struct DepthRotationConstraint0
{
- DepthRotationConstraint0(float angleRadians)
+ DepthRotationConstraint0(Radian angleRadians)
: mTiltAngle(angleRadians)
{
}
Quaternion operator()(const Quaternion& current, const float& layoutPosition, const float& scrollSpeed, const Vector3& layoutSize)
{
- return Quaternion(0.0f, Vector3::ZAXIS) * Quaternion(mTiltAngle, Vector3::XAXIS);
+ return Quaternion( Radian( 0.0f ), Vector3::ZAXIS ) * Quaternion( mTiltAngle, Vector3::XAXIS );
}
- float mTiltAngle;
+ Radian mTiltAngle;
};
struct DepthRotationConstraint90
{
- DepthRotationConstraint90(float angleRadians)
+ DepthRotationConstraint90(Radian angleRadians)
: mTiltAngle(angleRadians)
{
}
Quaternion operator()(const Quaternion& current, const float& layoutPosition, const float& scrollSpeed, const Vector3& layoutSize)
{
- return Quaternion(1.5f * Math::PI, Vector3::ZAXIS) * Quaternion(mTiltAngle, Vector3::XAXIS);
+ return Quaternion( Radian( 1.5f * Math::PI ), Vector3::ZAXIS) * Quaternion( mTiltAngle, Vector3::XAXIS );
}
- float mTiltAngle;
+ Radian mTiltAngle;
};
struct DepthRotationConstraint180
{
- DepthRotationConstraint180(float angleRadians)
+ DepthRotationConstraint180(Radian angleRadians)
: mTiltAngle(angleRadians)
{
}
Quaternion operator()(const Quaternion& current, const float& layoutPosition, const float& scrollSpeed, const Vector3& layoutSize)
{
- return Quaternion(-Math::PI, Vector3::ZAXIS) * Quaternion(mTiltAngle, Vector3::XAXIS);
+ return Quaternion( Radian( -Math::PI ), Vector3::ZAXIS) * Quaternion( mTiltAngle, Vector3::XAXIS );
}
- float mTiltAngle;
+ Radian mTiltAngle;
};
struct DepthRotationConstraint270
{
- DepthRotationConstraint270(float angleRadians)
+ DepthRotationConstraint270(Radian angleRadians)
: mTiltAngle(angleRadians)
{
}
Quaternion operator()(const Quaternion& current, const float& layoutPosition, const float& scrollSpeed, const Vector3& layoutSize)
{
- return Quaternion(0.5f * Math::PI, Vector3::ZAXIS) * Quaternion(mTiltAngle, Vector3::XAXIS);
+ return Quaternion( Radian( 0.5f * Math::PI ), Vector3::ZAXIS) * Quaternion( mTiltAngle, Vector3::XAXIS );
}
- float mTiltAngle;
+ Radian mTiltAngle;
};
struct DepthColorConstraint
void DepthLayout::SetTiltAngle(Degree angle)
{
- mImpl->mTiltAngle = Degree( Clamp<float>(angle, -45.0f, 45.0f) );
+ mImpl->mTiltAngle = Degree( Clamp( angle, -45.0f, 45.0f ) );
}
Degree DepthLayout::GetTiltAngle() const
{
- return mImpl->mTiltAngle;
+ return Degree( mImpl->mTiltAngle );
}
void DepthLayout::SetItemSizeFunction(ItemSizeFunction function)
Degree DepthLayout::GetItemTiltAngle() const
{
- return mImpl->mItemTiltAngle;
+ return Degree( mImpl->mItemTiltAngle );
}
void DepthLayout::SetColumnPositionFunction(ColumnPositionFunction function)
{
if(animation)
{
- animation.Resize(actor, size);
+ animation.AnimateTo( Property( actor, Actor::Property::SIZE ), size );
}
}
if (mOrientation == ControlOrientation::Up)
{
- scrollDirection = 180.0f;
+ scrollDirection = Degree( 180.0f );
}
else if (mOrientation == ControlOrientation::Left)
{
- scrollDirection = 270.0f;
+ scrollDirection = Degree( 270.0f );
}
else if (mOrientation == ControlOrientation::Down)
{
- scrollDirection = 0.0f;
+ scrollDirection = Degree( 0.0f );
}
else // mOrientation == ControlOrientation::Right
{
- scrollDirection = 90.0f;
+ scrollDirection = Degree( 90.0f );
}
return scrollDirection;