Layer overlay = Layer::New();
overlay.SetProperty( Actor::Property::SENSITIVE,false);
overlay.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
- overlay.SetSize(mStageSize);
+ overlay.SetProperty( Actor::Property::SIZE, mStageSize);
Stage::GetCurrent().Add(overlay);
mMagnifier = Toolkit::Magnifier::New();
mMagnifier.SetSourceActor( mView );
- mMagnifier.SetSize( MAGNIFIER_SIZE * mStageSize.width ); // Size of magnifier is in relation to stage width
+ mMagnifier.SetProperty( Actor::Property::SIZE, MAGNIFIER_SIZE * mStageSize.width ); // Size of magnifier is in relation to stage width
mMagnifier.SetProperty( Toolkit::Magnifier::Property::MAGNIFICATION_FACTOR, MAGNIFICATION_FACTOR );
- mMagnifier.SetScale(Vector3::ZERO);
+ mMagnifier.SetProperty( Actor::Property::SCALE,Vector3::ZERO);
overlay.Add( mMagnifier );
// Apply constraint to animate the position of the magnifier.
// Create bouncing magnifier automatically bounces around screen.
mBouncingMagnifier = Toolkit::Magnifier::New();
mBouncingMagnifier.SetSourceActor( mView );
- mBouncingMagnifier.SetSize( MAGNIFIER_SIZE * mStageSize.width ); // Size of magnifier is in relation to stage width
+ mBouncingMagnifier.SetProperty( Actor::Property::SIZE, MAGNIFIER_SIZE * mStageSize.width ); // Size of magnifier is in relation to stage width
mBouncingMagnifier.SetProperty( Toolkit::Magnifier::Property::MAGNIFICATION_FACTOR, MAGNIFICATION_FACTOR );
overlay.Add( mBouncingMagnifier );
Vector3 glassPosition(position);
glassPosition.y -= mStageSize.width * MAGNIFIER_SIZE.height * 0.5f + Stage::GetCurrent().GetDpi().height * FINGER_RADIUS_INCHES;
- mMagnifier.SetPosition( glassPosition );
+ mMagnifier.SetProperty( Actor::Property::POSITION, glassPosition );
}
void OnKeyEvent(const KeyEvent& event)