const char* const SIGNAL_WHEEL_EVENT = "wheelEvent";
const char* const SIGNAL_ON_STAGE = "onStage";
const char* const SIGNAL_OFF_STAGE = "offStage";
+const char* const SIGNAL_ON_RELAYOUT = "onRelayout";
// Actions
SignalConnectorType signalConnector1( mType, SIGNAL_TOUCHED, &Actor::DoConnectSignal );
SignalConnectorType signalConnector2( mType, SIGNAL_HOVERED, &Actor::DoConnectSignal );
-SignalConnectorType signalConnector3( mType, SIGNAL_ON_STAGE, &Actor::DoConnectSignal );
-SignalConnectorType signalConnector4( mType, SIGNAL_OFF_STAGE, &Actor::DoConnectSignal );
+SignalConnectorType signalConnector3( mType, SIGNAL_WHEEL_EVENT, &Actor::DoConnectSignal );
+SignalConnectorType signalConnector4( mType, SIGNAL_ON_STAGE, &Actor::DoConnectSignal );
+SignalConnectorType signalConnector5( mType, SIGNAL_OFF_STAGE, &Actor::DoConnectSignal );
+SignalConnectorType signalConnector6( mType, SIGNAL_ON_RELAYOUT, &Actor::DoConnectSignal );
TypeAction a1( mType, ACTION_SHOW, &Actor::DoAction );
TypeAction a2( mType, ACTION_HIDE, &Actor::DoAction );
void Actor::SetWidth( float width )
{
+ mTargetSize.width = width;
+
if( NULL != mNode )
{
// mNode is being used in a separate thread; queue a message to set the value & base value
void Actor::SetHeight( float height )
{
+ mTargetSize.height = height;
+
if( NULL != mNode )
{
// mNode is being used in a separate thread; queue a message to set the value & base value
void Actor::SetDepth( float depth )
{
+ mTargetSize.depth = depth;
+
if( NULL != mNode )
{
// mNode is being used in a separate thread; queue a message to set the value & base value
{
actor->OffStageSignal().Connect( tracker, functor );
}
+ else if( 0 == signalName.compare( SIGNAL_ON_RELAYOUT ) )
+ {
+ actor->OnRelayoutSignal().Connect( tracker, functor );
+ }
else
{
// signalName does not match any signal
DALI_ASSERT_ALWAYS( false && "Property type enumeration out of bounds" ); // should not come here
break;
}
- }
+ } // entry.GetType
}
Property::Value Actor::GetDefaultProperty( Property::Index index ) const