/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2018 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.
// Respond to a click anywhere on the stage
stage.GetRootLayer().TouchSignal().Connect( this, &Benchmark::OnTouch );
+ // Respond to key events
+ stage.KeyEventSignal().Connect( this, &Benchmark::OnKeyEvent );
+
if( gUseMesh )
{
CreateMeshActors();
{
mActor[count].SetPosition( initialPosition );
mActor[count].SetSize( Vector3(0.0f,0.0f,0.0f) );
- mActor[count].SetOrientation( Quaternion( Radian(0.0f),Vector3::XAXIS));
+ mActor[count].SetProperty( Actor::Property::ORIENTATION, Quaternion( Radian(0.0f),Vector3::XAXIS) );
mShow.AnimateTo( Property( mActor[count], Actor::Property::POSITION), Vector3(xpos+mSize.x*0.5f, ypos+mSize.y*0.5f, 0.0f), AlphaFunction::EASE_OUT_BACK, TimePeriod( delay, duration ));
mShow.AnimateTo( Property( mActor[count], Actor::Property::SIZE), mSize, AlphaFunction::EASE_OUT_BACK, TimePeriod( delay, duration ));
}
{
mImageView[count].SetPosition( initialPosition );
mImageView[count].SetSize( Vector3(0.0f,0.0f,0.0f) );
- mImageView[count].SetOrientation( Quaternion( Radian(0.0f),Vector3::XAXIS));
+ mImageView[count].SetProperty( Actor::Property::ORIENTATION, Quaternion( Radian(0.0f),Vector3::XAXIS) );
mShow.AnimateTo( Property( mImageView[count], Actor::Property::POSITION), Vector3(xpos+mSize.x*0.5f, ypos+mSize.y*0.5f, 0.0f), AlphaFunction::EASE_OUT_BACK, TimePeriod( delay, duration ));
mShow.AnimateTo( Property( mImageView[count], Actor::Property::SIZE), mSize, AlphaFunction::EASE_OUT_BACK, TimePeriod( delay, duration ));
}
unsigned int totalColumns = mColumnsPerPage * mPageCount;
- float finalZ = Dali::Stage::GetCurrent().GetRenderTaskList().GetTask(0).GetCameraActor().GetCurrentWorldPosition().z;
+ float finalZ = Dali::Stage::GetCurrent().GetRenderTaskList().GetTask(0).GetCameraActor().GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ).z;
float totalDuration( 5.0f);
float durationPerActor( 0.5f );
float delayBetweenActors = ( totalDuration - durationPerActor) / (mRowsPerPage*mColumnsPerPage);
mHide.FinishedSignal().Connect( this, &Benchmark::OnAnimationEnd );
}
+ void OnKeyEvent( const KeyEvent& event )
+ {
+ if( event.state == KeyEvent::Down )
+ {
+ if ( IsKey( event, Dali::DALI_KEY_ESCAPE ) || IsKey( event, Dali::DALI_KEY_BACK ) )
+ {
+ mApplication.Quit();
+ }
+ }
+ }
+
private:
Application& mApplication;