// EXTERNAL INCLUDES
#include <dali/public-api/animation/animation.h>
+
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/cluster/cluster.h>
if( animationDuration > 0.f )
{
Animation animation = Animation::New(animationDuration);
- animation.MoveTo( actor, position, alpha, durationSeconds.delaySeconds, durationSeconds.durationSeconds );
- animation.Resize( actor, size, alpha, durationSeconds.delaySeconds, durationSeconds.durationSeconds );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION ), position, alpha, TimePeriod( durationSeconds.delaySeconds, durationSeconds.durationSeconds ) );
+ animation.AnimateTo( Property( actor, Actor::Property::SIZE ), size, alpha, TimePeriod( durationSeconds.delaySeconds, durationSeconds.durationSeconds ) );
animation.Play();
}
else
if( animationDuration > 0.f )
{
Animation animation = Animation::New(animationDuration);
- animation.MoveTo( actor, position, alpha, durationSeconds.delaySeconds, durationSeconds.durationSeconds );
- animation.Resize( actor, size, alpha, durationSeconds.delaySeconds, durationSeconds.durationSeconds );
- animation.RotateTo( actor, rotation, alpha, durationSeconds.delaySeconds, durationSeconds.durationSeconds );
- animation.ScaleTo( actor, scale, alpha, durationSeconds.delaySeconds, durationSeconds.durationSeconds );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION ), position, alpha, TimePeriod( durationSeconds.delaySeconds, durationSeconds.durationSeconds ) );
+ animation.AnimateTo( Property( actor, Actor::Property::SIZE ), size, alpha, TimePeriod( durationSeconds.delaySeconds, durationSeconds.durationSeconds ) );
+ animation.AnimateTo( Property( actor, Actor::Property::ORIENTATION ), rotation, alpha, TimePeriod( durationSeconds.delaySeconds, durationSeconds.durationSeconds ) );
+ animation.AnimateTo( Property( actor, Actor::Property::SCALE ), scale, alpha, TimePeriod( durationSeconds.delaySeconds, durationSeconds.durationSeconds ) );
animation.Play();
}
else
{
actor.SetPosition( position );
actor.SetSize( size );
- actor.SetRotation( rotation );
+ actor.SetOrientation( rotation );
actor.SetScale( scale );
}
}
Property::Index depthProperty = child.GetPropertyIndex(Toolkit::Cluster::CLUSTER_ACTOR_DEPTH);
float depthPropertyValue = child.GetProperty<float>( depthProperty );
-
Apply( child,
FirstOrderEquation( GetClusterSize(), Vector3(position.x, position.y, 0.0f), Vector3(0.0f, 0.0f, depthPropertyValue) ),
FirstOrderEquation( GetClusterSize(), Vector3::ONE * size),