Updated all cpp files to new format
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / transition-effects / cube-transition-wave-effect-impl.cpp
index c9fdb2e..abbe286 100644 (file)
 
 namespace Dali
 {
-
 namespace Toolkit
 {
-
 namespace Internal
 {
-
-CubeTransitionWaveEffect::CubeTransitionWaveEffect( unsigned int numRows, unsigned int numColumns )
-: CubeTransitionEffect( numRows, numColumns ),
-  mSaddleAA( 1.f ),
-  mSaddleBB( 1.f ),
-  mSaddleB( 1.f )
+CubeTransitionWaveEffect::CubeTransitionWaveEffect(unsigned int numRows, unsigned int numColumns)
+: CubeTransitionEffect(numRows, numColumns),
+  mSaddleAA(1.f),
+  mSaddleBB(1.f),
+  mSaddleB(1.f)
 {
 }
 
-Toolkit::CubeTransitionWaveEffect CubeTransitionWaveEffect::New(unsigned int numRows, unsigned int numColumns )
+Toolkit::CubeTransitionWaveEffect CubeTransitionWaveEffect::New(unsigned int numRows, unsigned int numColumns)
 {
   // Create the implementation
-  IntrusivePtr< CubeTransitionWaveEffect > internalCubeTransEffect = new CubeTransitionWaveEffect( numRows, numColumns );
+  IntrusivePtr<CubeTransitionWaveEffect> internalCubeTransEffect = new CubeTransitionWaveEffect(numRows, numColumns);
 
   // Pass ownership to CustomActor handle
-  Toolkit::CubeTransitionWaveEffect cubeTransEffect( *internalCubeTransEffect );
+  Toolkit::CubeTransitionWaveEffect cubeTransEffect(*internalCubeTransEffect);
 
   //Initialization
   internalCubeTransEffect->Initialize();
@@ -51,55 +48,51 @@ Toolkit::CubeTransitionWaveEffect CubeTransitionWaveEffect::New(unsigned int num
 
 void CubeTransitionWaveEffect::OnInitialize()
 {
-  for( unsigned int idx = 0; idx < mTargetTiles.size(); idx++ )
+  for(unsigned int idx = 0; idx < mTargetTiles.size(); idx++)
   {
-    SetTargetRight( idx );
+    SetTargetRight(idx);
   }
 }
 
-void CubeTransitionWaveEffect::OnStartTransition( Vector2 panPosition, Vector2 panDisplacement )
+void CubeTransitionWaveEffect::OnStartTransition(Vector2 panPosition, Vector2 panDisplacement)
 {
   bool forward = panDisplacement.x < 0.0;
-  CalculateSaddleSurfaceParameters( panPosition, forward ? panDisplacement : -panDisplacement );
+  CalculateSaddleSurfaceParameters(panPosition, forward ? panDisplacement : -panDisplacement);
 
   float angle = Math::PI_2;
 
   unsigned int idx;
-  if( forward )
+  if(forward)
   {
-    for( idx = 0; idx < mTargetTiles.size(); idx++ )
+    for(idx = 0; idx < mTargetTiles.size(); idx++)
     {
-      SetTargetRight( idx );
+      SetTargetRight(idx);
     }
   }
   else
   {
     angle = -angle;
-    for( idx = 0; idx < mTargetTiles.size(); idx++ )
+    for(idx = 0; idx < mTargetTiles.size(); idx++)
     {
-      SetTargetLeft( idx );
+      SetTargetLeft(idx);
     }
   }
 
   float thirdAnimationDuration = mAnimationDuration / 3.f;
 
-  for( unsigned int y = 0; y < mRows; y++ )
+  for(unsigned int y = 0; y < mRows; y++)
   {
     idx = y * mColumns;
-    for( unsigned int x = 0; x < mColumns; x++, idx++)
+    for(unsigned int x = 0; x < mColumns; x++, idx++)
     {
       // the delay value is within 0.f ~ 2.f*thirdAnimationDuration
-      float delay = thirdAnimationDuration * CalculateDelay( x * mTileSize.width, y * mTileSize.height, forward );
+      float delay = thirdAnimationDuration * CalculateDelay(x * mTileSize.width, y * mTileSize.height, forward);
 
-      mAnimation.AnimateTo( Property( mBoxes[ idx ], Actor::Property::ORIENTATION ), Quaternion( Radian( -angle ), Vector3::YAXIS ),
-                            AlphaFunction::EASE_OUT_SINE, TimePeriod( delay, thirdAnimationDuration ) );
-      mAnimation.AnimateBy( Property( mBoxes[idx], Actor::Property::POSITION ), Vector3( 0.f, 0.f, -mCubeDisplacement ),
-                         AlphaFunction::BOUNCE, TimePeriod( delay, thirdAnimationDuration ) );
+      mAnimation.AnimateTo(Property(mBoxes[idx], Actor::Property::ORIENTATION), Quaternion(Radian(-angle), Vector3::YAXIS), AlphaFunction::EASE_OUT_SINE, TimePeriod(delay, thirdAnimationDuration));
+      mAnimation.AnimateBy(Property(mBoxes[idx], Actor::Property::POSITION), Vector3(0.f, 0.f, -mCubeDisplacement), AlphaFunction::BOUNCE, TimePeriod(delay, thirdAnimationDuration));
 
-      mAnimation.AnimateTo( Property( mCurrentTiles[ idx ], Actor::Property::COLOR ), HALF_BRIGHTNESS,
-                          AlphaFunction::EASE_OUT, TimePeriod( delay, thirdAnimationDuration ) );
-      mAnimation.AnimateTo( Property( mTargetTiles[ idx ], Actor::Property::COLOR ), FULL_BRIGHTNESS,
-                          AlphaFunction::EASE_IN, TimePeriod( delay, thirdAnimationDuration ) );
+      mAnimation.AnimateTo(Property(mCurrentTiles[idx], Actor::Property::COLOR), HALF_BRIGHTNESS, AlphaFunction::EASE_OUT, TimePeriod(delay, thirdAnimationDuration));
+      mAnimation.AnimateTo(Property(mTargetTiles[idx], Actor::Property::COLOR), FULL_BRIGHTNESS, AlphaFunction::EASE_IN, TimePeriod(delay, thirdAnimationDuration));
     }
   }
 
@@ -107,50 +100,50 @@ void CubeTransitionWaveEffect::OnStartTransition( Vector2 panPosition, Vector2 p
   mIsAnimating = true;
 }
 
-void  CubeTransitionWaveEffect::CalculateSaddleSurfaceParameters( Vector2 position, Vector2 displacement )
+void CubeTransitionWaveEffect::CalculateSaddleSurfaceParameters(Vector2 position, Vector2 displacement)
 {
-  const Vector2 size = Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).GetVectorXY();
+  const Vector2 size = Self().GetCurrentProperty<Vector3>(Actor::Property::SIZE).GetVectorXY();
   // the line passes through 'position' and has the direction of 'displacement'
   float coefA, coefB, coefC; //line equation: Ax+By+C=0;
   coefA = displacement.y;
   coefB = -displacement.x;
-  coefC = -displacement.y*position.x + displacement.x*position.y;
+  coefC = -displacement.y * position.x + displacement.x * position.y;
 
-  float inversedAABB = 1.f / (coefA*coefA+coefB*coefB);
+  float inversedAABB     = 1.f / (coefA * coefA + coefB * coefB);
   float inversedSqrtAABB = sqrtf(inversedAABB);
   float saddleA;
 
   if(displacement.y > 0)
   {
     //distance from (0,0) to the line
-    float distanceTopLeft =  fabsf(coefC) * inversedSqrtAABB;
+    float distanceTopLeft = fabsf(coefC) * inversedSqrtAABB;
     //distance from (viewAreaSize.x, viewAreaSize.y) to the line
-    float distanceBottomRight = fabsf(coefA*size.x+coefB*size.y+coefC) * inversedSqrtAABB;
-    saddleA = std::max( distanceTopLeft, distanceBottomRight );
+    float distanceBottomRight = fabsf(coefA * size.x + coefB * size.y + coefC) * inversedSqrtAABB;
+    saddleA                   = std::max(distanceTopLeft, distanceBottomRight);
 
     //foot of a perpendicular: (viewAreaSize.x,0) to the line
-    float footX1 = ( coefB*coefB*size.x - coefA*coefC) * inversedAABB;
-    float footY1 = (-coefA*coefB*size.x - coefB*coefC) * inversedAABB;
+    float footX1 = (coefB * coefB * size.x - coefA * coefC) * inversedAABB;
+    float footY1 = (-coefA * coefB * size.x - coefB * coefC) * inversedAABB;
     //foot of a perpendicular: (0,viewAreaSize.y) to the line
-    float footX2 = (-coefA*coefB*size.y - coefA*coefC) * inversedAABB;
-    float footY2 = ( coefA*coefA*size.y - coefB*coefC) * inversedAABB;
-    mSaddleBB = (footX1-footX2)*(footX1-footX2) + (footY1-footY2)*(footY1-footY2);
-    mTranslation = Vector2(-footX2,-footY2);
+    float footX2 = (-coefA * coefB * size.y - coefA * coefC) * inversedAABB;
+    float footY2 = (coefA * coefA * size.y - coefB * coefC) * inversedAABB;
+    mSaddleBB    = (footX1 - footX2) * (footX1 - footX2) + (footY1 - footY2) * (footY1 - footY2);
+    mTranslation = Vector2(-footX2, -footY2);
   }
   else
   {
     //distance from(viewAreaSize.x,0) to the line
-    float distanceTopRight = fabsf(coefA*size.x+coefC) * inversedSqrtAABB;
+    float distanceTopRight = fabsf(coefA * size.x + coefC) * inversedSqrtAABB;
     //distance from(0,viewAreaSize.y) to the line
-    float distanceBottomLeft = fabsf(coefB*size.y+coefC) * inversedSqrtAABB;
-    saddleA = std::max( distanceTopRight, distanceBottomLeft );
+    float distanceBottomLeft = fabsf(coefB * size.y + coefC) * inversedSqrtAABB;
+    saddleA                  = std::max(distanceTopRight, distanceBottomLeft);
     //foot of a perpendicular: (0,0) to the line
-    float footX3 = (-coefA*coefC) * inversedAABB;
-    float footY3 = (-coefB*coefC) * inversedAABB;
+    float footX3 = (-coefA * coefC) * inversedAABB;
+    float footY3 = (-coefB * coefC) * inversedAABB;
     //foot of a perpendicular: (viewAreaSize.x,viewAreaSize.y) to the line
-    float footX4 = ( coefB*coefB*size.x - coefA*coefB*size.y - coefA*coefC) * inversedAABB;
-    float footY4 = (-coefA*coefB*size.x + coefA*coefA*size.y - coefB*coefC) * inversedAABB;
-    mSaddleBB = (footX3-footX4)*(footX3-footX4) + (footY3-footY4)*(footY3-footY4);
+    float footX4 = (coefB * coefB * size.x - coefA * coefB * size.y - coefA * coefC) * inversedAABB;
+    float footY4 = (-coefA * coefB * size.x + coefA * coefA * size.y - coefB * coefC) * inversedAABB;
+    mSaddleBB    = (footX3 - footX4) * (footX3 - footX4) + (footY3 - footY4) * (footY3 - footY4);
     mTranslation = Vector2(-footX3, -footY3);
   }
 
@@ -162,26 +155,26 @@ void  CubeTransitionWaveEffect::CalculateSaddleSurfaceParameters( Vector2 positi
   }
   else if(mSaddleB < saddleA)
   {
-    mSaddleB = saddleA;
-    mSaddleBB = mSaddleB*mSaddleB;
+    mSaddleB  = saddleA;
+    mSaddleBB = mSaddleB * mSaddleB;
   }
-  mSaddleAA = saddleA*saddleA;
+  mSaddleAA = saddleA * saddleA;
   mRotation = Vector2(-displacement.x, displacement.y);
   mRotation.Normalize();
 }
 
-float CubeTransitionWaveEffect::CalculateDelay( float x, float y, bool forward )
+float CubeTransitionWaveEffect::CalculateDelay(float x, float y, bool forward)
 {
-  float tx = x + mTranslation.x;
-  float ty = y + mTranslation.y;
+  float tx     = x + mTranslation.x;
+  float ty     = y + mTranslation.y;
   float valueX = mRotation.x * tx - mRotation.y * ty;
   float valueY = mRotation.y * tx + mRotation.x * ty;
-  if( !forward ) // to previous image
+  if(!forward) // to previous image
   {
     valueX = mSaddleB - valueX;
   }
   //the return value is a float number between 0.f and 2.f
-  return (1.f + valueY*valueY / mSaddleAA - valueX*valueX / mSaddleBB);
+  return (1.f + valueY * valueY / mSaddleAA - valueX * valueX / mSaddleBB);
 }
 
 } // namespace Internal