// Remove constraints for inner cube effect
ApplyCubeEffectToActors();
- // Set initial orientation
- unsigned int degrees = application.GetOrientation().GetDegrees();
- Rotate( degrees );
-
Dali::Window winHandle = application.GetWindow();
winHandle.AddAvailableOrientation( Dali::Window::PORTRAIT );
winHandle.RemoveAvailableOrientation( Dali::Window::LANDSCAPE );
winHandle.AddAvailableOrientation( Dali::Window::PORTRAIT_INVERSE );
winHandle.RemoveAvailableOrientation( Dali::Window::LANDSCAPE_INVERSE );
+ // Set initial orientation
Dali::Orientation orientation = winHandle.GetOrientation();
+
+ unsigned int degrees = winHandle.GetOrientation().GetDegrees();
+ Rotate( degrees );
+
orientation.ChangedSignal().Connect( this, &DaliTableView::OrientationChanged );
winHandle.ShowIndicator( Dali::Window::INVISIBLE );
winHandle.AddAvailableOrientation( Dali::Window::LANDSCAPE_INVERSE );
// set initial orientation
- app.GetOrientation().ChangedSignal().Connect( this, &MotionBlurExampleApp::OnOrientationChanged );
- unsigned int degrees = app.GetOrientation().GetDegrees();
+ winHandle.GetOrientation().ChangedSignal().Connect( this, &MotionBlurExampleApp::OnOrientationChanged );
+ unsigned int degrees = winHandle.GetOrientation().GetDegrees();
Rotate( static_cast< DeviceOrientation >( degrees ) );
winHandle.AddAvailableOrientation( Dali::Window::PORTRAIT_INVERSE );
winHandle.AddAvailableOrientation( Dali::Window::LANDSCAPE_INVERSE );
- app.GetOrientation().ChangedSignal().Connect( this, &MotionStretchExampleApp::OnOrientationChanged );
- unsigned int degrees = app.GetOrientation().GetDegrees();
+ winHandle.GetOrientation().ChangedSignal().Connect( this, &MotionStretchExampleApp::OnOrientationChanged );
+ unsigned int degrees = winHandle.GetOrientation().GetDegrees();
Rotate( static_cast< DeviceOrientation >( degrees ) );