application.Render();
Actor layer = editor.GetChildAt( 1u );
- 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 );
application.Render();
Actor layer = field.GetChildAt( 1u );
- 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 );
GetImpl(*this).EnableButtons( buttonsToEnable );
}
-void TextSelectionPopup::RaiseAbove( Layer target )
+void TextSelectionPopup::RaiseAbove( Actor target )
{
GetImpl(*this).RaiseAbove( target );
}
void EnableButtons( Toolkit::TextSelectionPopup::Buttons buttonsToEnable );
/**
- * @brief Raises the toolbar's layer above the given @e target layer.
+ * @brief Raises the toolbar's actor above the given @e target actor.
*
- * @param[in] target The layer to get above of.
+ * @param[in] target The actor to get above of.
*/
- void RaiseAbove( Layer target );
+ void RaiseAbove( Actor target );
/**
* @brief Show the Popup if not being shown
GetImpl(*this).ResizeDividers( size );
}
-void TextSelectionToolbar::RaiseAbove( Layer target )
+void TextSelectionToolbar::RaiseAbove( Actor target )
{
GetImpl(*this).RaiseAbove( target );
}
void ResizeDividers( Size& size );
/**
- * @brief Raises the layer above the given @e target layer.
+ * @brief Raises the actor above the given @e target actor.
*
- * @param[in] target The layer to get above of.
+ * @param[in] target The actor to get above of.
*/
- void RaiseAbove( Layer target );
+ void RaiseAbove( Actor target );
/**
* @copydoc Toolkit::ScrollView::ScrollTo(const Vector2&)
mButtonsChanged = true;
}
-void TextSelectionPopup::RaiseAbove( Layer target )
+void TextSelectionPopup::RaiseAbove( Actor target )
{
if( mToolbar )
{
/**
* @copydoc Toolkit::TextSelectionPopup::RaiseAbove()
*/
- void RaiseAbove( Layer target );
+ void RaiseAbove( Actor target );
/**
* @copydoc Toolkit::TextSelectionPopup::ShowPopup()
void TextSelectionToolbar::SetPopupMaxSize( const Size& maxSize )
{
mMaxSize = maxSize;
- if (mScrollView && mToolbarLayer )
+ if( mScrollView && mToolbarActor )
{
mScrollView.SetProperty( Actor::Property::MAXIMUM_SIZE, mMaxSize );
- mToolbarLayer.SetProperty( Actor::Property::MAXIMUM_SIZE, mMaxSize );
+ mToolbarActor.SetProperty( Actor::Property::MAXIMUM_SIZE, mMaxSize );
}
}
self.SetResizePolicy( ResizePolicy::FIT_TO_CHILDREN, Dimension::ALL_DIMENSIONS );
- // Create Layer to house the toolbar.
- mToolbarLayer = Layer::New();
- mToolbarLayer.SetResizePolicy( ResizePolicy::FIT_TO_CHILDREN, Dimension::ALL_DIMENSIONS );
- mToolbarLayer.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
- mToolbarLayer.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ // Create Actor to house the toolbar.
+ mToolbarActor = Actor::New();
+ mToolbarActor.SetResizePolicy( ResizePolicy::FIT_TO_CHILDREN, Dimension::ALL_DIMENSIONS );
+ mToolbarActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+ mToolbarActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
if( !mScrollView )
{
mTableOfButtons.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT );
mScrollView.Add( mTableOfButtons );
- mToolbarLayer.Add( mScrollView );
+ mToolbarActor.Add( mScrollView );
- self.Add( mToolbarLayer );
+ self.Add( mToolbarActor );
}
void TextSelectionToolbar::SetUpScrollBar( bool enable )
RelayoutRequest();
}
-void TextSelectionToolbar::RaiseAbove( Layer target )
+void TextSelectionToolbar::RaiseAbove( Actor target )
{
- mToolbarLayer.RaiseAbove( target );
+ mToolbarActor.RaiseAbove( target );
}
void TextSelectionToolbar::SetScrollBarPadding( const Vector2& padding )
/**
* @copydoc Toolkit::TextSelectionToolbar::RaiseAbove()
*/
- void RaiseAbove( Layer target );
+ void RaiseAbove( Actor target );
/**
* Sets the scroll bar padding.
private: // Data
- Layer mToolbarLayer; ///< The layer used to house the toolbar.
+ Actor mToolbarActor; ///< The actor used to house the toolbar.
Toolkit::TableView mTableOfButtons; ///< Actor which holds all the buttons, sensitivity can be set on buttons via this actor
Toolkit::ScrollView mScrollView; ///< Provides scrolling of Toolbar when content does not fit.
Toolkit::ScrollBar mScrollBar; ///< An horizontal scroll bar for the text's popup options.
{
if( !mActiveLayer )
{
- mActiveLayer = Layer::New();
+ mActiveLayer = Actor::New();
#ifdef DECORATOR_DEBUG
mActiveLayer.SetProperty( Actor::Property::NAME, "ActiveLayerActor" );
#endif
Timer mCursorBlinkTimer; ///< Timer to signal cursor to blink
Timer mScrollTimer; ///< Timer used to scroll the text when the grab handle is moved close to the edges.
- Layer mActiveLayer; ///< Layer for active handles and alike that ensures they are above all else.
+ Actor mActiveLayer; ///< Actor for active handles and alike that ensures they are above all else.
PropertyNotification mHandleVerticalLessThanNotification; ///< Notifies when the 'y' coord of the active layer is less than a given value.
PropertyNotification mHandleVerticalGreaterThanNotification; ///< Notifies when the 'y' coord of the active layer is grater than a given value.
PropertyNotification mHandleHorizontalLessThanNotification; ///< Notifies when the 'x' coord of the active layer is less than a given value.