i].initRadius;
-  }
-
-  mMetaballPosVariationTo = Vector2(0,0);
-  mMetaballPosVariationFrom = Vector2(0,0);
-  mMetaballPosVariation = Vector2(0,0);
-
-  mGravityVar = Vector2(0,0);
-}
-
-/**
- * Function to set the actual position of the metaballs when the user clicks the screen
- */
-void MetaballRefracController::SetPositionToMetaballs(Vector2 & metaballCenter)
-{
-  //We set the position for the metaballs based on click position
-  for (int i = 0 ; i < METABALL_NUMBER ; i++)
-  {
-    mMetaballs[i].position = metaballCenter;
-    mMetaballs[i].actor.SetProperty(mMetaballs[i].positionIndex, mMetaballs[0].position);  // 0 y no i ?!?!?!
-  }
-}
-
-bool MetaballRefracController::OnTouch( Actor actor, const TouchData& touch )
-{
-  float aspectR = mScreenSize.y / mScreenSize.x;
-  switch( touch.GetState( 0 ) )
-  {
-    case PointState::DOWN:
-    {
-      StopAfterClickAnimations();
-      for (int i = 0 ; i < METABALL_NUMBER ; i++)
-        mRadiusIncFastAnimation[i].Play();
-      mRadiusVarAnimation[2].Play();
-      mRadiusVarAnimation[3].Play();
-
-      //We draw with the refraction-composition shader
-      mRendererRefraction.SetTextures(mTextureSetRefraction);
-      mRendererRefraction.SetShader( mShaderRefraction );
-      mCurrentTouchPosition = touch.GetScreenPosition( 0 );
-
-      //we use the click position for the metaballs
-      Vector2 metaballCenter = Vector2((mCurrentTouchPosition.x / mScreenSize.x) - 0.5, (aspectR * (mScreenSize.y - mCurrentTouchPosition.y) / mScreenSize.y) - 0.5) * 2.0;
-      SetPositionToMetaballs(metaballCenter);
-      break;
-    }
-    case PointState::MOTION:
-    {
-      Vector2 screen = touch.GetScreenPosition( 0 );
-      Vector2 displacement = screen - mCurrentTouchPosition;
-      mCurrentTouchPosition = screen;
-
-      mMetaballPosVariationTo.x += (displacement.x / mScreenSize.x) * 2.2;
-      mMetaballPosVariationTo.y += (- displacement.y / mScreenSize.y) * 2.2;
-
-      if (mPositionVarAnimation[1])
-      {
-        mPositionVarAnimation[1].FinishedSignal().Disconnect( this, &MetaballRefracController::LaunchGetBackToPositionAnimation );
-        mPositionVarAnimation[1].Stop();
-      }
-      mPositionVarAnimation[1] = Animation::New(1.f);
-      mPositionVarAnimation[1].SetLooping( false );
-      mPositionVarAnimation[1].AnimateTo(Property( mMetaballs[1].actor, mMetaballs[1].positionVarIndex ), mMetaballPosVariationTo);
-      mPositionVarAnimation[1].FinishedSignal().Connect( this, &MetaballRefracController::LaunchGetBackToPositionAnimation );
-      mPositionVarAnimation[1].Play();
-
-      //we use the click position for the metaballs
-      Vector2 metaballCenter = Vector2((screen.x / mScreenSize.x) - 0.5, (aspectR * (mScreenSize.y - screen.y) / mScreenSize.y) - 0.5) * 2.0;
-      SetPositionToMetaballs(metaballCenter);
-      break;
-    }
-    case PointState::UP:
-    case PointState::LEAVE:
-    case PointState::INTERRUPTED:
-    {
-      //Stop click animations
-      StopClickAnimations();
-
-      //Launch out of screen animations
-      for (int i = 0 ; i < METABALL_NUMBER ; i++)
-        mGravityAnimation[i].Play();
-
-      for (int i = 0 ; i < METABALL_NUMBER ; i++)
-        mRadiusDecAnimation[i].Play();
-
-      break;
-    }
-    default:
-      break;
-    }
-  return true;
-}
-
-
-void MetaballRefracController::OnKeyEvent(const KeyEvent& event)
-{
-  if(event.state == KeyEvent::Down)
-  {
-    if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
-    {
-      mApplication.Quit();
-    }
-  }
-}
-
-
-//
-//
-//-----------------------------------------------------------------------------------------------
-
-void RunTest( Application& application )
-{
-  MetaballRefracController test( application );
-
-  application.MainLoop();
-}
-
-// Entry point for Linux & Tizen applications
-//
-int DALI_EXPORT_API main( int argc, char **argv )
-{
-  Application application = Application::New( &argc, &argv );
-
-  RunTest( application );
-
-  return 0;
-}
diff --git a/examples/new-window/new-window-example.cpp b/examples/new-window/new-window-example.cpp
deleted file mode 100644 (file)
index 545f8ad..0000000
+++ /dev/null
@@ -1,568 +0,0 @@
-/*
- * Copyright (c) 2017 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.
- */
-
-// EXTERNAL INCLUDES
-#include <dali/devel-api/images/texture-set-image.h>
-#include <dali/public-api/rendering/renderer.h>
-#include <dali-toolkit/dali-toolkit.h>
-#include <dali-toolkit/devel-api/controls/bubble-effect/bubble-emitter.h>
-#include <dali-toolkit/devel-api/controls/buttons/button-devel.h>
-#include <dali-toolkit/devel-api/controls/gaussian-blur-view/gaussian-blur-view.h>
-
-#include <cstdio>
-#include <iostream>
-
-// INTERNAL INCLUDES
-#include "shared/view.h"
-#include "shared/utility.h"
-
-using namespace Dali;
-using namespace Dali::Toolkit;
-
-class NewWindowController;
-
-namespace
-{
-const char * const BACKGROUND_IMAGE( DEMO_IMAGE_DIR "background-2.jpg" );
-const char * const TOOLBAR_IMAGE( DEMO_IMAGE_DIR "top-bar.png" );
-const char * const LOSE_CONTEXT_IMAGE( DEMO_IMAGE_DIR "icon-cluster-wobble.png" );
-const char * const LOSE_CONTEXT_IMAGE_SELECTED( DEMO_IMAGE_DIR "icon-cluster-wobble-selected.png" );
-const char * const BASE_IMAGE( DEMO_IMAGE_DIR "gallery-large-14.jpg" );
-const char * const EFFECT_IMAGE( DEMO_IMAGE_DIR "gallery-large-18.jpg" );
-const char * const LOGO_IMAGE(DEMO_IMAGE_DIR "dali-logo.png");
-
-const float EXPLOSION_DURATION(1.2f);
-const unsigned int EMIT_INTERVAL_IN_MS(40);
-const float TRACK_DURATION_IN_MS(970);
-
-Application gApplication;
-NewWindowController* gNewWindowController(NULL);
-
-#define MAKE_SHADER(A)#A
-
-const char* VERTEX_COLOR_MESH = MAKE_SHADER(
-attribute mediump vec3  aPosition;\n
-attribute lowp    vec3  aColor;\n
-uniform   mediump mat4  uMvpMatrix;\n
-uniform   mediump vec3  uSize;\n
-varying   lowp    vec3  vColor;\n
-\n
-void main()\n
-{\n
-  gl_Position = uMvpMatrix * vec4( aPosition*uSize, 1.0 );\n
-  vColor = aColor;\n
-}\n
-);
-
-const char* FRAGMENT_COLOR_MESH = MAKE_SHADER(
-uniform lowp vec4  uColor;\n
-varying lowp vec3  vColor;\n
-\n
-void main()\n
-{\n
-  gl_FragColor = vec4(vColor,1.0)*uColor;
-}\n
-);
-
-const char* VERTEX_TEXTURE_MESH = MAKE_SHADER(
-attribute mediump vec3  aPosition;\n
-attribute highp   vec2  aTexCoord;\n
-uniform   mediump mat4  uMvpMatrix;\n
-uniform   mediump vec3  uSize;\n
-varying   mediump vec2  vTexCoord;\n
-\n
-void main()\n
-{\n
-  gl_Position = uMvpMatrix * vec4( aPosition*uSize, 1.0 );\n
-  vTexCoord = aTexCoord;\n
-}\n
-);
-
-const char* FRAGMENT_TEXTURE_MESH = MAKE_SHADER(
-varying mediump vec2  vTexCoord;\n
-uniform lowp    vec4  uColor;\n
-uniform sampler2D     sTexture;\n
-\n
-void main()\n
-{\n
-  gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;
-}\n
-);
-
-const char* FRAGMENT_BLEND_SHADER = MAKE_SHADER(
-varying mediump vec2  vTexCoord;\n
-uniform sampler2D sTexture;\n
-uniform sampler2D sEffect;\n
-uniform mediump float alpha;\n
-\n
-void main()\n
-{\n
-  mediump vec4 fragColor = texture2D(sTexture, vTexCoord);\n
-  mediump vec4 fxColor   = texture2D(sEffect, vTexCoord);\n
-  gl_FragColor = mix(fragColor,fxColor, alpha);\n
-}\n
-);
-
-}; // anonymous namespace
-
-
-class NewWindowController : public ConnectionTracker
-{
-public:
-  NewWindowController( Application& app );
-  void Create( Application& app );
-  void Destroy( Application& app );
-
-  void AddBubbles( Actor& parentActor, const Vector2& stageSize);
-  void AddMeshActor( Actor& parentActor );
-  void AddBlendingImageActor( Actor& parentActor );
-  void AddTextLabel( Actor& parentActor );
-
-  ImageView CreateBlurredMirrorImage(const char* imageName);
-  FrameBufferImage CreateFrameBufferForImage( const char* imageName, Property::Map& shaderEffect, const Vector3& rgbDelta );
-  void SetUpBubbleEmission( const Vector2& emitPosition, const Vector2& direction );
-  Geometry CreateMeshGeometry();
-  Dali::Property::Map CreateColorModifierer();
-
-  static void NewWindow(void);
-
-  bool OnTrackTimerTick();
-  void OnKeyEvent(const KeyEvent& event);
-  bool OnLoseContextButtonClicked( Toolkit::Button button );
-  void OnContextLost();
-  void OnContextRegained();
-
-private:
-  Application                mApplication;
-  TextLabel                  mTextActor;
-
-  Toolkit::Control           mView;                              ///< The View instance.
-  Toolkit::ToolBar           mToolBar;                           ///< The View's Toolbar.
-  TextLabel                  mTitleActor;                        ///< The Toolbar's Title.
-  Layer                      mContentLayer;                      ///< Content layer (scrolling cluster content)
-  Toolkit::PushButton        mLoseContextButton;
-
-  Toolkit::BubbleEmitter     mEmitter;
-  Timer                      mEmitTrackTimer;
-  bool                       mNeedNewAnimation;
-  unsigned int               mAnimateComponentCount;
-  Animation                  mEmitAnimation;
-};
-
-
-NewWindowController::NewWindowController( Application& application )
-: mApplication(application),
-  mNeedNewAnimation(true),
-  mAnimateComponentCount( 0 )
-{
-  mApplication.InitSignal().Connect(this, &NewWindowController::Create);
-  mApplication.TerminateSignal().Connect(this, &NewWindowController::Destroy);
-}
-
-void NewWindowController::Create( Application& app )
-{
-  Stage stage = Stage::GetCurrent();
-  stage.SetBackgroundColor(Color::YELLOW);
-
-  stage.KeyEventSignal().Connect(this, &NewWindowController::OnKeyEvent);
-
-  // The Init signal is received once (only) during the Application lifetime
-
-  // Hide the indicator bar
-  mApplication.GetWindow().ShowIndicator( Dali::Window::INVISIBLE );
-
-  mContentLayer = DemoHelper::CreateView( app,
-                                          mView,
-                                          mToolBar,
-                                          "",
-                                          TOOLBAR_IMAGE,
-                                          "Context recovery" );
-
-  Size stageSize = stage.GetSize();
-  ImageView backgroundActor = ImageView::New( BACKGROUND_IMAGE, Dali::ImageDimensions( stageSize.x, stageSize.y ) );
-  backgroundActor.SetParentOrigin( ParentOrigin::CENTER );
-  mContentLayer.Add(backgroundActor);
-
-  // Point the default render task at the view
-  RenderTaskList taskList = stage.GetRenderTaskList();
-  RenderTask defaultTask = taskList.GetTask( 0u );
-  if ( defaultTask )
-  {
-    defaultTask.SetSourceActor( mView );
-  }
-
-  mLoseContextButton = Toolkit::PushButton::New();
-  mLoseContextButton.SetProperty( Toolkit::DevelButton::Property::UNSELECTED_BACKGROUND_VISUAL, LOSE_CONTEXT_IMAGE );
-  mLoseContextButton.SetProperty( Toolkit::DevelButton::Property::SELECTED_BACKGROUND_VISUAL, LOSE_CONTEXT_IMAGE_SELECTED );
-  mLoseContextButton.ClickedSignal().Connect( this, &NewWindowController::OnLoseContextButtonClicked );
-  mToolBar.AddControl( mLoseContextButton, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HorizontalRight, DemoHelper::DEFAULT_MODE_SWITCH_PADDING );
-
-  Actor logoLayoutActor = Actor::New();
-  logoLayoutActor.SetParentOrigin(ParentOrigin::CENTER);
-  logoLayoutActor.SetPosition(0.0f, -200.0f, 0.0f);
-  logoLayoutActor.SetScale(0.5f);
-  backgroundActor.Add(logoLayoutActor);
-
-  ImageView imageView = ImageView::New( LOGO_IMAGE );
-  imageView.SetName("daliLogo");
-  imageView.SetParentOrigin(ParentOrigin::CENTER);
-  imageView.SetAnchorPoint(AnchorPoint::BOTTOM_CENTER);
-  logoLayoutActor.Add(imageView);
-
-  ImageView mirrorImageView = CreateBlurredMirrorImage(LOGO_IMAGE);
-  mirrorImageView.SetParentOrigin(ParentOrigin::TOP_CENTER);
-  mirrorImageView.SetAnchorPoint(AnchorPoint::BOTTOM_CENTER);
-  logoLayoutActor.Add(mirrorImageView);
-
-  AddBubbles( backgroundActor, stage.GetSize());
-  AddMeshActor( backgroundActor );
-  AddBlendingImageActor( backgroundActor );
-  AddTextLabel( backgroundActor );
-
-  stage.ContextLostSignal().Connect(this, &NewWindowController::OnContextLost);
-  stage.ContextRegainedSignal().Connect(this, &NewWindowController::OnContextRegained);
-}
-
-void NewWindowController::Destroy( Application& app )
-{
-  UnparentAndReset(mTextActor);
-}
-
-void NewWindowController::AddBubbles( Actor& parentActor, const Vector2& stageSize)
-{
-  mEmitter = Toolkit::BubbleEmitter::New( stageSize,
-                                          DemoHelper::LoadTexture( DEMO_IMAGE_DIR "bubble-ball.png" ),
-                                          200, Vector2( 5.0f, 5.0f ) );
-
-  Texture background = DemoHelper::LoadTexture(BACKGROUND_IMAGE);
-  mEmitter.SetBackground( background, Vector3(0.5f, 0.f,0.5f) );
-  mEmitter.SetBubbleDensity( 9.f );
-  Actor bubbleRoot = mEmitter.GetRootActor();
-  parentActor.Add( bubbleRoot );
-  bubbleRoot.SetParentOrigin(ParentOrigin::CENTER);
-  bubbleRoot.SetZ(0.1f);
-
-  mEmitTrackTimer = Timer::New( EMIT_INTERVAL_IN_MS );
-  mEmitTrackTimer.TickSignal().Connect(this, &NewWindowController::OnTrackTimerTick);
-  mEmitTrackTimer.Start();
-}
-
-void NewWindowController::AddMeshActor( Actor& parentActor )
-{
-  Geometry meshGeometry = CreateMeshGeometry();
-
-  // Create a coloured mesh
-  Shader shaderColorMesh = Shader::New( VERTEX_COLOR_MESH, FRAGMENT_COLOR_MESH );
-  Renderer colorMeshRenderer = Renderer::New( meshGeometry, shaderColorMesh );
-
-  Actor colorMeshActor = Actor::New();
-  colorMeshActor.AddRenderer( colorMeshRenderer );
-  colorMeshActor.SetSize( 175.f,175.f, 175.f );
-  colorMeshActor.SetParentOrigin( ParentOrigin::CENTER );
-  colorMeshActor.SetAnchorPoint(AnchorPoint::TOP_CENTER);
-  colorMeshActor.SetPosition(Vector3(0.0f, 50.0f, 0.0f));
-  colorMeshActor.SetOrientation( Degree(75.f), Vector3::XAXIS );
-  colorMeshActor.SetName("ColorMeshActor");
-
- // Create a textured mesh
-  Texture effectTexture = DemoHelper::LoadTexture(EFFECT_IMAGE);
-  Shader shaderTextureMesh = Shader::New( VERTEX_TEXTURE_MESH, FRAGMENT_TEXTURE_MESH );
-  TextureSet textureSet = TextureSet::New();
-  textureSet.SetTexture( 0u, effectTexture );
-  Renderer textureMeshRenderer = Renderer::New( meshGeometry, shaderTextureMesh );
-  textureMeshRenderer.SetTextures( textureSet );
-
-  Actor textureMeshActor = Actor::New();
-  textureMeshActor.AddRenderer( textureMeshRenderer );
-  textureMeshActor.SetSize( 175.f,175.f, 175.f );
-  textureMeshActor.SetParentOrigin( ParentOrigin::CENTER );
-  textureMeshActor.SetAnchorPoint(AnchorPoint::TOP_CENTER);
-  textureMeshActor.SetPosition(Vector3(0.0f, 200.0f, 0.0f));
-  textureMeshActor.SetOrientation( Degree(75.f), Vector3::XAXIS );
-  textureMeshActor.SetName("TextureMeshActor");
-
-  Layer layer3d = Layer::New();
-  layer3d.SetParentOrigin( ParentOrigin::CENTER );
-  layer3d.SetAnchorPoint( AnchorPoint::CENTER );
-  layer3d.SetBehavior(Layer::LAYER_3D);
-
-  layer3d.Add( colorMeshActor );
-  layer3d.Add( textureMeshActor );
-  parentActor.Add(layer3d);
-}
-
-void NewWindowController::AddBlendingImageActor( Actor& parentActor )
-{
-  Property::Map colorModifier = CreateColorModifierer();
-
-  FrameBufferImage fb2 = CreateFrameBufferForImage( EFFECT_IMAGE, colorModifier, Vector3( 0.5f, 0.5f, 0.5f ) );
-
-  ImageView tmpActor = ImageView::New(fb2);
-  parentActor.Add(tmpActor);
-  tmpActor.SetParentOrigin(ParentOrigin::CENTER_RIGHT);
-  tmpActor.SetAnchorPoint(AnchorPoint::TOP_RIGHT);
-  tmpActor.SetPosition(Vector3(0.0f, 150.0f, 0.0f));
-  tmpActor.SetScale(0.25f);
-
-  // create blending shader effect
-  Property::Map customShader;
-  customShader[ "fragmentShader" ] = FRAGMENT_BLEND_SHADER;
-  Property::Map map;
-  map[ "shader" ] = customShader;
-
-  ImageView blendActor = ImageView::New( BASE_IMAGE );
-  blendActor.SetProperty( ImageView::Property::IMAGE, map );
-  blendActor.RegisterProperty( "alpha", 0.5f );
-
-  blendActor.SetParentOrigin(ParentOrigin::CENTER_RIGHT);
-  blendActor.SetAnchorPoint(AnchorPoint::BOTTOM_RIGHT);
-  blendActor.SetPosition(Vector3(0.0f, 100.0f, 0.0f));
-  blendActor.SetSize(140, 140);
-  parentActor.Add(blendActor);
-
-  TextureSet textureSet = blendActor.GetRendererAt(0u).GetTextures();
-  TextureSetImage( textureSet, 1u, fb2 );
-}
-
-void NewWindowController::AddTextLabel( Actor& parentActor )
-{
-  mTextActor = TextLabel::New("Some text");
-  mTextActor.SetParentOrigin(ParentOrigin::CENTER);
-  mTextActor.SetColor(Color::RED);
-  mTextActor.SetName("PushMe text");
-  parentActor.Add( mTextActor );
-}
-
-ImageView NewWindowController::CreateBlurredMirrorImage(const char* imageName)
-{
-  Image image = DemoHelper::LoadImage(imageName);
-
-  Vector2 FBOSize = Vector2( image.GetWidth(), image.GetHeight() );
-  FrameBufferImage fbo = FrameBufferImage::New( FBOSize.width, FBOSize.height, Pixel::RGBA8888);
-
-  GaussianBlurView gbv = GaussianBlurView::New(5, 2.0f, Pixel::RGBA8888, 0.5f, 0.5f, true);
-  gbv.SetBackgroundColor(Color::TRANSPARENT);
-  gbv.SetUserImageAndOutputRenderTarget( image, fbo );
-  gbv.SetSize(FBOSize);
-  Stage::GetCurrent().Add(gbv);
-  gbv.ActivateOnce();
-
-  ImageView blurredActor = ImageView::New(fbo);
-  blurredActor.SetSize(FBOSize);
-  blurredActor.SetScale(1.0f, -1.0f, 1.0f);
-  return blurredActor;
-}
-
-FrameBufferImage NewWindowController::CreateFrameBufferForImage(const char* imageName, Property::Map& shaderEffect, const Vector3& rgbDelta )
-{
-  Stage stage = Stage::GetCurrent();
-  Uint16Pair intFboSize = ResourceImage::GetImageSize( imageName );
-  Vector2 FBOSize = Vector2(intFboSize.GetWidth(), intFboSize.GetHeight());
-
-  FrameBufferImage framebuffer = FrameBufferImage::New(FBOSize.x, FBOSize.y );
-
-  RenderTask renderTask = stage.GetRenderTaskList().CreateTask();
-
-  ImageView imageView = ImageView::New( imageName );
-  imageView.SetName("Source image actor");
-  imageView.SetProperty( ImageView::Property::IMAGE, shaderEffect );
-  imageView.RegisterProperty( "uRGBDelta", rgbDelta );
-
-  imageView.SetParentOrigin(ParentOrigin::CENTER);
-  imageView.SetAnchorPoint(AnchorPoint::CENTER);
-  imageView.SetScale(1.0f, -1.0f, 1.0f);
-  stage.Add(imageView); // Not in default image view
-
-  CameraActor cameraActor = CameraActor::New(FBOSize);
-  cameraActor.SetParentOrigin(ParentOrigin::CENTER);
-  cameraActor.SetFieldOfView(Math::PI*0.25f);
-  cameraActor.SetNearClippingPlane(1.0f);
-  cameraActor.SetAspectRatio(FBOSize.width / FBOSize.height);
-  cameraActor.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
-  cameraActor.SetPosition(0.0f, 0.0f, ((FBOSize.height * 0.5f) / tanf(Math::PI * 0.125f)));
-  stage.Add(cameraActor);
-
-  renderTask.SetSourceActor(imageView);
-  renderTask.SetInputEnabled(false);
-  renderTask.SetTargetFrameBuffer(framebuffer);
-  renderTask.SetCameraActor( cameraActor );
-  renderTask.SetClearColor( Color::TRANSPARENT );
-  renderTask.SetClearEnabled( true );
-  renderTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
-
-  return framebuffer;
-}
-
-void NewWindowController::SetUpBubbleEmission( const Vector2& emitPosition, const Vector2& direction)
-{
-  if( mNeedNewAnimation )
-  {
-    float duration = Random::Range(1.f, 1.5f);
-    mEmitAnimation = Animation::New( duration );
-    mNeedNewAnimation = false;
-    mAnimateComponentCount = 0;
-  }
-
-  mEmitter.EmitBubble( mEmitAnimation, emitPosition, direction, Vector2(10,10) );
-
-  mAnimateComponentCount++;
-
-  if( mAnimateComponentCount % 6 ==0 )
-  {
-    mEmitAnimation.Play();
-    mNeedNewAnimation = true;
-  }
-}
-
-Geometry NewWindowController::CreateMeshGeometry()
-{
-  // Create vertices and specify their color
-  struct Vertex
-  {
-    Vector3 position;
-    Vector2 textureCoordinates;
-    Vector3 color;
-  };
-
-  Vertex vertexData[5] = {
-    { Vector3(  0.0f,  0.0f, 0.5f ), Vector2(0.5f, 0.5f), Vector3(1.0f, 1.0f, 1.0f) },
-    { Vector3( -0.5f, -0.5f, 0.0f ), Vector2(0.0f, 0.0f), Vector3(1.0f, 0.0f, 0.0f) },
-    { Vector3(  0.5f, -0.5f, 0.0f ), Vector2(1.0f, 0.0f), Vector3(1.0f, 1.0f, 0.0f) },
-    { Vector3( -0.5f,  0.5f, 0.0f ), Vector2(0.0f, 1.0f), Vector3(0.0f, 1.0f, 0.0f) },
-    { Vector3(  0.5f,  0.5f, 0.0f ), Vector2(1.0f, 1.0f), Vector3(0.0f, 0.0f, 1.0f) }  };
-
-  Property::Map vertexFormat;
-  vertexFormat["aPosition"] = Property::VECTOR3;
-  vertexFormat["aTexCoord"] = Property::VECTOR2;
-  vertexFormat["aColor"] = Property::VECTOR3;
-  PropertyBuffer vertices = PropertyBuffer::New( vertexFormat );
-  vertices.SetData( vertexData, 5 );
-
-  // Specify all the faces
-  unsigned short indexData[12] = { 0,1,3,0,2,4,0,3,4,0,2,1 };
-
-  // Create the geometry object
-  Geometry geometry = Geometry::New();
-  geometry.AddVertexBuffer( vertices );
-  geometry.SetIndexBuffer( &indexData[0], 12 );
-
-  return geometry;
-}
-
-Dali::Property::Map NewWindowController::CreateColorModifierer()
-{
- const char* fragmentShader ( DALI_COMPOSE_SHADER (
-   precision highp float;\n
-   uniform vec3 uRGBDelta;\n
-   uniform float uIgnoreAlpha;\n
-   \n
-   varying mediump vec2 vTexCoord;\n
-   uniform sampler2D sTexture;\n
-   \n
-   float rand(vec2 co) \n
-   {\n
-     return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); \n}
-   \n
-   void main() {\n
-     vec4 color = texture2D(sTexture, vTexCoord); \n
-     // modify the hsv Value
-     color.rgb += uRGBDelta * rand(vTexCoord); \n
-     // if the new vale exceeds one, then decrease it
-     color.rgb -= max(color.rgb*2.0 - vec3(2.0), 0.0);\n
-     // if the new vale drops below zero, then increase it
-     color.rgb -= min(color.rgb*2.0, 0.0);\n
-     gl_FragColor = color; \n
-   }\n
- ) );
-
- Property::Map map;
- Property::Map customShader;
- customShader[ "fragmentShader" ] = fragmentShader;
- map[ "shader" ] = customShader;
-
- return map;
-}
-
-void NewWindowController::NewWindow(void)
-{
-  PositionSize posSize(0, 0, 720, 1280);
-  gApplication.ReplaceWindow(posSize, "NewWindow"); // Generates a new window
-}
-
-bool NewWindowController::OnLoseContextButtonClicked( Toolkit::Button button )
-{
-  // Add as an idle callback to avoid ProcessEvents being recursively called.
-  mApplication.AddIdle( MakeCallback( NewWindowController::NewWindow ) );
-  return true;
-}
-
-bool NewWindowController::OnTrackTimerTick()
-{
-  static int time=0;
-  const float radius(250.0f);
-
-  time += EMIT_INTERVAL_IN_MS;
-  float modTime = time / TRACK_DURATION_IN_MS;
-  float angle = 2.0f*Math::PI*modTime;
-
-  Vector2 position(radius*cosf(angle), radius*-sinf(angle));
-  Vector2 aimPos(radius*2*sinf(angle), radius*2*-cosf(angle));
-  Vector2 direction = aimPos-position;
-  Vector2 stageSize = Stage::GetCurrent().GetSize();
-
-  SetUpBubbleEmission( stageSize*0.5f+position, direction );
-  SetUpBubbleEmission( stageSize*0.5f+position*0.75f, direction );
-  SetUpBubbleEmission( stageSize*0.5f+position*0.7f, direction );
-
-  return true;
-}
-
-void NewWindowController::OnKeyEvent(const KeyEvent& event)
-{
-  if(event.state == KeyEvent::Down)
-  {
-    if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
-    {
-      mApplication.Quit();
-    }
-  }
-}
-
-void NewWindowController::OnContextLost()
-{
-  printf("Stage reporting context loss\n");
-}
-
-void NewWindowController::OnContextRegained()
-{
-  printf("Stage reporting context regain\n");
-}
-
-void RunTest(Application& app)
-{
-  gNewWindowController = new NewWindowController(app);
-  app.MainLoop(Configuration::APPLICATION_DOES_NOT_HANDLE_CONTEXT_LOSS);
-}
-
-// Entry point for Linux & Tizen applications
-//
-int DALI_EXPORT_API main(int argc, char **argv)
-{
-  gApplication = Application::New(&argc, &argv, DEMO_THEME_PATH);
-  RunTest(gApplication);
-
-  return 0;
-}
diff --git a/examples/page-turn-view/page-turn-view-example.cpp b/examples/page-turn-view/page-turn-view-example.cpp
deleted file mode 100644 (file)
index 3eb9c32..0000000
+++ /dev/null
@@ -1,377 +0,0 @@
-/*
- * Copyright (c) 2017 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 <dali/dali.h>
-#include <dali-toolkit/dali-toolkit.h>
-#include <dali-toolkit/devel-api/controls/buttons/button-devel.h>
-#include <dali-toolkit/devel-api/controls/page-turn-view/page-factory.h>
-#include <dali-toolkit/devel-api/controls/page-turn-view/page-turn-landscape-view.h>
-#include <dali-toolkit/devel-api/controls/page-turn-view/page-turn-portrait-view.h>
-#include <dali-toolkit/devel-api/controls/page-turn-view/page-turn-view.h>
-
-#include <assert.h>
-#include <cstdlib>
-#include <string.h>
-#include <iostream>
-
-#include "shared/view.h"
-#include "shared/utility.h"
-
-using namespace Dali;
-using namespace Dali::Toolkit;
-
-// LOCAL STUFF
-namespace
-{
-const char* const CHANGE_IMAGE_ICON(DEMO_IMAGE_DIR "icon-change.png");
-const char* const CHANGE_IMAGE_ICON_SELECTED( DEMO_IMAGE_DIR "icon-change-selected.png" );
-
-// The content amount of one page between portrait and landscape view are different
-// set a ratio to modify the current page number when the rotation is changed
-const float PAGE_NUMBER_CORRESPONDING_RATIO(1.25f);
-
-const char* BOOK_COVER_PORTRAIT( DEMO_IMAGE_DIR "book-portrait-cover.jpg" );
-const char* BOOK_COVER_LANDSCAPE( DEMO_IMAGE_DIR "book-landscape-cover.jpg" );
-const char* BOOK_COVER_BACK_LANDSCAPE( DEMO_IMAGE_DIR "book-landscape-cover-back.jpg" );
-
-const char* PAGE_IMAGES_PORTRAIT[] =
-{
-  DEMO_IMAGE_DIR "book-portrait-p1.jpg",
-  DEMO_IMAGE_DIR "book-portrait-p2.jpg",
-  DEMO_IMAGE_DIR "book-portrait-p3.jpg",
-  DEMO_IMAGE_DIR "book-portrait-p4.jpg",
-  DEMO_IMAGE_DIR "book-portrait-p5.jpg"
-};
-const unsigned int NUMBER_OF_PORTRAIT_IMAGE( sizeof(PAGE_IMAGES_PORTRAIT) / sizeof(PAGE_IMAGES_PORTRAIT[0]) );
-
-const char* PAGE_IMAGES_LANDSCAPE[] =
-{
-  DEMO_IMAGE_DIR "book-landscape-p1.jpg",
-  DEMO_IMAGE_DIR "book-landscape-p2.jpg",
-  DEMO_IMAGE_DIR "book-landscape-p3.jpg",
-  DEMO_IMAGE_DIR "book-landscape-p4.jpg",
-  DEMO_IMAGE_DIR "book-landscape-p5.jpg",
-  DEMO_IMAGE_DIR "book-landscape-p6.jpg",
-  DEMO_IMAGE_DIR "book-landscape-p7.jpg",
-  DEMO_IMAGE_DIR "book-landscape-p8.jpg"
-};
-const unsigned int NUMBER_OF_LANDSCAPE_IMAGE( sizeof(PAGE_IMAGES_LANDSCAPE) / sizeof(PAGE_IMAGES_LANDSCAPE[0]) );
-
-Texture LoadTextures( const char* imagePath1, const char* imagePath2 )
-{
-  PixelData pixelData1 = DemoHelper::LoadPixelData( imagePath1, ImageDimensions(), FittingMode::DEFAULT, SamplingMode::DEFAULT );
-  PixelData pixelData2 = DemoHelper::LoadPixelData( imagePath2, ImageDimensions(), FittingMode::DEFAULT, SamplingMode::DEFAULT );
-
-  unsigned int width = pixelData1.GetWidth() + pixelData2.GetWidth();
-  unsigned int height = pixelData1.GetHeight() > pixelData2.GetHeight() ? pixelData1.GetHeight() : pixelData2.GetHeight();
-
-  Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D, Pixel::RGB888, width, height );
-  texture.Upload( pixelData1 );
-  texture.Upload( pixelData2, 0u, 0u, pixelData1.GetWidth(), 0u, pixelData2.GetWidth(), pixelData2.GetHeight() );
-
-  return texture;
-}
-
-}// end LOCAL STUFF
-
-class PortraitPageFactory : public PageFactory
-{
-  /**
-   * Query the number of pages available from the factory.
-   * The maximum available page has an ID of GetNumberOfPages()-1.
-   */
-  virtual unsigned int GetNumberOfPages()
-  {
-    return 10*NUMBER_OF_PORTRAIT_IMAGE + 1;
-  }
-  /**
-   * Create an texture to represent a page.
-   * @param[in] pageId The ID of the page to create.
-   * @return A texture, or an uninitialized handle if the ID is out of range.
-   */
-  virtual Texture NewPage( unsigned int pageId )
-  {
-    Texture page;
-
-    if( pageId == 0 )
-    {
-      page = DemoHelper::LoadTexture( BOOK_COVER_PORTRAIT );
-    }
-    else
-    {
-      page = DemoHelper::LoadTexture( PAGE_IMAGES_PORTRAIT[ (pageId-1) % NUMBER_OF_PORTRAIT_IMAGE ] );
-    }
-
-    return page;
-  }
-};
-
-class LandscapePageFactory : public PageFactory
-{
-
-  /**
-   * Query the number of pages available from the factory.
-   * The maximum available page has an ID of GetNumberOfPages()-1.
-   */
-  virtual unsigned int GetNumberOfPages()
-  {
-    return 10*NUMBER_OF_LANDSCAPE_IMAGE / 2 + 1;
-  }
-  /**
-   * Create an texture to represent a page.
-   * @param[in] pageId The ID of the page to create.
-   * @return A texture, or an uninitialized handle if the ID is out of range.
-   */
-  virtual Texture NewPage( unsigned int pageId )
-  {
-    Texture page;
-    if( pageId == 0 )
-    {
-      page = LoadTextures( BOOK_COVER_LANDSCAPE, BOOK_COVER_BACK_LANDSCAPE );
-    }
-    else
-    {
-      unsigned int imageId = (pageId-1)*2;
-      page = LoadTextures( PAGE_IMAGES_LANDSCAPE[ imageId % NUMBER_OF_LANDSCAPE_IMAGE ], PAGE_IMAGES_LANDSCAPE[ (imageId+1) % NUMBER_OF_LANDSCAPE_IMAGE ] );
-    }
-
-    return page;
-  }
-};
-
-/**
- * This example shows how to use the page turn UI control to implement the page-turn demo
- * The effect follows the pan gesture to animate the page
- * Pan the page inwards, the page will bent,
- * Depends on the distance of the panning, the page might turn over or slide back
- * Also, in portrait view, the pan gesture outwards from position near the spine could turn the previous page back
- * Allows to turn multiple pages one by one quickly towards the same direction, multiple animations are launched in this case
-*/
-class PageTurnController : public ConnectionTracker
-{
-public:
-  PageTurnController( Application &app );
-  ~PageTurnController();
-
-  //This method gets called once the main loop of application is up and running
-  void OnInit( Application& app );
-
-private:
-
-  /**
-   * This method gets called when the button is clicked, switch between portrait and landscape views
-   */
-  bool OnButtonClicked(Toolkit::Button button);
-
-  /**
-   * Main key event handler
-   */
-  void OnKeyEvent(const KeyEvent& event);
-
-  /**
-   * Callback function of page turned signal
-   * @param[in] pageTurnView The handle of the PageTurnPortraitView or PageTurnLandscapeView
-   * @param[in] pageIndex The index of the page turned over
-   * @param[in] isTurningForward The turning direction, forwards or backwards
-   */
-  void OnPageStartedTurn( PageTurnView pageTurnView, unsigned int pageIndex, bool isTurningForward );
-
-  /**
-   * Callback function of page turned signal
-   * @param[in] pageTurnView The handle of the PageTurnPortraitView or PageTurnLandscapeView
-   * @param[in] pageIndex The index of the page turned over
-   * @param[in] isTurningForward The turning direction, forwards or backwards
-   */
-  void OnPageFinishedTurn( PageTurnView pageTurnView, unsigned int pageIndex, bool isTurningForward );
-
-  /**
-   * Callback function of page started pan signal
-   *
-   * @param[in] pageTurnView The calling page turn view
-   */
-  void OnPageStartedPan( PageTurnView pageTurnView );
-
-  /**
-   * Callback function of page finished pan signal
-   *
-   * @param[in] pageTurnView The calling page turn view
-   */
-  void OnPageFinishedPan( PageTurnView pageTurnView );
-
-private:
-
-  Application&                mApplication;
-  Layer                       mButtonLayer;
-
-  PageTurnView                mPageTurnPortraitView;
-  PageTurnView                mPageTurnLandscapeView;
-  PortraitPageFactory         mPortraitPageFactory;
-  LandscapePageFactory        mLandscapePageFactory;
-
-  bool                        mIsPortrait;
-};
-
-PageTurnController::PageTurnController( Application &app )
-:mApplication( app ),
- mIsPortrait( true )
-{
-  // Connect to the Application's Init signal
-  app.InitSignal().Connect( this, &PageTurnController::OnInit );
-}
-
-PageTurnController::~PageTurnController()
-{
-}
-
-
-void PageTurnController::OnInit( Application& app )
-{
-  // The Init signal is received once ( only ) during the Application lifetime
-
-  Stage::GetCurrent().KeyEventSignal().Connect(this, &PageTurnController::OnKeyEvent);
-
-  // Hide the indicator bar
-  app.GetWindow().ShowIndicator( Dali::Window::INVISIBLE );
-
-  Stage stage = Stage::GetCurrent();
-  Vector2 stageSize =  stage.GetSize();
-
-  mButtonLayer = Layer::New();
-  mButtonLayer.SetAnchorPoint( Dali::AnchorPoint::CENTER );
-  mButtonLayer.SetParentOrigin( Dali::ParentOrigin::CENTER );
-  mButtonLayer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
-  Toolkit::PushButton button = Toolkit::PushButton::New();
-  button.SetAnchorPoint( AnchorPoint::TOP_RIGHT );
-  button.SetParentOrigin( ParentOrigin::TOP_RIGHT );
-  button.SetProperty( Toolkit::DevelButton::Property::UNSELECTED_BACKGROUND_VISUAL, CHANGE_IMAGE_ICON );
-  button.SetProperty( Toolkit::DevelButton::Property::SELECTED_BACKGROUND_VISUAL, CHANGE_IMAGE_ICON_SELECTED );
-  button.SetLeaveRequired( true );
-  button.SetScale(1.5f);
-  button.PressedSignal().Connect( this, &PageTurnController::OnButtonClicked );
-  stage.Add( mButtonLayer );
-  mButtonLayer.Add(button);
-
-  Vector2 bookSize( stageSize.x > stageSize.y ? stageSize.y : stageSize.x,
-                    stageSize.x > stageSize.y ? stageSize.x : stageSize.y );
-
-  mPageTurnPortraitView = PageTurnPortraitView::New( mPortraitPageFactory, bookSize );
-  mPageTurnPortraitView.SetParentOrigin( ParentOrigin::CENTER );
-  mPageTurnPortraitView.SetAnchorPoint( AnchorPoint::CENTER );
-  mPageTurnPortraitView.SetProperty( PageTurnView::Property::SPINE_SHADOW, Vector2(70.f, 30.f) );
-  mPageTurnPortraitView.PageTurnStartedSignal().Connect( this, &PageTurnController::OnPageStartedTurn );
-  mPageTurnPortraitView.PageTurnFinishedSignal().Connect( this, &PageTurnController::OnPageFinishedTurn );
-  mPageTurnPortraitView.PagePanStartedSignal().Connect( this, &PageTurnController::OnPageStartedPan );
-  mPageTurnPortraitView.PagePanFinishedSignal().Connect( this, &PageTurnController::OnPageFinishedPan );
-
-  mPageTurnLandscapeView = PageTurnLandscapeView::New( mLandscapePageFactory, Vector2(bookSize.y*0.5f, bookSize.x) );
-  mPageTurnLandscapeView.SetParentOrigin( ParentOrigin::CENTER );
-  mPageTurnLandscapeView.SetAnchorPoint( AnchorPoint::CENTER );
-  mPageTurnLandscapeView.PageTurnStartedSignal().Connect( this, &PageTurnController::OnPageStartedTurn );
-  mPageTurnLandscapeView.PageTurnFinishedSignal().Connect( this, &PageTurnController::OnPageFinishedTurn );
-  mPageTurnLandscapeView.PagePanStartedSignal().Connect( this, &PageTurnController::OnPageStartedPan );
-  mPageTurnLandscapeView.PagePanFinishedSignal().Connect( this, &PageTurnController::OnPageFinishedPan );
-
-  if( stageSize.x > stageSize.y )
-  {
-    stage.Add(mPageTurnLandscapeView);
-    mPageTurnPortraitView.SetOrientation(Degree(90.f), Vector3::ZAXIS);
-    mIsPortrait = false;
-  }
-  else
-  {
-    stage.Add(mPageTurnPortraitView);
-    mPageTurnLandscapeView.SetOrientation(Degree(90.f), Vector3::ZAXIS);
-    mIsPortrait = true;
-  }
-
-  mButtonLayer.RaiseToTop();
-}
-
-bool PageTurnController::OnButtonClicked(Toolkit::Button button)
-{
-  if( mIsPortrait )
-  {
-    mPageTurnPortraitView.Unparent();
-    Stage::GetCurrent().Add( mPageTurnLandscapeView );
-    int pageId = mPageTurnPortraitView.GetProperty( PageTurnView::Property::CURRENT_PAGE_ID ).Get<int>();
-    int currentPage = ceil( static_cast<float>(pageId) / PAGE_NUMBER_CORRESPONDING_RATIO );
-    mPageTurnLandscapeView.SetProperty(PageTurnView::Property::CURRENT_PAGE_ID, currentPage );
-  }
-  else
-  {
-    mPageTurnLandscapeView.Unparent();
-    Stage::GetCurrent().Add( mPageTurnPortraitView );
-    int pageId = mPageTurnLandscapeView.GetProperty( PageTurnView::Property::CURRENT_PAGE_ID ).Get<int>();
-    int currentPage = floor(pageId * PAGE_NUMBER_CORRESPONDING_RATIO );
-    mPageTurnPortraitView.SetProperty(PageTurnView::Property::CURRENT_PAGE_ID, currentPage );
-  }
-
-  mIsPortrait = !mIsPortrait;
-  mButtonLayer.RaiseToTop();
-  return true;
-}
-
-/**
- * Main key event handler
- */
-void PageTurnController::OnKeyEvent(const KeyEvent& event)
-{
-  if(event.state == KeyEvent::Down)
-  {
-    if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
-    {
-      mApplication.Quit();
-    }
-  }
-}
-
-void PageTurnController::OnPageStartedTurn( PageTurnView pageTurnView, unsigned int pageIndex, bool isTurningForward )
-{
-  std::cout<< ( ( pageTurnView == mPageTurnPortraitView ) ? " portrait: " : " Landscape: " )
-           << " page " << pageIndex
-           << ( isTurningForward ? " is starting to turn forward" : " is starting to turn backward" )
-           << std::endl;
-}
-
-void PageTurnController::OnPageFinishedTurn( PageTurnView pageTurnView, unsigned int pageIndex, bool isTurningForward )
-{
-  std::cout<< ( ( pageTurnView == mPageTurnPortraitView ) ? " portrait: " : " Landscape: " )
-           << " page " << pageIndex
-           << ( isTurningForward ? " has finished turning forward" : " has finished turning backward" )
-           << std::endl;
-}
-
-void PageTurnController::OnPageStartedPan( PageTurnView pageTurnView )
-{
-  std::cout<< "Starting to pan" << std::endl;
-}
-
-void PageTurnController::OnPageFinishedPan( PageTurnView pageTurnView )
-{
-  std::cout<< "Finished panning" << std::endl;
-}
-
-// Entry point for applications
-int DALI_EXPORT_API main( int argc, char **argv )
-{
-  Application app = Application::New(&argc, &argv, DEMO_THEME_PATH);
-  PageTurnController test ( app );
-
-  app.MainLoop();
-
-  return 0;
-}
diff --git a/examples/super-blur-bloom/super-blur-bloom-example.cpp b/examples/super-blur-bloom/super-blur-bloom-example.cpp
deleted file mode 100644 (file)
index d466e9f..0000000
+++ /dev/null
@@ -1,309 +0,0 @@
-/*
- * Copyright (c) 2017 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 <dali/dali.h>
-#include <dali-toolkit/dali-toolkit.h>
-#include <dali-toolkit/devel-api/controls/bloom-view/bloom-view.h>
-#include <dali-toolkit/devel-api/controls/buttons/button-devel.h>
-#include <dali-toolkit/devel-api/controls/super-blur-view/super-blur-view.h>
-#include "shared/view.h"
-#include "shared/utility.h"
-
-using namespace Dali;
-
-namespace
-{
-const char * const TOOLBAR_IMAGE( DEMO_IMAGE_DIR "top-bar.png" );
-const char * const TITLE_SUPER_BLUR( "Super Blur" );
-const char * const TITLE_BLOOM( "Bloom" );
-const char * const CHANGE_BACKGROUND_ICON( DEMO_IMAGE_DIR "icon-change.png" );
-const char * const CHANGE_BACKGROUND_ICON_SELECTED( DEMO_IMAGE_DIR "icon-change-selected.png" );
-const char * const CHANGE_BLUR_ICON( DEMO_IMAGE_DIR "icon-replace.png" );
-const char * const CHANGE_BLUR_ICON_SELECTED( DEMO_IMAGE_DIR "icon-replace-selected.png" );
-
-const char* BACKGROUND_IMAGES[]=
-{
-  DEMO_IMAGE_DIR "background-1.jpg",
-  DEMO_IMAGE_DIR "background-2.jpg",
-  DEMO_IMAGE_DIR "background-3.jpg",
-  DEMO_IMAGE_DIR "background-4.jpg",
-  DEMO_IMAGE_DIR "background-5.jpg",
-  DEMO_IMAGE_DIR "background-magnifier.jpg",
-};
-const unsigned int NUM_BACKGROUND_IMAGES( sizeof( BACKGROUND_IMAGES ) / sizeof( BACKGROUND_IMAGES[0] ) );
-
-}
-
-class BlurExample : public ConnectionTracker
-{
-public:
-  BlurExample(Application &app)
-  : mApp(app),
-    mImageIndex( 0 ),
-    mIsBlurring( false )
-  {
-    // Connect to the Application's Init signal
-    app.InitSignal().Connect(this, &BlurExample::Create);
-  }
-
-  ~BlurExample()
-  {
-  }
-private:
-  // The Init signal is received once (only) during the Application lifetime
-  void Create(Application& app)
-  {
-    Stage stage = Stage::GetCurrent();
-    Vector2 stageSize = stage.GetSize();
-
-    stage.KeyEventSignal().Connect(this, &BlurExample::OnKeyEvent);
-
-    // Creates a default view with a default tool bar.
-    // The view is added to the stage.
-    Layer content = DemoHelper::CreateView( app,
-                                            mBackground,
-                                            mToolBar,
-                                            "",
-                                            TOOLBAR_IMAGE,
-                                            "" );
-
-    // Add a button to change background. (right of toolbar)
-    Toolkit::PushButton changeBackgroundButton = Toolkit::PushButton::New();
-    changeBackgroundButton.SetProperty( Toolkit::DevelButton::Property::UNSELECTED_BACKGROUND_VISUAL, CHANGE_BACKGROUND_ICON );
-    changeBackgroundButton.SetProperty( Toolkit::DevelButton::Property::SELECTED_BACKGROUND_VISUAL, CHANGE_BACKGROUND_ICON_SELECTED );
-
-    changeBackgroundButton.ClickedSignal().Connect( this, &BlurExample::OnChangeBackgroundIconClicked );
-    mToolBar.AddControl( changeBackgroundButton,
-        DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage,
-        Toolkit::Alignment::HorizontalRight,
-        DemoHelper::DEFAULT_MODE_SWITCH_PADDING  );
-
-    // Add a button to change the blur view. (left of toolbar)
-    Toolkit::PushButton changeBlurButton = Toolkit::PushButton::New();
-    changeBlurButton.SetProperty( Toolkit::DevelButton::Property::UNSELECTED_BACKGROUND_VISUAL, CHANGE_BLUR_ICON );
-    changeBlurButton.SetProperty( Toolkit::DevelButton::Property::SELECTED_BACKGROUND_VISUAL, CHANGE_BLUR_ICON_SELECTED );
-
-    changeBlurButton.ClickedSignal().Connect( this, &BlurExample::OnChangeBlurIconClicked );
-    mToolBar.AddControl( changeBlurButton,
-        DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage,
-        Toolkit::Alignment::HorizontalLeft,
-        DemoHelper::DEFAULT_MODE_SWITCH_PADDING  );
-
-    mSuperBlurView = Toolkit::SuperBlurView::New( 5 );
-    mSuperBlurView.SetSize( stageSize );
-    mSuperBlurView.SetParentOrigin( ParentOrigin::CENTER );
-    mSuperBlurView.SetAnchorPoint( AnchorPoint::CENTER );
-    mSuperBlurView.BlurFinishedSignal().Connect(this, &BlurExample::OnBlurFinished);
-    mCurrentImage = DemoHelper::LoadStageFillingImage( BACKGROUND_IMAGES[mImageIndex] );
-    mSuperBlurView.SetImage( mCurrentImage );
-    mBackground.Add( mSuperBlurView );
-    mIsBlurring = true;
-    SetTitle( TITLE_SUPER_BLUR );
-
-    mBloomView = Toolkit::BloomView::New();
-    mBloomView.SetParentOrigin(ParentOrigin::CENTER);
-    mBloomView.SetSize(stageSize);
-    mBloomActor = Toolkit::ImageView::New(mCurrentImage);
-    mBloomActor.SetParentOrigin( ParentOrigin::CENTER );
-    mBloomView.Add( mBloomActor );
-
-    // Connect the callback to the touch signal on the background
-    mSuperBlurView.TouchSignal().Connect( this, &BlurExample::OnTouch );
-    mBloomView.TouchSignal().Connect( this, &BlurExample::OnTouch );
-  }
-
-  // Callback function of the touch signal on the background
-  bool OnTouch(Dali::Actor actor, const Dali::TouchData& event)
-  {
-    switch( event.GetState( 0 ) )
-    {
-      case PointState::DOWN:
-      {
-        if( mAnimation )
-        {
-          mAnimation.Clear();
-        }
-
-        mAnimation = Animation::New( 2.f );
-        if( mSuperBlurView.OnStage() )
-        {
-          mAnimation.AnimateTo( Property( mSuperBlurView, mSuperBlurView.GetBlurStrengthPropertyIndex() ), 1.f );
-        }
-        else
-        {
-          mAnimation.AnimateTo( Property( mBloomView, mBloomView.GetBloomIntensityPropertyIndex() ), 3.f );
-        }
-        mAnimation.Play();
-        break;
-      }
-      case PointState::UP:
-      case PointState::LEAVE:
-      case PointState::INTERRUPTED:
-      {
-        if( mAnimation )
-        {
-          mAnimation.Clear();
-        }
-
-        mAnimation = Animation::New( 2.f );
-        if( mSuperBlurView.OnStage() )
-        {
-          mAnimation.AnimateTo( Property( mSuperBlurView, mSuperBlurView.GetBlurStrengthPropertyIndex() ), 0.f );
-        }
-        else
-        {
-          mAnimation.AnimateTo( Property( mBloomView, mBloomView.GetBloomIntensityPropertyIndex() ), 0.f );
-        }
-        mAnimation.Play();
-        break;
-      }
-      case PointState::MOTION:
-      case PointState::STATIONARY:
-      {
-        break;
-      }
-    }
-    return true;
-  }
-
-  /**
-   * Main key event handler
-   */
-  void OnKeyEvent(const KeyEvent& event)
-  {
-    if(event.state == KeyEvent::Down)
-    {
-      if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
-      {
-        mApp.Quit();
-      }
-    }
-  }
-
-  bool OnChangeBackgroundIconClicked( Toolkit::Button button )
-  {
-    if( mIsBlurring )
-    {
-      return true;
-    }
-
-    if( mAnimation )
-    {
-      mAnimation.Clear();
-    }
-
-    mImageIndex = (mImageIndex+1u)%NUM_BACKGROUND_IMAGES;
-    mCurrentImage = DemoHelper::LoadStageFillingImage( BACKGROUND_IMAGES[mImageIndex] );
-
-    if( mSuperBlurView.OnStage() )
-    {
-      mIsBlurring = true;
-
-      mSuperBlurView.SetBlurStrength( 0.f );
-      mSuperBlurView.SetImage( mCurrentImage );
-    }
-    else
-    {
-      mBloomView.SetProperty( mBloomView.GetBloomIntensityPropertyIndex(), 0.f );
-      mBloomActor.SetImage( mCurrentImage );
-    }
-
-    return true;
-  }
-
-  bool OnChangeBlurIconClicked( Toolkit::Button button )
-  {
-    if( mSuperBlurView.OnStage() )
-    {
-      SetTitle( TITLE_BLOOM );
-      mBackground.Remove( mSuperBlurView );
-
-      mBloomActor.SetImage( mCurrentImage );
-      mBloomView.SetProperty( mBloomView.GetBloomIntensityPropertyIndex(), 0.f );
-      mBackground.Add( mBloomView );
-      mBloomView.Activate();
-
-    }
-    else
-    {
-      SetTitle( TITLE_SUPER_BLUR );
-      mBackground.Remove( mBloomView );
-      mBloomView.Deactivate();
-
-      mBackground.Add( mSuperBlurView );
-      mSuperBlurView.SetBlurStrength( 0.f );
-      mSuperBlurView.SetImage( mCurrentImage );
-      mIsBlurring = true;
-    }
-
-    return true;
-  }
-
-  void OnBlurFinished( Toolkit::SuperBlurView blurView )
-  {
-    mIsBlurring = false;
-  }
-
-  /**
-   * Sets/Updates the title of the View
-   * @param[in] title The new title for the view.
-   */
-  void SetTitle(const std::string& title)
-  {
-    if(!mTitleActor)
-    {
-      mTitleActor = DemoHelper::CreateToolBarLabel( title );
-      // Add title to the tool bar.
-      mToolBar.AddControl( mTitleActor, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarTitlePercentage, Toolkit::Alignment::HorizontalCenter );
-    }
-
-    mTitleActor.SetProperty( Toolkit::TextLabel::Property::TEXT, title );
-  }
-
-private:
-
-  Application&               mApp;
-  Toolkit::ToolBar           mToolBar;
-  Toolkit::TextLabel         mTitleActor;             ///< The Toolbar's Title.
-  Toolkit::Control           mBackground;
-  Toolkit::SuperBlurView     mSuperBlurView;
-  Toolkit::BloomView         mBloomView;
-  Animation                  mAnimation;
-  Toolkit::ImageView         mBloomActor;
-  Image                      mCurrentImage;
-  unsigned int               mImageIndex;
-  bool                       mIsBlurring;
-};
-
-/*****************************************************************************/
-
-static void
-RunTest(Application& app)
-{
-  BlurExample theApp(app);
-  app.MainLoop();
-}
-
-/*****************************************************************************/
-
-int DALI_EXPORT_API main(int argc, char **argv)
-{
-  Application app = Application::New(&argc, &argv, DEMO_THEME_PATH);
-
-  RunTest(app);
-
-  return 0;
-}
index a384ac3..cc27807 100755 (executable)
@@ -79,12 +79,6 @@ msgstr "মেশ অসংযোগ"
 msgid "DALI_DEMO_STR_TITLE_MESH_VISUAL"
 msgstr "3D অনুগামী"
 
-msgid "DALI_DEMO_STR_TITLE_METABALL_EXPLOSION"
-msgstr "মেটাবল মহা-বিস্ফোৰণবাদ"
-
-msgid "DALI_DEMO_STR_TITLE_METABALL_REFRAC"
-msgstr "মেটাবল প্ৰতিসৰিত"
-
 msgid "DALI_DEMO_STR_TITLE_MOTION_BLUR"
 msgstr "অস্পষ্ট"
 
@@ -97,9 +91,6 @@ msgstr "অইন অনুবিম্ব"
 msgid "DALI_DEMO_STR_TITLE_NEGOTIATE_SIZE"
 msgstr "অকণমান আপোচ কৰ্"
 
-msgid "DALI_DEMO_STR_TITLE_PAGE_TURN_VIEW"
-msgstr "পৃষ্ঠা লেআউট"
-
 msgid "DALI_DEMO_STR_TITLE_POPUP"
 msgstr "পোপা মেনু"
 
@@ -130,9 +121,6 @@ msgstr "তাৰকা"
 msgid "DALI_DEMO_STR_TITLE_STYLING"
 msgstr "শৈলী"
 
-msgid "DALI_DEMO_STR_TITLE_SUPER_BLUR_BLOOM"
-msgstr "অস্পষ্টকৈ অপুষ্পক"
-
 msgid "DALI_DEMO_STR_TITLE_TEXTURED_MESH"
 msgstr "টেক্সটারেদ মেশ"
 
index ed6593d..ece6e56 100755 (executable)
@@ -79,12 +79,6 @@ msgstr "Mesh Sortierung"
 msgid "DALI_DEMO_STR_TITLE_MESH_VISUAL"
 msgstr "3D-Modelle"
 
-msgid "DALI_DEMO_STR_TITLE_METABALL_EXPLOSION"
-msgstr "Metaball Explosion"
-
-msgid "DALI_DEMO_STR_TITLE_METABALL_REFRAC"
-msgstr "Metaball Brechung"
-
 msgid "DALI_DEMO_STR_TITLE_MOTION_BLUR"
 msgstr "Bewegungsunschärfe"
 
@@ -97,9 +91,6 @@ msgstr "Nativen Bild"
 msgid "DALI_DEMO_STR_TITLE_NEGOTIATE_SIZE"
 msgstr "Größe Verhandlung"
 
-msgid "DALI_DEMO_STR_TITLE_PAGE_TURN_VIEW"
-msgstr "Seite wechseln"
-
 msgid "DALI_DEMO_STR_TITLE_POPUP"
 msgstr "Popup-Menü"
 
@@ -130,9 +121,6 @@ msgstr "Funkeln"
 msgid "DALI_DEMO_STR_TITLE_STYLING"
 msgstr "Styling"
 
-msgid "DALI_DEMO_STR_TITLE_SUPER_BLUR_BLOOM"
-msgstr "Unschärfe und blühen"
-
 msgid "DALI_DEMO_STR_TITLE_TEXTURED_MESH"
 msgstr "Strukturiertem Mesh"
 
index 933be8b..5054071 100755 (executable)
@@ -79,12 +79,6 @@ msgstr "Mesh Sorting"
 msgid "DALI_DEMO_STR_TITLE_MESH_VISUAL"
 msgstr "Mesh Visual"
 
-msgid "DALI_DEMO_STR_TITLE_METABALL_EXPLOSION"
-msgstr "Metaball Explosion"
-
-msgid "DALI_DEMO_STR_TITLE_METABALL_REFRAC"
-msgstr "Metaball Refraction"
-
 msgid "DALI_DEMO_STR_TITLE_MOTION_BLUR"
 msgstr "Motion Blur"
 
@@ -97,9 +91,6 @@ msgstr "Native Image Source"
 msgid "DALI_DEMO_STR_TITLE_NEGOTIATE_SIZE"
 msgstr "Negotiate Size"
 
-msgid "DALI_DEMO_STR_TITLE_PAGE_TURN_VIEW"
-msgstr "Page Turn View"
-
 msgid "DALI_DEMO_STR_TITLE_POPUP"
 msgstr "Popup"
 
@@ -130,9 +121,6 @@ msgstr "Sparkle"
 msgid "DALI_DEMO_STR_TITLE_STYLING"
 msgstr "Styling"
 
-msgid "DALI_DEMO_STR_TITLE_SUPER_BLUR_BLOOM"
-msgstr "Super Blur and Bloom"
-
 msgid "DALI_DEMO_STR_TITLE_TEXTURED_MESH"
 msgstr "Mesh Texture"
 
index c5a288d..28ed480 100755 (executable)
@@ -79,12 +79,6 @@ msgstr "Mesh Sorting"
 msgid "DALI_DEMO_STR_TITLE_MESH_VISUAL"
 msgstr "Mesh Visual"
 
-msgid "DALI_DEMO_STR_TITLE_METABALL_EXPLOSION"
-msgstr "Metaball Explosion"
-
-msgid "DALI_DEMO_STR_TITLE_METABALL_REFRAC"
-msgstr "Metaball Refraction"
-
 msgid "DALI_DEMO_STR_TITLE_MOTION_BLUR"
 msgstr "Motion Blur"
 
@@ -97,9 +91,6 @@ msgstr "Native Image Source"
 msgid "DALI_DEMO_STR_TITLE_NEGOTIATE_SIZE"
 msgstr "Negotiate Size"
 
-msgid "DALI_DEMO_STR_TITLE_PAGE_TURN_VIEW"
-msgstr "Page Turn View"
-
 msgid "DALI_DEMO_STR_TITLE_POPUP"
 msgstr "Popup"
 
@@ -130,9 +121,6 @@ msgstr "Sparkle"
 msgid "DALI_DEMO_STR_TITLE_STYLING"
 msgstr "Styling"
 
-msgid "DALI_DEMO_STR_TITLE_SUPER_BLUR_BLOOM"
-msgstr "Super Blur and Bloom"
-
 msgid "DALI_DEMO_STR_TITLE_TEXTURED_MESH"
 msgstr "Mesh Texture"
 
index 2ea1dee..6426481 100755 (executable)
@@ -79,12 +79,6 @@ msgstr "Ordenacion de geometrias"
 msgid "DALI_DEMO_STR_TITLE_MESH_VISUAL"
 msgstr "Gemeotria 3D"
 
-msgid "DALI_DEMO_STR_TITLE_METABALL_EXPLOSION"
-msgstr "Explosion de metabolas"
-
-msgid "DALI_DEMO_STR_TITLE_METABALL_REFRAC"
-msgstr "Refraccion de metabolas"
-
 msgid "DALI_DEMO_STR_TITLE_MOTION_BLUR"
 msgstr "Desenfoque de movimiento"
 
@@ -97,9 +91,6 @@ msgstr "Fuente de imagenes nativas"
 msgid "DALI_DEMO_STR_TITLE_NEGOTIATE_SIZE"
 msgstr "Negociacion de tamaño"
 
-msgid "DALI_DEMO_STR_TITLE_PAGE_TURN_VIEW"
-msgstr "Vista de páginas"
-
 msgid "DALI_DEMO_STR_TITLE_POPUP"
 msgstr "Popup"
 
@@ -130,9 +121,6 @@ msgstr "Brillar"
 msgid "DALI_DEMO_STR_TITLE_STYLING"
 msgstr "Estilo"
 
-msgid "DALI_DEMO_STR_TITLE_SUPER_BLUR_BLOOM"
-msgstr "Efecto blur y bloom"
-
 msgid "DALI_DEMO_STR_TITLE_TEXTURED_MESH"
 msgstr "Geometria con texturas"
 
index 476f975..57f5600 100755 (executable)
@@ -79,12 +79,6 @@ msgstr "Polygoniverkon Lajittelu"
 msgid "DALI_DEMO_STR_TITLE_MESH_VISUAL"
 msgstr "Polygoniverkkovisuaali"
 
-msgid "DALI_DEMO_STR_TITLE_METABALL_EXPLOSION"
-msgstr "Metaball Räjähdys"
-
-msgid "DALI_DEMO_STR_TITLE_METABALL_REFRAC"
-msgstr "Metaball Valon Taittumisella"
-
 msgid "DALI_DEMO_STR_TITLE_MOTION_BLUR"
 msgstr "Liikesumennus"
 
@@ -97,9 +91,6 @@ msgstr "Natiivi Kuvalähde"
 msgid "DALI_DEMO_STR_TITLE_NEGOTIATE_SIZE"
 msgstr "Kokoneuvottelu"
 
-msgid "DALI_DEMO_STR_TITLE_PAGE_TURN_VIEW"
-msgstr "Sivunkääntönäkymä"
-
 msgid "DALI_DEMO_STR_TITLE_POPUP"
 msgstr "Ponnahdusikkuna"
 
@@ -130,9 +121,6 @@ msgstr "Kimalteluefekti"
 msgid "DALI_DEMO_STR_TITLE_STYLING"
 msgstr "UI Tyyli"
 
-msgid "DALI_DEMO_STR_TITLE_SUPER_BLUR_BLOOM"
-msgstr "Erikoissumennus ja Hehku efekti"
-
 msgid "DALI_DEMO_STR_TITLE_TEXTURED_MESH"
 msgstr "Teksturoitu Polygoniverkko"
 
index 659b301..0b375c6 100755 (executable)
@@ -79,12 +79,6 @@ msgstr "메쉬 분류"
 msgid "DALI_DEMO_STR_TITLE_MESH_VISUAL"
 msgstr "메쉬 비주얼"
 
-msgid "DALI_DEMO_STR_TITLE_METABALL_EXPLOSION"
-msgstr "메타볼 폭발"
-
-msgid "DALI_DEMO_STR_TITLE_METABALL_REFRAC"
-msgstr "메타볼 굴절"
-
 msgid "DALI_DEMO_STR_TITLE_MOTION_BLUR"
 msgstr "모션 블러"
 
@@ -97,9 +91,6 @@ msgstr "네이티브 이미지 소스"
 msgid "DALI_DEMO_STR_TITLE_NEGOTIATE_SIZE"
 msgstr "사이즈 조절"
 
-msgid "DALI_DEMO_STR_TITLE_PAGE_TURN_VIEW"
-msgstr "책장 넘기기"
-
 msgid "DALI_DEMO_STR_TITLE_POPUP"
 msgstr "팝업"
 
@@ -130,9 +121,6 @@ msgstr "불꽃"
 msgid "DALI_DEMO_STR_TITLE_STYLING"
 msgstr "스타일링"
 
-msgid "DALI_DEMO_STR_TITLE_SUPER_BLUR_BLOOM"
-msgstr "블러링 이펙트"
-
 msgid "DALI_DEMO_STR_TITLE_TEXTURED_MESH"
 msgstr "텍스쳐 메쉬"
 
index 7d37255..414c7bd 100755 (executable)
@@ -79,12 +79,6 @@ msgstr "തരംതിരിക്കലിനായി mesh"
 msgid "DALI_DEMO_STR_TITLE_MESH_VISUAL"
 msgstr "3D മോഡലിങ്"
 
-msgid "DALI_DEMO_STR_TITLE_METABALL_EXPLOSION"
-msgstr "മെറ്റാ പന്ത് സ്ഫോടനം"
-
-msgid "DALI_DEMO_STR_TITLE_METABALL_REFRAC"
-msgstr "മെറ്റാ പന്ത് അപവർത്തനം"
-
 msgid "DALI_DEMO_STR_TITLE_MOTION_BLUR"
 msgstr "അവ്യക്തമാക്കല്"
 
@@ -97,9 +91,6 @@ msgstr "നേറ്റീവ് ചിത്രം"
 msgid "DALI_DEMO_STR_TITLE_NEGOTIATE_SIZE"
 msgstr "വലുപ്പം കൂടിയാലോചന"
 
-msgid "DALI_DEMO_STR_TITLE_PAGE_TURN_VIEW"
-msgstr "പേജ് ലേഔട്ട്"
-
 msgid "DALI_DEMO_STR_TITLE_POPUP"
 msgstr "പോപപ്പ് മെനുവിൽ"
 
@@ -130,9 +121,6 @@ msgstr "നക്ഷത്ര"
 msgid "DALI_DEMO_STR_TITLE_STYLING"
 msgstr "ശൈലി"
 
-msgid "DALI_DEMO_STR_TITLE_SUPER_BLUR_BLOOM"
-msgstr "മങ്ങൽ പൂക്കൽ"
-
 msgid "DALI_DEMO_STR_TITLE_TEXTURED_MESH"
 msgstr "ടെക്സ്ചർ mesh"
 
index cb07dd1..d7b6cc6 100755 (executable)
@@ -79,12 +79,6 @@ msgstr "میش کی چھنٹائی"
 msgid "DALI_DEMO_STR_TITLE_MESH_VISUAL"
 msgstr "3D میش"
 
-msgid "DALI_DEMO_STR_TITLE_METABALL_EXPLOSION"
-msgstr "میٹابال دھماکہ"
-
-msgid "DALI_DEMO_STR_TITLE_METABALL_REFRAC"
-msgstr "میٹابال اپورتن"
-
 msgid "DALI_DEMO_STR_TITLE_MOTION_BLUR"
 msgstr "دھندلانے کی حرکت"
 
@@ -97,9 +91,6 @@ msgstr "نیٹو تصویر"
 msgid "DALI_DEMO_STR_TITLE_NEGOTIATE_SIZE"
 msgstr "سائز مذاکرات"
 
-msgid "DALI_DEMO_STR_TITLE_PAGE_TURN_VIEW"
-msgstr "کتاب"
-
 msgid "DALI_DEMO_STR_TITLE_POPUP"
 msgstr "پاپ اپ"
 
@@ -130,9 +121,6 @@ msgstr "سٹار"
 msgid "DALI_DEMO_STR_TITLE_STYLING"
 msgstr "سٹائل"
 
-msgid "DALI_DEMO_STR_TITLE_SUPER_BLUR_BLOOM"
-msgstr "دھندلاپن اور بلوم"
-
 msgid "DALI_DEMO_STR_TITLE_TEXTURED_MESH"
 msgstr "ٹیکسچرد میش"
 
index 68087e2..55e7377 100755 (executable)
@@ -79,12 +79,6 @@ msgstr "网格排序"
 msgid "DALI_DEMO_STR_TITLE_MESH_VISUAL"
 msgstr "3D模型"
 
-msgid "DALI_DEMO_STR_TITLE_METABALL_EXPLOSION"
-msgstr "元球爆炸"
-
-msgid "DALI_DEMO_STR_TITLE_METABALL_REFRAC"
-msgstr "元球折射"
-
 msgid "DALI_DEMO_STR_TITLE_MOTION_BLUR"
 msgstr "动作模糊"
 
@@ -97,9 +91,6 @@ msgstr "本地图像"
 msgid "DALI_DEMO_STR_TITLE_NEGOTIATE_SIZE"
 msgstr "尺寸协商"
 
-msgid "DALI_DEMO_STR_TITLE_PAGE_TURN_VIEW"
-msgstr "翻页"
-
 msgid "DALI_DEMO_STR_TITLE_POPUP"
 msgstr "弹窗"
 
@@ -130,9 +121,6 @@ msgstr "火花"
 msgid "DALI_DEMO_STR_TITLE_STYLING"
 msgstr "样式"
 
-msgid "DALI_DEMO_STR_TITLE_SUPER_BLUR_BLOOM"
-msgstr "模糊及泛光"
-
 msgid "DALI_DEMO_STR_TITLE_TEXTURED_MESH"
 msgstr "纹理网格"
 
index 47f8f4f..6c6d171 100644 (file)
@@ -60,13 +60,10 @@ extern "C"
 #define DALI_DEMO_STR_TITLE_MESH_MORPH                  dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_MESH_MORPH")
 #define DALI_DEMO_STR_TITLE_MESH_SORTING                dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_MESH_SORTING")
 #define DALI_DEMO_STR_TITLE_MESH_VISUAL                 dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_MESH_VISUAL")
-#define DALI_DEMO_STR_TITLE_METABALL_EXPLOSION          dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_METABALL_EXPLOSION")
-#define DALI_DEMO_STR_TITLE_METABALL_REFRAC             dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_METABALL_REFRAC")
 #define DALI_DEMO_STR_TITLE_MOTION_BLUR                 dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_MOTION_BLUR")
 #define DALI_DEMO_STR_TITLE_MOTION_STRETCH              dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_MOTION_STRETCH")
 #define DALI_DEMO_STR_TITLE_NATIVE_IMAGE_SOURCE         dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_NATIVE_IMAGE_SOURCE")
 #define DALI_DEMO_STR_TITLE_NEGOTIATE_SIZE              dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_NEGOTIATE_SIZE")
-#define DALI_DEMO_STR_TITLE_PAGE_TURN_VIEW              dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_PAGE_TURN_VIEW")
 #define DALI_DEMO_STR_TITLE_POPUP                       dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_POPUP")
 #define DALI_DEMO_STR_TITLE_PRIMITIVE_SHAPES            dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_PRIMITIVE_SHAPES")
 #define DALI_DEMO_STR_TITLE_PROGRESS_BAR                dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_PROGRESS_BAR")
@@ -76,7 +73,6 @@ extern "C"
 #define DALI_DEMO_STR_TITLE_SCROLL_VIEW                 dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_SCROLL_VIEW")
 #define DALI_DEMO_STR_TITLE_SPARKLE                     dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_SPARKLE")
 #define DALI_DEMO_STR_TITLE_STYLING                     dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_STYLING")
-#define DALI_DEMO_STR_TITLE_SUPER_BLUR_BLOOM            dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_SUPER_BLUR_BLOOM")
 #define DALI_DEMO_STR_TITLE_TEXTURED_MESH               dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_TEXTURED_MESH")
 #define DALI_DEMO_STR_TITLE_TEXT_EDITOR                 dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_TEXT_EDITOR")
 #define DALI_DEMO_STR_TITLE_TEXT_FIELD                  dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_TEXT_FIELD")
@@ -117,13 +113,10 @@ extern "C"
 #define DALI_DEMO_STR_TITLE_MESH_MORPH                  "Mesh Morph"
 #define DALI_DEMO_STR_TITLE_MESH_SORTING                "Mesh Sorting"
 #define DALI_DEMO_STR_TITLE_MESH_VISUAL                 "Mesh Visual"
-#define DALI_DEMO_STR_TITLE_METABALL_EXPLOSION          "Metaball Explosion"
-#define DALI_DEMO_STR_TITLE_METABALL_REFRAC             "Metaball Refractions"
 #define DALI_DEMO_STR_TITLE_MOTION_BLUR                 "Motion Blur"
 #define DALI_DEMO_STR_TITLE_MOTION_STRETCH              "Motion Stretch"
 #define DALI_DEMO_STR_TITLE_NATIVE_IMAGE_SOURCE         "Native Image Source"
 #define DALI_DEMO_STR_TITLE_NEGOTIATE_SIZE              "Negotiate Size"
-#define DALI_DEMO_STR_TITLE_PAGE_TURN_VIEW              "Page Turn View"
 #define DALI_DEMO_STR_TITLE_POPUP                       "Popup"
 #define DALI_DEMO_STR_TITLE_PRIMITIVE_SHAPES            "Primitive Shapes"
 #define DALI_DEMO_STR_TITLE_PROGRESS_BAR                "Progress Bar"
@@ -133,7 +126,6 @@ extern "C"
 #define DALI_DEMO_STR_TITLE_SCROLL_VIEW                 "Scroll View"
 #define DALI_DEMO_STR_TITLE_SPARKLE                     "Sparkle"
 #define DALI_DEMO_STR_TITLE_STYLING                     "Styling"
-#define DALI_DEMO_STR_TITLE_SUPER_BLUR_BLOOM            "Super Blur and Bloom"
 #define DALI_DEMO_STR_TITLE_TEXTURED_MESH               "Mesh Texture"
 #define DALI_DEMO_STR_TITLE_TEXT_EDITOR                 "Text Editor"
 #define DALI_DEMO_STR_TITLE_TEXT_FIELD                  "Text Field"