/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2015 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.
{
Quaternion operator()(const Quaternion& current, const float& layoutPosition, const float& scrollSpeed, const Vector3& layoutSize)
{
- return Quaternion(0.0f, Vector3::ZAXIS);
+ return Quaternion( Radian( 0.0f ), Vector3::ZAXIS);
}
};
{
Quaternion operator()(const Quaternion& current, const float& layoutPosition, const float& scrollSpeed, const Vector3& layoutSize)
{
- return Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
+ return Quaternion( Radian( 1.5f * Math::PI ), Vector3::ZAXIS);
}
};
{
Quaternion operator()(const Quaternion& current, const float& layoutPosition, const float& scrollSpeed, const Vector3& layoutSize)
{
- return Quaternion(Math::PI, Vector3::ZAXIS);
+ return Quaternion( Radian( Math::PI ), Vector3::ZAXIS);
}
};
{
Quaternion operator()(const Quaternion& current, const float& layoutPosition, const float& scrollSpeed, const Vector3& layoutSize)
{
- return Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
+ return Quaternion( Radian( 0.5f * Math::PI ), Vector3::ZAXIS);
}
};
// Do a nonlinear size animation to shrink the actor first when the actor size changes,
// so that we can avoid the actors overlapping during orientation change.
- animation.AnimateTo( Property( actor, Actor::Property::SIZE ), shrink, AlphaFunctions::EaseOut, TimePeriod( 0.0f, durationSeconds * 0.5f ) );
- animation.AnimateTo( Property( actor, Actor::Property::SIZE ), size, AlphaFunctions::EaseIn, TimePeriod( 0.0f, durationSeconds ) );
+ animation.AnimateTo( Property( actor, Actor::Property::SIZE ), shrink, AlphaFunction::EASE_OUT, TimePeriod( 0.0f, durationSeconds * 0.5f ) );
+ animation.AnimateTo( Property( actor, Actor::Property::SIZE ), size, AlphaFunction::EASE_IN, TimePeriod( 0.0f, durationSeconds ) );
}
}
if (mOrientation == ControlOrientation::Up)
{
- scrollDirection = 0.0f;
+ scrollDirection = Degree( 0.0f );
}
else if (mOrientation == ControlOrientation::Left)
{
- scrollDirection = 90.0f;
+ scrollDirection = Degree( 90.0f );
}
else if (mOrientation == ControlOrientation::Down)
{
- scrollDirection = 180.0f;
+ scrollDirection = Degree( 180.0f );
}
else // mOrientation == ControlOrientation::Right
{
- scrollDirection = 270.0f;
+ scrollDirection = Degree( 270.0f );
}
return scrollDirection;