// Store current width and height needed to contain all children.
totalWidth = maxPosition.x - minPosition.x;
totalHeight = maxPosition.y - minPosition.y;
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "AbsoluteLayout::OnMeasure child width(%f) height(%f) \n", (float)totalWidth, (float)totalHeight );
+ DALI_LOG_INFO( gLogFilter, Debug::Concise, "AbsoluteLayout::OnMeasure child width(%f) height(%f) \n", (float)totalWidth, (float)totalHeight );
if( childLayout->GetMeasuredWidthAndState().GetState() == MeasuredSize::State::MEASURED_SIZE_TOO_SMALL )
{
// Absolute layout positions it's children at their Actor positions.
// Children could overlap or spill outside the parent, as is the nature of absolute positions.
auto count = GetChildCount();
- DALI_LOG_INFO( gLogFilter, Debug::Concise, "AbsoluteLayout::OnLayout child count(%d)\n", count );
for( unsigned int i = 0; i < count; i++)
{