DALI_TYPE_REGISTRATION_BEGIN( Toolkit::View, Toolkit::Control, Create )
-DALI_SIGNAL_REGISTRATION( View, "orientation-animation-start", SIGNAL_ORIENTATION_ANIMATION_START )
+//DALI_SIGNAL_REGISTRATION( View, "orientation-animation-start", SIGNAL_ORIENTATION_ANIMATION_START )
DALI_TYPE_REGISTRATION_END()
mBackgroundLayer = Layer::New();
mBackgroundLayer.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
- mBackgroundLayer.SetResizePolicy( FILL_TO_PARENT, ALL_DIMENSIONS );
+ mBackgroundLayer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
// Add background layer to custom actor.
Self().Add( mBackgroundLayer );
}
backgroundImage.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
- backgroundImage.SetResizePolicy( FILL_TO_PARENT, ALL_DIMENSIONS );
- backgroundImage.SetSizeScalePolicy( FILL_WITH_ASPECT_RATIO );
+ backgroundImage.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
+ backgroundImage.SetSizeScalePolicy( SizeScalePolicy::FILL_WITH_ASPECT_RATIO );
mBackgroundLayer.Add( backgroundImage );
RelayoutRequest();
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 )
{
+ /*
Actor self = Self();
// Nothing to do if orientation doesn't really change.
// 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 )
mOrientationAnimationStartedSignal.Emit( handle, mRotateAnimation, orientation );
mRotateAnimation.Play();
+ */
}
void View::SetAutoRotate( bool enabled )
bool View::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
{
+ return true;
+
+ /*
Dali::BaseHandle handle( object );
bool connected( true );
}
return connected;
+ */
}
View::View(bool fullscreen)
-: Control( CONTROL_BEHAVIOUR_NONE ),
+: Control( ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) ),
mOrientation( -1 ),
mFullScreen(fullscreen),
mContentLayers(),
{
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;
}