for( size_t i(0); i<actorCount; ++i )
{
mImageView[i] = ImageView::New(ImagePath(i));
- mImageView[i].SetSize(Vector3(0.0f,0.0f,0.0f));
+ mImageView[i].SetProperty( Actor::Property::SIZE, Vector3(0.0f,0.0f,0.0f) );
mImageView[i].SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
stage.Add(mImageView[i]);
}
{
mActor[i] = Actor::New();
mActor[i].AddRenderer( renderers[i % numImages] );
- mActor[i].SetSize(0.0f,0.0f,0.0f);
+ mActor[i].SetProperty( Actor::Property::SIZE, Vector3(0.0f,0.0f,0.0f) );
stage.Add(mActor[i]);
}
}
}
if( gUseMesh )
{
- mActor[count].SetPosition( initialPosition );
- mActor[count].SetSize( Vector3(0.0f,0.0f,0.0f) );
+ mActor[count].SetProperty( Actor::Property::POSITION, initialPosition );
+ mActor[count].SetProperty( Actor::Property::SIZE, Vector3(0.0f,0.0f,0.0f) );
mActor[count].SetProperty( Actor::Property::ORIENTATION, Quaternion( Radian(0.0f),Vector3::XAXIS) );
mShow.AnimateTo( Property( mActor[count], Actor::Property::POSITION), Vector3(xpos+mSize.x*0.5f, ypos+mSize.y*0.5f, 0.0f), AlphaFunction::EASE_OUT_BACK, TimePeriod( delay, duration ));
mShow.AnimateTo( Property( mActor[count], Actor::Property::SIZE), mSize, AlphaFunction::EASE_OUT_BACK, TimePeriod( delay, duration ));
}
else
{
- mImageView[count].SetPosition( initialPosition );
- mImageView[count].SetSize( Vector3(0.0f,0.0f,0.0f) );
+ mImageView[count].SetProperty( Actor::Property::POSITION, initialPosition );
+ mImageView[count].SetProperty( Actor::Property::SIZE, Vector3(0.0f,0.0f,0.0f) );
mImageView[count].SetProperty( Actor::Property::ORIENTATION, Quaternion( Radian(0.0f),Vector3::XAXIS) );
mShow.AnimateTo( Property( mImageView[count], Actor::Property::POSITION), Vector3(xpos+mSize.x*0.5f, ypos+mSize.y*0.5f, 0.0f), AlphaFunction::EASE_OUT_BACK, TimePeriod( delay, duration ));
mShow.AnimateTo( Property( mImageView[count], Actor::Property::SIZE), mSize, AlphaFunction::EASE_OUT_BACK, TimePeriod( delay, duration ));