std::stringstream stream;
stream << "Actor " << i+1;
- actor.SetName(stream.str());
+ actor.SetProperty( Actor::Property::NAME,stream.str());
myVector.push_back(actor);
}
DALI_TEST_EQUALS(TargetVectorSize, static_cast<int>(myVector.size()), TEST_LOCATION);
- DALI_TEST_CHECK(myVector[0].GetName() == "Actor 1");
- DALI_TEST_CHECK(myVector[1].GetName() == "Actor 2");
- DALI_TEST_CHECK(myVector[2].GetName() == "Actor 3");
- DALI_TEST_CHECK(myVector[3].GetName() == "Actor 4");
- DALI_TEST_CHECK(myVector[4].GetName() == "Actor 5");
+ DALI_TEST_CHECK(myVector[0].GetProperty< std::string >( Actor::Property::NAME ) == "Actor 1");
+ DALI_TEST_CHECK(myVector[1].GetProperty< std::string >( Actor::Property::NAME ) == "Actor 2");
+ DALI_TEST_CHECK(myVector[2].GetProperty< std::string >( Actor::Property::NAME ) == "Actor 3");
+ DALI_TEST_CHECK(myVector[3].GetProperty< std::string >( Actor::Property::NAME ) == "Actor 4");
+ DALI_TEST_CHECK(myVector[4].GetProperty< std::string >( Actor::Property::NAME ) == "Actor 5");
END_TEST;
}
DALI_TEST_CHECK(actorObject.DoAction("invalidCommand", attributes) == false);
// Check that the actor is visible
- actor.SetVisible(true);
- DALI_TEST_CHECK(actor.IsVisible() == true);
+ actor.SetProperty( Actor::Property::VISIBLE,true);
+ DALI_TEST_CHECK(actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) == true);
// Check the actor performed an action to hide itself
DALI_TEST_CHECK(actorObject.DoAction("hide", attributes) == true);
application.Render();
// Check that the actor is now invisible
- DALI_TEST_CHECK(actor.IsVisible() == false);
+ DALI_TEST_CHECK(actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) == false);
// Check the actor performed an action to show itself
DALI_TEST_CHECK(actorObject.DoAction("show", attributes) == true);
application.Render();
// Check that the actor is now visible
- DALI_TEST_CHECK(actor.IsVisible() == true);
+ DALI_TEST_CHECK(actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) == true);
Stage::GetCurrent().Add(actor);
// We expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
// play again
signalReceived = false;
// get the root layer
Actor actor = Actor::New();
- actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
- actor.SetParentOrigin( ParentOrigin::TOP_LEFT );
- actor.SetPosition( 240, 400 );
- actor.SetSize( 100, 100 );
+ actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
+ actor.SetProperty( Actor::Property::POSITION, Vector2( 240, 400 ));
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 100, 100 ) );
Stage::GetCurrent().Add( actor );