mStep = 1.f / pageWidth;
mSign = isTurnBack ? -1.0f : 1.0f;
mConst = isTurnBack ? -1.0f : 0.f;
- mRotation = isTurnBack ? Quaternion( -Math::PI, Vector3::YAXIS ) : Quaternion( 0.f, Vector3::YAXIS );
+ mRotation = isTurnBack ? Quaternion( Radian( -Math::PI ), Vector3::YAXIS ) : Quaternion( Radian(0.f), Vector3::YAXIS );
}
void operator()( Quaternion& current, const PropertyInputContainer& inputs )
{
float coef = std::max(-1.0f, mStep*(mDistance-displacement));
float angle = Math::PI * ( mConst + mSign * coef );
- current = Quaternion( angle, Vector3::YAXIS );
+ current = Quaternion( Radian( angle ), Vector3::YAXIS );
}
}
const float PageTurnView::STATIC_PAGE_INTERVAL_DISTANCE = 1.0f;
PageTurnView::PageTurnView( PageFactory& pageFactory, const Vector2& pageSize )
-: Control( REQUIRES_TOUCH_EVENTS ),
+: Control( ControlBehaviour( REQUIRES_TOUCH_EVENTS ) ),
mPageFactory( pageFactory ),
mPageSize( pageSize ),
mTotalPageCount( 0 ),
float width = mPageSize.width*(1.f+PAGE_TURN_OVER_THRESHOLD_RATIO);
Animation animation = Animation::New( std::max(0.1f,PAGE_TURN_OVER_ANIMATION_DURATION * (1.0f - mPanDisplacement / width)) );
animation.AnimateTo( Property(self, mPropertyPanDisplacement[mIndex]),
- width,AlphaFunctions::EaseOutSine33);
+ width,AlphaFunction::EASE_OUT_SINE);
animation.AnimateTo( Property(self, mPropertyCurrentCenter[mIndex]),
- Vector2(-mPageSize.width, 0.5f*mPageSize.height), AlphaFunctions::EaseOutSine33);
+ Vector2(-mPageSize.width, 0.5f*mPageSize.height), AlphaFunction::EASE_OUT_SINE);
mAnimationActorPair[animation] = actor;
mAnimationIndexPair[animation] = mIndex;
animation.Play();
{
Animation animation= Animation::New( PAGE_SLIDE_BACK_ANIMATION_DURATION * (mOriginalCenter.x - mCurrentCenter.x) / mPageSize.width / PAGE_TURN_OVER_THRESHOLD_RATIO );
animation.AnimateTo( Property( mTurnEffect[mIndex], mTurnEffect[mIndex].PageTurnEffect::GetCurrentCenterPropertyName() ),
- mOriginalCenter, AlphaFunctions::Linear );
+ mOriginalCenter, AlphaFunction::LINEAR );
mAnimationActorPair[animation] = actor;
mAnimationIndexPair[animation] = mIndex;
animation.Play();