mBoxes[ idx ].SetProperty(Actor::Property::PARENT_ORIGIN_Z, 1.0f - mTileSize.x * 0.5f );
mTargetTiles[ idx ].SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( 1.f, 0.5f, 0.5f) );
- mTargetTiles[ idx ].SetOrientation( Degree( 90.f ), Vector3::YAXIS );
+ mTargetTiles[ idx ].SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree( 90.f ), Vector3::YAXIS ) );
}
void CubeTransitionEffect::SetTargetLeft( unsigned int idx )
mBoxes[ idx ].SetProperty(Actor::Property::PARENT_ORIGIN_Z, 1.0f - mTileSize.x * 0.5f );
mTargetTiles[ idx ].SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( 0.f, 0.5f, 0.5f) );
- mTargetTiles[ idx ].SetOrientation( Degree( -90.f ), Vector3::YAXIS );
+ mTargetTiles[ idx ].SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree( -90.f ), Vector3::YAXIS ) );
}
void CubeTransitionEffect::SetTargetBottom( unsigned int idx )
mBoxes[ idx ].SetProperty(Actor::Property::PARENT_ORIGIN_Z, 1.0f - mTileSize.y * 0.5f );
mTargetTiles[ idx ].SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( 0.5f, 0.f, 0.5f) );
- mTargetTiles[ idx ].SetOrientation( Degree( 90.f ), Vector3::XAXIS );
+ mTargetTiles[ idx ].SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree( 90.f ), Vector3::XAXIS ) );
}
void CubeTransitionEffect::SetTargetTop( unsigned int idx )
mBoxes[ idx ].SetProperty(Actor::Property::PARENT_ORIGIN_Z, 1.0f - mTileSize.y * 0.5f );
mTargetTiles[ idx ].SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( 0.5f, 1.f, 0.5f) );
- mTargetTiles[ idx ].SetOrientation( Degree( -90.f ), Vector3::XAXIS );
+ mTargetTiles[ idx ].SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree( -90.f ), Vector3::XAXIS ) );
}
void CubeTransitionEffect::OnRelayout( const Vector2& size, RelayoutContainer& container )
OnInitialize();
}
-void CubeTransitionEffect::OnStageConnection( int depth )
+void CubeTransitionEffect::OnSceneConnection( int depth )
{
Geometry geometry = VisualFactoryCache::CreateQuadGeometry();
Shader shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
mCurrentRenderer.SetProperty( Renderer::Property::DEPTH_INDEX, depth );
Self().AddRenderer( mCurrentRenderer );
- Control::OnStageConnection( depth );
+ Control::OnSceneConnection( depth );
}
-void CubeTransitionEffect::OnStageDisconnection()
+void CubeTransitionEffect::OnSceneDisconnection()
{
if( mCurrentRenderer )
{
mTargetRenderer.Reset();
}
- Control::OnStageDisconnection();
+ Control::OnSceneDisconnection();
}
void CubeTransitionEffect::SetTransitionDuration( float duration )