Renderer renderer = Renderer::New(geometry1, shader);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
Stage::GetCurrent().Add(actor);
application.SendNotification();
Renderer renderer = Renderer::New(geometry, shader1);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
Stage::GetCurrent().Add(actor);
TestGlAbstraction& gl = application.GetGlAbstraction();
Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
Stage::GetCurrent().Add(actor);
application.SendNotification();
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
Stage::GetCurrent().Add(actor);
// By default, none of the faces should be culled
// set a transparent actor color so that blending is enabled
actor.SetProperty( DevelActor::Property::OPACITY, 0.5f );
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
Stage::GetCurrent().Add(actor);
renderer.SetProperty( Renderer::Property::BLEND_FACTOR_SRC_RGB, BlendFactor::ONE_MINUS_SRC_COLOR );
Actor actor = Actor::New();
actor.SetProperty( DevelActor::Property::OPACITY, 0.5f ); // enable blending
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
Stage::GetCurrent().Add(actor);
renderer.SetProperty( Renderer::Property::BLEND_FACTOR_SRC_RGB, BlendFactor::CONSTANT_COLOR );
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
Stage::GetCurrent().Add(actor);
// Test the defaults as documented in blending.h
Actor actor = Actor::New();
actor.SetProperty( DevelActor::Property::OPACITY, 0.1f );
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
Stage::GetCurrent().Add(actor);
// Test the single blending equation setting
Actor actor = Actor::New();
actor.SetProperty( DevelActor::Property::OPACITY, 0.98f );
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
Stage::GetCurrent().Add(actor);
renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON);
Actor actor = Actor::New();
actor.SetProperty( DevelActor::Property::OPACITY, 0.0f );
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
Stage::GetCurrent().Add(actor);
renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON);
Actor actor = Actor::New();
actor.SetProperty( DevelActor::Property::OPACITY, 0.15f );
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
Stage::GetCurrent().Add(actor);
renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF);
Actor actor = Actor::New();
actor.SetProperty( DevelActor::Property::OPACITY, 0.75f );
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
Stage::GetCurrent().Add(actor);
renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
Stage::GetCurrent().Add(actor);
renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
actor.SetProperty( Actor::Property::COLOR, Vector4(1.0f, 0.0f, 1.0f, 0.5f) );
Stage::GetCurrent().Add(actor);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
actor.SetProperty( Actor::Property::COLOR, Color::MAGENTA );
Stage::GetCurrent().Add(actor);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
Stage::GetCurrent().Add(actor);
renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
Stage::GetCurrent().Add(actor);
renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
Stage::GetCurrent().Add(actor);
renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
Stage::GetCurrent().Add(actor);
TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
actor.SetProperty( Actor::Property::COLOR, Vector4(1.0f, 0.0f, 1.0f, 0.5f) );
Stage::GetCurrent().Add(actor);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
Stage::GetCurrent().Add(actor);
Vector4 initialColor = Color::WHITE;
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
Stage::GetCurrent().Add(actor);
application.SendNotification();
application.Render(0);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
Stage::GetCurrent().Add(actor);
Vector4 initialColor = Color::WHITE;
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
Stage::GetCurrent().Add(actor);
application.SendNotification();
application.Render(0);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
Stage::GetCurrent().Add(actor);
application.SendNotification();
application.Render(0);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
Stage::GetCurrent().Add(actor);
application.SendNotification();
application.Render(0);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
Stage::GetCurrent().Add(actor);
application.SendNotification();
application.Render(0);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
Stage::GetCurrent().Add(actor);
application.SendNotification();
application.Render(0);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
Stage::GetCurrent().Add(actor);
application.SendNotification();
application.Render(0);
Actor actor = Actor::New();
actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::CENTER);
actor.SetProperty( Actor::Property::PARENT_ORIGIN,AnchorPoint::CENTER);
- actor.SetPosition(0.0f,0.0f);
- actor.SetSize(100, 100);
+ actor.SetProperty( Actor::Property::POSITION, Vector2(0.0f,0.0f));
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
parent.Add(actor);
actor.SetProperty( Dali::DevelActor::Property::SIBLING_ORDER, siblingOrder );
DALI_TEST_EQUALS( actor.GetProperty<int>( Dali::DevelActor::Property::SIBLING_ORDER), siblingOrder, TEST_INNER_LOCATION(location) );
gl.EnableDrawCallTrace( true );
Actor actor = Actor::New();
- actor.SetSize( 100, 100 );
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
// create geometry
Geometry geometry = Geometry::New();
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
Stage stage = Stage::GetCurrent();
stage.GetRootLayer().SetBehavior( Layer::LAYER_3D );
stage.Add(actor);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
Stage::GetCurrent().Add(actor);
/*
Actor actor = Actor::New();
actor.AddRenderer( renderer );
- actor.SetSize( 400.0f, 400.0f );
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
Stage stage = Stage::GetCurrent();
stage.GetRootLayer().SetBehavior( Layer::LAYER_3D );
stage.Add( actor );
Actor actor= Actor::New();
actor.AddRenderer(renderer);
- actor.SetPosition(0.0f,0.0f);
- actor.SetSize(100, 100);
+ actor.SetProperty( Actor::Property::POSITION, Vector2(0.0f,0.0f));
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
Stage::GetCurrent().Add(actor);
TestGlAbstraction& gl = application.GetGlAbstraction();
Actor actor = Actor::New();
actor.AddRenderer( renderer );
- actor.SetSize( 400, 400 );
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
actor.SetProperty( Actor::Property::COLOR, Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
Stage::GetCurrent().Add( actor );
Actor actor = Actor::New();
actor.AddRenderer( renderer );
- actor.SetSize( 400, 400 );
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
actor.SetProperty( Actor::Property::COLOR, Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
Stage::GetCurrent().Add( actor );
Actor actor = Actor::New();
actor.AddRenderer( renderer );
- actor.SetSize( 400, 400 );
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
Stage::GetCurrent().Add( actor );
application.SendNotification();
Actor actor = Actor::New();
actor.AddRenderer( renderer );
- actor.SetSize( 400, 400 );
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
actor.SetProperty( Actor::Property::COLOR, Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
Stage::GetCurrent().Add( actor );
Actor actor = Actor::New();
actor.AddRenderer( renderer );
- actor.SetSize( 400, 400 );
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
actor.SetProperty( Actor::Property::COLOR, Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
Stage::GetCurrent().Add( actor );