// EXTERNAL INCLUDES
#include <dali/public-api/actors/layer.h>
-#include <dali/public-api/actors/renderable-actor.h>
+#include <dali/public-api/actors/image-actor.h>
#include <dali/integration-api/debug.h>
// INTERNAL INCLUDES
if( 0 == alphaFunctionLut.size() )
{
// coding convention is uppercase enums
- alphaFunctionLut["DEFAULT"] = AlphaFunctions::Default;
- alphaFunctionLut["LINEAR"] = AlphaFunctions::Linear;
- alphaFunctionLut["SQUARE"] = AlphaFunctions::Square;
- alphaFunctionLut["REVERSE"] = AlphaFunctions::Reverse;
- alphaFunctionLut["EASE_IN"] = AlphaFunctions::EaseIn;
- alphaFunctionLut["EASE_OUT"] = AlphaFunctions::EaseOut;
- alphaFunctionLut["EASE_IN_OUT"] = AlphaFunctions::EaseInOut;
- alphaFunctionLut["EASE_IN_SINE"] = AlphaFunctions::EaseInSine;
- alphaFunctionLut["EASE_OUT_SINE"] = AlphaFunctions::EaseOutSine;
- alphaFunctionLut["EASE_IN_OUT_SINE"] = AlphaFunctions::EaseInOutSine;
- alphaFunctionLut["EASE_IN_SINE_33"] = AlphaFunctions::EaseInSine33;
- alphaFunctionLut["EASE_OUT_SINE_33"] = AlphaFunctions::EaseOutSine33;
- alphaFunctionLut["EASE_IN_OUT_SINE_33"] = AlphaFunctions::EaseInOutSine33;
- alphaFunctionLut["EASE_IN_OUT_SINE_50"] = AlphaFunctions::EaseInOutSine50;
- alphaFunctionLut["EASE_IN_OUT_SINE_60"] = AlphaFunctions::EaseInOutSine60;
- alphaFunctionLut["EASE_IN_OUT_SINE_70"] = AlphaFunctions::EaseInOutSine70;
- alphaFunctionLut["EASE_IN_OUT_SINE_80"] = AlphaFunctions::EaseInOutSine80;
- alphaFunctionLut["EASE_IN_OUT_SINE_90"] = AlphaFunctions::EaseInOutSine90;
- alphaFunctionLut["DOUBLE_EASE_IN_OUT_SINE_60"] = AlphaFunctions::DoubleEaseInOutSine60;
- alphaFunctionLut["EASE_OUT_QUINT_50"] = AlphaFunctions::EaseOutQuint50;
- alphaFunctionLut["EASE_OUT_QUINT_80"] = AlphaFunctions::EaseOutQuint80;
- alphaFunctionLut["BOUNCE"] = AlphaFunctions::Bounce;
- alphaFunctionLut["BOUNCE_BACK"] = AlphaFunctions::BounceBack;
- alphaFunctionLut["EASE_IN_BACK"] = AlphaFunctions::EaseInBack;
- alphaFunctionLut["EASE_OUT_BACK"] = AlphaFunctions::EaseOutBack;
- alphaFunctionLut["EASE_IN_OUT_BACK"] = AlphaFunctions::EaseInOutBack;
- alphaFunctionLut["SIN"] = AlphaFunctions::Sin;
- alphaFunctionLut["SIN2X"] = AlphaFunctions::Sin2x;
+ alphaFunctionLut["DEFAULT"] = AlphaFunction(AlphaFunction::DEFAULT);
+ alphaFunctionLut["LINEAR"] = AlphaFunction(AlphaFunction::LINEAR);
+ alphaFunctionLut["REVERSE"] = AlphaFunction(AlphaFunction::REVERSE);
+ alphaFunctionLut["EASE_IN_SQUARE"] = AlphaFunction(AlphaFunction::EASE_IN_SQUARE);
+ alphaFunctionLut["EASE_OUT_SQUARE"] = AlphaFunction(AlphaFunction::EASE_OUT_SQUARE);
+ alphaFunctionLut["EASE_IN"] = AlphaFunction(AlphaFunction::EASE_IN);
+ alphaFunctionLut["EASE_OUT"] = AlphaFunction(AlphaFunction::EASE_OUT);
+ alphaFunctionLut["EASE_IN_OUT"] = AlphaFunction(AlphaFunction::EASE_IN_OUT);
+ alphaFunctionLut["EASE_IN_SINE"] = AlphaFunction(AlphaFunction::EASE_IN_SINE);
+ alphaFunctionLut["EASE_OUT_SINE"] = AlphaFunction(AlphaFunction::EASE_OUT_SINE);
+ alphaFunctionLut["EASE_IN_OUT_SINE"] = AlphaFunction(AlphaFunction::EASE_IN_OUT_SINE);
+ alphaFunctionLut["BOUNCE"] = AlphaFunction(AlphaFunction::BOUNCE);
+ alphaFunctionLut["SIN"] = AlphaFunction(AlphaFunction::SIN);
+ alphaFunctionLut["EASE_OUT_BACK"] = AlphaFunction(AlphaFunction::EASE_OUT_BACK);
}
const AlphaFunctionLut::const_iterator iter( alphaFunctionLut.find( alphaFunction ) );
}
else
{
- DALI_ASSERT_ALWAYS( iter != alphaFunctionLut.end() && "Unknown Anchor Constant" );
- return Dali::AlphaFunctions::Default;
+ DALI_ASSERT_ALWAYS( iter != alphaFunctionLut.end() && "Unknown Alpha Constant" );
+ return Dali::AlphaFunction::DEFAULT;
}
}
// to allow animating shader uniforms
if( propIndex == Property::INVALID_INDEX )
{
- RenderableActor renderable = RenderableActor::DownCast( targetHandle );
- if( renderable )
+ ImageActor imageActor = ImageActor::DownCast( targetHandle );
+ if( imageActor )
{
// A limitation here is that its possible that between creation of animation
// and running it the ShaderEffect of the actor has been changed.
// However this is a unlikely use case especially when using scripts.
- if( ShaderEffect effect = renderable.GetShaderEffect() )
+ if( ShaderEffect effect = imageActor.GetShaderEffect() )
{
propIndex = effect.GetPropertyIndex( *property );
if(propIndex != Property::INVALID_INDEX)
}
// these are the defaults
- AlphaFunction alphaFunction( AlphaFunctions::Default );
+ AlphaFunction alphaFunction( AlphaFunction::DEFAULT );
TimePeriod timePeriod( 0.f );
OptionalChild timeChild = IsChild( pKeyChild.second, "time-period" );
throw;
}
- AlphaFunction kfAlphaFunction( AlphaFunctions::Default );
+ AlphaFunction kfAlphaFunction( AlphaFunction::DEFAULT );
if( OptionalString alphaFuncStr = constant.IsString( IsChild(pKeyChild.second, "alpha-function") ) )
{
kfAlphaFunction = GetAlphaFunction( *alphaFuncStr );