void LayoutItem::SetMeasuredDimensions( MeasuredSize measuredWidth, MeasuredSize measuredHeight )
{
- DALI_LOG_INFO( gLayoutFilter, Debug::Verbose, "LayoutItem::SetMeasuredDimensions width(%d) height(%d) \n",
- measuredWidth.GetSize().mValue, measuredHeight.GetSize().mValue );
+ DALI_LOG_STREAM( gLayoutFilter, Debug::Verbose, "LayoutItem::SetMeasuredDimensions width(" << measuredWidth.GetSize() << ") height(" << measuredHeight.GetSize() << ") \n" );
mImpl->SetPrivateFlag( Impl::PRIVATE_FLAG_MEASURED_DIMENSION_SET );
mImpl->mMeasuredWidth = measuredWidth;
auto actor = Actor::DownCast(owner);
auto naturalSize = actor ? actor.GetNaturalSize() : Vector3::ZERO;
- return std::max( mImpl->mMinimumSize.GetWidth(), LayoutLength::IntType( naturalSize.width ) );
+ return std::max( mImpl->mMinimumSize.GetWidth(), LayoutLength( naturalSize.width ) );
}
LayoutLength LayoutItem::GetSuggestedMinimumHeight() const
auto actor = Actor::DownCast(owner);
auto naturalSize = actor ? actor.GetNaturalSize() : Vector3::ZERO;
- return std::max( mImpl->mMinimumSize.GetHeight(), LayoutLength::IntType(naturalSize.height) );
+ return std::max( mImpl->mMinimumSize.GetHeight(), LayoutLength( naturalSize.height ) );
}
MeasuredSize LayoutItem::ResolveSizeAndState( LayoutLength size, MeasureSpec measureSpec, MeasuredSize::State childMeasuredState )
{
bool changed = false;
- DALI_LOG_INFO( gLayoutFilter, Debug::Verbose, "LayoutItem::SetFrame enter(%d, %d, %d, %d)\n", left.mValue, top.mValue, right.mValue, bottom.mValue );
+ DALI_LOG_STREAM( gLayoutFilter, Debug::Verbose, "LayoutItem::SetFrame enter(" << left << ", " << top << ", " << right << ", " << bottom << ")\n" );
if( mImpl->mLeft != left || mImpl->mRight != right || mImpl->mTop != top || mImpl->mBottom != bottom || !mImpl->GetPrivateFlag( Impl::PRIVATE_FLAG_FORCE_SET_FRAME ) )
{
auto actor = Actor::DownCast(owner);
if( actor )
{
- DALI_LOG_INFO( gLayoutFilter, Debug::Verbose, "LayoutItem::SetFrame owner(%s) (%d, %d, %d, %d)\n", actor.GetName().c_str(),
- left.mValue, top.mValue, right.mValue, bottom.mValue );
+ DALI_LOG_STREAM( gLayoutFilter, Debug::Verbose, "LayoutItem::SetFrame owner(" << left << ", " << top << ", " << right << ", " << bottom << ")\n" );
+
if( mImpl->mAnimated )
{
auto animation = Animation::New( 0.5f );
- animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), left.AsFloat() );
- animation.AnimateTo( Property( actor, Actor::Property::POSITION_Y ), top.AsFloat() );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), left.AsInteger() );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_Y ), top.AsInteger() );
- animation.AnimateTo( Property( actor, Actor::Property::SIZE_WIDTH ), newWidth.AsFloat() );
- animation.AnimateTo( Property( actor, Actor::Property::SIZE_HEIGHT ), newHeight.AsFloat() );
+ animation.AnimateTo( Property( actor, Actor::Property::SIZE_WIDTH ), newWidth.AsInteger() );
+ animation.AnimateTo( Property( actor, Actor::Property::SIZE_HEIGHT ), newHeight.AsInteger() );
animation.FinishedSignal().Connect( mSlotDelegate, &LayoutItem::OnLayoutAnimationFinished );
animation.Play();
else
{
// @todo Collate into list of Property & Property::Value pairs.
- actor.SetX( left.AsFloat() );
- actor.SetY( top.AsFloat() );
- actor.SetProperty( Actor::Property::SIZE_WIDTH, newWidth.AsFloat() );
- actor.SetProperty( Actor::Property::SIZE_HEIGHT, newHeight.AsFloat() );
+ actor.SetX( left.AsInteger() );
+ actor.SetY( top.AsInteger() );
+ actor.SetProperty( Actor::Property::SIZE_WIDTH, newWidth.AsInteger() );
+ actor.SetProperty( Actor::Property::SIZE_HEIGHT, newHeight.AsInteger() );
}
}
}
}
- DALI_LOG_INFO( gLayoutFilter, Debug::Verbose, "LayoutItem::SetFrame exit(%d, %d, %d, %d)\n", left.mValue, top.mValue, right.mValue, bottom.mValue );
+ DALI_LOG_STREAM( gLayoutFilter, Debug::Verbose, "LayoutItem::SetFrame exit(" << left << ", " << top << ", " << right << ", " << bottom << ")\n" );
return changed;
}
auto actor = Actor::DownCast(owner);
if( actor )
{
- actor.SetSize( Vector3( mImpl->mRight.AsFloat() - mImpl->mLeft.AsFloat(), mImpl->mBottom.AsFloat() - mImpl->mTop.AsFloat(), 0.0f ) );
+ actor.SetSize( Vector3( mImpl->mRight.AsInteger() - mImpl->mLeft.AsInteger(), mImpl->mBottom.AsInteger() - mImpl->mTop.AsInteger(), 0.0f ) );
}
}