Example #1
0
const PropertyInputImpl* CameraAttachment::GetProjectionMatrixProperty() const
{
  DALI_ASSERT_DEBUG( OnStage() );

  const SceneGraph::CameraAttachment& sceneObject = *mSceneObject;

  return sceneObject.GetProjectionMatrix();
}
Example #2
0
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;
    }
  }
}
Example #3
0
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 );
  }
}