// EXTERNAL INCLUDES
#include <algorithm>
+#include <cstring> // for strcmp
#include <dali/public-api/animation/animation.h>
#include <dali/public-api/object/type-registry.h>
+#include <dali/public-api/object/type-registry-helper.h>
#include <dali/integration-api/debug.h>
// INTERNAL INCLUDES
using namespace Dali;
-namespace // unnamed namespace
-{
-
-const float CLUSTER_STYLE_CONSTRAINT_DURATION = 1.0f;
-
-}
-
namespace Dali
{
BaseHandle Create()
{
- Toolkit::ClusterStyleStandard s = Toolkit::ClusterStyleStandard::New(Toolkit::ClusterStyleStandard::ClusterStyle1);
+ Toolkit::ClusterStyleStandard s = Toolkit::ClusterStyleStandard::New( Toolkit::ClusterStyleStandard::ClusterStyle1 );
return Toolkit::Cluster::New( s );
}
-TypeRegistration mType( typeid(Toolkit::Cluster), typeid(Toolkit::Control), Create );
+DALI_TYPE_REGISTRATION_BEGIN( Toolkit::Cluster, Toolkit::Control, Create )
+
+DALI_ACTION_REGISTRATION( Cluster, "expand", ACTION_EXPAND )
+DALI_ACTION_REGISTRATION( Cluster, "collapse", ACTION_COLLAPSE )
+DALI_ACTION_REGISTRATION( Cluster, "transform", ACTION_TRANSFORM )
-TypeAction a1(mType, Toolkit::Cluster::ACTION_EXPAND , &Cluster::DoAction);
-TypeAction a2(mType, Toolkit::Cluster::ACTION_COLLAPSE , &Cluster::DoAction);
-TypeAction a3(mType, Toolkit::Cluster::ACTION_TRANSFORM, &Cluster::DoAction);
+DALI_TYPE_REGISTRATION_END()
+
+const float CLUSTER_STYLE_CONSTRAINT_DURATION = 1.0f;
}
const float angle = (rand()%360) * Math::PI / 180.0f;
Vector3 position(sin(angle) * length, -cos(angle) * length, zOffset);
const float scale(1.2f);
- const float rotate = ((rand()%30) - 15) * Math::PI / 180.0f;
+ const Radian rotate( Degree( (rand()%30) - 15 ) );
position += childInfo.mActor.GetCurrentPosition();
child.RemoveConstraints();
Animation animation = Animation::New(period.delaySeconds + period.durationSeconds);
- animation.AnimateTo( Property(child, Actor::POSITION), position, AlphaFunctions::EaseOut, period);
- animation.AnimateTo( Property(child, Actor::SCALE), scale, AlphaFunctions::EaseOut, period);
- animation.AnimateTo( Property(child, Actor::ROTATION), rotation, AlphaFunctions::EaseOut, period);
+ animation.AnimateTo( Property(child, Actor::Property::POSITION), position, AlphaFunctions::EaseOut, period);
+ animation.AnimateTo( Property(child, Actor::Property::SCALE), scale, AlphaFunctions::EaseOut, period);
+ animation.AnimateTo( Property(child, Actor::Property::ORIENTATION), rotation, AlphaFunctions::EaseOut, period);
animation.Play();
}
}
unsigned int index = attributes[0].Get<float>();
Vector3 position;
Vector3 scale(Vector3::ONE);
- Quaternion rotation(0.0f, Vector3::ZAXIS);
+ Quaternion rotation( Dali::ANGLE_0, Vector3::ZAXIS );
DALI_ASSERT_ALWAYS(attributes[1].GetType() == Property::VECTOR3);
attributes[1].Get(position);
{
bool ret = false;
- Dali::BaseHandle handle(object);
+ Dali::BaseHandle handle( object );
- Toolkit::Cluster cluster = Toolkit::Cluster::DownCast(handle);
+ Toolkit::Cluster cluster = Toolkit::Cluster::DownCast( handle );
- DALI_ASSERT_ALWAYS(cluster);
+ DALI_ASSERT_ALWAYS( cluster );
- if(Toolkit::Cluster::ACTION_EXPAND == actionName)
+ if( 0 == strcmp( actionName.c_str(), ACTION_EXPAND ) )
{
- GetImpl(cluster).DoExpandAction(attributes);
+ GetImpl( cluster ).DoExpandAction( attributes );
ret = true;
}
- else if(Toolkit::Cluster::ACTION_COLLAPSE == actionName)
+ else if( 0 == strcmp( actionName.c_str(), ACTION_COLLAPSE ) )
{
- GetImpl(cluster).DoCollapseAction(attributes);
+ GetImpl( cluster ).DoCollapseAction( attributes );
ret = true;
}
- else if(Toolkit::Cluster::ACTION_TRANSFORM == actionName)
+ else if( 0 == strcmp( actionName.c_str(), ACTION_TRANSFORM ) )
{
- GetImpl(cluster).DoTransformAction(attributes);
+ GetImpl( cluster ).DoTransformAction( attributes );
ret = true;
}