Remove non-public APIs of Animation 51/37551/1
authorHeeyong Song <heeyong.song@samsung.com>
Tue, 31 Mar 2015 02:02:07 +0000 (11:02 +0900)
committerHeeyong Song <heeyong.song@samsung.com>
Tue, 31 Mar 2015 02:02:07 +0000 (11:02 +0900)
Change-Id: Ifd96224f116ad16b8d196cab198ebf1d23281198

18 files changed:
automated-tests/src/dali-toolkit/utc-Dali-Alignment.cpp
automated-tests/src/dali-toolkit/utc-Dali-ControlImpl.cpp
dali-toolkit/internal/controls/buttons/push-button-impl.cpp
dali-toolkit/internal/controls/buttons/push-button-impl.h
dali-toolkit/internal/controls/cluster/cluster-style-impl.cpp
dali-toolkit/internal/controls/navigation-frame/navigation-control-impl.cpp
dali-toolkit/internal/controls/scroll-bar/scroll-bar-impl.cpp
dali-toolkit/internal/controls/scroll-component/scroll-bar-internal-impl.cpp
dali-toolkit/internal/controls/view/view-impl.cpp
dali-toolkit/internal/transition-effects/cube-transition-cross-effect-impl.cpp
dali-toolkit/internal/transition-effects/cube-transition-fold-effect-impl.cpp
dali-toolkit/internal/transition-effects/cube-transition-wave-effect-impl.cpp
dali-toolkit/public-api/controls/scrollable/item-view/depth-layout.cpp
dali-toolkit/public-api/controls/scrollable/item-view/grid-layout.cpp
dali-toolkit/public-api/controls/scrollable/item-view/spiral-layout.cpp
docs/content/programming-guide/animation-example.h
docs/content/programming-guide/animation-rotation.h
docs/content/programming-guide/dynamics-bodies.h

index 4dcef68..0749da4 100644 (file)
@@ -1010,7 +1010,7 @@ int UtcDaliAlignmentOnSizeAnimation(void)
   Stage::GetCurrent().Add(alignment);
 
   Animation animation = Animation::New(100.0f);
-  animation.Resize(alignment, Vector3(100.0f, 150.0f, 200.0f));
+  animation.AnimateTo( Property( alignment, Actor::Property::SIZE ), Vector3( 100.0f, 150.0f, 200.0f ) );
   animation.Play();
 
   application.Render();
index c0cf98c..3d0a489 100644 (file)
@@ -505,7 +505,7 @@ int UtcDaliControlImplSizeAnimation(void)
 
     DALI_TEST_EQUALS( dummyImpl.sizeAnimationCalled, false, TEST_LOCATION );
     Animation animation = Animation::New(1.0f);
-    animation.Resize(dummy, Vector3(100.0f, 150.0f, 200.0f));
+    animation.AnimateTo( Property( dummy, Actor::Property::SIZE ), Vector3( 100.0f, 150.0f, 200.0f ) );
     animation.Play();
 
     application.Render();
@@ -525,7 +525,7 @@ int UtcDaliControlImplSizeAnimation(void)
     Stage::GetCurrent().Add(dummy);
 
     Animation animation = Animation::New(1.0f);
-    animation.Resize(dummy, Vector3(100.0f, 150.0f, 200.0f));
+    animation.AnimateTo( Property( dummy, Actor::Property::SIZE ), Vector3( 100.0f, 150.0f, 200.0f ) );
     animation.Play();
 
     application.Render();
index c96d56d..b172a18 100644 (file)
@@ -1104,14 +1104,14 @@ Actor& PushButton::GetFadeOutBackgroundImage()
   return mFadeOutBackgroundContent;
 }
 
-void PushButton::AddToFadeInAnimation( const Actor& actor )
+void PushButton::AddToFadeInAnimation( Actor& actor )
 {
   if( !mFadeInAnimation )
   {
     mFadeInAnimation = Dali::Animation::New( GetAnimationTime() );
   }
 
-  mFadeInAnimation.OpacityTo( actor, 1.f );
+  mFadeInAnimation.AnimateTo( Property( actor, Actor::Property::COLOR_ALPHA ), 1.f );
 }
 
 void PushButton::StartFadeInAnimation()
@@ -1132,14 +1132,14 @@ void PushButton::StopFadeInAnimation()
   }
 }
 
-void PushButton::AddToFadeOutAnimation( const Actor& actor )
+void PushButton::AddToFadeOutAnimation( Actor& actor )
 {
   if( !mFadeOutAnimation )
   {
     mFadeOutAnimation = Dali::Animation::New( GetAnimationTime() );
   }
 
-  mFadeOutAnimation.OpacityTo( actor, 0.f );
+  mFadeOutAnimation.AnimateTo( Property( actor, Actor::Property::COLOR_ALPHA ), 0.f );
 }
 
 void PushButton::StartFadeOutAnimation()
index 89bce4b..cee57f6 100644 (file)
@@ -165,7 +165,7 @@ private:
    * Adds the actor to the fade in animation. It creates a fade in animation if needed.
    * @param[in] actor The actor.
    */
-  void AddToFadeInAnimation( const Actor& actor );
+  void AddToFadeInAnimation( Actor& actor );
 
   /**
    * Starts the fade in animation.
@@ -181,7 +181,7 @@ private:
   /**
    * Adds the actor to the fade out animation. It creates a fade out animation if needed.
    */
-  void AddToFadeOutAnimation( const Actor& actor );
+  void AddToFadeOutAnimation( Actor& actor );
 
   /**
    * Starts the fade out animation.
index 1084302..4974ce1 100644 (file)
@@ -295,8 +295,8 @@ void ClusterStyle::Apply( Actor actor,
   if( animationDuration > 0.f )
   {
     Animation animation = Animation::New(animationDuration);
-    animation.MoveTo( actor, position, alpha, durationSeconds.delaySeconds, durationSeconds.durationSeconds );
-    animation.Resize( actor, size, alpha, durationSeconds.delaySeconds, durationSeconds.durationSeconds );
+    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), position, alpha, TimePeriod( durationSeconds.delaySeconds, durationSeconds.durationSeconds ) );
+    animation.AnimateTo( Property( actor, Actor::Property::SIZE ), size, alpha, TimePeriod( durationSeconds.delaySeconds, durationSeconds.durationSeconds ) );
     animation.Play();
   }
   else
@@ -318,10 +318,10 @@ void ClusterStyle::Apply( Actor actor,
   if( animationDuration > 0.f )
   {
     Animation animation = Animation::New(animationDuration);
-    animation.MoveTo( actor, position, alpha, durationSeconds.delaySeconds, durationSeconds.durationSeconds );
-    animation.Resize( actor, size, alpha, durationSeconds.delaySeconds, durationSeconds.durationSeconds );
-    animation.RotateTo( actor, rotation, alpha, durationSeconds.delaySeconds, durationSeconds.durationSeconds );
-    animation.ScaleTo( actor, scale, alpha, durationSeconds.delaySeconds, durationSeconds.durationSeconds );
+    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), position, alpha, TimePeriod( durationSeconds.delaySeconds, durationSeconds.durationSeconds ) );
+    animation.AnimateTo( Property( actor, Actor::Property::SIZE ), size, alpha, TimePeriod( durationSeconds.delaySeconds, durationSeconds.durationSeconds ) );
+    animation.AnimateTo( Property( actor, Actor::Property::ORIENTATION ), rotation, alpha, TimePeriod( durationSeconds.delaySeconds, durationSeconds.durationSeconds ) );
+    animation.AnimateTo( Property( actor, Actor::Property::SCALE ), scale, alpha, TimePeriod( durationSeconds.delaySeconds, durationSeconds.durationSeconds ) );
     animation.Play();
   }
   else
index 91fb19f..84eb4e4 100644 (file)
@@ -264,11 +264,12 @@ void NavigationControl::OrientationChanged( int angle )
       }
     }
 
+    Actor self = Self();
     Animation animation = Animation::New( mOrientationAnimationDuration );
-    animation.RotateTo( Self(), Degree( -angle ), Vector3::ZAXIS, mOrientationAnimationAlphaFunc );
+    animation.AnimateTo( Property( self, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree( -angle ) ), Vector3::ZAXIS ), mOrientationAnimationAlphaFunc );
     animation.Play();
 
-    Self().SetSize( targetSize );
+    self.SetSize( targetSize );
 
     RelayoutRequest();
   }
index bae2b78..cd3a764 100755 (executable)
@@ -250,6 +250,8 @@ void ScrollBar::OnScrollPositionNotified(PropertyNotification& source)
 
 void ScrollBar::Show()
 {
+  Actor self = Self();
+
   // Cancel any animation
   if(mAnimation)
   {
@@ -260,17 +262,19 @@ void ScrollBar::Show()
   if(mIndicatorShowDuration > 0.0f)
   {
     mAnimation = Animation::New( mIndicatorShowDuration );
-    mAnimation.OpacityTo( Self(), 1.0f, AlphaFunctions::EaseIn );
+    mAnimation.AnimateTo( Property( self, Actor::Property::COLOR_ALPHA ), 1.0f, AlphaFunctions::EaseIn );
     mAnimation.Play();
   }
   else
   {
-    Self().SetOpacity(1.0f);
+    self.SetOpacity(1.0f);
   }
 }
 
 void ScrollBar::Hide()
 {
+  Actor self = Self();
+
   // Cancel any animation
   if(mAnimation)
   {
@@ -281,12 +285,12 @@ void ScrollBar::Hide()
   if(mIndicatorHideDuration > 0.0f)
   {
     mAnimation = Animation::New( mIndicatorHideDuration );
-    mAnimation.OpacityTo( Self(), 0.0f, AlphaFunctions::EaseIn );
+    mAnimation.AnimateTo( Property( self, Actor::Property::COLOR_ALPHA ), 0.0f, AlphaFunctions::EaseIn );
     mAnimation.Play();
   }
   else
   {
-    Self().SetOpacity(0.0f);
+    self.SetOpacity(0.0f);
   }
 }
 
index 1dfced0..3b188df 100755 (executable)
@@ -558,8 +558,8 @@ void ScrollBarInternal::Show()
   }
 
   mAnimation = Animation::New( BAR_SHOW_TIME );
-  mAnimation.OpacityTo( mSlider, 1.0f, AlphaFunctions::EaseIn );
-  mAnimation.OpacityTo( mSliderWrap, 1.0f, AlphaFunctions::EaseIn );
+  mAnimation.AnimateTo( Property( mSlider, Actor::Property::COLOR_ALPHA ), 1.0f, AlphaFunctions::EaseIn );
+  mAnimation.AnimateTo( Property( mSliderWrap, Actor::Property::COLOR_ALPHA ), 1.0f, AlphaFunctions::EaseIn );
   mAnimation.Play();
 
   DestructTimer();
@@ -575,8 +575,8 @@ void ScrollBarInternal::Hide()
   }
 
   mAnimation = Animation::New( BAR_HIDE_TIME );
-  mAnimation.OpacityTo( mSlider, 0.0f, AlphaFunctions::EaseIn );
-  mAnimation.OpacityTo( mSliderWrap, 0.0f, AlphaFunctions::EaseIn );
+  mAnimation.AnimateTo( Property( mSlider, Actor::Property::COLOR_ALPHA ), 0.0f, AlphaFunctions::EaseIn );
+  mAnimation.AnimateTo( Property( mSliderWrap, Actor::Property::COLOR_ALPHA ), 0.0f, AlphaFunctions::EaseIn );
   mAnimation.Play();
 }
 
index a1d0c09..3cb58ac 100644 (file)
@@ -168,6 +168,8 @@ void View::SetOrientationFunction( Degree portrait, Degree landscale, Degree por
 
 void View::OrientationChanged( Dali::Orientation orientation )
 {
+  Actor self = Self();
+
   // Nothing to do if orientation doesn't really change.
   if ( orientation.GetDegrees() == mOrientation || !mAutoRotateEnabled )
   {
@@ -178,13 +180,13 @@ void View::OrientationChanged( Dali::Orientation orientation )
 
   // has parent so we expect it to be on stage
   mRotateAnimation = Animation::New( ROTATION_ANIMATION_DURATION );
-  mRotateAnimation.RotateTo( Self(), Degree( -orientation.GetDegrees() ), Vector3::ZAXIS, AlphaFunctions::EaseOut );
+  mRotateAnimation.AnimateTo( Property( self, Actor::Property::ORIENTATION ), Quaternion( -orientation.GetRadians(), Vector3::ZAXIS ), AlphaFunctions::EaseOut );
 
   // Resize the view
   if( mFullScreen )
   {
     const Vector2& stageSize( Stage::GetCurrent().GetSize() );
-    const Vector3& currentSize( Self().GetCurrentSize() );
+    const Vector3& currentSize( self.GetCurrentSize() );
 
     float minSize = std::min( stageSize.width, stageSize.height );
     float maxSize = std::max( stageSize.width, stageSize.height );
@@ -214,15 +216,15 @@ void View::OrientationChanged( Dali::Orientation orientation )
     {
       // width grows, shrink height faster
       Vector3 shrink( currentSize );shrink.height = targetSize.height;
-      mRotateAnimation.Resize( Self(), shrink, AlphaFunctions::EaseOut, 0.0f, ROTATION_ANIMATION_DURATION * 0.5f );
-      mRotateAnimation.Resize( Self(), targetSize, AlphaFunctions::EaseIn, 0.0f, ROTATION_ANIMATION_DURATION );
+      mRotateAnimation.AnimateTo( Property( self, Actor::Property::SIZE ), shrink, AlphaFunctions::EaseOut, TimePeriod( 0.0f, ROTATION_ANIMATION_DURATION * 0.5f ) );
+      mRotateAnimation.AnimateTo( Property( self, Actor::Property::SIZE ), targetSize, AlphaFunctions::EaseIn, TimePeriod( 0.0f, ROTATION_ANIMATION_DURATION ) );
     }
     else
     {
       // height grows, shrink width faster
       Vector3 shrink( currentSize );shrink.width = targetSize.width;
-      mRotateAnimation.Resize( Self(), shrink, AlphaFunctions::EaseOut, 0.0f, ROTATION_ANIMATION_DURATION * 0.5f );
-      mRotateAnimation.Resize( Self(), targetSize, AlphaFunctions::EaseIn, 0.0f, ROTATION_ANIMATION_DURATION );
+      mRotateAnimation.AnimateTo( Property( self, Actor::Property::SIZE ), shrink, AlphaFunctions::EaseOut, TimePeriod( 0.0f, ROTATION_ANIMATION_DURATION * 0.5f ) );
+      mRotateAnimation.AnimateTo( Property( self, Actor::Property::SIZE ), targetSize, AlphaFunctions::EaseIn, TimePeriod( 0.0f, ROTATION_ANIMATION_DURATION ) );
     }
   }
 
index 975889d..5a0188a 100644 (file)
@@ -127,11 +127,11 @@ void CubeTransitionCrossEffect::SetupAnimation(unsigned int actorIndex, float an
     mTiles[mContainerIndex][actorIndex].TranslateBy( resetTranslation );
     mTiles[mContainerIndex][actorIndex].SetOrientation( Radian( angle),  axis );
   }
-  mAnimation.RotateTo( mBoxes[actorIndex], Radian( -angle ), axis, AlphaFunctions::EaseInOutSine );
+  mAnimation.AnimateTo( Property( mBoxes[actorIndex], Actor::Property::ORIENTATION ), Quaternion( Radian( -angle ), axis ), AlphaFunctions::EaseInOutSine );
   Vector3 position(mBoxes[actorIndex].GetCurrentPosition());
-  mAnimation.MoveTo(mBoxes[actorIndex], position*mDisplacementRatio+Vector3(0.f,0.f,mCubeDisplacement), AlphaFunctions::Bounce);
-  mAnimation.ColorTo( mTiles[mContainerIndex^1][actorIndex], HALF_BRIGHTNESS, AlphaFunctions::EaseOut );
-  mAnimation.ColorTo( mTiles[mContainerIndex][actorIndex], FULL_BRIGHTNESS, AlphaFunctions::EaseIn );
+  mAnimation.AnimateTo( Property( mBoxes[actorIndex], Actor::Property::POSITION ), position * mDisplacementRatio + Vector3( 0.f, 0.f, mCubeDisplacement ), AlphaFunctions::Bounce );
+  mAnimation.AnimateTo( Property( mTiles[mContainerIndex^1][actorIndex], Actor::Property::COLOR ), HALF_BRIGHTNESS, AlphaFunctions::EaseOut );
+  mAnimation.AnimateTo( Property( mTiles[mContainerIndex][actorIndex], Actor::Property::COLOR ), FULL_BRIGHTNESS, AlphaFunctions::EaseIn );
 }
 
 } // namespace Internal
index abffa6a..37a3a06 100644 (file)
@@ -125,11 +125,11 @@ void CubeTransitionFoldEffect::SetupAnimation(unsigned int actorIndex, float ang
     sideTile.TranslateBy( resetTranslation );
     sideTile.SetOrientation( Radian( angle),   Vector3::YAXIS );
   }
-  mAnimation.RotateTo( currentCube, Radian( -angle ), Vector3::YAXIS, AlphaFunctions::Linear );
+  mAnimation.AnimateTo( Property( currentCube, Actor::Property::ORIENTATION ), Quaternion( Radian( -angle ), Vector3::YAXIS ), AlphaFunctions::Linear );
   Vector3 position(currentCube.GetCurrentPosition());
-  mAnimation.MoveTo(currentCube, Vector3( position.x*mDisplacementRatio, position.y, position.z ), AlphaFunctions::Bounce);
-  mAnimation.ColorTo( frontTile, HALF_BRIGHTNESS, AlphaFunctions::EaseOut );
-  mAnimation.ColorTo( sideTile, FULL_BRIGHTNESS, AlphaFunctions::EaseIn );
+  mAnimation.AnimateTo( Property( currentCube, Actor::Property::POSITION ), Vector3( position.x*mDisplacementRatio, position.y, position.z ), AlphaFunctions::Bounce );
+  mAnimation.AnimateTo( Property( frontTile, Actor::Property::COLOR ), HALF_BRIGHTNESS, AlphaFunctions::EaseOut );
+  mAnimation.AnimateTo( Property( sideTile, Actor::Property::COLOR ), FULL_BRIGHTNESS, AlphaFunctions::EaseIn );
 }
 
 } // namespace Internal
index 1f8ca0f..1b0063d 100644 (file)
@@ -97,14 +97,14 @@ void CubeTransitionWaveEffect::OnStartTransition( Vector2 panPosition, Vector2 p
       // the delay value is within 0.f ~ 2.f*thirdAnimationDuration
       float delay = thirdAnimationDuration * CalculateDelay(x*mTileSize.width,y*mTileSize.height);
 
-      mAnimation.RotateTo( mBoxes[idx], Degree( -angle ), Vector3::YAXIS,
-                           AlphaFunctions::EaseOutSine, delay, thirdAnimationDuration );
-      mAnimation.MoveBy( mBoxes[idx], Vector3(0.f,0.f,-mCubeDisplacement),
-                         AlphaFunctions::Bounce, delay, thirdAnimationDuration );
-      mAnimation.ColorTo( mTiles[anotherIndex][idx], HALF_BRIGHTNESS,
-                          AlphaFunctions::EaseOut, delay, thirdAnimationDuration );
-      mAnimation.ColorTo( mTiles[mContainerIndex][idx], FULL_BRIGHTNESS,
-                          AlphaFunctions::EaseIn, delay, thirdAnimationDuration );
+      mAnimation.AnimateTo( Property( mBoxes[idx], Actor::Property::ORIENTATION ), Quaternion( Radian( Degree( -angle ) ), Vector3::YAXIS ),
+                            AlphaFunctions::EaseOutSine, TimePeriod( delay, thirdAnimationDuration ) );
+      mAnimation.AnimateBy( Property( mBoxes[idx], Actor::Property::POSITION ), Vector3( 0.f, 0.f, -mCubeDisplacement ),
+                         AlphaFunctions::Bounce, TimePeriod( delay, thirdAnimationDuration ) );
+      mAnimation.AnimateTo( Property( mTiles[anotherIndex][idx], Actor::Property::COLOR ), HALF_BRIGHTNESS,
+                          AlphaFunctions::EaseOut, TimePeriod( delay, thirdAnimationDuration ) );
+      mAnimation.AnimateTo( Property( mTiles[mContainerIndex][idx], Actor::Property::COLOR ), FULL_BRIGHTNESS,
+                          AlphaFunctions::EaseIn, TimePeriod( delay, thirdAnimationDuration ) );
     }
   }
 
index cce79c0..564235c 100644 (file)
@@ -575,7 +575,7 @@ void DepthLayout::GetResizeAnimation(Animation& animation, Actor actor, Vector3
 {
   if(animation)
   {
-    animation.Resize(actor, size);
+    animation.AnimateTo( Property( actor, Actor::Property::SIZE ), size );
   }
 }
 
index efb16e2..93e9956 100644 (file)
@@ -624,8 +624,8 @@ void GridLayout::GetResizeAnimation(Animation& animation, Actor actor, Vector3 s
 
     // Do a nonlinear size animation to shrink the actor first when the actor size changes,
     // so that we can avoid the actors overlapping during orientation change.
-    animation.Resize( actor, shrink, AlphaFunctions::EaseOut, 0.0f, durationSeconds * 0.5f );
-    animation.Resize( actor, size, AlphaFunctions::EaseIn, 0.0f, durationSeconds );
+    animation.AnimateTo( Property( actor, Actor::Property::SIZE ), shrink, AlphaFunctions::EaseOut, TimePeriod( 0.0f, durationSeconds * 0.5f ) );
+    animation.AnimateTo( Property( actor, Actor::Property::SIZE ), size, AlphaFunctions::EaseIn, TimePeriod( 0.0f, durationSeconds ) );
   }
 }
 
index 471574c..07b5a78 100644 (file)
@@ -489,7 +489,7 @@ void SpiralLayout::GetResizeAnimation(Animation& animation, Actor actor, Vector3
 {
   if(animation)
   {
-    animation.Resize(actor, size);
+    animation.AnimateTo( Property( actor, Actor::Property::SIZE ), size );
   }
 }
 
index 577dcfe..d133614 100644 (file)
@@ -20,8 +20,8 @@
 
    Here we add the animators, these are the building blocks (functions) of the animation and define what we want to see
    @code
-   myAnimation.OpacityTo(actor, 1.0f);
-   myAnimation.MoveTo(actor, x, y, z);
+   myAnimation.AnimateTo(Property(actor, Actor::Property::OPACITY), 1.0f);
+   myAnimation.AnimateTo(Property(actor, Actor::Property::POSITION), Vector3(x, y, z));
    @endcode
 
    start animation, when this is called we want the animation to start playing so here the actor will move whilst the opacity changes.
    @endcode
    \section advanced-anims Adding more advanced animators, if simply moving the actor is not enough we have further animations methods.
 
-   For actor there exists a range of methods ranging from Move, Rotate, Scale, Opacity, Color to Resize.  The API explains in detail what each does and the parameters to these methods but there are some points worth noting;
-
-   xxxxBy and xxxxTo, method names are appended by 'By' or 'To' either animate to a supplied value or animate by a supplied value.  For example an actor at (10,10,10) calling MoveBy(actor, 50,0,0) would mean its location is (60,0,0) whilst MoveTo(actor, 50,0,0) would result in a location (50,0,0).
+   AnimateBy and AnimateTo, method names are appended by 'By' or 'To' either animate to a supplied value or animate by a supplied value.  For example an actor at (10,10,10) calling AnimateBy(Property(actor, Actor::Property::POSITION), 50,0,0) would mean its location is (60,0,0) whilst AnimateTo(Property(actor, Actor::Property::POSITION), 50,0,0) would result in a location (50,0,0).
 
    Dali::AlphaFunctions can be used to give interesting effects to the animation, for example the MOVEment of an actor on screen can speed up and slow down following a sine curve by using the Dali::AlphaFunctions::EaseInOutSine instead of AlphaFunctions::Linear.
 
    @code
-   myAnimation.MoveTo(actor, Vector3(x, y, z), AlphaFunctions::Linear, delay, ANIMATOR_DURATION);
-   myAnimation.Resize(actor, actorSize, AlphaFunctions::EaseIn, delay, ANIMATOR_DURATION);
+   myAnimation.AnimateTo(Property(actor, Actor::Property::POSITION), Vector3(x, y, z), AlphaFunctions::Linear, delay, ANIMATOR_DURATION);
+   myAnimation.AnimateTo(Property(actor, Actor::Property::SIZE), actorSize, AlphaFunctions::EaseIn, delay, ANIMATOR_DURATION);
    @endcode
    \section playback-control Controlling a playing animation
 
index 2e01044..0351ec9 100644 (file)
  * actor.RotateBy(q);
  * @endcode
  *
- * The Dali::Animation class provides several RotateTo methods that
- * use \ref Dali::Quaternion "Quaternions" directly.  The other
- * RotateTo methods are specified using Axis+Angle, and these convert
- * to Quaternion internally. You will only need to use the quaternion
- * based methods when you are doing something more complex than
- * initialising with Axis+Angle, such as applying several rotations
- * together.
+ * The Dali::Animation class provides several AnimateTo methods that
+ * use \ref Dali::Quaternion "Quaternions" directly to change the orientation.
+ *
  * @code
  * mAnimation = Animation::New(5.0f); // 5 seconds
  * Quaternion q(Radian(Degree(45.0f)).value, Vector3::YAXIS);
  * Quaternion r(Radian(Degree(30.0f)).value, Vector3::ZAXIS);
  * q *= r;
- * mAnimation.RotateTo(mActor, q, AlphaFunctions::EaseInOut);
+ * mAnimation.AnimateTo(Property(mActor, Actor::Property::ORIENTATION), q, AlphaFunctions::EaseInOut);
  * mAnimation.Play();
  * @endcode
  */
index a8a9200..a6761d5 100644 (file)
  * body.SetKinematic( true );
  * // create a second animation to move the actor 100 units to the right
  * Animation animation( Animation::New( 1 ) );
- * animation.MoveBy( actor, Vector3( 100, 0, 0 ), AlphaFunctions::Linear );
+ * animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Vector3( 100, 0, 0 ), AlphaFunctions::Linear );
  * animation.Play();
  * \endcode
  * <hr>