Use Handle::GetCurrentProperty instead of Devel API 61/130361/2
authorminho.sun <minho.sun@samsung.com>
Mon, 22 May 2017 06:22:21 +0000 (15:22 +0900)
committerminho.sun <minho.sun@samsung.com>
Mon, 22 May 2017 07:10:50 +0000 (16:10 +0900)
DevelHandle::GetCurrentProperty is moved to public.
So, use Handle::GetCurrentProperty instead of devel.

Change-Id: I9747e0b068ff907b8488d814f08769cf89f2e84e
Signed-off-by: minho.sun <minho.sun@samsung.com>
examples/blocks/blocks-example.cpp

index ed7195f..e22260d 100644 (file)
@@ -25,8 +25,6 @@
 #include <dali-toolkit/dali-toolkit.h>
 #include "shared/view.h"
 
 #include <dali-toolkit/dali-toolkit.h>
 #include "shared/view.h"
 
-#include <dali/devel-api/object/handle-devel.h>
-
 using namespace Dali;
 using namespace Dali::Toolkit;
 using namespace DemoHelper;
 using namespace Dali;
 using namespace Dali::Toolkit;
 using namespace DemoHelper;
@@ -744,7 +742,7 @@ private:
   void OnHitPaddle(PropertyNotification& source)
   {
     Actor delegate = Actor::DownCast(source.GetTarget());
   void OnHitPaddle(PropertyNotification& source)
   {
     Actor delegate = Actor::DownCast(source.GetTarget());
-    Vector3 collisionVector = DevelHandle::GetCurrentProperty< Vector3 >( delegate, source.GetTargetProperty() );
+    Vector3 collisionVector = delegate.GetCurrentProperty< Vector3 >( source.GetTargetProperty() );
     Vector3 ballRelativePosition(mBall.GetCurrentPosition() - mPaddle.GetCurrentPosition());
     ballRelativePosition.Normalize();
 
     Vector3 ballRelativePosition(mBall.GetCurrentPosition() - mPaddle.GetCurrentPosition());
     ballRelativePosition.Normalize();
 
@@ -779,7 +777,7 @@ private:
   void OnHitBrick(PropertyNotification& source)
   {
     Actor brick = Actor::DownCast(source.GetTarget());
   void OnHitBrick(PropertyNotification& source)
   {
     Actor brick = Actor::DownCast(source.GetTarget());
-    Vector3 collisionVector = DevelHandle::GetCurrentProperty< Vector3 >( brick, source.GetTargetProperty() );
+    Vector3 collisionVector = brick.GetCurrentProperty< Vector3 >( source.GetTargetProperty() );
 
     const float normalVelocity = fabsf(mBallVelocity.Dot(collisionVector));
     mBallVelocity += collisionVector * normalVelocity * 2.0f;
 
     const float normalVelocity = fabsf(mBallVelocity.Dot(collisionVector));
     mBallVelocity += collisionVector * normalVelocity * 2.0f;