[enable_debug=$enableval],
[enable_debug=no])
- # option for JavaScript plugin
- AC_ARG_ENABLE(javascript,
+ # option to build JavaScript plugin
+ # configure settings and output
+ # --enable-javascript // enable_javascript = yes
+ # --enable-javascript=yes // enable_javascript = yes
+ # --enable-javascript=no // enable_javascript = no
+ # --disable-javascript // enable_javascript = no
+ # no setting // enable_javascript = automatic ( enable if v8 present)
+ AC_ARG_ENABLE([javascript],
[AC_HELP_STRING([--enable-javascript],
- [Enable JavaScript plugin])] ,
- [enable_javascript=yes],
+ [Enable JavaScript plugin])] ,
+ [enable_javascript=$enableval],
- [enable_javascript=automatic])
-
+ [enable_javascript=no])
++#TODO MESH_REWORK Change default back to automatic
if test "x$enable_debug" = "xyes"; then
DALI_TOOLKIT_CFLAGS="$DALI_TOOLKIT_CFLAGS -DDEBUG_ENABLED"
if( enable )
{
Property::Index effectOvershootPropertyIndex = Property::INVALID_INDEX;
- mOvershootOverlay = CreateBouncingEffectActor( effectOvershootPropertyIndex );
- mOvershootOverlay.SetColor(mOvershootEffectColor);
- mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
- mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
- self.Add(mOvershootOverlay);
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::Size,
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::SIZE,
ParentSource( mPropertyScrollDirection ),
Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
- ParentSource( Actor::Property::Size ),
+ ParentSource( Actor::Property::SIZE ),
OvershootOverlaySizeConstraint() );
mOvershootOverlay.ApplyConstraint(constraint);
mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
#include "tool-bar-impl.h"
// EXTERNAL INCLUDES
-#include <dali/public-api/actors/renderable-actor.h>
+#include <dali/public-api/actors/image-actor.h>
#include <dali/public-api/animation/constraints.h>
#include <dali/public-api/object/type-registry.h>
+ #include <dali/public-api/object/type-registry-helper.h>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/alignment/alignment.h>
// ToolBar image
background.SetParentOrigin( Dali::ParentOrigin::TOP_CENTER );
background.SetAnchorPoint( Dali::AnchorPoint::TOP_CENTER );
- background.SetSize( mToolBarSize );
+ background.SetPreferredSize( Vector2( mToolBarSize.width, mToolBarSize.height ) );
- RenderableActor renderableActor = RenderableActor::DownCast( background );
- if ( renderableActor )
+ ImageActor imageActor = ImageActor::DownCast( background );
+ if ( imageActor )
{
- renderableActor.SetSortModifier( 1.f );
+ imageActor.SetSortModifier( 1.f );
}
Self().Add( background );
#include <dali/public-api/animation/active-constraint.h>
#include <dali/public-api/animation/constraint.h>
#include <dali/public-api/animation/constraints.h>
-#include <dali/public-api/geometry/mesh.h>
#include <dali/public-api/object/type-registry.h>
+ #include <dali/public-api/object/type-registry-helper.h>
#include <dali/public-api/scripting/scripting.h>
+ #include <dali/public-api/size-negotiation/relayout-container.h>
#include <dali/integration-api/debug.h>
// INTERNAL INCLUDES
}
};
--/**
- * Helper function to calculate a dimension given the policy of that dimension; the minimum &
- * maximum values that dimension can be; and the allocated value for that dimension.
- *
- * @param[in] policy The size policy for that dimension.
- * @param[in] minimum The minimum value that dimension can be.
- * @param[in] maximum The maximum value that dimension can be.
- * @param[in] allocated The value allocated for that dimension.
- *
- * @return The value that the dimension should be.
- *
- * @note This does not handle Control::Fixed policy.
- * Creates a white coloured Mesh.
-- */
- float Calculate( Control::SizePolicy policy, float minimum, float maximum, float allocated )
-Mesh CreateMesh()
--{
- float size( allocated );
-
- switch( policy )
- {
- case Control::Fixed:
- {
- // Use allocated value
- break;
- }
-
- case Control::Minimum:
- {
- // Size is always at least the minimum.
- size = std::max( allocated, minimum );
- break;
- }
- Vector3 white( Color::WHITE );
--
- case Control::Maximum:
- {
- // Size can grow but up to a maximum value.
- size = std::min( allocated, maximum );
- break;
- }
- MeshData meshData;
--
- case Control::Range:
- {
- // Size is at least the minimum and can grow up to the maximum
- size = std::max( size, minimum );
- size = std::min( size, maximum );
- break;
- }
- // Create vertices with a white color (actual color is set by actor color)
- MeshData::VertexContainer vertices(4);
- vertices[ 0 ] = MeshData::Vertex( Vector3( -0.5f, -0.5f, 0.0f ), Vector2::ZERO, white );
- vertices[ 1 ] = MeshData::Vertex( Vector3( 0.5f, -0.5f, 0.0f ), Vector2::ZERO, white );
- vertices[ 2 ] = MeshData::Vertex( Vector3( -0.5f, 0.5f, 0.0f ), Vector2::ZERO, white );
- vertices[ 3 ] = MeshData::Vertex( Vector3( 0.5f, 0.5f, 0.0f ), Vector2::ZERO, white );
--
- case Control::Flexible:
- {
- // Size grows or shrinks with no limits.
- size = allocated;
- break;
- }
- // Specify all the faces
- MeshData::FaceIndices faces;
- faces.reserve( 6 ); // 2 triangles in Quad
- faces.push_back( 0 ); faces.push_back( 3 ); faces.push_back( 1 );
- faces.push_back( 0 ); faces.push_back( 2 ); faces.push_back( 3 );
--
- default:
- {
- DALI_ASSERT_DEBUG( false && "This function was not intended to be used by any other policy." );
- break;
- }
- }
- // Create the mesh data from the vertices and faces
- meshData.SetMaterial( Material::New( "ControlMaterial" ) );
- meshData.SetVertices( vertices );
- meshData.SetFaceIndices( faces );
- meshData.SetHasColor( true );
--
- return size;
- return Mesh::New( meshData );
--}
-
/**
* Sets all the required properties for the background actor.