ConstrainCamera();
- mShadowPlane.SetSizeMode( SIZE_EQUAL_TO_PARENT );
+ mShadowPlane.SetResizePolicy( FILL_TO_PARENT, ALL_DIMENSIONS );
- mBlurRootActor.SetSizeMode( SIZE_EQUAL_TO_PARENT );
+ mBlurRootActor.SetResizePolicy( FILL_TO_PARENT, ALL_DIMENSIONS );
}
void ShadowView::SetPointLight(Actor pointLight)
{
// root actor to parent all user added actors. Used as source actor for shadow render task.
mChildrenRoot.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
- mChildrenRoot.SetSizeMode( SIZE_EQUAL_TO_PARENT );
+ mChildrenRoot.SetRelayoutEnabled( true );
+ mChildrenRoot.SetResizePolicy( FILL_TO_PARENT, ALL_DIMENSIONS );
Vector2 stageSize = Stage::GetCurrent().GetSize();
mCameraActor = CameraActor::New(stageSize);
// Target is constrained to point at the shadow plane origin
mCameraActor.SetNearClippingPlane( 1.0f );
mCameraActor.SetType( Dali::Camera::FREE_LOOK ); // Camera orientation constrained to point at shadow plane world position
- mCameraActor.SetRotation(Radian(Degree(180)), Vector3::YAXIS);
+ mCameraActor.SetOrientation(Radian(Degree(180)), Vector3::YAXIS);
mCameraActor.SetPosition(DEFAULT_LIGHT_POSITION);
mShadowRenderShader = ShaderEffect::New( RENDER_SHADOW_VERTEX_SOURCE, RENDER_SHADOW_FRAGMENT_SOURCE,
mBlurRootActor = Actor::New();
+ mBlurRootActor.SetRelayoutEnabled( true );
// Turn off inheritance to ensure filter renders properly
mBlurRootActor.SetPositionInheritanceMode(USE_PARENT_POSITION);
- mBlurRootActor.SetInheritRotation(false);
+ mBlurRootActor.SetInheritOrientation(false);
mBlurRootActor.SetInheritScale(false);
mBlurRootActor.SetColorMode(USE_OWN_COLOR);
// is under control of application, can't use transform inheritance)
Constraint cameraOrientationConstraint =
- Constraint::New<Quaternion> ( Actor::Property::ROTATION,
+ Constraint::New<Quaternion> ( Actor::Property::ORIENTATION,
Source( mShadowPlane, Actor::Property::WORLD_POSITION ),
Source( mPointLight, Actor::Property::WORLD_POSITION ),
- Source( mShadowPlane, Actor::Property::WORLD_ROTATION ),
+ Source( mShadowPlane, Actor::Property::WORLD_ORIENTATION ),
&LookAt );
mCameraActor.ApplyConstraint( cameraOrientationConstraint );