// Attach an actor and emit a touch event on the actor to ensure complete line coverage
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 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
// is destroyed.
Actor tempActor = Actor::New();
tempActor.SetSize(100.0f, 100.0f);
- tempActor.SetAnchorPoint(AnchorPoint::BOTTOM_RIGHT);
+ tempActor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::BOTTOM_RIGHT);
Stage::GetCurrent().Add(tempActor);
detector.Attach(tempActor);
{
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 parent = Actor::New();
parent.SetSize(100.0f, 100.0f);
- parent.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+ parent.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
Stage::GetCurrent().Add(parent);
// Set child to completely cover parent.
// conversion of the parent actor is correct.
Actor child = Actor::New();
child.SetSize(100.0f, 100.0f);
- child.SetAnchorPoint(AnchorPoint::CENTER);
- child.SetParentOrigin(ParentOrigin::CENTER);
+ child.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::CENTER);
+ child.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
child.SetOrientation(Dali::Degree(90.0f), Vector3::ZAXIS);
parent.Add(child);
Actor first = Actor::New();
first.SetSize(100.0f, 100.0f);
- first.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+ first.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
Stage::GetCurrent().Add(first);
Actor second = Actor::New();
second.SetSize(100.0f, 100.0f);
second.SetX(100.0f);
- second.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+ second.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
Stage::GetCurrent().Add(second);
// 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
DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
// Actor become invisible - actor should not receive the next rotation
- actor.SetVisible(false);
+ actor.SetProperty( Actor::Property::VISIBLE,false);
// 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::GetCurrent().Add(actor);
Actor actor2 = Actor::New();
actor2.SetSize(100.0f, 100.0f);
- actor2.SetAnchorPoint(AnchorPoint::BOTTOM_RIGHT);
+ actor2.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::BOTTOM_RIGHT);
Stage::GetCurrent().Add(actor2);
// Render and notify
Actor actor1 = Actor::New();
actor1.SetSize(100.0f, 100.0f);
- actor1.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+ actor1.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
Stage::GetCurrent().Add(actor1);
SignalData data1;
GestureReceivedFunctor functor1(data1);
Actor actor2 = Actor::New();
actor2.SetSize(100.0f, 100.0f);
- actor2.SetAnchorPoint(AnchorPoint::BOTTOM_RIGHT);
- actor2.SetParentOrigin(ParentOrigin::BOTTOM_RIGHT);
+ actor2.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::BOTTOM_RIGHT);
+ actor2.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::BOTTOM_RIGHT);
Stage::GetCurrent().Add(actor2);
SignalData data2;
GestureReceivedFunctor functor2(data2);
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);
// Create and add a second actor so that GestureDetector destruction does not come into play.
Actor dummyActor( Actor::New() );
dummyActor.SetSize( 100.0f, 100.0f );
dummyActor.SetPosition( 100.0f, 100.0f );
- dummyActor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+ dummyActor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
Stage::GetCurrent().Add(dummyActor);
// 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);
// Add a detector
// Add a layer to overlap the 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);
Stage::GetCurrent().Add( layer );
layer.RaiseToTop();