void View::SetOrientationFunction( Degree portrait, Degree landscale, Degree portraitInverse, Degree landscapeInverse )
{
- mOrientationFunction[View::PORTRAIT] = portrait;
- mOrientationFunction[View::LANDSCAPE] = landscale;
- mOrientationFunction[View::PORTRAIT_INVERSE] = portraitInverse;
- mOrientationFunction[View::LANDSCAPE_INVERSE] = landscapeInverse;
+ mOrientationFunction[View::PORTRAIT] = portrait.degree;
+ mOrientationFunction[View::LANDSCAPE] = landscale.degree;
+ mOrientationFunction[View::PORTRAIT_INVERSE] = portraitInverse.degree;
+ mOrientationFunction[View::LANDSCAPE_INVERSE] = landscapeInverse.degree;
}
void View::OrientationChanged( Dali::Orientation orientation )
// has parent so we expect it to be on stage
mRotateAnimation = Animation::New( ROTATION_ANIMATION_DURATION );
- mRotateAnimation.AnimateTo( Property( self, Actor::Property::ORIENTATION ), Quaternion( -orientation.GetRadians(), Vector3::ZAXIS ), AlphaFunctions::EaseOut );
+ mRotateAnimation.AnimateTo( Property( self, Actor::Property::ORIENTATION ), Quaternion( Radian( -orientation.GetRadians() ), Vector3::ZAXIS ), AlphaFunctions::EaseOut );
// Resize the view
if( mFullScreen )
{
View::Orientation orientation = PORTRAIT;
- if( fabsf( mOrientationFunction[PORTRAIT] - degree ) <= GetRangedEpsilon( mOrientationFunction[PORTRAIT], degree ) )
+ if( fabsf( mOrientationFunction[PORTRAIT] - degree.degree ) <= GetRangedEpsilon( mOrientationFunction[PORTRAIT], degree.degree ) )
{
orientation = PORTRAIT;
}
- else if( fabsf( mOrientationFunction[LANDSCAPE] - degree ) <= GetRangedEpsilon( mOrientationFunction[LANDSCAPE], degree ) )
+ else if( fabsf( mOrientationFunction[LANDSCAPE] - degree.degree ) <= GetRangedEpsilon( mOrientationFunction[LANDSCAPE], degree.degree ) )
{
orientation = LANDSCAPE;
}
- else if( fabsf( mOrientationFunction[PORTRAIT_INVERSE] - degree ) <= GetRangedEpsilon( mOrientationFunction[PORTRAIT_INVERSE], degree ) )
+ else if( fabsf( mOrientationFunction[PORTRAIT_INVERSE] - degree.degree ) <= GetRangedEpsilon( mOrientationFunction[PORTRAIT_INVERSE], degree.degree ) )
{
orientation = PORTRAIT_INVERSE;
}
- else if( fabsf( mOrientationFunction[LANDSCAPE_INVERSE] - degree ) <= GetRangedEpsilon( mOrientationFunction[LANDSCAPE_INVERSE], degree ) )
+ else if( fabsf( mOrientationFunction[LANDSCAPE_INVERSE] - degree.degree ) <= GetRangedEpsilon( mOrientationFunction[LANDSCAPE_INVERSE], degree.degree ) )
{
orientation = LANDSCAPE_INVERSE;
}