DALI_PROPERTY( "screenPosition", VECTOR2, false, false, false, Dali::DevelActor::Property::SCREEN_POSITION )
DALI_PROPERTY( "positionUsesAnchorPoint", BOOLEAN, true, false, false, Dali::DevelActor::Property::POSITION_USES_ANCHOR_POINT )
DALI_PROPERTY( "culled", BOOLEAN, false, false, true, Dali::DevelActor::Property::CULLED )
+DALI_PROPERTY( "updateSizeHint", VECTOR2, true, false, true, Dali::DevelActor::Property::UPDATE_SIZE_HINT )
DALI_PROPERTY_TABLE_END( DEFAULT_ACTOR_PROPERTY_START_INDEX, ActorDefaultProperties )
// Signals
break;
}
+ case Dali::DevelActor::Property::UPDATE_SIZE_HINT:
+ {
+ SetUpdateSizeHint( property.Get< Vector2 >() );
+ break;
+ }
+
default:
{
// this can happen in the case of a non-animatable default property so just do nothing
break;
}
+ case Dali::DevelActor::Property::UPDATE_SIZE_HINT:
+ {
+ value = GetUpdateSizeHint();
+ break;
+ }
+
default:
{
// Must be an event-side only property
{
EnsureRelayoutData();
- if( size.width > 0.0f )
- {
- SetResizePolicy( ResizePolicy::FIXED, Dimension::WIDTH );
- }
-
- if( size.height > 0.0f )
- {
- SetResizePolicy( ResizePolicy::FIXED, Dimension::HEIGHT );
- }
+ SetResizePolicy( ResizePolicy::FIXED, Dimension::WIDTH );
+ SetResizePolicy( ResizePolicy::FIXED, Dimension::HEIGHT );
mRelayoutData->preferredSize = size;
return FLT_MAX; // Default
}
+void Actor::SetUpdateSizeHint( const Vector2& updateSizeHint )
+{
+ // node is being used in a separate thread; queue a message to set the value & base value
+ SceneGraph::NodeTransformPropertyMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mUpdateSizeHint, &SceneGraph::TransformManagerPropertyHandler<Vector3>::Bake, Vector3(updateSizeHint.width, updateSizeHint.height, 0.f ) );
+}
+
+Vector2 Actor::GetUpdateSizeHint() const
+{
+ // node is being used in a separate thread; copy the value from the previous update
+ Vector3 updateSizeHint = Vector3::ZERO;
+ GetNode().GetUpdateSizeHint( GetEventThreadServices().GetEventBufferIndex(), updateSizeHint );
+ return Vector2( updateSizeHint.width, updateSizeHint.height );
+}
+
Object* Actor::GetParentObject() const
{
return mParent;