// Setup properties, signals and actions using the type-registry.
DALI_TYPE_REGISTRATION_BEGIN( Toolkit::CubeTransitionEffect, Dali::BaseHandle, NULL );
-DALI_SIGNAL_REGISTRATION( Toolkit, CubeTransitionEffect, "transition-completed", SIGNAL_TRANSITION_COMPLETED )
+DALI_SIGNAL_REGISTRATION( Toolkit, CubeTransitionEffect, "transitionCompleted", SIGNAL_TRANSITION_COMPLETED )
DALI_TYPE_REGISTRATION_END()
Property::Map quadVertexFormat;
quadVertexFormat["aPosition"] = Property::VECTOR2;
- PropertyBuffer quadVertices = PropertyBuffer::New( quadVertexFormat, 4 );
- quadVertices.SetData(quadVertexData);
+ PropertyBuffer quadVertices = PropertyBuffer::New( quadVertexFormat );
+ quadVertices.SetData( quadVertexData, 4 );
// Create the geometry object
Geometry geometry = Geometry::New();
}
mCurrentRenderer = Renderer::New( geometry, material );
- mCurrentRenderer.SetDepthIndex( depth );
+ mCurrentRenderer.SetProperty( Renderer::Property::DEPTH_INDEX, depth );
Self().AddRenderer( mCurrentRenderer );
}
Geometry geometry = mCurrentRenderer.GetGeometry();
mTargetRenderer = Renderer::New( geometry, material );
- mTargetRenderer.SetDepthIndex( mCurrentRenderer.GetDepthIndex() );
+ int depthIndex = mCurrentRenderer.GetProperty<int>(Renderer::Property::DEPTH_INDEX);
+ mTargetRenderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, depthIndex );
for( size_t i = 0; i < mBoxes.size(); ++i )
{