X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fpage-turn-view%2Fpage-turn-view-impl.cpp;h=9204fa426b8bbbdc68e904e5edef3aaef4c1a3e0;hp=7a00f877f30bc33ed5c61e0c01c6ecb5ecfefe36;hb=1710c1317e96351975f49bd208314f573021ae54;hpb=acd889e1216f09643136902ba7a115c2e5589418 diff --git a/dali-toolkit/internal/controls/page-turn-view/page-turn-view-impl.cpp b/dali-toolkit/internal/controls/page-turn-view/page-turn-view-impl.cpp index 7a00f87..9204fa4 100644 --- a/dali-toolkit/internal/controls/page-turn-view/page-turn-view-impl.cpp +++ b/dali-toolkit/internal/controls/page-turn-view/page-turn-view-impl.cpp @@ -263,9 +263,9 @@ PageTurnView::Page::Page() : isTurnBack( false ) { actor = Actor::New(); - actor.SetAnchorPoint( AnchorPoint::CENTER_LEFT ); - actor.SetParentOrigin( ParentOrigin::CENTER_LEFT ); - actor.SetVisible( false ); + actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT ); + actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT ); + actor.SetProperty( Actor::Property::VISIBLE, false ); propertyPanDisplacement = actor.RegisterProperty( PROPERTY_PAN_DISPLACEMENT, 0.f ); propertyPanCenter = actor.RegisterProperty(PROPERTY_PAN_CENTER, Vector2::ZERO); @@ -394,7 +394,7 @@ void PageTurnView::OnInitialize() // create the layer for turning pages mTurningPageLayer = Layer::New(); - mTurningPageLayer.SetAnchorPoint( AnchorPoint::CENTER_LEFT ); + mTurningPageLayer.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT ); mTurningPageLayer.SetBehavior(Layer::LAYER_3D); mTurningPageLayer.Raise(); @@ -410,7 +410,7 @@ void PageTurnView::OnInitialize() AddPage( i ); mPages[i].actor.SetZ( -static_cast( i )*STATIC_PAGE_INTERVAL_DISTANCE ); } - mPages[0].actor.SetVisible(true); + mPages[0].actor.SetProperty( Actor::Property::VISIBLE,true); // enable the pan gesture which is attached to the control EnableGestureDetection(Gesture::Type(Gesture::Pan)); @@ -448,21 +448,21 @@ Shader PageTurnView::CreateShader( const Property::Map& shaderMap ) void PageTurnView::SetupShadowView() { mShadowView = Toolkit::ShadowView::New( 0.25f, 0.25f ); - Vector3 origin = mTurningPageLayer.GetCurrentParentOrigin(); - mShadowView.SetParentOrigin( origin ); - mShadowView.SetAnchorPoint( origin ); + Vector3 origin = mTurningPageLayer.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ); + mShadowView.SetProperty( Actor::Property::PARENT_ORIGIN, origin ); + mShadowView.SetProperty( Actor::Property::ANCHOR_POINT, origin ); mShadowView.SetPointLightFieldOfView( Math::PI / 2.0f); mShadowView.SetShadowColor(DEFAULT_SHADOW_COLOR); mShadowPlaneBackground = Actor::New(); - mShadowPlaneBackground.SetParentOrigin( ParentOrigin::CENTER ); + mShadowPlaneBackground.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER ); mShadowPlaneBackground.SetSize( mControlSize ); Self().Add( mShadowPlaneBackground ); mShadowView.SetShadowPlaneBackground( mShadowPlaneBackground ); mPointLight = Actor::New(); - mPointLight.SetAnchorPoint( origin ); - mPointLight.SetParentOrigin( origin ); + mPointLight.SetProperty( Actor::Property::ANCHOR_POINT, origin ); + mPointLight.SetProperty( Actor::Property::PARENT_ORIGIN, origin ); mPointLight.SetPosition( 0.f, 0.f, mPageSize.width*POINT_LIGHT_HEIGHT_RATIO ); Self().Add( mPointLight ); mShadowView.SetPointLight( mPointLight ); @@ -557,10 +557,10 @@ void PageTurnView::GoToPage( unsigned int pageId ) AddPage( i ); } - mPages[pageId%NUMBER_OF_CACHED_PAGES].actor.SetVisible(true); + mPages[pageId%NUMBER_OF_CACHED_PAGES].actor.SetProperty( Actor::Property::VISIBLE,true); if( pageId > 0 ) { - mPages[(pageId-1)%NUMBER_OF_CACHED_PAGES].actor.SetVisible(true); + mPages[(pageId-1)%NUMBER_OF_CACHED_PAGES].actor.SetProperty( Actor::Property::VISIBLE,true); } // set ordered depth to the stacked pages OrganizePageDepth(); @@ -589,8 +589,8 @@ void PageTurnView::AddPage( int pageIndex ) } float degree = isLeftSide ? 180.f :0.f; - mPages[index].actor.SetOrientation( Degree( degree ), Vector3::YAXIS ); - mPages[index].actor.SetVisible( false ); + mPages[index].actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree( degree ), Vector3::YAXIS ) ); + mPages[index].actor.SetProperty( Actor::Property::VISIBLE, false ); mPages[index].UseEffect( mSpineEffectShader, mGeometry ); mPages[index].SetTexture( newPage ); @@ -605,7 +605,7 @@ void PageTurnView::RemovePage( int pageIndex ) if( pageIndex > -1 && pageIndex < mTotalPageCount) { int index = pageIndex % NUMBER_OF_CACHED_PAGES; - mPages[index].actor.SetVisible(false); + mPages[index].actor.SetProperty( Actor::Property::VISIBLE,false); } } @@ -712,7 +712,7 @@ void PageTurnView::PanContinuing( const Vector2& gesturePosition ) int id = mTurningPageIndex + (mPages[mIndex].isTurnBack ? -1 : 1); if( id >=0 && id < mTotalPageCount ) { - mPages[id%NUMBER_OF_CACHED_PAGES].actor.SetVisible(true); + mPages[id%NUMBER_OF_CACHED_PAGES].actor.SetProperty( Actor::Property::VISIBLE,true); } mShadowView.RemoveConstraints(); @@ -904,13 +904,13 @@ void PageTurnView::TurnedOver( Animation& animation ) mAnimationPageIdPair.erase( animation ); float degree = mPages[index].isTurnBack ? 180.f : 0.f; - mPages[index].actor.SetOrientation( Degree(degree), Vector3::YAXIS ); + mPages[index].actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree(degree), Vector3::YAXIS ) ); mPages[index].UseEffect( mSpineEffectShader ); int id = pageId + (mPages[index].isTurnBack ? -1 : 1); if( id >=0 && id < mTotalPageCount ) { - mPages[id%NUMBER_OF_CACHED_PAGES].actor.SetVisible(false); + mPages[id%NUMBER_OF_CACHED_PAGES].actor.SetProperty( Actor::Property::VISIBLE,false); } OnTurnedOver( mPages[index].actor, mPages[index].isTurnBack ); @@ -934,7 +934,7 @@ void PageTurnView::SliddenBack( Animation& animation ) int id = pageId + (mPages[index].isTurnBack ? -1 : 1); if( id >=0 && id < mTotalPageCount ) { - mPages[id%NUMBER_OF_CACHED_PAGES].actor.SetVisible(false); + mPages[id%NUMBER_OF_CACHED_PAGES].actor.SetProperty( Actor::Property::VISIBLE,false); } // Guard against destruction during signal emission @@ -969,7 +969,7 @@ void PageTurnView::StopTurning() mPages[ index ].actor.RemoveConstraints(); mPages[ index ].UseEffect( mSpineEffectShader ); float degree = mTurningPageIndex==mCurrentPageIndex ? 0.f :180.f; - mPages[index].actor.SetOrientation( Degree(degree), Vector3::YAXIS ); + mPages[index].actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree(degree), Vector3::YAXIS ) ); mPageUpdated = true; }