cluster-example.cpp 32.4 KB
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877
/*
 * Copyright (c) 2014 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 <sstream>
#include <iomanip>

#include "shared/view.h"
#include <dali/dali.h>
#include <dali-toolkit/dali-toolkit.h>

using namespace Dali;
using namespace Dali::Toolkit;
using namespace DemoHelper;

namespace // unnamed namespace
{

const char * const BACKGROUND_IMAGE( DALI_IMAGE_DIR "background-default.png" );
const char * const TOOLBAR_IMAGE( DALI_IMAGE_DIR "top-bar.png" );
const char * const APPLICATION_TITLE( "Clusters" );
const char * const LAYOUT_NONE_IMAGE( DALI_IMAGE_DIR "icon-cluster-none.png" );
const char * const LAYOUT_WOBBLE_IMAGE( DALI_IMAGE_DIR "icon-cluster-wobble.png" );
const char * const LAYOUT_CAROUSEL_IMAGE( DALI_IMAGE_DIR "icon-cluster-carousel.png" );
const char * const LAYOUT_SPHERE_IMAGE( DALI_IMAGE_DIR "icon-cluster-sphere.png" );

enum ClusterType
{
  PEOPLE,
  TODAY,
  PHONE,
  PICTURES,
  MUSIC,
  MAGAZINE,

  CLUSTER_COUNT
};

const char* PEOPLE_IMAGE_PATHS[] =   { DALI_IMAGE_DIR "people-medium-1.jpg",
                                       DALI_IMAGE_DIR "people-medium-2.jpg",
                                       DALI_IMAGE_DIR "people-medium-3.jpg",
                                       DALI_IMAGE_DIR "people-medium-4.jpg",
                                       DALI_IMAGE_DIR "people-medium-5.jpg",
                                       DALI_IMAGE_DIR "people-medium-6.jpg",
                                       DALI_IMAGE_DIR "people-medium-7.jpg",
                                       DALI_IMAGE_DIR "people-medium-8.jpg",
                                       NULL };

const char* TODAY_IMAGE_PATHS[] =    { DALI_IMAGE_DIR "gallery-medium-1.jpg",
                                       DALI_IMAGE_DIR "gallery-medium-2.jpg",
                                       DALI_IMAGE_DIR "gallery-medium-3.jpg",
                                       DALI_IMAGE_DIR "gallery-medium-4.jpg",
                                       DALI_IMAGE_DIR "gallery-medium-5.jpg",
                                       DALI_IMAGE_DIR "gallery-medium-6.jpg",
                                       NULL };

const char* PHONE_IMAGE_PATHS[] =    { DALI_IMAGE_DIR "gallery-medium-7.jpg",
                                       DALI_IMAGE_DIR "gallery-medium-8.jpg",
                                       DALI_IMAGE_DIR "gallery-medium-9.jpg",
                                       DALI_IMAGE_DIR "gallery-medium-10.jpg",
                                       DALI_IMAGE_DIR "gallery-medium-11.jpg",
                                       DALI_IMAGE_DIR "gallery-medium-12.jpg",
                                       NULL };

const char* PICTURES_IMAGE_PATHS[] = { DALI_IMAGE_DIR "gallery-medium-13.jpg",
                                       DALI_IMAGE_DIR "gallery-medium-14.jpg",
                                       DALI_IMAGE_DIR "gallery-medium-15.jpg",
                                       DALI_IMAGE_DIR "gallery-medium-16.jpg",
                                       DALI_IMAGE_DIR "gallery-medium-17.jpg",
                                       DALI_IMAGE_DIR "gallery-medium-18.jpg",
                                       NULL };

const char* MUSIC_IMAGE_PATHS[] =    { DALI_IMAGE_DIR "gallery-medium-19.jpg",
                                       DALI_IMAGE_DIR "gallery-medium-20.jpg",
                                       DALI_IMAGE_DIR "gallery-medium-21.jpg",
                                       DALI_IMAGE_DIR "gallery-medium-22.jpg",
                                       DALI_IMAGE_DIR "gallery-medium-23.jpg",
                                       DALI_IMAGE_DIR "gallery-medium-24.jpg",
                                       NULL };

const char* MAGAZINE_IMAGE_PATHS[] = { DALI_IMAGE_DIR "gallery-medium-25.jpg",
                                       DALI_IMAGE_DIR "gallery-medium-26.jpg",
                                       DALI_IMAGE_DIR "gallery-medium-27.jpg",
                                       DALI_IMAGE_DIR "gallery-medium-28.jpg",
                                       DALI_IMAGE_DIR "gallery-medium-29.jpg",
                                       DALI_IMAGE_DIR "gallery-medium-30.jpg",
                                       NULL };

const char **IMAGE_GROUPS[] = {PEOPLE_IMAGE_PATHS,
                               TODAY_IMAGE_PATHS,
                               PHONE_IMAGE_PATHS,
                               PICTURES_IMAGE_PATHS,
                               MUSIC_IMAGE_PATHS,
                               MAGAZINE_IMAGE_PATHS,
                               NULL};

const float CLUSTER_IMAGE_THUMBNAIL_WIDTH  = 256.0f;
const float CLUSTER_IMAGE_THUMBNAIL_HEIGHT = 256.0f;

const char* CLUSTER_SHADOW_IMAGE_PATH = DALI_IMAGE_DIR "cluster-image-shadow.png";
const char* CLUSTER_BORDER_IMAGE_PATH = DALI_IMAGE_DIR "cluster-image-frame.png";
const char* CLUSTER_BACKGROUND_IMAGE_PATH = DALI_IMAGE_DIR "cluster-background.png";

const float CLUSTER_IMAGE_BORDER_INDENT = 14.0f;            ///< Indent of border in pixels.
const float CLUSTER_IMAGE_BORDER_WIDTH = 128;               ///< Width of border in pixels.
const float CLUSTER_IMAGE_BORDER_HEIGHT = 128;              ///< Height of border in pixels.

const Vector4 CLUSTER_IMAGE_BORDER_ABSOLUTE( 16.0f, 16.0f, 16.0f, 16.0f ); // Border dimensions in absolute pixel coordinates.

// These values depend on the border image
const float CLUSTER_RELATIVE_SIZE = 0.65f;                  ///< Cluster size relative to screen width

const float CLUSTER_GROUP_DELAY_TOP = 0.25f;                ///< Delay for top Clusters in seconds.
const float CLUSTER_GROUP_DELAY_BOTTOM = 0.0f;              ///< Delay for bottom Clusters in seconds.

const float CLUSTER_COLUMN_INDENT = 0.1f;                   ///< Left Indentation in screen coordinates.
const float CLUSTER_ROW_INDENT = 0.13f;                     ///< Top Indentation in screen coordinates.

const Vector3 SHEAR_EFFECT_ANCHOR_POINT(0.5f, 1.0f, 0.5f);  ///< Anchor Point used for the shear effect (extends outside of Cluster)
const float SHEAR_EFFECT_MAX_OVERSHOOT = 30.0f;             ///< Max Overshoot for shear effect (in degrees).

const float UI_MARGIN = 10.0f;                              ///< Screen Margin for placement of UI buttons

const float CAROUSEL_EFFECT_RADIUS = 500.0f;                ///< In Carousel Effect mode: Radius of carousel (Z peak depth)
const float CAROUSEL_EFFECT_ANGLE_SWEEP = 90.0f;            ///< In Carousel Effect mode: Angle sweep from left to right of screen
const float SPHERE_EFFECT_RADIUS = 1000.0f;                 ///< In Sphere Effect mode: Radius of sphere carousel (Z peak depth)
const float SPHERE_EFFECT_POSITION_Z = -700.0f;             ///< In Sphere Effect mode: Z position alter (as carousel is coming out to screen we move back)
const float SPHERE_EFFECT_ANGLE_SWEEP = 90.0f;              ///< In Sphere Effect mode: Angle sweep from edge to opposite side of circle.
const float SPHERE_EFFECT_VERTICAL_DOMAIN = 0.15f;          ///< In Sphere Effect mode: How much the user can pan in the vertical axis. (in stageHeights)

/**
 * List of effect types that user can select through.
 */
enum ExampleEffectType
{
  NO_EFFECT,
  WOBBLE_EFFECT,
  CAROUSEL_EFFECT,
  SPHERE_EFFECT,
  TOTAL_EFFECTS
};

/**
 * List of effect type names that appear on the Effect button.
 */
const char* EXAMPLE_EFFECT_LABEL[] = { "NONE",
                                       "WOBBLE",
                                       "CAROUSEL",
                                       "SPHERE",
                                     };

/**
 * CarouselEffectOrientationConstraint
 * Based on the View orientation i.e. portrait (0 degrees), landscape (90 degrees) etc.
 * carousel shader effect should bend differently (as a function of this orientation),
 * as shader effect is applied to the screen coordinates.
 */
struct CarouselEffectOrientationConstraint
{
  /**
   * Constructor
   * @param[in] angleSweep The amount of degrees to rotate by per pixel.
   */
  CarouselEffectOrientationConstraint( const Vector2 angleSweep )
  : mAngleSweep( angleSweep )
  {
  }

  /**
   * @param[in] current The object's current property value
   * @return The object's new property value
   */
  Vector2 operator()(const Vector2& current,
                     const PropertyInput& propertyOrientation)
  {
    Vector3 axis;
    float angle;
    propertyOrientation.GetQuaternion().ToAxisAngle( axis, angle );
    Vector2 direction( cosf(angle), sinf(angle) );

    return mAngleSweep * direction;
  }

  Vector2 mAngleSweep;

};

/**
 * ShearEffectConstraint
 *
 * Constrains ShearEffect's tilt to be a function of scrollview's
 * horizontal overshoot amount.
 */
struct ShearEffectConstraint
{
  /**
   * @param[in] stageSize The stage size (not subject to orientation)
   * @param[in] maxOvershoot Maximum amount overshoot can affect shear.
   * @param[in] componentMask Whether constraint should take the X shear
   * or the Y shear component.
   */
  ShearEffectConstraint(Vector2 stageSize, float maxOvershoot, Vector2 componentMask)
  : mStageSize(stageSize),
    mMaxOvershoot(maxOvershoot),
    mComponentMask(componentMask)
  {
  }

  /**
   * @param[in] current The current shear effect Angle.
   * @param[in] scrollOvershootProperty The overshoot property from ScrollView
   * @param[in] propertyViewOrientation The orientation of the view e.g. Portrait, Landscape.
   * @return angle to provide ShearShaderEffect
   */
  float operator()(const float&    current,
                   const PropertyInput& scrollOvershootProperty,
                   const PropertyInput& propertyViewOrientation)
  {
    float f = scrollOvershootProperty.GetVector3().x;

    float mag = fabsf(f);
    float halfWidth = mStageSize.x * 0.5f;

    // inverse exponential tail-off
    float overshoot = 1.0f - halfWidth / (halfWidth + mag);
    if (f > 0.0f)
    {
      overshoot = -overshoot;
    }

    // Channel this shear value into either the X or Y axis depending on
    // the component mask passed in.
    Vector3 axis;
    float angle;
    propertyViewOrientation.GetQuaternion().ToAxisAngle( axis, angle );
    Vector2 direction( cosf(angle), sinf(angle) );
    float yield = direction.x * mComponentMask.x + direction.y * mComponentMask.y;

    return overshoot * mMaxOvershoot * yield;
  }

  Vector2 mStageSize;
  float mMaxOvershoot;
  Vector2 mComponentMask;
};

/**
 * ShearEffectCenterConstraint
 *
 * Sets ShearEffect's center to be a function of the
 * screen orientation (portrait or landscape).
 */
struct ShearEffectCenterConstraint
{
  /**
   * @param[in] stageSize The stage size (not subject to orientation)
   * @param[in] center Shear Center position based on initial orientation.
   */
  ShearEffectCenterConstraint(Vector2 stageSize, Vector2 center)
  : mStageSize(stageSize),
    mCenter(center)
  {
  }

  /**
   * @param[in] current The current center
   * @param[in] propertyViewSize The current view size
   * @return vector to provide ShearShaderEffect
   */
  Vector2 operator()(const Vector2&    current,
                     const PropertyInput& propertyViewSize)
  {
    float f = propertyViewSize.GetVector3().width / mStageSize.width;
    return Vector2( f * mCenter.x, mCenter.y );
  }

  Vector2 mStageSize;
  Vector2 mCenter;
};

/**
 * SphereEffectOffsetConstraint
 *
 * Sets SphereEffect's center to be a function of the
 * screen orientation (portrait or landscape).
 */
struct SphereEffectOffsetConstraint
{
  /**
   * @param[in] stageSize The stage size (not subject to orientation)
   * @param[in] center Shear Center position based on initial orientation.
   */
  SphereEffectOffsetConstraint(float offset)
  : mOffset(offset)
  {
  }

  /**
   * @param[in] current The current center
   * @param[in] propertyViewSize The current view size
   * @return vector to provide SphereShaderEffect
   */
  float operator()(const float& current)
  {
    return current + mOffset;
  }

  float mOffset;
};

/**
 * ClusterInfo struct
 *
 * Contains information about each cluster in mClusterInfo list.
 */
struct ClusterInfo
{
  /**
   * Constructor
   *
   * @param[in] cluster The cluster instance
   * @param[in] index The cluster's index (starting from 0 for the first cluster)
   * @param[in] position The cluster's original position
   * @param[in] size The cluster's original size
   */
  ClusterInfo(Cluster cluster, int index, const Vector3& position, const Vector3& size)
  : mCluster(cluster),
    mIndex(index),
    mPosition(position),
    mSize(size)
  {

  }

  /**
   * Copy constructor
   *
   * @param[in] rhs The ClusterInfo struct to be copied.
   */
  ClusterInfo( const ClusterInfo& rhs )
  : mCluster(rhs.mCluster),
    mIndex(rhs.mIndex),
    mPosition(rhs.mPosition),
    mSize(rhs.mSize)
  {

  }

  /**
   * Assignment operator
   */
  ClusterInfo& operator=( const ClusterInfo& rhs )
  {
    if( this != &rhs )
    {
      mCluster = rhs.mCluster;
      mIndex = rhs.mIndex;
      mPosition = rhs.mPosition;
      mSize = rhs.mSize;
    }
    return *this;
  }


  Cluster mCluster;                   ///< Cluster instance
  int mIndex;                         ///< Cluster index
  Vector3 mPosition;                  ///< Cluster original position
  Vector3 mSize;                      ///< Cluster original size
  ActiveConstraint mEffectConstraint; ///< Cluster constraint
};

/**
 * Shrinks Actor based on parent's aspect ratio.
 */
struct ShrinkConstraint
{
  /**
   * Constructor
   */
  ShrinkConstraint()
  {
  }

  /**
   * @param[in] current The object's current scale value
   * @param[in] parentScale The parent's scale
   * @return The object's new scale value
   */
  Vector3 operator()(const Vector3&    current,
                     const PropertyInput& parentScale)
  {
    return Vector3( parentScale.GetVector3().x / parentScale.GetVector3().y, 1.0f, 1.0f );
  }
};

} // unnamed namespace

/**
 * Custom position and size of shadow image
 */
namespace ShadowProperty
{
const Vector3 ANCHOR_POINT      (0.54f, 0.6f, 0.5f);
const Vector3 RELATIVE_POSITION (0.0f, 0.0f, -0.1f);
const Vector3 SIZE_SCALE        (1.4f, 1.4f, 1.0f);
}

// This example shows how to use Cluster UI control
//
class ClusterController : public ConnectionTracker
{
public:

  /**
   * Constructor
   * @param application class, stored as reference
   */
  ClusterController(Application &app)
  : mApplication(app),
    mClusterCount(0),
    mExampleEffect(NO_EFFECT)
  {
    // Connect to the Application's Init signal
    app.InitSignal().Connect(this, &ClusterController::Create);
  }

  ~ClusterController()
  {
    // Nothing to do here; everything gets deleted automatically
  }

  /**
   * This method gets called once the main loop of application is up and running
   */
  void Create(Application& application)
  {
    Stage::GetCurrent().KeyEventSignal().Connect(this, &ClusterController::OnKeyEvent);

    Vector2 stageSize = Stage::GetCurrent().GetSize();

    // The Init signal is received once (only) during the Application lifetime

    // Hide the indicator bar
    application.GetWindow().ShowIndicator( Dali::Window::INVISIBLE );

    // Creates a default view with a default tool bar.
    // The view is added to the stage.
    mContentLayer = DemoHelper::CreateView( application,
                                            mView,
                                            mToolBar,
                                            BACKGROUND_IMAGE,
                                            TOOLBAR_IMAGE,
                                            "" );

    // Create a effect toggle button. (right of toolbar)
    mLayoutButtonImages[ NO_EFFECT ] = ResourceImage::New( LAYOUT_NONE_IMAGE );
    mLayoutButtonImages[ WOBBLE_EFFECT ] = ResourceImage::New( LAYOUT_WOBBLE_IMAGE );
    mLayoutButtonImages[ CAROUSEL_EFFECT ] = ResourceImage::New( LAYOUT_CAROUSEL_IMAGE );
    mLayoutButtonImages[ SPHERE_EFFECT ] = ResourceImage::New( LAYOUT_SPHERE_IMAGE );

    mLayoutButton = Toolkit::PushButton::New();
    mLayoutButton.ClickedSignal().Connect( this, &ClusterController::OnEffectTouched );
    mToolBar.AddControl( mLayoutButton, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HorizontalRight, DemoHelper::DEFAULT_MODE_SWITCH_PADDING  );

    // create and setup the scroll view...
    mScrollView = ScrollView::New();
    mScrollView.SetSize(stageSize);

    // attach Wobble Effect to ScrollView
    mScrollViewEffect = ScrollViewWobbleEffect::New();
    mScrollView.ApplyEffect(mScrollViewEffect);

    // anchor the scroll view from its center point to the middle of its parent
    mScrollView.SetAnchorPoint(AnchorPoint::CENTER);
    mScrollView.SetParentOrigin(ParentOrigin::CENTER);

    // Scale ScrollView to fit parent (mContentLayer)
    mScrollView.SetSizeMode( SIZE_EQUAL_TO_PARENT );

    // Add the scroll view to the content layer
    mContentLayer.Add(mScrollView);

    // Create the image border shared by all the cluster image actors
    mClusterBorderImage = ResourceImage::New(CLUSTER_BORDER_IMAGE_PATH);

    AddCluster( PEOPLE,   ClusterStyleStandard::New(ClusterStyleStandard::ClusterStyle1) );
    AddCluster( TODAY,    ClusterStyleStandard::New(ClusterStyleStandard::ClusterStyle2) );
    AddCluster( PHONE,    ClusterStyleStandard::New(ClusterStyleStandard::ClusterStyle3) );
    AddCluster( PICTURES, ClusterStyleStandard::New(ClusterStyleStandard::ClusterStyle4) );
    AddCluster( MUSIC,    ClusterStyleStandard::New(ClusterStyleStandard::ClusterStyle2) );
    AddCluster( MAGAZINE, ClusterStyleStandard::New(ClusterStyleStandard::ClusterStyle3) );

    SetEffect(WOBBLE_EFFECT);
  }

  /**
   * Helper to create the cluster actors
   */
  Cluster CreateClusterActor(ClusterType clusterType, ClusterStyle style)
  {
    // Create the cluster actor with the given cluster style
    Cluster clusterActor = Cluster::New(style);
    clusterActor.SetParentOrigin(ParentOrigin::CENTER);
    clusterActor.SetAnchorPoint(AnchorPoint::CENTER);

    Vector2 stageSize = Dali::Stage::GetCurrent().GetSize();
    float minStageDimension = std::min(stageSize.x, stageSize.y);
    clusterActor.SetSize(minStageDimension * CLUSTER_RELATIVE_SIZE, minStageDimension * CLUSTER_RELATIVE_SIZE, 0.0f);

    DALI_ASSERT_ALWAYS(clusterType < CLUSTER_COUNT);
    const char **paths = IMAGE_GROUPS[clusterType];
    DALI_ASSERT_ALWAYS(paths);

    // Add a background image to the cluster
    Image bg = ResourceImage::New( CLUSTER_BACKGROUND_IMAGE_PATH );
    ImageActor image = ImageActor::New(bg);
    clusterActor.SetBackgroundImage(image);

    // Add actors (pictures) as the children of the cluster
    for (unsigned int i = 0; (i < style.GetMaximumNumberOfChildren()) && (*paths); i++, paths++)
    {
      clusterActor.AddChild(CreateClusterPictureActor(clusterType, *paths), i);
    }

    return clusterActor;
  }

  /**
   * Helper to create the picture actors in the cluster
   */
  Actor CreateClusterPictureActor(ClusterType clusterType, const std::string& imagePath)
  {
    // Create a picture for this cluster image
    // actor|->shadow
    //      |->image
    //      |->border
    Actor actor = Actor::New();
    actor.SetSize(CLUSTER_IMAGE_THUMBNAIL_WIDTH, CLUSTER_IMAGE_THUMBNAIL_HEIGHT);
    actor.SetParentOrigin( ParentOrigin::CENTER );
    actor.SetAnchorPoint( AnchorPoint::CENTER );

    // Load the thumbnail
    ImageAttributes attribs = ImageAttributes::New();
    attribs.SetSize(CLUSTER_IMAGE_THUMBNAIL_WIDTH, CLUSTER_IMAGE_THUMBNAIL_HEIGHT);
    attribs.SetScalingMode(Dali::ImageAttributes::ShrinkToFit);

    // Add a shadow image child actor
    Image shadowImage = ResourceImage::New( CLUSTER_SHADOW_IMAGE_PATH, attribs );
    ImageActor shadowActor = ImageActor::New(shadowImage);

    // Shadow is not exactly located on the center of the image, so it is moved to a little
    // upper-left side of the image relatively using customised AnchorPoint.
    shadowActor.SetParentOrigin(ShadowProperty::ANCHOR_POINT);
    shadowActor.SetAnchorPoint(AnchorPoint::CENTER);
    shadowActor.SetPosition(Vector3(0.0f, 0.0f, -1.0f));

    // Apply size-relative mode to auto-size the image shadow
    shadowActor.SetSizeMode( SIZE_RELATIVE_TO_PARENT );
    shadowActor.SetSizeModeFactor( ShadowProperty::SIZE_SCALE );
    actor.Add( shadowActor );

    // Add a picture image actor to actor (with equal size to the parent).
    Image image = ResourceImage::New( imagePath, attribs );
    ImageActor imageActor = ImageActor::New( image );
    imageActor.SetParentOrigin( ParentOrigin::CENTER );
    imageActor.SetAnchorPoint( AnchorPoint::CENTER );
    imageActor.SetSizeMode( SIZE_EQUAL_TO_PARENT );
    actor.Add( imageActor );

    // Add a border image child actor (with a fixed size offset from parent).
    ImageActor borderActor = ImageActor::New( mClusterBorderImage );
    borderActor.SetParentOrigin( ParentOrigin::CENTER );
    borderActor.SetAnchorPoint( AnchorPoint::CENTER );
    borderActor.SetStyle( ImageActor::STYLE_NINE_PATCH );
    borderActor.SetNinePatchBorder( CLUSTER_IMAGE_BORDER_ABSOLUTE );
    borderActor.SetPosition( Vector3( 0.0f, 0.0f, 1.0f ) );
    borderActor.SetSizeMode( SIZE_FIXED_OFFSET_FROM_PARENT );
    borderActor.SetSizeModeFactor( Vector3( CLUSTER_IMAGE_BORDER_INDENT - 1.0f, CLUSTER_IMAGE_BORDER_INDENT - 1.0f, 0.0f ) * 2.0f );
    actor.Add( borderActor );

    return actor;
  }


  /**
   * Adds a Cluster to the ScrollView
   *
   * @param[in] clusterType The type of cluster (determines the image content)
   * @param[in] style The style to be used for this cluster.
   */
  void AddCluster(ClusterType clusterType, ClusterStyle style)
  {
    Vector2 stageSize = Dali::Stage::GetCurrent().GetSize();

    int column = mClusterCount>>1;
    int row = mClusterCount&1;

    float minStageDimension = std::min(stageSize.x, stageSize.y);
    float clusterRightShift = 1.0f - CLUSTER_COLUMN_INDENT * 2.0f;
    Vector3 clusterPosition = Vector3(CLUSTER_COLUMN_INDENT * stageSize.width + row * (clusterRightShift * stageSize.width - minStageDimension * CLUSTER_RELATIVE_SIZE),
                                      CLUSTER_ROW_INDENT * stageSize.height + row * (clusterRightShift * stageSize.height - minStageDimension * CLUSTER_RELATIVE_SIZE), 0.0f);

    Actor pageView = Actor::New();
    mScrollView.Add(pageView);
    pageView.SetParentOrigin(ParentOrigin::CENTER);
    pageView.SetPosition(Vector3(stageSize.width * column, 0.0f, 0.0f));
    pageView.SetSizeMode( SIZE_EQUAL_TO_PARENT );

    // Create cluster actors, add them to scroll view, and set the shear effect with the given center point.
    Cluster cluster = CreateClusterActor(clusterType, style);
    cluster.SetParentOrigin(ParentOrigin::TOP_LEFT);
    cluster.SetAnchorPoint(AnchorPoint::TOP_LEFT);
    cluster.SetPosition( clusterPosition );

    pageView.Add(cluster);
    Vector3 clusterSize = cluster.GetCurrentSize();

    mClusterInfo.push_back(ClusterInfo( cluster, mClusterCount, clusterPosition, clusterSize ));

    mClusterCount++;
  }

  /**
   * Resets ScrollView and Clusters settings
   * to reflect the new ExampleEffectType
   *
   * TODO: Add animation transition to fade out of existing effect,
   * and into new effect.
   *
   * @param[in] type The desired effect to switch to.
   */
  void SetEffect(ExampleEffectType type)
  {
    Vector2 stageSize(Dali::Stage::GetCurrent().GetSize());

    mExampleEffect = type;

    std::stringstream ss(APPLICATION_TITLE);
    ss << APPLICATION_TITLE << ": " << EXAMPLE_EFFECT_LABEL[mExampleEffect];
    SetTitle(ss.str());

    // Set up default ruler settings (fixed in horizontal, disabled in vertical)
    RulerPtr rulerX;
    rulerX = new FixedRuler(stageSize.x);
    int columns = (mClusterCount + 1) >> 1;
    rulerX->SetDomain(RulerDomain(0.0f, stageSize.x * columns, true));
    mScrollView.SetRulerX(rulerX);

    RulerPtr rulerY = new DefaultRuler();
    rulerY->Disable();
    mScrollView.SetRulerY(rulerY);

    mScrollView.SetActorAutoSnap(false);

    // Remove all shader-effects from mScrollView and it's children (the clusters)
    mScrollView.SetPosition(Vector3::ZERO);

    mLayoutButton.SetBackgroundImage( mLayoutButtonImages[ type ] );

    for( std::vector<ClusterInfo>::iterator i = mClusterInfo.begin(); i != mClusterInfo.end(); ++i )
    {
      Cluster cluster = i->mCluster;
      RemoveShaderEffectRecursively( cluster );
      if( i->mEffectConstraint )
      {
        cluster.RemoveConstraint(i->mEffectConstraint);
        i->mEffectConstraint.Reset();
      }
    }

    // Apply new shader-effects.
    // Move Y to origin incase we came from an effect where user could free pan in y axis.
    const Vector3 currentScrollPosition(mScrollView.GetCurrentScrollPosition());
    mScrollView.ScrollTo(Vector3(currentScrollPosition.x, 0.0f, 0.0f));

    switch(type)
    {
      case NO_EFFECT:
      {
        break;
      }

      case WOBBLE_EFFECT:
      {
        for( std::vector<ClusterInfo>::iterator i = mClusterInfo.begin(); i != mClusterInfo.end(); ++i )
        {
          Cluster cluster = i->mCluster;
          Vector3 position = i->mPosition;
          Vector3 size = i->mSize;

          ShearEffect shaderEffect = ShearEffect::New();
          Vector3 shearAnchor = SHEAR_EFFECT_ANCHOR_POINT;

          Vector2 shearCenter( Vector2(position.x + size.width * shearAnchor.x, position.y + size.height * shearAnchor.y) );
          Property::Index centerProperty = shaderEffect.GetPropertyIndex(shaderEffect.GetCenterPropertyName());
          Constraint constraint = Constraint::New<Vector2>( centerProperty,
                                                            Source(mView, Actor::Property::Size),
                                                            ShearEffectCenterConstraint(stageSize, shearCenter) );
          shaderEffect.ApplyConstraint(constraint);

          SetShaderEffectRecursively( cluster,shaderEffect );

          // Apply Constraint to Shader Effect
          Property::Index scrollOvershootProperty = /*targetGroup*/mScrollView.GetPropertyIndex(ScrollViewWobbleEffect::EFFECT_OVERSHOOT);
          Property::Index angleXAxisProperty = shaderEffect.GetPropertyIndex(shaderEffect.GetAngleXAxisPropertyName());
          Property::Index angleYAxisProperty = shaderEffect.GetPropertyIndex(shaderEffect.GetAngleYAxisPropertyName());

          constraint = Constraint::New<float>( angleXAxisProperty,
                                               Source(mScrollView, scrollOvershootProperty),
                                               Source(mView, Actor::Property::Rotation),
                                               ShearEffectConstraint(stageSize, SHEAR_EFFECT_MAX_OVERSHOOT, Vector2::XAXIS) );
          shaderEffect.ApplyConstraint(constraint);
          constraint = Constraint::New<float>( angleYAxisProperty,
                                               Source(mScrollView, scrollOvershootProperty),
                                               Source(mView, Actor::Property::Rotation),
                                               ShearEffectConstraint(stageSize, SHEAR_EFFECT_MAX_OVERSHOOT, Vector2::YAXIS) );
          shaderEffect.ApplyConstraint(constraint);


        }
        break;
      }

      case CAROUSEL_EFFECT:
      {
        // Apply Carousel Shader Effect to scrollView
        CarouselEffect shaderEffect = CarouselEffect::New();
        shaderEffect.SetRadius( -CAROUSEL_EFFECT_RADIUS );
        // dont apply shader effect to scrollview as it might override internal shaders for bounce effect etc
        for( std::vector<ClusterInfo>::iterator i = mClusterInfo.begin(); i != mClusterInfo.end(); ++i )
        {
          Cluster cluster = i->mCluster;
          SetShaderEffectRecursively( cluster, shaderEffect );
        }
        mScrollView.SetPosition( Vector3( 0.0f, 0.0f, CAROUSEL_EFFECT_RADIUS ) );

        const Vector2 angleSweep( CAROUSEL_EFFECT_ANGLE_SWEEP / stageSize.width,
                                  CAROUSEL_EFFECT_ANGLE_SWEEP / stageSize.width );

        Property::Index anglePerUnit = shaderEffect.GetPropertyIndex( shaderEffect.GetAnglePerUnitPropertyName() );
        shaderEffect.ApplyConstraint( Constraint::New<Vector2>( anglePerUnit,
                                                                Source(mView, Actor::Property::Rotation),
                                                                CarouselEffectOrientationConstraint( angleSweep ) ) );

        break;
      }

      case SPHERE_EFFECT:
      {
        // Change ruler to free panning...
        RulerPtr rulerX;
        rulerX = new DefaultRuler();
        int columns = (mClusterCount + 1) >> 1;
        rulerX->SetDomain(RulerDomain(0.0f, stageSize.x * columns, true));
        mScrollView.SetRulerX(rulerX);

        RulerPtr rulerY = new DefaultRuler();
        rulerY->SetDomain(RulerDomain( -stageSize.y * SPHERE_EFFECT_VERTICAL_DOMAIN, stageSize.y * (1.0f + SPHERE_EFFECT_VERTICAL_DOMAIN), true));
        mScrollView.SetRulerY(rulerY);

        // Apply Carousel Shader Effect to scrollView (Spherical style)
        CarouselEffect shaderEffect = CarouselEffect::New();

        shaderEffect.SetRadius( SPHERE_EFFECT_RADIUS );
        shaderEffect.SetAnglePerUnit( Vector2( SPHERE_EFFECT_ANGLE_SWEEP / stageSize.y, SPHERE_EFFECT_ANGLE_SWEEP / stageSize.y ) );
        // dont apply shader effect to scrollview as it might override internal shaders for bounce effect etc
        for( std::vector<ClusterInfo>::iterator i = mClusterInfo.begin(); i != mClusterInfo.end(); ++i )
        {
          Constraint constraint = Constraint::New<float>(Actor::Property::PositionZ, SphereEffectOffsetConstraint(SPHERE_EFFECT_POSITION_Z));
          constraint.SetRemoveAction(Constraint::Discard);
          Cluster cluster = i->mCluster;
          SetShaderEffectRecursively( cluster, shaderEffect );
          i->mEffectConstraint = cluster.ApplyConstraint(constraint);
        }
        break;
      }

      default:
        break;
    }

  }

  /**
   * Signal handler, called when quit button is pressed
   */
  bool OnEffectTouched( Toolkit::Button button )
  {
    // quit the application
    SetEffect(static_cast<ExampleEffectType>( (mExampleEffect + 1) % TOTAL_EFFECTS) );
    return true;
  }

  /**
   * 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 = TextView::New();
      // Add title to the tool bar.
      mToolBar.AddControl( mTitleActor, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarTitlePercentage, Alignment::HorizontalCenter );
    }

    Font font = Font::New();
    mTitleActor.SetText( title );
    mTitleActor.SetSize( font.MeasureText( title ) );
    mTitleActor.SetStyleToCurrentText(DemoHelper::GetDefaultTextStyle());
  }

  /**
   * 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) )
      {
        mApplication.Quit();
      }
    }
  }

private:

  Application&               mApplication;                       ///< Application instance
  Toolkit::View              mView;                              ///< The View instance.
  Toolkit::ToolBar           mToolBar;                           ///< The View's Toolbar.
  TextView                   mTitleActor;                        ///< The Toolbar's Title.

  Layer                      mContentLayer;                      ///< Content layer (scrolling cluster content)

  ScrollView                 mScrollView;                        ///< The ScrollView container for all clusters
  ScrollViewWobbleEffect     mScrollViewEffect;                  ///< ScrollView Wobble effect
  Image                      mClusterBorderImage;                ///< The border frame that appears on each image

  std::vector<ClusterInfo>   mClusterInfo;                       ///< Keeps track of each cluster's information.
  int                        mClusterCount;                      ///< Current number of clusters in use
  ExampleEffectType          mExampleEffect;                     ///< Current example effect.

  Toolkit::PushButton        mLayoutButton;                      ///< The layout button
  Image                      mLayoutButtonImages[TOTAL_EFFECTS]; ///< Image when no layout
};

void RunTest(Application& app)
{
  ClusterController test(app);

  app.MainLoop();
}

// Entry point for Linux & SLP applications
//
int main(int argc, char **argv)
{
  Application app = Application::New(&argc, &argv);

  RunTest(app);

  return 0;
}