void OnInit(Application& app)
{
// The Init signal is received once (only) during the Application lifetime
+ Window window = app.GetWindow();
- Stage::GetCurrent().KeyEventSignal().Connect(this, &MotionStretchExampleApp::OnKeyEvent);
+ window.KeyEventSignal().Connect(this, &MotionStretchExampleApp::OnKeyEvent);
// Creates a default view with a default tool bar.
- // The view is added to the stage.
+ // The view is added to the window.
mContentLayer = DemoHelper::CreateView( mApplication,
mView,
mToolBar,
APPLICATION_TITLE );
// Ensure the content layer is a square so the touch area works in all orientations
- Vector2 stageSize = Stage::GetCurrent().GetSize();
- float size = std::max( stageSize.width, stageSize.height );
+ Vector2 windowSize = window.GetSize();
+ float size = std::max( windowSize.width, windowSize.height );
mContentLayer.SetProperty( Actor::Property::SIZE, Vector2( size, size ) );
//Add an slideshow icon on the right of the title
void Rotate( DeviceOrientation orientation )
{
// Resize the root actor
- const Vector2 targetSize = Stage::GetCurrent().GetSize();
+ const Vector2 targetSize = mApplication.GetWindow().GetSize();
if( mOrientation != orientation )
{
mOrientation = orientation;
- // check if actor is on stage
+ // check if actor is on window
if( mView.GetParent() )
{
- // has parent so we expect it to be on stage, start animation
+ // has parent so we expect it to be on window, start animation
mRotateAnimation = Animation::New( ORIENTATION_DURATION );
mRotateAnimation.AnimateTo( Property( mView, Actor::Property::SIZE_WIDTH ), targetSize.width );
mRotateAnimation.AnimateTo( Property( mView, Actor::Property::SIZE_HEIGHT ), targetSize.height );
float originOffsetX, originOffsetY;
// rotate offset (from top left origin to centre) into actor space
- Vector2 stageSize = Dali::Stage::GetCurrent().GetSize();
- actor.ScreenToLocal(originOffsetX, originOffsetY, stageSize.width * 0.5f, stageSize.height * 0.5f);
+ Vector2 windowSize = mApplication.GetWindow().GetSize();
+ actor.ScreenToLocal(originOffsetX, originOffsetY, windowSize.width * 0.5f, windowSize.height * 0.5f);
// get dest point in local actor space
destPos.x = tapGesture.localPoint.x - originOffsetX;
{
mActorTapMovementAnimation.AnimateTo( Property(mMotionStretchImageView, Actor::Property::POSITION), destPos, AlphaFunction::EASE_IN_OUT_SINE, TimePeriod(animDuration) );
}
- mActorTapMovementAnimation.SetEndAction( Animation::Bake );
+ mActorTapMovementAnimation.SetEndAction( Animation::BAKE );
mActorTapMovementAnimation.Play();
float animDuration = 1.0f;
mActorAnimation = Animation::New(animDuration);
mActorAnimation.AnimateBy( Property( mMotionStretchImageView, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(360.0f) ), Vector3::YAXIS ), AlphaFunction::EASE_IN_OUT );
- mActorAnimation.SetEndAction( Animation::Bake );
+ mActorAnimation.SetEndAction( Animation::BAKE );
mActorAnimation.Play();
}
break;
float animDuration = 1.0f;
mActorAnimation = Animation::New(animDuration);
mActorAnimation.AnimateBy( Property( mMotionStretchImageView, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(360.0f) ), Vector3::ZAXIS ), AlphaFunction::EASE_IN_OUT );
- mActorAnimation.SetEndAction( Animation::Bake );
+ mActorAnimation.SetEndAction( Animation::BAKE );
mActorAnimation.Play();
}
break;
mActorAnimation = Animation::New(animDuration);
mActorAnimation.AnimateBy( Property( mMotionStretchImageView, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(360.0f) ), Vector3::YAXIS ), AlphaFunction::EASE_IN_OUT );
mActorAnimation.AnimateBy( Property( mMotionStretchImageView, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(360.0f) ), Vector3::ZAXIS ), AlphaFunction::EASE_IN_OUT );
- mActorAnimation.SetEndAction( Animation::Bake );
+ mActorAnimation.SetEndAction( Animation::BAKE );
mActorAnimation.Play();
}
break;
float animDuration = 1.0f;
mActorAnimation = Animation::New(animDuration);
mActorAnimation.AnimateBy( Property( mMotionStretchImageView, Actor::Property::SCALE ), Vector3(2.0f, 2.0f, 2.0f), AlphaFunction::BOUNCE, TimePeriod( 0.0f, 1.0f ) );
- mActorAnimation.SetEndAction( Animation::Bake );
+ mActorAnimation.SetEndAction( Animation::BAKE );
mActorAnimation.Play();
}
break;
*/
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) )
{