*
* @param[in] deviation The max. deviation of wobble effect in degrees.
*/
- WobbleConstraint(float deviation)
- : mDeviation(Radian(Degree(deviation)))
+ WobbleConstraint( Degree deviation )
+ : mDeviation( deviation )
{
}
current = Quaternion(mDeviation * f, Vector3::ZAXIS);
}
- const float mDeviation; ///< Deviation factor in radians.
+ Radian mDeviation; ///< Deviation factor in radians.
};
} // unnamed namespace
mPaddleImage.SetSize( mPaddleFullSize );
mWobbleProperty = mPaddle.RegisterProperty(WOBBLE_PROPERTY_NAME, 0.0f);
- Constraint wobbleConstraint = Constraint::New<Quaternion>( mPaddle, Actor::Property::ORIENTATION, WobbleConstraint(10.0f));
+ Constraint wobbleConstraint = Constraint::New<Quaternion>( mPaddle, Actor::Property::ORIENTATION, WobbleConstraint(Degree( 10.0f )));
wobbleConstraint.AddSource( LocalSource(mWobbleProperty) );
wobbleConstraint.Apply();
mLevelContainer = Actor::New();
mLevelContainer.SetAnchorPoint( AnchorPoint::CENTER );
mLevelContainer.SetParentOrigin( ParentOrigin::CENTER );
- mLevelContainer.SetRelayoutEnabled( true );
- mLevelContainer.SetResizePolicy( FILL_TO_PARENT, ALL_DIMENSIONS );
+ mLevelContainer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
+
mContentLayer.Add( mLevelContainer );
mBrickCount = 0;
Vector2 stageSize(Stage::GetCurrent().GetSize());
const Vector2 brickSize(BRICK_SIZE * Vector2(stageSize.x, stageSize.x));
- ImageAttributes attr;
- attr.SetSize( 128, 64 );
- attr.SetScalingMode( ImageAttributes::ScaleToFill );
- Image img = ResourceImage::New(BRICK_IMAGE_PATH[type], attr);
+ Image img = ResourceImage::New( BRICK_IMAGE_PATH[type], Dali::ImageDimensions( 128, 64 ), Dali::FittingMode::SCALE_TO_FILL, Dali::SamplingMode::BOX_THEN_LINEAR );
ImageActor brick = ImageActor::New(img);
brick.SetParentOrigin(ParentOrigin::TOP_LEFT);
brick.SetAnchorPoint(AnchorPoint::CENTER);
- brick.SetRelayoutEnabled( false );
brick.SetSize( brickSize );
brick.SetPosition( Vector3( position ) );
ImageActor actor = ImageActor::New(img);
actor.SetParentOrigin(ParentOrigin::TOP_LEFT);
actor.SetAnchorPoint(AnchorPoint::CENTER);
- actor.SetRelayoutEnabled( false );
return actor;
}
private:
Application& mApplication; ///< Application instance
- Toolkit::View mView; ///< The View instance.
+ Toolkit::Control mView; ///< The View instance.
Layer mContentLayer; ///< The content layer (contains game actors)
ImageActor mBall; ///< The Moving ball image.
Vector3 mBallStartPosition; ///< Ball Start position