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( "updateSizeHint", VECTOR2, true, true, true, Dali::DevelActor::Property::UPDATE_SIZE_HINT )
+DALI_PROPERTY( "updateSizeHint", VECTOR2, true, false, true, Dali::DevelActor::Property::UPDATE_SIZE_HINT )
DALI_PROPERTY_TABLE_END( DEFAULT_ACTOR_PROPERTY_START_INDEX, ActorDefaultProperties )
// Signals
return done;
}
+Rect<> Actor::CalculateScreenExtents( ) const
+{
+ auto screenPosition = GetCurrentScreenPosition();
+ Vector3 size = GetCurrentSize() * GetCurrentWorldScale();
+ Vector3 anchorPointOffSet = size * ( mPositionUsesAnchorPoint ? GetCurrentAnchorPoint() : AnchorPoint::TOP_LEFT );
+ Vector2 position = Vector2( screenPosition.x - anchorPointOffSet.x, screenPosition.y - anchorPointOffSet.y );
+ return { position.x, position.y, size.x, size.y };
+}
+
bool Actor::GetCachedPropertyValue( Property::Index index, Property::Value& value ) const
{
bool valueSet = true;
SceneGraph::NodeTransformPropertyMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mUpdateSizeHint, &SceneGraph::TransformManagerPropertyHandler<Vector3>::Bake, Vector3(updateSizeHint.width, updateSizeHint.height, 0.f ) );
}
-const Vector2 Actor::GetUpdateSizeHint() const
+Vector2 Actor::GetUpdateSizeHint() const
{
// node is being used in a separate thread; copy the value from the previous update
Vector3 updateSizeHint = GetNode().GetUpdateSizeHint( GetEventThreadServices().GetEventBufferIndex() );