+void TextSelectionToolbar::OnRelayout( const Vector2& size, RelayoutContainer& container )
+{
+ float width = std::max ( mTableOfButtons.GetNaturalSize().width, size.width );
+ mRulerX->SetDomain( RulerDomain( 0.0, width, true ) );
+ mScrollView.SetRulerX( mRulerX );
+}
+
+void TextSelectionToolbar::OnStageConnection( int depth )
+{
+ // Call the Control::OnStageConnection() to set the depth of the background.
+ Control::OnStageConnection( depth );
+
+ // Traverse the dividers and set the depth.
+ for( unsigned int i = 0; i < mDividerIndexes.Count(); ++i )
+ {
+ Actor divider = mTableOfButtons.GetChildAt( Toolkit::TableView::CellPosition( 0, mDividerIndexes[ i ] ) );
+
+ ImageActor dividerImageActor = ImageActor::DownCast( divider );
+ if( dividerImageActor )
+ {
+ dividerImageActor.SetSortModifier( DECORATION_DEPTH_INDEX + depth );
+ }
+ else
+ {
+ // TODO at the moment divider are image actors.
+ }
+ }
+
+ // Texts are controls, they have their own OnStageConnection() implementation.
+ // Icons are inside a TableView. It has it's own OnStageConnection() implementation.
+}
+