const int LIGHT_TAG = 1;
const int LAYER_TAG = 2;
-const Vector4 STAGE_COLOR( 211.0f / 255.0f, 211.0f / 255.0f, 211.0f / 255.0f, 1.0f ); ///< The color of the stage
+const Vector4 WINDOW_COLOR( 211.0f / 255.0f, 211.0f / 255.0f, 211.0f / 255.0f, 1.0f ); ///< The color of the window
} // unnamed namespace
// The Init signal is received once (only) during the Application lifetime
void Create( Application& application )
{
- // Get a handle to the stage
- Stage stage = Stage::GetCurrent();
- stage.SetBackgroundColor( STAGE_COLOR );
+ // Get a handle to the window
+ Window window = application.GetWindow();
+ window.SetBackgroundColor( WINDOW_COLOR );
//Set up root layer to receive touch gestures.
- Layer rootLayer = stage.GetRootLayer();
+ Layer rootLayer = window.GetRootLayer();
rootLayer.RegisterProperty( "Tag", LAYER_TAG ); //Used to differentiate between different kinds of actor.
- rootLayer.TouchSignal().Connect( this, &MeshVisualController::OnTouch );
+ rootLayer.TouchedSignal().Connect( this, &MeshVisualController::OnTouch );
//Place models on the scene.
SetupModels( rootLayer );
SetupLight( rootLayer );
//Allow for exiting of the application via key presses.
- stage.KeyEventSignal().Connect( this, &MeshVisualController::OnKeyEvent );
+ window.KeyEventSignal().Connect( this, &MeshVisualController::OnKeyEvent );
}
//Loads and adds the models to the scene, inside containers for hit detection.
mContainers[i].SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
mContainers[i].RegisterProperty( "Tag", MODEL_TAG ); //Used to differentiate between different kinds of actor.
mContainers[i].RegisterProperty( "Model", Property::Value( i ) ); //Used to index into the model.
- mContainers[i].TouchSignal().Connect( this, &MeshVisualController::OnTouch );
+ mContainers[i].TouchedSignal().Connect( this, &MeshVisualController::OnTouch );
layer.Add( mContainers[i] );
}
//Position each container individually on screen
//Main, central model
- mContainers[0].SetSizeModeFactor( Vector3( MODEL_SCALE, MODEL_SCALE, 0.0f ) );
+ mContainers[0].SetProperty( Actor::Property::SIZE_MODE_FACTOR, Vector3( MODEL_SCALE, MODEL_SCALE, 0.0f ) );
mContainers[0].SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
mContainers[0].SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
//Top left model
- mContainers[1].SetSizeModeFactor( Vector3( MODEL_SCALE / 3.0f, MODEL_SCALE / 3.0f, 0.0f ) );
+ mContainers[1].SetProperty( Actor::Property::SIZE_MODE_FACTOR, Vector3( MODEL_SCALE / 3.0f, MODEL_SCALE / 3.0f, 0.0f ) );
mContainers[1].SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( 0.05, 0.03, 0.5 ) ); //Offset from top left
mContainers[1].SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
mLightSource.RegisterProperty( "Tag", LIGHT_TAG );
//Set size of control based on screen dimensions.
- Stage stage = Stage::GetCurrent();
- if( stage.GetSize().width < stage.GetSize().height )
+ Window window = mApplication.GetWindow();
+ Vector2 windowSize = window.GetSize();
+ if( windowSize.width < windowSize.height )
{
//Scale to width.
mLightSource.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::WIDTH );
mLightSource.SetResizePolicy( ResizePolicy::DIMENSION_DEPENDENCY, Dimension::HEIGHT );
- mLightSource.SetSizeModeFactor( Vector3( LIGHT_SCALE, 0.0f, 0.0f ) );
+ mLightSource.SetProperty( Actor::Property::SIZE_MODE_FACTOR, Vector3( LIGHT_SCALE, 0.0f, 0.0f ) );
}
else
{
//Scale to height.
mLightSource.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::HEIGHT );
mLightSource.SetResizePolicy( ResizePolicy::DIMENSION_DEPENDENCY, Dimension::WIDTH );
- mLightSource.SetSizeModeFactor( Vector3( 0.0f, LIGHT_SCALE, 0.0f ) );
+ mLightSource.SetProperty( Actor::Property::SIZE_MODE_FACTOR, Vector3( 0.0f, LIGHT_SCALE, 0.0f ) );
}
//Set position relative to top left, as the light source property is also relative to the top left.
mLightSource.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
mLightSource.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
- mLightSource.SetPosition( Stage::GetCurrent().GetSize().x * 0.85f, Stage::GetCurrent().GetSize().y * 0.125 );
+ mLightSource.SetProperty( Actor::Property::POSITION, Vector2( windowSize.width * 0.85f, windowSize.height * 0.125 ));
//Supply an image to represent the light.
SetLightImage();
//Connect to touch signal for dragging.
- mLightSource.TouchSignal().Connect( this, &MeshVisualController::OnTouch );
+ mLightSource.TouchedSignal().Connect( this, &MeshVisualController::OnTouch );
//Place the light source on a layer above the base, so that it is rendered above everything else.
Layer upperLayer = Layer::New();
}
}
- //Make the models use a fixed, invisible light above the center of the stage.
+ //Make the models use a fixed, invisible light above the center of the window.
void UseFixedLight()
{
//Hide draggable source
mLightSource.SetProperty( Actor::Property::VISIBLE, false );
- //Use stage dimensions to place light at center, offset in z axis.
- Stage stage = Stage::GetCurrent();
- float width = stage.GetSize().width;
- float height = stage.GetSize().height;
+ //Use window dimensions to place light at center, offset in z axis.
+ Window window = mApplication.GetWindow();
+ float width = window.GetSize().GetWidth();
+ float height = window.GetSize().GetHeight();
Vector3 lightPosition = Vector3( width / 2.0f, height / 2.0f,
( mLightFront ? 1 : -1 ) * std::max( width, height ) * 5.0f );
//Set light position to the x and y of the light control, offset into/out of the screen.
Vector3 controlPosition = mLightSource.GetCurrentProperty< Vector3 >( Actor::Property::POSITION );
Vector3 lightPosition = Vector3( controlPosition.x, controlPosition.y,
- ( mLightFront ? 1 : -1 ) * Stage::GetCurrent().GetSize().x / 2.0f );
+ ( mLightFront ? 1 : -1 ) * mApplication.GetWindow().GetSize().GetWidth() / 2.0f );
for( int i = 0; i < NUM_MESHES; ++i )
{
//If the light source is touched, move it by dragging it.
//If a model is touched, rotate it by panning around.
- bool OnTouch( Actor actor, const TouchData& touch )
+ bool OnTouch( Actor actor, const TouchEvent& touch )
{
switch( touch.GetState( 0 ) )
{
Quaternion( Radian( mModels[mSelectedModelIndex].rotation.y ), Vector3::YAXIS);
//Apply rotation.
- mModels[mSelectedModelIndex].control.SetOrientation( rotation );
+ mModels[mSelectedModelIndex].control.SetProperty( Actor::Property::ORIENTATION, rotation );
break;
}
case LIGHT_TAG: //Drag light
{
//Set light source to new position and update the models accordingly.
- mLightSource.SetPosition( Vector3( touch.GetScreenPosition( 0 ) ) );
+ mLightSource.SetProperty( Actor::Property::POSITION, Vector3( touch.GetScreenPosition( 0 ) ) );
UpdateLight();
break;
//If escape or the back button is pressed, quit the application (and return to the launcher)
void OnKeyEvent( const KeyEvent& event )
{
- if( event.state == KeyEvent::Down )
+ if( event.GetState() == KeyEvent::DOWN )
{
if( IsKey( event, DALI_KEY_ESCAPE) || IsKey( event, DALI_KEY_BACK ) )
{