X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Ftransition-effects%2Fcube-transition-cross-effect-impl.cpp;h=975889decda13f32c3871ecb1b6b30c84dd85413;hp=4b7ad4a8cdf9de4eb824dc0751861737679f6fe5;hb=10d2080e1d25b75347daa2f8c2dcee494fbcb175;hpb=306d2f61a1b64179e801fa8a0bb2bd7b4e9dd682 diff --git a/dali-toolkit/internal/transition-effects/cube-transition-cross-effect-impl.cpp b/dali-toolkit/internal/transition-effects/cube-transition-cross-effect-impl.cpp index 4b7ad4a..975889d 100644 --- a/dali-toolkit/internal/transition-effects/cube-transition-cross-effect-impl.cpp +++ b/dali-toolkit/internal/transition-effects/cube-transition-cross-effect-impl.cpp @@ -105,12 +105,12 @@ void CubeTransitionCrossEffect::OnStopTransition() for( unsigned int x = y%2; x < mNumColumns; x=x+2) { idx = y*mNumColumns + x; - mBoxes[idx].SetRotation( Radian(angle), Vector3::XAXIS ); + mBoxes[idx].SetOrientation( Radian(angle), Vector3::XAXIS ); } for( unsigned int x = (y+1)%2; x < mNumColumns; x=x+2) { idx = y*mNumColumns + x; - mBoxes[idx].SetRotation( Radian(-angle), Vector3::YAXIS ); + mBoxes[idx].SetOrientation( Radian(-angle), Vector3::YAXIS ); } } } @@ -120,12 +120,12 @@ void CubeTransitionCrossEffect::SetupAnimation(unsigned int actorIndex, float an { if ( mFirstTransition && (!mIsToNextImage) ) // for the first transition and it is going to previous image { - mTiles[mContainerIndex][actorIndex].SetRotation( Radian( angle), axis ); + mTiles[mContainerIndex][actorIndex].SetOrientation( Radian( angle), axis ); } else if( !mChangeTurningDirection ) // reset rotation, translation and color { - mTiles[mContainerIndex][actorIndex].MoveBy( resetTranslation ); - mTiles[mContainerIndex][actorIndex].SetRotation( Radian( angle), axis ); + mTiles[mContainerIndex][actorIndex].TranslateBy( resetTranslation ); + mTiles[mContainerIndex][actorIndex].SetOrientation( Radian( angle), axis ); } mAnimation.RotateTo( mBoxes[actorIndex], Radian( -angle ), axis, AlphaFunctions::EaseInOutSine ); Vector3 position(mBoxes[actorIndex].GetCurrentPosition());