new-window-example.cpp
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/*
* 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.
*/
// EXTERNAL INCLUDES
#include <dali/devel-api/rendering/renderer.h>
#include <dali-toolkit/dali-toolkit.h>
#include <dali-toolkit/devel-api/controls/bubble-effect/bubble-emitter.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)
{
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.SetUnselectedImage( LOSE_CONTEXT_IMAGE );
mLoseContextButton.SetSelectedImage( 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::LoadImage( DEMO_IMAGE_DIR "bubble-ball.png" ),
200, Vector2( 5.0f, 5.0f ) );
Image background = DemoHelper::LoadImage(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);
blendActor.GetRendererAt(0u).GetTextures().SetImage( 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;
}