// Set size to stage size to avoid seeing a black border on transition
mParent = Actor::New();
- mParent.SetSize( Stage::GetCurrent().GetSize() );
+ mParent.SetProperty( Actor::Property::SIZE, Stage::GetCurrent().GetSize() );
mParent.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
mContent.Add( mParent );
mNextImage.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
mNextImage.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
mNextImage.SetProperty( Actor::Property::SIZE_SCALE_POLICY, SizeScalePolicy::FIT_WITH_ASPECT_RATIO );
- mNextImage.SetZ(INITIAL_DEPTH);
+ mNextImage.SetProperty( Actor::Property::POSITION_Z, INITIAL_DEPTH);
mParent.Add( mNextImage );
Vector2 size = Vector2( mCurrentImage.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ) );
StartTransition( gesture.position / size, gesture.displacement * Vector2(1.0, size.x/size.y));
mNextImage.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
mNextImage.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
mNextImage.SetProperty( Actor::Property::SIZE_SCALE_POLICY, SizeScalePolicy::FIT_WITH_ASPECT_RATIO );
- mNextImage.SetZ(INITIAL_DEPTH);
+ mNextImage.SetProperty( Actor::Property::POSITION_Z, INITIAL_DEPTH);
mParent.Add( mNextImage );
switch( mCentralLineIndex%4 )
{