const Vector2 brickSize(BRICK_SIZE * Vector2(stageSize.x, stageSize.x));
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);
+ ImageView brick = ImageView::New(img);
brick.SetParentOrigin(ParentOrigin::TOP_LEFT);
brick.SetAnchorPoint(AnchorPoint::CENTER);
brick.SetSize( brickSize );
*
* @param[in] filename the path of the image.
*/
- ImageActor CreateImage(const std::string& filename)
+ ImageView CreateImage(const std::string& filename)
{
- Image img = ResourceImage::New(filename);
- ImageActor actor = ImageActor::New(img);
+ ImageView actor = ImageView::New(filename);
actor.SetParentOrigin(ParentOrigin::TOP_LEFT);
actor.SetAnchorPoint(AnchorPoint::CENTER);
return actor;
Application& mApplication; ///< Application instance
Toolkit::Control mView; ///< The View instance.
Layer mContentLayer; ///< The content layer (contains game actors)
- ImageActor mBall; ///< The Moving ball image.
+ ImageView mBall; ///< The Moving ball image.
Vector3 mBallStartPosition; ///< Ball Start position
Vector3 mBallVelocity; ///< Ball's current direction.
Animation mBallAnimation; ///< Ball's animation
Actor mPaddle; ///< The paddle including hit area.
- ImageActor mPaddleImage; ///< The paddle's image.
- ImageActor mPaddleHandle; ///< The paddle's handle (where the user touches)
+ ImageView mPaddleImage; ///< The paddle's image.
+ ImageView mPaddleHandle; ///< The paddle's handle (where the user touches)
Vector2 mPaddleHitMargin; ///< The paddle hit margin.
Animation mWobbleAnimation; ///< Paddle's animation when hit (wobbles)
Property::Index mWobbleProperty; ///< The wobble property (generated from animation)