X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-demo.git;a=blobdiff_plain;f=examples%2Ffpp-game%2Fgame-entity.cpp;h=f5986f64dc746244b7a265a00e847232abbb60db;hp=7a037594724baab26ec95a21dcd135e443dc2536;hb=1b19fd140ff139b5854a1a62447faf31b175d8f6;hpb=b26d446b0cb6a316abc3a79d4fc70d0ae1b7994c diff --git a/examples/fpp-game/game-entity.cpp b/examples/fpp-game/game-entity.cpp index 7a03759..f5986f6 100644 --- a/examples/fpp-game/game-entity.cpp +++ b/examples/fpp-game/game-entity.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2016 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. @@ -18,10 +18,10 @@ #include "game-entity.h" #include "game-renderer.h" -GameEntity::GameEntity( const char* name ) +GameEntity::GameEntity(const char* name) { mActor = Dali::Actor::New(); - mActor.SetProperty( Dali::Actor::Property::NAME, name ); + mActor.SetProperty(Dali::Actor::Property::NAME, name); } GameEntity::~GameEntity() @@ -30,18 +30,18 @@ GameEntity::~GameEntity() void GameEntity::UpdateRenderer() { - if( mActor.GetRendererCount() ) + if(mActor.GetRendererCount()) { - Dali::Renderer currentRenderer = mActor.GetRendererAt( 0 ); - if( currentRenderer == mGameRenderer.GetRenderer() ) + Dali::Renderer currentRenderer = mActor.GetRendererAt(0); + if(currentRenderer == mGameRenderer.GetRenderer()) { return; } - mActor.RemoveRenderer( currentRenderer ); + mActor.RemoveRenderer(currentRenderer); } - if( mGameRenderer.GetRenderer() ) + if(mGameRenderer.GetRenderer()) { - mActor.AddRenderer( mGameRenderer.GetRenderer() ); + mActor.AddRenderer(mGameRenderer.GetRenderer()); } } @@ -55,22 +55,22 @@ Dali::Actor& GameEntity::GetActor() return mActor; } -void GameEntity::SetLocation( const Dali::Vector3& loc ) +void GameEntity::SetLocation(const Dali::Vector3& loc) { - mActor.SetProperty( Dali::Actor::Property::POSITION, loc ); + mActor.SetProperty(Dali::Actor::Property::POSITION, loc); } -void GameEntity::SetRotation( const Dali::Quaternion& rot ) +void GameEntity::SetRotation(const Dali::Quaternion& rot) { - mActor.SetProperty( Dali::Actor::Property::ORIENTATION, rot ); + mActor.SetProperty(Dali::Actor::Property::ORIENTATION, rot); } -void GameEntity::SetScale( const Dali::Vector3& scale ) +void GameEntity::SetScale(const Dali::Vector3& scale) { - mActor.SetProperty( Dali::Actor::Property::SCALE, scale ); + mActor.SetProperty(Dali::Actor::Property::SCALE, scale); } -void GameEntity::SetSize( const Dali::Vector3& size ) +void GameEntity::SetSize(const Dali::Vector3& size) { - mActor.SetProperty( Dali::Actor::Property::SIZE, size ); + mActor.SetProperty(Dali::Actor::Property::SIZE, size); }