waveEffect.Reset();
//Additional check to ensure object is created by checking if it's registered
- ObjectRegistry registry = Stage::GetCurrent().GetObjectRegistry();
+ ObjectRegistry registry = application.GetCore().GetObjectRegistry();
DALI_TEST_CHECK( registry );
gObjectCreatedCallBackCalled = false;
crossEffect.Reset();
//Additional check to ensure object is created by checking if it's registered
- ObjectRegistry registry = Stage::GetCurrent().GetObjectRegistry();
+ ObjectRegistry registry = application.GetCore().GetObjectRegistry();
DALI_TEST_CHECK( registry );
gObjectCreatedCallBackCalled = false;
foldEffect.Reset();
//Additional check to ensure object is created by checking if it is registered
- ObjectRegistry registry = Stage::GetCurrent().GetObjectRegistry();
+ ObjectRegistry registry = application.GetCore().GetObjectRegistry();
DALI_TEST_CHECK( registry );
gObjectCreatedCallBackCalled = false;
CubeTransitionEffect waveEffect = CubeTransitionWaveEffect::New( NUM_ROWS, NUM_COLUMNS );
waveEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
- Stage::GetCurrent().Add( waveEffect );
+ application.GetScene().Add( waveEffect );
waveEffect.SetCurrentTexture( texture );
waveEffect.SetTargetTexture( texture );
CubeTransitionEffect waveEffect = CubeTransitionWaveEffect::New( NUM_ROWS, NUM_COLUMNS );
waveEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
- Stage::GetCurrent().Add( waveEffect );
+ application.GetScene().Add( waveEffect );
waveEffect.SetTransitionDuration( TRANSITION_DURATION );
waveEffect.SetCubeDisplacement( CUBE_DISPLACEMENT );
CubeTransitionEffect crossEffect = CubeTransitionCrossEffect::New( NUM_ROWS, NUM_COLUMNS );
crossEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
- Stage::GetCurrent().Add( crossEffect );
+ application.GetScene().Add( crossEffect );
crossEffect.SetTransitionDuration( TRANSITION_DURATION );
crossEffect.SetCubeDisplacement( CUBE_DISPLACEMENT );
CubeTransitionEffect foldEffect = CubeTransitionFoldEffect::New( NUM_ROWS, NUM_COLUMNS );
foldEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
- Stage::GetCurrent().Add( foldEffect );
+ application.GetScene().Add( foldEffect );
foldEffect.SetTransitionDuration( TRANSITION_DURATION );
DALI_TEST_CHECK( !foldEffect.IsTransitioning() );
waveEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
waveEffect.SetCurrentTexture( texture );
- Stage::GetCurrent().Add( waveEffect );
+ application.GetScene().Add( waveEffect );
application.SendNotification();
application.Render();
Texture texture = Texture::New( TextureType::TEXTURE_2D, Pixel::RGBA8888, 40, 40 );
CubeTransitionEffect waveEffect = CubeTransitionWaveEffect::New( NUM_ROWS, NUM_COLUMNS );
waveEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
- Stage::GetCurrent().Add( waveEffect );
+ application.GetScene().Add( waveEffect );
waveEffect.SetCurrentTexture( texture );
waveEffect.SetTargetTexture( texture );
- Stage::GetCurrent().Add( waveEffect );
+ application.GetScene().Add( waveEffect );
application.SendNotification();
application.Render();
waveEffect.SetCubeDisplacement( CUBE_DISPLACEMENT );
waveEffect.SetCurrentTexture( texture );
- Stage::GetCurrent().Add( waveEffect );
+ application.GetScene().Add( waveEffect );
application.SendNotification();
application.Render();
crossEffect.SetCurrentTexture( texture );
crossEffect.SetTargetTexture( texture );
- Stage::GetCurrent().Add( crossEffect );
+ application.GetScene().Add( crossEffect );
application.SendNotification();
application.Render();
foldEffect.SetCurrentTexture( texture );
foldEffect.SetTargetTexture( texture );
- Stage::GetCurrent().Add( foldEffect );
+ application.GetScene().Add( foldEffect );
application.SendNotification();
application.Render();
waveEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
waveEffect.SetTransitionDuration( TRANSITION_DURATION );
waveEffect.SetCubeDisplacement( CUBE_DISPLACEMENT );
- Stage::GetCurrent().Add( waveEffect );
+ application.GetScene().Add( waveEffect );
CubeTransitionEffect crossEffect = CubeTransitionCrossEffect::New( NUM_ROWS, NUM_COLUMNS );
crossEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
crossEffect.SetTransitionDuration( TRANSITION_DURATION );
crossEffect.SetCubeDisplacement( CUBE_DISPLACEMENT );
- Stage::GetCurrent().Add( crossEffect );
+ application.GetScene().Add( crossEffect );
CubeTransitionEffect foldEffect = CubeTransitionCrossEffect::New( NUM_ROWS, NUM_COLUMNS );
foldEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
foldEffect.SetTransitionDuration( TRANSITION_DURATION );
- Stage::GetCurrent().Add( foldEffect );
+ application.GetScene().Add( foldEffect );
bool signalVerified = false;
CubeTransitionEffect currentEffect;
waveEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
waveEffect.SetTransitionDuration( TRANSITION_DURATION );
waveEffect.SetCubeDisplacement( CUBE_DISPLACEMENT );
- Stage::GetCurrent().Add( waveEffect );
+ application.GetScene().Add( waveEffect );
CubeTransitionEffect crossEffect = CubeTransitionCrossEffect::New( NUM_ROWS, NUM_COLUMNS );
crossEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
crossEffect.SetTransitionDuration( TRANSITION_DURATION );
crossEffect.SetCubeDisplacement( CUBE_DISPLACEMENT );
- Stage::GetCurrent().Add( crossEffect );
+ application.GetScene().Add( crossEffect );
CubeTransitionEffect foldEffect = CubeTransitionFoldEffect::New( NUM_ROWS, NUM_COLUMNS );
foldEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
foldEffect.SetTransitionDuration( TRANSITION_DURATION );
- Stage::GetCurrent().Add( foldEffect );
+ application.GetScene().Add( foldEffect );
bool signalVerified = false;
CubeTransitionEffect currentEffect;
waveEffect.SetCurrentTexture( firstTexture );
waveEffect.SetTargetTexture( secondTexture );
- Stage::GetCurrent().Add( waveEffect );
+ application.GetScene().Add( waveEffect );
application.SendNotification();
application.Render();
crossEffect.SetCurrentTexture( firstTexture );
crossEffect.SetTargetTexture( secondTexture );
- Stage::GetCurrent().Add( crossEffect );
+ application.GetScene().Add( crossEffect );
application.SendNotification();
application.Render();
foldEffect.SetCurrentTexture( firstTexture );
foldEffect.SetTargetTexture( secondTexture );
- Stage::GetCurrent().Add( foldEffect );
+ application.GetScene().Add( foldEffect );
application.SendNotification();
application.Render();