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Merge "Change size for new visual using initialized transformMap when mVisual is...
[platform/core/uifw/dali-toolkit.git]
/
dali-toolkit
/
internal
/
controls
/
popup
/
popup-impl.cpp
diff --git
a/dali-toolkit/internal/controls/popup/popup-impl.cpp
b/dali-toolkit/internal/controls/popup/popup-impl.cpp
index
45d56f6
..
8cc35df
100644
(file)
--- a/
dali-toolkit/internal/controls/popup/popup-impl.cpp
+++ b/
dali-toolkit/internal/controls/popup/popup-impl.cpp
@@
-361,7
+361,7
@@
void Popup::LayoutAnimation()
case Toolkit::Popup::FADE:
{
// Fade animations start transparent.
case Toolkit::Popup::FADE:
{
// Fade animations start transparent.
- mPopupContainer.SetProperty(
Devel
Actor::Property::OPACITY, 0.0f );
+ mPopupContainer.SetProperty( Actor::Property::OPACITY, 0.0f );
break;
}
break;
}
@@
-456,7
+456,7
@@
void Popup::StartTransitionAnimation( bool transitionIn, bool instantaneous /* f
}
else
{
}
else
{
- mPopupContainer.SetProperty(
Devel
Actor::Property::OPACITY, transitionIn ? 1.0f : 0.0f );
+ mPopupContainer.SetProperty( Actor::Property::OPACITY, transitionIn ? 1.0f : 0.0f );
}
break;
}
}
break;
}
@@
-747,16
+747,16
@@
void Popup::SetDisplayState( Toolkit::Popup::DisplayState displayState )
{
mPreviousFocusedActor = keyboardFocusManager.GetCurrentFocusActor();
{
mPreviousFocusedActor = keyboardFocusManager.GetCurrentFocusActor();
- if( Self().
IsKeyboardFocusable(
) )
+ if( Self().
GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE
) )
{
// Setup the actgor to start focus from.
Actor focusActor;
{
// Setup the actgor to start focus from.
Actor focusActor;
- if( mContent && mContent.
IsKeyboardFocusable(
) )
+ if( mContent && mContent.
GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE
) )
{
// If the content is focusable, move the focus to the content.
focusActor = mContent;
}
{
// If the content is focusable, move the focus to the content.
focusActor = mContent;
}
- else if( mFooter && mFooter.
IsKeyboardFocusable(
) )
+ else if( mFooter && mFooter.
GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE
) )
{
// If the footer is focusable, move the focus to the footer.
focusActor = mFooter;
{
// If the footer is focusable, move the focus to the footer.
focusActor = mFooter;
@@
-779,7
+779,7
@@
void Popup::SetDisplayState( Toolkit::Popup::DisplayState displayState )
ClearKeyInputFocus();
// Restore the keyboard focus when popup is hidden.
ClearKeyInputFocus();
// Restore the keyboard focus when popup is hidden.
- if( mPreviousFocusedActor && mPreviousFocusedActor.
IsKeyboardFocusable(
) )
+ if( mPreviousFocusedActor && mPreviousFocusedActor.
GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE
) )
{
Dali::Toolkit::KeyboardFocusManager keyboardFocusManager = Dali::Toolkit::KeyboardFocusManager::Get();
if( keyboardFocusManager )
{
Dali::Toolkit::KeyboardFocusManager keyboardFocusManager = Dali::Toolkit::KeyboardFocusManager::Get();
if( keyboardFocusManager )
@@
-1831,7
+1831,7
@@
void Popup::AddFocusableChildrenRecursive( Actor parent, std::vector< Actor >& f
Toolkit::Control control = Toolkit::Control::DownCast( parent );
bool layoutControl = control && GetImplementation( control ).IsKeyboardNavigationSupported();
Toolkit::Control control = Toolkit::Control::DownCast( parent );
bool layoutControl = control && GetImplementation( control ).IsKeyboardNavigationSupported();
- if( parent.
IsKeyboardFocusable(
) || layoutControl )
+ if( parent.
GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE
) || layoutControl )
{
focusableActors.push_back( parent );
{
focusableActors.push_back( parent );
@@
-1889,12
+1889,12
@@
Actor Popup::GetNextKeyboardFocusableActor( Actor currentFocusedActor, Toolkit::
( currentFocusedActor && ( ( !mContent || ( currentFocusGroup != mContent ) ) && ( !mFooter || ( currentFocusGroup != mFooter ) ) ) ) )
{
// The current focused actor is not within popup.
( currentFocusedActor && ( ( !mContent || ( currentFocusGroup != mContent ) ) && ( !mFooter || ( currentFocusGroup != mFooter ) ) ) ) )
{
// The current focused actor is not within popup.
- if( mContent && mContent.
IsKeyboardFocusable(
) )
+ if( mContent && mContent.
GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE
) )
{
// If the content is focusable, move the focus to the content.
nextFocusableActor = mContent;
}
{
// If the content is focusable, move the focus to the content.
nextFocusableActor = mContent;
}
- else if( mFooter && mFooter.
IsKeyboardFocusable(
) )
+ else if( mFooter && mFooter.
GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE
) )
{
// If the footer is focusable, move the focus to the footer.
nextFocusableActor = mFooter;
{
// If the footer is focusable, move the focus to the footer.
nextFocusableActor = mFooter;