Replace some Dali::Actor public APIs with new properties 77/236377/1
authorRichard Huang <r.huang@samsung.com>
Tue, 16 Jun 2020 11:13:29 +0000 (12:13 +0100)
committerRichard Huang <r.huang@samsung.com>
Tue, 16 Jun 2020 11:13:45 +0000 (12:13 +0100)
Change-Id: I2a0c6ac05533722b59e6bc76924f2f15f106d3a2

34 files changed:
automated-tests/src/dali-toolkit-styling/utc-Dali-StyleManager.cpp
automated-tests/src/dali-toolkit/utc-Dali-BloomView.cpp
automated-tests/src/dali-toolkit/utc-Dali-ControlImpl.cpp
automated-tests/src/dali-toolkit/utc-Dali-ControlWrapper.cpp
automated-tests/src/dali-toolkit/utc-Dali-EffectsView.cpp
automated-tests/src/dali-toolkit/utc-Dali-FlexContainer.cpp
automated-tests/src/dali-toolkit/utc-Dali-GaussianBlurView.cpp
automated-tests/src/dali-toolkit/utc-Dali-ImageVisual.cpp
automated-tests/src/dali-toolkit/utc-Dali-KeyboardFocusManager.cpp
automated-tests/src/dali-toolkit/utc-Dali-Model3dView.cpp
automated-tests/src/dali-toolkit/utc-Dali-Popup.cpp
automated-tests/src/dali-toolkit/utc-Dali-ScrollBar.cpp
automated-tests/src/dali-toolkit/utc-Dali-ShadowView.cpp
automated-tests/src/dali-toolkit/utc-Dali-TableView.cpp
automated-tests/src/dali-toolkit/utc-Dali-TextEditor.cpp
automated-tests/src/dali-toolkit/utc-Dali-TextField.cpp
dali-toolkit/internal/accessibility-manager/accessibility-manager-impl.cpp
dali-toolkit/internal/builder/builder-impl.cpp
dali-toolkit/internal/controls/buttons/button-impl.cpp
dali-toolkit/internal/controls/control/control-data-impl.cpp
dali-toolkit/internal/controls/control/control-debug.cpp
dali-toolkit/internal/controls/flex-container/flex-container-impl.cpp
dali-toolkit/internal/controls/gaussian-blur-view/gaussian-blur-view-impl.cpp
dali-toolkit/internal/controls/popup/popup-impl.cpp
dali-toolkit/internal/controls/scroll-bar/scroll-bar-impl.cpp
dali-toolkit/internal/controls/shadow-view/shadow-view-impl.cpp
dali-toolkit/internal/controls/table-view/table-view-impl.cpp
dali-toolkit/internal/controls/text-controls/text-editor-impl.cpp
dali-toolkit/internal/controls/video-view/video-view-impl.cpp
dali-toolkit/internal/controls/web-view/web-view-impl.cpp
dali-toolkit/internal/drag-drop-detector/drag-and-drop-detector-impl.cpp
dali-toolkit/internal/focus-manager/keyboard-focus-manager-impl.cpp
dali-toolkit/internal/visuals/visual-factory-impl.h
dali-toolkit/public-api/controls/control-impl.cpp

index 94d625d..25b652a 100755 (executable)
@@ -1343,7 +1343,7 @@ int UtcDaliStyleManagerConfigSectionTest(void)
 
   // For coverage
   Toolkit::TextEditor editor = Toolkit::TextEditor::New();
 
   // For coverage
   Toolkit::TextEditor editor = Toolkit::TextEditor::New();
-  editor.SetKeyboardFocusable( true );
+  editor.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE, true );
   Stage::GetCurrent().Add( editor );
 
   Toolkit::KeyboardFocusManager::Get().SetCurrentFocusActor( editor );
   Stage::GetCurrent().Add( editor );
 
   Toolkit::KeyboardFocusManager::Get().SetCurrentFocusActor( editor );
index dc9e771..3ac0fa3 100644 (file)
@@ -121,7 +121,7 @@ int UtcDaliBloomViewAddRemove(void)
   DALI_TEST_CHECK( view );
 
   Actor actor = Actor::New();
   DALI_TEST_CHECK( view );
 
   Actor actor = Actor::New();
-  DALI_TEST_CHECK( !actor.OnStage() );
+  DALI_TEST_CHECK( !actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
 
 
   view.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
 
   view.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
@@ -129,11 +129,11 @@ int UtcDaliBloomViewAddRemove(void)
   view.Add(actor);
   Stage::GetCurrent().Add(view);
 
   view.Add(actor);
   Stage::GetCurrent().Add(view);
 
-  DALI_TEST_CHECK( actor.OnStage() );
+  DALI_TEST_CHECK( actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
 
   view.Remove(actor);
 
 
   view.Remove(actor);
 
-  DALI_TEST_CHECK( !actor.OnStage() );
+  DALI_TEST_CHECK( !actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
   END_TEST;
 }
 
   END_TEST;
 }
 
index 60fd218..483f9c7 100644 (file)
@@ -1094,7 +1094,7 @@ int UtcDaliControlImplRegisterDisabledVisual(void)
 
   DALI_TEST_CHECK( dummyImpl.IsVisualEnabled( TEST_PROPERTY ) == false );
 
 
   DALI_TEST_CHECK( dummyImpl.IsVisualEnabled( TEST_PROPERTY ) == false );
 
-  DALI_TEST_CHECK( dummy.OnStage() == true );
+  DALI_TEST_CHECK( dummy.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) == true );
 
   dummyImpl.EnableVisual( TEST_PROPERTY, true );
 
 
   dummyImpl.EnableVisual( TEST_PROPERTY, true );
 
@@ -1133,7 +1133,7 @@ int UtcDaliControlImplDisableRegisteredVisual(void)
 
   DALI_TEST_CHECK( dummyImpl.IsVisualEnabled( TEST_PROPERTY ) == true);
 
 
   DALI_TEST_CHECK( dummyImpl.IsVisualEnabled( TEST_PROPERTY ) == true);
 
-  DALI_TEST_CHECK( dummy.OnStage() == true );
+  DALI_TEST_CHECK( dummy.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) == true );
 
   dummyImpl.EnableVisual( TEST_PROPERTY, false );
 
 
   dummyImpl.EnableVisual( TEST_PROPERTY, false );
 
@@ -1173,7 +1173,7 @@ int UtcDaliControlImplEnabledVisualParentRemovedFromStage(void)
   application.Render();
 
   DALI_TEST_CHECK( dummyImpl.IsVisualEnabled( TEST_PROPERTY ) == false );
   application.Render();
 
   DALI_TEST_CHECK( dummyImpl.IsVisualEnabled( TEST_PROPERTY ) == false );
-  DALI_TEST_CHECK( dummy.OnStage() == true );
+  DALI_TEST_CHECK( dummy.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) == true );
   dummyImpl.EnableVisual( TEST_PROPERTY, true );
 
   // Render and notify
   dummyImpl.EnableVisual( TEST_PROPERTY, true );
 
   // Render and notify
@@ -1245,7 +1245,7 @@ int UtcDaliControlImplRegisterTwoVisualsAndEnableOnlyOne(void)
   DALI_TEST_CHECK( dummy.GetRendererCount() == 2u );
   DALI_TEST_CHECK( dummyImpl.IsVisualEnabled( TEST_PROPERTY1 ) == true );
   DALI_TEST_CHECK( dummyImpl.IsVisualEnabled( TEST_PROPERTY1 ) == true);
   DALI_TEST_CHECK( dummy.GetRendererCount() == 2u );
   DALI_TEST_CHECK( dummyImpl.IsVisualEnabled( TEST_PROPERTY1 ) == true );
   DALI_TEST_CHECK( dummyImpl.IsVisualEnabled( TEST_PROPERTY1 ) == true);
-  DALI_TEST_CHECK( dummy.OnStage() == true );
+  DALI_TEST_CHECK( dummy.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) == true );
   dummyImpl.EnableVisual( TEST_PROPERTY2, false );
 
   // Render and notify
   dummyImpl.EnableVisual( TEST_PROPERTY2, false );
 
   // Render and notify
index 6b289af..e575bca 100644 (file)
@@ -527,7 +527,7 @@ int UtcDaliControlWrapperRegisterDisabledVisual(void)
 
   DALI_TEST_EQUALS( controlWrapperImpl->IsVisualEnabled( TEST_PROPERTY ), false, TEST_LOCATION );
 
 
   DALI_TEST_EQUALS( controlWrapperImpl->IsVisualEnabled( TEST_PROPERTY ), false, TEST_LOCATION );
 
-  DALI_TEST_EQUALS( controlWrapper.OnStage(), true, TEST_LOCATION );
+  DALI_TEST_EQUALS( controlWrapper.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ), true, TEST_LOCATION );
 
   controlWrapperImpl->EnableVisual( TEST_PROPERTY, true );
 
 
   controlWrapperImpl->EnableVisual( TEST_PROPERTY, true );
 
@@ -570,7 +570,7 @@ int UtcDaliControlWrapperRegisterDisabledVisualWithDepthIndex(void)
 
   DALI_TEST_EQUALS( controlWrapperImpl->IsVisualEnabled( TEST_PROPERTY ), false, TEST_LOCATION );
 
 
   DALI_TEST_EQUALS( controlWrapperImpl->IsVisualEnabled( TEST_PROPERTY ), false, TEST_LOCATION );
 
-  DALI_TEST_EQUALS( controlWrapper.OnStage(), true, TEST_LOCATION );
+  DALI_TEST_EQUALS( controlWrapper.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ), true, TEST_LOCATION );
 
   controlWrapperImpl->EnableVisual( TEST_PROPERTY, true );
 
 
   controlWrapperImpl->EnableVisual( TEST_PROPERTY, true );
 
index 2cce946..e7761e6 100644 (file)
@@ -106,7 +106,7 @@ int UtcDaliEffectsViewAddRemoveDropShadow(void)
   DALI_TEST_CHECK( view );
 
   Actor actor = Actor::New();
   DALI_TEST_CHECK( view );
 
   Actor actor = Actor::New();
-  DALI_TEST_CHECK( !actor.OnStage() );
+  DALI_TEST_CHECK( !actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
 
 
   view.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
 
 
   view.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
@@ -114,13 +114,13 @@ int UtcDaliEffectsViewAddRemoveDropShadow(void)
   view.Add(actor);
   Stage::GetCurrent().Add(view);
 
   view.Add(actor);
   Stage::GetCurrent().Add(view);
 
-  DALI_TEST_CHECK( actor.OnStage() );
+  DALI_TEST_CHECK( actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
   DALI_TEST_CHECK( actor.GetParent() );
   DALI_TEST_CHECK( actor.GetParent() != view );
 
   view.Remove(actor);
 
   DALI_TEST_CHECK( actor.GetParent() );
   DALI_TEST_CHECK( actor.GetParent() != view );
 
   view.Remove(actor);
 
-  DALI_TEST_CHECK( !actor.OnStage() );
+  DALI_TEST_CHECK( !actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
   END_TEST;
 }
 
   END_TEST;
 }
 
@@ -153,7 +153,7 @@ int UtcDaliEffectsViewAddRemoveEmboss(void)
 
   Actor actor = Actor::New();
   actor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
 
   Actor actor = Actor::New();
   actor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
-  DALI_TEST_CHECK( !actor.OnStage() );
+  DALI_TEST_CHECK( !actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
 
   view.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
 
 
   view.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
 
@@ -162,7 +162,7 @@ int UtcDaliEffectsViewAddRemoveEmboss(void)
 
   stage.Add(view);
 
 
   stage.Add(view);
 
-  DALI_TEST_CHECK( actor.OnStage() );
+  DALI_TEST_CHECK( actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
 
   application.SendNotification();
   application.Render();
 
   application.SendNotification();
   application.Render();
index 3f39a5d..3ae109c 100755 (executable)
@@ -446,8 +446,8 @@ int UtcDaliToolkitFlexContainerMoveFocus(void)
   // Create two actors and add them to the container
   Actor actor1 = Actor::New();
   Actor actor2 = Actor::New();
   // Create two actors and add them to the container
   Actor actor1 = Actor::New();
   Actor actor2 = Actor::New();
-  actor1.SetKeyboardFocusable(true);
-  actor2.SetKeyboardFocusable(true);
+  actor1.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE, true );
+  actor2.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE, true );
   DALI_TEST_CHECK( actor1 );
   DALI_TEST_CHECK( actor2 );
 
   DALI_TEST_CHECK( actor1 );
   DALI_TEST_CHECK( actor2 );
 
@@ -524,10 +524,10 @@ int UtcDaliToolkitFlexContainerRTLSupportP(void)
   // Check content direction property.
   DALI_TEST_EQUALS( (FlexContainer::ContentDirection)flexContainer.GetProperty<int>( FlexContainer::Property::CONTENT_DIRECTION ), FlexContainer::INHERIT, TEST_LOCATION );
 
   // Check content direction property.
   DALI_TEST_EQUALS( (FlexContainer::ContentDirection)flexContainer.GetProperty<int>( FlexContainer::Property::CONTENT_DIRECTION ), FlexContainer::INHERIT, TEST_LOCATION );
 
-  actor0.SetProperty( Dali::DevelActor::Property::LAYOUT_DIRECTION, Dali::LayoutDirection::RIGHT_TO_LEFT );
+  actor0.SetProperty( Dali::Actor::Property::LAYOUT_DIRECTION, Dali::LayoutDirection::RIGHT_TO_LEFT );
   DALI_TEST_EQUALS( (FlexContainer::ContentDirection)flexContainer.GetProperty<int>( FlexContainer::Property::CONTENT_DIRECTION ), FlexContainer::RTL, TEST_LOCATION );
 
   DALI_TEST_EQUALS( (FlexContainer::ContentDirection)flexContainer.GetProperty<int>( FlexContainer::Property::CONTENT_DIRECTION ), FlexContainer::RTL, TEST_LOCATION );
 
-  actor0.SetProperty( Dali::DevelActor::Property::LAYOUT_DIRECTION, Dali::LayoutDirection::LEFT_TO_RIGHT );
+  actor0.SetProperty( Dali::Actor::Property::LAYOUT_DIRECTION, Dali::LayoutDirection::LEFT_TO_RIGHT );
   DALI_TEST_EQUALS( (FlexContainer::ContentDirection)flexContainer.GetProperty<int>( FlexContainer::Property::CONTENT_DIRECTION ), FlexContainer::LTR, TEST_LOCATION );
 
   flexContainer.SetProperty( FlexContainer::Property::CONTENT_DIRECTION, "RTL" );
   DALI_TEST_EQUALS( (FlexContainer::ContentDirection)flexContainer.GetProperty<int>( FlexContainer::Property::CONTENT_DIRECTION ), FlexContainer::LTR, TEST_LOCATION );
 
   flexContainer.SetProperty( FlexContainer::Property::CONTENT_DIRECTION, "RTL" );
@@ -536,7 +536,7 @@ int UtcDaliToolkitFlexContainerRTLSupportP(void)
   flexContainer.SetProperty( FlexContainer::Property::CONTENT_DIRECTION, "LTR" );
   DALI_TEST_EQUALS( (FlexContainer::ContentDirection)flexContainer.GetProperty<int>( FlexContainer::Property::CONTENT_DIRECTION ), FlexContainer::LTR, TEST_LOCATION );
 
   flexContainer.SetProperty( FlexContainer::Property::CONTENT_DIRECTION, "LTR" );
   DALI_TEST_EQUALS( (FlexContainer::ContentDirection)flexContainer.GetProperty<int>( FlexContainer::Property::CONTENT_DIRECTION ), FlexContainer::LTR, TEST_LOCATION );
 
-  actor0.SetProperty( Dali::DevelActor::Property::LAYOUT_DIRECTION, Dali::LayoutDirection::RIGHT_TO_LEFT );
+  actor0.SetProperty( Dali::Actor::Property::LAYOUT_DIRECTION, Dali::LayoutDirection::RIGHT_TO_LEFT );
   DALI_TEST_EQUALS( (FlexContainer::ContentDirection)flexContainer.GetProperty<int>( FlexContainer::Property::CONTENT_DIRECTION ), FlexContainer::LTR, TEST_LOCATION );
 
   flexContainer.SetProperty( FlexContainer::Property::CONTENT_DIRECTION, "inherit" );
   DALI_TEST_EQUALS( (FlexContainer::ContentDirection)flexContainer.GetProperty<int>( FlexContainer::Property::CONTENT_DIRECTION ), FlexContainer::LTR, TEST_LOCATION );
 
   flexContainer.SetProperty( FlexContainer::Property::CONTENT_DIRECTION, "inherit" );
index c508bcd..fd5cd98 100644 (file)
@@ -142,7 +142,7 @@ int UtcDaliGaussianBlurViewAddRemove(void)
   DALI_TEST_CHECK( view );
 
   Actor actor = Actor::New();
   DALI_TEST_CHECK( view );
 
   Actor actor = Actor::New();
-  DALI_TEST_CHECK( !actor.OnStage() );
+  DALI_TEST_CHECK( !actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
 
 
   view.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
 
 
   view.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
@@ -150,11 +150,11 @@ int UtcDaliGaussianBlurViewAddRemove(void)
   view.Add(actor);
   Stage::GetCurrent().Add(view);
 
   view.Add(actor);
   Stage::GetCurrent().Add(view);
 
-  DALI_TEST_CHECK( actor.OnStage() );
+  DALI_TEST_CHECK( actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
 
   view.Remove(actor);
 
 
   view.Remove(actor);
 
-  DALI_TEST_CHECK( !actor.OnStage() );
+  DALI_TEST_CHECK( !actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
   END_TEST;
 }
 
   END_TEST;
 }
 
index 0bd2225..1549c42 100644 (file)
@@ -59,7 +59,7 @@ std::vector<int> gReadyIds = {};
 void ResourceReadySignal( Control control )
 {
   gResourceReadySignalFired = true;
 void ResourceReadySignal( Control control )
 {
   gResourceReadySignalFired = true;
-  gReadyIds.push_back(control.GetId());
+  gReadyIds.push_back(control.GetProperty< int >( Actor::Property::ID ));
 }
 void ClearReadyIds()
 {
 }
 void ClearReadyIds()
 {
@@ -2295,7 +2295,7 @@ void ResourceReadyLoadNext( Control control )
   static int callNumber = 0;
 
   gResourceReadySignalFired = true;
   static int callNumber = 0;
 
   gResourceReadySignalFired = true;
-  gReadyIds.push_back(control.GetId());
+  gReadyIds.push_back(control.GetProperty< int >( Actor::Property::ID ));
 
   if( callNumber == 0 )
   {
 
   if( callNumber == 0 )
   {
@@ -2328,7 +2328,7 @@ int UtcDaliImageVisualLoadReady01(void)
 
   tet_infoline( "Create a control and connect to resource ready signal" );
   DummyControl actor = DummyControl::New(true);
 
   tet_infoline( "Create a control and connect to resource ready signal" );
   DummyControl actor = DummyControl::New(true);
-  int actor1Id = actor.GetId();
+  int actor1Id = actor.GetProperty< int >( Actor::Property::ID );
   actor.ResourceReadySignal().Connect( &ResourceReadySignal);
   Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
   actor.SetProperty( Actor::Property::SIZE, Vector2(200.f, 200.f) );
   actor.ResourceReadySignal().Connect( &ResourceReadySignal);
   Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
   actor.SetProperty( Actor::Property::SIZE, Vector2(200.f, 200.f) );
@@ -2359,7 +2359,7 @@ int UtcDaliImageVisualLoadReady01(void)
   Visual::Base imageVisual2 = CreateVisualWithPolicy( TEST_BROKEN_IMAGE_FILE_NAME, ImageVisual::Property::LOAD_POLICY, ImageVisual::LoadPolicy::IMMEDIATE );
 
   DummyControl actor2 = DummyControl::New(true);
   Visual::Base imageVisual2 = CreateVisualWithPolicy( TEST_BROKEN_IMAGE_FILE_NAME, ImageVisual::Property::LOAD_POLICY, ImageVisual::LoadPolicy::IMMEDIATE );
 
   DummyControl actor2 = DummyControl::New(true);
-  int actor2Id = actor2.GetId();
+  int actor2Id = actor2.GetProperty< int >( Actor::Property::ID );
   Impl::DummyControl& dummyImpl2 = static_cast<Impl::DummyControl&>(actor2.GetImplementation());
   actor2.ResourceReadySignal().Connect( &ResourceReadyLoadNext);
 
   Impl::DummyControl& dummyImpl2 = static_cast<Impl::DummyControl&>(actor2.GetImplementation());
   actor2.ResourceReadySignal().Connect( &ResourceReadyLoadNext);
 
index a759616..cdecb16 100755 (executable)
@@ -296,12 +296,12 @@ int UtcDaliKeyboardFocusManagerSetAndGetCurrentFocusActor(void)
 
   // Create the first actor and add it to the stage
   Actor first = Actor::New();
 
   // Create the first actor and add it to the stage
   Actor first = Actor::New();
-  first.SetKeyboardFocusable(true);
+  first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
   Stage::GetCurrent().Add(first);
 
   // Create the second actor and add it to the stage
   Actor second = Actor::New();
   Stage::GetCurrent().Add(first);
 
   // Create the second actor and add it to the stage
   Actor second = Actor::New();
-  second.SetKeyboardFocusable(true);
+  second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
   Stage::GetCurrent().Add(second);
 
   // Create the third actor but don't add it to the stage
   Stage::GetCurrent().Add(second);
 
   // Create the third actor but don't add it to the stage
@@ -333,7 +333,7 @@ int UtcDaliKeyboardFocusManagerSetAndGetCurrentFocusActor(void)
   DALI_TEST_CHECK(manager.GetCurrentFocusActor() == second);
 
   // Make the third actor focusable
   DALI_TEST_CHECK(manager.GetCurrentFocusActor() == second);
 
   // Make the third actor focusable
-  third.SetKeyboardFocusable(true);
+  third.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
 
   // Check that the focus is successfully moved to the third actor
   DALI_TEST_CHECK(manager.SetCurrentFocusActor(third) == true);
 
   // Check that the focus is successfully moved to the third actor
   DALI_TEST_CHECK(manager.SetCurrentFocusActor(third) == true);
@@ -367,12 +367,12 @@ int UtcDaliKeyboardFocusManagerMoveFocus(void)
 
   // Create the first actor and add it to the stage
   Actor first = Actor::New();
 
   // Create the first actor and add it to the stage
   Actor first = Actor::New();
-  first.SetKeyboardFocusable(true);
+  first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
   Stage::GetCurrent().Add(first);
 
   // Create the second actor and add it to the stage
   Actor second = Actor::New();
   Stage::GetCurrent().Add(first);
 
   // Create the second actor and add it to the stage
   Actor second = Actor::New();
-  second.SetKeyboardFocusable(true);
+  second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
   Stage::GetCurrent().Add(second);
 
   // Move the focus to the right
   Stage::GetCurrent().Add(second);
 
   // Move the focus to the right
@@ -428,11 +428,11 @@ int UtcDaliKeyboardFocusManagerMoveFocus(void)
 
   // Create the third actor
   Actor third = Actor::New();
 
   // Create the third actor
   Actor third = Actor::New();
-  third.SetKeyboardFocusable(true);
+  third.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
 
   // Create the fourth actor
   Actor fourth = Actor::New();
 
   // Create the fourth actor
   Actor fourth = Actor::New();
-  fourth.SetKeyboardFocusable(true);
+  fourth.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
 
   // Add the four children to table view
   tableView.AddChild(first, TableView::CellPosition(0, 0));
 
   // Add the four children to table view
   tableView.AddChild(first, TableView::CellPosition(0, 0));
@@ -530,12 +530,12 @@ int UtcDaliKeyboardFocusManagerCustomAlgorithmMoveFocus(void)
 
   // Create the first actor and add it to the stage
   Actor first = Actor::New();
 
   // Create the first actor and add it to the stage
   Actor first = Actor::New();
-  first.SetKeyboardFocusable(true);
+  first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
   Stage::GetCurrent().Add(first);
 
   // Create the second actor and add it to the stage
   Actor second = Actor::New();
   Stage::GetCurrent().Add(first);
 
   // Create the second actor and add it to the stage
   Actor second = Actor::New();
-  second.SetKeyboardFocusable(true);
+  second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
   Stage::GetCurrent().Add(second);
 
   // Move the focus to the right
   Stage::GetCurrent().Add(second);
 
   // Move the focus to the right
@@ -623,8 +623,8 @@ int UtcDaliKeyboardFocusManagerFocusablePropertiesMoveFocus(void)
 
   PushButton button1 = PushButton::New();
   PushButton button2 = PushButton::New();
 
   PushButton button1 = PushButton::New();
   PushButton button2 = PushButton::New();
-  button1.SetKeyboardFocusable(true);
-  button2.SetKeyboardFocusable(true);
+  button1.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+  button2.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
   Stage::GetCurrent().Add(button1);
   Stage::GetCurrent().Add(button2);
 
   Stage::GetCurrent().Add(button1);
   Stage::GetCurrent().Add(button2);
 
@@ -637,16 +637,16 @@ int UtcDaliKeyboardFocusManagerFocusablePropertiesMoveFocus(void)
   focusChangedCallback.Reset();
 
   // set the navigation properties of button1
   focusChangedCallback.Reset();
 
   // set the navigation properties of button1
-  button1.SetProperty(Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID, Property::Value((int)button2.GetId()));
-  button1.SetProperty(Toolkit::DevelControl::Property::RIGHT_FOCUSABLE_ACTOR_ID, Property::Value((int)button2.GetId()));
-  button1.SetProperty(Toolkit::DevelControl::Property::UP_FOCUSABLE_ACTOR_ID, Property::Value((int)button2.GetId()));
-  button1.SetProperty(Toolkit::DevelControl::Property::DOWN_FOCUSABLE_ACTOR_ID, Property::Value((int)button2.GetId()));
+  button1.SetProperty(Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID, Property::Value((int)button2.GetProperty< int >( Actor::Property::ID )));
+  button1.SetProperty(Toolkit::DevelControl::Property::RIGHT_FOCUSABLE_ACTOR_ID, Property::Value((int)button2.GetProperty< int >( Actor::Property::ID )));
+  button1.SetProperty(Toolkit::DevelControl::Property::UP_FOCUSABLE_ACTOR_ID, Property::Value((int)button2.GetProperty< int >( Actor::Property::ID )));
+  button1.SetProperty(Toolkit::DevelControl::Property::DOWN_FOCUSABLE_ACTOR_ID, Property::Value((int)button2.GetProperty< int >( Actor::Property::ID )));
 
   // set the navigation properties of button2
 
   // set the navigation properties of button2
-  button2.SetProperty(Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetId()));
-  button2.SetProperty(Toolkit::DevelControl::Property::RIGHT_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetId()));
-  button2.SetProperty(Toolkit::DevelControl::Property::UP_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetId()));
-  button2.SetProperty(Toolkit::DevelControl::Property::DOWN_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetId()));
+  button2.SetProperty(Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetProperty< int >( Actor::Property::ID )));
+  button2.SetProperty(Toolkit::DevelControl::Property::RIGHT_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetProperty< int >( Actor::Property::ID )));
+  button2.SetProperty(Toolkit::DevelControl::Property::UP_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetProperty< int >( Actor::Property::ID )));
+  button2.SetProperty(Toolkit::DevelControl::Property::DOWN_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetProperty< int >( Actor::Property::ID )));
 
   // Move the focus towards left
   DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::LEFT) == true);
 
   // Move the focus towards left
   DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::LEFT) == true);
@@ -693,11 +693,11 @@ int UtcDaliKeyboardFocusManagerFocusablePropertiesMoveFocus(void)
   Stage::GetCurrent().Add(tableView);
 
   PushButton button = PushButton::New();
   Stage::GetCurrent().Add(tableView);
 
   PushButton button = PushButton::New();
-  button.SetKeyboardFocusable(true);
+  button.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
   tableView.AddChild(button, TableView::CellPosition(0, 0));
 
   // set the navigation properties of button3
   tableView.AddChild(button, TableView::CellPosition(0, 0));
 
   // set the navigation properties of button3
-  button.SetProperty(Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetId()));
+  button.SetProperty(Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetProperty< int >( Actor::Property::ID )));
 
   // Set the focus to the button
   DALI_TEST_CHECK(manager.SetCurrentFocusActor(button) == true);
 
   // Set the focus to the button
   DALI_TEST_CHECK(manager.SetCurrentFocusActor(button) == true);
@@ -731,12 +731,12 @@ int UtcDaliKeyboardFocusManagerClearFocus(void)
 
   // Create the first actor and add it to the stage
   Actor first = Actor::New();
 
   // Create the first actor and add it to the stage
   Actor first = Actor::New();
-  first.SetKeyboardFocusable(true);
+  first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
   Stage::GetCurrent().Add(first);
 
   // Create the second actor and add it to the stage
   Actor second = Actor::New();
   Stage::GetCurrent().Add(first);
 
   // Create the second actor and add it to the stage
   Actor second = Actor::New();
-  second.SetKeyboardFocusable(true);
+  second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
   Stage::GetCurrent().Add(second);
 
   // Check that the focus is set on the first actor
   Stage::GetCurrent().Add(second);
 
   // Check that the focus is set on the first actor
@@ -901,12 +901,12 @@ int UtcDaliKeyboardFocusManagerSignalFocusedActorActivated(void)
 
   // Create the first button and add it to the stage
   PushButton firstPushButton = PushButton::New();
 
   // Create the first button and add it to the stage
   PushButton firstPushButton = PushButton::New();
-  firstPushButton.SetKeyboardFocusable(true);
+  firstPushButton.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
   Stage::GetCurrent().Add(firstPushButton);
 
   // Create the second button and add it to the stage
   PushButton secondPushButton = PushButton::New();
   Stage::GetCurrent().Add(firstPushButton);
 
   // Create the second button and add it to the stage
   PushButton secondPushButton = PushButton::New();
-  secondPushButton.SetKeyboardFocusable(true);
+  secondPushButton.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
   Stage::GetCurrent().Add(secondPushButton);
 
   // Check that the focus is set on the first button
   Stage::GetCurrent().Add(secondPushButton);
 
   // Check that the focus is set on the first button
@@ -1001,22 +1001,22 @@ int UtcDaliKeyboardFocusManagerMoveFocusBackward(void)
 
   // Create the first actor and add it to the stage
   Actor first = Actor::New();
 
   // Create the first actor and add it to the stage
   Actor first = Actor::New();
-  first.SetKeyboardFocusable(true);
+  first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
   Stage::GetCurrent().Add(first);
 
   // Create the second actor and add it to the stage
   Actor second = Actor::New();
   Stage::GetCurrent().Add(first);
 
   // Create the second actor and add it to the stage
   Actor second = Actor::New();
-  second.SetKeyboardFocusable(true);
+  second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
   Stage::GetCurrent().Add(second);
 
   // Create the third actor and add it to the stage
   Actor third = Actor::New();
   Stage::GetCurrent().Add(second);
 
   // Create the third actor and add it to the stage
   Actor third = Actor::New();
-  third.SetKeyboardFocusable(true);
+  third.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
   Stage::GetCurrent().Add(third);
 
   // Create the fourth actor and add it to the stage
   Actor fourth = Actor::New();
   Stage::GetCurrent().Add(third);
 
   // Create the fourth actor and add it to the stage
   Actor fourth = Actor::New();
-  fourth.SetKeyboardFocusable(true);
+  fourth.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
   Stage::GetCurrent().Add(fourth);
 
   // Check that the focus is set on the second actor
   Stage::GetCurrent().Add(fourth);
 
   // Check that the focus is set on the second actor
@@ -1058,7 +1058,7 @@ int UtcDaliKeyboardFocusManagerMoveFocusBackward(void)
   for(int i = 0 ; i < 31 ; i ++)
   {
     Actor actor = Actor::New();
   for(int i = 0 ; i < 31 ; i ++)
   {
     Actor actor = Actor::New();
-    actor.SetKeyboardFocusable(true);
+    actor.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
     Stage::GetCurrent().Add(actor);
     manager.SetCurrentFocusActor(actor);
   }
     Stage::GetCurrent().Add(actor);
     manager.SetCurrentFocusActor(actor);
   }
@@ -1108,19 +1108,19 @@ int UtcDaliKeyboardFocusManagerChangeFocusDirectionByKeyEvents(void)
 
   // Create the first actor
   Actor first = Actor::New();
 
   // Create the first actor
   Actor first = Actor::New();
-  first.SetKeyboardFocusable(true);
+  first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
 
   // Create the second actor
   Actor second = Actor::New();
 
   // Create the second actor
   Actor second = Actor::New();
-  second.SetKeyboardFocusable(true);
+  second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
 
   // Create the third actor
   Actor third = Actor::New();
 
   // Create the third actor
   Actor third = Actor::New();
-  third.SetKeyboardFocusable(true);
+  third.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
 
   // Create the fourth actor
   Actor fourth = Actor::New();
 
   // Create the fourth actor
   Actor fourth = Actor::New();
-  fourth.SetKeyboardFocusable(true);
+  fourth.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
 
   // Add the four children to table view
   tableView.AddChild(first, TableView::CellPosition(0, 0));
 
   // Add the four children to table view
   tableView.AddChild(first, TableView::CellPosition(0, 0));
@@ -1301,12 +1301,12 @@ int UtcDaliKeyboardFocusManagerMoveFocusTestStateChange(void)
 
   // Create the first actor and add it to the stage
   Control first = Control::New();
 
   // Create the first actor and add it to the stage
   Control first = Control::New();
-  first.SetKeyboardFocusable(true);
+  first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
   Stage::GetCurrent().Add(first);
 
   // Create the second actor and add it to the stage
   Control second = Control::New();
   Stage::GetCurrent().Add(first);
 
   // Create the second actor and add it to the stage
   Control second = Control::New();
-  second.SetKeyboardFocusable(true);
+  second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
   Stage::GetCurrent().Add(second);
 
   // Move the focus to the right
   Stage::GetCurrent().Add(second);
 
   // Move the focus to the right
@@ -1365,11 +1365,11 @@ int UtcDaliKeyboardFocusManagerMoveFocusTestStateChange(void)
 
   // Create the third actor
   Control third = Control::New();
 
   // Create the third actor
   Control third = Control::New();
-  third.SetKeyboardFocusable(true);
+  third.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
 
   // Create the fourth actor
   Control fourth = Control::New();
 
   // Create the fourth actor
   Control fourth = Control::New();
-  fourth.SetKeyboardFocusable(true);
+  fourth.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
 
   // Add the four children to table view
   tableView.AddChild(first, TableView::CellPosition(0, 0));
 
   // Add the four children to table view
   tableView.AddChild(first, TableView::CellPosition(0, 0));
@@ -1494,7 +1494,7 @@ int UtcDaliKeyboardFocusManagerFocusedActorUnstaged(void)
   DALI_TEST_CHECK( ! manager.GetCurrentFocusActor() );
 
   Actor actor = Actor::New();
   DALI_TEST_CHECK( ! manager.GetCurrentFocusActor() );
 
   Actor actor = Actor::New();
-  actor.SetKeyboardFocusable( true );
+  actor.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE, true );
 
   tet_infoline( "Attempt to set unstaged actor, no actor should be returned from KeyboardFocusManager" );
   manager.SetCurrentFocusActor( actor );
 
   tet_infoline( "Attempt to set unstaged actor, no actor should be returned from KeyboardFocusManager" );
   manager.SetCurrentFocusActor( actor );
@@ -1522,7 +1522,7 @@ int UtcDaliKeyboardFocusManagerEnableFocusIndicator(void)
   DALI_TEST_CHECK( ! manager.GetCurrentFocusActor() );
 
   Actor actor = Actor::New();
   DALI_TEST_CHECK( ! manager.GetCurrentFocusActor() );
 
   Actor actor = Actor::New();
-  actor.SetKeyboardFocusable( true );
+  actor.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE, true );
   Stage::GetCurrent().Add( actor );
   manager.SetCurrentFocusActor( actor );
 
   Stage::GetCurrent().Add( actor );
   manager.SetCurrentFocusActor( actor );
 
@@ -1557,7 +1557,7 @@ int UtcDaliKeyboardFocusManagerCheckConsumedKeyEvent(void)
 
   // Create the first actor and add it to the stage
   Control control = Control::New();
 
   // Create the first actor and add it to the stage
   Control control = Control::New();
-  control.SetKeyboardFocusable(true);
+  control.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
   scene.Add(control);
 
   KeyEventCallback controlCallback( true );
   scene.Add(control);
 
   KeyEventCallback controlCallback( true );
@@ -1590,13 +1590,13 @@ int UtcDaliKeyboardFocusManagerFocusPerWindow(void)
   Window firstWindow = Window::New(PositionSize(0,0,300,500) ,"", false);
   DALI_TEST_CHECK( firstWindow );
   Control first = Control::New();
   Window firstWindow = Window::New(PositionSize(0,0,300,500) ,"", false);
   DALI_TEST_CHECK( firstWindow );
   Control first = Control::New();
-  first.SetKeyboardFocusable(true);
+  first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
   firstWindow.Add(first);
 
   Window secondWindow = Window::New(PositionSize(0,0,400,600) ,"", false);
   DALI_TEST_CHECK( secondWindow );
   Control second = Control::New();
   firstWindow.Add(first);
 
   Window secondWindow = Window::New(PositionSize(0,0,400,600) ,"", false);
   DALI_TEST_CHECK( secondWindow );
   Control second = Control::New();
-  second.SetKeyboardFocusable(true);
+  second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
   secondWindow.Add( second );
 
   DALI_TEST_CHECK(manager.SetCurrentFocusActor(first) == true);
   secondWindow.Add( second );
 
   DALI_TEST_CHECK(manager.SetCurrentFocusActor(first) == true);
index 9cce9fc..3f30df1 100644 (file)
@@ -138,7 +138,7 @@ int UtcDaliModelViewAddRemove(void)
   DALI_TEST_CHECK( view );
 
   Actor actor = Actor::New();
   DALI_TEST_CHECK( view );
 
   Actor actor = Actor::New();
-  DALI_TEST_CHECK( !actor.OnStage() );
+  DALI_TEST_CHECK( !actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
 
 
   view.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
 
 
   view.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
@@ -146,11 +146,11 @@ int UtcDaliModelViewAddRemove(void)
   view.Add(actor);
   Stage::GetCurrent().Add(view);
 
   view.Add(actor);
   Stage::GetCurrent().Add(view);
 
-  DALI_TEST_CHECK( actor.OnStage() );
+  DALI_TEST_CHECK( actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
 
   view.Remove(actor);
 
 
   view.Remove(actor);
 
-  DALI_TEST_CHECK( !actor.OnStage() );
+  DALI_TEST_CHECK( !actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
   END_TEST;
 }
 
   END_TEST;
 }
 
index 8c5fbf7..4801726 100755 (executable)
@@ -1009,20 +1009,20 @@ int UtcDaliPopupPropertyBacking(void)
   Actor backing = popup.FindChildByName( "popupBacking" );
   DALI_TEST_CHECK( backing );
 
   Actor backing = popup.FindChildByName( "popupBacking" );
   DALI_TEST_CHECK( backing );
 
-  DALI_TEST_EQUALS( backing.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 1.0f, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+  DALI_TEST_EQUALS( backing.GetCurrentProperty< float >( Actor::Property::OPACITY ), 1.0f, Math::MACHINE_EPSILON_0, TEST_LOCATION );
 
   // Check enabled property.
   popup.SetDisplayState( Popup::SHOWN );
   application.SendNotification();
   application.Render();
 
 
   // Check enabled property.
   popup.SetDisplayState( Popup::SHOWN );
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( backing.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 0.5f, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+  DALI_TEST_EQUALS( backing.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.5f, Math::MACHINE_EPSILON_0, TEST_LOCATION );
 
   popup.SetDisplayState( Popup::HIDDEN );
   application.SendNotification();
   application.Render();
 
 
   popup.SetDisplayState( Popup::HIDDEN );
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( backing.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 0.0f, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+  DALI_TEST_EQUALS( backing.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.0f, Math::MACHINE_EPSILON_0, TEST_LOCATION );
 
   popup.SetProperty( Popup::Property::BACKING_ENABLED, false );
   bool propertyResult;
 
   popup.SetProperty( Popup::Property::BACKING_ENABLED, false );
   bool propertyResult;
@@ -1033,13 +1033,13 @@ int UtcDaliPopupPropertyBacking(void)
   application.SendNotification();
   application.Render();
 
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( backing.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 0.0f, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+  DALI_TEST_EQUALS( backing.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.0f, Math::MACHINE_EPSILON_0, TEST_LOCATION );
 
   popup.SetDisplayState( Popup::HIDDEN );
   application.SendNotification();
   application.Render();
 
 
   popup.SetDisplayState( Popup::HIDDEN );
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( backing.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 0.0f, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+  DALI_TEST_EQUALS( backing.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.0f, Math::MACHINE_EPSILON_0, TEST_LOCATION );
 
   // Check color property.
   popup.SetProperty( Popup::Property::BACKING_ENABLED, true );
 
   // Check color property.
   popup.SetProperty( Popup::Property::BACKING_ENABLED, true );
index 4e00368..5a2b43f 100644 (file)
@@ -864,14 +864,14 @@ int UtcDaliToolkitScrollBarSetIndicatorShowDurationP(void)
   DALI_TEST_EQUALS( scrollBar.GetIndicatorShowDuration(), 0.35f, TEST_LOCATION );
 
   // Make the indicator invisible
   DALI_TEST_EQUALS( scrollBar.GetIndicatorShowDuration(), 0.35f, TEST_LOCATION );
 
   // Make the indicator invisible
-  indicator.SetProperty( DevelActor::Property::OPACITY,0.0f);
+  indicator.SetProperty( Actor::Property::OPACITY,0.0f);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Check that the indicator is invisible
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Check that the indicator is invisible
-  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.0f, TEST_LOCATION );
 
   // Show the indicator
   scrollBar.ShowIndicator();
 
   // Show the indicator
   scrollBar.ShowIndicator();
@@ -884,21 +884,21 @@ int UtcDaliToolkitScrollBarSetIndicatorShowDurationP(void)
   application.Render();
 
   // Check that the indicator is now visible
   application.Render();
 
   // Check that the indicator is now visible
-  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ), 1.0f, TEST_LOCATION );
 
   // Set the duration to show the indicator to be 0.75 second
   scrollBar.SetIndicatorShowDuration(0.75);
   DALI_TEST_EQUALS( scrollBar.GetIndicatorShowDuration(), 0.75f, TEST_LOCATION );
 
   // Make the indicator invisible
 
   // Set the duration to show the indicator to be 0.75 second
   scrollBar.SetIndicatorShowDuration(0.75);
   DALI_TEST_EQUALS( scrollBar.GetIndicatorShowDuration(), 0.75f, TEST_LOCATION );
 
   // Make the indicator invisible
-  indicator.SetProperty( DevelActor::Property::OPACITY,0.0f);
+  indicator.SetProperty( Actor::Property::OPACITY,0.0f);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Check that the indicator is invisible
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Check that the indicator is invisible
-  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.0f, TEST_LOCATION );
 
   // Show the indicator
   scrollBar.ShowIndicator();
 
   // Show the indicator
   scrollBar.ShowIndicator();
@@ -911,7 +911,7 @@ int UtcDaliToolkitScrollBarSetIndicatorShowDurationP(void)
   application.Render();
 
   // Check that the indicator is not fully visible yet
   application.Render();
 
   // Check that the indicator is not fully visible yet
-  DALI_TEST_CHECK( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ) != 1.0f );
+  DALI_TEST_CHECK( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ) != 1.0f );
 
   // Wait for another 0.4 second
   Wait(application, 400);
 
   // Wait for another 0.4 second
   Wait(application, 400);
@@ -921,7 +921,7 @@ int UtcDaliToolkitScrollBarSetIndicatorShowDurationP(void)
   application.Render();
 
   // Check that the indicator is now fully visible
   application.Render();
 
   // Check that the indicator is now fully visible
-  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ), 1.0f, TEST_LOCATION );
 
   END_TEST;
 }
 
   END_TEST;
 }
@@ -946,14 +946,14 @@ int UtcDaliToolkitScrollBarSetIndicatorShowDurationN(void)
   DALI_TEST_CHECK( duration > 0.0f );
 
   // Make the indicator invisible
   DALI_TEST_CHECK( duration > 0.0f );
 
   // Make the indicator invisible
-  indicator.SetProperty( DevelActor::Property::OPACITY,0.0f);
+  indicator.SetProperty( Actor::Property::OPACITY,0.0f);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Check that the indicator is invisible
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Check that the indicator is invisible
-  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.0f, TEST_LOCATION );
 
   // Show the indicator
   scrollBar.ShowIndicator();
 
   // Show the indicator
   scrollBar.ShowIndicator();
@@ -966,21 +966,21 @@ int UtcDaliToolkitScrollBarSetIndicatorShowDurationN(void)
   application.Render();
 
   // Check that the indicator is now visible
   application.Render();
 
   // Check that the indicator is now visible
-  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ), 1.0f, TEST_LOCATION );
 
   // Now set the duration to show the indicator to be a negative value (which should be ignored and therefore means instant)
   scrollBar.SetIndicatorShowDuration(-0.25f);
   DALI_TEST_EQUALS( scrollBar.GetIndicatorShowDuration(), -0.25f, TEST_LOCATION );
 
   // Make the indicator invisible
 
   // Now set the duration to show the indicator to be a negative value (which should be ignored and therefore means instant)
   scrollBar.SetIndicatorShowDuration(-0.25f);
   DALI_TEST_EQUALS( scrollBar.GetIndicatorShowDuration(), -0.25f, TEST_LOCATION );
 
   // Make the indicator invisible
-  indicator.SetProperty( DevelActor::Property::OPACITY,0.0f);
+  indicator.SetProperty( Actor::Property::OPACITY,0.0f);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Check that the indicator is invisible
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Check that the indicator is invisible
-  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.0f, TEST_LOCATION );
 
   // Show the indicator
   scrollBar.ShowIndicator();
 
   // Show the indicator
   scrollBar.ShowIndicator();
@@ -990,7 +990,7 @@ int UtcDaliToolkitScrollBarSetIndicatorShowDurationN(void)
   application.Render();
 
   // Check that the indicator becomes instantly visible in the next frame
   application.Render();
 
   // Check that the indicator becomes instantly visible in the next frame
-  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ), 1.0f, TEST_LOCATION );
 
   END_TEST;
 }
 
   END_TEST;
 }
@@ -1036,14 +1036,14 @@ int UtcDaliToolkitScrollBarSetIndicatorHideDurationP(void)
   DALI_TEST_EQUALS( scrollBar.GetIndicatorHideDuration(), 0.15f, TEST_LOCATION );
 
   // Make the indicator visible
   DALI_TEST_EQUALS( scrollBar.GetIndicatorHideDuration(), 0.15f, TEST_LOCATION );
 
   // Make the indicator visible
-  indicator.SetProperty( DevelActor::Property::OPACITY,1.0f);
+  indicator.SetProperty( Actor::Property::OPACITY,1.0f);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Check that the indicator is visible
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Check that the indicator is visible
-  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ), 1.0f, TEST_LOCATION );
 
   // Hide the indicator
   scrollBar.HideIndicator();
 
   // Hide the indicator
   scrollBar.HideIndicator();
@@ -1056,21 +1056,21 @@ int UtcDaliToolkitScrollBarSetIndicatorHideDurationP(void)
   application.Render();
 
   // Check that the indicator is now invisible
   application.Render();
 
   // Check that the indicator is now invisible
-  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.0f, TEST_LOCATION );
 
   // Set the duration to hide the indicator to be 0.65 second
   scrollBar.SetIndicatorHideDuration(0.65f);
   DALI_TEST_EQUALS( scrollBar.GetIndicatorHideDuration(), 0.65f, TEST_LOCATION );
 
   // Make the indicator visible
 
   // Set the duration to hide the indicator to be 0.65 second
   scrollBar.SetIndicatorHideDuration(0.65f);
   DALI_TEST_EQUALS( scrollBar.GetIndicatorHideDuration(), 0.65f, TEST_LOCATION );
 
   // Make the indicator visible
-  indicator.SetProperty( DevelActor::Property::OPACITY,1.0f);
+  indicator.SetProperty( Actor::Property::OPACITY,1.0f);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Check that the indicator is visible
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Check that the indicator is visible
-  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ), 1.0f, TEST_LOCATION );
 
   // Hide the indicator
   scrollBar.HideIndicator();
 
   // Hide the indicator
   scrollBar.HideIndicator();
@@ -1083,7 +1083,7 @@ int UtcDaliToolkitScrollBarSetIndicatorHideDurationP(void)
   application.Render();
 
   // Check that the indicator is not fully invisible yet
   application.Render();
 
   // Check that the indicator is not fully invisible yet
-  DALI_TEST_CHECK( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ) != 0.0f );
+  DALI_TEST_CHECK( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ) != 0.0f );
 
   // Wait for another 0.5 second
   Wait(application, 500);
 
   // Wait for another 0.5 second
   Wait(application, 500);
@@ -1093,7 +1093,7 @@ int UtcDaliToolkitScrollBarSetIndicatorHideDurationP(void)
   application.Render();
 
   // Check that the indicator is now fully invisible
   application.Render();
 
   // Check that the indicator is now fully invisible
-  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.0f, TEST_LOCATION );
 
   END_TEST;
 }
 
   END_TEST;
 }
@@ -1118,14 +1118,14 @@ int UtcDaliToolkitScrollBarSetIndicatorHideDurationN(void)
   DALI_TEST_CHECK( duration > 0.0f );
 
   // Make the indicator visible
   DALI_TEST_CHECK( duration > 0.0f );
 
   // Make the indicator visible
-  indicator.SetProperty( DevelActor::Property::OPACITY,1.0f);
+  indicator.SetProperty( Actor::Property::OPACITY,1.0f);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Check that the indicator is visible
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Check that the indicator is visible
-  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ), 1.0f, TEST_LOCATION );
 
   // Hide the indicator
   scrollBar.HideIndicator();
 
   // Hide the indicator
   scrollBar.HideIndicator();
@@ -1138,21 +1138,21 @@ int UtcDaliToolkitScrollBarSetIndicatorHideDurationN(void)
   application.Render();
 
   // Check that the indicator is now invisible
   application.Render();
 
   // Check that the indicator is now invisible
-  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.0f, TEST_LOCATION );
 
   // Now set the duration to hide the indicator to be a negative value (which should be ignored and therefore means instant)
   scrollBar.SetIndicatorHideDuration(-0.25f);
   DALI_TEST_EQUALS( scrollBar.GetIndicatorHideDuration(), -0.25f, TEST_LOCATION );
 
   // Make the indicator visible
 
   // Now set the duration to hide the indicator to be a negative value (which should be ignored and therefore means instant)
   scrollBar.SetIndicatorHideDuration(-0.25f);
   DALI_TEST_EQUALS( scrollBar.GetIndicatorHideDuration(), -0.25f, TEST_LOCATION );
 
   // Make the indicator visible
-  indicator.SetProperty( DevelActor::Property::OPACITY,1.0f);
+  indicator.SetProperty( Actor::Property::OPACITY,1.0f);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Check that the indicator is visible
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Check that the indicator is visible
-  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ), 1.0f, TEST_LOCATION );
 
   // Hide the indicator
   scrollBar.HideIndicator();
 
   // Hide the indicator
   scrollBar.HideIndicator();
@@ -1162,7 +1162,7 @@ int UtcDaliToolkitScrollBarSetIndicatorHideDurationN(void)
   application.Render();
 
   // Check that the indicator becomes instantly invisible in the next frame
   application.Render();
 
   // Check that the indicator becomes instantly invisible in the next frame
-  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.0f, TEST_LOCATION );
 
   END_TEST;
 }
 
   END_TEST;
 }
@@ -1210,14 +1210,14 @@ int UtcDaliToolkitScrollBarShowIndicatorP(void)
   DALI_TEST_CHECK( duration > 0.0f );
 
   // Make the indicator invisible
   DALI_TEST_CHECK( duration > 0.0f );
 
   // Make the indicator invisible
-  indicator.SetProperty( DevelActor::Property::OPACITY,0.0f);
+  indicator.SetProperty( Actor::Property::OPACITY,0.0f);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Check that the indicator is invisible
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Check that the indicator is invisible
-  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.0f, TEST_LOCATION );
 
   // Show the indicator
   scrollBar.ShowIndicator();
 
   // Show the indicator
   scrollBar.ShowIndicator();
@@ -1230,7 +1230,7 @@ int UtcDaliToolkitScrollBarShowIndicatorP(void)
   application.Render();
 
   // Check that the indicator is now visible
   application.Render();
 
   // Check that the indicator is now visible
-  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ), 1.0f, TEST_LOCATION );
 
   END_TEST;
 }
 
   END_TEST;
 }
@@ -1249,14 +1249,14 @@ int UtcDaliToolkitScrollBarShowIndicatorN(void)
   DALI_TEST_CHECK( indicator );
 
   // Make the indicator initially visible
   DALI_TEST_CHECK( indicator );
 
   // Make the indicator initially visible
-  indicator.SetProperty( DevelActor::Property::OPACITY,1.0f);
+  indicator.SetProperty( Actor::Property::OPACITY,1.0f);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Check that the indicator is initially visible
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Check that the indicator is initially visible
-  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ), 1.0f, TEST_LOCATION );
 
   // Get the default duration to show the indicator
   float duration = scrollBar.GetIndicatorShowDuration();
 
   // Get the default duration to show the indicator
   float duration = scrollBar.GetIndicatorShowDuration();
@@ -1272,7 +1272,7 @@ int UtcDaliToolkitScrollBarShowIndicatorN(void)
   application.Render();
 
   // Check that the indicator is still visible in the very next frame
   application.Render();
 
   // Check that the indicator is still visible in the very next frame
-  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ), 1.0f, TEST_LOCATION );
 
   END_TEST;
 }
 
   END_TEST;
 }
@@ -1297,14 +1297,14 @@ int UtcDaliToolkitScrollBarHideIndicatorP(void)
   DALI_TEST_CHECK( duration > 0.0f );
 
   // Make the indicator visible
   DALI_TEST_CHECK( duration > 0.0f );
 
   // Make the indicator visible
-  indicator.SetProperty( DevelActor::Property::OPACITY,1.0f);
+  indicator.SetProperty( Actor::Property::OPACITY,1.0f);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Check that the indicator is visible
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Check that the indicator is visible
-  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ), 1.0f, TEST_LOCATION );
 
   // Hide the indicator
   scrollBar.HideIndicator();
 
   // Hide the indicator
   scrollBar.HideIndicator();
@@ -1317,7 +1317,7 @@ int UtcDaliToolkitScrollBarHideIndicatorP(void)
   application.Render();
 
   // Check that the indicator is now invisible
   application.Render();
 
   // Check that the indicator is now invisible
-  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.0f, TEST_LOCATION );
 
   END_TEST;
 }
 
   END_TEST;
 }
@@ -1336,14 +1336,14 @@ int UtcDaliToolkitScrollBarHideIndicatorN(void)
   DALI_TEST_CHECK( indicator );
 
   // Make the indicator initially invisible
   DALI_TEST_CHECK( indicator );
 
   // Make the indicator initially invisible
-  indicator.SetProperty( DevelActor::Property::OPACITY,0.0f);
+  indicator.SetProperty( Actor::Property::OPACITY,0.0f);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Check that the indicator is initially invisible
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Check that the indicator is initially invisible
-  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.0f, TEST_LOCATION );
 
   // Get the default duration to hide the indicator
   float duration = scrollBar.GetIndicatorHideDuration();
 
   // Get the default duration to hide the indicator
   float duration = scrollBar.GetIndicatorHideDuration();
@@ -1359,7 +1359,7 @@ int UtcDaliToolkitScrollBarHideIndicatorN(void)
   application.Render();
 
   // Check that the indicator is still invisible in the very next frame
   application.Render();
 
   // Check that the indicator is still invisible in the very next frame
-  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.0f, TEST_LOCATION );
 
   END_TEST;
 }
 
   END_TEST;
 }
@@ -1384,14 +1384,14 @@ int UtcDaliToolkitScrollBarActionShowIndicator(void)
   DALI_TEST_CHECK( duration > 0.0f );
 
   // Make the indicator invisible
   DALI_TEST_CHECK( duration > 0.0f );
 
   // Make the indicator invisible
-  indicator.SetProperty( DevelActor::Property::OPACITY,0.0f);
+  indicator.SetProperty( Actor::Property::OPACITY,0.0f);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Check that the indicator is invisible
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Check that the indicator is invisible
-  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.0f, TEST_LOCATION );
 
   // Do the "ShowIndicator" action
   Property::Map emptyMap;
 
   // Do the "ShowIndicator" action
   Property::Map emptyMap;
@@ -1405,7 +1405,7 @@ int UtcDaliToolkitScrollBarActionShowIndicator(void)
   application.Render();
 
   // Check that the indicator is now visible
   application.Render();
 
   // Check that the indicator is now visible
-  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ), 1.0f, TEST_LOCATION );
 
   END_TEST;
 }
 
   END_TEST;
 }
@@ -1430,14 +1430,14 @@ int UtcDaliToolkitScrollBarActionHideIndicator(void)
   DALI_TEST_CHECK( duration > 0.0f );
 
   // Make the indicator visible
   DALI_TEST_CHECK( duration > 0.0f );
 
   // Make the indicator visible
-  indicator.SetProperty( DevelActor::Property::OPACITY,1.0f);
+  indicator.SetProperty( Actor::Property::OPACITY,1.0f);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Check that the indicator is visible
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Check that the indicator is visible
-  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ), 1.0f, TEST_LOCATION );
 
   // Do the "HideIndicator" action
   Property::Map emptyMap;
 
   // Do the "HideIndicator" action
   Property::Map emptyMap;
@@ -1451,7 +1451,7 @@ int UtcDaliToolkitScrollBarActionHideIndicator(void)
   application.Render();
 
   // Check that the indicator is now invisible
   application.Render();
 
   // Check that the indicator is now invisible
-  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.0f, TEST_LOCATION );
 
   END_TEST;
 }
 
   END_TEST;
 }
@@ -1476,14 +1476,14 @@ int UtcDaliToolkitScrollBarActionShowTransientIndicator(void)
   DALI_TEST_CHECK( duration > 0.0f );
 
   // Make the indicator invisible
   DALI_TEST_CHECK( duration > 0.0f );
 
   // Make the indicator invisible
-  indicator.SetProperty( DevelActor::Property::OPACITY,0.0f);
+  indicator.SetProperty( Actor::Property::OPACITY,0.0f);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Check that the indicator is invisible
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Check that the indicator is invisible
-  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.0f, TEST_LOCATION );
 
   // Do the "ShowIndicator" action
   Property::Map emptyMap;
 
   // Do the "ShowIndicator" action
   Property::Map emptyMap;
@@ -1497,7 +1497,7 @@ int UtcDaliToolkitScrollBarActionShowTransientIndicator(void)
   application.Render();
 
   // Check that the indicator is now visible
   application.Render();
 
   // Check that the indicator is now visible
-  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ), 1.0f, TEST_LOCATION );
 
   // Get the default duration to hide the indicator
   float hideDuration = scrollBar.GetProperty<float>( ScrollBar::Property::INDICATOR_HIDE_DURATION );
 
   // Get the default duration to hide the indicator
   float hideDuration = scrollBar.GetProperty<float>( ScrollBar::Property::INDICATOR_HIDE_DURATION );
@@ -1515,7 +1515,7 @@ int UtcDaliToolkitScrollBarActionShowTransientIndicator(void)
   application.Render();
 
   // Check that the indicator is now invisible
   application.Render();
 
   // Check that the indicator is now invisible
-  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.0f, TEST_LOCATION );
 
   END_TEST;
 }
 
   END_TEST;
 }
@@ -1534,7 +1534,7 @@ int UtcDaliToolkitScrollBarActionShowTransientIndicatorImmediate(void)
   DALI_TEST_CHECK( indicator );
 
   // Make the indicator invisible
   DALI_TEST_CHECK( indicator );
 
   // Make the indicator invisible
-  indicator.SetProperty( DevelActor::Property::OPACITY,0.0f);
+  indicator.SetProperty( Actor::Property::OPACITY,0.0f);
 
   // Don't use a show animation; the indicator should appear immediately
   scrollBar.SetProperty( ScrollBar::Property::INDICATOR_SHOW_DURATION, 0.0f );
 
   // Don't use a show animation; the indicator should appear immediately
   scrollBar.SetProperty( ScrollBar::Property::INDICATOR_SHOW_DURATION, 0.0f );
@@ -1557,7 +1557,7 @@ int UtcDaliToolkitScrollBarActionShowTransientIndicatorImmediate(void)
   application.Render();
 
   // Check that the indicator is now visible
   application.Render();
 
   // Check that the indicator is now visible
-  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ), 1.0f, TEST_LOCATION );
 
   // Get the default duration to hide the indicator
   float hideDuration = scrollBar.GetProperty<float>( ScrollBar::Property::INDICATOR_HIDE_DURATION );
 
   // Get the default duration to hide the indicator
   float hideDuration = scrollBar.GetProperty<float>( ScrollBar::Property::INDICATOR_HIDE_DURATION );
@@ -1575,7 +1575,7 @@ int UtcDaliToolkitScrollBarActionShowTransientIndicatorImmediate(void)
   application.Render();
 
   // Check that the indicator is now invisible
   application.Render();
 
   // Check that the indicator is now invisible
-  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.0f, TEST_LOCATION );
 
   END_TEST;
 }
 
   END_TEST;
 }
@@ -1600,14 +1600,14 @@ int UtcDaliToolkitScrollBarActionShowTransientIndicatorDuringHide(void)
   DALI_TEST_CHECK( duration > 0.0f );
 
   // Make the indicator visible
   DALI_TEST_CHECK( duration > 0.0f );
 
   // Make the indicator visible
-  indicator.SetProperty( DevelActor::Property::OPACITY,1.0f);
+  indicator.SetProperty( Actor::Property::OPACITY,1.0f);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Check that the indicator is visible
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Check that the indicator is visible
-  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ), 1.0f, TEST_LOCATION );
 
   // Hide the indicator
   scrollBar.HideIndicator();
 
   // Hide the indicator
   scrollBar.HideIndicator();
@@ -1620,7 +1620,7 @@ int UtcDaliToolkitScrollBarActionShowTransientIndicatorDuringHide(void)
   application.Render();
 
   // Check that the indicator is now partially hidden
   application.Render();
 
   // Check that the indicator is now partially hidden
-  DALI_TEST_CHECK( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ) < 1.0f );
+  DALI_TEST_CHECK( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ) < 1.0f );
 
   // Now interrupt the Hide with a DoAction( "ShowTransientIndicator" )
 
 
   // Now interrupt the Hide with a DoAction( "ShowTransientIndicator" )
 
@@ -1642,7 +1642,7 @@ int UtcDaliToolkitScrollBarActionShowTransientIndicatorDuringHide(void)
   application.Render();
 
   // Check that the indicator is now visible
   application.Render();
 
   // Check that the indicator is now visible
-  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ), 1.0f, TEST_LOCATION );
 
   // Get the default duration to hide the indicator
   float hideDuration = scrollBar.GetProperty<float>( ScrollBar::Property::INDICATOR_HIDE_DURATION );
 
   // Get the default duration to hide the indicator
   float hideDuration = scrollBar.GetProperty<float>( ScrollBar::Property::INDICATOR_HIDE_DURATION );
@@ -1660,7 +1660,7 @@ int UtcDaliToolkitScrollBarActionShowTransientIndicatorDuringHide(void)
   application.Render();
 
   // Check that the indicator is now invisible
   application.Render();
 
   // Check that the indicator is now invisible
-  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( indicator.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.0f, TEST_LOCATION );
 
   END_TEST;
 }
 
   END_TEST;
 }
index d6cbe0e..963deea 100644 (file)
@@ -115,7 +115,7 @@ int UtcDaliShadowViewAddRemove(void)
   DALI_TEST_CHECK( view );
 
   Actor actor = Actor::New();
   DALI_TEST_CHECK( view );
 
   Actor actor = Actor::New();
-  DALI_TEST_CHECK( !actor.OnStage() );
+  DALI_TEST_CHECK( !actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
 
 
   view.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
 
 
   view.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
@@ -123,11 +123,11 @@ int UtcDaliShadowViewAddRemove(void)
   view.Add(actor);
   Stage::GetCurrent().Add(view);
 
   view.Add(actor);
   Stage::GetCurrent().Add(view);
 
-  DALI_TEST_CHECK( actor.OnStage() );
+  DALI_TEST_CHECK( actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
 
   view.Remove(actor);
 
 
   view.Remove(actor);
 
-  DALI_TEST_CHECK( !actor.OnStage() );
+  DALI_TEST_CHECK( !actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
   END_TEST;
 }
 
   END_TEST;
 }
 
index e0c1cdc..29807e0 100644 (file)
@@ -857,7 +857,7 @@ int UtcDaliTableViewKeyboardFocus(void)
   ToolkitTestApplication application;
 
   TableView tableView = TableView::New(4,4);
   ToolkitTestApplication application;
 
   TableView tableView = TableView::New(4,4);
-  tableView.SetKeyboardFocusable( true );
+  tableView.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE, true );
   tableView.SetProperty( Dali::Actor::Property::NAME, "TableView");
 
   for ( int row = 0; row < 4; ++row )
   tableView.SetProperty( Dali::Actor::Property::NAME, "TableView");
 
   for ( int row = 0; row < 4; ++row )
@@ -868,7 +868,7 @@ int UtcDaliTableViewKeyboardFocus(void)
       std::ostringstream str;
       str << row << "-" << col;
       control.SetProperty( Dali::Actor::Property::NAME, str.str() );
       std::ostringstream str;
       str << row << "-" << col;
       control.SetProperty( Dali::Actor::Property::NAME, str.str() );
-      control.SetKeyboardFocusable( true );
+      control.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE, true );
       tableView.AddChild( control, TableView::CellPosition( row, col ) );
     }
   }
       tableView.AddChild( control, TableView::CellPosition( row, col ) );
     }
   }
@@ -938,7 +938,7 @@ int UtcDaliTableViewKeyboardFocusInNestedTableView(void)
   ToolkitTestApplication application;
 
   TableView tableView = TableView::New(3, 3);
   ToolkitTestApplication application;
 
   TableView tableView = TableView::New(3, 3);
-  tableView.SetKeyboardFocusable( true );
+  tableView.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE, true );
   tableView.SetProperty( Dali::Actor::Property::NAME, "TableView");
 
   for ( int row = 0; row < 3; ++row )
   tableView.SetProperty( Dali::Actor::Property::NAME, "TableView");
 
   for ( int row = 0; row < 3; ++row )
@@ -962,7 +962,7 @@ int UtcDaliTableViewKeyboardFocusInNestedTableView(void)
             std::ostringstream nameStr;
             nameStr << row << "-" << col << "-" << childRow << "-" << childCol;
             control.SetProperty( Dali::Actor::Property::NAME, nameStr.str() );
             std::ostringstream nameStr;
             nameStr << row << "-" << col << "-" << childRow << "-" << childCol;
             control.SetProperty( Dali::Actor::Property::NAME, nameStr.str() );
-            control.SetKeyboardFocusable( true );
+            control.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE, true );
             childTableView.AddChild( control, TableView::CellPosition( childRow, childCol ) );
           }
         }
             childTableView.AddChild( control, TableView::CellPosition( childRow, childCol ) );
           }
         }
@@ -972,7 +972,7 @@ int UtcDaliTableViewKeyboardFocusInNestedTableView(void)
       {
         Control control = Control::New();
         control.SetProperty( Dali::Actor::Property::NAME, str.str() );
       {
         Control control = Control::New();
         control.SetProperty( Dali::Actor::Property::NAME, str.str() );
-        control.SetKeyboardFocusable( true );
+        control.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE, true );
         tableView.AddChild( control, TableView::CellPosition( row, col ) );
       }
     }
         tableView.AddChild( control, TableView::CellPosition( row, col ) );
       }
     }
index c84000d..88a3ef3 100755 (executable)
@@ -1509,7 +1509,7 @@ int utcDaliTextEditorEvent02(void)
   application.Render();
 
   Actor layer = editor.GetChildAt( 1u );
   application.Render();
 
   Actor layer = editor.GetChildAt( 1u );
-  DALI_TEST_CHECK( layer.IsLayer() );
+  DALI_TEST_CHECK( layer.GetProperty< bool >( Actor::Property::IS_LAYER ) );
 
   DALI_TEST_EQUALS( layer.GetChildCount(), 1u, TEST_LOCATION ); // The cursor.
   DALI_TEST_EQUALS( stencil.GetChildCount(), 0u, TEST_LOCATION );
 
   DALI_TEST_EQUALS( layer.GetChildCount(), 1u, TEST_LOCATION ); // The cursor.
   DALI_TEST_EQUALS( stencil.GetChildCount(), 0u, TEST_LOCATION );
@@ -2549,7 +2549,7 @@ int utcDaliTextEditorScrollStateChangedSignalTest(void)
   editor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
   editor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
   editor.SetProperty( TextEditor::Property::ENABLE_SCROLL_BAR, true );
   editor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
   editor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
   editor.SetProperty( TextEditor::Property::ENABLE_SCROLL_BAR, true );
-  editor.SetKeyboardFocusable(true);
+  editor.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
 
   bool startedCalled = false;
   bool finishedCalled = false;
 
   bool startedCalled = false;
   bool finishedCalled = false;
index e96c99e..b8aa61f 100755 (executable)
@@ -1647,7 +1647,7 @@ int utcDaliTextFieldEvent02(void)
   application.Render();
 
   Actor layer = field.GetChildAt( 1u );
   application.Render();
 
   Actor layer = field.GetChildAt( 1u );
-  DALI_TEST_CHECK( layer.IsLayer() );
+  DALI_TEST_CHECK( layer.GetProperty< bool >( Actor::Property::IS_LAYER ) );
 
   DALI_TEST_EQUALS( layer.GetChildCount(), 1u, TEST_LOCATION ); // The cursor.
   DALI_TEST_EQUALS( stencil.GetChildCount(), 0u, TEST_LOCATION );
 
   DALI_TEST_EQUALS( layer.GetChildCount(), 1u, TEST_LOCATION ); // The cursor.
   DALI_TEST_EQUALS( stencil.GetChildCount(), 0u, TEST_LOCATION );
@@ -2458,7 +2458,7 @@ int utcDaliTextFieldSizeUpdate(void)
   field.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
   field.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
 
   field.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
   field.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
 
-  field.SetKeyboardFocusable(true);
+  field.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
   KeyboardFocusManager::Get().SetCurrentFocusActor( field );
 
   application.SendNotification();
   KeyboardFocusManager::Get().SetCurrentFocusActor( field );
 
   application.SendNotification();
index deafb53..c947286 100644 (file)
@@ -165,7 +165,7 @@ void AccessibilityManager::SetAccessibilityAttribute(Actor actor, Toolkit::Acces
 {
   if(actor)
   {
 {
   if(actor)
   {
-    unsigned int actorID = actor.GetId();
+    unsigned int actorID = actor.GetProperty< int >( Actor::Property::ID );
 
     ActorAdditionalInfo info = GetActorAdditionalInfo(actorID);
     info.mAccessibilityAttributes[type] = text;
 
     ActorAdditionalInfo info = GetActorAdditionalInfo(actorID);
     info.mAccessibilityAttributes[type] = text;
@@ -181,7 +181,7 @@ std::string AccessibilityManager::GetAccessibilityAttribute(Actor actor, Toolkit
 
   if(actor)
   {
 
   if(actor)
   {
-    ActorAdditionalInfo data = GetActorAdditionalInfo(actor.GetId());
+    ActorAdditionalInfo data = GetActorAdditionalInfo(actor.GetProperty< int >( Actor::Property::ID ));
     text = data.mAccessibilityAttributes[type];
   }
 
     text = data.mAccessibilityAttributes[type];
   }
 
@@ -243,11 +243,11 @@ void AccessibilityManager::SetFocusOrder(Actor actor, const unsigned int order)
       actor.SetProperty(propertyActorFocusable, true);
 
       // Now we insert the actor into the focus chain with the specified focus order
       actor.SetProperty(propertyActorFocusable, true);
 
       // Now we insert the actor into the focus chain with the specified focus order
-      mFocusIDContainer.insert(FocusIDPair(order, actor.GetId()));
+      mFocusIDContainer.insert(FocusIDPair(order, actor.GetProperty< int >( Actor::Property::ID )));
     }
 
     // Update the actor's focus order in its additional data
     }
 
     // Update the actor's focus order in its additional data
-    SynchronizeActorAdditionalInfo(actor.GetId(), order);
+    SynchronizeActorAdditionalInfo(actor.GetProperty< int >( Actor::Property::ID ), order);
   }
 }
 
   }
 }
 
@@ -257,7 +257,7 @@ unsigned int AccessibilityManager::GetFocusOrder(Actor actor) const
 
   if(actor)
   {
 
   if(actor)
   {
-    ActorAdditionalInfo data = GetActorAdditionalInfo(actor.GetId());
+    ActorAdditionalInfo data = GetActorAdditionalInfo(actor.GetProperty< int >( Actor::Property::ID ));
     focusOrder = data.mFocusOrder;
   }
 
     focusOrder = data.mFocusOrder;
   }
 
@@ -295,7 +295,7 @@ bool AccessibilityManager::SetCurrentFocusActor(Actor actor)
 {
   if(actor)
   {
 {
   if(actor)
   {
-    return DoSetCurrentFocusActor(actor.GetId());
+    return DoSetCurrentFocusActor(actor.GetProperty< int >( Actor::Property::ID ));
   }
 
   return false;
   }
 
   return false;
index 5165a09..86fb2f6 100644 (file)
@@ -985,13 +985,13 @@ BaseHandle Builder::DoCreate( const TreeNode& root, const TreeNode& node,
 
       if(actor)
       {
 
       if(actor)
       {
-        DALI_SCRIPT_VERBOSE("  Is Actor id=%d\n", actor.GetId());
+        DALI_SCRIPT_VERBOSE("  Is Actor id=%d\n", actor.GetProperty< int >( Actor::Property::ID ));
       }
 
       Toolkit::Control control  = Toolkit::Control::DownCast(handle);
       if(control)
       {
       }
 
       Toolkit::Control control  = Toolkit::Control::DownCast(handle);
       if(control)
       {
-        DALI_SCRIPT_VERBOSE("  Is Control id=%d\n", actor.GetId());
+        DALI_SCRIPT_VERBOSE("  Is Control id=%d\n", actor.GetProperty< int >( Actor::Property::ID ));
       }
 #endif // DEBUG_ENABLED
 
       }
 #endif // DEBUG_ENABLED
 
index 1af6848..d355c17 100644 (file)
@@ -289,7 +289,7 @@ void Button::ChangeState( State requestedState )
   mPreviousButtonState = mButtonState; // Store previous state for visual removal (used when animations ended)
   mButtonState = requestedState; // Update current state
 
   mPreviousButtonState = mButtonState; // Store previous state for visual removal (used when animations ended)
   mButtonState = requestedState; // Update current state
 
-  if ( Self().OnStage() )
+  if ( Self().GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) )
   {
     OnStateChange( mButtonState ); // Notify derived buttons
     SelectRequiredVisual( VISUAL_INDEX_FOR_STATE[ mButtonState ][ BACKGROUND ] );
   {
     OnStateChange( mButtonState ); // Notify derived buttons
     SelectRequiredVisual( VISUAL_INDEX_FOR_STATE[ mButtonState ][ BACKGROUND ] );
@@ -619,7 +619,7 @@ void Button::OnInitialize()
   mTapDetector.Attach( self );
   mTapDetector.DetectedSignal().Connect(this, &Button::OnTap);
 
   mTapDetector.Attach( self );
   mTapDetector.DetectedSignal().Connect(this, &Button::OnTap);
 
-  self.SetKeyboardFocusable( true );
+  self.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE, true );
 
   self.TouchSignal().Connect( this, &Button::OnTouch );
 }
 
   self.TouchSignal().Connect( this, &Button::OnTouch );
 }
index eb6285a..56be1ce 100755 (executable)
@@ -434,7 +434,7 @@ void Control::Impl::RegisterVisual( Property::Index index, Toolkit::Visual::Base
         StopObservingVisual( currentRegisteredVisual );
 
         // If control staged and visual enabled then visuals will be swapped once ready
         StopObservingVisual( currentRegisteredVisual );
 
         // If control staged and visual enabled then visuals will be swapped once ready
-        if(  self.OnStage() && enabled )
+        if(  self.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) && enabled )
         {
           // Check if visual is currently in the process of being replaced ( is in removal container )
           RegisteredVisualContainer::Iterator visualQueuedForRemoval;
         {
           // Check if visual is currently in the process of being replaced ( is in removal container )
           RegisteredVisualContainer::Iterator visualQueuedForRemoval;
@@ -524,7 +524,7 @@ void Control::Impl::RegisterVisual( Property::Index index, Toolkit::Visual::Base
 
     Internal::Visual::Base& visualImpl = Toolkit::GetImplementation( visual );
     // Put on stage if enabled and the control is already on the stage
 
     Internal::Visual::Base& visualImpl = Toolkit::GetImplementation( visual );
     // Put on stage if enabled and the control is already on the stage
-    if( ( enabled == VisualState::ENABLED ) && self.OnStage() )
+    if( ( enabled == VisualState::ENABLED ) && self.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) )
     {
       visualImpl.SetOnStage( self );
     }
     {
       visualImpl.SetOnStage( self );
     }
@@ -588,7 +588,7 @@ void Control::Impl::EnableVisual( Property::Index index, bool enable )
 
     (*iter)->enabled = enable;
     Actor parentActor = mControlImpl.Self();
 
     (*iter)->enabled = enable;
     Actor parentActor = mControlImpl.Self();
-    if ( mControlImpl.Self().OnStage() ) // If control not on Stage then Visual will be added when StageConnection is called.
+    if ( mControlImpl.Self().GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) ) // If control not on Stage then Visual will be added when StageConnection is called.
     {
       if ( enable )
       {
     {
       if ( enable )
       {
@@ -664,7 +664,7 @@ void Control::Impl::ResourceReady( Visual::Base& object)
   }
 
   // A visual is ready so control may need relayouting if staged
   }
 
   // A visual is ready so control may need relayouting if staged
-  if ( self.OnStage() )
+  if ( self.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) )
   {
     mControlImpl.RelayoutRequest();
   }
   {
     mControlImpl.RelayoutRequest();
   }
index 8afaa03..bcb69ac 100644 (file)
@@ -292,7 +292,7 @@ std::string DumpControl( const Internal::Control& control )
   {
     oss << "\"name\":\"" << name << "\",\n";
   }
   {
     oss << "\"name\":\"" << name << "\",\n";
   }
-  oss << "\"id\":\"" << control.Self().GetId() << "\",\n";
+  oss << "\"id\":\"" << control.Self().GetProperty< int >( Actor::Property::ID ) << "\",\n";
   oss << "\"registeredVisuals\":\n" << controlData.mVisuals << ",\n";
   oss << "\"removeVisuals\":\n" << controlData.mRemoveVisuals << ",\n";
   oss << "\"rendererCount\":" << control.Self().GetRendererCount() << ",\n";
   oss << "\"registeredVisuals\":\n" << controlData.mVisuals << ",\n";
   oss << "\"removeVisuals\":\n" << controlData.mRemoveVisuals << ",\n";
   oss << "\"rendererCount\":" << control.Self().GetRendererCount() << ",\n";
@@ -311,7 +311,7 @@ std::string DumpActor( Actor actor )
   {
     oss << "\"name\":\"" << name << "\",\n";
   }
   {
     oss << "\"name\":\"" << name << "\",\n";
   }
-  oss << "\"id\":\"" << actor.GetId() << "\",\n";
+  oss << "\"id\":\"" << actor.GetProperty< int >( Actor::Property::ID ) << "\",\n";
   oss << "\"rendererCount\":" << actor.GetRendererCount() << ",\n";
   oss << "\"properties\":\n{\n";
   Toolkit::Internal::DumpProperties( oss, actor ) << "}\n";
   oss << "\"rendererCount\":" << actor.GetRendererCount() << ",\n";
   oss << "\"properties\":\n{\n";
   Toolkit::Internal::DumpProperties( oss, actor ) << "}\n";
index 5eb3c6f..0fc7588 100755 (executable)
@@ -515,7 +515,7 @@ void FlexContainer::OnRelayout( const Vector2& size, RelayoutContainer& containe
     if( child )
     {
       // Anchor actor to top left of the container
     if( child )
     {
       // Anchor actor to top left of the container
-      if( child.GetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT ).Get< bool >() )
+      if( child.GetProperty( Actor::Property::POSITION_USES_ANCHOR_POINT ).Get< bool >() )
       {
         child.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
       }
       {
         child.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
       }
@@ -760,7 +760,7 @@ Actor FlexContainer::GetNextKeyboardFocusableActor(Actor currentFocusedActor, To
               {
                 break;
               }
               {
                 break;
               }
-            } while ( !mChildrenNodes[nextFocusedActorIndex].actor.GetHandle().IsKeyboardFocusable() );
+            } while ( !mChildrenNodes[nextFocusedActorIndex].actor.GetHandle().GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE ) );
             break;
           }
           case Toolkit::Control::KeyboardFocus::RIGHT:
             break;
           }
           case Toolkit::Control::KeyboardFocus::RIGHT:
@@ -782,7 +782,7 @@ Actor FlexContainer::GetNextKeyboardFocusableActor(Actor currentFocusedActor, To
               {
                 break;
               }
               {
                 break;
               }
-            } while ( !mChildrenNodes[nextFocusedActorIndex].actor.GetHandle().IsKeyboardFocusable() );
+            } while ( !mChildrenNodes[nextFocusedActorIndex].actor.GetHandle().GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE ) );
             break;
           }
           default:
             break;
           }
           default:
@@ -842,7 +842,7 @@ void FlexContainer::OnInitialize()
   YGNodeStyleSetAlignContent( mRootNode.node, static_cast<YGAlign>( mAlignContent ) );
 
   // Make self as keyboard focusable and focus group
   YGNodeStyleSetAlignContent( mRootNode.node, static_cast<YGAlign>( mAlignContent ) );
 
   // Make self as keyboard focusable and focus group
-  self.SetKeyboardFocusable( true );
+  self.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE, true );
   SetAsKeyboardFocusGroup( true );
 }
 
   SetAsKeyboardFocusGroup( true );
 }
 
index b78f110..d113df9 100644 (file)
@@ -295,7 +295,7 @@ void GaussianBlurView::OnInitialize()
   {
     mCompositingActor = Actor::New();
     mCompositingActor.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER );
   {
     mCompositingActor = Actor::New();
     mCompositingActor.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER );
-    mCompositingActor.SetProperty( DevelActor::Property::OPACITY,GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH); // ensure alpha is enabled for this object and set default value
+    mCompositingActor.SetProperty( Actor::Property::OPACITY,GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH); // ensure alpha is enabled for this object and set default value
     renderer = CreateRenderer( BASIC_VERTEX_SOURCE, BASIC_FRAGMENT_SOURCE );
     mCompositingActor.AddRenderer( renderer );
 
     renderer = CreateRenderer( BASIC_VERTEX_SOURCE, BASIC_FRAGMENT_SOURCE );
     mCompositingActor.AddRenderer( renderer );
 
index 45d56f6..8cc35df 100644 (file)
@@ -361,7 +361,7 @@ void Popup::LayoutAnimation()
     case Toolkit::Popup::FADE:
     {
       // Fade animations start transparent.
     case Toolkit::Popup::FADE:
     {
       // Fade animations start transparent.
-      mPopupContainer.SetProperty( DevelActor::Property::OPACITY, 0.0f );
+      mPopupContainer.SetProperty( Actor::Property::OPACITY, 0.0f );
       break;
     }
 
       break;
     }
 
@@ -456,7 +456,7 @@ void Popup::StartTransitionAnimation( bool transitionIn, bool instantaneous /* f
       }
       else
       {
       }
       else
       {
-        mPopupContainer.SetProperty( DevelActor::Property::OPACITY, transitionIn ? 1.0f : 0.0f );
+        mPopupContainer.SetProperty( Actor::Property::OPACITY, transitionIn ? 1.0f : 0.0f );
       }
       break;
     }
       }
       break;
     }
@@ -747,16 +747,16 @@ void Popup::SetDisplayState( Toolkit::Popup::DisplayState displayState )
     {
       mPreviousFocusedActor = keyboardFocusManager.GetCurrentFocusActor();
 
     {
       mPreviousFocusedActor = keyboardFocusManager.GetCurrentFocusActor();
 
-      if( Self().IsKeyboardFocusable() )
+      if( Self().GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE ) )
       {
         // Setup the actgor to start focus from.
         Actor focusActor;
       {
         // Setup the actgor to start focus from.
         Actor focusActor;
-        if( mContent && mContent.IsKeyboardFocusable() )
+        if( mContent && mContent.GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE ) )
         {
           // If the content is focusable, move the focus to the content.
           focusActor = mContent;
         }
         {
           // If the content is focusable, move the focus to the content.
           focusActor = mContent;
         }
-        else if( mFooter && mFooter.IsKeyboardFocusable() )
+        else if( mFooter && mFooter.GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE ) )
         {
           // If the footer is focusable, move the focus to the footer.
           focusActor = mFooter;
         {
           // If the footer is focusable, move the focus to the footer.
           focusActor = mFooter;
@@ -779,7 +779,7 @@ void Popup::SetDisplayState( Toolkit::Popup::DisplayState displayState )
     ClearKeyInputFocus();
 
     // Restore the keyboard focus when popup is hidden.
     ClearKeyInputFocus();
 
     // Restore the keyboard focus when popup is hidden.
-    if( mPreviousFocusedActor && mPreviousFocusedActor.IsKeyboardFocusable() )
+    if( mPreviousFocusedActor && mPreviousFocusedActor.GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE ) )
     {
       Dali::Toolkit::KeyboardFocusManager keyboardFocusManager = Dali::Toolkit::KeyboardFocusManager::Get();
       if( keyboardFocusManager )
     {
       Dali::Toolkit::KeyboardFocusManager keyboardFocusManager = Dali::Toolkit::KeyboardFocusManager::Get();
       if( keyboardFocusManager )
@@ -1831,7 +1831,7 @@ void Popup::AddFocusableChildrenRecursive( Actor parent, std::vector< Actor >& f
     Toolkit::Control control = Toolkit::Control::DownCast( parent );
     bool layoutControl = control && GetImplementation( control ).IsKeyboardNavigationSupported();
 
     Toolkit::Control control = Toolkit::Control::DownCast( parent );
     bool layoutControl = control && GetImplementation( control ).IsKeyboardNavigationSupported();
 
-    if( parent.IsKeyboardFocusable() || layoutControl )
+    if( parent.GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE ) || layoutControl )
     {
       focusableActors.push_back( parent );
 
     {
       focusableActors.push_back( parent );
 
@@ -1889,12 +1889,12 @@ Actor Popup::GetNextKeyboardFocusableActor( Actor currentFocusedActor, Toolkit::
     ( currentFocusedActor && ( ( !mContent || ( currentFocusGroup != mContent ) ) && ( !mFooter || ( currentFocusGroup != mFooter ) ) ) ) )
   {
     // The current focused actor is not within popup.
     ( currentFocusedActor && ( ( !mContent || ( currentFocusGroup != mContent ) ) && ( !mFooter || ( currentFocusGroup != mFooter ) ) ) ) )
   {
     // The current focused actor is not within popup.
-    if( mContent && mContent.IsKeyboardFocusable() )
+    if( mContent && mContent.GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE ) )
     {
       // If the content is focusable, move the focus to the content.
       nextFocusableActor = mContent;
     }
     {
       // If the content is focusable, move the focus to the content.
       nextFocusableActor = mContent;
     }
-    else if( mFooter && mFooter.IsKeyboardFocusable() )
+    else if( mFooter && mFooter.GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE ) )
     {
       // If the footer is focusable, move the focus to the footer.
       nextFocusableActor = mFooter;
     {
       // If the footer is focusable, move the focus to the footer.
       nextFocusableActor = mFooter;
index 683cfd6..8a2d5be 100755 (executable)
@@ -391,7 +391,7 @@ void ScrollBar::ShowIndicator()
   }
   else
   {
   }
   else
   {
-    mIndicator.SetProperty( DevelActor::Property::OPACITY,mIndicatorShowAlpha);
+    mIndicator.SetProperty( Actor::Property::OPACITY,mIndicatorShowAlpha);
   }
 }
 
   }
 }
 
@@ -412,7 +412,7 @@ void ScrollBar::HideIndicator()
   }
   else
   {
   }
   else
   {
-    mIndicator.SetProperty( DevelActor::Property::OPACITY,0.0f);
+    mIndicator.SetProperty( Actor::Property::OPACITY,0.0f);
   }
 }
 
   }
 }
 
@@ -433,7 +433,7 @@ void ScrollBar::ShowTransientIndicator()
   }
   else
   {
   }
   else
   {
-    mIndicator.SetProperty( DevelActor::Property::OPACITY,mIndicatorShowAlpha);
+    mIndicator.SetProperty( Actor::Property::OPACITY,mIndicatorShowAlpha);
   }
   mAnimation.AnimateTo( Property( mIndicator, Actor::Property::COLOR_ALPHA ),
                         0.0f, AlphaFunction::EASE_IN, TimePeriod((mIndicatorShowDuration + mTransientIndicatorDuration), mIndicatorHideDuration) );
   }
   mAnimation.AnimateTo( Property( mIndicator, Actor::Property::COLOR_ALPHA ),
                         0.0f, AlphaFunction::EASE_IN, TimePeriod((mIndicatorShowDuration + mTransientIndicatorDuration), mIndicatorHideDuration) );
index 9156aae..fbebcd7 100644 (file)
@@ -209,7 +209,7 @@ void ShadowView::SetShadowColor(Vector4 color)
 
 void ShadowView::Activate()
 {
 
 void ShadowView::Activate()
 {
-  DALI_ASSERT_ALWAYS( Self().OnStage() && "ShadowView should be on stage before calling Activate()\n" );
+  DALI_ASSERT_ALWAYS( Self().GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) && "ShadowView should be on stage before calling Activate()\n" );
 
   // make sure resources are allocated and start the render tasks processing
   CreateRenderTasks();
 
   // make sure resources are allocated and start the render tasks processing
   CreateRenderTasks();
@@ -217,7 +217,7 @@ void ShadowView::Activate()
 
 void ShadowView::Deactivate()
 {
 
 void ShadowView::Deactivate()
 {
-  DALI_ASSERT_ALWAYS( Self().OnStage() && "ShadowView should be on stage before calling Deactivate()\n" )
+  DALI_ASSERT_ALWAYS( Self().GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) && "ShadowView should be on stage before calling Deactivate()\n" )
 
   // stop render tasks processing
   // Note: render target resources are automatically freed since we set the Image::Unused flag
 
   // stop render tasks processing
   // Note: render target resources are automatically freed since we set the Image::Unused flag
index f00190b..a0c1849 100755 (executable)
@@ -829,7 +829,7 @@ void TableView::OnRelayout( const Vector2& size, RelayoutContainer& container )
       if( actor &&  position.rowIndex == row && position.columnIndex == column )
       {
         // Anchor actor to top left of the cell
       if( actor &&  position.rowIndex == row && position.columnIndex == column )
       {
         // Anchor actor to top left of the cell
-        if( actor.GetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT ).Get< bool >() )
+        if( actor.GetProperty( Actor::Property::POSITION_USES_ANCHOR_POINT ).Get< bool >() )
         {
           actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
         }
         {
           actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
         }
@@ -1117,7 +1117,7 @@ void TableView::OnInitialize()
 {
   // Make self as keyboard focusable and focus group
   Actor self = Self();
 {
   // Make self as keyboard focusable and focus group
   Actor self = Self();
-  self.SetKeyboardFocusable(true);
+  self.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
   SetAsKeyboardFocusGroup(true);
 }
 
   SetAsKeyboardFocusGroup(true);
 }
 
index 68aac48..f1d3ae5 100644 (file)
@@ -1743,7 +1743,7 @@ void TextEditor::UpdateScrollBar()
   {
     mAnimation = Animation::New( mAnimationPeriod.durationSeconds );
   }
   {
     mAnimation = Animation::New( mAnimationPeriod.durationSeconds );
   }
-  indicator.SetProperty( DevelActor::Property::OPACITY,1.0f);
+  indicator.SetProperty( Actor::Property::OPACITY,1.0f);
   mAnimation.AnimateTo( Property( indicator, Actor::Property::COLOR_ALPHA ), 0.0f, AlphaFunction::EASE_IN, mAnimationPeriod );
   mAnimation.Play();
   mAnimation.FinishedSignal().Connect( this, &TextEditor::OnScrollIndicatorAnimationFinished );
   mAnimation.AnimateTo( Property( indicator, Actor::Property::COLOR_ALPHA ), 0.0f, AlphaFunction::EASE_IN, mAnimationPeriod );
   mAnimation.Play();
   mAnimation.FinishedSignal().Connect( this, &TextEditor::OnScrollIndicatorAnimationFinished );
index d85be9a..cb5bfcd 100755 (executable)
@@ -611,7 +611,7 @@ void VideoView::SetWindowSurfaceTarget()
 {
   Actor self = Self();
 
 {
   Actor self = Self();
 
-  if( !self.OnStage() )
+  if( !self.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) )
   {
     // When the control is off the stage, it does not have Window.
     return;
   {
     // When the control is off the stage, it does not have Window.
     return;
@@ -736,11 +736,11 @@ void VideoView::UpdateDisplayArea( Dali::PropertyNotification& source )
 
   Actor self( Self() );
 
 
   Actor self( Self() );
 
-  bool positionUsesAnchorPoint = self.GetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT ).Get< bool >();
+  bool positionUsesAnchorPoint = self.GetProperty( Actor::Property::POSITION_USES_ANCHOR_POINT ).Get< bool >();
   Vector3 actorSize = self.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ) * self.GetCurrentProperty< Vector3 >( Actor::Property::SCALE );
   Vector3 anchorPointOffSet = actorSize * ( positionUsesAnchorPoint ? self.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ) : AnchorPoint::TOP_LEFT );
 
   Vector3 actorSize = self.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ) * self.GetCurrentProperty< Vector3 >( Actor::Property::SCALE );
   Vector3 anchorPointOffSet = actorSize * ( positionUsesAnchorPoint ? self.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ) : AnchorPoint::TOP_LEFT );
 
-  Vector2 screenPosition = self.GetProperty( DevelActor::Property::SCREEN_POSITION ).Get< Vector2 >();
+  Vector2 screenPosition = self.GetProperty( Actor::Property::SCREEN_POSITION ).Get< Vector2 >();
 
   mDisplayArea.x = screenPosition.x - anchorPointOffSet.x;
   mDisplayArea.y = screenPosition.y - anchorPointOffSet.y;
 
   mDisplayArea.x = screenPosition.x - anchorPointOffSet.x;
   mDisplayArea.y = screenPosition.y - anchorPointOffSet.y;
index b0d81de..7bdb61d 100644 (file)
@@ -136,7 +136,7 @@ Toolkit::WebView WebView::New( const std::string& locale, const std::string& tim
 
 void WebView::OnInitialize()
 {
 
 void WebView::OnInitialize()
 {
-  Self().SetKeyboardFocusable( true );
+  Self().SetProperty( Actor::Property::KEYBOARD_FOCUSABLE, true );
   Self().TouchSignal().Connect( this, &WebView::OnTouchEvent );
 
   if( mWebEngine )
   Self().TouchSignal().Connect( this, &WebView::OnTouchEvent );
 
   if( mWebEngine )
index 06c3156..f1aec26 100755 (executable)
@@ -51,7 +51,7 @@ void DragAndDropDetector::Attach(Dali::Toolkit::Control& control)
     }
     mControls.push_back(control);
     control.TouchSignal().Connect(this, &DragAndDropDetector::OnDrag);
     }
     mControls.push_back(control);
     control.TouchSignal().Connect(this, &DragAndDropDetector::OnDrag);
-    mFirstEnter.push_back(control.GetId());
+    mFirstEnter.push_back(control.GetProperty< int >( Actor::Property::ID ));
     mPanGestureDetector.Attach(control);
     mPanGestureDetector.DetectedSignal().Connect(this, &DragAndDropDetector::OnPan);
   }
     mPanGestureDetector.Attach(control);
     mPanGestureDetector.DetectedSignal().Connect(this, &DragAndDropDetector::OnPan);
   }
@@ -73,7 +73,7 @@ void DragAndDropDetector::Detach(Dali::Toolkit::Control& control)
     {
       match->TouchSignal().Disconnect(this, &DragAndDropDetector::OnDrag);
       mPanGestureDetector.Detach(*match);
     {
       match->TouchSignal().Disconnect(this, &DragAndDropDetector::OnDrag);
       mPanGestureDetector.Detach(*match);
-      mFirstEnter.erase(std::find(mFirstEnter.begin(), mFirstEnter.end(), control.GetId()));
+      mFirstEnter.erase(std::find(mFirstEnter.begin(), mFirstEnter.end(), control.GetProperty< int >( Actor::Property::ID )));
       mControls.erase(match);
     }
   }
       mControls.erase(match);
     }
   }
@@ -131,7 +131,7 @@ void DragAndDropDetector::OnPan(Dali::Actor actor, const PanGesture& gesture)
     mFirstEnter.clear();
     for( auto&& control : mControls)
     {
     mFirstEnter.clear();
     for( auto&& control : mControls)
     {
-      mFirstEnter.push_back(control.GetId());
+      mFirstEnter.push_back(control.GetProperty< int >( Actor::Property::ID ));
     }
     float width = control.GetProperty<float>(Dali::Actor::Property::SIZE_WIDTH);
     float height = control.GetProperty<float>(Dali::Actor::Property::SIZE_HEIGHT);
     }
     float width = control.GetProperty<float>(Dali::Actor::Property::SIZE_WIDTH);
     float height = control.GetProperty<float>(Dali::Actor::Property::SIZE_HEIGHT);
@@ -169,7 +169,7 @@ bool DragAndDropDetector::OnDrag(Dali::Actor actor, const Dali::TouchData& data)
   {
     if(mDragControl != control && mPointDown)
     {
   {
     if(mDragControl != control && mPointDown)
     {
-      auto found = std::find(mFirstEnter.begin(), mFirstEnter.end(), control.GetId());
+      auto found = std::find(mFirstEnter.begin(), mFirstEnter.end(), control.GetProperty< int >( Actor::Property::ID ));
       if(mFirstEnter.end() != found)
       {
         SetPosition(data.GetScreenPosition(0));
       if(mFirstEnter.end() != found)
       {
         SetPosition(data.GetScreenPosition(0));
@@ -188,7 +188,7 @@ bool DragAndDropDetector::OnDrag(Dali::Actor actor, const Dali::TouchData& data)
   {
     if(mDragControl != control && mPointDown)
     {
   {
     if(mDragControl != control && mPointDown)
     {
-      mFirstEnter.push_back(control.GetId());
+      mFirstEnter.push_back(control.GetProperty< int >( Actor::Property::ID ));
       EmitExitedSignal(control);
     }
   }
       EmitExitedSignal(control);
     }
   }
index 89e280f..0695af9 100644 (file)
@@ -203,7 +203,7 @@ bool KeyboardFocusManager::SetCurrentFocusActor( Actor actor )
 bool KeyboardFocusManager::DoSetCurrentFocusActor( Actor actor )
 {
   bool success = false;
 bool KeyboardFocusManager::DoSetCurrentFocusActor( Actor actor )
 {
   bool success = false;
-  if( actor && actor.IsKeyboardFocusable() && actor.OnStage() )
+  if( actor && actor.GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE ) && actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) )
   {
     Integration::SceneHolder currentWindow = Integration::SceneHolder::Get( actor );
 
   {
     Integration::SceneHolder currentWindow = Integration::SceneHolder::Get( actor );
 
@@ -227,7 +227,7 @@ bool KeyboardFocusManager::DoSetCurrentFocusActor( Actor actor )
   }
 
   // Check whether the actor is in the stage and is keyboard focusable.
   }
 
   // Check whether the actor is in the stage and is keyboard focusable.
-  if( actor && actor.IsKeyboardFocusable() && actor.OnStage() )
+  if( actor && actor.GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE ) && actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) )
   {
     if( ( mIsFocusIndicatorShown == SHOW ) && ( mEnableFocusIndicator == ENABLE ) )
     {
   {
     if( ( mIsFocusIndicatorShown == SHOW ) && ( mEnableFocusIndicator == ENABLE ) )
     {
@@ -301,7 +301,7 @@ Actor KeyboardFocusManager::GetCurrentFocusActor()
 {
   Actor actor = mCurrentFocusActor.GetHandle();
 
 {
   Actor actor = mCurrentFocusActor.GetHandle();
 
-  if( actor && ! actor.OnStage() )
+  if( actor && ! actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) )
   {
     // If the actor has been removed from the stage, then it should not be focused
     actor.Reset();
   {
     // If the actor has been removed from the stage, then it should not be focused
     actor.Reset();
@@ -323,7 +323,7 @@ Actor KeyboardFocusManager::GetFocusActorFromCurrentWindow()
     }
   }
 
     }
   }
 
-  if( actor && ! actor.OnStage() )
+  if( actor && ! actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) )
   {
     // If the actor has been removed from the window, then the window doesn't have any focused actor
     actor.Reset();
   {
     // If the actor has been removed from the window, then the window doesn't have any focused actor
     actor.Reset();
@@ -353,7 +353,7 @@ void KeyboardFocusManager::MoveFocusBackward()
       Actor target = mFocusHistory[ mFocusHistory.size() -1 ].GetHandle();
 
       // Impl of Actor is not null
       Actor target = mFocusHistory[ mFocusHistory.size() -1 ].GetHandle();
 
       // Impl of Actor is not null
-      if( target && target.OnStage() )
+      if( target && target.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) )
       {
         // Delete pre focused actor in history because it will pushed again by SetCurrentFocusActor()
         mFocusHistory.pop_back();
       {
         // Delete pre focused actor in history because it will pushed again by SetCurrentFocusActor()
         mFocusHistory.pop_back();
@@ -504,7 +504,7 @@ bool KeyboardFocusManager::MoveFocus(Toolkit::Control::KeyboardFocus::Direction
       }
     }
 
       }
     }
 
-    if( nextFocusableActor && nextFocusableActor.IsKeyboardFocusable() )
+    if( nextFocusableActor && nextFocusableActor.GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE ) )
     {
       // Whether the next focusable actor is a layout control
       if( IsLayoutControl( nextFocusableActor ) )
     {
       // Whether the next focusable actor is a layout control
       if( IsLayoutControl( nextFocusableActor ) )
@@ -530,7 +530,7 @@ bool KeyboardFocusManager::DoMoveFocusWithinLayoutControl(Toolkit::Control contr
   Actor nextFocusableActor = GetImplementation( control ).GetNextKeyboardFocusableActor(actor, direction, mFocusGroupLoopEnabled);
   if(nextFocusableActor)
   {
   Actor nextFocusableActor = GetImplementation( control ).GetNextKeyboardFocusableActor(actor, direction, mFocusGroupLoopEnabled);
   if(nextFocusableActor)
   {
-    if(!nextFocusableActor.IsKeyboardFocusable())
+    if(!nextFocusableActor.GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE ))
     {
       // If the actor is not focusable, ask the same layout control for the next actor to focus
       return DoMoveFocusWithinLayoutControl(control, nextFocusableActor, direction);
     {
       // If the actor is not focusable, ask the same layout control for the next actor to focus
       return DoMoveFocusWithinLayoutControl(control, nextFocusableActor, direction);
@@ -549,7 +549,7 @@ bool KeyboardFocusManager::DoMoveFocusWithinLayoutControl(Toolkit::Control contr
         mIsWaitingKeyboardFocusChangeCommit = false;
       }
 
         mIsWaitingKeyboardFocusChangeCommit = false;
       }
 
-      if (committedFocusActor && committedFocusActor.IsKeyboardFocusable())
+      if (committedFocusActor && committedFocusActor.GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE ))
       {
         // Whether the commited focusable actor is a layout control
         if(IsLayoutControl(committedFocusActor))
       {
         // Whether the commited focusable actor is a layout control
         if(IsLayoutControl(committedFocusActor))
index 0e4dcb4..0e60e69 100644 (file)
@@ -140,7 +140,7 @@ void InitializeVisual( Actor& actor, Toolkit::Visual::Base& visual, ParameterTyp
     Toolkit::GetImplementation(visual).SetOffStage( actor );
   }
   visual = Toolkit::VisualFactory::Get().CreateVisual( param0, param1 );
     Toolkit::GetImplementation(visual).SetOffStage( actor );
   }
   visual = Toolkit::VisualFactory::Get().CreateVisual( param0, param1 );
-  if( visual && actor && actor.OnStage() )
+  if( visual && actor && actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) )
   {
     Toolkit::GetImplementation(visual).SetOnStage(actor);
   }
   {
     Toolkit::GetImplementation(visual).SetOnStage(actor);
   }
@@ -163,7 +163,7 @@ void InitializeVisual( Actor& actor, Toolkit::Visual::Base& visual, ParameterTyp
     Toolkit::GetImplementation(visual).SetOffStage( actor );
   }
   visual =  Toolkit::VisualFactory::Get().CreateVisual( param );
     Toolkit::GetImplementation(visual).SetOffStage( actor );
   }
   visual =  Toolkit::VisualFactory::Get().CreateVisual( param );
-  if( visual && actor && actor.OnStage() )
+  if( visual && actor && actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) )
   {
     Toolkit::GetImplementation(visual).SetOnStage(actor);
   }
   {
     Toolkit::GetImplementation(visual).SetOnStage(actor);
   }
index ba1fd7f..991a578 100755 (executable)
@@ -297,7 +297,7 @@ bool Control::IsKeyboardNavigationSupported()
 
 void Control::SetKeyInputFocus()
 {
 
 void Control::SetKeyInputFocus()
 {
-  if( Self().OnStage() )
+  if( Self().GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) )
   {
     Toolkit::KeyInputFocusManager::Get().SetFocus(Toolkit::Control::DownCast(Self()));
   }
   {
     Toolkit::KeyInputFocusManager::Get().SetFocus(Toolkit::Control::DownCast(Self()));
   }
@@ -306,7 +306,7 @@ void Control::SetKeyInputFocus()
 bool Control::HasKeyInputFocus()
 {
   bool result = false;
 bool Control::HasKeyInputFocus()
 {
   bool result = false;
-  if( Self().OnStage() )
+  if( Self().GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) )
   {
     Toolkit::Control control = Toolkit::KeyInputFocusManager::Get().GetCurrentFocusControl();
     if( Self() == control )
   {
     Toolkit::Control control = Toolkit::KeyInputFocusManager::Get().GetCurrentFocusControl();
     if( Self() == control )
@@ -319,7 +319,7 @@ bool Control::HasKeyInputFocus()
 
 void Control::ClearKeyInputFocus()
 {
 
 void Control::ClearKeyInputFocus()
 {
-  if( Self().OnStage() )
+  if( Self().GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) )
   {
     Toolkit::KeyInputFocusManager::Get().RemoveFocus(Toolkit::Control::DownCast(Self()));
   }
   {
     Toolkit::KeyInputFocusManager::Get().RemoveFocus(Toolkit::Control::DownCast(Self()));
   }
@@ -596,7 +596,7 @@ void Control::OnPropertySet( Property::Index index, Property::Value propertyValu
 {
   // If the clipping mode has been set, we may need to create a renderer.
   // Only do this if we are already on-stage as the OnStageConnection will handle the off-stage clipping controls.
 {
   // If the clipping mode has been set, we may need to create a renderer.
   // Only do this if we are already on-stage as the OnStageConnection will handle the off-stage clipping controls.
-  if( ( index == Actor::Property::CLIPPING_MODE ) && Self().OnStage() )
+  if( ( index == Actor::Property::CLIPPING_MODE ) && Self().GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) )
   {
     // Note: This method will handle whether creation of the renderer is required.
     CreateClippingRenderer( *this );
   {
     // Note: This method will handle whether creation of the renderer is required.
     CreateClippingRenderer( *this );