*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
// The Init signal is received once (only) during the Application lifetime
void Create( Application& application )
{
// The Init signal is received once (only) during the Application lifetime
void Create( Application& application )
{
- // Get a handle to the stage
- Stage stage = Stage::GetCurrent();
- stage.KeyEventSignal().Connect(this, &ImageViewUrlApp::OnKeyEvent);
+ // Get a handle to the window
+ Window window = application.GetWindow();
+ window.KeyEventSignal().Connect(this, &ImageViewUrlApp::OnKeyEvent);
cameraActor.SetInvertYAxis(true);
rootActor.Add(cameraActor);
{
// create actor to render input with applied shader
mActorForInput = Toolkit::ImageView::New( url );
cameraActor.SetInvertYAxis(true);
rootActor.Add(cameraActor);
{
// create actor to render input with applied shader
mActorForInput = Toolkit::ImageView::New( url );
- mActorForInput.SetParentOrigin(ParentOrigin::CENTER);
- mActorForInput.SetSize(TARGET_SIZE);
+ mActorForInput.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
+ mActorForInput.SetProperty( Actor::Property::SIZE, TARGET_SIZE);
Property::Map customShader;
customShader[Toolkit::Visual::Shader::Property::FRAGMENT_SHADER] = FILTER_FRAGMENT_SOURCE;
Property::Map visualMap;
Property::Map customShader;
customShader[Toolkit::Visual::Shader::Property::FRAGMENT_SHADER] = FILTER_FRAGMENT_SOURCE;
Property::Map visualMap;
auto url = Dali::Toolkit::TextureManager::AddTexture(mOutputTexture);
mImageView = Toolkit::ImageView::New(url);
auto url = Dali::Toolkit::TextureManager::AddTexture(mOutputTexture);
mImageView = Toolkit::ImageView::New(url);
- mImageView.SetParentOrigin(ParentOrigin::CENTER);
- mImageView.SetAnchorPoint(AnchorPoint::CENTER);
+ mImageView.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
+ mImageView.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::CENTER);