Move new mesh API to devel-api.
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / controls / scrollable / bouncing-effect-actor.cpp
index 19dc7cc..177f927 100644 (file)
 #include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
 
 // EXTERNAL INCLUDES
-#include <dali/public-api/actors/renderer.h>
-#include <dali/public-api/geometry/geometry.h>
 #include <dali/public-api/math/vector3.h>
-#include <dali/public-api/object/property-buffer.h>
 #include <dali/public-api/object/property-map.h>
-#include <dali/public-api/shader-effects/material.h>
-#include <dali/public-api/shader-effects/shader.h>
+#include <dali/devel-api/object/property-buffer.h>
+#include <dali/devel-api/rendering/geometry.h>
+#include <dali/devel-api/rendering/material.h>
+#include <dali/devel-api/rendering/renderer.h>
+#include <dali/devel-api/rendering/shader.h>
 
 namespace Dali
 {
@@ -97,13 +97,13 @@ Actor CreateBouncingEffectActor( Property::Index& bouncePropertyIndex )
   Property::Map vertexFormat;
   vertexFormat["aPosition1"] = Property::VECTOR3;
   vertexFormat["aPosition2"] = Property::VECTOR3;
-  PropertyBuffer vertices = PropertyBuffer::New( PropertyBuffer::STATIC, vertexFormat, 12u );
+  PropertyBuffer vertices = PropertyBuffer::New( vertexFormat, 12u );
   vertices.SetData( vertexData );
 
   unsigned int indexData[18] = { 0,3,1,0,2,3,4,7,5,4,6,7,8,11,9,8,10,11 };
   Property::Map indexFormat;
   indexFormat["indices"] = Property::UNSIGNED_INTEGER;
-  PropertyBuffer indices = PropertyBuffer::New( PropertyBuffer::STATIC, indexFormat, 18u );
+  PropertyBuffer indices = PropertyBuffer::New( indexFormat, 18u );
   indices.SetData( indexData );
 
   Geometry meshGeometry = Geometry::New();
@@ -122,8 +122,7 @@ Actor CreateBouncingEffectActor( Property::Index& bouncePropertyIndex )
   meshActor.AddRenderer( renderer );
 
   // Register property
-  bouncePropertyIndex = meshActor.RegisterProperty("bounce-coefficient", 0.f);
-  meshActor.AddUniformMapping( bouncePropertyIndex, "uBounceCoefficient" );
+  bouncePropertyIndex = meshActor.RegisterProperty("uBounceCoefficient", 0.f);
 
   return meshActor;
 }