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Further Setter/Getter public API removal from Dali::Actor
[platform/core/uifw/dali-demo.git]
/
examples
/
mesh-morph
/
mesh-morph-example.cpp
diff --git
a/examples/mesh-morph/mesh-morph-example.cpp
b/examples/mesh-morph/mesh-morph-example.cpp
index
baf9ff6
..
e2d0773
100644
(file)
--- a/
examples/mesh-morph/mesh-morph-example.cpp
+++ b/
examples/mesh-morph/mesh-morph-example.cpp
@@
-1,5
+1,5
@@
/*
/*
- * Copyright (c) 201
4
Samsung Electronics Co., Ltd.
+ * Copyright (c) 201
7
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.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
@@
-16,7
+16,6
@@
*/
// EXTERNAL INCLUDES
*/
// EXTERNAL INCLUDES
-#include <dali/devel-api/rendering/renderer.h>
#include <dali-toolkit/dali-toolkit.h>
// INTERNAL INCLUDES
#include <dali-toolkit/dali-toolkit.h>
// INTERNAL INCLUDES
@@
-218,18
+217,18
@@
Geometry CreateGeometry()
Property::Map initialPositionVertexFormat;
initialPositionVertexFormat["aInitPos"] = Property::VECTOR2;
Property::Map initialPositionVertexFormat;
initialPositionVertexFormat["aInitPos"] = Property::VECTOR2;
- PropertyBuffer initialPositionVertices = PropertyBuffer::New( initialPositionVertexFormat
, numberOfVertices
);
- initialPositionVertices.SetData(
quad
);
+ PropertyBuffer initialPositionVertices = PropertyBuffer::New( initialPositionVertexFormat );
+ initialPositionVertices.SetData(
quad, numberOfVertices
);
Property::Map finalPositionVertexFormat;
finalPositionVertexFormat["aFinalPos"] = Property::VECTOR2;
Property::Map finalPositionVertexFormat;
finalPositionVertexFormat["aFinalPos"] = Property::VECTOR2;
- PropertyBuffer finalPositionVertices = PropertyBuffer::New( finalPositionVertexFormat
, numberOfVertices
);
- finalPositionVertices.SetData(
cat
);
+ PropertyBuffer finalPositionVertices = PropertyBuffer::New( finalPositionVertexFormat );
+ finalPositionVertices.SetData(
cat, numberOfVertices
);
Property::Map colorVertexFormat;
colorVertexFormat["aColor"] = Property::VECTOR3;
Property::Map colorVertexFormat;
colorVertexFormat["aColor"] = Property::VECTOR3;
- PropertyBuffer colorVertices = PropertyBuffer::New( colorVertexFormat
, numberOfVertices
);
- colorVertices.SetData(
colors
);
+ PropertyBuffer colorVertices = PropertyBuffer::New( colorVertexFormat );
+ colorVertices.SetData(
colors, numberOfVertices
);
// Create the geometry object
Geometry texturedQuadGeometry = Geometry::New();
// Create the geometry object
Geometry texturedQuadGeometry = Geometry::New();
@@
-292,22
+291,19
@@
public:
application.GetWindow().ShowIndicator( Dali::Window::INVISIBLE );
mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
application.GetWindow().ShowIndicator( Dali::Window::INVISIBLE );
mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
-
- mMaterial = Material::New( mShader );
mGeometry = CreateGeometry();
mGeometry = CreateGeometry();
-
- mRenderer = Renderer::New( mGeometry, mMaterial );
+ mRenderer = Renderer::New( mGeometry, mShader );
mMeshActor = Actor::New();
mMeshActor.AddRenderer( mRenderer );
mMeshActor = Actor::New();
mMeshActor.AddRenderer( mRenderer );
- mMeshActor.Set
Size(400, 400
);
+ mMeshActor.Set
Property( Actor::Property::SIZE, Vector2(400, 400)
);
Property::Index morphDeltaIndex = mMeshActor.RegisterProperty( "uDelta", 0.f );
Property::Index morphDeltaIndex = mMeshActor.RegisterProperty( "uDelta", 0.f );
- mRenderer.Set
DepthIndex(0
);
+ mRenderer.Set
Property( Renderer::Property::DEPTH_INDEX, 0
);
- mMeshActor.SetP
arentOrigin(
ParentOrigin::CENTER );
- mMeshActor.Set
AnchorPoint(
AnchorPoint::CENTER );
+ mMeshActor.SetP
roperty( Actor::Property::PARENT_ORIGIN,
ParentOrigin::CENTER );
+ mMeshActor.Set
Property( Actor::Property::ANCHOR_POINT,
AnchorPoint::CENTER );
stage.Add( mMeshActor );
Animation animation = Animation::New(10);
stage.Add( mMeshActor );
Animation animation = Animation::New(10);
@@
-315,7
+311,7
@@
public:
animation.SetLooping( true );
animation.Play();
animation.SetLooping( true );
animation.Play();
- stage.SetBackgroundColor(Vector4(0.0f, 0.2f, 0.2f, 1.0f));
;
+ stage.SetBackgroundColor(Vector4(0.0f, 0.2f, 0.2f, 1.0f));
}
/**
}
/**
@@
-346,27
+342,16
@@
private:
Vector3 mStageSize; ///< The size of the stage
Shader mShader;
Vector3 mStageSize; ///< The size of the stage
Shader mShader;
- Material mMaterial;
Geometry mGeometry;
Renderer mRenderer;
Actor mMeshActor;
Timer mMorphTimer;
};
Geometry mGeometry;
Renderer mRenderer;
Actor mMeshActor;
Timer mMorphTimer;
};
-
void RunTest( Application& application
)
+
int DALI_EXPORT_API main( int argc, char **argv
)
{
{
+ Application application = Application::New( &argc, &argv );
ExampleController test( application );
ExampleController test( application );
-
application.MainLoop();
application.MainLoop();
-}
-
-// Entry point for Linux & SLP applications
-//
-int main( int argc, char **argv )
-{
- Application application = Application::New( &argc, &argv );
-
- RunTest( application );
-
return 0;
}
return 0;
}