/*
- * Copyright (c) 2017 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.
// The Init signal is received once (only) during the Application lifetime
void Create( Application& application )
{
- Stage stage = Stage::GetCurrent();
- stage.SetBackgroundColor( Color::BLACK );
+ Window window = application.GetWindow();
+ window.SetBackgroundColor( Color::BLACK );
- // Connect to the stage's key signal to allow Back and Escape to exit.
- stage.KeyEventSignal().Connect( this, &RadialProgressController::OnKeyEvent );
+ // Connect to the window's key signal to allow Back and Escape to exit.
+ window.KeyEventSignal().Connect( this, &RadialProgressController::OnKeyEvent );
// 1. Create actor to show the effect
mActor = Actor::New();
- mActor.SetAnchorPoint( AnchorPoint::CENTER );
- mActor.SetParentOrigin( ParentOrigin::CENTER );
- mActor.SetSize( Vector2( TEXTURE_WIDTH, TEXTURE_HEIGHT ) );
+ mActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+ mActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ mActor.SetProperty( Actor::Property::SIZE, Vector2( TEXTURE_WIDTH, TEXTURE_HEIGHT ) );
mActor.RegisterProperty("uProgress", float(1.0f) );
- stage.Add( mActor );
+ window.Add( mActor );
// 1. Create stencil renderer i.e. a triangle fan in the shape of a circle
Renderer stencilRenderer = CreatePolygon( NUMBER_OF_SIDES );
animation.Play();
// 6. Exit the application when touched
- stage.GetRootLayer().TouchSignal().Connect( this, &RadialProgressController::OnTouch );
+ window.GetRootLayer().TouchedSignal().Connect( this, &RadialProgressController::OnTouch );
}
- bool OnTouch( Actor actor, const TouchData& touch )
+ bool OnTouch( Actor actor, const TouchEvent& touch )
{
// quit the application
mApplication.Quit();
vertexFormat[ "aPosition" ] = Property::VECTOR3;
// describe vertex format ( only 2-dimensional positions )
- PropertyBuffer vertexBuffer = PropertyBuffer::New( vertexFormat );
+ VertexBuffer vertexBuffer = VertexBuffer::New( vertexFormat );
vertexBuffer.SetData( vertices.data(), vertices.size() );
// create geometry
Property::Map vertexFormat;
vertexFormat["aPosition"] = Property::VECTOR2;
- PropertyBuffer vertexBuffer = PropertyBuffer::New( vertexFormat );
+ VertexBuffer vertexBuffer = VertexBuffer::New( vertexFormat );
const float P( 0.5f );
const Vector2 vertices[] = {
*/
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 ) )
{