tet_infoline(" UtcDaliSuperBlurViewSetTexture ");
SuperBlurView blurView = SuperBlurView::New( BLUR_LEVELS );
- blurView.SetSize( 100.f, 100.f );
+ blurView.SetProperty( Actor::Property::SIZE, Vector2(100.0f, 100.0f) );
Texture inputTexture = CreateSolidColorTexture( application, Color::GREEN, 50, 50 );
blurView.SetTexture( inputTexture );
tet_infoline(" UtcDaliSuperBlurViewSetTexture2 - test setting a second texture ");
SuperBlurView blurView = SuperBlurView::New( BLUR_LEVELS );
- blurView.SetSize( 100.f, 100.f );
+ blurView.SetProperty( Actor::Property::SIZE, Vector2(100.0f, 100.0f) );
tet_infoline("Call SetTexture and add blurview to stage");
Texture inputTexture = CreateSolidColorTexture( application, Color::GREEN, 50, 50 );
SuperBlurView blurView = SuperBlurView::New( BLUR_LEVELS );
// create renderers for the original image and each blurred image
Stage::GetCurrent().Add( blurView );
- blurView.SetSize( 100.f, 100.f );
+ blurView.SetProperty( Actor::Property::SIZE, Vector2(100.0f, 100.0f) );
// Will create ResourceImage
blurView.SetProperty(SuperBlurView::Property::IMAGE_URL, TEST_IMAGE_FILE_NAME);
tet_infoline(" UtcDaliSuperBlurViewSetProperty ");
SuperBlurView blurView = SuperBlurView::New( BLUR_LEVELS );
- blurView.SetSize( 100.f, 100.f );
+ blurView.SetProperty( Actor::Property::SIZE, Vector2(100.0f, 100.0f) );
blurView.SetProperty(SuperBlurView::Property::IMAGE_URL, TEST_IMAGE_FILE_NAME);
Wait(application);
tet_infoline( "UtcDaliSuperBlurViewGetBlurredTexture" );
SuperBlurView blurView = SuperBlurView::New( BLUR_LEVELS );
- blurView.SetSize( 100.f,100.f );
+ blurView.SetProperty( Actor::Property::SIZE, Vector2(100.0f, 100.0f) );
Texture inputTexture = CreateSolidColorTexture( application, Color::GREEN, 100, 100 );
blurView.SetTexture( inputTexture );
tet_infoline(" UtcDaliSuperBlurViewSignal ");
SuperBlurView blurView = SuperBlurView::New( BLUR_LEVELS );
- blurView.SetSize( 100.f, 100.f );
+ blurView.SetProperty( Actor::Property::SIZE, Vector2(100.0f, 100.0f) );
Texture inputTexture = CreateSolidColorTexture( application, Color::GREEN, 50, 50 );
blurView.SetTexture( inputTexture );