/*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
}// end LOCAL_STUFF
-// This example shows the usage of BubbleEmitter which displays lots of moving bubbles on the stage.
+// This example shows the usage of BubbleEmitter which displays lots of moving bubbles on the window.
class BubbleEffectExample : public ConnectionTracker
{
public:
// The Init signal is received once (only) during the Application lifetime
void Create(Application& app)
{
- Stage stage = Stage::GetCurrent();
- Vector2 stageSize = stage.GetSize();
+ Window window = app.GetWindow();
+ Vector2 windowSize = window.GetSize();
- stage.KeyEventSignal().Connect(this, &BubbleEffectExample::OnKeyEvent);
+ window.KeyEventSignal().Connect(this, &BubbleEffectExample::OnKeyEvent);
// Creates a default view with a default tool bar.
- // The view is added to the stage.
+ // The view is added to the window.
Toolkit::ToolBar toolBar;
Layer content = DemoHelper::CreateView( app,
mBackground,
mChangeBackgroundButton.ClickedSignal().Connect( this, &BubbleEffectExample::OnChangeIconClicked );
toolBar.AddControl( mChangeBackgroundButton,
DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage,
- Toolkit::Alignment::HorizontalRight,
+ Toolkit::Alignment::HORIZONTAL_RIGHT,
DemoHelper::DEFAULT_MODE_SWITCH_PADDING );
// Add a button to change bubble shape. ( left of bar )
mChangeBubbleShapeButton = Toolkit::PushButton::New();
mChangeBubbleShapeButton.ClickedSignal().Connect( this, &BubbleEffectExample::OnChangeIconClicked );
toolBar.AddControl( mChangeBubbleShapeButton,
DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage,
- Toolkit::Alignment::HorizontalLeft,
+ Toolkit::Alignment::HORIZONTAL_LEFT,
DemoHelper::DEFAULT_MODE_SWITCH_PADDING );
// Create and initialize the BubbleEmitter object
- mBubbleEmitter = Toolkit::BubbleEmitter::New( stageSize,
+ mBubbleEmitter = Toolkit::BubbleEmitter::New( windowSize,
DemoHelper::LoadTexture( BUBBLE_SHAPE_IMAGES[mCurrentBubbleShapeImageId] ),
DEFAULT_NUMBER_OF_BUBBLES,
DEFAULT_BUBBLE_SIZE);
- mBubbleEmitter.SetBackground( DemoHelper::LoadStageFillingTexture( BACKGROUND_IMAGES[mCurrentBackgroundImageId] ), mHSVDelta );
+ mBubbleEmitter.SetBackground( DemoHelper::LoadWindowFillingTexture( window.GetSize(), BACKGROUND_IMAGES[mCurrentBackgroundImageId] ), mHSVDelta );
- // Get the root actor of all bubbles, and add it to stage.
+ // Get the root actor of all bubbles, and add it to window.
Actor bubbleRoot = mBubbleEmitter.GetRootActor();
- bubbleRoot.SetParentOrigin(ParentOrigin::CENTER);
- bubbleRoot.SetZ(0.1f); // Make sure the bubbles displayed on top og the background.
+ bubbleRoot.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
+ bubbleRoot.SetProperty( Actor::Property::POSITION_Z, 0.1f); // Make sure the bubbles displayed on top og the background.
content.Add( bubbleRoot );
// Set the application background
mTimerForBubbleEmission.TickSignal().Connect(this, &BubbleEffectExample::OnTimerTick);
// Connect the callback to the touch signal on the background
- mBackground.TouchSignal().Connect( this, &BubbleEffectExample::OnTouch );
+ mBackground.TouchedSignal().Connect( this, &BubbleEffectExample::OnTouch );
}
}
// Callback function of the touch signal on the background
- bool OnTouch(Dali::Actor actor, const Dali::TouchData& event)
+ bool OnTouch(Dali::Actor actor, const Dali::TouchEvent& event)
{
switch( event.GetState( 0 ) )
{
mCurrentBackgroundImageId = (mCurrentBackgroundImageId+1) % NUM_BACKGROUND_IMAGES;
//Update bubble emitter background
- mBubbleEmitter.SetBackground( DemoHelper::LoadStageFillingTexture( BACKGROUND_IMAGES[ mCurrentBackgroundImageId ] ), mHSVDelta );
+ mBubbleEmitter.SetBackground( DemoHelper::LoadWindowFillingTexture( mApp.GetWindow().GetSize(), BACKGROUND_IMAGES[ mCurrentBackgroundImageId ] ), mHSVDelta );
// Set the application background
mBackground.SetProperty( Toolkit::Control::Property::BACKGROUND, BACKGROUND_IMAGES[ mCurrentBackgroundImageId ] );
*/
void OnKeyEvent(const KeyEvent& event)
{
- if(event.state == KeyEvent::Down)
+ if(event.GetState() == KeyEvent::DOWN)
{
if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
{