{
Actor self(Self());
- mBlurStrengthPropertyIndex = self.RegisterProperty("blurStrength", 0.f);
+ mBlurStrengthPropertyIndex = self.RegisterUniqueProperty("blurStrength", 0.f);
- DevelControl::SetAccessibilityConstructor(self, [](Dali::Actor actor) {
- return std::unique_ptr<Dali::Accessibility::Accessible>(
- new DevelControl::ControlAccessible(actor, Dali::Accessibility::Role::FILLER));
- });
+ self.SetProperty(DevelControl::Property::ACCESSIBILITY_ROLE, Dali::Accessibility::Role::FILLER);
}
void SuperBlurView::SetTexture(Texture texture)
if(i > 0)
{
Renderer renderer = mRenderers[i];
- Property::Index index = renderer.RegisterProperty(ALPHA_UNIFORM_NAME, 0.f);
+ Property::Index index = renderer.RegisterUniqueProperty(ALPHA_UNIFORM_NAME, 0.f);
Constraint constraint = Constraint::New<float>(renderer, index, ActorOpacityConstraint(mBlurLevels, i - 1));
constraint.AddSource(Source(self, mBlurStrengthPropertyIndex));
constraint.Apply();