#include <dali/public-api/animation/active-constraint.h>
#include <dali/public-api/animation/constraint.h>
#include <dali/public-api/animation/constraints.h>
+#include <dali/public-api/actors/image-actor.h>
namespace Dali
{
MotionStretchEffect MotionStretchEffect::Apply( RenderableActor renderable )
{
MotionStretchEffect newEffect = New();
- renderable.SetShaderEffect( newEffect );
- Property::Index uModelProperty = newEffect.GetPropertyIndex( MOTION_STRETCH_MODELVIEW_LASTFRAME );
+ ImageActor imageActor = ImageActor::DownCast(renderable);
+ if( imageActor )
+ {
+ imageActor.SetShaderEffect( newEffect );
+ }
+
+ Dali::Property::Index uModelProperty = newEffect.GetPropertyIndex( MOTION_STRETCH_MODELVIEW_LASTFRAME );
Constraint constraint = Constraint::New<Matrix>( uModelProperty,
- Source( renderable, Actor::WORLD_MATRIX ),
+ Source( renderable, Actor::Property::WorldMatrix ),
EqualToConstraint() );
// and set up constraint.