-//
-// Copyright (c) 2014 Samsung Electronics Co., Ltd.
-//
-// Licensed under the Flora License, Version 1.0 (the License);
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-// http://floralicense.org/license/
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an AS IS BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
+/*
+ * Copyright (c) 2014 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
#include <sstream>
#include <iostream>
-#include <vector>
#include <string>
+#include <map>
#include <algorithm>
#include <boost/any.hpp>
#include <dali-toolkit/dali-toolkit.h>
#include "../shared/view.h"
-using namespace std;
using namespace Dali;
using namespace Dali::Toolkit;
using namespace DemoHelper;
namespace
{
-const char* BACKGROUND_IMAGE( DALI_IMAGE_DIR "background-default.png" );
+const char* BACKGROUND_IMAGE( DALI_IMAGE_DIR "background-blocks.jpg" );
const char* TOOLBAR_IMAGE( DALI_IMAGE_DIR "top-bar.png" );
const char* APPLICATION_TITLE( "DALi Blocks" );
-const char* BALL_IMAGE = DALI_IMAGE_DIR "ball.png";
-const char* PADDLE_IMAGE = DALI_IMAGE_DIR "paddle.png";
-const char* PADDLE_HANDLE_IMAGE = DALI_IMAGE_DIR "paddle_handle.png";
+const char* BALL_IMAGE = DALI_IMAGE_DIR "blocks-ball.png";
+const char* PADDLE_IMAGE = DALI_IMAGE_DIR "blocks-paddle.png";
+const char* PADDLE_HANDLE_IMAGE = DALI_IMAGE_DIR "blocks-paddle-handle.png";
-const char* BRICK_IMAGE_PATH[] = { DALI_IMAGE_DIR "brick1.png",
- DALI_IMAGE_DIR "brick2.png",
- DALI_IMAGE_DIR "brick3.png",
- DALI_IMAGE_DIR "brick4.png" };
+const char* BRICK_IMAGE_PATH[] = { DALI_IMAGE_DIR "blocks-brick-1.png",
+ DALI_IMAGE_DIR "blocks-brick-2.png",
+ DALI_IMAGE_DIR "blocks-brick-3.png",
+ DALI_IMAGE_DIR "blocks-brick-4.png" };
const int TOTAL_BRICKS(4); ///< Total bricks in game.
const Vector3 ICON_SIZE(100.0f, 100.0f, 0.0f);
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);
*/
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);