for( int i = 0; i < NUMBER_OF_CACHED_PAGES; i++ )
{
mPages.push_back( Page() );
- mPages[i].actor.SetSize( mPageSize );
+ mPages[i].actor.SetProperty( Actor::Property::SIZE, mPageSize );
Self().Add( mPages[i].actor );
}
// create the layer for turning pages
mTurningPageLayer = Layer::New();
mTurningPageLayer.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT );
- mTurningPageLayer.SetBehavior(Layer::LAYER_3D);
+ mTurningPageLayer.SetProperty( Layer::Property::BEHAVIOR, Layer::LAYER_3D );
mTurningPageLayer.Raise();
// Set control size and the parent origin of page layers
for( int i = 0; i < NUMBER_OF_CACHED_PAGES_EACH_SIDE; i++ )
{
AddPage( i );
- mPages[i].actor.SetZ( -static_cast<float>( i )*STATIC_PAGE_INTERVAL_DISTANCE );
+ mPages[i].actor.SetProperty( Actor::Property::POSITION_Z, -static_cast<float>( i )*STATIC_PAGE_INTERVAL_DISTANCE );
}
mPages[0].actor.SetProperty( Actor::Property::VISIBLE,true);
mShadowPlaneBackground = Actor::New();
mShadowPlaneBackground.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
- mShadowPlaneBackground.SetSize( mControlSize );
+ mShadowPlaneBackground.SetProperty( Actor::Property::SIZE, mControlSize );
Self().Add( mShadowPlaneBackground );
mShadowView.SetShadowPlaneBackground( mShadowPlaneBackground );
mPointLight = Actor::New();
mPointLight.SetProperty( Actor::Property::ANCHOR_POINT, origin );
mPointLight.SetProperty( Actor::Property::PARENT_ORIGIN, origin );
- mPointLight.SetPosition( 0.f, 0.f, mPageSize.width*POINT_LIGHT_HEIGHT_RATIO );
+ mPointLight.SetProperty( Actor::Property::POSITION, Vector3( 0.f, 0.f, mPageSize.width*POINT_LIGHT_HEIGHT_RATIO ));
Self().Add( mPointLight );
mShadowView.SetPointLight( mPointLight );
mShadowView.Activate();
}
-void PageTurnView::OnStageConnection( int depth )
+void PageTurnView::OnSceneConnection( int depth )
{
SetupShadowView();
- Control::OnStageConnection( depth );
+ Control::OnSceneConnection( depth );
}
-void PageTurnView::OnStageDisconnection()
+void PageTurnView::OnSceneDisconnection()
{
if(mShadowView)
{
// make sure the status of the control is updated correctly when the pan gesture is interrupted
StopTurning();
- Control::OnStageDisconnection();
+ Control::OnSceneDisconnection();
}
void PageTurnView::SetPageSize( const Vector2& viewPageSize )
if( mPointLight )
{
- mPointLight.SetPosition( 0.f, 0.f, mPageSize.width*POINT_LIGHT_HEIGHT_RATIO );
+ mPointLight.SetProperty( Actor::Property::POSITION, Vector3( 0.f, 0.f, mPageSize.width*POINT_LIGHT_HEIGHT_RATIO ));
}
for( size_t i=0; i<mPages.size(); i++ )
{
- mPages[i].actor.SetSize( mPageSize );
+ mPages[i].actor.SetProperty( Actor::Property::SIZE, mPageSize );
}
OnPageTurnViewInitialize();
if( mShadowPlaneBackground )
{
- mShadowPlaneBackground.SetSize( mControlSize );
+ mShadowPlaneBackground.SetProperty( Actor::Property::SIZE, mControlSize );
}
}
}
float degree = isLeftSide ? 180.f :0.f;
- mPages[index].actor.SetOrientation( Degree( degree ), Vector3::YAXIS );
+ mPages[index].actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree( degree ), Vector3::YAXIS ) );
mPages[index].actor.SetProperty( Actor::Property::VISIBLE, false );
mPages[index].UseEffect( mSpineEffectShader, mGeometry );
mPages[index].SetTexture( newPage );
mAnimationPageIdPair.erase( animation );
float degree = mPages[index].isTurnBack ? 180.f : 0.f;
- mPages[index].actor.SetOrientation( Degree(degree), Vector3::YAXIS );
+ mPages[index].actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree(degree), Vector3::YAXIS ) );
mPages[index].UseEffect( mSpineEffectShader );
int id = pageId + (mPages[index].isTurnBack ? -1 : 1);
{
if(mCurrentPageIndex+i < mTotalPageCount)
{
- mPages[( mCurrentPageIndex+i )%NUMBER_OF_CACHED_PAGES].actor.SetZ( -static_cast<float>( i )*STATIC_PAGE_INTERVAL_DISTANCE );
+ mPages[( mCurrentPageIndex+i )%NUMBER_OF_CACHED_PAGES].actor.SetProperty( Actor::Property::POSITION_Z, -static_cast<float>( i )*STATIC_PAGE_INTERVAL_DISTANCE );
}
if( mCurrentPageIndex >= i + 1 )
{
- mPages[( mCurrentPageIndex-i-1 )%NUMBER_OF_CACHED_PAGES].actor.SetZ( -static_cast<float>( i )*STATIC_PAGE_INTERVAL_DISTANCE );
+ mPages[( mCurrentPageIndex-i-1 )%NUMBER_OF_CACHED_PAGES].actor.SetProperty( Actor::Property::POSITION_Z, -static_cast<float>( i )*STATIC_PAGE_INTERVAL_DISTANCE );
}
}
}
mPages[ index ].actor.RemoveConstraints();
mPages[ index ].UseEffect( mSpineEffectShader );
float degree = mTurningPageIndex==mCurrentPageIndex ? 0.f :180.f;
- mPages[index].actor.SetOrientation( Degree(degree), Vector3::YAXIS );
+ mPages[index].actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree(degree), Vector3::YAXIS ) );
mPageUpdated = true;
}