const PropertyInputImpl* CameraAttachment::GetProjectionMatrixProperty() const { DALI_ASSERT_DEBUG( OnStage() ); const SceneGraph::CameraAttachment& sceneObject = *mSceneObject; return sceneObject.GetProjectionMatrix(); }
void ImageActor::FadeIn() { // only fade in if enabled and newly displayed on screen if( mFadeIn && mFadeInitial && ( mFadeInDuration > 0.0f ) ) { // need to set opacity immediately to 0 otherwise child actors might get rendered SetOpacity( 0.0f ); Dali::Image image = mImageAttachment->GetImage(); // Fade-in when on-stage & the image is loaded if (OnStage() && image && image.GetLoadingState() == Dali::ResourceLoadingSucceeded) { // fire and forget animation; will clean up after it's finished Dali::Animation animation = Dali::Animation::New( mFadeInDuration ); animation.OpacityTo( Dali::Actor( this ), 1.0f, AlphaFunctions::EaseOut ); animation.Play(); mFadeInitial = false; } } }
void ImageActor::SetImage( Image* image ) { Image* currentImage = static_cast<Image*>(mImageAttachment->GetImage().GetObjectPtr()); // early exit if it's the same image if ( currentImage == image || mImageNext.Get() == image ) { return; } mLoadedConnection.DisconnectAll(); mImageNext.Set( image, OnStage() ); if ( image == NULL ) { mImageAttachment->SetImage( NULL ); } else { // don't disconnect currently shown image until we made sure that the new one is loaded OnImageSet( *image ); } }