Replace some Dali::Actor public APIs with new properties 75/236375/3
authorRichard Huang <r.huang@samsung.com>
Tue, 16 Jun 2020 11:11:50 +0000 (12:11 +0100)
committerRichard Huang <r.huang@samsung.com>
Tue, 16 Jun 2020 20:58:37 +0000 (21:58 +0100)
Change-Id: I84865a0f1050abfb5f89dd8b05fd91c0736a4243

15 files changed:
automated-tests/src/dali/utc-Dali-Actor.cpp
automated-tests/src/dali/utc-Dali-Animation.cpp
automated-tests/src/dali/utc-Dali-CameraActor.cpp
automated-tests/src/dali/utc-Dali-CustomActor.cpp
automated-tests/src/dali/utc-Dali-FrameCallbackInterface.cpp
automated-tests/src/dali/utc-Dali-Handle.cpp
automated-tests/src/dali/utc-Dali-Renderer.cpp
automated-tests/src/dali/utc-Dali-Scene.cpp
automated-tests/src/dali/utc-Dali-Stage.cpp
dali/devel-api/actors/actor-devel.h
dali/internal/event/actors/actor-impl.cpp
dali/internal/event/events/hover-event-processor.cpp
dali/internal/event/events/touch-event-processor.cpp
dali/public-api/actors/actor.cpp
dali/public-api/actors/actor.h

index 3099c4b..675d923 100644 (file)
@@ -137,14 +137,14 @@ void OnStageCallback( Actor actor )
 {
   ++gOnStageCallBackCalled;
   gActorNamesOnOffStage.push_back( actor.GetProperty< std::string >( Actor::Property::NAME ) );
-  DALI_TEST_CHECK( actor.OnStage() == true );
+  DALI_TEST_CHECK( actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) == true );
 }
 static int gOffStageCallBackCalled;
 void OffStageCallback( Actor actor )
 {
   ++gOffStageCallBackCalled;
   gActorNamesOnOffStage.push_back( actor.GetProperty< std::string >( Actor::Property::NAME ) );
-  DALI_TEST_CHECK( actor.OnStage() == false );
+  DALI_TEST_CHECK( actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) == false );
 }
 
 struct PositionComponentConstraint
@@ -349,15 +349,15 @@ int UtcDaliActorSetName(void)
 
 int UtcDaliActorGetId(void)
 {
-  tet_infoline("Testing Dali::Actor::UtcDaliActorGetId()");
+  tet_infoline("Testing Dali::Actor::UtcDaliActo.GetProperty< int >( Actor::Property::ID )");
   TestApplication application;
 
   Actor first = Actor::New();
   Actor second = Actor::New();
   Actor third = Actor::New();
 
-  DALI_TEST_CHECK(first.GetId() != second.GetId());
-  DALI_TEST_CHECK(second.GetId() != third.GetId());
+  DALI_TEST_CHECK(first.GetProperty< int >( Actor::Property::ID ) != second.GetProperty< int >( Actor::Property::ID ));
+  DALI_TEST_CHECK(second.GetProperty< int >( Actor::Property::ID ) != third.GetProperty< int >( Actor::Property::ID ));
   END_TEST;
 }
 
@@ -366,11 +366,11 @@ int UtcDaliActorIsRoot(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  DALI_TEST_CHECK(!actor.IsRoot());
+  DALI_TEST_CHECK(!actor.GetProperty< bool >( Actor::Property::IS_ROOT ));
 
   // get the root layer
   actor = Stage::GetCurrent().GetLayer( 0 );
-  DALI_TEST_CHECK( actor.IsRoot() );
+  DALI_TEST_CHECK( actor.GetProperty< bool >( Actor::Property::IS_ROOT ) );
   END_TEST;
 }
 
@@ -379,11 +379,11 @@ int UtcDaliActorOnStage(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  DALI_TEST_CHECK( !actor.OnStage() );
+  DALI_TEST_CHECK( !actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
 
   // get the root layer
   actor = Stage::GetCurrent().GetLayer( 0 );
-  DALI_TEST_CHECK( actor.OnStage() );
+  DALI_TEST_CHECK( actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
   END_TEST;
 }
 
@@ -392,11 +392,11 @@ int UtcDaliActorIsLayer(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  DALI_TEST_CHECK( !actor.IsLayer() );
+  DALI_TEST_CHECK( !actor.GetProperty< bool >( Actor::Property::IS_LAYER ) );
 
   // get the root layer
   actor = Stage::GetCurrent().GetLayer( 0 );
-  DALI_TEST_CHECK( actor.IsLayer() );
+  DALI_TEST_CHECK( actor.GetProperty< bool >( Actor::Property::IS_LAYER ) );
   END_TEST;
 }
 
@@ -1653,7 +1653,7 @@ int UtcDaliActorInheritOpacity(void)
   application.SendNotification();
   application.Render();
 
-  parent.SetProperty( DevelActor::Property::OPACITY, 0.1f );
+  parent.SetProperty( Actor::Property::OPACITY, 0.1f );
 
   DALI_TEST_EQUALS( parent.GetProperty( Actor::Property::COLOR_ALPHA ).Get<float>(), 0.1f, 0.0001f, TEST_LOCATION );
   DALI_TEST_EQUALS( child.GetProperty( Actor::Property::COLOR_ALPHA ).Get<float>(), 1.0f, 0.0001f, TEST_LOCATION );
@@ -2128,38 +2128,38 @@ int UtcDaliActorSetOpacity(void)
 
   Actor actor = Actor::New();
   // initial opacity is 1
-  DALI_TEST_EQUALS(actor.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty< float >( Actor::Property::OPACITY ), 1.0f, TEST_LOCATION );
 
-  actor.SetProperty( DevelActor::Property::OPACITY, 0.4f);
+  actor.SetProperty( Actor::Property::OPACITY, 0.4f);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(actor.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 0.4f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.4f, TEST_LOCATION );
 
   // change opacity, actor is on stage to change is not immediate
-  actor.SetProperty( DevelActor::Property::OPACITY, actor.GetCurrentProperty< float >( DevelActor::Property::OPACITY ) + 0.1f );
+  actor.SetProperty( Actor::Property::OPACITY, actor.GetCurrentProperty< float >( Actor::Property::OPACITY ) + 0.1f );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(actor.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 0.5f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.5f, TEST_LOCATION );
 
   // put actor on stage
   Stage::GetCurrent().Add( actor );
 
   // change opacity, actor is on stage to change is not immediate
-  actor.SetProperty( DevelActor::Property::OPACITY, 0.9f );
-  DALI_TEST_EQUALS(actor.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 0.5f, TEST_LOCATION );
+  actor.SetProperty( Actor::Property::OPACITY, 0.9f );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.5f, TEST_LOCATION );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(actor.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 0.9f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.9f, TEST_LOCATION );
 
   // change opacity, actor is on stage to change is not immediate
-  actor.SetProperty( DevelActor::Property::OPACITY, actor.GetCurrentProperty< float >( DevelActor::Property::OPACITY ) - 0.9f );
+  actor.SetProperty( Actor::Property::OPACITY, actor.GetCurrentProperty< float >( Actor::Property::OPACITY ) - 0.9f );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(actor.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.0f, TEST_LOCATION );
   END_TEST;
 }
 
@@ -2168,13 +2168,13 @@ int UtcDaliActorGetCurrentOpacity(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  DALI_TEST_CHECK(actor.GetCurrentProperty< float >( DevelActor::Property::OPACITY ) != 0.5f);
+  DALI_TEST_CHECK(actor.GetCurrentProperty< float >( Actor::Property::OPACITY ) != 0.5f);
 
-  actor.SetProperty( DevelActor::Property::OPACITY,0.5f);
+  actor.SetProperty( Actor::Property::OPACITY,0.5f);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_CHECK(actor.GetCurrentProperty< float >( DevelActor::Property::OPACITY ) == 0.5f);
+  DALI_TEST_CHECK(actor.GetCurrentProperty< float >( Actor::Property::OPACITY ) == 0.5f);
   END_TEST;
 }
 
@@ -2305,7 +2305,7 @@ int UtcDaliActorSetColorIndividual(void)
   DALI_TEST_EQUALS( vector, actor.GetProperty< Vector4 >( Actor::Property::COLOR ), TEST_LOCATION );
   DALI_TEST_EQUALS( vector, actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), TEST_LOCATION );
 
-  actor.SetProperty( DevelActor::Property::OPACITY, 0.2f );
+  actor.SetProperty( Actor::Property::OPACITY, 0.2f );
 
 
   // flush the queue and render once
@@ -2469,11 +2469,11 @@ int UtcDaliActorSetKeyboardFocusable(void)
 
   Actor actor = Actor::New();
 
-  actor.SetKeyboardFocusable(true);
-  DALI_TEST_CHECK(actor.IsKeyboardFocusable() == true);
+  actor.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE, true );
+  DALI_TEST_CHECK(actor.GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE ) == true);
 
-  actor.SetKeyboardFocusable(false);
-  DALI_TEST_CHECK(actor.IsKeyboardFocusable() == false);
+  actor.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE, false );
+  DALI_TEST_CHECK(actor.GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE ) == false);
   END_TEST;
 }
 
@@ -2483,7 +2483,7 @@ int UtcDaliActorIsKeyboardFocusable(void)
 
   Actor actor = Actor::New();
 
-  DALI_TEST_CHECK(actor.IsKeyboardFocusable() == false);
+  DALI_TEST_CHECK(actor.GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE ) == false);
   END_TEST;
 }
 
@@ -2790,13 +2790,13 @@ int UtcDaliActorFindChildById(void)
   Actor found = parent.FindChildById( 100000 );
   DALI_TEST_CHECK( !found );
 
-  found = parent.FindChildById( parent.GetId() );
+  found = parent.FindChildById( parent.GetProperty< int >( Actor::Property::ID ) );
   DALI_TEST_CHECK( found == parent );
 
-  found = parent.FindChildById( first.GetId() );
+  found = parent.FindChildById( first.GetProperty< int >( Actor::Property::ID ) );
   DALI_TEST_CHECK( found == first );
 
-  found = parent.FindChildById( second.GetId() );
+  found = parent.FindChildById( second.GetProperty< int >( Actor::Property::ID ) );
   DALI_TEST_CHECK( found == second );
   END_TEST;
 }
@@ -3108,12 +3108,12 @@ int UtcDaliActorConstrainedToOpacity(void)
   tet_infoline(" UtcDaliActorConstrainedToOpacity");
 
   Actor parent = Actor::New();
-  parent.SetProperty( DevelActor::Property::OPACITY, 0.7f );
+  parent.SetProperty( Actor::Property::OPACITY, 0.7f );
   Stage::GetCurrent().Add( parent );
 
   Actor child = Actor::New();
-  Constraint opacityConstraint = Constraint::New<float>( child, DevelActor::Property::OPACITY, EqualToConstraint() );
-  opacityConstraint.AddSource( Source( parent, DevelActor::Property::OPACITY ) );
+  Constraint opacityConstraint = Constraint::New<float>( child, Actor::Property::OPACITY, EqualToConstraint() );
+  opacityConstraint.AddSource( Source( parent, Actor::Property::OPACITY ) );
   opacityConstraint.Apply();
 
   Stage::GetCurrent().Add( child );
@@ -3123,16 +3123,16 @@ int UtcDaliActorConstrainedToOpacity(void)
   app.Render();
   app.SendNotification();
 
-  DALI_TEST_EQUALS( child.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), parent.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< float >( Actor::Property::OPACITY ), parent.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.001f, TEST_LOCATION );
 
-  parent.SetProperty( DevelActor::Property::OPACITY, 0.3f );
+  parent.SetProperty( Actor::Property::OPACITY, 0.3f );
 
   app.SendNotification();
   app.Render(0);
   app.Render();
   app.SendNotification();
 
-  DALI_TEST_EQUALS( child.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), parent.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< float >( Actor::Property::OPACITY ), parent.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.001f, TEST_LOCATION );
 
   END_TEST;
 }
@@ -3292,7 +3292,7 @@ const PropertyStringIndex PROPERTY_TABLE[] =
   { "maximumSize",              Actor::Property::MAXIMUM_SIZE,             Property::VECTOR2     },
   { "inheritPosition",          Actor::Property::INHERIT_POSITION,         Property::BOOLEAN     },
   { "clippingMode",             Actor::Property::CLIPPING_MODE,            Property::STRING      },
-  { "opacity",                  DevelActor::Property::OPACITY,             Property::FLOAT       },
+  { "opacity",                  Actor::Property::OPACITY,             Property::FLOAT       },
 };
 const unsigned int PROPERTY_TABLE_COUNT = sizeof( PROPERTY_TABLE ) / sizeof( PROPERTY_TABLE[0] );
 } // unnamed namespace
@@ -3646,15 +3646,15 @@ int UtcDaliActorGetHierachyDepth(void)
   Actor actorF = Actor::New();
 
   //Test that root actor has depth equal 0
-  DALI_TEST_EQUALS( 0, stage.GetRootLayer().GetHierarchyDepth(), TEST_LOCATION );
+  DALI_TEST_EQUALS( 0, stage.GetRootLayer().GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
 
   //Test actors return depth -1 when not connected to the tree
-  DALI_TEST_EQUALS( -1, actorA.GetHierarchyDepth(), TEST_LOCATION );
-  DALI_TEST_EQUALS( -1, actorB.GetHierarchyDepth(), TEST_LOCATION );
-  DALI_TEST_EQUALS( -1, actorC.GetHierarchyDepth(), TEST_LOCATION );
-  DALI_TEST_EQUALS( -1, actorD.GetHierarchyDepth(), TEST_LOCATION );
-  DALI_TEST_EQUALS( -1, actorE.GetHierarchyDepth(), TEST_LOCATION );
-  DALI_TEST_EQUALS( -1, actorF.GetHierarchyDepth(), TEST_LOCATION );
+  DALI_TEST_EQUALS( -1, actorA.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( -1, actorB.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( -1, actorC.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( -1, actorD.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( -1, actorE.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( -1, actorF.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
 
   //Create the hierarchy
   stage.Add( actorA );
@@ -3665,29 +3665,29 @@ int UtcDaliActorGetHierachyDepth(void)
   actorC.Add( actorF );
 
   //Test actors return correct depth
-  DALI_TEST_EQUALS( 1, actorA.GetHierarchyDepth(), TEST_LOCATION );
-  DALI_TEST_EQUALS( 2, actorB.GetHierarchyDepth(), TEST_LOCATION );
-  DALI_TEST_EQUALS( 2, actorC.GetHierarchyDepth(), TEST_LOCATION );
-  DALI_TEST_EQUALS( 3, actorD.GetHierarchyDepth(), TEST_LOCATION );
-  DALI_TEST_EQUALS( 3, actorE.GetHierarchyDepth(), TEST_LOCATION );
-  DALI_TEST_EQUALS( 3, actorF.GetHierarchyDepth(), TEST_LOCATION );
+  DALI_TEST_EQUALS( 1, actorA.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( 2, actorB.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( 2, actorC.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( 3, actorD.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( 3, actorE.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( 3, actorF.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
 
   //Removing actorB from the hierarchy. actorB, actorD and actorE should now have depth equal -1
   actorA.Remove( actorB );
 
-  DALI_TEST_EQUALS( -1, actorB.GetHierarchyDepth(), TEST_LOCATION );
-  DALI_TEST_EQUALS( -1, actorD.GetHierarchyDepth(), TEST_LOCATION );
-  DALI_TEST_EQUALS( -1, actorE.GetHierarchyDepth(), TEST_LOCATION );
+  DALI_TEST_EQUALS( -1, actorB.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( -1, actorD.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( -1, actorE.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
 
   //Removing actorA from the stage. All actors should have depth equal -1
   stage.Remove( actorA );
 
-  DALI_TEST_EQUALS( -1, actorA.GetHierarchyDepth(), TEST_LOCATION );
-  DALI_TEST_EQUALS( -1, actorB.GetHierarchyDepth(), TEST_LOCATION );
-  DALI_TEST_EQUALS( -1, actorC.GetHierarchyDepth(), TEST_LOCATION );
-  DALI_TEST_EQUALS( -1, actorD.GetHierarchyDepth(), TEST_LOCATION );
-  DALI_TEST_EQUALS( -1, actorE.GetHierarchyDepth(), TEST_LOCATION );
-  DALI_TEST_EQUALS( -1, actorF.GetHierarchyDepth(), TEST_LOCATION );
+  DALI_TEST_EQUALS( -1, actorA.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( -1, actorB.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( -1, actorC.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( -1, actorD.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( -1, actorE.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( -1, actorF.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
 
   END_TEST;
 }
@@ -6049,7 +6049,7 @@ int UtcDaliActorGetScreenPosition(void)
   application.Render();
 
   Vector3 actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
-  Vector2 actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+  Vector2 actorScreenPosition = actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
 
   tet_printf( "Actor World Position ( %f %f ) AnchorPoint::CENTER \n",  actorWorldPosition.x, actorWorldPosition.y  );
   tet_printf( "Actor Screen Position %f %f \n", actorScreenPosition.x, actorScreenPosition.y );
@@ -6065,7 +6065,7 @@ int UtcDaliActorGetScreenPosition(void)
   application.Render();
 
   actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
-  actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+  actorScreenPosition = actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
 
   tet_printf( "Actor World Position  ( %f %f ) AnchorPoint::TOP_LEFT  \n",  actorWorldPosition.x, actorWorldPosition.y );
   tet_printf( "Actor Screen Position  ( %f %f ) AnchorPoint::TOP_LEFT \n", actorScreenPosition.x, actorScreenPosition.y );
@@ -6081,7 +6081,7 @@ int UtcDaliActorGetScreenPosition(void)
   application.Render();
 
   actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
-  actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+  actorScreenPosition = actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
 
   tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT   \n",  actorWorldPosition.x, actorWorldPosition.y );
   tet_printf( "Actor Screen Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT  \n", actorScreenPosition.x, actorScreenPosition.y );
@@ -6097,7 +6097,7 @@ int UtcDaliActorGetScreenPosition(void)
   application.Render();
 
   actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
-  actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+  actorScreenPosition = actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
 
   tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 0.0 \n",  actorWorldPosition.x, actorWorldPosition.y );
   tet_printf( "Actor Screen Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 0.0   \n", actorScreenPosition.x, actorScreenPosition.y );
@@ -6113,7 +6113,7 @@ int UtcDaliActorGetScreenPosition(void)
   application.Render();
 
   actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
-  actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+  actorScreenPosition = actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
 
   DALI_TEST_EQUALS( actorScreenPosition.x,  30lu , TEST_LOCATION );
   DALI_TEST_EQUALS( actorScreenPosition.y,  420lu , TEST_LOCATION );
@@ -6137,7 +6137,7 @@ int UtcDaliActorGetScreenPosition(void)
   application.SendNotification();
   application.Render();
 
-  actorScreenPosition = actorB.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+  actorScreenPosition = actorB.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
 
   DALI_TEST_EQUALS( actorScreenPosition.x,  50lu , TEST_LOCATION );
   DALI_TEST_EQUALS( actorScreenPosition.y,  50lu , TEST_LOCATION );
@@ -6169,7 +6169,7 @@ int UtcDaliActorGetScreenPositionAfterScaling(void)
   application.Render();
 
   Vector3 actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
-  Vector2 actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+  Vector2 actorScreenPosition = actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
 
   tet_printf( "Actor World Position ( %f %f ) AnchorPoint::TOP_LEFT \n",  actorWorldPosition.x, actorWorldPosition.y  );
   tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
@@ -6185,7 +6185,7 @@ int UtcDaliActorGetScreenPositionAfterScaling(void)
   application.Render();
 
   actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
-  actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+  actorScreenPosition = actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
 
   tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT \n",  actorWorldPosition.x, actorWorldPosition.y  );
   tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
@@ -6219,7 +6219,7 @@ int UtcDaliActorGetScreenPositionWithDifferentParentOrigin(void)
   application.Render();
 
   Vector3 actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
-  Vector2 actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+  Vector2 actorScreenPosition = actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
 
   tet_printf( "Actor World Position ( %f %f ) AnchorPoint::TOP_LEFT ParentOrigin::CENTER  \n",  actorWorldPosition.x, actorWorldPosition.y  );
   tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
@@ -6236,7 +6236,7 @@ int UtcDaliActorGetScreenPositionWithDifferentParentOrigin(void)
   application.Render();
 
   actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
-  actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+  actorScreenPosition = actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
 
   tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT ParentOrigin::TOP_RIGHT \n",  actorWorldPosition.x, actorWorldPosition.y  );
   tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
@@ -6283,7 +6283,7 @@ int UtcDaliActorGetScreenPositionWithChildActors(void)
   application.Render();
 
   Vector3 actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
-  Vector2 actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+  Vector2 actorScreenPosition = actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
 
   tet_printf( "Actor World Position ( %f %f ) AnchorPoint::TOP_LEFT ParentOrigin::CENTER  \n",  actorWorldPosition.x, actorWorldPosition.y  );
   tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
@@ -6302,7 +6302,7 @@ int UtcDaliActorGetScreenPositionWithChildActors(void)
   application.Render();
 
   actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
-  actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+  actorScreenPosition = actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
 
   tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_LEFT ParentOrigin::TOP_LEFT  \n",  actorWorldPosition.x, actorWorldPosition.y  );
   tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
@@ -6361,7 +6361,7 @@ int UtcDaliActorGetScreenPositionWithChildActors02(void)
   application.Render();
 
   Vector3 actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
-  Vector2 actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+  Vector2 actorScreenPosition = actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
 
   tet_printf( "Actor World Position ( %f %f ) AnchorPoint::TOP_LEFT ParentOrigin::CENTER  \n",  actorWorldPosition.x, actorWorldPosition.y  );
   tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
@@ -6385,7 +6385,7 @@ int UtcDaliActorGetScreenPositionPositionUsesAnchorPointFalse(void)
   Actor actorA = Actor::New();
   actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
   actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
-  actorA.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
+  actorA.SetProperty( Actor::Property::POSITION_USES_ANCHOR_POINT, false );
   actorA.SetProperty( Actor::Property::SIZE, Vector2( 10.0f, 20.0f ) );
   stage.Add( actorA );
 
@@ -6394,7 +6394,7 @@ int UtcDaliActorGetScreenPositionPositionUsesAnchorPointFalse(void)
   Actor actorB = Actor::New();
   actorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT );
   actorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
-  actorB.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
+  actorB.SetProperty( Actor::Property::POSITION_USES_ANCHOR_POINT, false );
   Vector2 actorBSize( 30.0f, 60.0f );
   actorB.SetProperty( Actor::Property::SIZE, actorBSize );
   stage.Add( actorB );
@@ -6404,7 +6404,7 @@ int UtcDaliActorGetScreenPositionPositionUsesAnchorPointFalse(void)
   Actor actorC = Actor::New();
   actorC.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
   actorC.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
-  actorC.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
+  actorC.SetProperty( Actor::Property::POSITION_USES_ANCHOR_POINT, false );
   Vector2 actorCSize( 60.0f, 120.0f );
   actorC.SetProperty( Actor::Property::SIZE, actorCSize );
   stage.Add( actorC );
@@ -6416,9 +6416,9 @@ int UtcDaliActorGetScreenPositionPositionUsesAnchorPointFalse(void)
 
   Vector2 center( stage.GetSize() * 0.5f );
 
-  DALI_TEST_EQUALS( actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(), center, TEST_LOCATION );
-  DALI_TEST_EQUALS( actorB.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(), center, TEST_LOCATION );
-  DALI_TEST_EQUALS( actorC.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(), center, TEST_LOCATION );
+  DALI_TEST_EQUALS( actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >(), center, TEST_LOCATION );
+  DALI_TEST_EQUALS( actorB.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >(), center, TEST_LOCATION );
+  DALI_TEST_EQUALS( actorC.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >(), center, TEST_LOCATION );
 
   tet_infoline( "Add scale to all actors" );
 
@@ -6429,9 +6429,9 @@ int UtcDaliActorGetScreenPositionPositionUsesAnchorPointFalse(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(), center /* TOP_LEFT Anchor */, TEST_LOCATION );
-  DALI_TEST_EQUALS( actorB.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(), center - actorBSize /* BOTTOM_RIGHT Anchor */, TEST_LOCATION );
-  DALI_TEST_EQUALS( actorC.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(), center - actorCSize * 0.5f /* CENTER Anchor*/, TEST_LOCATION );
+  DALI_TEST_EQUALS( actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >(), center /* TOP_LEFT Anchor */, TEST_LOCATION );
+  DALI_TEST_EQUALS( actorB.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >(), center - actorBSize /* BOTTOM_RIGHT Anchor */, TEST_LOCATION );
+  DALI_TEST_EQUALS( actorC.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >(), center - actorCSize * 0.5f /* CENTER Anchor*/, TEST_LOCATION );
 
   END_TEST;
 }
@@ -6454,7 +6454,7 @@ int utcDaliActorPositionUsesAnchorPoint(void)
   DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
 
   tet_infoline( "Set the position uses anchor point property to false\n" );
-  actor.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
+  actor.SetProperty( Actor::Property::POSITION_USES_ANCHOR_POINT, false );
 
   application.SendNotification();
   application.Render();
@@ -6475,7 +6475,7 @@ int utcDaliActorPositionUsesAnchorPointCheckScale(void)
   actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
   actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
   actor.SetProperty( Actor::Property::SCALE, 2.0f );
-  actor.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
+  actor.SetProperty( Actor::Property::POSITION_USES_ANCHOR_POINT, false );
   Stage::GetCurrent().Add( actor );
 
   application.SendNotification();
@@ -6509,7 +6509,7 @@ int utcDaliActorPositionUsesAnchorPointCheckRotation(void)
   actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
   actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
   actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree( 90.0f), Vector3::ZAXIS ) );
-  actor.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
+  actor.SetProperty( Actor::Property::POSITION_USES_ANCHOR_POINT, false );
   Stage::GetCurrent().Add( actor );
 
   application.SendNotification();
@@ -6544,7 +6544,7 @@ int utcDaliActorPositionUsesAnchorPointCheckScaleAndRotation(void)
   actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
   actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree( 90.0f), Vector3::ZAXIS ) );
   actor.SetProperty( Actor::Property::SCALE, 2.0f );
-  actor.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
+  actor.SetProperty( Actor::Property::POSITION_USES_ANCHOR_POINT, false );
   Stage::GetCurrent().Add( actor );
 
   application.SendNotification();
@@ -6584,7 +6584,7 @@ int utcDaliActorPositionUsesAnchorPointOnlyInheritPosition(void)
   actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
   actor.SetProperty( Actor::Property::INHERIT_SCALE, false );
   actor.SetProperty( Actor::Property::INHERIT_ORIENTATION, false );
-  actor.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
+  actor.SetProperty( Actor::Property::POSITION_USES_ANCHOR_POINT, false );
   parent.Add( actor );
 
   application.SendNotification();
@@ -7219,9 +7219,9 @@ int utcDaliActorCulled(void)
   application.SendNotification();
   application.Render( 0 );
 
-  DALI_TEST_EQUALS( actor.GetProperty< bool >( DevelActor::Property::CULLED ), false, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::CULLED ), false, TEST_LOCATION );
 
-  PropertyNotification notification = actor.AddPropertyNotification( DevelActor::Property::CULLED, LessThanCondition( 0.5f ) );
+  PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::CULLED, LessThanCondition( 0.5f ) );
   notification.SetNotifyMode( PropertyNotification::NotifyOnChanged );
 
   // Connect NotifySignal
@@ -7237,10 +7237,10 @@ int utcDaliActorCulled(void)
 
   application.SendNotification();
 
-  DALI_TEST_EQUALS( actor.GetProperty< bool >( DevelActor::Property::CULLED ), true, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::CULLED ), true, TEST_LOCATION );
 
   DALI_TEST_EQUALS( propertyNotificationSignal, true, TEST_LOCATION );
-  DALI_TEST_EQUALS( source.GetTargetProperty(), static_cast< int >( DevelActor::Property::CULLED ), TEST_LOCATION );
+  DALI_TEST_EQUALS( source.GetTargetProperty(), static_cast< int >( Actor::Property::CULLED ), TEST_LOCATION );
   DALI_TEST_EQUALS( source.GetTarget().GetProperty< bool >( source.GetTargetProperty() ), true, TEST_LOCATION );
 
   END_TEST;
index 3ccf8a6..8946ae2 100644 (file)
@@ -8432,7 +8432,7 @@ int UtcDaliAnimationAnimateToActorColorP(void)
   DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_GREEN ), targetColor.g, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_BLUE ), targetColor.b, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), targetColor.a, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( DevelActor::Property::OPACITY ), targetColor.a, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::OPACITY ), targetColor.a, TEST_LOCATION );
 
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
@@ -8748,7 +8748,7 @@ int UtcDaliAnimationAnimateToActorColorAlphaP(void)
   // Target value should be retrievable straight away
   DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Vector4( startValue, startValue, startValue, targetAlpha ), TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), targetAlpha, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( DevelActor::Property::OPACITY ), targetAlpha, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::OPACITY ), targetAlpha, TEST_LOCATION );
 
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
@@ -10638,7 +10638,7 @@ int UtcDaliAnimationUpdateManagerP(void)
 
   // Apply animation to actor
   animation.AnimateTo( Property(actor, Actor::Property::POSITION), Vector3( 100.f, 90.f, 80.f ), AlphaFunction::LINEAR );
-  animation.AnimateTo( Property(actor, DevelActor::Property::OPACITY), 0.3f, AlphaFunction::LINEAR );
+  animation.AnimateTo( Property(actor, Actor::Property::OPACITY), 0.3f, AlphaFunction::LINEAR );
 
   animation.Play();
 
index 8368590..3d0eccd 100644 (file)
@@ -1421,11 +1421,17 @@ int UtcDaliCameraActorDefaultPropertiesInherited(void)
     { "clippingMode",           Property::STRING,   true,  false, false, Dali::Actor::Property::CLIPPING_MODE },
     { "layoutDirection",        Property::STRING,   true,  false, false, Dali::Actor::Property::LAYOUT_DIRECTION },
     { "inheritLayoutDirection", Property::BOOLEAN,  true,  false, false, Dali::Actor::Property::INHERIT_LAYOUT_DIRECTION },
+    { "opacity",                Property::FLOAT,    true,  true,  true,  Dali::Actor::Property::OPACITY },
+    { "screenPosition",         Property::VECTOR2,  false, false, false, Dali::Actor::Property::SCREEN_POSITION },
+    { "positionUsesAnchorPoint",Property::BOOLEAN,  true,  false, false, Dali::Actor::Property::POSITION_USES_ANCHOR_POINT },
+    { "culled",                 Property::BOOLEAN,  false, false, true,  Dali::Actor::Property::CULLED },
+    { "id",                     Property::INTEGER,  false, false, false, Dali::Actor::Property::ID },
+    { "hierarchyDepth",         Property::INTEGER,  false, false, false, Dali::Actor::Property::HIERARCHY_DEPTH },
+    { "isRoot",                 Property::BOOLEAN,  false, false, false, Dali::Actor::Property::IS_ROOT },
+    { "isLayer",                Property::BOOLEAN,  false, false, false, Dali::Actor::Property::IS_LAYER },
+    { "connectedToScene",       Property::BOOLEAN,  false, false, false, Dali::Actor::Property::CONNECTED_TO_SCENE },
+    { "keyboardFocusable",      Property::BOOLEAN,  true,  false, false, Dali::Actor::Property::KEYBOARD_FOCUSABLE },
     { "siblingOrder",           Property::INTEGER,  true,  false, false, Dali::DevelActor::Property::SIBLING_ORDER },
-    { "opacity",                Property::FLOAT,    true,  true,  true,  Dali::DevelActor::Property::OPACITY },
-    { "screenPosition",         Property::VECTOR2,  false, false, false, Dali::DevelActor::Property::SCREEN_POSITION },
-    { "positionUsesAnchorPoint",Property::BOOLEAN,  true,  false, false, Dali::DevelActor::Property::POSITION_USES_ANCHOR_POINT },
-    { "culled",                 Property::BOOLEAN,  false, false, true,  Dali::DevelActor::Property::CULLED },
 // camera own
     { "type",                   Property::STRING,   true,    false,   true,   Dali::CameraActor::Property::TYPE                  },
     { "projectionMode",         Property::STRING,   true,    false,   true,   Dali::CameraActor::Property::PROJECTION_MODE       },
index 34d0fce..b0dbc73 100644 (file)
@@ -1515,7 +1515,7 @@ int UtcDaliCustomActorSetGetActorPropertyActionSignal(void)
   custom.ConnectSignal( &application, "offStage",
     [weakRef]()
       {
-        DALI_TEST_EQUALS( weakRef.GetHandle().OnStage(), false, TEST_LOCATION );
+        DALI_TEST_EQUALS( weakRef.GetHandle().GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ), false, TEST_LOCATION );
       } );
 
   Stage::GetCurrent().Remove( custom );
index a714083..11a8c08 100644 (file)
@@ -321,7 +321,7 @@ int UtcDaliFrameCallbackGetters(void)
   Stage stage = Stage::GetCurrent();
   stage.Add( actor );
 
-  FrameCallbackOneActor frameCallback( actor.GetId() );
+  FrameCallbackOneActor frameCallback( actor.GetProperty< int >( Actor::Property::ID ) );
   DevelStage::AddFrameCallback( stage, frameCallback, stage.GetRootLayer() );
 
   application.SendNotification();
@@ -358,7 +358,7 @@ int UtcDaliFrameCallbackSetters(void)
   Vector4 colorToSet( Color::MAGENTA );
   Vector3 scaleToSet( 1.0f, 3.0f, 5.0f );
 
-  FrameCallbackSetter frameCallback( actor.GetId(), sizeToSet, positionToSet, colorToSet, scaleToSet );
+  FrameCallbackSetter frameCallback( actor.GetProperty< int >( Actor::Property::ID ), sizeToSet, positionToSet, colorToSet, scaleToSet );
   DevelStage::AddFrameCallback( stage, frameCallback, stage.GetRootLayer() );
 
   application.SendNotification();
@@ -422,7 +422,7 @@ int UtcDaliFrameCallbackBake(void)
   Vector4 colorToSet( Color::MAGENTA );
   Vector3 scaleToSet( 1.0f, 3.0f, 5.0f );
 
-  FrameCallbackBaker frameCallback( actor.GetId(), sizeToSet, positionToSet, colorToSet, scaleToSet );
+  FrameCallbackBaker frameCallback( actor.GetProperty< int >( Actor::Property::ID ), sizeToSet, positionToSet, colorToSet, scaleToSet );
   DevelStage::AddFrameCallback( stage, frameCallback, stage.GetRootLayer() );
 
   application.SendNotification();
@@ -562,14 +562,14 @@ int UtcDaliFrameCallbackMultipleActors(void)
   actorG.Add( actorH );
 
   std::map< char, unsigned int > actorIds;
-  actorIds['A'] = actorA.GetId();
-  actorIds['B'] = actorB.GetId();
-  actorIds['C'] = actorC.GetId();
-  actorIds['D'] = actorD.GetId();
-  actorIds['E'] = actorE.GetId();
-  actorIds['F'] = actorF.GetId();
-  actorIds['G'] = actorG.GetId();
-  actorIds['H'] = actorH.GetId();
+  actorIds['A'] = actorA.GetProperty< int >( Actor::Property::ID );
+  actorIds['B'] = actorB.GetProperty< int >( Actor::Property::ID );
+  actorIds['C'] = actorC.GetProperty< int >( Actor::Property::ID );
+  actorIds['D'] = actorD.GetProperty< int >( Actor::Property::ID );
+  actorIds['E'] = actorE.GetProperty< int >( Actor::Property::ID );
+  actorIds['F'] = actorF.GetProperty< int >( Actor::Property::ID );
+  actorIds['G'] = actorG.GetProperty< int >( Actor::Property::ID );
+  actorIds['H'] = actorH.GetProperty< int >( Actor::Property::ID );
 
   FrameCallbackMultipleActors frameCallback;
   for( auto&& i : actorIds )
@@ -617,7 +617,7 @@ int UtcDaliFrameCallbackCheckActorNotAdded(void)
   actor.SetProperty( Actor::Property::SIZE, Vector2( 200, 300 ) );
 
   Stage stage = Stage::GetCurrent();
-  FrameCallbackOneActor frameCallback( actor.GetId() );
+  FrameCallbackOneActor frameCallback( actor.GetProperty< int >( Actor::Property::ID ) );
   DevelStage::AddFrameCallback( stage, frameCallback, stage.GetRootLayer() );
 
   application.SendNotification();
@@ -677,7 +677,7 @@ int UtcDaliFrameCallbackActorRemovedAndAdded(void)
   Actor actor = Actor::New();
   stage.Add( actor );
 
-  FrameCallbackActorIdCheck frameCallback( actor.GetId() );
+  FrameCallbackActorIdCheck frameCallback( actor.GetProperty< int >( Actor::Property::ID ) );
   DevelStage::AddFrameCallback( stage, frameCallback, stage.GetRootLayer() );
 
   application.SendNotification();
index 57a9b78..65e0777 100644 (file)
@@ -300,7 +300,7 @@ int UtcDaliHandleIsPropertyWritable(void)
   DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::COLOR_GREEN ) );
   DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::COLOR_BLUE ) );
   DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::COLOR_ALPHA ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyWritable( DevelActor::Property::OPACITY ) );
+  DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::OPACITY ) );
 
   // World-properties are not writable:
   DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::Property::WORLD_POSITION ) );
@@ -349,7 +349,7 @@ int UtcDaliHandleIsPropertyAnimatable(void)
   DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::COLOR_GREEN ) );
   DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::COLOR_BLUE ) );
   DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::COLOR_ALPHA ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( DevelActor::Property::OPACITY ) );
+  DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::OPACITY ) );
 
   // World-properties can not be animated
   DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::WORLD_POSITION ) );
@@ -397,7 +397,7 @@ int UtcDaliHandleIsPropertyAConstraintInput(void)
   DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::COLOR_GREEN ) );
   DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::COLOR_BLUE ) );
   DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::COLOR_ALPHA ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( DevelActor::Property::OPACITY ) );
+  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::OPACITY ) );
   DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::WORLD_POSITION ) );
   DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::WORLD_ORIENTATION ) );
   DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::WORLD_SCALE ) );
index 76639e8..300767a 100644 (file)
@@ -454,7 +454,7 @@ int UtcDaliRendererBlendOptions01(void)
 
   Actor actor = Actor::New();
   // set a transparent actor color so that blending is enabled
-  actor.SetProperty( DevelActor::Property::OPACITY, 0.5f );
+  actor.SetProperty( Actor::Property::OPACITY, 0.5f );
   actor.AddRenderer(renderer);
   actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
   Stage::GetCurrent().Add(actor);
@@ -499,7 +499,7 @@ int UtcDaliRendererBlendOptions02(void)
   Renderer renderer = Renderer::New( geometry, shader );
 
   Actor actor = Actor::New();
-  actor.SetProperty( DevelActor::Property::OPACITY, 0.5f ); // enable blending
+  actor.SetProperty( Actor::Property::OPACITY, 0.5f ); // enable blending
   actor.AddRenderer(renderer);
   actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
   Stage::GetCurrent().Add(actor);
@@ -570,7 +570,7 @@ int UtcDaliRendererBlendOptions04(void)
   Renderer renderer = Renderer::New( geometry, shader );
 
   Actor actor = Actor::New();
-  actor.SetProperty( DevelActor::Property::OPACITY, 0.1f );
+  actor.SetProperty( Actor::Property::OPACITY, 0.1f );
   actor.AddRenderer(renderer);
   actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
   Stage::GetCurrent().Add(actor);
@@ -615,7 +615,7 @@ int UtcDaliRendererSetBlendMode01(void)
   Renderer renderer = Renderer::New( geometry, shader );
 
   Actor actor = Actor::New();
-  actor.SetProperty( DevelActor::Property::OPACITY, 0.98f );
+  actor.SetProperty( Actor::Property::OPACITY, 0.98f );
   actor.AddRenderer(renderer);
   actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
   Stage::GetCurrent().Add(actor);
@@ -647,7 +647,7 @@ int UtcDaliRendererSetBlendMode01b(void)
   Renderer renderer = Renderer::New( geometry, shader );
 
   Actor actor = Actor::New();
-  actor.SetProperty( DevelActor::Property::OPACITY, 0.0f );
+  actor.SetProperty( Actor::Property::OPACITY, 0.0f );
   actor.AddRenderer(renderer);
   actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
   Stage::GetCurrent().Add(actor);
@@ -682,7 +682,7 @@ int UtcDaliRendererSetBlendMode02(void)
   Renderer renderer = Renderer::New( geometry, shader );
 
   Actor actor = Actor::New();
-  actor.SetProperty( DevelActor::Property::OPACITY, 0.15f );
+  actor.SetProperty( Actor::Property::OPACITY, 0.15f );
   actor.AddRenderer(renderer);
   actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
   Stage::GetCurrent().Add(actor);
@@ -714,7 +714,7 @@ int UtcDaliRendererSetBlendMode03(void)
   Renderer renderer = Renderer::New( geometry, shader );
 
   Actor actor = Actor::New();
-  actor.SetProperty( DevelActor::Property::OPACITY, 0.75f );
+  actor.SetProperty( Actor::Property::OPACITY, 0.75f );
   actor.AddRenderer(renderer);
   actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
   Stage::GetCurrent().Add(actor);
index d4125b2..3f409fe 100644 (file)
@@ -258,10 +258,10 @@ int UtcDaliSceneAdd(void)
   Dali::Integration::Scene scene = application.GetScene();
 
   Actor actor = Actor::New();
-  DALI_TEST_CHECK( !actor.OnStage() );
+  DALI_TEST_CHECK( !actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
 
   scene.Add( actor );
-  DALI_TEST_CHECK( actor.OnStage() );
+  DALI_TEST_CHECK( actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
 
   END_TEST;
 }
@@ -274,13 +274,13 @@ int UtcDaliSceneRemove(void)
   Dali::Integration::Scene scene = application.GetScene();
 
   Actor actor = Actor::New();
-  DALI_TEST_CHECK( !actor.OnStage() );
+  DALI_TEST_CHECK( !actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
 
   scene.Add( actor );
-  DALI_TEST_CHECK( actor.OnStage() );
+  DALI_TEST_CHECK( actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
 
   scene.Remove(actor);
-  DALI_TEST_CHECK( !actor.OnStage() );
+  DALI_TEST_CHECK( !actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
 
   END_TEST;
 }
index 592453d..857fd78 100755 (executable)
@@ -413,10 +413,10 @@ int UtcDaliStageAddP(void)
   Stage stage = Stage::GetCurrent();
 
   Actor actor = Actor::New();
-  DALI_TEST_CHECK( !actor.OnStage() );
+  DALI_TEST_CHECK( !actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
 
   stage.Add( actor );
-  DALI_TEST_CHECK( actor.OnStage() );
+  DALI_TEST_CHECK( actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
   END_TEST;
 }
 
@@ -451,13 +451,13 @@ int UtcDaliStageRemoveP(void)
   Stage stage = Stage::GetCurrent();
 
   Actor actor = Actor::New();
-  DALI_TEST_CHECK( !actor.OnStage() );
+  DALI_TEST_CHECK( !actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
 
   stage.Add( actor );
-  DALI_TEST_CHECK( actor.OnStage() );
+  DALI_TEST_CHECK( actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
 
   stage.Remove(actor);
-  DALI_TEST_CHECK( !actor.OnStage() );
+  DALI_TEST_CHECK( !actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
   END_TEST;
 }
 
@@ -491,7 +491,7 @@ int UtcDaliStageRemoveN2(void)
 
   Stage stage = Stage::GetCurrent();
   Actor actor = Actor::New();
-  DALI_TEST_CHECK( !actor.OnStage() );
+  DALI_TEST_CHECK( !actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
 
   bool asserted = false;
   try
index ff521de..a72418b 100644 (file)
@@ -2,7 +2,7 @@
 #define DALI_ACTOR_DEVEL_H
 
 /*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
@@ -74,7 +74,6 @@ enum Type
   INHERIT_ORIENTATION         = Dali::Actor::Property::INHERIT_ORIENTATION,
   INHERIT_SCALE               = Dali::Actor::Property::INHERIT_SCALE,
   COLOR_MODE                  = Dali::Actor::Property::COLOR_MODE,
-  RESERVED_PROPERTY_01        = Dali::Actor::Property::RESERVED_PROPERTY_01,
   DRAW_MODE                   = Dali::Actor::Property::DRAW_MODE,
   SIZE_MODE_FACTOR            = Dali::Actor::Property::SIZE_MODE_FACTOR,
   WIDTH_RESIZE_POLICY         = Dali::Actor::Property::WIDTH_RESIZE_POLICY,
@@ -89,6 +88,16 @@ enum Type
   CLIPPING_MODE               = Dali::Actor::Property::CLIPPING_MODE,
   LAYOUT_DIRECTION            = Dali::Actor::Property::LAYOUT_DIRECTION,
   INHERIT_LAYOUT_DIRECTION    = Dali::Actor::Property::INHERIT_LAYOUT_DIRECTION,
+  OPACITY                     = Dali::Actor::Property::OPACITY,
+  SCREEN_POSITION             = Dali::Actor::Property::SCREEN_POSITION,
+  POSITION_USES_ANCHOR_POINT  = Dali::Actor::Property::POSITION_USES_ANCHOR_POINT,
+  CULLED                      = Dali::Actor::Property::CULLED,
+  ID                          = Dali::Actor::Property::ID,
+  HIERARCHY_DEPTH             = Dali::Actor::Property::HIERARCHY_DEPTH,
+  IS_ROOT                     = Dali::Actor::Property::IS_ROOT,
+  IS_LAYER                    = Dali::Actor::Property::IS_LAYER,
+  CONNECTED_TO_SCENE          = Dali::Actor::Property::CONNECTED_TO_SCENE,
+  KEYBOARD_FOCUSABLE          = Dali::Actor::Property::KEYBOARD_FOCUSABLE,
 
   /**
    * @brief Sets the sibling order of the actor so depth position can be defined within the same parent.
@@ -97,37 +106,7 @@ enum Type
    * @note Raise, Lower, RaiseToTop, LowerToBottom, RaiseAbove and LowerBelow will override the
    * sibling order. The values set by this Property will likely change.
    */
-  SIBLING_ORDER = INHERIT_LAYOUT_DIRECTION + 1,
-
-  /**
-   * @brief The opacity of the actor.
-   * @details Name "opacity", type Property::FLOAT.
-   */
-  OPACITY = INHERIT_LAYOUT_DIRECTION + 2,
-
-  /**
-   * @brief Returns the screen position of the Actor
-   * @details Name "screenPosition", type Property::VECTOR2. Read-only
-   * @note This assumes default camera and default render-task and the Z position is ZERO.
-   * @note The last known frame is used for the calculation. May not match a position value just set.
-   */
-  SCREEN_POSITION = INHERIT_LAYOUT_DIRECTION + 3,
-
-  /**
-   * @brief Determines whether the anchor point should be used to determine the position of the actor.
-   * @details Name "positionUsesAnchorPoint", type Property::BOOLEAN.
-   * @note This is true by default.
-   * @note If false, then the top-left of the actor is used for the position.
-   * @note Setting this to false will allow scaling or rotation around the anchor-point without affecting the actor's position.
-   */
-  POSITION_USES_ANCHOR_POINT = INHERIT_LAYOUT_DIRECTION + 4,
-
-  /**
-   * @brief Returns whether the actor is culled or not.
-   * @details Name "culled", type Property::BOOLEAN. Read-only
-   * @note True means that the actor is out of the view frustum.
-   */
-  CULLED = INHERIT_LAYOUT_DIRECTION + 5,
+  SIBLING_ORDER = KEYBOARD_FOCUSABLE + 1,
 };
 
 } // namespace Property
index 5a48d6c..b387d33 100644 (file)
@@ -194,7 +194,6 @@ DALI_PROPERTY( "leaveRequired",             BOOLEAN,  true,  false, false, Dali:
 DALI_PROPERTY( "inheritOrientation",        BOOLEAN,  true,  false, false, Dali::Actor::Property::INHERIT_ORIENTATION )
 DALI_PROPERTY( "inheritScale",              BOOLEAN,  true,  false, false, Dali::Actor::Property::INHERIT_SCALE )
 DALI_PROPERTY( "colorMode",                 INTEGER,  true,  false, false, Dali::Actor::Property::COLOR_MODE )
-DALI_PROPERTY( "reservedProperty01",        STRING,   true,  false, false, Dali::Actor::Property::RESERVED_PROPERTY_01 ) // This property was removed, but to keep binary compatibility and TypeRegister test app, remain it here.
 DALI_PROPERTY( "drawMode",                  INTEGER,  true,  false, false, Dali::Actor::Property::DRAW_MODE )
 DALI_PROPERTY( "sizeModeFactor",            VECTOR3,  true,  false, false, Dali::Actor::Property::SIZE_MODE_FACTOR )
 DALI_PROPERTY( "widthResizePolicy",         STRING,   true,  false, false, Dali::Actor::Property::WIDTH_RESIZE_POLICY )
@@ -209,11 +208,17 @@ DALI_PROPERTY( "inheritPosition",           BOOLEAN,  true,  false, false, Dali:
 DALI_PROPERTY( "clippingMode",              STRING,   true,  false, false, Dali::Actor::Property::CLIPPING_MODE )
 DALI_PROPERTY( "layoutDirection",           STRING,   true,  false, false, Dali::Actor::Property::LAYOUT_DIRECTION )
 DALI_PROPERTY( "inheritLayoutDirection",    BOOLEAN,  true,  false, false, Dali::Actor::Property::INHERIT_LAYOUT_DIRECTION )
+DALI_PROPERTY( "opacity",                   FLOAT,    true,  true,  true,  Dali::Actor::Property::OPACITY )
+DALI_PROPERTY( "screenPosition",            VECTOR2,  false, false, false, Dali::Actor::Property::SCREEN_POSITION )
+DALI_PROPERTY( "positionUsesAnchorPoint",   BOOLEAN,  true,  false, false, Dali::Actor::Property::POSITION_USES_ANCHOR_POINT )
+DALI_PROPERTY( "culled",                    BOOLEAN,  false, false, true,  Dali::Actor::Property::CULLED )
+DALI_PROPERTY( "id",                        INTEGER,  false, false, false, Dali::Actor::Property::ID )
+DALI_PROPERTY( "hierarchyDepth",            INTEGER,  false, false, false, Dali::Actor::Property::HIERARCHY_DEPTH )
+DALI_PROPERTY( "isRoot",                    BOOLEAN,  false, false, false, Dali::Actor::Property::IS_ROOT )
+DALI_PROPERTY( "isLayer",                   BOOLEAN,  false, false, false, Dali::Actor::Property::IS_LAYER )
+DALI_PROPERTY( "connectedToScene",          BOOLEAN,  false, false, false, Dali::Actor::Property::CONNECTED_TO_SCENE )
+DALI_PROPERTY( "keyboardFocusable",         BOOLEAN,  true,  false, false, Dali::Actor::Property::KEYBOARD_FOCUSABLE )
 DALI_PROPERTY( "siblingOrder",              INTEGER,  true,  false, false, Dali::DevelActor::Property::SIBLING_ORDER )
-DALI_PROPERTY( "opacity",                   FLOAT,    true,  true,  true,  Dali::DevelActor::Property::OPACITY )
-DALI_PROPERTY( "screenPosition",            VECTOR2,  false, false, false, Dali::DevelActor::Property::SCREEN_POSITION )
-DALI_PROPERTY( "positionUsesAnchorPoint",   BOOLEAN,  true,  false, false, Dali::DevelActor::Property::POSITION_USES_ANCHOR_POINT )
-DALI_PROPERTY( "culled",                    BOOLEAN,  false, false, true, Dali::DevelActor::Property::CULLED )
 DALI_PROPERTY_TABLE_END( DEFAULT_ACTOR_PROPERTY_START_INDEX, ActorDefaultProperties )
 
 // Signals
@@ -2586,7 +2591,7 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr
     }
 
     case Dali::Actor::Property::COLOR_ALPHA:
-    case Dali::DevelActor::Property::OPACITY:
+    case Dali::Actor::Property::OPACITY:
     {
       float value;
       if( property.Get( value ) )
@@ -2752,7 +2757,7 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr
       break;
     }
 
-    case Dali::DevelActor::Property::POSITION_USES_ANCHOR_POINT:
+    case Dali::Actor::Property::POSITION_USES_ANCHOR_POINT:
     {
       bool value = false;
       if( property.Get( value ) && value != mPositionUsesAnchorPoint )
@@ -2785,6 +2790,16 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr
       break;
     }
 
+    case Dali::Actor::Property::KEYBOARD_FOCUSABLE:
+    {
+      bool value = false;
+      if( property.Get( value ) )
+      {
+        SetKeyboardFocusable( value );
+      }
+      break;
+    }
+
     default:
     {
       // this can happen in the case of a non-animatable default property so just do nothing
@@ -3121,7 +3136,7 @@ void Actor::OnNotifyDefaultPropertyAnimation( Animation& animation, Property::In
         }
 
         case Dali::Actor::Property::COLOR_ALPHA:
-        case Dali::DevelActor::Property::OPACITY:
+        case Dali::Actor::Property::OPACITY:
         {
           value.Get( mTargetColor.a );
           break;
@@ -3286,7 +3301,7 @@ void Actor::OnNotifyDefaultPropertyAnimation( Animation& animation, Property::In
         }
 
         case Dali::Actor::Property::COLOR_ALPHA:
-        case Dali::DevelActor::Property::OPACITY:
+        case Dali::Actor::Property::OPACITY:
         {
           AdjustValue< float >( mTargetColor.a, value );
           break;
@@ -3348,7 +3363,7 @@ const PropertyBase* Actor::GetSceneObjectAnimatableProperty( Property::Index ind
     case Dali::Actor::Property::COLOR_GREEN: // FALLTHROUGH
     case Dali::Actor::Property::COLOR_BLUE:  // FALLTHROUGH
     case Dali::Actor::Property::COLOR_ALPHA: // FALLTHROUGH
-    case Dali::DevelActor::Property::OPACITY:
+    case Dali::Actor::Property::OPACITY:
     {
       property = &GetNode().mColor;
       break;
@@ -3417,7 +3432,7 @@ const PropertyInputImpl* Actor::GetSceneObjectInputProperty( Property::Index ind
       property = &GetNode().mWorldMatrix;
       break;
     }
-    case Dali::DevelActor::Property::CULLED:
+    case Dali::Actor::Property::CULLED:
     {
       property = &GetNode().mCulled;
       break;
@@ -3480,7 +3495,7 @@ int32_t Actor::GetPropertyComponentIndex( Property::Index index ) const
     }
 
     case Dali::Actor::Property::COLOR_ALPHA:
-    case Dali::DevelActor::Property::OPACITY:
+    case Dali::Actor::Property::OPACITY:
     {
       componentIndex = 3;
       break;
@@ -3735,7 +3750,7 @@ bool Actor::GetCachedPropertyValue( Property::Index index, Property::Value& valu
     }
 
     case Dali::Actor::Property::COLOR_ALPHA:
-    case Dali::DevelActor::Property::OPACITY:
+    case Dali::Actor::Property::OPACITY:
     {
       value = mTargetColor.a;
       break;
@@ -3857,13 +3872,13 @@ bool Actor::GetCachedPropertyValue( Property::Index index, Property::Value& valu
       break;
     }
 
-    case Dali::DevelActor::Property::SCREEN_POSITION:
+    case Dali::Actor::Property::SCREEN_POSITION:
     {
       value = GetCurrentScreenPosition();
       break;
     }
 
-    case Dali::DevelActor::Property::POSITION_USES_ANCHOR_POINT:
+    case Dali::Actor::Property::POSITION_USES_ANCHOR_POINT:
     {
       value = mPositionUsesAnchorPoint;
       break;
@@ -3881,6 +3896,42 @@ bool Actor::GetCachedPropertyValue( Property::Index index, Property::Value& valu
       break;
     }
 
+    case Dali::Actor::Property::ID:
+    {
+      value = static_cast<int>( GetId() );
+      break;
+    }
+
+    case Dali::Actor::Property::HIERARCHY_DEPTH:
+    {
+      value = GetHierarchyDepth();
+      break;
+    }
+
+    case Dali::Actor::Property::IS_ROOT:
+    {
+      value = IsRoot();
+      break;
+    }
+
+    case Dali::Actor::Property::IS_LAYER:
+    {
+      value = IsLayer();
+      break;
+    }
+
+    case Dali::Actor::Property::CONNECTED_TO_SCENE:
+    {
+      value = OnStage();
+      break;
+    }
+
+    case Dali::Actor::Property::KEYBOARD_FOCUSABLE:
+    {
+      value = IsKeyboardFocusable();
+      break;
+    }
+
     default:
     {
       // Must be a scene-graph only property
@@ -4037,7 +4088,7 @@ bool Actor::GetCurrentPropertyValue( Property::Index index, Property::Value& val
     }
 
     case Dali::Actor::Property::COLOR_ALPHA:
-    case Dali::DevelActor::Property::OPACITY:
+    case Dali::Actor::Property::OPACITY:
     {
       value = GetCurrentColor().a;
       break;
@@ -4061,7 +4112,7 @@ bool Actor::GetCurrentPropertyValue( Property::Index index, Property::Value& val
       break;
     }
 
-    case DevelActor::Property::CULLED:
+    case Dali::Actor::Property::CULLED:
     {
       value = GetNode().IsCulled( GetEventThreadServices().GetEventBufferIndex() );
       break;
index ca18f50..3b5dd56 100644 (file)
@@ -268,7 +268,7 @@ void HoverEventProcessor::ProcessHoverEvent( const Integration::HoverEvent& even
 
   if ( ( primaryPointState == TouchPoint::Started ) &&
        ( hoverEvent.GetPointCount() == 1 ) &&
-       ( consumedActor && consumedActor.OnStage() ) )
+       ( consumedActor && GetImplementation( consumedActor ).OnStage() ) )
   {
     mHoverStartConsumedActor.SetActor( &GetImplementation( consumedActor ) );
   }
@@ -346,12 +346,12 @@ void HoverEventProcessor::ProcessHoverEvent( const Integration::HoverEvent& even
   else
   {
     // The primaryHitActor may have been removed from the stage so ensure it is still on the stage before setting members.
-    if ( primaryHitActor && primaryHitActor.OnStage() )
+    if ( primaryHitActor && GetImplementation( primaryHitActor ).OnStage() )
     {
       mLastPrimaryHitActor.SetActor( &GetImplementation( primaryHitActor ) );
 
       // Only observe the consumed actor if we have a primaryHitActor (check if it is still on stage).
-      if ( consumedActor && consumedActor.OnStage() )
+      if ( consumedActor && GetImplementation( consumedActor ).OnStage() )
       {
         mLastConsumedActor.SetActor( &GetImplementation( consumedActor ) );
       }
index 145f1ad..97c15a2 100644 (file)
@@ -283,7 +283,7 @@ void TouchEventProcessor::ProcessTouchEvent( const Integration::TouchEvent& even
 
   if ( ( primaryPointState == PointState::DOWN ) &&
        ( touchEvent.GetPointCount() == 1 ) &&
-       ( consumedActor && consumedActor.OnStage() ) )
+       ( consumedActor && consumedActor.GetProperty< bool >( Dali::Actor::Property::CONNECTED_TO_SCENE ) ) )
   {
     mTouchDownConsumedActor.SetActor( &GetImplementation( consumedActor ) );
   }
@@ -361,12 +361,12 @@ void TouchEventProcessor::ProcessTouchEvent( const Integration::TouchEvent& even
   else
   {
     // The primaryHitActor may have been removed from the stage so ensure it is still on the stage before setting members.
-    if ( primaryHitActor && primaryHitActor.OnStage() )
+    if ( primaryHitActor && GetImplementation( primaryHitActor ).OnStage() )
     {
       mLastPrimaryHitActor.SetActor( &GetImplementation( primaryHitActor ) );
 
       // Only observe the consumed actor if we have a primaryHitActor (check if it is still on stage).
-      if ( consumedActor && consumedActor.OnStage() )
+      if ( consumedActor && GetImplementation( consumedActor ).OnStage() )
       {
         mLastConsumedActor.SetActor( &GetImplementation( consumedActor ) );
       }
index f131dbd..a9af430 100644 (file)
@@ -65,26 +65,11 @@ Actor& Actor::operator=(const Actor& rhs)
   return *this;
 }
 
-uint32_t Actor::GetId() const
-{
-  return GetImplementation(*this).GetId();
-}
-
-bool Actor::IsRoot() const
-{
-  return GetImplementation(*this).IsRoot();
-}
-
 bool Actor::OnStage() const
 {
   return GetImplementation(*this).OnStage();
 }
 
-bool Actor::IsLayer() const
-{
-  return GetImplementation(*this).IsLayer();
-}
-
 Layer Actor::GetLayer()
 {
   return GetImplementation(*this).GetLayer();
@@ -170,16 +155,6 @@ bool Actor::ScreenToLocal(float& localX, float& localY, float screenX, float scr
   return GetImplementation(*this).ScreenToLocal(localX, localY, screenX, screenY);
 }
 
-void Actor::SetKeyboardFocusable( bool focusable )
-{
-  GetImplementation(*this).SetKeyboardFocusable(focusable);
-}
-
-bool Actor::IsKeyboardFocusable() const
-{
-  return GetImplementation(*this).IsKeyboardFocusable();
-}
-
 void Actor::Raise()
 {
   GetImplementation( *this ).Raise();
@@ -235,11 +210,6 @@ float Actor::GetRelayoutSize( Dimension::Type dimension ) const
   return GetImplementation(*this).GetRelayoutSize( dimension );
 }
 
-int32_t Actor::GetHierarchyDepth()
-{
-  return GetImplementation(*this).GetHierarchyDepth();
-}
-
 Actor::TouchSignalType& Actor::TouchedSignal()
 {
   DALI_LOG_WARNING_NOFN("DEPRECATION WARNING: TouchedSignal() is deprecated and will be removed from next release. Use TouchSignal() instead.\n" );
index 7b3cb73..2ce833f 100644 (file)
@@ -549,11 +549,6 @@ public:
       COLOR_MODE,
 
       /**
-       * @brief This property is removed because it's deprecated.
-       */
-      RESERVED_PROPERTY_01,
-
-      /**
        * @brief The draw mode of an actor.
        * @details Name "drawMode", type DrawMode::Type (Property::INTEGER) or Property::STRING.
        * @SINCE_1_0.0
@@ -657,6 +652,85 @@ public:
        * @SINCE_1_2.60
        */
       INHERIT_LAYOUT_DIRECTION,
+
+      /**
+       * @brief The opacity of the actor.
+       * @details Name "opacity", type Property::FLOAT.
+       * @SINCE_1_9.17
+       */
+      OPACITY,
+
+      /**
+       * @brief Returns the screen position of the Actor
+       * @details Name "screenPosition", type Property::VECTOR2. Read-only
+       * @note This assumes default camera and default render-task and the Z position is ZERO.
+       * @note The last known frame is used for the calculation. May not match a position value just set.
+       * @SINCE_1_9.17
+       */
+      SCREEN_POSITION,
+
+      /**
+       * @brief Determines whether the anchor point should be used to determine the position of the actor.
+       * @details Name "positionUsesAnchorPoint", type Property::BOOLEAN.
+       * @note This is true by default.
+       * @note If false, then the top-left of the actor is used for the position.
+       * @note Setting this to false will allow scaling or rotation around the anchor-point without affecting the actor's position.
+       * @SINCE_1_9.17
+       */
+      POSITION_USES_ANCHOR_POINT,
+
+      /**
+       * @brief Returns whether the actor is culled or not.
+       * @details Name "culled", type Property::BOOLEAN. Read-only
+       * @note True means that the actor is out of the view frustum.
+       * @SINCE_1_9.17
+       */
+      CULLED,
+
+      /**
+       * @brief The unique ID of the actor.
+       * @details Name "id", type Property::INTEGER. Read-only
+       * @SINCE_1_9.17
+       */
+      ID,
+
+      /**
+       * @brief The current depth in the hierarchy of the actor.
+       * @details Name "hierarchyDepth", type Property::INTEGER. Read-only
+       * @note The value is -1 if actor is not in the hierarchy.
+       * @SINCE_1_9.17
+       */
+      HIERARCHY_DEPTH,
+
+      /**
+       * @brief The flag whether an actor is the root actor, which is owned by the Scene.
+       * @details Name "isRoot", type Property::BOOLEAN. Read-only
+       * @SINCE_1_9.17
+       */
+      IS_ROOT,
+
+      /**
+       * @brief The flag whether the actor is of class Dali::Layer.
+       * @details Name "isLayer", type Property::BOOLEAN. Read-only
+       * @SINCE_1_9.17
+       */
+      IS_LAYER,
+
+      /**
+       * @brief The flag whether the actor is connected to the Scene.
+       * When an actor is connected, it will be directly or indirectly parented to the root Actor.
+       * @details Name "connectedToScene", type Property::BOOLEAN. Read-only
+       * @note The root Actor is provided automatically by Dali::Scene, and is always considered to be connected.
+       * @SINCE_1_9.17
+       */
+      CONNECTED_TO_SCENE,
+
+      /**
+       * @brief The flag whether the actor should be focusable by keyboard navigation.
+       * @details Name "keyboardFocusable", type Property::BOOLEAN.
+       * @SINCE_1_9.17
+       */
+      KEYBOARD_FOCUSABLE,
     };
   };
 
@@ -726,27 +800,9 @@ public:
    */
   Actor& operator=(const Actor& rhs);
 
-  /**
-   * @brief Retrieves the unique ID of the actor.
-   *
-   * @SINCE_1_0.0
-   * @return The ID
-   * @pre The Actor has been initialized.
-   */
-  uint32_t GetId() const;
-
   // Containment
 
   /**
-   * @brief Queries whether an actor is the root actor, which is owned by the Stage.
-   *
-   * @SINCE_1_0.0
-   * @return True if the actor is the root actor
-   * @pre The Actor has been initialized.
-   */
-  bool IsRoot() const;
-
-  /**
    * @brief Queries whether the actor is connected to the Stage.
    *
    * When an actor is connected, it will be directly or indirectly parented to the root Actor.
@@ -758,15 +814,6 @@ public:
   bool OnStage() const;
 
   /**
-   * @brief Queries whether the actor is of class Dali::Layer.
-   *
-   * @SINCE_1_0.0
-   * @return True if the actor is a layer
-   * @pre The Actor has been initialized.
-   */
-  bool IsLayer() const;
-
-  /**
    * @brief Gets the layer in which the actor is present.
    *
    * @SINCE_1_0.0
@@ -952,26 +999,6 @@ public:
   bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
 
   /**
-   * @brief Sets whether the actor should be focusable by keyboard navigation.
-   *
-   * The default is false.
-   * @SINCE_1_0.0
-   * @param[in] focusable - true if the actor should be focusable by keyboard navigation,
-   * false otherwise
-   * @pre The Actor has been initialized.
-   */
-  void SetKeyboardFocusable( bool focusable );
-
-  /**
-   * @brief Returns whether the actor is focusable by keyboard navigation.
-   *
-   * @SINCE_1_0.0
-   * @return @c true if the actor is focusable by keyboard navigation, @c false if not
-   * @pre The Actor has been initialized.
-   */
-  bool IsKeyboardFocusable() const;
-
-  /**
    * @brief Raise actor above the next sibling actor.
    *
    * @SINCE_1_2.60
@@ -1082,14 +1109,6 @@ public:
    */
   float GetRelayoutSize( Dimension::Type dimension ) const;
 
-  /**
-   * @brief Gets depth in the hierarchy for the actor.
-   *
-   * @SINCE_1_0.0
-   * @return The current depth in the hierarchy of the actor, or @c -1 if actor is not in the hierarchy
-   */
-  int32_t GetHierarchyDepth();
-
 public: // Renderer
 
   /**