// Creates the background gradient
Toolkit::Control background = Dali::Toolkit::Control::New();
- background.SetProperty( Actor::Property::ANCHOR_POINT, Dali::AnchorPoint::CENTER );
- background.SetProperty( Actor::Property::PARENT_ORIGIN, Dali::ParentOrigin::CENTER );
+ background[Actor::Property::ANCHOR_POINT] = Dali::AnchorPoint::CENTER;
+ background[Actor::Property::PARENT_ORIGIN] = Dali::ParentOrigin::CENTER;
background.SetResizePolicy( Dali::ResizePolicy::FILL_TO_PARENT, Dali::Dimension::ALL_DIMENSIONS );
+
Dali::Property::Map map;
map.Insert( Toolkit::Visual::Property::TYPE, Visual::GRADIENT );
Property::Array stopOffsets;
map.Insert( GradientVisual::Property::START_POSITION, Vector2(0.0f,-halfWindowSize.y) );
map.Insert( GradientVisual::Property::END_POSITION, Vector2(0.0f,halfWindowSize.y) );
map.Insert( GradientVisual::Property::UNITS, GradientVisual::Units::USER_SPACE );
- background.SetProperty( Dali::Toolkit::Control::Property::BACKGROUND, map );
+ background[ Dali::Toolkit::Control::Property::BACKGROUND ] = map;
window.Add( background );
// Create a TextLabel for the application title.
Toolkit::TextLabel label = Toolkit::TextLabel::New( APPLICATION_TITLE );
- label.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER );
- label.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( 0.5f, 0.0f, 0.5f ) );
- label.SetProperty( Toolkit::TextLabel::Property::HORIZONTAL_ALIGNMENT, "CENTER" );
- label.SetProperty( Toolkit::TextLabel::Property::VERTICAL_ALIGNMENT, "CENTER" );
- label.SetProperty( Toolkit::TextLabel::Property::TEXT_COLOR, Vector4( 1.0f, 1.0f, 1.0f, 1.0f ) );
+ label[ Actor::Property::ANCHOR_POINT] = AnchorPoint::TOP_CENTER ;
+ label[ Actor::Property::PARENT_ORIGIN] = Vector3( 0.5f, 0.0f, 0.5f );
+ label[ Toolkit::TextLabel::Property::HORIZONTAL_ALIGNMENT ] = "CENTER";
+ label[ Toolkit::TextLabel::Property::VERTICAL_ALIGNMENT] = "CENTER";
+ label[ Toolkit::TextLabel::Property::TEXT_COLOR ] = Color::WHITE;
window.Add( label );
CreateTriangleMorph(Vector3( windowSize.x*0.5f, windowSize.y*0.15f, 0.0f), 100.0f );
Vector3 v5 = v2 + ( ( v0 - v2 ) * 0.5f );
Shader shader = CreateShader( 12 );
- shader.SetProperty( shader.GetPropertyIndex( "uPosition[0]"), v0 );
- shader.SetProperty( shader.GetPropertyIndex( "uPosition[1]"), v3 );
- shader.SetProperty( shader.GetPropertyIndex( "uPosition[2]"), v1 );
+ shader[ "uPosition[0]"] = v0;
+ shader[ "uPosition[1]"] = v3;
+ shader[ "uPosition[2]"] = v1;
- shader.SetProperty( shader.GetPropertyIndex( "uPosition[3]"), v1 );
- shader.SetProperty( shader.GetPropertyIndex( "uPosition[4]"), v4 );
- shader.SetProperty( shader.GetPropertyIndex( "uPosition[5]"), v2 );
+ shader[ "uPosition[3]"] = v1;
+ shader[ "uPosition[4]"] = v4;
+ shader[ "uPosition[5]"] = v2;
- shader.SetProperty( shader.GetPropertyIndex( "uPosition[6]"), v2 );
- shader.SetProperty( shader.GetPropertyIndex( "uPosition[7]"), v5 );
- shader.SetProperty( shader.GetPropertyIndex( "uPosition[8]"), v0 );
+ shader[ "uPosition[6]"] = v2;
+ shader[ "uPosition[7]"] = v5;
+ shader[ "uPosition[8]"] = v0;
- shader.SetProperty( shader.GetPropertyIndex( "uPosition[9]"), v0 );
- shader.SetProperty( shader.GetPropertyIndex( "uPosition[10]"), v1 );
- shader.SetProperty( shader.GetPropertyIndex( "uPosition[11]"), v2 );
+ shader[ "uPosition[9]"] = v0;
+ shader[ "uPosition[10]"] = v1;
+ shader[ "uPosition[11]"] = v2;
//Create geometry
geometry.SetIndexBuffer( indexData, sizeof(indexData)/sizeof(indexData[0]) );
Renderer renderer = Renderer::New( geometry, shader );
- renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
+ renderer[Renderer::Property::BLEND_MODE] = BlendMode::ON;
Actor actor = Actor::New();
- actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
- actor.SetProperty( Actor::Property::POSITION, center );
- actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
- actor.SetProperty( Actor::Property::COLOR,Vector4(1.0f,1.0f,0.0f,1.0f) );
+ actor[Actor::Property::SIZE ] = Vector2( 400.0f, 400.0f );
+ actor[Actor::Property::POSITION ] = center;
+ actor[Actor::Property::ANCHOR_POINT] = AnchorPoint::CENTER;
+ actor[Actor::Property::COLOR] = Color::WHITE;
actor.AddRenderer( renderer );
Window window = mApplication.GetWindow();
void CreateCircleMorph( Vector3 center, float radius )
{
Shader shader = CreateShader( 16 );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[0]"), Vector3( -radius, -radius, 0.0f ) );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[1]"), Vector3( 0.0f, -radius, 0.0f ) );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[2]"), Vector3( radius, -radius, 0.0f ) );
+ shader["uPosition[0]"] = Vector3( -radius, -radius, 0.0f );
+ shader["uPosition[1]"] = Vector3( 0.0f, -radius, 0.0f );
+ shader["uPosition[2]"] = Vector3( radius, -radius, 0.0f );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[3]"), Vector3( radius, -radius, 0.0f ) );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[4]"), Vector3( radius, 0.0f, 0.0f ) );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[5]"), Vector3( radius, radius, 0.0f ) );
+ shader["uPosition[3]"] = Vector3( radius, -radius, 0.0f );
+ shader["uPosition[4]"] = Vector3( radius, 0.0f, 0.0f );
+ shader["uPosition[5]"] = Vector3( radius, radius, 0.0f );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[6]"), Vector3( radius, radius, 0.0f ) );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[7]"), Vector3( 0.0f, radius, 0.0f ) );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[8]"), Vector3( -radius, radius, 0.0f ) );
+ shader["uPosition[6]"] = Vector3( radius, radius, 0.0f );
+ shader["uPosition[7]"] = Vector3( 0.0f, radius, 0.0f );
+ shader["uPosition[8]"] = Vector3( -radius, radius, 0.0f );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[9]"), Vector3( -radius, radius, 0.0f ) );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[10]"), Vector3( -radius, 0.0f, 0.0f ) );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[11]"), Vector3( -radius, -radius, 0.0f ) );
+ shader["uPosition[9]"] = Vector3( -radius, radius, 0.0f );
+ shader["uPosition[10]"] = Vector3( -radius, 0.0f, 0.0f );
+ shader["uPosition[11]"] = Vector3( -radius, -radius, 0.0f );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[12]"), Vector3( -radius, -radius, 0.0f ) );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[13]"), Vector3( radius, -radius, 0.0f ) );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[14]"), Vector3( radius, radius, 0.0f ) );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[15]"), Vector3( -radius, radius, 0.0f ) );
+ shader["uPosition[12]"] = Vector3( -radius, -radius, 0.0f );
+ shader["uPosition[13]"] = Vector3( radius, -radius, 0.0f );
+ shader["uPosition[14]"] = Vector3( radius, radius, 0.0f );
+ shader["uPosition[15]"] = Vector3( -radius, radius, 0.0f );
- //shader.SetProperty( shader.GetPropertyIndex("uLineWidth"), 2.0f );
+ //shader["uLineWidth"), 2.0] ;
static const Vector3 vertexData[] = { Vector3( 0.0f, 0.0f, 0.0f ),
Vector3( 0.5f, 0.0f, 1.0f ),
geometry.SetIndexBuffer( indexData, sizeof(indexData)/sizeof(indexData[0]) );
Renderer renderer = Renderer::New( geometry, shader );
- renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
+ renderer[ Renderer::Property::BLEND_MODE ] = BlendMode::ON;
Actor actor = Actor::New();
- actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
- actor.SetProperty( Actor::Property::POSITION, center );
- actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+ actor[ Actor::Property::SIZE] = Vector2( 400.0f, 400.0f );
+ actor[ Actor::Property::POSITION] = center;
+ actor[ Actor::Property::ANCHOR_POINT] = AnchorPoint::CENTER;
actor.AddRenderer( renderer );
Window window = mApplication.GetWindow();
void CreateQuadMorph( Vector3 center, float radius )
{
Shader shader = CreateShader( 16 );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[0]"), Vector3( -radius, -radius, 0.0f ) );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[1]"), Vector3( 0.0f, -radius, 0.0f ) );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[2]"), Vector3( radius, -radius, 0.0f ) );
+ shader["uPosition[0]"] = Vector3( -radius, -radius, 0.0f );
+ shader["uPosition[1]"] = Vector3( 0.0f, -radius, 0.0f );
+ shader["uPosition[2]"] = Vector3( radius, -radius, 0.0f );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[3]"), Vector3( radius, -radius, 0.0f ) );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[4]"), Vector3( radius, 0.0f, 0.0f ) );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[5]"), Vector3( radius, radius, 0.0f ) );
+ shader["uPosition[3]"] = Vector3( radius, -radius, 0.0f );
+ shader["uPosition[4]"] = Vector3( radius, 0.0f, 0.0f );
+ shader["uPosition[5]"] = Vector3( radius, radius, 0.0f );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[6]"), Vector3( radius, radius, 0.0f ) );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[7]"), Vector3( 0.0f, radius, 0.0f ) );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[8]"), Vector3( -radius, radius, 0.0f ) );
+ shader["uPosition[6]"] = Vector3( radius, radius, 0.0f );
+ shader["uPosition[7]"] = Vector3( 0.0f, radius, 0.0f );
+ shader["uPosition[8]"] = Vector3( -radius, radius, 0.0f );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[9]"), Vector3( -radius, radius, 0.0f ) );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[10]"), Vector3( -radius, 0.0f, 0.0f ) );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[11]"), Vector3( -radius, -radius, 0.0f ) );
+ shader["uPosition[9]"] = Vector3( -radius, radius, 0.0f );
+ shader["uPosition[10]"] = Vector3( -radius, 0.0f, 0.0f );
+ shader["uPosition[11]"] = Vector3( -radius, -radius, 0.0f );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[12]"), Vector3( -radius, -radius, 0.0f ) );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[13]"), Vector3( radius, -radius, 0.0f ) );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[14]"), Vector3( radius, radius, 0.0f ) );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[15]"), Vector3( -radius, radius, 0.0f ) );
+ shader["uPosition[12]"] = Vector3( -radius, -radius, 0.0f );
+ shader["uPosition[13]"] = Vector3( radius, -radius, 0.0f );
+ shader["uPosition[14]"] = Vector3( radius, radius, 0.0f );
+ shader["uPosition[15]"] = Vector3( -radius, radius, 0.0f );
static const Vector3 vertexData[] = { Dali::Vector3( 0.0f, 0.0f, 0.0f ),
Dali::Vector3( 0.5f, 0.0f, 1.0f ),
geometry.SetIndexBuffer( indexData, sizeof(indexData)/sizeof(indexData[0]) );
Renderer renderer = Renderer::New( geometry, shader );
- renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
+ renderer[Renderer::Property::BLEND_MODE] = BlendMode::ON;
Actor actor = Actor::New();
- actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
- actor.SetProperty( Actor::Property::POSITION, center );
- actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
- actor.SetProperty( Actor::Property::COLOR,Vector4(1.0f,0.0f,0.0f,1.0f) );
+ actor[Actor::Property::SIZE] = Vector2( 400.0f, 400.0f );
+ actor[Actor::Property::POSITION] = center;
+ actor[Actor::Property::ANCHOR_POINT] = AnchorPoint::CENTER;
+ actor[Actor::Property::COLOR] = Vector4(1.0f,0.0f,0.0f,1.0f);
actor.AddRenderer( renderer );
Window window = mApplication.GetWindow();