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Fix for shadow 'leak' reported on SPIN homescreen.
[platform/core/uifw/dali-toolkit.git]
/
dali-toolkit
/
internal
/
builder
/
builder-actor.cpp
diff --git
a/dali-toolkit/internal/builder/builder-actor.cpp
b/dali-toolkit/internal/builder/builder-actor.cpp
index
287663c
..
fbe8c33
100644
(file)
--- a/
dali-toolkit/internal/builder/builder-actor.cpp
+++ b/
dali-toolkit/internal/builder/builder-actor.cpp
@@
-49,11
+49,11
@@
Actor SetupActor( const TreeNode& child, Actor& actor, const Replacement& consta
// this has already been set as a generic property.
if( !IsVector3( child, "parent-origin") )
{
// this has already been set as a generic property.
if( !IsVector3( child, "parent-origin") )
{
- if( OptionalVector3 v =
IsVector3(child, "parent-origin"
) )
+ if( OptionalVector3 v =
constant.IsVector3( IsChild(child, "parent-origin")
) )
{
actor.SetParentOrigin( *v );
}
{
actor.SetParentOrigin( *v );
}
- else if( OptionalString origin =
IsString(child, "parent-origin"
) )
+ else if( OptionalString origin =
constant.IsString( IsChild(child, "parent-origin")
) )
{
actor.SetParentOrigin( GetAnchorConstant(*origin) );
}
{
actor.SetParentOrigin( GetAnchorConstant(*origin) );
}
@@
-61,11
+61,11
@@
Actor SetupActor( const TreeNode& child, Actor& actor, const Replacement& consta
if( !IsVector3(child, "anchor-point") )
{
if( !IsVector3(child, "anchor-point") )
{
- if( OptionalVector3 v =
IsVector3(child, "anchor-point"
) )
+ if( OptionalVector3 v =
constant.IsVector3( IsChild(child, "anchor-point")
) )
{
actor.SetAnchorPoint( *v );
}
{
actor.SetAnchorPoint( *v );
}
- else if( OptionalString anchor =
IsString(child, "anchor-point"
) )
+ else if( OptionalString anchor =
constant.IsString( IsChild(child, "anchor-point")
) )
{
actor.SetAnchorPoint( GetAnchorConstant(*anchor) );
}
{
actor.SetAnchorPoint( GetAnchorConstant(*anchor) );
}
@@
-87,7
+87,7
@@
Actor SetupActor( const TreeNode& child, Actor& actor, const Replacement& consta
{
if( Property::INVALID_INDEX == index )
{
{
if( Property::INVALID_INDEX == index )
{
- actor.RegisterProperty( key, value );
+ actor.RegisterProperty( key, value
, Property::READ_WRITE
);
}
else
{
}
else
{