TextureSet textureSet = TextureSet::New();
- if( mCurrentImage )
+ if( mCurrentTexture )
{
- textureSet.SetImage( 0u, mCurrentImage );
+ textureSet.SetTexture( 0u, mCurrentTexture );
}
mCurrentRenderer = Renderer::New( geometry, shader );
mCurrentRenderer.SetTextures( textureSet );
return mIsAnimating;
}
-void CubeTransitionEffect::SetCurrentImage( Image image )
+void CubeTransitionEffect::SetCurrentTexture( Texture texture )
{
- mCurrentImage = image;
+ mCurrentTexture = texture;
+
if( mCurrentRenderer )
{
TextureSet textureSet = mCurrentRenderer.GetTextures();
- textureSet.SetImage( 0u, mCurrentImage );
+ textureSet.SetTexture( 0u, mCurrentTexture);
}
}
-void CubeTransitionEffect::SetTargetImage( Image image )
+void CubeTransitionEffect::SetTargetTexture( Texture texture )
{
- mTargetImage = image;
+ mTargetTexture = texture;
if( mTargetRenderer )
{
TextureSet textureSet = mTargetRenderer.GetTextures();
- textureSet.SetImage( 0u, mTargetImage );
+ textureSet.SetTexture( 0u, mTargetTexture );
}
}
//create the target renderer
TextureSet textureSet = TextureSet::New();
- if( mTargetImage )
+ if( mTargetTexture )
{
- textureSet.SetImage( 0u, mTargetImage );
+ textureSet.SetTexture( 0u, mTargetTexture );
}
Geometry geometry = mCurrentRenderer.GetGeometry();
Shader shader( mCurrentRenderer.GetShader() );
std::swap( mCurrentTiles, mTargetTiles );
std::swap( mCurrentRenderer, mTargetRenderer );
- std::swap( mCurrentImage, mTargetImage );
+ std::swap( mCurrentTexture, mTargetTexture );
ResetToInitialState();
//Emit signal
Toolkit::CubeTransitionEffect handle( GetOwner() );
- mTransitionCompletedSignal.Emit( handle, mCurrentImage );
+ mTransitionCompletedSignal.Emit( handle, mCurrentTexture );
}
Toolkit::CubeTransitionEffect::TransitionCompletedSignalType& CubeTransitionEffect::TransitionCompletedSignal()