#include <map>
#include <algorithm>
-#include <boost/any.hpp>
-#include <boost/function.hpp>
#include <dali/dali.h>
#include <dali-toolkit/dali-toolkit.h>
-#include "../shared/view.h"
+#include "shared/view.h"
-using namespace std;
using namespace Dali;
using namespace Dali::Toolkit;
using namespace DemoHelper;
mPaddleImage.SetSize( mPaddleFullSize );
mWobbleProperty = mPaddle.RegisterProperty(WOBBLE_PROPERTY_NAME, 0.0f);
- Constraint wobbleConstraint = Constraint::New<Quaternion>( Actor::ROTATION,
+ Constraint wobbleConstraint = Constraint::New<Quaternion>( Actor::Property::ORIENTATION,
LocalSource(mWobbleProperty),
WobbleConstraint(10.0f));
mPaddle.ApplyConstraint(wobbleConstraint);
const float margin(BALL_SIZE.width * stageSize.width * 0.5f);
// Set up notifications for ball's collisions against walls.
- PropertyNotification leftNotification = mBall.AddPropertyNotification( Actor::POSITION_X, LessThanCondition(margin) );
+ PropertyNotification leftNotification = mBall.AddPropertyNotification( Actor::Property::POSITION_X, LessThanCondition(margin) );
leftNotification.NotifySignal().Connect( this, &ExampleController::OnHitLeftWall );
- PropertyNotification rightNotification = mBall.AddPropertyNotification( Actor::POSITION_X, GreaterThanCondition(stageSize.width - margin) );
+ PropertyNotification rightNotification = mBall.AddPropertyNotification( Actor::Property::POSITION_X, GreaterThanCondition(stageSize.width - margin) );
rightNotification.NotifySignal().Connect( this, &ExampleController::OnHitRightWall );
- PropertyNotification topNotification = mBall.AddPropertyNotification( Actor::POSITION_Y, LessThanCondition(margin) );
+ PropertyNotification topNotification = mBall.AddPropertyNotification( Actor::Property::POSITION_Y, LessThanCondition(margin) );
topNotification.NotifySignal().Connect( this, &ExampleController::OnHitTopWall );
- PropertyNotification bottomNotification = mBall.AddPropertyNotification( Actor::POSITION_Y, GreaterThanCondition(stageSize.height + margin) );
+ PropertyNotification bottomNotification = mBall.AddPropertyNotification( Actor::Property::POSITION_Y, GreaterThanCondition(stageSize.height + margin) );
bottomNotification.NotifySignal().Connect( this, &ExampleController::OnHitBottomWall );
// Set up notification for ball colliding against paddle.
stage.Add(delegate);
Property::Index property = delegate.RegisterProperty(COLLISION_PROPERTY_NAME, Vector3::ZERO);
Constraint constraint = Constraint::New<Vector3>( property,
- Source(mBall, Actor::POSITION),
- Source(mPaddle, Actor::POSITION),
- Source(mBall, Actor::SIZE),
- Source(mPaddle, Actor::SIZE),
+ Source(mBall, Actor::Property::POSITION),
+ Source(mPaddle, Actor::Property::POSITION),
+ Source(mBall, Actor::Property::SIZE),
+ Source(mPaddle, Actor::Property::SIZE),
CollisionCircleRectangleConstraint( -Vector3(0.0f, mPaddleHitMargin.height * 0.575f, 0.0f),-Vector3(mPaddleHitMargin) ));
delegate.ApplyConstraint(constraint);
mLevelContainer = Actor::New();
mLevelContainer.SetAnchorPoint( AnchorPoint::CENTER );
mLevelContainer.SetParentOrigin( ParentOrigin::CENTER );
- mLevelContainer.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) );
+ mLevelContainer.SetSizeMode( SIZE_EQUAL_TO_PARENT );
mContentLayer.Add( mLevelContainer );
mBrickCount = 0;
if(turn)
{
// turn 90 degrees clockwise.
- swap(di, dj);
+ std::swap(di, dj);
di = -di;
if (length<=1)
{
ImageAttributes attr;
attr.SetSize( 128, 64 );
attr.SetScalingMode( ImageAttributes::ScaleToFill );
- Image img = Image::New(BRICK_IMAGE_PATH[type], attr);
+ Image img = ResourceImage::New(BRICK_IMAGE_PATH[type], attr);
ImageActor brick = ImageActor::New(img);
brick.SetParentOrigin(ParentOrigin::TOP_LEFT);
brick.SetAnchorPoint(AnchorPoint::CENTER);
// Add a constraint on the brick between it and the ball generating a collision-property
Property::Index property = brick.RegisterProperty(COLLISION_PROPERTY_NAME, Vector3::ZERO);
Constraint constraint = Constraint::New<Vector3>( property,
- Source(mBall, Actor::POSITION),
- Source(brick, Actor::POSITION),
- Source(mBall, Actor::SIZE),
- Source(brick, Actor::SIZE),
+ Source(mBall, Actor::Property::POSITION),
+ Source(brick, Actor::Property::POSITION),
+ Source(mBall, Actor::Property::SIZE),
+ Source(brick, Actor::Property::SIZE),
CollisionCircleRectangleConstraint(BRICK_COLLISION_MARGIN));
brick.ApplyConstraint(constraint);
*/
ImageActor CreateImage(const std::string& filename)
{
- Image img = Image::New(filename);
+ Image img = ResourceImage::New(filename);
ImageActor actor = ImageActor::New(img);
actor.SetParentOrigin(ParentOrigin::TOP_LEFT);
actor.SetAnchorPoint(AnchorPoint::CENTER);
}
mBallAnimation = Animation::New(MAX_ANIMATION_DURATION);
- mBallAnimation.AnimateBy( Property( mBall, Actor::POSITION ), mBallVelocity * MAX_ANIMATION_DURATION);
+ mBallAnimation.AnimateBy( Property( mBall, Actor::Property::POSITION ), mBallVelocity * MAX_ANIMATION_DURATION);
mBallAnimation.Play();
}
mDragActor = actor;
mDragAnimation = Animation::New(0.25f);
- mDragAnimation.AnimateTo( Property(mDragActor, Actor::SCALE), Vector3(1.1f, 1.1f, 1.0f), AlphaFunctions::EaseOut);
- mDragAnimation.AnimateTo( Property(mPaddleHandle, Actor::COLOR), Vector4(1.0f, 1.0f, 1.0f, 0.0f), AlphaFunctions::EaseOut);
+ mDragAnimation.AnimateTo( Property(mDragActor, Actor::Property::SCALE), Vector3(1.1f, 1.1f, 1.0f), AlphaFunctions::EaseOut);
+ mDragAnimation.AnimateTo( Property(mPaddleHandle, Actor::Property::COLOR), Vector4(1.0f, 1.0f, 1.0f, 0.0f), AlphaFunctions::EaseOut);
mDragAnimation.Play();
}
}
if(point.state==TouchPoint::Up) // Stop dragging
{
mDragAnimation = Animation::New(0.25f);
- mDragAnimation.AnimateTo( Property(mDragActor, Actor::SCALE), Vector3(1.0f, 1.0f, 1.0f), AlphaFunctions::EaseIn);
- mDragAnimation.AnimateTo( Property(mPaddleHandle, Actor::COLOR), Vector4(1.0f, 1.0f, 1.0f, 1.0f), AlphaFunctions::EaseOut);
+ mDragAnimation.AnimateTo( Property(mDragActor, Actor::Property::SCALE), Vector3(1.0f, 1.0f, 1.0f), AlphaFunctions::EaseIn);
+ mDragAnimation.AnimateTo( Property(mPaddleHandle, Actor::Property::COLOR), Vector4(1.0f, 1.0f, 1.0f, 1.0f), AlphaFunctions::EaseOut);
mDragAnimation.Play();
mDragActor.Reset();
}
mBallVelocity = Vector3::ZERO;
Animation shrink = Animation::New(0.5f);
- shrink.AnimateTo( Property(mPaddle, Actor::SIZE_WIDTH), mPaddleFullSize.x * f + mPaddleHitMargin.x);
- shrink.AnimateTo( Property(mPaddleImage, Actor::SIZE_WIDTH), mPaddleFullSize.x * f );
+ shrink.AnimateTo( Property(mPaddle, Actor::Property::SIZE_WIDTH), mPaddleFullSize.x * f + mPaddleHitMargin.x);
+ shrink.AnimateTo( Property(mPaddleImage, Actor::Property::SIZE_WIDTH), mPaddleFullSize.x * f );
shrink.FinishedSignal().Connect( this, &ExampleController::OnPaddleShrunk );
shrink.Play();
mBall.SetPosition( mBallStartPosition );
mBall.SetColor( Vector4(1.0f, 1.0f, 1.0f, 0.1f) );
Animation appear = Animation::New(0.5f);
- appear.AnimateTo( Property(mBall, Actor::COLOR), Vector4(1.0f, 1.0f, 1.0f, 1.0f) );
+ appear.AnimateTo( Property(mBall, Actor::Property::COLOR), Vector4(1.0f, 1.0f, 1.0f, 1.0f) );
appear.Play();
if(!mLives)
// fade brick (destroy)
Animation destroyAnimation = Animation::New(0.5f);
- destroyAnimation.AnimateTo( Property( brick, Actor::COLOR_ALPHA ), 0.0f, AlphaFunctions::EaseIn );
+ destroyAnimation.AnimateTo( Property( brick, Actor::Property::COLOR_ALPHA ), 0.0f, AlphaFunctions::EaseIn );
destroyAnimation.Play();
destroyAnimation.FinishedSignal().Connect( this, &ExampleController::OnBrickDestroyed );
mDestroyAnimationMap[destroyAnimation] = brick;