using namespace Dali;
using namespace Dali::Toolkit;
-using namespace std;
///////////////////////////////////////////////////////////////////////////////
mRotateAnimation.Play();
}
-Actor DaliTableView::CreateTile( const string& name, const string& title, const Size& parentSize, bool addBackground )
+Actor DaliTableView::CreateTile( const std::string& name, const std::string& title, const Size& parentSize, bool addBackground )
{
Actor tile = Actor::New();
tile.SetName( name );
#include <dali-toolkit/dali-toolkit.h>
#include "../shared/view.h"
-using namespace std;
using namespace Dali;
using namespace Dali::Toolkit;
using namespace DemoHelper;
if(turn)
{
// turn 90 degrees clockwise.
- swap(di, dj);
+ std::swap(di, dj);
di = -di;
if (length<=1)
{
SetTitle("View");
}
- void OnTap( Actor actor, TapGesture tap )
+ void OnTap( Actor actor, const TapGesture& tap )
{
ItemId id = mItemView.GetItemId( actor );
using namespace Dali;
using namespace Dali::Toolkit;
-using namespace std;
using namespace DemoHelper;
namespace // unnamed namespace
clusterActor.SetAnchorPoint(AnchorPoint::CENTER);
Vector2 stageSize = Dali::Stage::GetCurrent().GetSize();
- float minStageDimension = min(stageSize.x, stageSize.y);
+ float minStageDimension = std::min(stageSize.x, stageSize.y);
clusterActor.SetSize(minStageDimension * CLUSTER_RELATIVE_SIZE, minStageDimension * CLUSTER_RELATIVE_SIZE, 0.0f);
DALI_ASSERT_ALWAYS(clusterType < CLUSTER_COUNT);
int column = mClusterCount>>1;
int row = mClusterCount&1;
- float minStageDimension = min(stageSize.x, stageSize.y);
+ float minStageDimension = std::min(stageSize.x, stageSize.y);
float clusterRightShift = 1.0f - CLUSTER_COLUMN_INDENT * 2.0f;
Vector3 clusterPosition = Vector3(CLUSTER_COLUMN_INDENT * stageSize.width + row * (clusterRightShift * stageSize.width - minStageDimension * CLUSTER_RELATIVE_SIZE),
CLUSTER_ROW_INDENT * stageSize.height + row * (clusterRightShift * stageSize.height - minStageDimension * CLUSTER_RELATIVE_SIZE), 0.0f);
mLayoutButton.SetBackgroundImage( mLayoutButtonImages[ type ] );
- for( vector<ClusterInfo>::iterator i = mClusterInfo.begin(); i != mClusterInfo.end(); ++i )
+ for( std::vector<ClusterInfo>::iterator i = mClusterInfo.begin(); i != mClusterInfo.end(); ++i )
{
Cluster cluster = i->mCluster;
RemoveShaderEffectRecursively( cluster );
if( i->mEffectConstraint )
{
cluster.RemoveConstraint(i->mEffectConstraint);
- i->mEffectConstraint = 0;
+ i->mEffectConstraint.Reset();
}
}
case WOBBLE_EFFECT:
{
- for( vector<ClusterInfo>::iterator i = mClusterInfo.begin(); i != mClusterInfo.end(); ++i )
+ for( std::vector<ClusterInfo>::iterator i = mClusterInfo.begin(); i != mClusterInfo.end(); ++i )
{
Cluster cluster = i->mCluster;
Vector3 position = i->mPosition;
CarouselEffect shaderEffect = CarouselEffect::New();
shaderEffect.SetRadius( -CAROUSEL_EFFECT_RADIUS );
// dont apply shader effect to scrollview as it might override internal shaders for bounce effect etc
- for( vector<ClusterInfo>::iterator i = mClusterInfo.begin(); i != mClusterInfo.end(); ++i )
+ for( std::vector<ClusterInfo>::iterator i = mClusterInfo.begin(); i != mClusterInfo.end(); ++i )
{
Cluster cluster = i->mCluster;
SetShaderEffectRecursively( cluster, shaderEffect );
shaderEffect.SetRadius( SPHERE_EFFECT_RADIUS );
shaderEffect.SetAnglePerUnit( Vector2( SPHERE_EFFECT_ANGLE_SWEEP / stageSize.y, SPHERE_EFFECT_ANGLE_SWEEP / stageSize.y ) );
// dont apply shader effect to scrollview as it might override internal shaders for bounce effect etc
- for( vector<ClusterInfo>::iterator i = mClusterInfo.begin(); i != mClusterInfo.end(); ++i )
+ for( std::vector<ClusterInfo>::iterator i = mClusterInfo.begin(); i != mClusterInfo.end(); ++i )
{
Constraint constraint = Constraint::New<float>(Actor::POSITION_Z, SphereEffectOffsetConstraint(SPHERE_EFFECT_POSITION_Z));
constraint.SetRemoveAction(Constraint::Discard);
ScrollViewWobbleEffect mScrollViewEffect; ///< ScrollView Wobble effect
Image mClusterBorderImage; ///< The border frame that appears on each image
- vector<ClusterInfo> mClusterInfo; ///< Keeps track of each cluster's information.
+ std::vector<ClusterInfo> mClusterInfo; ///< Keeps track of each cluster's information.
int mClusterCount; ///< Current number of clusters in use
ExampleEffectType mExampleEffect; ///< Current example effect.
#include <dali/dali.h>
#include <dali-toolkit/dali-toolkit.h>
-using namespace std;
using namespace Dali;
using namespace Dali::Toolkit;
mTapDetector.Reset();
}
- void RemoveOnTap( Actor actor, TapGesture tap )
+ void RemoveOnTap( Actor actor, const TapGesture& tap )
{
mItemView.RemoveItem( mItemView.GetItemId(actor), 0.5f );
}
mDeleteButton.SetVisible( false );
}
- void SelectOnTap( Actor actor, TapGesture tap )
+ void SelectOnTap( Actor actor, const TapGesture& tap )
{
Actor tick = actor.FindChildByName( "Tick" );
if( tick )
mTapDetector.Reset();
}
- void InsertOnTap( Actor actor, TapGesture tap )
+ void InsertOnTap( Actor actor, const TapGesture& tap )
{
ItemId id = mItemView.GetItemId( actor );
mTapDetector.DetectedSignal().Connect( this, &ItemViewExample::ReplaceOnTap );
}
- void ReplaceOnTap( Actor actor, TapGesture tap )
+ void ReplaceOnTap( Actor actor, const TapGesture& tap )
{
mItemView.ReplaceItem( Item( mItemView.GetItemId(actor), NewItem(rand()) ), 0.5f );
}
return true;
}
- void ChangeAlphaFunctionOnTap( Actor actor, TapGesture tap )
+ void ChangeAlphaFunctionOnTap( Actor actor, const TapGesture& tap )
{
if( NUM_ALPHA_FUNCTIONS <= ++mAlphaFuncIndex )
{
using namespace Dali;
using namespace Dali::Toolkit;
-using namespace std;
//
// move to point on screen that was tapped
- void OnTap( Actor actor, TapGesture tapGesture )
+ void OnTap( Actor actor, const TapGesture& tapGesture )
{
Vector3 destPos;
float originOffsetX, originOffsetY;
using namespace Dali;
using namespace Dali::Toolkit;
-using namespace std;
//
// move to point on screen that was tapped
- void OnTap( Actor actor, TapGesture tapGesture )
+ void OnTap( Actor actor, const TapGesture& tapGesture )
{
Vector3 destPos;
float originOffsetX, originOffsetY;
/**
* Destructor
*/
- virtual ~RadialSweepView();
+ ~RadialSweepView();
/**
* Downcast method
#include <dali/dali.h>
#include <dali-toolkit/dali-toolkit.h>
-using namespace std;
using namespace Dali;
using namespace Dali::Toolkit;
* @param[in] actor The actor receiving the pan gesture.
* @param[in] gesture The detected pan gesture.
*/
- void OnPanGesture( Actor actor, PanGesture gesture );
+ void OnPanGesture( Actor actor, const PanGesture& gesture );
/**
* Set up the animations for transition
}
// signal handler, called when the pan gesture is detected
-void DissolveEffectApp::OnPanGesture( Actor actor, PanGesture gesture )
+void DissolveEffectApp::OnPanGesture( Actor actor, const PanGesture& gesture )
{
// does not response when the animation has not finished
if( mIsTransiting || mSlideshow )
return p*q;
}
- void OnTap(Dali::Actor actor, TapGesture gesture)
+ void OnTap(Dali::Actor actor, const TapGesture& gesture)
{
if( ! mPaused )
{
}
}
- void OnPan(Actor actor, PanGesture gesture)
+ void OnPan(Actor actor, const PanGesture& gesture)
{
switch (gesture.state)
{
}
}
- void OnPinch(Actor actor, PinchGesture gesture)
+ void OnPinch(Actor actor, const PinchGesture& gesture)
{
if (gesture.state == Gesture::Started)
{
* @param[in] actor The actor receiving the pan gesture.
* @param[in] gesture The detected pan gesture.
*/
- void OnPanGesture( Actor actor, PanGesture gesture );
+ void OnPanGesture( Actor actor, const PanGesture& gesture );
/**
* Load the next image and start the transition;
*/
}
// signal handler, called when the pan gesture is detected
-void CubeTransitionApp::OnPanGesture( Actor actor, PanGesture gesture )
+void CubeTransitionApp::OnPanGesture( Actor actor, const PanGesture& gesture )
{
// does not response when the transition has not finished
if( mIsImageLoading || mCubeWaveEffect.IsTransiting() || mCubeCrossEffect.IsTransiting() || mCubeFoldEffect.IsTransiting() || mSlideshow )
Name: com.samsung.dali-demo
Summary: The OpenGLES Canvas Core Demo
-Version: 1.0.16
+Version: 1.0.17
Release: 1
Group: System/Libraries
License: Apache-2.0