also updated transform test cases.
Yet, this engine is not well optimized,
If they are too mch sluggish,
you can use ELM_FPS envrionment lowing down the fps
when you launch test cases...
ex) $ELM_FPS=30 ./testSceneTransform
Change-Id: I1871d5bedee010d5d6a3d877d95e257120796e8b
Each scene could conserve its own transformation,
the origin could be the parent Paint (if they were beloned to)
Thus, you can compose the multi-tranformed scene group which
simultenoulsly working in own spaces.
See testTransform and testSceneTransform, how they work.
Change-Id: I51deb4d66f8fcd024f8dc7a1e1af57c398a9d7fe
Paint supports translate, rotate, scale functions for transformation
The origin of these transformation is center of the paint,
thus you have to consider the center-aligned vertices if you'd like to use
these transformation functions.
This policy has been considered for scene transformation.
Change-Id: I78b63d7965faec0ec5b9a98a7776993744534b54
Come to think of it, this optimized method is not so useful,
it could just bring the user misunderstanding and
not to efficient as I expected in the most cases.
So, changed policy for transformation behaviors.
it keeps the properties as others but leaves it to the backend implementation.
Plus, this change contains the correct RenderUpdateFlag.
You can refer the flag in the backend to figure out which kinds of properites has been updated
Change-Id: Ibe0494712598a8161950b9ae2e22ac45bed1c47b
PaintNode -> Paint
ShapeNode -> Shape
SceneNode -> Scene
We can keep clean and neat shorter names.
Change-Id: Ic8521d456d947985e5fbe1ba2bde06faa1f52469