Actor self = Self();
// The ItemView size should match the active layout size
- self.SetSize(targetSize);
+ self.SetProperty( Actor::Property::SIZE, targetSize);
mActiveLayoutTargetSize = targetSize;
// Switch to the new layout
Vector3 size;
mActiveLayout->GetItemSize( itemId, targetSize, size );
- actor.SetSize( size.GetVectorXY() );
+ actor.SetProperty( Actor::Property::SIZE, size.GetVectorXY() );
}
// Refresh the new layout
{
Vector3 size;
mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size );
- item.second.SetSize( size.GetVectorXY() );
+ item.second.SetProperty( Actor::Property::SIZE, size.GetVectorXY() );
mActiveLayout->ApplyConstraints( item.second, item.first, layoutSize, Self() );
}
void ItemView::AddOverlay(Actor actor)
{
- actor.SetDrawMode( DrawMode::OVERLAY_2D );
+ actor.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D );
Self().Add(actor);
}
mOvershootOverlay.SetProperty( Actor::Property::COLOR,mOvershootEffectColor);
mOvershootOverlay.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::TOP_LEFT );
mOvershootOverlay.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
- mOvershootOverlay.SetDrawMode( DrawMode::OVERLAY_2D );
+ mOvershootOverlay.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D );
self.Add(mOvershootOverlay);
ApplyOvershootSizeConstraint( mOvershootOverlay, mOvershootSize.height );