Remove more public Setter/Getter APIs from Dali::Actor
[platform/core/uifw/dali-demo.git] / examples / benchmark / benchmark.cpp
index cd36e29..6282b51 100644 (file)
@@ -362,7 +362,7 @@ public:
         {
           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 ));
         }
@@ -370,7 +370,7 @@ public:
         {
           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 ));
         }
@@ -417,7 +417,7 @@ public:
 
     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);