text.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER );
text.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER );
- text.SetPosition( position );
+ text.SetProperty( Actor::Property::POSITION, position );
text.SetProperty( DevelActor::Property::OPACITY, 0.0f );
text.SetProperty( TextLabel::Property::HORIZONTAL_ALIGNMENT, Text::HorizontalAlignment::CENTER );
text.SetProperty( TextLabel::Property::MULTI_LINE, true );
// Create a control with a circular gradient that we'll use for the gestures and be a quarter of the size of the stage.
Actor touchControl = Control::New();
- touchControl.SetSize( stage.GetSize() * 0.25f );
+ touchControl.SetProperty( Actor::Property::SIZE, stage.GetSize() * 0.25f );
touchControl.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
touchControl.SetProperty( Control::Property::BACKGROUND, CONTROL_BACKGROUND );
background.Add( touchControl );
actor.GetProperty( Actor::Property::POSITION ).Get( currentPosition );
Vector3 newPosition = currentPosition + scaledDisplacement;
- actor.SetPosition( newPosition );
+ actor.SetProperty( Actor::Property::POSITION, newPosition );
switch( pan.state )
{
}
}
- actor.SetScale( mStartingScale * pinch.scale );
+ actor.SetProperty( Actor::Property::SCALE, mStartingScale * pinch.scale );
}
/**