X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Ftext%2Frendering%2Fatlas%2Ftext-atlas-renderer.cpp;h=2fe54b0a9ce9e7edd54329f70ae0c4d9488c7d59;hb=refs%2Fchanges%2F40%2F234640%2F2;hp=dddb301f564473d2a2dbe4ba766d4d67c7f2927e;hpb=6e1032b5996011523338aa4bc5cdbeffcfc71ad5;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.cpp b/dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.cpp index dddb301..2fe54b0 100755 --- a/dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.cpp +++ b/dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.cpp @@ -369,10 +369,10 @@ struct AtlasRenderer::Impl { // Create a container actor to act as a common parent for text and shadow, to avoid color inheritence issues. mActor = Actor::New(); - mActor.SetParentOrigin( ParentOrigin::TOP_LEFT ); - mActor.SetAnchorPoint( AnchorPoint::TOP_LEFT ); + mActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT ); + mActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT ); mActor.SetSize( textSize ); - mActor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR ); + mActor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_COLOR ); } for( std::vector< MeshRecord >::const_iterator it = meshContainer.begin(), @@ -403,7 +403,7 @@ struct AtlasRenderer::Impl Actor shadowActor = CreateMeshActor(textControl, animatablePropertyIndex, color, meshRecord, textSize, STYLE_DROP_SHADOW ); #if defined(DEBUG_ENABLED) - shadowActor.SetName( "Text Shadow renderable actor" ); + shadowActor.SetProperty( Dali::Actor::Property::NAME, "Text Shadow renderable actor" ); #endif // Offset shadow in x and y shadowActor.RegisterProperty("uOffset", shadowOffset ); @@ -736,15 +736,15 @@ struct AtlasRenderer::Impl Actor actor = Actor::New(); #if defined(DEBUG_ENABLED) - actor.SetName( "Text renderable actor" ); + actor.SetProperty( Dali::Actor::Property::NAME, "Text renderable actor" ); #endif actor.AddRenderer( renderer ); // Keep all of the origins aligned - actor.SetParentOrigin( ParentOrigin::TOP_LEFT ); - actor.SetAnchorPoint( AnchorPoint::TOP_LEFT ); + actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT ); + actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT ); actor.SetSize( actorSize ); actor.RegisterProperty("uOffset", Vector2::ZERO ); - actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR ); + actor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_COLOR ); return actor; }