Actor actor = Actor::New();
actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+ actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
Stage::GetCurrent().Add(actor);
// Render and notify
Actor actor = Actor::New();
actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::CENTER);
- actor.SetParentOrigin(ParentOrigin::CENTER);
+ actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::CENTER);
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
stage.Add(actor);
// Render and notify
Actor actor = Actor::New();
actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+ actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
Stage::GetCurrent().Add(actor);
// Render and notify
Actor actor = Actor::New();
actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+ actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
Stage::GetCurrent().Add(actor);
// Render and notify
Actor actor = Actor::New();
actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+ actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
Stage::GetCurrent().Add(actor);
// Render and notify
Actor actor = Actor::New();
actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+ actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
Stage::GetCurrent().Add(actor);
// Render and notify
actor.HoveredSignal().Connect( &application, functor );
// Set actor to require leave events
- actor.SetLeaveRequired( true );
+ actor.SetProperty( Actor::Property::LEAVE_REQUIRED, true );
// Emit a started signal
application.ProcessEvent( GenerateSingleHover( TouchPoint::Started, Vector2( 10.0f, 10.0f ) ) );
data.Reset();
// We do not want to listen to leave events anymore
- actor.SetLeaveRequired( false );
+ actor.SetProperty( Actor::Property::LEAVE_REQUIRED, false );
// Another motion event outside of actor, no signalling
application.ProcessEvent( GenerateSingleHover( TouchPoint::Motion, Vector2 ( 200.0f, 200.0f )) );
Actor actor = Actor::New();
actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+ actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
Stage::GetCurrent().Add(actor);
// Render and notify
rootActor.HoveredSignal().Connect( &application, rootFunctor );
// Set actor to require leave events
- actor.SetLeaveRequired( true );
- rootActor.SetLeaveRequired( true );
+ actor.SetProperty( Actor::Property::LEAVE_REQUIRED, true );
+ rootActor.SetProperty( Actor::Property::LEAVE_REQUIRED, true );
// Emit a started signal
application.ProcessEvent( GenerateSingleHover( TouchPoint::Started, Vector2( 10.0f, 10.0f ) ) );
rootData.Reset();
// We do not want to listen to leave events of actor anymore
- actor.SetLeaveRequired( false );
+ actor.SetProperty( Actor::Property::LEAVE_REQUIRED, false );
// Another motion event outside of root actor, only root signalled
Vector2 stageSize( Stage::GetCurrent().GetSize() );
Actor actor = Actor::New();
actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+ actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
Stage::GetCurrent().Add(actor);
// Render and notify
data.Reset();
// Change actor to insensitive
- actor.SetSensitive( false );
+ actor.SetProperty( Actor::Property::SENSITIVE, false );
// Emit a motion signal, signalled with an interrupted
application.ProcessEvent( GenerateSingleHover( TouchPoint::Motion, Vector2 ( 200.0f, 200.0f )) );
Actor actor = Actor::New();
actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+ actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
Stage::GetCurrent().Add(actor);
// Render and notify
application.Render();
// Make root actor insensitive
- rootActor.SetSensitive( false );
+ rootActor.SetProperty( Actor::Property::SENSITIVE, false );
// Emit a motion signal, signalled with an interrupted (should get interrupted even if within root actor)
application.ProcessEvent( GenerateSingleHover( TouchPoint::Motion, Vector2 ( 200.0f, 200.0f )) );
Layer layer1 ( Layer::New() );
layer1.SetSize(100.0f, 100.0f);
- layer1.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+ layer1.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
Stage::GetCurrent().Add( layer1 );
Actor actor1 ( Actor::New() );
actor1.SetSize( 100.0f, 100.0f );
- actor1.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+ actor1.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
actor1.SetZ( 1.0f ); // Should hit actor1 in this layer
layer1.Add( actor1 );
data.Reset();
// Make layer1 insensitive, nothing should be hit
- layer1.SetSensitive( false );
+ layer1.SetProperty( Actor::Property::SENSITIVE, false );
application.ProcessEvent( GenerateSingleHover( TouchPoint::Started, Vector2( 10.0f, 10.0f ) ) );
DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
data.Reset();
// Make layer1 sensitive again, again actor1 will be hit
- layer1.SetSensitive( true );
+ layer1.SetProperty( Actor::Property::SENSITIVE, true );
application.ProcessEvent( GenerateSingleHover( TouchPoint::Started, Vector2( 10.0f, 10.0f ) ) );
DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
DALI_TEST_CHECK( data.hoveredActor == actor1 );
data.Reset();
// Make rootActor insensitive, nothing should be hit
- rootActor.SetSensitive( false );
+ rootActor.SetProperty( Actor::Property::SENSITIVE, false );
application.ProcessEvent( GenerateSingleHover( TouchPoint::Started, Vector2( 10.0f, 10.0f ) ) );
DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
data.Reset();
// Make rootActor sensitive
- rootActor.SetSensitive( true );
+ rootActor.SetProperty( Actor::Property::SENSITIVE, true );
// Add another layer
Layer layer2 ( Layer::New() );
layer2.SetSize(100.0f, 100.0f );
- layer2.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+ layer2.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
layer2.SetZ( 10.0f ); // Should hit layer2 in this layer rather than actor2
Stage::GetCurrent().Add( layer2 );
Actor actor2 ( Actor::New() );
actor2.SetSize(100.0f, 100.0f);
- actor2.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+ actor2.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
layer2.Add( actor2 );
// Render and notify
data.Reset();
// Make layer2 insensitive, should hit actor1
- layer2.SetSensitive( false );
+ layer2.SetProperty( Actor::Property::SENSITIVE, false );
application.ProcessEvent( GenerateSingleHover( TouchPoint::Started, Vector2( 10.0f, 10.0f ) ) );
DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
DALI_TEST_CHECK( data.hoveredActor == actor1 );
data.Reset();
// Make layer2 sensitive again, should hit layer2
- layer2.SetSensitive( true );
+ layer2.SetProperty( Actor::Property::SENSITIVE, true );
application.ProcessEvent( GenerateSingleHover( TouchPoint::Started, Vector2( 10.0f, 10.0f ) ) );
DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
//DALI_TEST_CHECK( data.hoveredActor == layer2 ); // TODO: Uncomment this after removing renderable hack!
data.Reset();
// Make layer2 invisible, render and notify
- layer2.SetVisible( false );
+ layer2.SetProperty( Actor::Property::VISIBLE, false );
application.SendNotification();
application.Render();
data.Reset();
// Make rootActor invisible, render and notify
- rootActor.SetVisible( false );
+ rootActor.SetProperty( Actor::Property::VISIBLE, false );
application.SendNotification();
application.Render();
Actor actor = Actor::New();
actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+ actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
stage.Add(actor);
// Create render task
Actor actor = Actor::New();
actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+ actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
stage.Add(actor);
Layer layer = Layer::New();
layer.SetSize(100.0f, 100.0f);
- layer.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+ layer.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
actor.Add(layer);
// Create render task
// Create a renderable actor to display the FrameBufferImage
Actor renderableActor = CreateRenderableActor( frameBufferImage );
- renderableActor.SetParentOrigin(ParentOrigin::CENTER);
+ renderableActor.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
renderableActor.SetSize( stageSize.x, stageSize.y );
renderableActor.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
stage.Add( renderableActor );
Actor actor = Actor::New();
actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+ actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
stage.Add( actor );
application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE ); // Ensure framebuffer connects
Actor parent = CreateRenderableActor();
parent.SetSize( 100.0f, 100.0f );
- parent.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+ parent.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
stage.Add(parent);
Actor actor = CreateRenderableActor();
actor.SetSize( 100.0f, 100.0f );
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+ actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
parent.Add(actor);
// Render and notify
Actor actor = Actor::New();
actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+ actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
Stage::GetCurrent().Add(actor);
// Render and notify
actor.HoveredSignal().Connect( &application, functor );
// Register for leave events
- actor.SetLeaveRequired( true );
+ actor.SetProperty( Actor::Property::LEAVE_REQUIRED, true );
// Emit a started signal
application.ProcessEvent( GenerateSingleHover( TouchPoint::Started, Vector2( 10.0f, 10.0f ) ) );
Actor actor = Actor::New();
actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+ actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
Stage::GetCurrent().Add(actor);
// Render and notify
Actor actor = Actor::New();
actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+ actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
Stage::GetCurrent().Add(actor);
// Render and notify
Actor actor = Actor::New();
actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+ actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
stage.Add(actor);
// Set actor to receive hover-events
- actor.SetLeaveRequired( true );
+ actor.SetProperty( Actor::Property::LEAVE_REQUIRED, true );
// Render and notify
application.SendNotification();
Actor actor = Actor::New();
actor.SetSize( 100.0f, 100.0f );
- actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
stage.Add( actor );
Actor clippingActor = Actor::New();
clippingActor.SetSize( 50.0f, 50.0f );
- clippingActor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ clippingActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
clippingActor.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
stage.Add( clippingActor );
Actor clippingChild = Actor::New();
clippingChild.SetSize( 50.0f, 50.0f );
clippingChild.SetPosition( 25.0f, 25.0f );
- clippingChild.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ clippingChild.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
clippingActor.Add( clippingChild );
// Render and notify.