// Default, HorizontalCenter, VerticalCenter - Ensure they do not change!
{
Alignment alignment = Alignment::New();
- alignment.Add(RenderableActor::New());
+ alignment.Add(Actor::New());
Stage::GetCurrent().Add(alignment);
application.Render();
application.SendNotification();
// HorizontalLeft, VerticalCenter
{
Alignment alignment = Alignment::New();
- alignment.Add(RenderableActor::New());
+ alignment.Add(Actor::New());
Stage::GetCurrent().Add(alignment);
application.Render();
application.SendNotification();
// HorizontalRight, VerticalCenter
{
Alignment alignment = Alignment::New();
- alignment.Add(RenderableActor::New());
+ alignment.Add(Actor::New());
Stage::GetCurrent().Add(alignment);
application.Render();
application.SendNotification();
// HorizontalLeft, VerticalTop
{
Alignment alignment = Alignment::New();
- alignment.Add(RenderableActor::New());
+ alignment.Add(Actor::New());
Stage::GetCurrent().Add(alignment);
application.Render();
application.SendNotification();
// HorizontalCenter, VerticalTop
{
Alignment alignment = Alignment::New();
- alignment.Add(RenderableActor::New());
+ alignment.Add(Actor::New());
Stage::GetCurrent().Add(alignment);
application.Render();
application.SendNotification();
// HorizontalRight, VerticalTop
{
Alignment alignment = Alignment::New();
- alignment.Add(RenderableActor::New());
+ alignment.Add(Actor::New());
Stage::GetCurrent().Add(alignment);
application.Render();
application.SendNotification();
// HorizontalLeft, VerticalBottom
{
Alignment alignment = Alignment::New();
- alignment.Add(RenderableActor::New());
+ alignment.Add(Actor::New());
Stage::GetCurrent().Add(alignment);
application.Render();
application.SendNotification();
// HorizontalCenter, VerticalBottom
{
Alignment alignment = Alignment::New();
- alignment.Add(RenderableActor::New());
+ alignment.Add(Actor::New());
Stage::GetCurrent().Add(alignment);
application.Render();
application.SendNotification();
// HorizontalRight, VerticalBottom
{
Alignment alignment = Alignment::New();
- alignment.Add(RenderableActor::New());
+ alignment.Add(Actor::New());
Stage::GetCurrent().Add(alignment);
application.Render();
application.SendNotification();
{
Alignment alignment = Alignment::New();
DALI_TEST_EQUALS(Alignment::HorizontalCenter | Alignment::VerticalCenter, alignment.GetAlignmentType(), TEST_LOCATION);
- alignment.Add(RenderableActor::New());
+ alignment.Add(Actor::New());
Stage::GetCurrent().Add(alignment);
application.Render();
application.SendNotification();
{
Alignment alignment = Alignment::New(Alignment::HorizontalLeft);
DALI_TEST_EQUALS(Alignment::HorizontalLeft | Alignment::VerticalCenter, alignment.GetAlignmentType(), TEST_LOCATION);
- alignment.Add(RenderableActor::New());
+ alignment.Add(Actor::New());
Stage::GetCurrent().Add(alignment);
application.Render();
application.SendNotification();
{
Alignment alignment = Alignment::New(Alignment::HorizontalRight);
DALI_TEST_EQUALS(Alignment::HorizontalRight | Alignment::VerticalCenter, alignment.GetAlignmentType(), TEST_LOCATION);
- alignment.Add(RenderableActor::New());
+ alignment.Add(Actor::New());
Stage::GetCurrent().Add(alignment);
application.Render();
application.SendNotification();
{
Alignment alignment = Alignment::New(Alignment::HorizontalLeft, Alignment::VerticalTop);
DALI_TEST_EQUALS(Alignment::HorizontalLeft | Alignment::VerticalTop, alignment.GetAlignmentType(), TEST_LOCATION);
- alignment.Add(RenderableActor::New());
+ alignment.Add(Actor::New());
Stage::GetCurrent().Add(alignment);
application.Render();
application.SendNotification();
{
Alignment alignment = Alignment::New(Alignment::HorizontalCenter, Alignment::VerticalTop);
DALI_TEST_EQUALS(Alignment::HorizontalCenter | Alignment::VerticalTop, alignment.GetAlignmentType(), TEST_LOCATION);
- alignment.Add(RenderableActor::New());
+ alignment.Add(Actor::New());
Stage::GetCurrent().Add(alignment);
application.Render();
application.SendNotification();
{
Alignment alignment = Alignment::New(Alignment::HorizontalRight, Alignment::VerticalTop);
DALI_TEST_EQUALS(Alignment::HorizontalRight | Alignment::VerticalTop, alignment.GetAlignmentType(), TEST_LOCATION);
- alignment.Add(RenderableActor::New());
+ alignment.Add(Actor::New());
Stage::GetCurrent().Add(alignment);
application.Render();
application.SendNotification();
{
Alignment alignment = Alignment::New(Alignment::HorizontalLeft, Alignment::VerticalBottom);
DALI_TEST_EQUALS(Alignment::HorizontalLeft | Alignment::VerticalBottom, alignment.GetAlignmentType(), TEST_LOCATION);
- alignment.Add(RenderableActor::New());
+ alignment.Add(Actor::New());
Stage::GetCurrent().Add(alignment);
application.Render();
application.SendNotification();
{
Alignment alignment = Alignment::New(Alignment::HorizontalCenter, Alignment::VerticalBottom);
DALI_TEST_EQUALS(Alignment::HorizontalCenter | Alignment::VerticalBottom, alignment.GetAlignmentType(), TEST_LOCATION);
- alignment.Add(RenderableActor::New());
+ alignment.Add(Actor::New());
Stage::GetCurrent().Add(alignment);
application.Render();
application.SendNotification();
{
Alignment alignment = Alignment::New(Alignment::HorizontalRight, Alignment::VerticalBottom);
DALI_TEST_EQUALS(Alignment::HorizontalRight | Alignment::VerticalBottom, alignment.GetAlignmentType(), TEST_LOCATION);
- alignment.Add(RenderableActor::New());
+ alignment.Add(Actor::New());
Stage::GetCurrent().Add(alignment);
application.Render();
application.SendNotification();
// ScaleToFill
{
Alignment alignment = Alignment::New();
- alignment.Add(RenderableActor::New());
+ alignment.Add(Actor::New());
Stage::GetCurrent().Add(alignment);
application.Render();
application.SendNotification();
// ScaleToFitKeepAspect
{
Alignment alignment = Alignment::New();
- alignment.Add(RenderableActor::New());
+ alignment.Add(Actor::New());
Stage::GetCurrent().Add(alignment);
application.Render();
application.SendNotification();
// ScaleToFillKeepAspect
{
Alignment alignment = Alignment::New();
- alignment.Add(RenderableActor::New());
+ alignment.Add(Actor::New());
Stage::GetCurrent().Add(alignment);
application.Render();
application.SendNotification();
// ShrinkToFit
{
Alignment alignment = Alignment::New();
- alignment.Add(RenderableActor::New());
+ alignment.Add(Actor::New());
Stage::GetCurrent().Add(alignment);
application.Render();
application.SendNotification();
// ShrinkToFitKeepAspect
{
Alignment alignment = Alignment::New();
- alignment.Add(RenderableActor::New());
+ alignment.Add(Actor::New());
Stage::GetCurrent().Add(alignment);
application.Render();
application.SendNotification();
application.Render();
application.SendNotification();
- Actor actor = RenderableActor::New();
+ Actor actor = Actor::New();
alignment.Add(actor);
DALI_TEST_EQUALS(alignment.GetChildCount(), 1u, TEST_LOCATION);
}
/**
- * Set the face-culling mode for this actor.
- * @for ImageActor
- * @method setCullFace
- * @param {Number} cullMode
- * @example
- * // cull mode should be one of the following constants
- * dali.CULL_FACE_DISABLE // Face culling disabled
- * dali.CULL_FRONT_FACE // Cull front facing polygons
- * dali.CULL_BACK_FACE // Cull back facing polygons
- * dali.CULL_FRONT_AND_BACK_FACE // Cull front and back facing polygons
- * actor.SetCullFace( dali.CULL_FRONT_FACE );
- */
-void ImageActorApi::SetCullFace( const v8::FunctionCallbackInfo<v8::Value>& args )
-{
- v8::Isolate* isolate = args.GetIsolate();
- v8::HandleScope handleScope( isolate );
- ImageActor imageActor = GetImageActor( isolate, args );
-
- bool found( false );
- int cullMode = V8Utils::GetIntegerParameter( PARAMETER_0, found, isolate, args, 0 );
- if( !found )
- {
- DALI_SCRIPT_EXCEPTION( isolate, "bad parameter" );
- return;
- }
-
- imageActor.SetCullFace( static_cast<Dali::CullFaceMode>( cullMode ) );
-
-}
-
-/**
- * Retrieve the face-culling mode for this actor.
- * @for ImageActor
- * @method getCullFace
- * @return {Number} cullMode
- * @example
- * // cull mode is one of the following
- * dali.CULL_FACE_DISABLE // Face culling disabled
- * dali.CULL_FRONT_FACE // Cull front facing polygons
- * dali.CULL_BACK_FACE // Cull back facing polygons
- * dali.CULL_FRONT_AND_BACK_FACE // Cull front and back facing polygon
- */
-void ImageActorApi::GetCullFace( const v8::FunctionCallbackInfo<v8::Value>& args )
-{
- v8::Isolate* isolate = args.GetIsolate();
- v8::HandleScope handleScope( isolate );
- ImageActor imageActor = GetImageActor( isolate, args );
-
- args.GetReturnValue().Set( v8::Integer::New( isolate, imageActor.GetCullFace() ) );
-
-}
-
-/**
* Sets the blending mode.
*
* If blending is disabled (BLENDING_OFF) fade in and fade out animations do not work.